You could be right, but honestly I don't think they give a crap about us.
I think the reason they force updates, like many other companies and essentially every single game update on Steam, is to have everyone on exactly the same platform - vanilla speaking.
This way they hope to reduce support tickets or at least they don't have to ask what version you're on. If you're not on the latest version, then you have a pirated game.
Which you have to admit makes sense for the developer, whether it is games or software. Shit, Microsoft forces Windows Updates whether you want to or not and is notorious for breaking systems (worse than R*) with their updates (I have my updates turned off using Windows Pro and group policies).
Sure R* makes all their money on GTAO but I'm sure they realize the SP only player is not going start playing GTAO or buying shit online just because there was an update.
I think they just see SP modding as an annoyance or that we don't even exist. They certainly don't give a shit if their updates break mods, but I really doubt they would do it on purpose.
I hate having to have an account to play a game I legally purchased, but Epic, Steam, and Ubi all force you to do that. Microsoft and Adobe and others are all with subscription models now.
So I've just come to terms that nothing is going to change, it will only get worse. As for emulators? I don't install extra software if I can bypass a problem, and I have a solution.
As for not sharing the solution to the flag/update question. I have to agree with you. Best not to share it because indeed they would close that loophole to ensure all the sheep have the same software version. On the other hand, given the revert process eliminates the update, R* could have forced Steam to put in a more rigorous method. So a solution already exists, but it just takes an extra step.
P.S. I have the same frustration with FiveM - being local only but being forced to authenticate with their servers. Online fine, but offline? FY FiveM.
The issue with Menyoo doors is; when you make them dynamic and then save the map, the doors fall into the abyss when you spawn the map back in and make contact with them. The workaround is to deselect both 'dynamic and frozen in place'. When you spawn the map back in, then the doors behave properly. According to the tutorials, you're supposed to save the doors as 'dynamic' when converting to ymap. But, when you contact the doors as a ymap...they fall into the abyss. If you do the 'workaround' and save it like that, they either fall or are frozen, but will perform properly if you select them as dynamic. However, if you leave the area and comeback you have to select them again, so on and so forth. Now this from using the Menyoo to YMAP converter. The map I'm trying to convert, has Map Builder Props and for whatever reason, 'Codewalker' doesn't recognize them even when selecting 'enable mods' and 'dlc's'. So I don't know if the same problem occurs.
I ran Steam and GTA5.exe in Admin mode
Open Steam > Right Click Grand Theft Auto 5 in your Steam library > Properties > Local files
Browse Local Files > Right click Properties on the GTA5.exe file itself, compatability tab,
Run as admin - tick that, and press OK. Same for the actual Steam. exe
Right click it on Start or your Desktop, or in the installation folder
X:Program Files x84/x64/Steam~Steam.exe should be here, right click on it, properties again
Run as admin on both.
Solved it for me, I had this issue for a good hour, tried verifying files, tried reinstalling the launchers social and the actual launcher, restarting my computer, CCleaning everything... but the admin on steam, I guess solved it? either that or like people said, keep trying. Im in ! :D
OIV installers are for users who don't know or don't care what will happen to their setup, so they're very much accustomed to having their files replaced, even with outdated files. Perfect example are mods which replace the dlclist.xml.
If you're trying to add error trapping to the vanilla OIV process that's not possible. However there are replaces and of course createIfNotExist. You have insert for additions. You can also use gt and lt to create opening and closing tags.
Might be better to give an example of what you're trying to do, a snippet or full xml, for someone to help you.
Here is a text example, refer to documentation for xml, this should work given xml is text.
<add>This line is added</add>
<delete condition="Equal">Line 3</delete>
<replace line="Line 4" condition="StartWith">THIS IS NEW LINE</replace>
<insert where="After" line="Line 5" condition="Equal">This is last line</insert>
<insert where="Before" line="Line 1" condition="Equal">This is first line</insert>
Unclear if you're doing this for yourself or for a mod or for multiple vehicles.meta files, so it seems replacing entire file makes more sense, particularly if you're doing it for one specific car. Or provide manual instructions so users can avoid the OIV process and actually learn the intricacies of the copy and paste operation to a text file, something most 6 year old kids can master.
Logically, if the feature indeed was present in some 2018 version of the game as Wikihow implies, it should have involved some file making a reference to savegames, because the club-owning character stops switching to his golf attire after purchasing the club, which technically is most likely to be done via some "flag" function in a save file.