Police helicopter n News heli mod help
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@xgonagitya
I have been able to recreate your exact error by breaking the correct xml syntax before trying to drag & drop the file back into OpenIV.Any mistakes in formatting/syntax (a missing/misspelled '</Item>' or '<Item>' for example) will certainly result in this error (I tried a lot of different ones. They all caused this exact error).
There may be other reasons this error appears but at least one possiblilty is that for some reason OpenIV doesn't think your 'carvariations.ymt.xml' is correctly formatted.
If you open your installed copy of 'carvariations.ymt' using right-click > 'Edit' in OpenIV a xml syntax checker will appear on the menu bar at the top. Press the '[</> XML]' button & it should warn you of any syntax errors or say 'No error detected' if the file syntax is good.
If it's good, try exporting it to meta like before but this time, don't edit it, just drag & drop it straight back into OpenIV over the original. If that works then go over your original exported to meta 'carvariations.ymt.xml' & make sure the syntax is 100% correct or re-do the edit again with the new file before trying to drag & drop it into OpenIV.
If you are still getting nowhere, one thing that is certainly a good idea is to reinstall OpenIV.
After unistalling OpenIV (but before reinstalling) make sure this folder is deleted completely:C:\Users\YOUR-WINDOWS-USERNAME-HERE\AppData\Local\New Technology Studio
Also, it might be a good idea to:
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Run 'sfc /scannow' from elevated (admin privileges) command prompt. Instructions here.
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Run check disk on OS & game hard drive (if different). Instructions here.
Note: Just tick 'Automatically fix file system errors' but make sure 'Scan for and attempt recovery of bad sectors' is unticked (unless you are prepared to potentially reinstall Windows (if scanning C:/OS drive) or your game (if scanning install drive if different to OS drive)).
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@a63nt-5m1th Same results. UNABLE TO SAVE FILE
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@a63nt-5m1th I ran the checker and it come back with no errors.
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- As a little experiment, what happens in OpenIV, if you drop this file into the folder you created inside your GTA V folder?
Note: Just for testing. Don't replace the original. It won't function as a full 'carvariations.ymt', as I have removed all but one car from it, but it definitely has correct syntax & is converted correctly by openformats in my game when I drag & drop it back into a random folder using OpenIV
If it doesn't work consider reinstalling OpenIV after making sure this folder is removed completely:
C:\Users\YOUR-WINDOWS-USERNAME-HERE\AppData\Local\New Technology Studio
& then if a reinstall doesn't fix it, perhaps create a post here outlining your exact issue for the OpenIV team
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If it does work, try dropping it into a location inside your 'mods' folder 'update.rpf' (somewhere random where you can just delete it again straight after) & see if you have the same result?
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If it fails with your modded 'update.rpf', copy the vanilla 'update.rpf' to the folder you created in your 'GTA V' folder & using OpenIV, test dragging & dropping it into that one instead.
This should tell us whether the problem lies with OpenIV or your modded 'update.rpf'.
Also, double-check you are on the latest version of OpenIV 3.1 (build 1032 I believe. You can see version by pressing 'F1' in OpenIV window).
- As a little experiment, what happens in OpenIV, if you drop this file into the folder you created inside your GTA V folder?
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@a63nt-5m1th https://i.postimg.cc/RFDQqLVh/wont-save-still.png
this is after a clean install of openiv
Ok. Following step 2, i placed it inside the update.rpf insdie a folder. I opened carvations.ytm and was able to paste that line inside and save it just fine.
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@xgonagitya said in Police helicopter n News heli mod help:
I opened carvations.ytm and was able to paste that line inside and save it just fine
Was that using your 'carvariations.ymt' or the one I sent you? Does that work for both? (ie placing it in 'update.rpf' in a different location than the original?)
If so, after making a backup of 'update.rpf', perhaps try deleting the 'carvariations.ymt' from here:...\GTA V\mods\update\update.rpf\x64\data\carvariations.ymt
& then dragging either your manually edited 'carvariations.ymt.xml' or the 'carvariations.ymt' you just edited (if you used your original rather than mine?) into the original location & see if that works?
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@a63nt-5m1th It worked with yours but not mine. Yes, I added it to a different location, still inside update.rpf but not where original was. Ok, I was using yours with one vehicle and added the newsmav to it. I will drag in my previously edited version after deleting the existing and see what happens
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@xgonagitya
Cool. Play around with the different carvariations files you have (perhaps in different OpenIV locations/folders too) & make a note of what works & what doesn't & let me know what you find out
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@xgonagitya So i deleted the original and dragged in the modified copy and no luck. still the same error.
Some filed not imported, more information below.
carvations.ymt.xml (line 0): Unable to import META/PSO file.
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@xgonagitya This is placing it in the original files location
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@xgonagitya But I can drag in a unmodified, original carvations n works jsut fine
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@xgonagitya
Sounds like there is some kind of corruption to the modified/mods folder carvariations. Perhaps something that only shows it's head while importing or exporting the file via openformats. Did it come back clear with a OpenIV right-click file > Edit > '[</> XML]' syntax check?Try this:
- Open your original modded carvariations.ymt
- Copy all the data in it (Ctrl+A & then Ctrl+C)
- Paste it over the top of everything in the carvariations file I gave you/an unmodified vanilla one that worked
- Save the file & try dragging & dropping it into:
a) the original location
b) a random folderIf it imports correctly, see if you can edit either of the files further after that also & report back. Thanks
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@xgonagitya
Ultimately, you probably want to find the cause of this issue, as left unsolved it may present problems in future, but there are a few workarounds you could use to get it working for now:- There is another 'carvariations.ymt' here:
...\GTA V\mods\x64a.rpf\data\carvariations.ymt
If you delete the one in 'update.rpf', the one in 'x64a.rpf' will takeover & be loaded by the game instead. Delete the 'update.rpf' one & try editing the 'x64a.rpf' one instead. It will have the same effect.
- As you have not edited 'carvariations.ymt' before (unless an '.oiv' has potentially done so without you realising? See 'Possible cause. '.oiv':' info below). Forget the one that doesn't work & use the unmodified, original carvariations you spoke of earlier in it's place & continue to edit that one instead.
Possible cause. '.oiv':
If an '.oiv' edited 'carvariations.ymt' in the past it may have been possible for it to make edits that bypassed the normal openformats validity checks & left the file in a state where it cannot be re-imported using openformats in future (unless edited to pass openformat checks before re-importing it).Example:
If an '.oiv' edits the sirenSettings above '255' this can cause your exact error to happen:<sirenSettings value="256"/>
Everything will work in-game perfectly fine. The only time you will notice it is when you export to META/.XML & then try to re-import the file & the OpenIV xml validity checks kick in & throw the error.
Note:
If a file is unedited/vanilla it will say 'Compressed;Encrypted;' next to it in the 'Attributes' column in OpenIV. If you want to know if 'carvariations.ymt' was ever edited in the past (before you tried editing it recently), you can check your backups & see what the attributes say.If you still have a copy of the 'carvariations.ymt/.ymt.xml' that causes the error, could you upload it somewhere so I can download it & have a look at it? Thanks
- There is another 'carvariations.ymt' here:
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@a63nt-5m1th Ok, so use the x64a file and delete the one in update.rpf? Ok i will try this. In the x64a carvations, I am just adding your code snippet about the newsmav, correct?
I have another question since u seem to know the system really well. I have noticed some of the vehicles I add, like my sheriff3, doesnt have a plate in the template to customize. The generic, every vehicle uses plate is in the vehshared.ytd file. Since I make custom plates for my police cars, can i add it in this location and tell it in vehicle.meta to pull this plate? otherwise it spawn with a blank san andreas plate with no numbers on it.
Also, When I added my police_heli (polmav) to dispatch.meta so it spawns at wanted level 1 and 2 also, it seems like it now never spawns. Is there a way to make it force spawn, like make a chance item at 1.0?
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carvariations.ymt:
Yeah, if you can't get the 'update.rpf' 'carvariations.ymt' to work, delete it & see how you get on with the 'x64a.rpf' one
Just add this into the 'carvariations.ymt' as a new entry:<Item> <modelName>newsmav</modelName> <colors> <Item> <indices> <Item value="134" /> <Item value="0" /> <Item value="112" /> <Item value="156" /> </indices> <liveries> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> </liveries> </Item> </colors> <kits /> <windowsWithExposedEdges /> <plateProbabilities> <Probabilities /> </plateProbabilities> <lightSettings value="18" /> <sirenSettings value="0" /> </Item>
License Plates:
I've not messed about with license plates much but there is a '<VehiclePlates>' section in 'carcols.ymt' that you would have to add any new plates you put in 'vehshare.ytd' to.
It looks like this:<VehiclePlates> <Textures> <Item> <TextureSetName>Standard White</TextureSetName> <DiffuseMapName>plate01</DiffuseMapName> <NormalMapName>plate01_n</NormalMapName> <FontExtents x="0.08000000" y="0.35500000" z="0.92000000" w="0.81600000"/> <MaxLettersOnPlate x="7.00000000" y="1.00000000"/> <FontColor value="0xFF0F2352"/> <FontOutlineColor value="0x00FFFFFF"/> <IsFontOutlineEnabled value="false"/> <FontOutlineMinMaxDepth x="0.47500000" y="0.50000000"/> </Item> <Item> <TextureSetName>Yellow Plate</TextureSetName> <DiffuseMapName>plate02</DiffuseMapName> <NormalMapName>plate02_n</NormalMapName> <FontExtents x="0.08000000" y="0.35500000" z="0.92000000" w="0.81600000"/> <MaxLettersOnPlate x="7.00000000" y="1.00000000"/> <FontColor value="0xFFCF9E00"/> <FontOutlineColor value="0x00FFFFFF"/> <IsFontOutlineEnabled value="false"/> <FontOutlineMinMaxDepth x="0.47500000" y="0.50000000"/> </Item> <Item> <TextureSetName>Blue Plate</TextureSetName> <DiffuseMapName>plate03</DiffuseMapName> <NormalMapName>plate03_n</NormalMapName> <FontExtents x="0.08000000" y="0.35500000" z="0.92000000" w="0.81600000"/> <MaxLettersOnPlate x="7.00000000" y="1.00000000"/> <FontColor value="0xFFBD7121"/> <FontOutlineColor value="0x00FFFFFF"/> <IsFontOutlineEnabled value="false"/> <FontOutlineMinMaxDepth x="0.47500000" y="0.50000000"/> </Item> <Item> <TextureSetName>White Plate 2</TextureSetName> <DiffuseMapName>plate04</DiffuseMapName> <NormalMapName>plate04_n</NormalMapName> <FontExtents x="0.08000000" y="0.35500000" z="0.92000000" w="0.81600000"/> <MaxLettersOnPlate x="7.00000000" y="1.00000000"/> <FontColor value="0xFF0F2352"/> <FontOutlineColor value="0xFFFF0000"/> <IsFontOutlineEnabled value="false"/> <FontOutlineMinMaxDepth x="0.10000000" y="0.50000000"/> </Item> <Item> <TextureSetName>Police guv plate</TextureSetName> <DiffuseMapName>plate05</DiffuseMapName> <NormalMapName>plate05_n</NormalMapName> <FontExtents x="0.08000000" y="0.35500000" z="0.92000000" w="0.81600000"/> <MaxLettersOnPlate x="7.00000000" y="1.00000000"/> <FontColor value="0xFF0F2352"/> <FontOutlineColor value="0x00FFFFFF"/> <IsFontOutlineEnabled value="false"/> <FontOutlineMinMaxDepth x="0.47500000" y="0.50000000"/> </Item> <Item> <TextureSetName>yankton plate</TextureSetName> <DiffuseMapName>yankton_plate</DiffuseMapName> <NormalMapName>yankton_plate_n</NormalMapName> <FontExtents x="0.08000000" y="0.35500000" z="0.92000000" w="0.81600000"/> <MaxLettersOnPlate x="7.00000000" y="1.00000000"/> <FontColor value="0xFF000000"/> <FontOutlineColor value="0xFF2BFF05"/> <IsFontOutlineEnabled value="false"/> <FontOutlineMinMaxDepth x="0.47500000" y="0.50000000"/> </Item> </Textures> <DefaultTexureIndex value="4"/> <NumericOffset value="0"/> <AlphabeticOffset value="10"/> <SpaceOffset value="63"/> <RandomCharOffset value="36"/> <NumRandomChar value="4"/> </VehiclePlates>
You then set the '<plateProbabilities>' for the vehicle in question in it's carvariations file:
Example:
<plateProbabilities> <Probabilities> <Item> <Name>Police guv plate</Name> <Value value="100"/> </Item> </Probabilities> </plateProbabilities>
For the writing on the plate to appear I think the vehicle needs to be setup correctly for it in ZModeler3 when it was made (some vehicles without plates can never have them without using ZM3 to fix the vehicle). I'll know more if you link to the sheriff3 you are using so I can take a look at it.
If you can get a new custom plate to appear on your vehicle by adding new entries to carcols & pointing the vehicle to it in carvariations & the numbers/characters still don't appear, one workaround I've used in the past is to use photoshop to add the license plates numbers/characters to the texture itself. The number plate will always be the same but you can create as many entries as you like with different names in carcols & use carvariations to point to different ones for different vehicles to get a bit of variation with it that way.
If you want them to really appear more random you can always create duplicate identical vehicles (similar to what you are doing with the polmav > newsmav) but with a slightly different game/vehicle name etc & then set them up to spawn randomly in 'dispatch.meta'. To the player it will just look like the same vehicle is spawning but with a different plate. It'll be quite a bit of work & probably easier just to replace the vehicle with a fully functional high quality one but it is possible to do.Polmav Spawning:
I've never tried to spawn a police helicopter at anything below 3 stars before but I just tested it & it certainly works. Upload your 'dispatch.meta' or paste it to Pastebin so I can have a look at it