ModKit IDs... solved with the power of the DELETE key? Seems that way (possibly).
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So as my next-to-last contribution to this forum, I thought I would share a discovery I made tonight.
As many of you know, I have a tool that I use to extract vehicle data and to create addons. For a while I had been planning an experiment, which was to allocate the ModKitID of 0 to all vanilla cars in carcols.ymt and to then assign every vehicle a 0_default_modkitID in carvariations.meta.
So I modified my programme to output all the modified vanilla data. I tried using just the carvariations.meta method first and that failed. I then tried adding the carcols.ymt method... and that crashed. While I was editing the carcols.ymt file, I had an idea... what would happen if there were no ID allocations in carcols.ymt at all?
These pictures show the results... The ModKitID insets are just to show what their vanilla values were for reference.
This is the same as the carcols method people already know about (in a way) but the beauty of this method, is with the press of one Delete key, you can probably turn every non-working vehicle tuning ID, into a working one... instantly.
From that point, just make sure your dlcpacks have an <order value="??" /> number in setup2.xml that places them after the Rockstar dlcpacks (later than 25), mine start at 30 and add all your modkit ID information to carcols.meta and carvariations.meta as you have been doing so far.
So instead of transferring pages of car data from one file to another, what's the solution.
Get this mod carcols.ymt converted into XML format
Open the carcols.xml file and scroll down to the section marked as
<Kits>
. Select everything from the opening<Kits>
to the closing</Kits>
and hit Delete. That's right, delete them all, just what's inside<Kits>
not the tags themselves. You should end up with this... without the comments that is.When you have done that, rename the file to carcols.ymt and then put the carcols.ymt file into mods\update\update.rpf\x64\data
As you can see from the pictures, I used ID 1, 24, 51 and 123 (not pictured) and every ID gave me working tuning. All of those IDs were assigned to vanilla vehicles and all of those vanilla vehicles lost their tuning ability.
I hope this works as well for people as it did for me... I hope I just haven't been lucky. All I know, is that had I used those IDs before, none of them would have worked, especially the ones that were in the existing carcols.ymt range.
And with that, I wish you all good luck and bid you farewell. I have one final post to make and then that's me finished.
If you have any questions... I can only say sorry.
I have tried to explain everything as clearly as I can. It is a very simple process, that for me has been 100% successful. Someone else will be able to help answer any questions you might have.
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@LeeC2202 cool going on vacation or enjoying retirement ?
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@LeeC2202 I think this method will be just a temporal fix, because while you still have left unused values from the deleted info for vanilla vehicles in your Add-Ons, all will go fine, but then the next Add-On vehicles you'll add to your game will have ID problems again. But anyway maybe will be useful for someone
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@LeeC2202 I have done the same thing you did about 2 weeks ago or so. I deleted all vanilla cars from kits section and only kept my addons in there. Then I deleted around 75% of the light ids of the vanilla cars and then reassigned alot of the cars light ids to 0. This may help out some people who dont care for using vanilla modkits but too bad it doesnt get us past the limit of 255 cars with working tuning parts.