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[Tutorial] How to do: Add-On / Replace (Vehicles & Weapons)



  • @meimeiriver said in [Tutorial | Vehicles/Weapons] How to do: Add-On's / Replacer's:

    @player32 said in [Tutorial | Vehicles/Weapons] How to do: Add-On's / Replacer's:

    @meimeiriver said in [Tutorial | Vehicles/Weapons] How to do: Add-On's / Replacer's:

    @player32 said in [Tutorial | Vehicles/Weapons] How to do: Add-On's / Replacer's:

    nstall mega add-on cars pack mods

    I'd say the solution is simple: don't add those 'mega add-on cars pack mods.' :) Personally, I'm very picky about which cars I want added (like 75 now total or so). Aka, be selective. Besides, you don't have enough valid car ID's for thousands of addon cars; in fact, you only have 255 max.

    Dear meimeiriver,thank you very much for replying to me!
    You know my wish is to install those mega add-on cars pack mods;and please tell me why they don't work for me,when the modder guarantees that they work?
    Is there something that I could do to make them work?
    Please help me!

    I'm not sure who the modder is, or whether those cars are even supposed to all have valid Car ID's, but the Car ID variable, in game, is hardcoded as an 8-bit value: so, ranging from 0-255. And that's it; doesn't matter whether you see a car ID of 18,7654 or something: those simply 'wrap' to byte-value (masked with 0xFF, so to speak), and will internally just be seen as an 8-bit value. Always. Hence, you can't install a pack with thousands, or even hundreds of cars, that are all supposed to have a valid car ID (when it's invalid, btw, then you can't tune your car).

    So, no matter what a modder guaranteed you, there's only one modder that counts here, Unknown Modder is his name, and he discovered, and demonstrated quite convincingly, from the source code, that car ID is an 8-bit value -- no matter what others tell you.

    Dear meimeiriver , in fact he is not a modder,he only collects cars from true modders from the gta-5 mods main website and creates car packs!

    I would please you,if you would like to help me of course, to download this add-on cars pack mod,and check it out if it would work for you,or maybe you could do something to make it work!
    Here is the link of the video:

    By the way,I have installed some add-ons cars packs from him in the past,and they worked!
    I really don't know why the few latest add-ons packs, don't work;his actual replace car pack works like a charm!

    Dear meimeiriver,please check out the add-on pack for me!
    I would be very very grateful to you!
    Thank you in advance!


  • MODERATOR

    @player32 Please, try to never use Add-On packs from Youtube videos, most of them are bad made and with bugs (serious bugs) that can make your game unstable or even to don't work.

    My best suggestion is always to make your own packs. Download the best vehicles available at our website (I strongly recommend YCA Group, Vans123, RsMods and other uploaders/modders mods, are the most stable) and start creating your first Add-On.

    If you get your first Add-On working, then do a backup of it and try to install a new vehicle into the same Add-On (without removing the first one), this way you'll start building your own pack.

    Take a look at this tutorial and try to follow it (just the section to create an Add-On for vehicles). A lot of people got Add-Ons working thanks to it, even I'm using my own method for my own packs.

    And of course, take care of what you install and where. Some mods can cause crashes if they're not installed correctly, so be aware of it. I've also mentioned in this tutorial some of the errors that can occur, so take a look at the definitions and possible solutions too.

    Good modding.



  • @Reyser said in [Tutorial | Vehicles/Weapons] How to do: Add-On's / Replacer's:

    @player32 Please, try to never use Add-On packs from Youtube videos, most of them are bad made and with bugs (serious bugs) that can make your game unstable or even to don't work.

    My best suggestion is always to make your own packs. Download the best vehicles available at our website (I strongly recommend YCA Group, Vans123, RsMods and other uploaders/modders mods, are the most stable) and start creating your first Add-On.

    If you get your first Add-On working, then do a backup of it and try to install a new vehicle into the same Add-On (without removing the first one), this way you'll start building your own pack.

    Take a look at this tutorial and try to follow it (just the section to create an Add-On for vehicles). A lot of people got Add-Ons working thanks to it, even I'm using my own method for my own packs.

    And of course, take care of what you install and where. Some mods can cause crashes if they're not installed correctly, so be aware of it. I've also mentioned in this tutorial some of the errors that can occur, so take a look at the definitions and possible solutions too.

    Good modding.

    Dear Reyser ,thank you so much for your great advice!
    Best regards!



  • So I add one more car to my pack and I get the ERR_FIL_PACK code. But the weird thing is if I put my old back up I still get that error, nothing else changed in my whole game other than adding one more car. And even when I put my backup which is like 10 cars before, i still get that error.

    I have to remove a line from dlclist to clear it. wtf, this actually makes zero sense.

    If would make sense to get the error when adding the one too much car, but why do I still get it after reverting to back up .rpf



  • https://mega.nz/#!kd1RlICD!3iS93lpZh__p7_ixnBCqGlZMjB5D4n_oYPHIqQCmqmA

    Hello I have a hood in tuning part I add them to the game but it does not work



  • I found out why it's crashing it's when too many tuning cars are added. So instead of making everycar_mods I just made tuning_mods and put everything in there no longer crashing



  • Hi all,

    I was told that if I want a mega add-on cars pack, downloaded from YouTube,to work, I should edit the content.xml from the Gunrunning dlc.rpf , because the game crashes and I get the ERR_FIL_PACK 1 error!

    Please someone provide me a link of the edited content.xml!

    Thanks in advance!
    Best regards!



  • @player32 real simple dont be a tard and download addon car packs. if you have a problem getting it to work. Do some actually work on your end instead of being lazy and read through the tutorial section.



  • @Willief23 ,thank you for replying!

    But I was told that even I create an own addon cars pack,I would have to edit the content.xml from the Gunrunning dlc.rpf, otherwise the game will crash!

    Please help me!
    Thanks in advance!



  • @player32 You don't have to edit the content.xml from the gunrunning dlc, who told you that?



  • One friend told that to me.
    But I will stick to your advice!



  • Please someone help me!

    Everytime I installed mega add-ons cars mods , I couldn't spawn any vehicles from the DLCs!

    I got the "Invalid model" error!

    I tried with installing add-ons vehicles myself,and I got the same problem!

    Please someone help me!



  • When combining multiple cars into a DLC file and copying data information- does all info need to be copied over into Carcols? Or is some of the data general and not car specific?



  • @CrzBonKerz you must copy all data from every meta file of the addon cars that you want to add to your big combined dlc pack. The only time you dont need to worry about carcols is when the addon car doesnt have tuning parts.



  • @Willief23 what if the car does have tuning parts, but I don't really care to use them. Could I just not copy over? Just want to make sure I'm not upsetting some balance in the code somewhere. Whenever I get crashes I can never really tell why they happen.


  • MODERATOR

    @CrzBonKerz Yep you can delete carcols lines and the appropriate yft information inside the modkit that you do not need (eg I always delete wobble heads stuff etc)

    other tip: I always delete all those horns lines and just give each add-on car two modkits in carvariations:
    xxx_addon car_mods
    0_default_modkit

    that severly cleans up your add-on carcols.meta


  • MODERATOR

    @ReNNie said in [Tutorial | Vehicles/Weapons] How to do: Add-On's / Replacer's:

    0_default_modkit

    It it also always adviseable to define 0_default_modkit, even if you don't need your car to be tunable. If not, and you use a trainer, like Menyoo, to change, say, the wheels, your game will crash. Always let it fall back on something.



  • @ReNNie some mods have a ton of these <indices content="char_array"> definitions while some don't have many. Are these required?


  • MODERATOR

    @CrzBonKerz https://forums.gta5-mods.com/topic/3991/does-anyone-knows-how-to-set-default-color-for-a-vehicle/3

    those are the color variations the game spawns the car with... the second array is the first color to come when you spawn it via a trainer



  • @ReNNie ah got it. So to me, that seems like quite a few lines of unnecessary code. Unless you reallllly want to be able to spawn your car with random colors... I'm thinking I may just trim all my add-ons down to one entry.



  • @meimeiriver I started a system where I define each of my modkits with whichever ID I will be referencing. For example, with my first car, I started with 255, and am working backwards. Issue I'm starting to run into is for some reason, I can't respray some cars, but others work fine. Not sure if this is a modkit thing?


  • MODERATOR

    @CrzBonKerz yep it is



  • In regards to modkits, is 0_default_modkit an entry recognized by the game? Like it's a modkit that is a part of the game? I started naming my own mod kits. For example, "255_modkit". Would I be better to use the default modkit entry, but then just change the value IDs in carcols?


  • MODERATOR

    @CrzBonKerz No, look again at the vanilla carvariations file. You should name it xxx_carname_modkit in carvariations where xxx is a valid modkit_ID and carname the.....
    Wait for it....

    Carname.

    In carcols that same modkit is referred to as xxx_carname_modkit but it ends with_mods inside the rpf file and the content.xml

    (I think...)



  • Got it, that makes sense. Thank you for that! I'm starting to run into cars that don't have properly working brake lights, or reverse lights. Is that something that can be tweaked in the data files? Or is that more hard coded to the model?


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