Ped Mod destroys other Mods. Cause? Fix?
Two particular Mai mods, when spawned first, will seriously glitch any other Mai mods (90% of them roughly) that are subsequently spawned. Only Mai mods by the same modder are affected.
The reverse also has the same glitch. If other working Mai mods are spawned first, then the two buggy Mai mods will glitch this time. It doesn't matter if the mods are installed as addons or replaces. Also, the two glitchy mods will not glitch each other.
Had somewhat similar problem with another ped, was related to duplicate values in the yft file and was fixed by @a63nt-5m1th - not sure if this is the same fix. I have no idea how to edit a yft file and I don't use zmodeler or 3dsmax.
Here is the one of the 2 glitched mods I'd like to fix, it is clearly identified as buggy in the user comments - doesn't happen only to me. Any ideas on how to fix?
P.S. Disregard the scripting error notifications - they have nothing to do with this issue, they are appearing because I have scripts bound to letters which are being triggered as I type text in the Menyoo input box.
You can edit the ped '.ydd/.yft/.ymt' files by exporting them to XML using CodeWalker & then editing with text editor.
Not sure if exactly the same issue, but defo some sort of conflict with multiple Mai models. I would need two different peds that cause the issue to happen to compare them.
I have the one you linked above already. Just need another that is confirmed to conflict (sod's law I would choose the only one that didn't ).
@a63nt-5m1th hi. I was able to export the yft as an xml from the explorer but didn't know how to reimport the edited version.
Make sure your CodeWalker is up-to-date (ie from Discord, not from 5mods as is out of date & missing the features you will need to import)
Enter edit mode using '[Edit mode]' button (top rightish) (accept any warnings)
Right-click within folder
'Import XML... (Shift+Ins)'
select file to import (can select multiple if installing to same location etc)
UI will blip when import complete (few seconds or so)
@a63nt-5m1th thanks again.
90% of the mai mods were based on the one below. They all will glitch but interestingly they coexist without issues. Only the one in the OP and a texture variation cause the issues.
Will check the unknown values as u did with start girl mod.
@a63nt-5m1th Yep. Amazing, in the time I ate a sandwich you fixed it. Thanks!
Question 1: what was the issue/fix. "If you give a man a fish, you feed him for a day. If you teach a man to fish, you feed him for a lifetime.”
Question 2. By changing the pack name line to mai2, will that keep me from renaming the model? I don't use the addon ped mod, i do it manually and often rename the mods if i do a texture variation for example, to have both the original and the retextured.
Don't think the pack name line really matters, shouldn't stop anything working, but I figure if you have the freedom to name it how you like why name it the same as others & potentially introduce a conflict (not this one, just potentially down the line etc, just know computers don't like different things being called the exact same etc).
Other than that, all I did was the same as last time, copy these values from a female vanilla ped & replace them in the '.yft':
<Skeleton> <Unknown1C value="16777216" /> <Unknown50 value="2632588420" /> <Unknown54 value="1552370191" /> <Unknown58 value="2816719141" /> <Bones>
Ped (for this one, different to startgirl, picked at random) used was 's_f_y_hooker_02.yft'. Check for conflicts, but there shouldn't be any (from previous tests I conducted, didn't find any).
I can only figure something is introduced in some custom models that causes a conflict, but it's not directly related to a conflict caused purely by exactly the same values used (as a lot of vanilla peds share the same (correct) values & all work). It's more that the different numbers are just plain wrong or as a result of something have to be unique to work & as a byproduct have the potential to cause conflicts when in duplicate in multiple peds.
That what it looks like to me anyway.
@a63nt-5m1th Terrific. I will play around with solution. Once more you are the GOAT.
I have applied the fix to the other model so both glitched models are fixed now (foreground, right) and they happily coexist with all the other Mai mod variations AFAIK.
Actually there is a conflict with the hooker, but only if i spawn her. I wonder what would happen if she spawned first or second but by the game engine. Unlikely event and worst case I assume I can delete that model? Notice the glitch this time is different, it's more like the start girl. I know the hookers spawn at the Pier if I teleport there and set the time late at night.
Are those unknown values actually used beyond being a unique identifier. Can a random value be used?
Ah, your hooker is a custom model, I would probably edit 'mai2.yft' to use the values from a vanilla ped that has not been replaced if you have any issues finding a workaround etc.
Maybe vanilla hooker values are not
Also, could be issue/s in the custom hooker ped previous to this? When was last time you spawned her? Added any other peds since. I just mean, diagnostically, don't rule it out etc
Are those unknown values actually used beyond being a unique identifier. Can a random value be used?
Not a clue, I've only edited like 2 peds lol, startgirl & this one. I don't know what any of the '<Unknown' stuff does specifically.
@a63nt-5m1th Something interesting. I just restarted the game and launched the Mai peds - both were glitched as if the game thinks the hooker is still loaded (she isn't, but perhaps in a cache??).
I'm more curious now as to why the Mai models are glitching as if the hooker was loaded. It's unlikely she would spawn randomly in the game in daylight and she would have to be in the line of sight, no?
Maybe I could take the values from a mod that is not installed and will never be installed.....That might solve all conflict issues.
Try these values (ones used for startgirl):
<Skeleton> <Unknown1C value="16777216" /> <Unknown50 value="1024696247" /> <Unknown54 value="4267518591" /> <Unknown58 value="900707907" /> <Bones>
Or pick other vanilla peds at random or from mod or just pick unique values etc like you say etc.
Ah, is that the vanilla hooker in the background of last pic? Never noticed her
@a63nt-5m1th For the custom hooker, are you referring to the model in blue? If so, she is just another Mai mod that i spawned to show she was fine. Sorry for the confusion. The hooker is in the background.
@JohnFromGWN Restarted again, this time the 2 mods were fine, then I spawned the hooker. Going out now will try with random values later today. Again thanks for all your help. Can live with this but will try to find other values to resolve conflict.
Maybe try renaming all pack name lines to unique names too if you continue to have conflicts (mai2, mai3, mai4... etc. Just no duplicate names anywhere). Not sure it does anything, but that's what I've done & hasn't caused any issues so far in my game.
I only have like ~3x Mai models installed as different replaces & a few other peds too, but never seen any conflicts before testing startgirl/gwoman.
@a63nt-5m1th going to experiment. I have about a dozen Mai models and ive renamed many of them, in fact i would say 80% of my 200+ ped addons are renamed to be descriptive or simplified. Renaming peds is easy, renaming vehicles is a PITA.
Never had any issues except start girl which was not even designed by creator to work with his other model so with your fix im in the minority of those with both mods.
The mai addon you fixed is a different story in that there are confirmed reports that it does not play well with other mai models from same author. He disappeared from the scene without ever denying or acknowledging the issue. He simply asked complainants the model was a replace or addon installation. I tried both and neither worked.
Actually the sudden attack mods have this issue as well but it is inconsistent, but to be honest i never tried to trigger the glitch systematically and like this bug they only impacted related models.
P.s that is one ugly lookin hooker
@a63nt-5m1th Ok, now I'm completely confused.
I followed the process you graciously provided. I changed the values for the skeleton tag in the exported file and then imported them back. You can see the process and the values in the video.
I then started the game and the mai model was glitched after i spawned the start girl and her friend. So I went back into rpf explorer, exported the yft file a second time to try with a different set of values and I was damned surprised to see a value for unknown54 than the one i had edited. In fact it was set to 0!
<Unknown1C value="19779216" />
<Unknown50 value="1024996947" />
<Unknown54 value="0" />
<Unknown58 value="900997907" />
These are not dynamic files right? WTF? lol.
Ok, so inputing random numbers does work. Actually, I just overwrote values rather than adding or substracting digits. Don't know if Codewalker changed my values or not, just that everything seems to work. Only changed skeleton values, not the pack names.
I spawned the 2 previously glitched models, other Mai models, the hooker, the start girl and her friend - all normally.
So thanks once more to @a63nt-5m1th, for the fix and sharing the knowledge. Would be lost without you mate.
Oh, and on an interesting note. When I first posted this there was about 10 views. Once you got involved it rocketed to over 340. Shows the respect you have on this forum/this community.
@JohnFromGWN Another update, I had mentioned some of the Sudden Attack mods would glitch. If they are spawned first they are fine. If they are spawned after a few other models spawn they are also fine. But if they are spawned after say a dozen other peds they will glitch. Now the interesting part, if they are spawned along with dozens of other peds but haven't glitched themselves, they can cause completely unrelated models to glitch as well. In other words they are ok but subsequent different models now appear glitched even though they never did before.
So these peds that glitch, "glitchable peds", can impact others whether from the same modder or not and the number of peds spawned can also play a factor - the more spawned, the more likely one will glitch - but only if a "glitchable" model has already spawned. By that I mean, a sudden attack model with that defect may spawn perfectly normal but unrelated models afterwards, who never glitch under normal circumstances, will now glitch.
It's like the engine stores bone structures but can only store so many before it starts to break.
I will try to fix the Sudden Attack peds and see if that fixes this particular issue (not related to the original problem posted here, but very similar)
Yeah, just play with the values, see if you can figure out what fixes it etc. If it's anything like vehicle ModKitID conflicts tho, the process used by the game will resist being completely understood, but if you can change the outcome in a reliable way, you potentially have a path to a solution/understanding how it works.
@a63nt-5m1th I changed the values for both peds AVA and Hanna from Sudden Attack and fixed the issues. I ran the same process, systematically, spawning exactly the same peds in the same order. All good. The values were changed by randomly changing digits but keeping the total number of digits - no idea of the reason behind these values but it works.
@a63nt-5m1th you have to admit it's kind of strange fixing an issue which appears infrequently by assigning random values to a component of the peds skeleton without knowing what the tag <Unknown1C value="16777216" /> really means, neither the term unknown1C or its value.
All i can surmise is that for some peds these values have to be unique while for others it doesn't matter. There are hundreds of ped mods with only ytd variations using the same core ydd, yft, and ymt, so why do certain models, only a handful, have this glitch.
Without official documentation we can only imagine why the developers, programmers and tech artists came up with this terminology.
Art Director: Juan you work on the skeleton and afterwards Tom will do the rigging. Make sure nothing makes sense if any gamers try to mod this by breaking the encryption.
Juan: No hay problema. I will call key bones meaningless names like Unknown and assign random numbers to confuse even us.
It reminds me of ModKitID conflicts. No-one fully understands that system, even now. Sure, they can usually be fixed by trial & error, but the game be doing some funky stuff behind the scenes, moving stuff around & making fully understanding the issue almost impossible.
There's also passive aggressive sabotage to take into account as well. Apparently Rockstar is a pretty toxic environment to work in. No-one there is doing their best work. Stuff like this going on:
Sounds like a cliquey place to me, just a few bigwigs that think they know better than everyone else. More interested in subordination than creating a sublimely engineered game or being interested in new ideas.
Money rots at things too, not likely to get better in future considering how much money Rockstar now make:
How much money GTA V Online generates:
Year = £663,877,585 (~£664 Million)
Month = £55,323,132 (~£55 Million)
Day = £1,818,842 (~£1.8 Million)
Hour = £75,785
Minute = £1263
Second = £21.50
For the '<Unknown54 value="0" />' issue, most likely the value used was considered 'out of bounds' etc. Either codewalker edited it as you imported it (most likely), or the game edited it when it loaded it. I've seen that happen before in '.ymap's & '.rel' files (if you import '.rel' files without an accurate nametable file for example, english values are converted to hex etc).