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What is really going on with mod kits and lights not working with add ons (with no ID conflicts) explained



  • So I'll keep this brief. I have been playing around with mod kits.

    It turns out that the carcols files are loaded with the ymt in update.rpf going first, then the dlc packs following. The solution to add the add on car color data to carcols.ymt. However, I have noticed that this breaks the tuning in the newer DLC's. So here is a simple explanation as to why.

    -When you add your own kits/lights to your own carcols.meta, then add your dlc pack, you are putting it on the end. It winds up too far out of range. Out of range, things get flaky.
    -When you add your kits/lights to carcols.ymt, you are pushing Rockstar's tuning kits off the end of the range where they work. So then you get a lot of not working vehicles in more recent DLC.
    -To add to that, I even tried moving Rockstar's recent DLC tuning kits/lights to carcols.ymt. Guess what happened? The older dlc kits stopped working.

    So long story short, there is a limit being breached here. If we can crack it, we can have a lot more tuning kits. I believe that a similar issue is occurring with map mods too. When you add too many map mods, it starts messing with other maps. As a result, it is a limit (probably left over from consoles) that should be looked into.



  • @nkjellman I have already tried this and basically what your doing is covered in my tutorial on how to fix tuning parts and lights not working for addons. I have all my addon cars with tuning parts all working and they take priority over the vanilla cars so it breaks the vanilla cars modkits but who cares about the crappy vanilla cars when you got better looking addon cars.



  • @Willief23 I see what you mean. However, it would be even better to not have any of the vehicles break. It could cause conflicts with missions. Not to mention that the purpose of add ons are to add to the game without loosing content.



  • @nkjellman I think there is no way to surpass id above 255. In order not to conflict any missions, you can take ID's from vanilla cars with most recent Rockstar DLCs like importexport, biker, specialraces etc



  • @The-Luciferous In the game already, I am sure that there are more cars than that.

    I don't think that this is an ID problem anymore. It is a limit on how many kits/lights can be loaded. Changing the orders around affects what breaks.



  • @nkjellman There are only some 220 vanilla cars or less



  • @The-Luciferous said in What is really going on with mod kits and lights not working with add ons (with no ID conflicts) explained:

    @nkjellman There are only some 220 vanilla cars or less

    Well, I sware that I had more kits working.

    I have an idea. It is a long shot but it could work. Basically I will move all of Rockstars DLC vehicles into carcols.ymt. I add my cars to it too. It is possible that all of the cars in a carcols.meta get messed up if they start out of range.



  • @nkjellman said in What is really going on with mod kits and lights not working with add ons (with no ID conflicts) explained:

    So I'll keep this brief. I have been playing around with mod kits.

    It turns out that the carcols files are loaded with the ymt in update.rpf going first, then the dlc packs following. The solution to add the add on car color data to carcols.ymt. However, I have noticed that this breaks the tuning in the newer DLC's. So here is a simple explanation as to why.

    -When you add your own kits/lights to your own carcols.meta, then add your dlc pack, you are putting it on the end. It winds up too far out of range. Out of range, things get flaky.
    -When you add your kits/lights to carcols.ymt, you are pushing Rockstar's tuning kits off the end of the range where they work. So then you get a lot of not working vehicles in more recent DLC.
    -To add to that, I even tried moving Rockstar's recent DLC tuning kits/lights to carcols.ymt. Guess what happened? The older dlc kits stopped working.

    So long story short, there is a limit being breached here. If we can crack it, we can have a lot more tuning kits. I believe that a similar issue is occurring with map mods too. When you add too many map mods, it starts messing with other maps. As a result, it is a limit (probably left over from consoles) that should be looked into.

    Going the .ymt route for car ID's solves nothing; and, in fact, can even be said to make things worse, as you're just masking stuff. What putting the usual carcols stuff in the .ymt does, is have the game use/accept your added ID's with priority (thinking they belong to the group of core ID's), but invalidating many others in the process.

    The car ID limit is 255, no matter what others tell you. Tl;dr; don't mess with the .ymt files.



  • @nkjellman said in What is really going on with mod kits and lights not working with add ons (with no ID conflicts) explained:

    @The-Luciferous In the game already, I am sure that there are more cars than that.

    I don't think that this is an ID problem anymore. It is a limit on how many kits/lights can be loaded. Changing the orders around affects what breaks.

    Same difference: tuning is only possible with a valid car ID. The DLC load-order indeed affects what's valid, and what's not; it's just a 'first come, first served' matter.



  • @meimeiriver You are right. That is a good way to put it.

    Anyways Unknown_Modder told me that it is stored as an 8 bit value that can't be cracked. Lets take a moment to laugh at what ever dumbass at Rockstar made that decision. This isn't 1986. Lol.

    Also, there is a possibility that we can create a script that can reload the carcols. So we only have what we need. It stores the kits and lights in a 21st century manner in it's own file, monitors the vehicles being spawned in the game and injects the tuning/light kits. I would say that by default, the vehicles that spawn naturally in traffic go in first, then it injects the kits for GTA Online vehicles and add on vehicles as they are requested.

    This is a dirty workaround against someone's dumbassory. :)



  • @nkjellman said in What is really going on with mod kits and lights not working with add ons (with no ID conflicts) explained:

    @meimeiriver You are right. That is a good way to put it.

    Anyways Unknown_Modder told me that it is stored as an 8 bit value that can't be cracked. Lets take a moment to laugh at what ever dumbass at Rockstar made that decision. This isn't 1986. Lol.

    Also, there is a possibility that we can create a script that can reload the carcols. So we only have what we need. It stores the kits and lights in a 21st century manner in it's own file, monitors the vehicles being spawned in the game and injects the tuning/light kits. I would say that by default, the vehicles that spawn naturally in traffic go in first, then it injects the kits for GTA Online vehicles and add on vehicles as they are requested.

    This is a dirty workaround against someone's dumbassory. :)

    It just so happens I was talking with Lee about the car ID situation, and we were referring to that snippet of code that defines car ID's as an 8-bit value. According to Lee, that code actually belongs to a LUT (Look Up Table). So, theoretically, one could feed the game a different lookup table: one with a 16-bit car ID variable in it. :) (That itself is going to be a painful process too)

    I'm rather skeptical, though (as was Lee, btw). The game may well mask off all but the first 8-bits elsewhere; but since the definition is in a LUT, there's really a chance it may leave the variable intact. Then we'd suddenly have 64k ID's.



  • Subject has been discussed to detail without a solution as meimei stated. 255 shared with vanilla cars is the hard limit.

    My biggest wish would be memory hack where a spawned vehicle over a trainer or script gets the same valid Modkit_ID that's works in your dlc packs upon spawn. That way the car you warp into will always have available tuning.

    Until then when importing, I just use a test ID to test the tuning parts, reset the Modkit_ID value to xxx and move on.

    Currently 1050 vehicles in Add-on :smirk_cat:



  • @ReNNie said in What is really going on with mod kits and lights not working with add ons (with no ID conflicts) explained:

    Until then when importing, I just use a test ID to test the tuning parts, reset the Modkit_ID value to xxx and move on

    Yeah, would be nice if your spawned car always got a valid car ID (even if just a temp one).

    Does a saved tuned car even spawn properly tuned again when you remove the valid ID from it? (I would think not, as methinks it wouldn't be able to find its corresponding tuning parts, but haven't tried yet)



  • @meimeiriver Good question, and I think there are two things that could happen:

    1. No tuning but car still spawns.
    2. Game crash :(


  • @meimeiriver I have tried that. I saved a car with all tunings included, then removed its id (kept 0), and i could re-spawn but without tuning obviously - as expected.



  • You have to be aware of using correct order in setup2.xml of your DLC pack. It has to be an increment of latest Rockstar DLC, in this case - next ID after Gunrunning update.



  • All of the free IDs to use:
    101, 111, 120, 129, 149, 165, 169, 184, 200, 203, 229, 231 and from 238 to 255.



  • @CP Yeah I have found that one out too.

    My theory is to solve this problem is to have GTA V load the Rockstar carcol data normally from the original cars, all the way to the Ill Gotten Gains update. Then Rockstar cars from Lowriders onwords, as well as custom add on cars are injected in real time as needed.

    Basically the concept is to have all of the vehicles that spawn naturally load like normal. The kits are made on startup for performance. The cars that need to be spawned with a trainer will have the kits added as needed.

    You will still run out if you spawn too many, but I doubt that would happen in a single play session.

    Additionally, if we can figure out how to store the kits in a 16 bit system, that would be great! I hope that it doesn't mess up scripts that acess them. That includes mods, or Rockstar scripts. However theres a great chance that Rockstar will update it in a future update. But there is a good chance that GTA Online updates will be dieing down soon so Rockstar may not hit the limit themselves.


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