Custom Add-on Vehicle Pack Causing CTD - HELP!
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I created a custom add-on vehicle pack for two tanks. GTA keeps crashing on load and OpenIV.log points to this add-on pack.
I've looked at it several times and can't find any error that could be causing the crashes.
Can someone please take a look at this dlc.rpf and let me know what needs to be fixed to get it to work?
Thanks in advance.
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@Suzerain001
Haven't tested it in-game or anything, so there might be more, but just looking at the files I noticed this:content.xml:
<!-- WEAPONS RPF --> <Item> <filename>dlc_t72b3:/%PLATFORM%/weapons.rpf</filename> <!-- should be 'dlc_tanks' not 'dlc_t72b3' --> <fileType>RPF_FILE</fileType> <overlay value="false"/> <disabled value="true"/> <persistent value="true"/> </Item>
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@a63nt-5m1th thanks for catching that!
However, it still crashes on load for me! The last few lines in OpenIV.log are:
04/05/2022 18:47:09.141 [12864] TRACE: [fiDeviceLocal::getFileAttr] 'mods/update/x64/dlcpacks/tanks/dlc.rpf' {M} 04/05/2022 18:47:09.141 [12864] TRACE: [fiDeviceLocal::getFileAttr] 'mods/update/x64/dlcpacks/tanks/dlc.rpf' {M} 04/05/2022 18:47:09.141 [12864] TRACE: [fiDeviceLocal::getFileAttr] 'mods/update/x64/dlcpacks/tanks/dlc.rpf' {M} 04/05/2022 18:47:09.141 [12864] TRACE: [fiDeviceLocal::openBulk] 'mods/update/x64/dlcpacks/tanks/dlc.rpf' {M} 04/05/2022 18:47:09.141 [12864] TRACE: [fiDeviceLocal::getFileTime] 'mods/update/x64/dlcpacks/tanks/dlc.rpf' {M} 04/05/2022 18:47:09.141 [12864] TRACE: [fiDeviceLocal::filelengthByName] 'mods/update/x64/dlcpacks/tanks/dlc.rpf' {M} 04/05/2022 18:47:09.141 [12864] TRACE: [fiPackfile::openArchive] 'dlcpacks:/tanks/dlc.rpf' 04/05/2022 18:47:09.146 [12864] TRACE: [fiPackfile::openArchive] 'dlc_tanks:/x64/vehicles.rpf' 04/05/2022 18:47:09.146 [12864] TRACE: [fiPackfile::openArchive] 'dlc_tanks:/x64/weapons.rpf' 04/05/2022 18:47:09.146 [12864] TRACE: [fiPackfile::openArchive] 'dlc_tanks:/x64/vehiclemods/t72b3_mods.rpf'
So it does seem like it's loading the files (weapons.rpf etc.) but not sure why it's crashing.
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@Suzerain001
Try editing the '<order value="9"/>' line in 'setup2.xml' to a higher value like 99 or any other high number that isn't being used by any other dlc:<?xml version="1.0" encoding="UTF-8"?> <SSetupData> <deviceName>dlc_tanks</deviceName> <datFile>content.xml</datFile> <timeStamp>00/00/0000 00:00:00</timeStamp> <nameHash>tanks</nameHash> <contentChangeSetGroups> <Item> <NameHash>GROUP_STARTUP</NameHash> <ContentChangeSets> <Item>tanks_AUTOGEN</Item> <Item>tanks_UNLOCKS_AUTOGEN</Item> </ContentChangeSets> </Item> </contentChangeSetGroups> <type>EXTRACONTENT_COMPAT_PACK</type> <order value="99"/> <!-- Edited to '99' --> </SSetupData>
That fixed the crash on startup for me
. Think it was conflicting with 'patchday8ng' as it uses '<order value="9"/>' also.
Edit
:
Not sure about the finer details of order values, as I notice a lot of my add-on car dlc's share the same number values & still all work perfectly, but I have had issues with add-on engine sound dlc's sharing the same value in the past & would say to avoid potential issues, it's best to use completely unique values for all dlc's, or at least ones that are higher than any of the vanilla dlc's.
Edit
:
Here are the 'content.xml' & 'setup2.xml' I edited (only files I edited) to help diagnose if you still have a crash after editing your files etc
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@a63nt-5m1th Wow! Thank you so much! That worked like a charm. Never knew about these "order value" numbers - what is the highest we can go to? I put "99" for this one and it works.
Or what are the vanilla dlc.rpf 'order value' numbers? i.e. do they go from 1 - 26 or 1 - 50 or something? I have about 50 add-on dlc rpfs so I can make them all unique.
So far so good.
one other issue I did run across is that the tall, green building in the middle of the map (with the crane) disappears as I get closer to it. I use the LA Revo 2.0 mod and I removed it but it still happens. After today's release of the latest ScriptHook files, I updated the game and so it copied the vanilla update.rpf to the mods folder and it still happens which is really odd. The building shows up if you are far away from it but as you approach it either on a plane, car, bike etc., it just vanishes. At night, you can see all the lights in the building but the building itself is completely gone.
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@a63nt-5m1th with regards to order values, the game does not mind about shared values, it simply gives the game a pointer as to which order the DLCs should be loaded in, to force it to load certain assets before others. If a load order is the same then the game will look at the sub load order to see if there is any order specified there, if not it will load the rpf's in the order in which it comes across them (I believe alphabetically).
The main function of Load order is to ensure that files are correctly over-written or referenced when an RPF is pointing to something outside of that rpf, for example a texture or modkit.
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@ItsJustCurtis
Cheers for the detail on that. I knew the rough outline of how it works, just never investigated it fully in any great detail etc. Only ever encounted that one issue with engine sounds being silent etc.
@Suzerain001
I don't think think there is any limit to how high you can go. Not one you are likely to encounter anyway. If one does exist it's likely to be 255 or 999 or 9999 or something, but could be even higher/practically infinite etc.
Check the 'setup2.xml' in your newest vanilla dlc & newest patchday##ng (## = numbers) for the exact highest vanilla value used, but remember Rockstar might add more dlc's in future. So, something like 65+ values should be safe to use & unlikely to be used by Rockstar anytime soon, if ever.Given what @ItsJustCurtis says in his post above, might just be easier to leave your other dlc's as they are as long as they are functioning correctly, but just keep the '<order value' in mind if you encounter issues in future etc. It's not an issue that pops up very often etc.
For the building, it sounds like the HD models (& possibly the LOD models too) have been removed or are broken, but the SLOD1>SLOD3 (or LOD>SLOD3) ones are still there. To test & potentially fix that you would need to either:
- fix whatever issue has broken them. ie Use Codewalker to find their names & OpenIV to find the files in the 'game' folder & move them over to 'mods' folder & replace broken ones etc, or if you haven't made any other changes to 'x64i.rpf' (or willing to lose any you have made), revert the entire archive to vanilla (make backup b4 any change if unsure etc))
or
- use a combination of CodeWalker (to find the file names for each part of the building, there are multiple), OpenIV (to find the '.ydr/.ydd's involved & export them to '.odr'/'.odd' etc) & 3DS Max (to open & edit the exported '.odr'/'.odd' files) to remove everything for that building through all six of the LOD levels (ORPHANHD > HD > LOD > SLOD1 > SLOD2 > SLOD3).
As mentioned, the main HD & LOD models for that building are in 'x64i.rpf', so if you test revert that archive to vanilla, if there are any issue with the HD/LOD building files themselves that should fix them. If it doesn't, then likely, some other dlc has duplicate files in it overriding the ones in 'x64i.rpf'.
Removing the building completely through all six LOD levels is a reasonably big & somewhat complex job. You would really need to know exactly what you are doing before you tackle something like that. You are likely to encounter additional issues over & above simply removing the parts of the various models. That building in it's totality, is one of the most complex in the game, it has tons of different parts to remove.
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Thanks for that detailed explanation. The only edits I had done to
x64i.rpf
was adding bike tread textures and so I deleted the entirex64i.rpf
file in themods
folder and copied the 'vanilla' one from the games folder and then re-added the bike tread textures. The building still disappears when approaching it from afar (or any time I get close to the building).Also, I tried using Codewalker but it just crashes after opening (stays open for about 5 seconds trying to load the 'world' but then just crashes).
It's this building FYI:
@a63nt-5m1th said in Custom Add-on Vehicle Pack Causing CTD - HELP!:
@ItsJustCurtis
Cheers for the detail on that. I knew the rough outline of how it works, just never investigated it fully in any great detail etc. Only ever encounted that one issue with engine sounds being silent etc.
@Suzerain001
I don't think think there is any limit to how high you can go. Not one you are likely to encounter anyway. If one does exist it's likely to be 255 or 999 or 9999 or something, but could be even higher/practically infinite etc.
Check the 'setup2.xml' in your newest vanilla dlc & newest patchday##ng (## = numbers) for the exact highest vanilla value used, but remember Rockstar might add more dlc's in future. So, something like 65+ values should be safe to use & unlikely to be used by Rockstar anytime soon, if ever.Given what @ItsJustCurtis says in his post above, might just be easier to leave your other dlc's as they are as long as they are functioning correctly, but just keep the '<order value' in mind if you encounter issues in future etc. It's not an issue that pops up very often etc.
For the building, it sounds like the HD models (& possibly the LOD models too) have been removed or are broken, but the SLOD1>SLOD3 (or LOD>SLOD3) ones are still there. To test & potentially fix that you would need to either:
- fix whatever issue has broken them. ie Use Codewalker to find their names & OpenIV to find the files in the 'game' folder & move them over to 'mods' folder & replace broken ones etc, or if you haven't made any other changes to 'x64i.rpf' (or willing to lose any you have made), revert the entire archive to vanilla (make backup b4 any change if unsure etc))
or
- use a combination of CodeWalker (to find the file names for each part of the building, there are multiple), OpenIV (to find the '.ydr/.ydd's involved & export them to '.odr'/'.odd' etc) & 3DS Max (to open & edit the exported '.odr'/'.odd' files) to remove everything for that building through all six of the LOD levels (ORPHANHD > HD > LOD > SLOD1 > SLOD2 > SLOD3).
As mentioned, the main HD & LOD models for that building are in 'x64i.rpf', so if you test revert that archive to vanilla, if there are any issue with the HD/LOD building files themselves that should fix them. If it doesn't, then likely, some other dlc has duplicate files in it overriding the ones in 'x64i.rpf'.
Removing the building completely through all six LOD levels is a reasonably big & somewhat complex job. You would really need to know exactly what you are doing before you tackle something like that. You are likely to encounter additional issues over & above simply removing the parts of the various models. That building in it's totality, is one of the most complex in the game, it has tons of different parts to remove.
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@Suzerain001 said in Custom Add-on Vehicle Pack Causing CTD - HELP!:
It's this building FYI:
Yeah, that's the same building I'm talking about
. If you read all of this post & work through it & still have the issue, give me some before & after it disappears screenshots, so I can see exactly what disappears & at what range etc? That, or a video of it happening would be ideal.
To start with tho, if you confirm this blue part ('dt1_21_build1z.ydr') disappears:
then you can use the Ctrl+F3 Search Box in OpenIV to search your 'mods' folder for ''dt1_21_build1z.ydr' & confirm if there are multiple locations for the file.
There should only be the one in 'x64i.rpf' here:
...\Grand Theft Auto V\mods\x64i.rpf\levels\gta5_citye\downtown_01\dt1_21.rpf\dt1_21_build1z.ydr
'dt1_21_build1z.ydr' is the HD model for that blue part. The LOD model for the same part is called 'dt1_21_build1z_lod', but is contained within 'dt1_21_slod_children.ydd', so 'dt1_21_slod_children.ydd' is what you have to search for in OpenIV to find it
.
So, maybe also have a search for 'dt1_21_slod_children.ydd' & see if there are any duplicates anywhere else in your 'mods' folder.
By default, it should only exist in this location:
...\Grand Theft Auto V\mods\x64i.rpf\levels\gta5_citye\downtown_01\downtown.rpf\dt1_21_slod_children.ydd
Multiplayer map enabled?:
Just so I know, do you have the multiplayer map enabled? I reckon not, given that you copied the vanilla 'update.rpf' over to your 'mods' folder & that changed nothing, but whether you have it enabled or not will affect what specific '.ymap's are being loaded by the game (see next ymaps: part for more details on that), so just needed to rule it out.
ymaps:
(I reckon you're issue will exist here
)
- The singleplayer '.ymap' data for 'dt1_21_build1z.ydr' is located in 'dt1_21_long_0.ymap' (or 'hei_dt1_21_long_0.ymap' if multiplayer map is enabled)
- & the singleplayer '.ymap' data for 'dt1_21_build1z_lod' is located in 'dt1_21.ymap' (or 'hei_dt1_21.ymap' if mp map enabled)
There are multiple locations in the game for those 4 '.ymap's. Use the Ctrl+F3 Search Box again to find them & use the same rules as you do for figuring out what vehicle & vehicle data is being loaded to figure out which '.ymap' location is loaded by the game over the others.
For singleplayer versions (mp map disabled etc), it'll be the one in the highest patchday##ng (## = numbers) folder you find it in, but if multiplayer map is enabled, & you find more than one 'hei_dt1_21_long_0.ymap' etc, it'll be the one in '\update.rpf\dlc_patch' that is loaded by the game.
So basically:
- Singleplayer (mp map disabled) = Higher numbered patchday##ng's beat lower numbered ones
- Multiplayer (mp map enabled) = 'dlc_patch' (in 'update.rpf') beats 'dlcpacks'
- Any that are added by another mod etc need to be investigated/ruled out as well obvs.
After making backups, quickest way to test them would be to revert to vanilla the '.rpf' the file loaded by the game is in.
Start with the 'patchday2ng' 'dlc.rpf' as most patched '.ydr/.ydd' files end up there.Confirm vanilla files are good & that issue only exists within 'mods' folder:
If you are still having issues at this point, you probably want to confirm that your vanilla files do not have the issue in them & that the problem only exists within your 'mods' folder.
Does the building show up correctly if you temporarily rename your 'mods' folder & load up the game?
If you do find you still have the issue in the vanilla game files, you can use whatever verify integrity method is appropriate for your version of the game using one of these links as a guide:
- Steam: https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
- EpicGames: https://www.epicgames.com/help/en-US/technical-support-c90/general-support-c91/how-do-i-verify-game-files-in-the-epic-games-launcher-a3638
- RockstarLauncher: https://support.rockstargames.com/articles/360036000713
As mentioned, I reckon the problem most likely exists within one or more of your '.ymaps', but let me know how you get on & we'll investigate further if you're still having issues
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Again, thanks for the detailed explanation - hopefully we can figure this out.
Here are the search results for those
ymap
files:Here are some pics of what I'm talking about:
Definitely seems to be that LA Revo has those files as well - but this happens even when I disable those mods in the
dlclist.xml
file so that doesn't make sense.If I add the full LA Revo 2.0 package - it changes the buildings completely but then I have massive texture pop-ins and textures load slowly so when I'm driving around fast I see missing roads, buildings etc.
The full LA Revo 2.0 package has these folders:
<Item>dlcpacks:/LA_REVO_2_P1/</Item> <Item>dlcpacks:/LA_REVO_2_P2/</Item> <Item>dlcpacks:/LA_REVO_2_P3/</Item> <Item>dlcpacks:/LA_REVO_2_P4/</Item> <Item>dlcpacks:/LA_REVO_2_Patch0/</Item> <Item>dlcpacks:/LA_REVO_2_Patch01/</Item> <Item>dlcpacks:/LA_REVO_2_PROP/</Item>
To avoid texture issues, I only play with:
<Item>dlcpacks:/LA_REVO_2_P1/</Item> <Item>dlcpacks:/LA_REVO_2_P2/</Item> <Item>dlcpacks:/LA_REVO_2_P3/</Item> <Item>dlcpacks:/LA_REVO_2_P4/</Item>
If I enable all of them, I get missing textures etc. My PC is quite high end - RTX 3090 and 10900K and even with that, I'm getting problems with that LA Revo 2.0 mod.
@a63nt-5m1th said in Custom Add-on Vehicle Pack Causing CTD - HELP!:
@Suzerain001 said in Custom Add-on Vehicle Pack Causing CTD - HELP!:
It's this building FYI:
Yeah, that's the same building I'm talking about
. If you read all of this post & work through it & still have the issue, give me some before & after it disappears screenshots, so I can see exactly what disappears & at what range etc? That, or a video of it happening would be ideal.
To start with tho, if you confirm this blue part ('dt1_21_build1z.ydr') disappears:
then you can use the Ctrl+F3 Search Box in OpenIV to search your 'mods' folder for ''dt1_21_build1z.ydr' & confirm if there are multiple locations for the file.
There should only be the one in 'x64i.rpf' here:
...\Grand Theft Auto V\mods\x64i.rpf\levels\gta5_citye\downtown_01\dt1_21.rpf\dt1_21_build1z.ydr
'dt1_21_build1z.ydr' is the HD model for that blue part. The LOD model for the same part is called 'dt1_21_build1z_lod', but is contained within 'dt1_21_slod_children.ydd', so 'dt1_21_slod_children.ydd' is what you have to search for in OpenIV to find it
.
So, maybe also have a search for 'dt1_21_slod_children.ydd' & see if there are any duplicates anywhere else in your 'mods' folder.
By default, it should only exist in this location:
...\Grand Theft Auto V\mods\x64i.rpf\levels\gta5_citye\downtown_01\downtown.rpf\dt1_21_slod_children.ydd
Multiplayer map enabled?:
Just so I know, do you have the multiplayer map enabled? I reckon not, given that you copied the vanilla 'update.rpf' over to your 'mods' folder & that changed nothing, but whether you have it enabled or not will affect what specific '.ymap's are being loaded by the game (see next ymaps: part for more details on that), so just needed to rule it out.
ymaps:
(I reckon you're issue will exist here
)
- The singleplayer '.ymap' data for 'dt1_21_build1z.ydr' is located in 'dt1_21_long_0.ymap' (or 'hei_dt1_21_long_0.ymap' if multiplayer map is enabled)
- & the singleplayer '.ymap' data for 'dt1_21_build1z_lod' is located in 'dt1_21.ymap' (or 'hei_dt1_21.ymap' if mp map enabled)
There are multiple locations in the game for those 4 '.ymap's. Use the Ctrl+F3 Search Box again to find them & use the same rules as you do for figuring out what vehicle & vehicle data is being loaded to figure out which '.ymap' location is loaded by the game over the others.
For singleplayer versions (mp map disabled etc), it'll be the one in the highest patchday##ng (## = numbers) folder you find it in, but if multiplayer map is enabled, & you find more than one 'hei_dt1_21_long_0.ymap' etc, it'll be the one in '\update.rpf\dlc_patch' that is loaded by the game.
So basically:
- Singleplayer (mp map disabled) = Higher numbered patchday##ng's beat lower numbered ones
- Multiplayer (mp map enabled) = 'dlc_patch' (in 'update.rpf') beats 'dlcpacks'
- Any that are added by another mod etc need to be investigated/ruled out as well obvs.
After making backups, quickest way to test them would be to revert to vanilla the '.rpf' the file loaded by the game is in.
Start with the 'patchday2ng' 'dlc.rpf' as most patched '.ydr/.ydd' files end up there.Confirm vanilla files are good & that issue only exists within 'mods' folder:
If you are still having issues at this point, you probably want to confirm that your vanilla files do not have the issue in them & that the problem only exists within your 'mods' folder.
Does the building show up correctly if you temporarily rename your 'mods' folder & load up the game?
If you do find you still have the issue in the vanilla game files, you can use whatever verify integrity method is appropriate for your version of the game using one of these links as a guide:
- Steam: https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
- EpicGames: https://www.epicgames.com/help/en-US/technical-support-c90/general-support-c91/how-do-i-verify-game-files-in-the-epic-games-launcher-a3638
- RockstarLauncher: https://support.rockstargames.com/articles/360036000713
As mentioned, I reckon the problem most likely exists within one or more of your '.ymaps', but let me know how you get on & we'll investigate further if you're still having issues
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@Suzerain001
'dt1_21_long_0.ymap' & 'dt1_21.ymap' in 'patchday1ng' & 'patchday2ng' in your 'mods' folder look to have either, been replaced with the LA Revo versions of the files (looks like that's what's happened), or are broken/edited or corrupted etc (they are certainly not vanilla).That should have fixed itself if you replaced your 'mods' folder 'patchday2ng' 'dlc.rpf' with the vanilla version (while also deactivating all LA Revo dlc's at the same time), so maybe try that again & see what you get?
We can sort out exactly what is breaking what, after you confirm whether that^ works or not?
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@a63nt-5m1th said in Custom Add-on Vehicle Pack Causing CTD - HELP!:
@Suzerain001
'dt1_21_long_0.ymap' & 'dt1_21.ymap' in 'patchday1ng' & 'patchday2ng' in your 'mods' folder look to have either, been replaced with the LA Revo versions of the files (looks like that's what's happened), or are broken/edited or corrupted etc (they are certainly not vanilla).That should have fixed itself if you replaced your 'mods' folder 'patchday2ng' 'dlc.rpf' with the vanilla version (while also deactivating all LA Revo dlc's at the same time), so maybe try that again & see what you get?
We can sort out exactly what is breaking what, after you confirm whether that^ works or not?
@a63nt-5m1th that did it! I disabled the LA Revo 2.0 files and replaced the
patchday2ng
dlc.rpf and the building is solidly there!So, now the question is if I want to use the LA Revo files, how to avoid making this building play hide & seek. I'll DM you.
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@Suzerain001
If you find all the 'dt1_21' named '.ymap/.ydr/.ydd/.ytd/.ybn' files in the LA Revo dlc's using OpenIV's Ctrl+F3 search functionality & then replace them with their vanilla counterparts, that should most likely fix it & leave the other parts of LA Revo you have installed still active/working etc.
Make backups first obvs, so you can revert any changes you don't like/any issues you might encounter etc.Alternatively:
- After backing them up, you could open the LA Revo '.oiv' installers using 7zip (Right-click '.oiv' > '7zip' > 'Open archive').
- Drag & drop the 'content' folder out of the '.oiv' & then use a search program like Agent Ransack (free) to search it for any file names that have 'dt1_21' in their name.
- Once you have a list of them, use OpenIV (Ctrl+F3 Search etc) to grab the vanilla versions of those files.
- Replace the LA Revo versions in the '.oiv' with the vanilla counterparts you find in OpenIV.
- After that, close the '.oiv' archive/7zip window & then reinstall the LA Revo '.oiv' installers (just the ones you've replaced 'dt1_21' files in) as normal.
Replacing the files in the original '.oiv' & then reinstalling it/them is often the fastest method, but there are variables, like how complicated the 'content' folder's folder structure is, & it may not be the fastest method first time out if you've not done it before etc, but just thought I'd mention it, so you're aware you can mod & use an '.oiv' like that
(that method can be used to create an '.oiv' uninstaller for any '.oiv' for example, & save you time having to read 'assembly.xml' & revert/uninstall files manually one by one etc)
Use whichever method you're comfortable with
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@Suzerain001
Here is a list of all the 'dt1_21' files you need to find in the LA Revo dlc's & replace with their vanilla counterparts:ymap: (map)
dt1_21.ymap
dt1_21_critical_0.ymap
dt1_21_long_0.ymap
dt1_21_prop_lift.ymap
dt1_21_prop_lift_on.ymap
dt1_21_strm_0.ymap
dt1_21_strm_1.ymap
dt1_21_strm_2.ymap
dt1_21_strm_3.ymapydr: (model/prop)
dt1_21_build1.ydr
dt1_21_b1_dx3.ydr
dt1_21_b1_dx4.ydr
dt1_21_b1_dx5.ydr
dt1_21_b1_dx6.ydr
dt1_21_b1_dx10.ydr
dt1_21_b1_dx11.ydr
dt1_21_b1_dx12.ydr
dt1_21_b1_dx13.ydr
dt1_21_b1_dx14.ydr
dt1_21_b1d_y1.ydr
dt1_21_b9_d1.ydr
dt1_21_beams.ydr
dt1_21_beamx.ydr
dt1_21_bridge_d.ydr
dt1_21_build1_fence.ydr
dt1_21_build1z.ydr
dt1_21_build09.ydr
dt1_21_build09d.ydr
dt1_21_cranelights.ydr
dt1_21_detail.ydr
dt1_21_detail_b.ydr
dt1_21_detail_c.ydr
dt1_21_detail21.ydr
dt1_21_ground1.ydr
dt1_21_ground2.ydr
dt1_21_roof_detail.ydr
dt1_21_top_d.ydr
dt1_21_top_shell.ydrydd: (model/prop dictionary. Basically a collection of different '.ydr's all in the same file)
dt1_21_slod_children.ydd
dt1_21_props_c_slod_children.ydd
dt1_21_props_c2_slod_children.ydd
dt1_21_props_combo0201_slod_children.ydd
dt1_21_props_dt1_21_s01_slod_children.yddytd: (textures)
dt1_21_lod.ytd
dt1_21_ground2+hidr.ytd
dt1_21_build1+hidr.ytdybn: (collisions)
dt1_21_0.ybn
hi@dt1_21_0.ybnThat should save you a bit of time
.
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@a63nt-5m1th wow thank you for the detailed info. That seems too laborious to do tbh just to have 1 building from not disappearing.
Let me ask you this: when I run the full
LA Revo 2.0
package with the following dlc.rpf files, I get a lot of missing textures (texture pop-ins) etc. even though I have a pretty high end PC.<Item>dlcpacks:/LA_REVO_2_P1/</Item> <Item>dlcpacks:/LA_REVO_2_P2/</Item> <Item>dlcpacks:/LA_REVO_2_P3/</Item> <Item>dlcpacks:/LA_REVO_2_P4/</Item> <Item>dlcpacks:/LA_REVO_2_Patch0/</Item> <Item>dlcpacks:/LA_REVO_2_Patch01/</Item> <Item>dlcpacks:/LA_REVO_2_PROP/</Item>
Is there an easy way to fix the missing textures etc.? I have several add-on vehicle packs, weapons, vegetation mods, and script mods and so the only way that I've been able to avoid the texture pop-in issue is to use only the following files from
LA Revo 2.0
.<Item>dlcpacks:/LA_REVO_2_P1/</Item> <Item>dlcpacks:/LA_REVO_2_P2/</Item> <Item>dlcpacks:/LA_REVO_2_P3/</Item> <Item>dlcpacks:/LA_REVO_2_P4/</Item>
This of course creates the missing building and several missing textures inside replaced buildings like the car dealership, shops etc. which is immersion breaking when playing the game.
Using the
Patch0
,Patch01
, andPROP
files creates the texture issue.Let me know if there's a good workaround; I'd much rather do that than individually replacing texture files in the dlc.rpf.
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@Suzerain001
First step would be to figure out whether it is just one of the:<Item>dlcpacks:/LA_REVO_2_Patch0/</Item> <Item>dlcpacks:/LA_REVO_2_Patch01/</Item> <Item>dlcpacks:/LA_REVO_2_PROP/</Item>
dlc's causing the issue, or all of them in combination? If they work with just one of them enabled at a time (ie, no crashes from missing things etc), try them out one by one & see what results you get? See if you can figure out if there is one dlc that causes all/most of the problem etc
If your textures are fine with only one of them installed at a time, test all the possible combinations of two together at a time.
ie:
- Test 'LA_REVO_2_Patch0' & 'LA_REVO_2_Patch01' together.
Then:
- Test 'LA_REVO_2_Patch0' & 'LA_REVO_2_PROP' together.
Then:
- Test 'LA_REVO_2_Patch01' & 'LA_REVO_2_PROP' together.
& figure out which combination causes the texture issue, or if all of them do, which combo has the worst effect on your textures etc?
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@Suzerain001
If you prefer a quick & dirty fix, install the three files in this 'dt1_21 Building Fix.zip'.I removed that building from:
- SLOD1 = 'dt1_lod_21_children.ydd'
- SLOD2 = 'dt1_lod_slod3_children.ydd'
- SLOD3 = 'dt1_lod_slod3.ydr'
I just did it quickly, test it out & see what it looks like as you approach from a distance etc
If you want to remove the collision for the building as well, install the two '.ybn' files in this 'Collision Removal.zip'
The collisions aren't going to be perfect for every prop, but I removed the main bulk of the building, so you should be able to fly through the area where the building once existed etc without hitting anything at least. I never tested any of those files in-game before uploading them, so make backups before installing them, or drop them into a custom maps dlc where they don't previously exist (so they can be deleted to instantly revert to what you had before, if any issues encountered etc).
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Interesting .. I tried just Patch0 & Patch01 there were hardly any missing textures - a few pop-ins here and there but nothing too bad. The buildings were replaced which is nice - no more disappearing acts!
I guess
PROP
is the culprit for the missing textures.Will play with this for a while and test some more.
Thanks again a bunch for being so thorough and detailed.
@a63nt-5m1th said in Custom Add-on Vehicle Pack Causing CTD - HELP!:
@Suzerain001
First step would be to figure out whether it is just one of the:<Item>dlcpacks:/LA_REVO_2_Patch0/</Item> <Item>dlcpacks:/LA_REVO_2_Patch01/</Item> <Item>dlcpacks:/LA_REVO_2_PROP/</Item>
dlc's causing the issue, or all of them in combination? If they work with just one of them enabled at a time (ie, no crashes from missing things etc), try them out one by one & see what results you get? See if you can figure out if there is one dlc that causes all/most of the problem etc
If your textures are fine with only one of them installed at a time, test all the possible combinations of two together at a time.
ie:
- Test 'LA_REVO_2_Patch0' & 'LA_REVO_2_Patch01' together.
Then:
- Test 'LA_REVO_2_Patch0' & 'LA_REVO_2_PROP' together.
Then:
- Test 'LA_REVO_2_Patch01' & 'LA_REVO_2_PROP' together.
& figure out which combination causes the texture issue, or if all of them do, which combo has the worst effect on your textures etc?