Cars that replaces Franklin/trevor/Michael car
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can someone send me some links that replace main characters cars.
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@DarthPungz you'll never believe this, I tried that search thingy and found this search thingy really works!!! Thx bro LOL
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@Biggdogg Wait. THIS site has a search function?!?
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@eshenk yup, you should try it really works!!!
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@eshenk said in Cars that replaces Franklin/trevor/Michael car:
@Biggdogg Wait. THIS site has a search function?!?
Unfortunately that doesn't necessarily make it easy to find mods like this one:
https://www.gta5-mods.com/scripts/the-character-vehicle-mod-net
When you're looking for them. Speaking of which is this guy dead or something!? ^^ Both his mods were a little buggy, so "perfect" versions of them would have been the shit, but I noticed now that they never got updated after a certain point, and he hasn't commented on anything in over a year. That's a shame, had some of my favorite ideas.
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correct, I've seen that mod but it seems shady af and beyond value at this point in time
so a proper coded .NET solution to inject pre-defined models for the three protagonists would be more than welcome
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I don't think replacing game-critical vehicles is a good idea, I'd prefer adding new ones.
That said i'd like to know how that script manages to replace the vehicle model.
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@Eddlm said in Cars that replaces Franklin/trevor/Michael car:
I'd prefer adding new ones
But if the script would pick up an added model (dlcpack) and assign that to the protagonist upon gamestart, it's not a replace perse?
Or do you think that also would compromise gamestability too much?And if the selected model is user-defined everyone can choose between gamestability OR own wishes
I mean, assigning a 25MB Audi A6 would put more memory strain than a 4MB VW Beetle or Lore-Friendly VWE model with LODS
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@ReNNie That script was developed by me and mainly @sollaholla, while we were part of TeamCore. At the time when the mod was released, it worked pretty much fine, so what's the current problem(s) with it?
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@AHK1221 hey, there's a plus
Afaik it's not running on latest patches, see the comments (hopefully it does on all earlier patches?)
and works by saving your desired and spawned car model ingame to a .dll instead of using a much more transparant method of a predefined ini input
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@ReNNie I'll try it, see if it works/doesn't work. If it doesn't i'll try to fix it/create another mod, or @sollaholla can fix it himself if he has the time. He is pretty busy with GTS nowadays.
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@AHK1221 said in Cars that replaces Franklin/trevor/Michael car:
@ReNNie That script was developed by me and mainly @sollaholla, while we were part of TeamCore. At the time when the mod was released, it worked pretty much fine, so what's the current problem(s) with it?
Ah, sorry, it sounds funny but I thought "Team Core" was like a person pretending to be an institution. Maybe to recruit more team members idk, - Only because of how no team members seemed to be mentioned by name in the descriptions, and obviously because of how abruptly you guys' updates or developments stopped - as the team.
I thought the unwanted masks/headsets/fireman's helmets spawning randomly on saved clothing was never resolved - in the clothes mod. It's surprising enough to see Michael wake up in a suit, (though by using it that's pretty much what we signed up for, I guess) without there also being a pig mask on his head.
It also seemed egregious that the default controller setting for opening the vehicle mod were the exact controls to switch weapons on the selection wheel.
There might have been some other stuff that could have used an update, but I can't remember much right now. The car I used for Trevor did have a tendency to spawn upside down though. 😄
I doubt sollaholla would want to be bothered with this, he seemed pretty annoyed when someone asked him to update his zombie mod, or when me and some other people brought up the issue of ymap converter being incompatible with Map Editor files that erase items. - Which I imagine to some extent is most of them.
Anyway. I am glad you're not a dead guy.
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that mod don't work for me i press num0 but nothing happens
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@futurestoryteller said in Cars that replaces Franklin/trevor/Michael car:
Ah, sorry, it sounds funny but I thought "Team Core" was like a person pretending to be an institution. Maybe to recruit more team members idk, - Only because of how no team members seemed to be mentioned by name in the descriptions, and obviously because of how abruptly you guys' updates or developments stopped - as the team.
Ahem:
README 1.2.txt
Thanks for choosing this mod. We at TeamCore really hope you enjoy it!
-SollahollaAs for what I can see with dotPeek, there shouldn't be any incompatibility issues with the newer game versions. It references NativeUI 1.7, so nothing special there too. Is everybody sure it just magically does not work or does ScriptHookVDotNet log errors?
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@ikt Oh, I missed one name, I feel like such a fool... 😝
(Actually, at the time I probably thought it was slang for something. Like "YOLO")
I literally haven't used it in like a year, I promise I've got no error reports to report. I just reinstalled it today I'll let you know if anything is amiss -- clearly my problems with it weren't patch compatibility based anyway, but I realize you weren't only talking to me. This seems like something to take to the people who've had the problem though, in the mod's comment thread.
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i really dont get the replys i just need some links to cars that replaces the main character cars.
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Might help to be clear what you're asking about.
Ever thought of the brain-dead simple solution of just replacing the Tailgater, Buffalo S and Bodhi?
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@AHK1221 said in Cars that replaces Franklin/trevor/Michael car:
@ReNNie That script was developed by me and mainly @sollaholla, while we were part of TeamCore. At the time when the mod was released, it worked pretty much fine, so what's the current problem(s) with it?
Finally a response from the authors.
Thanks.
Primarily the trunk stuff is buggy. For instance, it immediately crashes your game when you spawn into/drive a bike with no trunk.
I decompiled the scripts once, and it seems to basically consist primarily of constantly scanning the vicinity for the player's designated car (so as to replace it when found). It feels a bit like an ugly method, tbh; but I also understand this is partly necessary, as the car's location may vary. On a whole, I think this tool would be more stable when it would forego on the constant scanning. And if the trunk stuff could simply be disabled altogether (or proper checks were made to see whether a trunk is even present to begin with when entering a vehicle).
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@ikt said in Cars that replaces Franklin/trevor/Michael car:
Might help to be clear what you're asking about.
Ever thought of the brain-dead simple solution of just replacing the Tailgater, Buffalo S and Bodhi?
Good luck replacing them with a custom-tuned car.
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@AHK1221 and all others: I use The Character Vehicle Mod since it's initial release and it works flawless.
However, idk about that trunk stuff. I have never seen a reason why I should store weapons there. Thanks to the special laws of physics in the world of GTA, my characters have all weapons in their pockets and no struggle with carrying that weight.
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@Cyron43 said in Cars that replaces Franklin/trevor/Michael car:
@AHK1221 and all others: I use The Character Vehicle Mod since it's initial release and it works flawless.
However, idk about that trunk stuff. I have never seen a reason why I should store weapons there. Thanks to the special laws of physics in the world of GTA, my characters have all weapons in their pockets and no struggle with carrying that weight.That's the point: I never use trunks either, but the mod assumes a trunk is always present, even when it's not (like on certain bikes); then crashes your game if you 'enter' one.