How to Stop or Limit a Car From Spawning
Hi everyone! Apologies if this was already discussed, but I did a fairly deep search and I couldn't find an answer
I was wondering what do I need to edit to stop or limit a car from spawning. I replaced Michael's car with an Audi RS6 (yaaaaaa), but now when I drive it, I see it all over the damn place; I don't recall this happening with the stock Obey Tailgater
Basically, what I'm planning to do:
- Replace ALL cars with their real life counterparts (or as many as I can without too much of an FPS drop or crashing my game); for about 95% of the cars, I plan to use car files that a relatively lower in file size since I just want to replace them more for immersive purposes and don't really intend to drive them
- Replace the character cars and cars that I plan to keep with HQ cars (possibly limit the spawning). Already replaced Michael's car and Franklin's car (Charger Hellcat). Having a bit of trouble with Franklin's Bagger no matter what bike I use; will keep at it though. Also, any ideas on what to replace Trevor's car with?
As a reference, I'm currently playing on 1080p with max settings on everything except AA (I think I only have MSAA at 4x) and average anywhere between 80 - 125 FPS except on Grass where I'm averaging around 55 (geez, grass really eats up your FPS lol). I'm currently overclocking my 1080 to 2050mhz and my 7700k to only 4800mhz
Good on you, but prepare to step into a world of disappointment and frustration
It's not so much a matter of hardware limitation but game engine & coding limitation.
Sticking in extra RAM or overclocking your hardware is not a solution in this equation.
V, as did IV (taxi bug anyone?) just can't handle too many replacements...
atm I've only 'replaced' the police with HQ models and that worked out suprisingly well tho.
It's not a real replacement as I'm using a dlcpack addon and let those models spawn via popgroups and dispatch.meta...
But I figure once you start replacing 1MB models with 3 ~ 6 MB ones real soon you'll get texture glitches, game running out of memory, etc, etc.
Eg when I spawn HQ carmodels (10 ~ 20 MB) I get random green flashes on the screen when driving.
When spawning different models while playing will get me a feature where whole map objects disappear and textures only render lo-res.
Usually time for a quick restart of the game
What you describe here, swapping the tailgater for RS6 and then seeying it all around you could very well be a good example.
In my book that means the game engine decides to spawn that one as it's already in memory instead of spawning many other models.
So, already a way for the game engine to limit itself in memory usage?
haha yea, I've already been experiencing frustration..I managed to also replace all police vehicles, including firetruck and ambulance, with HQ models, and replaced a good 20 cars so far without too many hiccups.
Thank you for the insight into the issue being coding and game engine. I definitely thought it was more of a hardware issue. blah
Modding is definitely frustrating, but honestly, that's part of the fun. Definitely looking to stop the RS6 replacement from spawning; just not sure what values to adjust. I'm thinking the carvariations file, but I don't know if I can access the stock file in x64a. Though I remember reading that the new version of OpenIV should now allow you to do so, just haven't tried yet
@forter4 Since you got the problem when you replaced the Tailgater, I suggest you keep the Tailgater the same and use this mod. This mod allows you (by script) to use ANY vehicle, be it addon or replace as your main vehicle. It might even fix your Bagger problem.
@AHK1221 Oh yea, I tried that mod, but I found that it interfered with the persistence script I was using. And I'd rather have more cars that I can save than use that mod to replace just one car, albeit the character car
I managed to also replace all police vehicles, including firetruck and ambulance, with HQ models,
This is a certified path to disaster. Replacing vanilla cars with HQ variants will not end well. A typical HQ car can take up to 10x the resources of a vanilla car. So you'll run out of resources pretty quickly. And then your game will become unplayable and/or crash.
In fact, i make it it a point never to replace vanilla cars with HQ (what should be) addon cars. It doesn't matter whether you actually intend to drive them or not.
use the lively world mod to inject addon cars into traffic.
So I actually want to bump this a bit because I realized that no one really answered my question lol
How do I stop a car from spawning or at least lower the frequency of spawning?
deleting the model name from popgroups.ymt will prevent it from spawning all together
lowering the frequency is done by making edits to popcycle.dat but those numbers control entire groups of models which are specified in popgroups.ymt
both files you'll find inside your mods folder inside update.rpf
@ReNNie So I actually found out a fix by trying this in the vehicles.meta file! I made the changes below and it seems to be working! When I spawn the tailgater (now RS6) and drive around, I don't see Tailgaters anywhere!
Basically, I just changed the following values:
<frequency value="100" /> - This is the percentage of chance that the car will spawn within traffic. The Tailgater was set at 100 for some reason, so I changed it to 1 (Didn't want to try zero)
<maxNum value="999" /> And this number is the maximum number of this particular car that is allowed to spawn in the same area. For some reason, the Tailgater's value was set at 999. Changed it to 1
<swankness>SWANKNESS_1</swankness> - Anyone know what Swankness is? lol...I'm thinking the lower this value (1 being the highest), the better the response elicited from pedestrians? For example, when a pedestrian says "Your car is so hot!" or when a pedestrian pulls out their phone to take a picture of your car
edit: I think I may lower the 'maxNum value' for almost every car...If I understand this correctly, this will lead to a more diverse traffic mix. I'll let you guys know what I find
@forter4 I think you got it opposite with the swankness lol, i think the more the value the more your car is hot.
'Swankness' is how 'hot' the peds think your car is. Set it to 5 (max), and you'll get all the cool responses.
@forter4 Hey i did this for dukes. I still see a bunch of 69 dodge charger r/ts despite making the changes. Did you change anything else?