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



  • @gamerpro023 c'mon you don't even read what I wrote you in tutorial of your post :angry: read it again! And find words about carcols.ymt...



  • @ArmaniAdnr
    I read it,and after you say like that I read It again,I thought It doesn't have any line that includes mod kit,bc bullet has no bullet_mods file and a modkit.but in the carcols.ymt,their ID values are different than modkit values for example
    <kitName>31_elegy2_modkit</kitName>
    <id value="37"/>
    <kitType>MKT_SPORT</kitType> 31 and 37,which one should I use?



  • @gamerpro023 use where? in carvariations you use '<kitName>' always. But once the car don't have '..._mods.rpf' I don't recommend you to try add one. Better is use mods from any other car that you replaced with no tuning (must be from the same directiory, so in this case it have to be car that mods are located in 'x64i.rpf', not DLC car tuning parts!).
    Example:
    You want add tuning to the bullet but it don't have tuning parts. Let's say you have replaced already for example buffalo which have mods, but you used car with no tuning parts so you are not using 'buffalo_mods.rpf' anymore.

    Step1: rename tuning parts for your replaced bullet as 'buffalo_mods.rpf'

    Step2: using OpenIV find 'buffalo_mods.rpf'. Result is 'x64i.rpf' and 'patchday1ng'. In this case you don't need to replace both (but you can). Replacing just one located in patchday would be enought to make it work and will save you some space in 'x64i' where are located a tons of tuning parts and once you want replace a tons of cars, you would need this saved space coz when RPF archive get over 3.xx GB, your game stop working. So we replaced 'buffalo_mods.rpf' in 'patchday1ng'.

    Step3: go to the carcols.ymt and replace the lines of buffalo tuning parts as you learned before.

    Step4: this step make car use tuning parts of another car. From the carcols.ymt copy inside of the first line '<kitName>' in this case you would copy exactly '6_buffalo_modkit'. During replacing you don't care about ID value.

    Go to the 'carvariations.ymt' and find 'bullet'. Scroll down thru the <colors> (slowly to don't miss end and don't scroll thru another car) till you see '<kits>' in our case it would be exactly this

    <kits>
    <Item>0_hiend_modkit</Item>
    </kits>

    This mean the car is used tuning which is defined for hiend cars and 0 means it have no visible tuning parts, just stats (coz there is different stats for SUV, lowriders, muscle cars etc., all defined in carcols of course)

    Paste copied text inside of '<Item>' so in this case it would look exactly like this:

    <kits>
    <Item>6_buffalo_modkit</Item>
    </kits>

    Of course don't forgot to save file and do this in both carvariations.ymt (even that update.rpf one should be enought to work, but doing it in both would be better for optimalizing the game + if there would be update, and you forgot backup old files, you would have backup of this data in 'x64a.rpf' - own experience :face_palm_tone3: ).

    Now your bullet is using 'buffalo_mods' :ok_hand_tone3: and BTW for cars that was using any tuning but now are not coz you replaced them with model with no tuning parts, (in our example it would be buffalo) do this same steps but using '0_default_modkit' so it would look like this:

    <kits>
    <Item>0_default_modkit</Item>
    </kits>



  • I didnt installed any replacer with no tuning parts yet,just an rs7 replaced with exemplar(but exemplar doesn't have a tuning parts file neither)I will try it If I install a car without _mods file to replace a car with one,but my problem is,I can't modify elegy neither and It has 2 _mods files

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

    Replacing just one located in patchday would be enought to make it work

    I will revert one of them back to original after you said this.

    I replaced 2 elegy2_mods file in game but I think my problem is with the ID's,I read your reply on my topic
    Like I said ,I replaced elegy2 with gtr and the mods are being detected by simple trainer but they arent visible and I guess this is because wrong ID's in the normal carcols.meta the ID's would be the same,like:
    <kitName>320_schlagen_modkit</kitName>
    <id value="320" />
    <kitType>MKT_SPECIAL</kitType>
    the numbers are same ''320''
    and when they are like this and same as vanilla,they worked for me

    But, when I try to get the ID of elegy2 from carcols.ymt like you said I saw something like this
    <kitName>31_elegy2_modkit</kitName>
    <id value="37"/>
    <kitType>MKT_SPORT</kitType>

    the numbers are different like I mentioned in the previous post,and I didn't knew which one should I use

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

    From the carcols.ymt copy inside of the first line '<kitName>' in this case you would copy exactly '6_buffalo_modkit'. During replacing you don't care about ID value.

    until reading this,so now I should use ''31_elegy2_modkit'' and dont care about ID right?

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

    if there would be update

    I won't update the game anymore (Its in 1737.0) I don't want to reinstall all my mods again anymore.

    And since I'm using custom dlc rpf,I didn't changed carcols.meta and carvariatons.meta in game(Only added lines to the ones at my dlc.rpf) I only changed the _mods files,vehicles.meta and handling.meta in game and the previous cars I mentioned worked this way(schlagen(amggtr),torero(countach) is now working with tuning parts bullet(ford gt)isn't working but I dont care that much,since It doesnt got so much tuning parts,and Im trying to make elegy2 work with tuning parts,and I didn't touched .ymt files(just searching inside for Id but like I said I guess Im finding the wrong ID's=-)so that's the situation now.



  • So I think It will work If I replace the lines of elegy in the game's carcols.ymt but there has been a change of plan.I realized that I will need to waste soo much time while replacing the cars in game one by one,so I decided to look for a replacer car pack(but I don't need 800 900 cars 150 200 in traffic and around 200 add on is more than enough for me at least for now,but I want them to be in a decent quality and I m also searching for a realistic traffic,I know Its la but I dont wanna see 6 7 lambos in one street,except its a meeting encounter,like the chopper group in freeways)So anybody willing to recommend me some good car packs or some tips?

    EDIT:Thank you guys so much again :) @Reyser @ArmaniAdnr



  • @Reyser I've been trying to install this car https://www.gta5-mods.com/vehicles/2015-porsche-918-spyder-weissach-kit-add-on-555271eb-bb54-4264-afbe-9182bfaebead as a replacer for pfister 811 but everytime I try to enter it the game crashes. Can you help me?


  • MODERATOR

    @xxminerxx10 That's because you also need to replace the car information in the vehiclelayouts.meta file. The game is unable to find the correct layouts for the car and it crashes when you try to go into it because of that.



  • @Reyser ok, thanks. I think I found the vehiclelayouts.meta in the game files, but what should I do? Copy and paste the information from the mod file to the original one?


  • MODERATOR

    @xxminerxx10 Yes but not literally.
    In the vehiclelayouts.meta file there's information divided by sections (as in any other meta file, but in that one there are many more sections) so you'll have to copy the Porsche 918 Spyder info for each section and copy/paste it to each section of the file respectively.

    If it's not the first time that you edit meta files, you'll see is the same as with the other meta files but takes longer to edit.



  • @Reyser Doesn't seem to work. Should I look in other files to? Maybe I edited something wrong.


  • MODERATOR

    @xxminerxx10 Yes. Make sure to check that you didn't make any mistakes and also that you've added the info in the correct file and, of course, with the correct vehicle name.

    If the vehiclelayouts.meta info that comes in the mod files does contain the word "918spyder" (or whatever it's called), change it for the name of the vehicle that you're replacing so the layouts info gets applied to the replace vehicle



  • @Reyser found that the car is named '811' in vehiclelayouts.meta. Should I name it '811' or 'pfister811' (pfister811 is the name of the car model)? I've tried '811' and now trying 'pfister811'.



  • Looks like I had to to edit the vehiclelayouts.meta in my folder, not in the game folder. Anyways, now my tuning parts don't show up but I'll redo everything because the files are a mess.
    Thanks for helping me @reyser. I really like to see people like you, using their time for helping others. I hope you will continue this tutorial by talking about the files like what they do or other helpful information.


  • MODERATOR

    @xxminerxx10 Yeah better redo everything. Is better that way if you don't really have a perfect control of what you do on every step.

    And no problem, I like to help others if those are enough mature as to provide the necesary information in a correct language usage. :ok_hand: I'm not sure if I will update the tutorial or not as it's intended to be a basic one to don't make the users mess with a lot of unnecessary files.



  • @Reyser I have some questions:

    • I once again have a problem with my car. The tuning parts aren't showing up. Before this I managed to succesfully install the porsche, but the folder got corrupted and I started it again. I am pretty sure I didn't do anything wrong in the carcols.meta, carvariations.meta and the content.xml files (I checked them 2 times and redid them). Also in the meta files I put the original ID values (not the modded ID values, the vanilla game ones) and kept the original name (renamed '918' with '811', because looking in the vanilla files this was the name, not 'pfister811'). Are there any files that I should check regarding tuning parts?

    • Why can't I use vehicle.meta and handling.meta from my created dlc folder? Is there anything I can do that could make them work because I would want to move these mods on my future PC and those files are a pain.


  • MODERATOR

    @xxminerxx10

    • Put here in a comment the content of the content.xml file. I want to see what did you put in that one.
    • The vehicles.meta file won't work in your created folder if it's meant to "replace" the info of vanilla replaced vehicles. There's a higher priority vehicles.meta file in update.rpf/common/data/levels/gta5 which overrides the rest and that can't be changed. You'll have to replace the information in that one instead of in your own folder one. About the handling.meta, the same applies but in update.rpf/common/data.


  • @Reyser https://drive.google.com/file/d/1Sv0BGYBWvqms6bLPV_XcOKJU-4UGck5n/view?usp=sharing
    EDIT: I forgot to ask if there is any limit of cars I can put in one created folder and if I can rename them using the americandlc.rpf provided in mods\update\x64\dlcpacks'FOLDERNAME'\dlc.rpf\x64\data\lang.



  • @Reyser

    I'm trying to create a custom add-on pack for all my planes with <Item>dlcpacks:\planes\</Item>.

    The game crashes on start and I've narrowed it down to the following planes I added yesterday:

    • F22A Raptor
    • F117A
    • SR71B
    • Wyvern
    • Berkut

    All these plane mods are made by SkylineGTRFreak who is amazing but whatever I try, I can't seem to combine his mods into one DLC pack!

    I have TONS of other car mods etc. - all custom add-on packs I created myself and they work beautifully.

    With this planes DLC custom add-on pack, the game crashes on loading screen.

    Really would appreciate your (and others') help with this.

    I think the main problem comes from the following file:

    • weapons.meta

    Here is the weapons.meta that is WORKING: https://www15.zippyshare.com/v/sBGf4zF8/file.html

    ... and here is the weapons.meta file that is NOT WORKING: https://www15.zippyshare.com/v/gr9PTeNs/file.html

    ... and here is the content.xml file: https://www15.zippyshare.com/v/cnNUA9xH/file.html

    Please help!


  • MODERATOR

    @Suzerain001 Zippyshare is not working. Better upload them to Google Drive or WeTransfer.


  • MODERATOR

    @xxminerxx10 Did you solve your problem? I totally forgot about your issue 14 days ago, sorry :sweat_smile:



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

    @Suzerain001 Zippyshare is not working. Better upload them to Google Drive or WeTransfer.

    @Reyser here are the files with WeTransfer: https://we.tl/t-gfhHmNczLa


  • MODERATOR

    @Suzerain001 Check the following image and tell me if you find something wrong:

    Imgur



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

    @Suzerain001 Check the following image and tell me if you find something wrong:

    Imgur

    I updated the weapons.meta file and removed that line but it still crashes for me.

    Two questions:

    1. Should the weapons.rpf file be in the same folder as vehicles.rpf and the vehiclemods folder or does it not matter?

    2. I have all the xxxx_weapons.meta files in the same folder as the carvariations.meta etc. - is this correct or do I have to put those in a separate folder?

    Screenshots:

    https://imgur.com/PvQEt4b

    https://imgur.com/ontTkj8

    https://imgur.com/zOg8zif

    https://imgur.com/fvz0ex1

    https://imgur.com/YJkzhHg


  • MODERATOR

    @Suzerain001
    1.- It does not matter. You can have in different folders or in the same one but make sure to don't use a folder name that's being already used by specific folders in vanilla DLCs.
    2.- Same as before, it doesn't matter.

    I use a very similar (almost the same) folder structure to what I could see in your screenshots, so don't worry about that.



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

    @Suzerain001
    1.- It does not matter. You can have in different folders or in the same one but make sure to don't use a folder name that's being already used by specific folders in vanilla DLCs.
    2.- Same as before, it doesn't matter.

    I use a very similar (almost the same) folder structure to what I could see in your screenshots, so don't worry about that.

    It still keeps crashing on load for me!

    I put all the xxxx_weapons.meta in a folder called weapondata inside /data/ and I put the planeweapons.rpf (changed it from weapons.rpf just to be safe) file in a separate folder called weaponmods inside /x64/.

    I opened the OpenIV.log file and here is the end of that file - it stops after berkut_mods.rpf file:

    04/05/2020 15:50:00.575 [19664] TRACE: [fiPackfile::openArchive] 'dlcpacks:\planes\dlc.rpf'
    04/05/2020 15:50:00.588 [19664] TRACE: [fiPackfile::openArchive] 'dlc_planes:/x64/vehicles.rpf'
    04/05/2020 15:50:00.588 [19664] TRACE: [fiPackfile::openArchive] 'dlc_planes:/x64/weaponmods/planeweapons.rpf'
    04/05/2020 15:50:00.589 [19664] TRACE: [fiPackfile::openArchive] 'dlc_planes:/x64/vehiclemods/typhoon_mods.rpf'
    04/05/2020 15:50:00.589 [19664] TRACE: [fiPackfile::openArchive] 'dlc_planes:/x64/vehiclemods/cfa_mods.rpf'
    04/05/2020 15:50:00.589 [19664] TRACE: [fiPackfile::openArchive] 'dlc_planes:/x64/vehiclemods/p38l_mods.rpf'
    04/05/2020 15:50:00.589 [19664] TRACE: [fiPackfile::openArchive] 'dlc_planes:/x64/vehiclemods/adf11f_mods.rpf'
    04/05/2020 15:50:00.589 [19664] TRACE: [fiPackfile::openArchive] 'dlc_planes:/x64/vehiclemods/f22a_mods.rpf'
    04/05/2020 15:50:00.589 [19664] TRACE: [fiPackfile::openArchive] 'dlc_planes:/x64/vehiclemods/sr71b_mods.rpf'
    04/05/2020 15:50:00.589 [19664] TRACE: [fiPackfile::openArchive] 'dlc_planes:/x64/vehiclemods/f117a_mods.rpf'
    04/05/2020 15:50:00.589 [19664] TRACE: [fiPackfile::openArchive] 'dlc_planes:/x64/vehiclemods/wyvern_mods.rpf'
    04/05/2020 15:50:00.589 [19664] TRACE: [fiPackfile::openArchive] 'dlc_planes:/x64/vehiclemods/berkut_mods.rpf'
    

    I'm not sure why it's still crashing! I checked and rechecked! Please help.

    EDIT: I disabled the berkut mod and it still crashes.

    Here is my updated content.xml file: https://we.tl/t-awHBh1EbRp


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