Log in to reply

A little vehiclemodelsets assistance.

  • How exactly does one write the lines for a modded vehicle to spawn just so i know if im doing it correctly.

  • When i mean modded i mean how pre tuned vehicles such as the Jester and Zentorno spawn with turbo and all and how i could do that to other cars such as the Kanjo.

  • @Ethical
    This should give you the basics :thumbsup:

  • @a63nt-5m1th Thanks, i really appreciate it.

    So if i wanted to add Blimp3 in <Name>BLIMP</Name> with a preset livery is this what it should look like?

          <Variations type="CAmbientVehicleModelVariations">
            <BodyColour1 value="72" />
            <BodyColour2 value="72" />
            <BodyColour3 value="135" />
            <BodyColour4 value="109" />
            <WindowTint value="1" />
            <ColourCombination value="-1" />
            <Livery value="-1" />
            <ModKit value="0" />
                <ModIndex value="0" />
          <Probability value="1.000000" />

  • @Ethical
    Yeah, I think that looks right. Just test it out & see what you get :thumbsup:

    Be sure to create a backup of your 'mods' folder 'update.rpf' before you install 'vehiclemodelsets.meta'. I've seen syntax errors in it damage 'update.rpf' & make it only recoverable from a backup. With a full '.rpf' backup created you'll be 100% safe to experiment etc :thumbsup:
    It's a good policy to get into :thumbsup:, poorly crafted '.oiv' installers can do the same thing to 'update.rpf'.

  • @a63nt-5m1th Thanks, i always use a mods folder and have backups of important edited files within the folder, usually with oivs depending on how outdated they are can most definitely break the mods folder.

  • @Ethical Why use an OIV when you can unzip it and install manually? Which is wonderful if you need to uninstall without having to go thru the assembly.xml to figure out what this did to your system. I don't trust any OIV or I should say I don't think all modders understand filesystems.

  • @JohnFromGWN After i first began modding GTA V i learned the hard way that OIVs are not something that is trustworthy, IVPack for example.

  • @Ethical Agreed. Having said that, when you go through all these posts from users who are 100% sure they've installed mods perfectly, when they obviously haven't, you realize .oiv would be the best solution for them.

  • @JohnFromGWN Oivs are useful for bigger mods that require tons of files to be replaced such as VWE but then when the game gets an official update, anyone that used an oiv in the past is stuck now until either the oiv gets updated or they decide to just fix it themselves.

    I honestly wish that oiv wasn't the only way you can install a mod most of the time, there should just be another folder in the zip that has the files needed so you can just manually do it.

  • @Ethical Not sure I follow you. Once unpacked an OIV has a file called assembly.xml - it tells you exactly which files go where. In the archive path tags. I don't have many OIV files but all were installed manually.

  • @JohnFromGWN Ah, I haven't tried to manually take one apart in a long time, thanks for that information as I'm sure I'll use it again eventually.

  • @Ethical Nothing to it. You just unzip/extract it like any zip file. Once unzipped you will see the assembly.xml. If it's for an addon, it might be just one line. If it's a replacement it will be more complex. For example if a replacement for Michael or Trevor you will have all the ytd, ymt, ydd, yft files and where they go.

  • @JohnFromGWN I see what you mean, I stick to more vehicle related things and I haven't used an OIV in a while besides VELP which only adds liveries which I had to do manually for a few things since the new update added a few liveries to the Banshee and I don't want to remove those.

Log in to reply

Looks like your connection to GTA5-Mods.com Forums was lost, please wait while we try to reconnect.