@Algonquin1234 i checked those out and replaced them with the original files except the ones that DriveV replaced and now nothing spawn on the streets, like nothing, no peds, no cars, only police and other services spawn only when they are needed but no natural spawns.
@Shalk Two things you can do. That file exists in your games folder so just copy it over to your mods folder. If for whatever reason the game version is missing as well, do a verify integrity. This will replace all game folders that are missing or edited. None of the files in your mod folder will be impacted. And stop using OIV packages - instead unzip/extract them, look at the file called assembly.xml and manually install (or uninstall) your files.
@Wyengtung Sounds like you have GTA5 running at the same time. You can't save OpenIV edits while the game is running. If you're saying nothing is running, I can't explain that - doesn't make sense. Reboot Windows, restart OpenIV. Only other thing I can think of is that you don't have write/admin permissions.
1. What should I have installed for modding GTA5 Single Player?
The two following files are the absolute essentials if you are going to add mods. Do not download from other links to ensure you have the current versions.
2. Where do I install Script Hook V?
Script Hook V does not have an installer, you simply copy the 2 files below (from the extracted package) to the same folder as your GTA5.exe. You can call this your game folder, or installation folder, or root folder.
When you unzip or extract the downloaded Script Hook package you will see a bin folder. That's the only folder you want. There are 3 files in the bin folder of the Script Hook V download. You only need two of them: ScriptHookV.dll and dinput8.dll. Both copied in the game folder. You don't copy the bin folder, just those 2 files. You don't need NativeTrainer.asi.
3. Where do I install Open IV?
Open IV, pronounced Open Four, has an installer. Just accept the default path for the installation and follow the instructions. Open IV will ask you if you want to install three different files. Say yes to all of them. They are: ASI Loader, OpenIV.asi, and openCamera. ASI loader is exactly the same as dinput8.dll from ScriptHook V but that's ok. openCamera will be useful if you use the R* editor. OpenIV.asi is a must.
4. How do I know my files are properly installed?
If you followed the instructions carefully for OpenIV then the program itself will be installed in a hidden windows folder called AppData. You will be able to see OpenIV.asi, ScriptHookV.dll and dinput8.dll in the same folder as GTA5.exe. Like this:
@John_CK ok im super confused. You wrote you didn't have any mods yet you installed open4 and scripthook? And when you say scripthook is giving an error message, you mean a gray message box before game even starts to load?
Right click GTA5.exe and from the properties what is the version number.
Please do the same for scripthook which should be installed in the same folder as GTA5.exe
@taw981 had the same issue and for me it was openiv.asi that crashes my game without a message. idk why it did that but it crashed my game without a message so to solve the problem quick before trying other things, just delete openiv.asi
Just so you know, the vast majority of engine sounds in the game are not named after any vehicle. Presumably, because so many vehicles share the same engine sounds there's no real point, better for Rockstar to name them generally like 'muscle_car_1.awc/4_cylinder_saloon_1.awc/v_style_1.awc' etc.
So also be aware that often changing the engine sounds in any of those non-car named '.awc''s is likely to change the engine sounds for ~5>20 or so other vehicles at the same time, given multiple vehicles share the same audio files. Just something to be aware of.
What '.awc' the dubsta uses & how to find it:
The 'dubsta' actually uses 'suv_2_us_v8.awc', not 'v_style_1.awc'. That probably arose because the various 'Vehicle/VehicleEngine/VehicleEngineGranular' sections of the 'game.dat151.rel.xml' etc file are not always necessarily in the correct order & next to each other, they usually are, but not always. I clarified that in my second post in that thread (couldn't edit original as 365 days had passed, but was able to edit second post instead etc). Details of that are in the 'How the Three Sections are Linked:' section in this post.
Basically though, the safest way to find the correct '.awc' used is to:
Search the 'game.dat' file for the name of the vehicle
Scroll down a few lines & copy the hex hash in it's '<EngineGranular>' line
'hash_91BF1238' in the case of the 'dubsta'
Search the 'game.dat' file for that hex hash
You'll usually find 2 of them, the one you just copied & another in the '<Name>' line of a 'VehicleEngineGranular' section somewhere in the file (as mentioned, they're not always next to each other, especially where different versions of the same vehicle are concerned (dubsta1/2/3 etc)).
In that 'VehicleEngineGranular' section, scroll down a few lines & copy the hex hash in the '<EngineAccel>' line
'hash_67DADCB0' in the case of the 'dubsta'
Now open the 'sounds.dat' file & search it for that hex hash looking for it in the '<Name>' line of a '<Item type="GranularSound">' section
Then 8 or so lines below that, in the '<ContainerName>' line, you will find the name of the '.awc'
'suv_2_us_v8' in this case
Ultimate Solution (all vehicles/engine sounds):
As you've probably figured already, it can can get quite complicated trying to separate out one vehicle's engine sound from the other vehicles that use the same non-car named audio files.
Ultimately, the best way to do it, especially as you intend to edit the sounds of a lot of in-game vehicles, would be to get very comfortable editing the game's '.rel' files & either edit them in place or create your own add-on engine sounds pack, both of which should allow you to isolate individual vehicles & have certain ones only use their own set of audio files. Creating your own add-on engine sounds dlc, initially at least, is not for the faint of heart, there will be a lot of reading involved (as you can see in this tutorial on it here) until you get comfortable with the process & it becomes second nature. Don't let the sprawling mass of that tut put you off tho, the actual process is not that complex, just a lot of info to process at the start of it (you want to set a day aside to do it, if doing it in one go etc). In the fullness of time though, learning how the '.rel' files work & how to edit them accordingly, will offer you almost complete control over the game's engine sounds.
Simplest Solution (just for the 'dubsta'):
Alternatively, the simplest solution, at least just for the 'dubsta', would be to use the files you downloaded to the replace the 'schafter3' engine sounds & then set the 'dubsta' to use those 'schafter3' engine sounds by editing the 'dubsta's '<audioNameHash>' line in 'vehicles.meta':
Obviously, that would also change the engine sound for the 'schafter3/4/5/&6' as they all use the 'schafter3.awc'. There are some add-on Mercedes engine sounds (check carefully, not all are add-ons etc) available on the main site however, so if you like the sound of one/some of them, you could always edit the 'schafter3/4/5/&6' '<audioNameHash>' lines in 'vehicles.meta' to use that/them instead & only have the 'dubsta' use the 'schafter3.awc' or just set the 'schafter3/4/5/&6' to use a different suitable vanilla engine sound etc.
Hybrid Solution (a little bit of everything, but easier to learn initially than Ultimate solution):
You may also be able to download a pre-made add-on engine sound dlc & then using it as a base, & referring to the original 'suv_2_us_v8.awc' & the 'dubsta's '.rel' values etc as a guide, edit the audio & '.rel' files in the add-on to create a 'dubsta.awc' & use that to apply solely to the 'dubsta'. You'll undoubtedly, unless very lucky, run into airy/weird engine sounds in-game doing that, but in that tut above, I do mention that & what needs to be done to fix it.
Starting with someone else's work & then editing it to what you want, is probably a good place to start, especially if you do intend to learn how to edit the game's '.rel' files &/or create your own add-on engine sounds dlc at some point in future. The problems you will run into doing it that way will teach you a lot of the issues you are likely to face when you come to creating your own & it'll get you somewhat comfortable with the process required etc, without having to deal with huge files full of other vehicles & other sound related stuff etc.
Also, did you edit the 'DUBSTA_EXHAUST_/DUBSTA_VEHICLE_DOOR_' names in the downloaded 'schafter3' engine sounds file or was that how they were when you downloaded it? As I can't see how they would work without '.rel' edits to go along with them (should be 'SCHAFTER3_EXHAUST_POP_01/02/03' to work with the
'schafter3' & vanilla 'dubsta' is set to '<ExhaustPops>null_sound</ExhaustPops>' so has no pops).
So in more general terms, if a vehicle is not set up to use pops etc in it's '.rel' file, it's not going to use them even if they are placed in the '.awc' it is using. A vehicle is just going to use the audio '.wav's it is told to in the '.rel' files & will completely ignore any additional '.wav's it may have in the '.awc' it is using. On the plus side of that, it's possible to have two vehicles, one set up to use pops/dumpvalve etc, one not, & have them both use the same '.awc' & not have to worry about pops/dumpvalve etc sounds being forced on in the engine sounds of both vehicles in-game.
If you want to edit pops/dump valve/tranmission/air intake etc sounds on a vehicle by vehicle basis, especially if adding them to a vehicle that doesn't normally have them etc, you need to use the '.rel' files to do that.
I've certainly not covered everything here, but probably enough to digest for now. A lot will depend on what you ultimately want to do. I'd say getting to know the '.rel' files at least, &/or creating your own add-on engine sounds dlc is probably where you want to go if you want complete freedom, but using select '<audioNameHash>' edits, maybe combined with downloaded add-on engine sounds (more of them will appear all the time now) & the odd '.rel' edit is still a very functional way of doing it.