Replacing cars but having random crashes
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Hello,
Long story short I am attempting to replace spawn cars with their real life counterparts. My ultimate goal is to replace all if not most of the cars to have that complete "realism" feel. I know its a tall order but I have read around that it is possible. I started with a fresh install of the game and began to install my mods 1 at a time and ran the game for a bit to check stability. Once all of my game enhancing mods and scripts were stable I began replacing cars. I carefully read other's posts especially ModHunter's on replacing cars however I am now stuck with random crashes. I have about 10-12 with size files NO bigger than 20MB per car. 98% of the replace cars are 10MB or less. I have 3 police cars that are 15-20MB in size. I would stress test by having my character auto drive around the map with 5 stars for about 40min. No crashes. (This was successful with other mods and scripts active that are listed below.) I then replaced another car and the game crashed 20 minutes in. I removed it and tried another with the same result. I then tried another gameconfig and had the same result. I then tried it with the same 10-12 cars from the start and the game now crashes in about 20min or so. I swapped around some gameconfigs most of which didn't get me past the loading screen. I will remove the cars and start again but, before I do, is there I am missing that I should look at to resolve the crashes?Software
GTAV - Legit download from Rockstar and latest version.
OpenIV - Latest version
ScriptHookV & Scripthooknet - Latest version
HeapAdjuster & Heap Limit Adjuster - Latest version
Gameconfig 1.0.2245 - Latest version (Stock GTA Traffic)
None Redundant Pop cycle
Anti Crash HotfixMods
NVE - Latest version
ENB - Latest version preset that comes with the NVE install (Medium setting)
Real CA Landmarks and Textures - Latest version
Car/Weapon Replacer Folder (EMF)
Real Weapon Sounds
Real Gunplay
Euphoria Rag Doll
Enhanced Gore
More Blood
5 Weapon replacement models
10-12 Replacement cars
8-10 Scripts(Confirmed that all PC drivers are up to date)
I will post any crash/error logs when get home after work if there are any. I am also in the process of elimination by removing the car mods re stress testing and then will apply one after the other after a successful test. But if there is anything else that I am missing or need to apply .meta and or config file please let me know. I could really use the help.
Thank you!
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Update: I just tried to increase the heap in the .ini however no luck. Here is my error log from event viewer..
Faulting application name: GTA5.exe, version: 1.0.2245.0, time stamp: 0x60424894
Faulting module name: clr.dll, version: 4.8.4341.0, time stamp: 0x602301f3
Exception code: 0xc00000fd
Fault offset: 0x000000000066a450
Faulting process id: 0x1634
Faulting application start time: 0x01d746b557e3532e
Faulting application path: C:\Program Files\Rockstar Games\Grand Theft Auto V\GTA5.exe
Faulting module path: C:\Windows\Microsoft.NET\Framework64\v4.0.30319\clr.dll
Report Id: 4697c7a6-2063-4ec0-b5b7-aa0c7119cbf0
Faulting package full name:
Faulting package-relative application ID:This seems to be the same error I get every time it crashes. I do not get any ingame errors when it crashes. Just crash to desktop. I also do not see an error log in my documents so this is all I have to go with.
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@WGotch07 said in Replacing cars but having random crashes:
@DugiHowser said in Replacing cars but having random crashes:
HeapAdjuster & Heap Limit Adjuster - Latest version
Pick either one, both do the same thing, having both can cause crashes.
Thanks for the response. Yes I thought that would be the case so I just have HeapAdjuster with the heap capped at 2k. Not the cause of the crashes unfortunately however, I removed my Scripts folder and started getting another error after crash.
Application: GTA5.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: exception code c0000005, exception address 00007FF7BD622730
Stack:Its a .NET Framework error so I thought that my .NET needed updating well, its up to date. I then narrowed it down to Scripthookv.NET and Scripthookv so I removed them and installed RAGEhook with simple trainer. Spawned a couple replaced cars and had my character drive around the map for an hour with 5 stars on him to stress the game a bit. Seemed stable and no crashes. I played for another hour and again stable with no crashes. As of now its stable and I will be going back to replace more cars and stress test some more to make fully sure that I am in the clear. I think with SHV.net being out dated and using Menyoo was causing the crashes as all errors were .NET related. At least its what I researched. I believe I have a Windows update to do which I will do once I log off. That could be a contributor as well. Once updated Ill throw SHV and SHV.net back in with Menyoo and stress test again. If it crashes again then I guess Ill know the root cause is for sure. Ill update tomorrow.
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So I did some further testing (playing missions and free mode stuff) and experienced some more crashes here and there. I Have not gotten a .NET error since I removed SHV and SHV.net. However, this time around Ill just get a crash to desktop with no errors logged in my Event Viewer. I decided to do a fresh install of the game and just do the bare minimum with mods. Still would get a random crash to desktop. I managed to get launcher log of the crash..
[2021-05-13 22:00:10.278] [DISPLAY] [ 1300] [gamelaunch] Game exited with code 0xc0000005 (3221225477)
[2021-05-13 22:00:10.316] [DISPLAY] [ 1300] [crashdetection] Game left no exit file.
[2021-05-13 22:00:10.316] [ ERROR ] [ 1300] [crashdetection] Exit code 0xc0000005 indicates a fatal game exit (reason: STATUS_ACCESS_VIOLATION)
I have no mods installed other than the same 8-10 cars when I started and just the preventatives like Heap and Gameconfig etc. The game plays fine without mods so I will assume its one of the cars that's causing the crash unless this error pertains to something entirely different. Any help would be greatly appreciated.
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@DugiHowser
Start from a point of the game working with no crashes & then add one mod/folder structure/'.rpf' archive at a time, loading & checking the game inbetween each change, until you identify the crash culprit & then work from there to resolve/fix/edit/compromise etc.General Diagnostic Info:
It's often quickest & easiest to diagnose a GTA V issue by rebuilding your 'mods' folder one mod/folder structure/'.rpf' archive at a time using a process similar to this.Using a 50/50 approach, ie moving half of the files/folders (in any one folder) in or out of the 'mods' folder at a time will net the quickest returns, & allow you to usually identify a culprit's general location within 6 to 7 loads of the game:
50/50 Proof of Concept (starting sample 100 files):
No. of Loads of Game No. of Files 0 100 1 50 2 25 3 12.5 (lets call it 12) 4 6 5 3 6 1.5 7 <1 (i.e below 1, folder/archive identified)
I doubt you need to be this thorough for 8>10 or so add-on cars, but it's a handy process to know for diagnosing 'mods' folder issues in general
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@a63nt-5m1th Agreed and thanks for the info. Soon after that last crash I decided to weed through the cars to see which is the culprit. I don't get crashes playing vanilla without mods. Being since these 8-10 replace cars are the only mods I have it has to be one of them or maybe more. So, I removed the last replace model I used. It was actually a Add-On to which I converted to a replace. I played the game for an hour or more and no crash. I won't say I'm out of the woods yet but feel I am on the right track. I replaced that car that I removed with another model (this time an actual replace file) and played for another hour and no crash. I'm leaning on that, that last removed car was the culprit. I then replaced 3 more cars and played for another 1-2 hours and was crash free. Ill continue to replace 1-2 models at a time and play to see results over the weekend.
I guess to take away from this that not all Add-On cars can be properly used as replace cars? Something goes wrong when pulling the .ytd, .ytf etc and moving them into your vehicles folder? Which I have done to multiple cars that I couldn't find replace files for so I instead used the Add-On models. Not all car Add-Ons are meant to be used like that I presume.Question and not to sound dumb.. Why would a "bad car mod" or incorrectly converted car mod crash the game and how? Does it error out when the game tries to load it in the spawn pool or when you use it or both? I have used this vehicle before and the game didn't crash instantly when I spawned it so I'm just curious. Knowing this will help me would help me be more efficient and effective in my testing.
Nonetheless I will continue over the weekend and will update.
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@DugiHowser
Sounds goodYeah, not all add-ons like being replaces & vice versa.
Add-on as Replace:
Just in case you don't know, you can spawn add-on cars ambiently on the streets (just like a replace would) without having to convert them to a full replace version. Only real downside might be the add-on cars won't appear in scripted storymode events (without a vanilla name) & an add-on dlc uses up available add-on slots (you can combine a heap of add-on vehicles into one add-on dlc to combat that tho).
It's easier & more reliable than converting an add-on to a replace & it's also great from a diagnostic point of view, being able to disable all your personal add-on cars with one edit of 'dlclist.xml' etcIt all depends on your reason for using replace vehicles of course, they have their place certainly, but for the most part, you can pretty much use an add-on in the same way as a replace, so don't be locked in on having to convert them all to replace to get the functionality you want. There are usually multiple routes to the same outcome as far as replace & add-on vehicles are concerned
Replacing a vanilla vehicle with an add-on is as simple as editing 'popgroups.ymt'
...\mods\update\update.rpf\x64\levels\gta5\popgroups.ymt
Open 'popgroups.ymt' & find the name/s of the vanilla vehicle you want to replace, & change all of it's name entries (same car often has multiple entries) to the name of your add-on vehicle.
Your add-on will then spawn on the streets in place of the vanilla vehicle.As mentioned, if a storymode scripted event calls the vanilla vehicle, it will be the vanilla vehicle that is spawned, not your add-on, so you'll want to have at least some full replace versions installed for those cars, but apart from that, replace & add-on vehicle functionality is pretty much identical.
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@a63nt-5m1th said in Replacing cars but having random crashes:
@DugiHowser
Sounds goodYeah, not all add-ons like being replaces & vice versa.
Just in case you don't know, you can spawn add-on cars ambiently on the streets (just like a replace would) without having to convert them to a full replace version. Only real downside might be the add-on cars won't appear in scripted storymode events (without a vanilla name) & an add-on dlc uses up available add-on slots (you can combine a heap of add-on vehicles into one add-on dlc to combat that tho).
It's easier & more reliable than converting an add-on to a replace & it's also great from a diagnostic point of view, being able to disable all your personal add-on cars with one edit of 'dlclist.xml' etcIt all depends on your reason for using replace vehicles of course, they have their place certainly, but for the most part, you can pretty much use an add-on in the same way as a replace, so don't be locked in on having to convert them all to replace to get the functionality you want. There are usually multiple routes to the same outcome as far as replace & add-on vehicles are concerned
Replacing a vanilla vehicle with an add-on is as simple as editing 'popgroups.ymt'
...\mods\update\update.rpf\x64\levels\gta5\popgroups.ymt
Open 'popgroups.ymt' & find the name/s of the vanilla vehicle you want to replace, & change all of it's name entries (same car often has multiple entries) to the name of your add-on vehicle.
Your add-on will then spawn on the streets in place of the vanilla vehicle.As mentioned, if a storymode scripted event calls the vanilla vehicle, it will be the vanilla vehicle that is spawned, not your add-on, so you'll want to have at least some full replace versions installed for those cars, but apart from that, replace & add-on vehicle functionality is pretty much identical.
This is great info I did not know that thank you so much! My end goal is to replace or come close to replacing as many vanilla cars as I can. I truly want to have that "real life" experience lol. Ill start playing around with the popgroups.ymt and update with my results. Thanks again
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@DugiHowser
As you're planning on putting a lot of modded vehicles into your game, definitely have a read of this post as well
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@DugiHowser said in Replacing cars but having random crashes:
I carefully read other's posts especially ModHunter's on replacing cars however I am now stuck with random crashes. I have about 10-12 with size files NO bigger than 20MB per car. 98% of the replace cars are 10MB or less. I have 3 police cars that are 15-20MB in size. I would stress test by having my character auto drive around the map with 5 stars for about 40min. No
Yes I'm aware of this great tutorial thank you again for shooting me more info. I did replace 4 more cars and played for about 3 or so hours. Happy to report no crashes! Now I am trying the addon way @a63nt-5m1th mentioned. Crossing my fingers..
P.S. Going about the addon route less straining on the game's engine or its all the same?
Thanks!
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@DugiHowser said in Replacing cars but having random crashes:
Going about the addon route less straining on the game's engine or its all the same?
All the same really. Any strain comes down to the detail of the model, which is the same for any one vehicle, whether it's a replace or an add-on
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@a63nt-5m1th Just wanted to update. After testing I replaced about 30 cars now + 3 addon cars that I made as spawn cars with your help (thank you). 3 of those cars on the list are convertibles with perfectly working tops. I was also brave enough to reinstall my SHV and SHV.net and retried my 6 scripts. No crashes minus the trial and error cars but that was resolved fairly quickly once removed. I think it is safe to say that I am on the right track.
Moral of the story to anyone who is having the same issue is, check all of your car mods as they can very much be the cause of your crashes.P.S. I believe this will need a new thread but, I am curious if there is any way to adjust the vehicles that are in the cut scenes. Meaning that some appear to glitch out with bumpers off etc.. I managed to mix match a few and some end up being perfect but others it seems I can do anything about. I believe I read its because of the vehicle extras and they have to be disabled? I am not sure. If you and can clarify that would be awesome. Ill open up a new thread to not confuse this one.
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@DugiHowser said in Replacing cars but having random crashes:
P.S. I believe this will need a new thread but, I am curious if there is any way to adjust the vehicles that are in the cut scenes. Meaning that some appear to glitch out with bumpers off etc.. I managed to mix match a few and some end up being perfect but others it seems I can do anything about. I believe I read its because of the vehicle extras and they have to be disabled? I am not sure. If you and can clarify that would be awesome. Ill open up a new thread to not confuse this one.
Try Unmodifiedimicated Traffic for a quick fix
It removes the upgrades from the pre-upgraded cars that appear in traffic. They can cause cars appearing missing bumpers etc (& crash your game) if you have replaced that vehicle with another.
It's generally caused by the 'car-name-here_mods.rpf' not being replaced correctly or the upgrades in the '<visibleMods>' section in the vehicle's 'carcols.ymt/.meta' file not being edited/removed.The ideal way to solve issues like this is to make sure the '<visibleMods>' sections in your 'carcols.ymt/.meta' files are correct for the cars you have installed, but the Unmodifiedimicated Traffic mod will usually give you a quick easy fix.
Use whichever method suits you best.
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@a63nt-5m1th said in Replacing cars but having random crashes:
@DugiHowser said in Replacing cars but having random crashes:
P.S. I believe this will need a new thread but, I am curious if there is any way to adjust the vehicles that are in the cut scenes. Meaning that some appear to glitch out with bumpers off etc.. I managed to mix match a few and some end up being perfect but others it seems I can do anything about. I believe I read its because of the vehicle extras and they have to be disabled? I am not sure. If you and can clarify that would be awesome. Ill open up a new thread to not confuse this one.
Try Unmodifiedimicated Traffic for a quick fix
It removes the upgrades from the pre-upgraded cars that appear in traffic. They can cause cars appearing missing bumpers etc (& crash your game) if you have replaced that vehicle with another.
It's generally caused by the 'car-name-here_mods.rpf' not being replaced correctly or the upgrades in the '<visibleMods>' section in the vehicle's 'carcols.ymt/.meta' file not being edited/removed.The ideal way to solve issues like this is to make sure the '<visibleMods>' sections in your 'carcols.ymt/.meta' files are correct for the cars you have installed, but the Unmodifiedimicated Traffic mod will usually give you a quick easy fix.
Use whichever method suits you best.Once again I thank you for the info. Always helpful. And I will try this as soon as I get home. I do have this already installed Im not sure if they will conflict with each other or not?
anti-crash-hotfix-for-replace-cars
Also, if the unmodified traffic mod does not do the trick, can I just delete the vehicle.mods that are corresponding to the glitching car?
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@DugiHowser said in Replacing cars but having random crashes:
anti-crash-hotfix-for-replace-cars
They both replace 'vehiclemodelsets.meta':
...\mods\update\update.rpf\common\data\ai\vehiclemodelsets.meta
so only one can be installed at a time. You'll have to choose between them
I just downloaded anti-crash-hotfix-for-replace-cars to take a look & it uses a slightly different approach to Unmodifiedimicated Traffic. Diagnostically, I would say it's worth checking to see if Unmodifiedimicated Traffic's 'vehiclemodelsets.meta' works instead
@DugiHowser said in Replacing cars but having random crashes:
can I just delete the vehicle.mods that are corresponding to the glitching car?
Best way to remove upgrades is to edit 'carcols.ymt/.meta' & remove the items in the '<visibleMods>' section:
Remove Visible Mods/Upgrades Example (feltzer):
In 'carcols.ymt/.meta':
Change this:
<Item> <kitName>3_feltzer2_modkit</kitName> <id value="0"/> <kitType>MKT_SPORT</kitType> <visibleMods> <!-- highlight from here... --> <Item> <modelName>feltz2_wing_1</modelName> <modShopLabel>MNU_WING3</modShopLabel> <linkedModels/> <turnOffBones/> <type>VMT_SPOILER</type> <bone>boot</bone> <collisionBone>mod_col_1</collisionBone> <cameraPos>VMCP_DEFAULT</cameraPos> <audioApply value="1.00000000"/> <weight value="10"/> <turnOffExtra value="false"/> <disableBonnetCamera value="false"/> <allowBonnetSlide value="true"/> <weaponSlot value="0"/> <weaponSlotSecondary value="0"/> <disableProjectileDriveby value="false"/> <disableDriveby value="false"/> <disableDrivebySeat value="0"/> <disableDrivebySeatSecondary value="0"/> </Item> <Item> <modelName>feltz2_wing_3</modelName> <modShopLabel>MNU_WING1</modShopLabel> <linkedModels/> <turnOffBones/> <type>VMT_SPOILER</type> <bone>boot</bone> <collisionBone>mod_col_3</collisionBone> <cameraPos>VMCP_DEFAULT</cameraPos> <audioApply value="1.00000000"/> <weight value="20"/> <turnOffExtra value="false"/> <disableBonnetCamera value="false"/> <allowBonnetSlide value="true"/> <weaponSlot value="0"/> <weaponSlotSecondary value="0"/> <disableProjectileDriveby value="false"/> <disableDriveby value="false"/> <disableDrivebySeat value="0"/> <disableDrivebySeatSecondary value="0"/> </Item> <Item> <modelName>feltz2_bumf_1</modelName> <modShopLabel>MNU_BUMF3</modShopLabel> <linkedModels/> <turnOffBones/> <type>VMT_BUMPER_F</type> <bone>bumper_f</bone> <collisionBone>chassis</collisionBone> <cameraPos>VMCP_DEFAULT</cameraPos> <audioApply value="1.00000000"/> <weight value="10"/> <turnOffExtra value="false"/> <disableBonnetCamera value="false"/> <allowBonnetSlide value="true"/> <weaponSlot value="0"/> <weaponSlotSecondary value="0"/> <disableProjectileDriveby value="false"/> <disableDriveby value="false"/> <disableDrivebySeat value="0"/> <disableDrivebySeatSecondary value="0"/> </Item> <Item> <modelName>feltz2_bumr_1</modelName> <modShopLabel>MNU_BUMR2</modShopLabel> <linkedModels/> <turnOffBones/> <type>VMT_BUMPER_R</type> <bone>bumper_r</bone> <collisionBone>chassis</collisionBone> <cameraPos>VMCP_DEFAULT</cameraPos> <audioApply value="1.00000000"/> <weight value="10"/> <turnOffExtra value="false"/> <disableBonnetCamera value="false"/> <allowBonnetSlide value="true"/> <weaponSlot value="0"/> <weaponSlotSecondary value="0"/> <disableProjectileDriveby value="false"/> <disableDriveby value="false"/> <disableDrivebySeat value="0"/> <disableDrivebySeatSecondary value="0"/> </Item> <Item> <modelName>feltz_chas_1</modelName> <modShopLabel>FELTZ_CHAS</modShopLabel> <linkedModels/> <turnOffBones/> <type>VMT_ROOF</type> <bone>chassis</bone> <collisionBone>chassis</collisionBone> <cameraPos>VMCP_DEFAULT</cameraPos> <audioApply value="1.00000000"/> <weight value="15"/> <turnOffExtra value="false"/> <disableBonnetCamera value="false"/> <allowBonnetSlide value="true"/> <weaponSlot value="0"/> <weaponSlotSecondary value="0"/> <disableProjectileDriveby value="false"/> <disableDriveby value="false"/> <disableDrivebySeat value="0"/> <disableDrivebySeatSecondary value="0"/> </Item> <Item> <modelName>feltz2_side_1</modelName> <modShopLabel>FELTZ_SIDE</modShopLabel> <linkedModels/> <turnOffBones/> <type>VMT_WING_L</type> <bone>chassis</bone> <collisionBone>chassis</collisionBone> <cameraPos>VMCP_DEFAULT</cameraPos> <audioApply value="1.00000000"/> <weight value="15"/> <turnOffExtra value="false"/> <disableBonnetCamera value="false"/> <allowBonnetSlide value="true"/> <weaponSlot value="0"/> <weaponSlotSecondary value="0"/> <disableProjectileDriveby value="false"/> <disableDriveby value="false"/> <disableDrivebySeat value="0"/> <disableDrivebySeatSecondary value="0"/> </Item> </visibleMods> <!-- ...to here... --> <linkMods/> <statMods>
to this:
<Item> <kitName>3_feltzer2_modkit</kitName> <id value="0"/> <kitType>MKT_SPORT</kitType> <visibleMods/> <!-- ...& then replace with <that line (ie "<visibleMods/>") --> <linkMods/> <statMods>
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@a63nt-5m1th Awesome, Ill look at all of that tonight. Thank you so much!
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@a63nt-5m1th I tried the Unmodifiedimicated Traffic and it didn't seem to work to well as I was still seeing glitched cars especially in Franklins street race mission. I have everyone of those cars in the cutscene and in the race replaced and still saw spoilers and bumpers glitching. Ill go with the manual route you mentioned and see if that does the trick. Just a side note, I am using NVE with the ENB Razed provides in his download. I noticed that NVE does something to the carcols.ymt. There is a NVE carcols in my dlclist. I pretty certain removing the mods won't affect it but I figured I mention it before I go off removing them.
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@DugiHowser
That should be fine, removing the upgrades from NVE carcols etcNot sure why the modded 'vehiclemodelsets.meta's wouldn't be working?!
Make sure you are editing/replacing the 'vehiclemodelsets.meta' here:
...\mods\update\update.rpf\common\data\ai\vehiclemodelsets.meta
Maybe singleplayer uses some other script for street races & such or something.
Removing the upgrades from carcols looks to be the best solution for you anyway. That should fix it
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@a63nt-5m1th I fairly certain I put the .meta in the right folder but I can always try again for safe measure. If the results are still minimal Ill go the manual route and update. Thank you!
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@a63nt-5m1th Sorry for the delay in update, work has kept me busy. Here is my observation after trying the recommended:
Unmodifiedimicated Traffic- I went back to double check the route folder I dropped it in. All checks out however, I am still seeing glitched cars in the cutscenesDeleting modkits manually- I found this weird but OIV could not open the carcols.ymt/.meta, it gave me an error saying cannot open this file etc.. (Possibly because of NVE)? So I approached to adjust in notepad++. I could only find a few cars that needed fixing. I started to change the "premier" modkit first. Saved and copied back in OIV to reboot the game. Once we got passed the legal message the game crashed. I re copied the original carcols.ymt/.meta and game loaded fine. The route I see it in update\update.rpf\x64\data\carcols.ymt and I am hoping that is the correct the route? I will also reload my mods folder without NVE to see if I have better results.
In the mean time, any thoughts?
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@a63nt-5m1th Side note: When I open up the vehiclemodelsets.meta I do not see the certain vehicles that I wish to fix. Could that explain why Unmodifiedimicated Traffic is "not" working?
Also: Is this method worth trying? https://forums.gta5-mods.com/topic/11271/modkit-ids-solved-with-the-power-of-the-delete-key-seems-that-way-possibly
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@DugiHowser said in Replacing cars but having random crashes:
Could that explain why Unmodifiedimicated Traffic is "not" working?
Yeah, if they are not in there, then 'vehiclemodelsets.meta' edits will do nothing to those vehicles.
If your issue is just happening in cutscenes, maybe the game is loading modded cars by another method other than 'vehiclemodelsets.meta'.
Try editing any problem vehicle's 'carvariations.ymt/.meta' ''<kits>' to this & test again:
<kits> <Item>0_default_modkit</Item> </kits>
@DugiHowser said in Replacing cars but having random crashes:
Also: Is this method worth trying? https://forums.gta5-mods.com/topic/11271/modkit-ids-solved-with-the-power-of-the-delete-key-seems-that-way-possibly
It's not too much work to mass edit carcols/carvariations, especially if you use a bulk replace.
I reckon it should work.
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@a63nt-5m1th I played around with 2 cars that have been "troublesome" in cutscenes the Premier and Gburrito. I changed the modkit value to <Item>0_default_modkit</Item> the carvariations.ymt. The Gburrito's value was already set to that. I Also went into the vehiclemodelsets.meta and removed the flag FLAG_HAS_INTERIOR_EXTRAS. I know this is most likely not causing the issue but worth a shot. Doing this helped however they are still not quite right. For instance, the Premier in the cutscene appears to be lifted then back to normal after cutscene. The Gburrito seems fine however, after the cutscene where you cash the Lost to the hideout, the driver of the is seated on the rear left render. You can see him halfway out side of the model.
P.S. I get different results when I reload the cut scene. Meaning the car will either glitch out slightly or not at all every re load.
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@a63nt-5m1th At this point I am thinking it has something to do with the model itself as I tried a different car model in place of the Premier and it appeared to not glitch. I could be wrong..
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@DugiHowser
Provide downloads to the Premier and Gburrito replace's you are using