Rockstar Launcher makes update after car replace
i'm new here and i can't find any solution.
everytime when i replace the car models, the rockstars launcher updates the gta game and there a no new models.
is there something what i'm doing wrong?
appreciate any help!
You have to create & use a 'mods' folder & place the files in the equivalent location within it's hierarchy/folder structure instead, to stop the launcher reverting any changes you make etc.
- Download OpenIV (if you don't have it already)
- Then go to OpenIV > 'Tools' tab > 'ASI Manager' & install the first two listed ('ASI Loader' & 'OpenIV.ASI'. They will turn from Blue to Green when installed successfully)
- A box like this will pop-up on installing the 'OpenIV.ASI' one:
- Select 'Yes' & OpenIV will create an empty 'mods' folder for you in the correct location (in the root 'Grand Theft Auto V' install folder (same folder as 'GTA5.exe'))
Leave 'ASI Loader' & 'OpenIV.ASI' activated (green) in the ASI Manager, as they will be needed to use/load the 'mods' folder & also support the loading of other '.asi' files you might choose to install in future.
If after that, you navigate, using OpenIV, anywhere within the '.rpf' file/s where you installed your replace vehicles previously, there will be a large red UI element at the top with a '[Copy to "mods" folder]' button. Click that button to copy/duplicate any '.rpf' archives you want to edit into your new 'mods' folder.
After that, you do the same as you did to install the replace vehicle/s previously, just this time you install them into the 'mods' folder hierarchy/folder structure instead.
You only need to copy/duplicate the '.rpf' archives you mod/intend to mod into the 'mods' folder, but if you prefer you can copy all '.rpf's over into the 'mods' folder if required etc. Nothing stopping you doing that etc. Up to you, as long as you have enough hard drive space etc
that works,..... thank oýou very much.
so, but if i wanna replace a car, the read me says:
1.Go to: GTA V \ mods \ x64e \ levels \ gta5 \ vehicles.rpf
2.Here replace "vacca.ytd" / "vacca.yft" / "vacca_hi.yft" .
i don't have that x64e folder in my mods folder. i just have "update" and "x64" (included "audion")
did i made smth wrong again?
The proper path is:
...\Grand Theft Auto V\mods\x64e.rpf\levels\gta5\vehicles.rpf\vacca.yft
It's something you will encounter a lot when first starting out unfortunately, poorly written instructions .
If you don't have a 'x64e.rpf' in your 'mods' folder yet, just do as you did before & go into the vanilla 'game' folder (ie the default install location) in OpenIV & into the 'x64e.rpf' there & use the '[Copy to "mods" folder]' button again to copy it into your 'mods' folder & then add the 'vacca' files to that newly created 'mods' folder one
A tip that's pretty handy, is that if you hit Ctrl+F3 in OpenIV, it will open a Search Box where you can search for files & folders by name. You can tell it to search your 'mods' folder only, or the 'game' folder only, or both together, depending on where you want to search.
If you are installing replace vehicles & the instuctions are a little lacking, or the vehicle replace doesn't work when you load the game etc, you can pop open the search box & search for 'vacca.yft' etc to see it's locations within the game & replace the one the game is loading.
As a general rule, if a vehicle exists within any patchday##ng folder structure (within 'patchday21ng' for example), that will be the vehicle you need to replace to spawn it in-game. If it exists within multiple different patchday##ng folder structures, the patchday##ng with the highest number in it's name will be the one loaded by the game.
A similar rule applies to the '.meta' file ('handling.meta', 'vehicles.meta', 'carcols.meta', 'carvariations.meta' etc) locations. Any that exist within the '...\mods\update\update.rpf\dlc_patch' folder structure will override their equivalent files in the '...\mods\update\x64\dlcpacks' folder structure.
So, if the same '.meta' file exists in both update.rpf\dlc_patch & 'dlcpacks' (within the same dlc folder name ('mpchristmas2/mpimportexport/mpvinewood' etc) of course), it's the one in update.rpf\dlc_patch you want to edit.
'.ymt' files are basically an encrypted version of '.meta' files. They can be opened & edited within OpenIV, or if you right-click it/them in OpenIV & select 'Export to META/XML (.xml)', it/they can be exported from OpenIV & edited with any text editor (Notepad++ etc).
I mention this as there are 'carcols.ymt' & 'carvariations.ymt' files in the game that contain all the carcols & carvariation data for the base game vehicles (ie all the non-dlc vehicles). If you are looking to replace base game vehicle carcol/carvariation data, 'carcols.ymt' & 'carvariations.ymt' are the files you want to be able to edit
Common Vehicle Related Files & The Basics of What They Do:
- 'vehicles.meta' = Spawn frequency, layouts, vehicle flags & what vehicle name/texture/handling to use
- 'handling.meta' = Vehicle handling & what weapons they have (if any)
- 'carvariations.meta/.ymt' - Vehicle spawn colours & what carcols data to use
- 'carcols.meta/.ymt' = Upgrades, xenon light colours & what vehicle light/siren settings & headlight texture to use
- 'popgroups.ymt' = Vehicle spawn categories (poor, average, rich, industrial etc)/what ped vehicles spawn ambiently on the streets
- 'popcycle.dat' = Ratio of Ped/Vehicle/Birds that spawn in different areas & times of day/night
- 'vehiclemodelsets.meta' = Pre-upgraded ped vehicles that spawn on the streets & what vehicles spawn in scenarios (like what planes spawn at the Airport or Fort Zancudo, or the upgraded/custom cars outside LS Customs & in other set locations etc)
'dispatch.meta' = Police/Dispatch vehicles & what spawns at different wanted star levels