Vehicles.meta for all vehicles
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I'm working on replacing a lot of the vehicles while at the same time trying to find the path of least resistance.
From what I've gathered through a lot of google searches, the handling and vehicles meta in \update\update.rpf\common\data is prioritized over any other meta files found in any of the DLCs and patchdays. I found a handling.meta online that contained every vehicle in GTA V and that made my life a whole lot simpler. If I want to make a minor change to a DLC car's handling, I just search that file and copy the handling data over to the one in update.rpf and make my changes. I never have to look through all the DLCs to find the car I'm trying to edit or keep track of which files has been or needs to be edited.
I'm trying to apply the above mentioned method I have for the handling.meta file to the vehicles.meta and this is where I need some help. The only thing I'm currently interested in modifying is the engine sound of the vehicles but I suspect I still need all the item data for that vehicle to be able to do that. I doubt it's possible for a vehicle to use data from two different meta files. Simply pasting "<audioNameHash /> for a vehicle into the vehicles.meta in update.rpf and then expecting the game to source the rest of the vehicles meta from it's original DLC folder seems like recipe for disaster.
My question is, how do you guys/girls deal with this? Any tips or ideas would be appreciated.
One thing I did do was to search for "vehicles.meta" in update.rpf and then extract all the files and then combine them into one single meta file that I could use to source information from. For some weird reason though, it seems to be missing a lot of DLC vehicles, which doesn't really make sense to me. Are there any other locations that I've overlooked?
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@Doxxardu said in Vehicles.meta for all vehicles:
which doesn't really make sense to me
why wouldn't it?
the vehicles.meta (and carcols.meta aswell the other metas) on DLC vehicles are stored in their respective dlcpacks, so you'll find those in mpvinewood, mpsmuggler etcon the handling, you might want to look into
https://www.gta5-mods.com/vehicles/realistic-driving-v
or, my personal favorite
https://www.gta5-mods.com/vehicles/natual-vehicle-dynamics-realistic-handling-mod
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@ReNNie said in Vehicles.meta for all vehicles:
@Doxxardu said in Vehicles.meta for all vehicles:
which doesn't really make sense to me
why wouldn't it?
the vehicles.meta (and carcols.meta aswell the other metas) on DLC vehicles are stored in their respective dlcpacks, so you'll find those in mpvinewood, mpsmuggler etcI wasn't being very clear here. I extracted all the vehicles.meta files I could find, the original one, all the ones from the DLC packs like mpvinewood, mpsmuggler and so on and I got about 15 files named "vehicles.meta". I then consolidated all of them into one file hoping to get one file where all the vehicles in the game would be present. But when I searched for a vehicle in that file there were no results and that's what didn't make sense.
Every vehicle in the game should be represented in either the original vehicles.meta or in one of the DLC folders, that's why I asked if there was something I'm missing.
on the handling, you might want to look into
https://www.gta5-mods.com/vehicles/realistic-driving-v
or, my personal favorite
https://www.gta5-mods.com/vehicles/natual-vehicle-dynamics-realistic-handling-modI've looked at those and I got the handling pretty much figured out. My main concern right now is how to change the engine sound for my replaced vehicles without having to search through all the individual vehicle.meta files.
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@Doxxardu
Yeah, I think you've missed a few 'vehicles.meta' files. You should have found ~60 of them total (~30 independent files, if remove duplicates from the total etc).
Use 'Ctrl+F3' in OpenIV to search for 'vehicles.meta' to find them all.You want to watch out for those duplicates though:
Example:
...\mods\x64w.rpf\dlcpacks\mpbusiness2\dlc.rpf\common\data\levels\gta5\vehicles.meta
...\mods\update\update.rpf\dlc_patch\mpbusiness2\common\data\levels\gta5\vehicles.meta
When pasting into your main 'vehicles.meta', always use only the 'vehicles.meta' in 'update.rpf\dlc_patch' (if it exists there. If not, then the one in 'dlcpacks', & if not then the one in 'x64a>w.rpf' archives).
Duplicates in the same file don't usually cause any serious issues (potentially could tho), but if different values, you don't know which one is actually being loaded etc & duplicate vehicles will obviously blote your main 'vehicles.meta' unnecessarily.@Doxxardu said in Vehicles.meta for all vehicles:
Simply pasting "<audioNameHash /> for a vehicle into the vehicles.meta in update.rpf and then expecting the game to source the rest of the vehicles meta from it's original DLC folder seems like recipe for disaster.
Probably yeah
, but maybe worth testing it out just in case. Easy enough to confirm with just one load of the game
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@a63nt-5m1th said in Vehicles.meta for all vehicles:
@Doxxardu
Yeah, I think you've missed a few 'vehicles.meta' files. You should have found ~60 of them total (~30 independent files, if remove duplicates from the total etc).
Use 'Ctrl+F3' in OpenIV to search for 'vehicles.meta' to find them all.You're absolutely right, I did miss quite a few. I now have a concatenated vehicles.meta that contains all the vehicles in the game!
You want to watch out for those duplicates though:
Example:
...\mods\x64w.rpf\dlcpacks\mpbusiness2\dlc.rpf\common\data\levels\gta5\vehicles.meta
...\mods\update\update.rpf\dlc_patch\mpbusiness2\common\data\levels\gta5\vehicles.meta
When pasting into your main 'vehicles.meta', always use only the 'vehicles.meta' in 'update.rpf\dlc_patch' (if it exists there. If not, then the one in 'dlcpacks', & if not then the one in 'x64a>w.rpf' archives).
Duplicates in the same file don't usually cause any serious issues (potentially could tho), but if different values, you don't know which one is actually being loaded etc & duplicate vehicles will obviously blote your main 'vehicles.meta' unnecessarily.What you're saying and how I thought this works doesn't really correspond, or maybe I'm simply misunderstanding you, but if you don't mind correcting me if I'm wrong.
I'm only using (making changes to) the vehicles.meta located in:
Grand Theft Auto V\mods\update\update.rpf\common\data\levels\gta5I've been treating this file basically like the EMF (Easy mod folder) in the sense that I thought that the game checks this file first, if the value it's looking for is not there, it moves on to the original location, which would be a patchday/dlc folder. I've based this knowledge solely on this post: https://www.lcpdfr.com/forums/topic/55593-solved-wheres-the-vehiclesmeta-that-affects-police3/?do=findComment&comment=372192
I did use this process on the ITALIGTO (which is a dlc vehicle). I found all the data for this car in my concatenated vehicles.meta, I copied and pasted everything into the vehicles.meta located in "Grand Theft Auto V\mods\update\update.rpf\common\data\levels\gta5"
However, when I tried to spawn that vehicle, the trainer said that it's been spawned but the vehicle never appears. Based on this, I would say that my approach does not work, but I still don't see why that's the case.
@Doxxardu said in Vehicles.meta for all vehicles:
Simply pasting "<audioNameHash /> for a vehicle into the vehicles.meta in update.rpf and then expecting the game to source the rest of the vehicles meta from it's original DLC folder seems like recipe for disaster.
Probably yeah
, but maybe worth testing it out just in case. Easy enough to confirm with just one load of the game
I actually just did this. Haven't started the game yet so we'll see what happens. Would be nice and kind of stupid if it were that simple.
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@Doxxardu said in Vehicles.meta for all vehicles:
I'm only using (making changes to) the vehicles.meta located in:
Grand Theft Auto V\mods\update\update.rpf\common\data\levels\gta5No problem with that^, that 'vehicles.meta' will override all others
@Doxxardu said in Vehicles.meta for all vehicles:
it moves on to the original location, which would be a patchday/dlc folder
For the vehicle model & texture files ('.yft' & '.ytd') then yeah, patchday##ng folder structures override the original location in 'dlcpacks'
For the data files though, it actually uses 'update.rpf\dlc_patch' files (if they exist) over the ones in 'dlcpacks'.
(see how patchday & dlc_patch both have 'patch' in the name).
Basically, 'update.rpf\dlc_patch' & the 'patchday##ng' folder structures are used by R* to update & patch existing files, so the files in the 'update.rpf\dlc_patch' folder structures will be the newest/most up-to-date versions of the DLC data files, & thus, are the ones you want to copy from & paste into your all-in-one 'vehicles.meta'.
@Doxxardu said in Vehicles.meta for all vehicles:
I did use this process on the ITALIGTO (which is a dlc vehicle). I found all the data for this car in my concatenated vehicles.meta, I copied and pasted everything into the vehicles.meta located in "Grand Theft Auto V\mods\update\update.rpf\common\data\levels\gta5"
Should work
(I've done it for dlc cars before), ITALIGTO defo spawns correctly when you remove it's entry from the 'update.rpf' 'vehicles.meta'?
Some thoughts on the matter:
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If it was R*'s dlc despawning, the vehicle usually appears & then despawns, rather than not appearing at all. Still might be worth test installing Simple Trainer (updated ~3 days ago) to rule that out, unless you are confident it's not a despawning issue.
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Probably worth checking your installed all-in-one 'vehicles.meta' for syntax errors (check "Easy way to find syntax errors:" here for instructions on that
). Check the file manually too, make sure the ITALIGTO's data is identical to the data stored in:
'mods\update\update.rpf\dlc_patch\mpchristmas2018\common\data\levels\gta5\vehicles.meta' -
There could be a file size limit kicking in & making the file act a little funky. Back it up & then remove half of the entries, leaving the ITALIGTO in there & see if that fixes it spawning.
Also, if you want, you can send me the all-in-one 'vehicles.meta' you have installed (use MediaFire or something) & I'll check to see if I get the same result in my game
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@a63nt-5m1th said in Vehicles.meta for all vehicles:
No problem with that^, that 'vehicles.meta' will override all others
Perfect! Then that matter is settled definitely.
Basically, 'update.rpf\dlc_patch' & the 'patchday##ng' folder structures are used by R* to update & patch existing files, so the files in the 'update.rpf\dlc_patch' folder structures will be the newest/most up-to-date versions of the DLC data files, & thus, are the ones you want to copy from & paste into your all-in-one 'vehicles.meta'.
This is one of the things that concerned me a bit. When I extracted all the 'vehicles.meta' I could find, I never took note of their location i.e I have no idea which one is the most recent. My reasoning regarding this was that it shouldn't matter that much. Even if I happened to get a hold of an outdated entry that had been patched or updated, the original one should still work, but I'm realizing that might have been a bit naive of me...
Should work
(I've done it for dlc cars before), ITALIGTO defo spawns correctly when you remove it's entry from the 'update.rpf' 'vehicles.meta'?
Oh, yes. As soon as I removed the added lines, everything was back to normal and working perfectly. That's the reason behind me believing that it's not a spawn or a model issue.
- Probably worth checking your installed all-in-one 'vehicles.meta' for syntax errors (check "Easy way to find syntax errors:" here for instructions on that
). Check the file manually too, make sure the ITALIGTO's data is identical to the data stored in:
'mods\update\update.rpf\dlc_patch\mpchristmas2018\common\data\levels\gta5\vehicles.meta'
To clarify this as it's really pertinent. The all-in-one 'vehicles.meta' is not used or loaded by the game in any way. It only works as a consolidated source of information for me. If I want to change the engine sound for a DLC vehicle, I search the all-in-one file for the entry that pertains to that vehicle. Then I copy that information over to the 'vehicles.meta' in update.rpf which is basically the original file plus 2-3 modified entries that I've added.
The all-in-one 'vehicles.meta' is probably a mess of duplicated entries as patched vehicles would appear twice. Using that as is would most likely cause some kind of error.
One thing that did occur to me when digging into this, below all the vehicle entries in 'vehicles.meta', there's another section called <txdRelationships>. I did NOT copy this part the first time around which means the game would have to fetch information about ITALIGTO from two different locations and 'vehicles.meta' files, the modified one in update.rpf and the original one in whichever DLC packs it was located in. I'm gonna try it again while rectifying this to see if it makes a difference.
I really appreciate your time and attention to this matter!
Edit: So, I tried it with two vehicles, ItaliGTO and Z190, including <txdRelationships> this time. ItaliGTO still doesn't spawn but Z190 does albeit without the changes I made. There's obviously a user error here somewhere but the process in and of itself seems to be the correct one.
Edit2: If you want to take a look at the files. This is the one used by the game. I said previously that this was the original but that was incorrect. I downloaded a modified vehicles.meta that removed "this car is a convertible" from all vehicles to avoid crashes when replacing vehicles.
https://www.mediafire.com/file/x694eh1cld0dtt6/vehicles.meta/fileThis is the consolidated one that I use as a source of information:
https://www.mediafire.com/file/mq07nmqoz3e7v0c/Unified-vehicles.meta/file
- Probably worth checking your installed all-in-one 'vehicles.meta' for syntax errors (check "Easy way to find syntax errors:" here for instructions on that
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@Doxxardu
I can repeat the issue in my game. ITALIGTO added to 'update.rpf' 'vehicles.meta' does not appear when spawned. I tried it with your 'vehicles.meta' & also edited my own. Same result.
Not sure why, but if I had to guess there's something in the dlc that needs to be in the same archive as the loaded 'vehicles.meta' to work.
I'll investigate further I see what I can figure out
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@a63nt-5m1th maybe dlc sort order value
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@ReNNie @Doxxardu
Tested out a few different sort order values (highest/lowest etc), but didn't seem to make any difference.I tried using 'vehicles.meta' data from another vehicle (that loads from 'update.rpf' 'vehicles.meta' no problem) in place of the italigto's. Same issue, so likely not a particular 'vehicles.meta' value causing it.
'handling.meta' data loads fine from 'update.rpf' 'handling.meta', so unrelated to that.
I also put the italigto's carvariations & carcols data into 'carvariations.ymt'/'carcols.ymt', but that didn't work either?!
Only variable appears to be loaded 'vehicles.meta' data location. When placed in 'update.rpf' 'vehicles.meta' game can't find vehicle or some part of it's setup it needs to spawn etc.'mpchristmas2018' dlc set to 'EXTRACONTENT_COMPAT_PACK', so not sure why it can't find whatever it's missing?
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I'm somewhat glad to see you encountered the same issue as that narrows it down.
I did recall something last night that I at first thought would be the solution to my problem. When I installed the "no vehicle is a convertible" mod, the readme said this:
"1. Use OpenIV to Copy/Replace vehicles.meta in BOTH LOCATIONS:
Grand Theft Auto V\mods\common.rpf\data\levels\gta5
AND
Grand Theft Auto V\mods\update\update.rpf\common\data\levels\gta5"I followed those instructions when installing the mod but when I started messing with the engine sounds, I only worked on the vehicles.meta in Grand Theft Auto V\mods\common.rpf\data\levels\gta5. Confident that this was the issue I copied my modified vehicles.meta over to the second location - unfortunately it made no difference.
I also copied my modified vehicles.meta and replaced the much smaller one in mpchristmas2018. This time, when I tried to spawn the car, it didn't say "ItaliGTO spawned" while no vehicle appears.
Instead it says "Invalid model".With that, I'm beginning to agree with your suspicion that there's something in the mpchristmas2018 folder or the vehicles.meta in that folder that contains something that this particular car needs to work properly, god knows what that is, though.
/
Setting aside the ItaliGTO for a moment. Would you mind checking out the engine sound for "pfister811"? I added all the lines from the original vehicles.meta for this vehicle to my modified one and I also added this line:<audioNameHash>SLAMVAN3</audioNameHash>
As opposed to the ItaliGTO, the pfister811 spawns just fine when I did this, but the engine sound is still the original one.
\I'm going to try to add <audionamehash> to the vehicles.meta in mpchristmas2018 for the ItaliGTO. If that works then I guess I'll just have to use that approach instead for when I want to change the engine sounds of DLC vehicles. It's a bit more tedious but if that works then so be it.
EDIT
Adding the line:
<audioNameHash>SLAMVAN3</audioNameHash>to the vehicles.meta in this location:
mods\update\x64\dlcpacks\mpchristmas2018\dlc.rpf\common\data\levels\gta5Doesnt work.
However, adding the same line to the vehicles.meta in this location:
mods\update\update.rpf\ dlc_patch \mpchristmas2018\common\data\levels\gta5Does work exactly as intended.
Gonna do some more digging into this later but it looks like I'm onto something, finally!
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@Doxxardu said in Vehicles.meta for all vehicles:
However, adding the same line to the vehicles.meta in this location:
mods\update\update.rpf\ dlc_patch \mpchristmas2018\common\data\levels\gta5Yeah, that should definitely work
For other DLC's, you can even move '.meta' etc files over from the 'dlcpacks' &/or 'x64w.rpf' folder structures into 'dlc_patch' (in the correct place/folder structure of course) & they will load from there without having to edit 'update.rpf' in any other way, even if the files don't exist there originally
Example:
You can move the 'handling.meta', 'carcols.meta' & 'carvariations.meta' from here:..\mods\update\x64\ dlcpacks \mpvinewood\dlc.rpf\common\data
to here (where they don't exist originally):
...\mods\update\update.rpf\ dlc_patch \mpvinewood\common\data
& they will now be the ones loaded by the game.
Handy to keep everything you edit in 'update.rpf' for ease of upgrading/updating/backing up etc
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Yes, thank you! I just started doing that yesterday and it makes it a lot easier to keep track of it all. Hopefully it'll also straighten out some bugs that have been bothering me lately.
Again, thank you for all the help and ideas!