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



  • 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?



  • I been trying for a year to make my on DLC pack i do every step still fails and i start from step 6 using folder 2 plz help or make a you tube video thanks for your time .



  • My rpf got to 3.4 GB so I defragmented every archive inside it and then the main archive and it's now 2.5 GB. Should I continue to add cars to this rpf or create a new one?


  • MODERATOR

    @DOMSlayer You can continue with it. I usually change to a new one after I reach 2.5-3.0GB, but until 3.5GB you're free to add content without risk.



  • @Reyser Something strange happened though, my file was 2.5GB after redbuild, but after adding 4 cars it turned to 4.5 GB out of nowhere and crashes. Good thing I made back up.

    I guess I should start a new archive?


  • MODERATOR

    @DOMSlayer Yeah better, if you're not sure about your current archive create a new one for the next vehicles, and keep a backup of your actual one. Sometimes when an Add-On reaches more than 3.5GB the tuning files gets corrupted and can't be opened/used anymore.



  • So when I download a weapon mod, lets use this one for example https://www.gta5-mods.com/weapons/iv-pump-shotgun, when I replace something like w_ar_carbinerifle.ydr model with the w_ar_carbinerifle_hi.ydr model, the weapon appears sideways for me. I know that the hi.ydr and regular ydr models are supposed to have a difference in model quality, but I don't really care about that. Is there a way to fix this so that the weapons don't look like a mess when I'm viewing them from a distance? Also, is there a way to dictate where an attachment is placed on a weapon? Like if I wanted to attach the Heavy Sniper Mk.II suppressor to the Advanced Rifle?


  • MODERATOR

    @NaijaMango As far as I know no, there's no way to fix the weapons quality seen from far away. Anyway I think this question will be better answered by a Weapon modder than me.

    About attachments, yes, that can be made editing loadouts.meta, weaponcomponents.meta and weapons.meta files.

    Again I'll suggest you to ask to a weapon modder instead of me, they're used to edit such files to make their weapons work with attachments too, so it shouldn't be a problem for them to answer you.



  • @Reyser Ight I'll try screwing around with those files. Thanks a lot



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

    @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?

    Yep, that's a modkit thing (or rather, a car ID thing, to which modkits are linked). You've probably overiden some earlier defined car ID's. If your car can't be tuned any more, then it's always a car ID issue (barring xml errors, of course).



  • Well, I don't know what happened. I had a combined DLC working fine and dandy until the last update. I haven't been able to get it working since.

    I keep getting ERR_FIL_PACK_3, even though my new DLC is well under 3.5 gigs. I don't know what Rockstar did. Maybe they just updated the older files, idk.


  • MODERATOR

    @jWILL253 Which vehicles contains it? Any military? Some military mods can crash your game because Rockstar updated some of the vanilla ones and fucked the mods as a colateral damage.



  • @Reyser It was mpjanuary2016. I had that DLC working with all my car mods until the last update. I then deleted four cars, and it still didn't work. I then reinstalled a smaller backup, and it still didn't work.


  • MODERATOR

    @jWILL253 I can't help you then. Is better to install the mods on a individual pack made by you.



  • YOU ARE THE MAN !
    It has been several days that I'm fighting with some ready to go mods, but I was still facing a complete crash after adding more than 3 addon cars...
    Finally, I gave one more try to your method and finally I'm able to launch the game with more than 3 addons cars ! ! !

    Big thanks to you and your very helpfull tutorial !
    Really appreciated



  • @Reyser I figured it out anyways. Other, separate files were corrupted and caused the game to crash.



  • Is it just me, or has the way the game handles its files changed since the last update? I thought the size limit was around 3.5GB, but I keep getting the Corrupt Data error when I go over 3GB.


  • MODERATOR

    @jWILL253 I think is still the same. Nothing changed at my side and nothing seems to be changed to anyone. Haven't seen anyone asking the same at the moment...



  • @Reyser Think I'm gonna try the custom DLC route again. My combined mpjanuary2016 DLC was working before the last update, but ever since the beginning of October, I haven't been able to get it to work when it's over 3GB.


  • MODERATOR

    @jWILL253
    Yeah, always use the custom DLC route, is the best one and I'm constantly using it for my own installed vehicle mods. Works perfect if you keep patience and do things right.

    If you wait until a new SHV update comes, with the new game update you'll be able avoid an annoying issue: The ID's limitation.

    It's now extended from 255 to 65535, Unknown Modder confirmed it. If you were facing an IDs problem it'll disappear, at least until you reach 32767 tuning kits in-game.



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

    It's now extended from 255 to 32767, Unknown Modder confirmed it. If you were facing an IDs problem it'll disappear, at least until you reach 32767 tuning kits in-game.

    Unknown Modder mentions 1024 as upper limit. That's stilll a life-saver, though!


  • MODERATOR

    @meimeiriver 1024 as hardcoded limit, but can be increased "easily" to 65535.



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

    @meimeiriver 1024 as hardcoded limit, but can be increased "easily" to 65535.

    Like how? And can it be done via mods? (I'm thinking not). If the hardcoded limit can be changed, it should not get overwriten with the next update.



  • @Reyser Speaking of the ID's, some tuning kits still don't work even when I give them unique ID's. I normally would edit carcols.ymt to fix that problem, but something went haywire with OpenIV's file decryption, so any time the file gets decrypted, it becomes corrupt.



  • @jWILL253 said in [Tutorial | Vehicles/Weapons] How to do: Add-On's / Replacer's:

    @Reyser Speaking of the ID's, some tuning kits still don't work even when I give them unique ID's. I normally would edit carcols.ymt to fix that problem, but something went haywire with OpenIV's file decryption, so any time the file gets decrypted, it becomes corrupt.

    Either that, or Rock* changed the encryption (dafuq?!) Let's hope it's not the latter, or this joy over the increased car-ID limit will be short-lived.


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