Log in to reply
 

i downloaded a car that has bad handling



  • how do i change a cars handling..if you give it a little gas the front endlifts up and it flips over.. how do i fix this..i replaced the nightshade with an iroc-z..please help thanks



  • @Christopher1972

    handling.meta

          <vecCentreOfMassOffset x="0.000000" y="0.000000" z="Lower This 'Z' Value (can be negative if required)" />
    

    Lower the '<vecCentreOfMassOffset' 'z=' value incrementally until it stops tipping over/going up on 2 wheels while cornering hard. Somewhere just a little below that point is usually the most balanced value, go below that & the vehicle will feel a little flat & stuck to the road with no body roll etc, go way too low with the value & the opposite will begin to happen (the backend will lift up when accelerating/front lift when braking/vehicle will tip over into the corners instead).

    Usually the value is somewhere in the +1 > -1 range or there abouts, but at least once I had to go to +9 or something.
    Just tweak the value until you find a happy medium with the cornering characteristics you want for that vehicle etc :thumbsup:



  • WHERE DO I FIND THE HANDLING.META? I AM COMPLETELY NEW AT THIS..AND I NEED AND EXAMPLE PLEASE



  • @Christopher1972

    OpenIV has a search function. You search for your car model and you will find its handling.meta.
    If it's a vanilla car the handling.meta can include multiple cars.
    Once more find the handling.meta and this time search for your car again in the file itself (text search).

    I don't know, don't care about vanilla cars or replaces, but you might start here:
    \Mods\update\update.rpf\common\data\handling.meta



  • @Christopher1972
    This should be all you need to know to find what you are looking for & also allow you to find the '.meta' files for any other vehicles in future. Just take your time & read it all while also having OpenIV open to check & navigate to the folder structures mentioned.

    Also, bookmark this post in your browser so you can return to it at anytime you need it. It's worth learning this method as often the instructions that are packaged with older replace vehicles are outdated & point to locations that are now overridden by other files or in some cases just simply written poorly with no mention of the alternative & higher precedence 'dlc_patch' location :thumbsup:

    Nightshade 'handling.meta' Location:

    The Nightshade is in the 'mpapartment' dlc & it's 'handling.meta' is here by default:

    ...\Grand Theft Auto V\update\update.rpf\dlc_patch\mpapartment\common\data\handling.meta

    Note:
    It's the 'handling.meta' in 'dlc_patch' within 'update.rpf' you edit for the nightshade, not the one in 'dlcpacks' (there's no real danger to editing it within 'dlcpacks', it's just that any edits made to the 'dlcpacks' file won't apply as they will be overridden by the duplicate of the file in the 'update.rpf\dlc_patch' folder structure if it exists ('.meta' files don't always exist within both locations, just so you are aware).

    The handling name for the nightshade within the 'handling.meta file itself is 'NITESHAD'.

    General '.meta' File Editing Rules:

    The rules for editing '.meta' files go like this:

    • If a .meta file (handling.meta, vehicles.meta, carcols.meta or carvariations.meta etc) exists within it's dlc folder structure within the update.rpf\dlc_patch folder structure you edit it there.
    • If it doesn't exist within 'update.rpf\dlc_patch' you edit it within it's 'dlc.rpf' within the 'dlcpacks' folder structure instead.

    How To Find the '.meta' File For Any Vehicle:

    Basically, If you want to find a '.meta' file for a vehicle:

    • You use the Ctrl+F3 Search Box within OpenIV to search for the vehicle by name ('nightshade.yft' etc)
    • Make a note of the dlc name you find it in ('mpapartment' in this case). If the folder structure has no dlc name within it, see next Note: just below these bullet points.
    • You then navigate to '...Grand Theft Auto V\mods\update\update.rpf\dlc_patch' & check the dlc name folder structure (if it exists) to see if the file exists within that folder structure or not. If so, you edit it there.
    • If it doesn't exist there, you navigate to '...\Grand Theft Auto V\mods\update\x64\dlcpacks' & into the dlc name folder there, find the '.meta' file & edit it there instead.

    Note:

    • If the vehicle doesn't have a dlc name within the folder structure you find it in & it exists within 'x64e.rpf' (ie the base game non-dlc cars) the vehicle's '.meta' files will be in these locations:

    handling.meta:
    ...\Grand Theft Auto V\mods\update\update.rpf\common\data\handling.meta
    vehicles.meta:
    ...\Grand Theft Auto V\mods\update\update.rpf\common\data\levels\gta5\vehicles.meta
    carcols.ymt:
    ...\Grand Theft Auto V\mods\update\update.rpf\x64\data\carcols.ymt
    carvariations.ymt:
    ...\Grand Theft Auto V\mods\update\update.rpf\x64\data\carvariations.ymt

    '.ymt' Files Explained:

    The '.ymt' files are effectively the same as '.meta' files, just with a different file extension & are editable by opening them within OpenIV using right-click > 'Edit' (or Ctrl+Enter once highlighted within OpenIV) or editable with an external text editor (like Notepad/Notepad++ etc) if you right-click them & select 'Export to META/XML (.xml)' & export them to a windows folder location of your choice (a '.ymt.xml' will be produced). You then open them with the external text editor in that location within Windows.

    In the case of editing them externally, after you are finished editing, all you have to do (without editing the '.ymt.xml' file extension) is drag & drop the '.ymt.xml' back into OpenIV in it's original location & it will be converted to a '.ymt' file automatically by OpenIV & replace the original.



  • @a63nt-5m1th Excellent summary, as usual. Nice to know R* named the tag Niteshad.

    This is revealed in vehicles.meta. Could it be more confusing?

    <Item>
          <modelName>nightshade</modelName>
          <txdName>nightshade</txdName>
          <handlingId>NITESHAD</handlingId>
          <gameName>NITESHAD</gameName>
    


  • i am new at this i still dont know which vehicle meta to go too or how to access it..this is where i put it

    mods\update\x64\dlcpacks\NEWEST PATCHDAY\dlc.rpf\x64\levels\gta5\vehicles.rpf\ YOUR CAR FILES thanks



  • @Christopher1972
    Sorry if I confused you with my post. Just wanted to clarify how nightshade became niteshad using vehicles.meta.

    Refer to @a63nt-5m1th for your problem.
    File is handling.meta
    ...\Grand Theft Auto V\update\update.rpf\dlc_patch\mpapartment\common\data\handling.meta

    Then do a ctrl f or search for niteshad.



  • sorry i had two strokes i am easily confused i still dont understand i put the file here i dont change it there

    mods\update\x64\dlcpacks\NEWEST PATCHDAY\dlc.rpf\x64\levels\gta5\vehicles.rpf\ YOUR CAR FILES



  • @Christopher1972 Sorry to hear that. Will post something clearer a little later. Stay tuned.



  • @JohnFromGWN Got it covered :thumbsup:

    @Christopher1972
    Skip to the 'Nightshade 'vehicles.meta' Location:' part below, if this first part of this is too confusing for you.
    It's basically just a little background info on installing vehicle model ('.yft'), vehicle texture ('.ytd') & data files ('.meta') to keep you right in future etc :thumbsup:

    @Christopher1972 said in i downloaded a car that has bad handling:

    mods\update\x64\dlcpacks\NEWEST PATCHDAY\dlc.rpf\x64\levels\gta5\vehicles.rpf\ YOUR CAR FILES

    If you have updated the game to the latest patch, the location that your folder structure there^ points to, is actually this:

    ...\Grand Theft Auto V\mods\update\x64\dlcpacks\patchday28ng\dlc.rpf\x64\levels\gta5\vehicles.rpf

    ie when the mod author writes 'NEWEST PATCHDAY' he means the highest numbered patchday##ng you have installed that has a 'vehicles.rpf' file in it (patchday28ng for example, as that is the latest 'patchday##ng' (## = numbers) available at the moment on the latest Rockstar patch of the game).
    If you are using an older version of the game, the highest patchday number you have will be lower than 28 (as you won't have patchday28ng installed yet etc).

    Patchday##ng locations however, are not where you install any '.meta' files.

    Vanilla vehicle '.meta' files (handling.meta, vehicles.meta, carcols.meta or carvariations.meta etc) are always, either found within 'update.rpf' (for the base game non-dlc vehicles), or for dlc vehicles it's always within a dlc/folder structure with a name that starts with 'mp' or 'sp' (mpexecutive, mppilot, mpchristmas, spupgrade etc).

    As mentioned in previous post, you always look within 'update.rpf\dlc_patch' first to see if the '.meta' file/s exist there within it's dlc named folder (mpexecutive, mpapartment, etc), before checking any other locations.

    Nightshade 'vehicles.meta' Location:

    The 'nightshade's 'vehicles.meta' loaded by the game is here by default:

    ...\Grand Theft Auto V\mods\update\update.rpf\dlc_patch\mpapartment\common\data\levels\gta5\vehicles.meta

    • Navigate to that^ 'vehicles.meta' within the 'mpapartment' folder structure within 'update.rpf' using OpenIV
    • Open the 'vehicles.meta' there by right-clicking it in OpenIV & selecting 'Edit' (so that it's editable etc).
    • Once you have opened that 'vehicles.meta', use Ctrl+F to search for 'nightshade' to find it's block of data within the file.

    The 'nightshade's full block of data looks like this by default:

        <Item>
          <modelName>nightshade</modelName>
          <txdName>nightshade</txdName>
          <handlingId>NITESHAD</handlingId>
          <gameName>NITESHAD</gameName>
          <vehicleMakeName>IMPONTE</vehicleMakeName>
          <expressionDictName>null</expressionDictName>
          <expressionName>null</expressionName>
          <animConvRoofDictName>null</animConvRoofDictName>
          <animConvRoofName>null</animConvRoofName>
          <animConvRoofWindowsAffected />
          <ptfxAssetName>null</ptfxAssetName>
          <audioNameHash />
          <layout>LAYOUT_LOW</layout>
          <coverBoundOffsets>NIGHTSHADE_COVER_OFFSET_INFO</coverBoundOffsets>
          <explosionInfo>EXPLOSION_INFO_DEFAULT</explosionInfo>
          <scenarioLayout />
          <cameraName>DEFAULT_FOLLOW_VEHICLE_CAMERA</cameraName>
          <aimCameraName>DEFAULT_THIRD_PERSON_VEHICLE_AIM_CAMERA</aimCameraName>
          <bonnetCameraName>VEHICLE_BONNET_CAMERA_STANDARD_LONG</bonnetCameraName>
          <povCameraName>REDUCED_NEAR_CLIP_POV_CAMERA</povCameraName>
          <FirstPersonDriveByIKOffset x="0.000000" y="-0.055000" z="0.000000" />
          <FirstPersonDriveByUnarmedIKOffset x="0.000000" y="-0.100000" z="0.000000" />
    	  <FirstPersonProjectileDriveByIKOffset x="0.000000" y="-0.065000" z="-0.085000" />
    	  <FirstPersonProjectileDriveByPassengerIKOffset x="-0.050000" y="-0.065000" z="-0.085000" />
    	  <FirstPersonProjectileDriveByRearLeftIKOffset x="0.000000" y="0.000000" z="0.000000" />
    	  <FirstPersonProjectileDriveByRearRightIKOffset x="0.000000" y="0.000000" z="0.000000" />
    	  <FirstPersonDriveByLeftPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" />
    	  <FirstPersonDriveByRightPassengerIKOffset x="0.000000" y="-0.055000" z="0.000000" />
    	  <FirstPersonDriveByRightRearPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" />
    	  <FirstPersonDriveByLeftPassengerUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" />
    	  <FirstPersonDriveByRightPassengerUnarmedIKOffset x="0.000000" y="-0.100000" z="0.000000" />
    	  <FirstPersonMobilePhoneOffset x="0.128000" y="0.190000" z="0.498000" />
          <FirstPersonPassengerMobilePhoneOffset x="0.136000" y="0.148000" z="0.418000" />
          <PovCameraOffset x="0.000000" y="-0.210000" z="0.620000" />
          <PovCameraVerticalAdjustmentForRollCage value="0.000000" />
          <PovPassengerCameraOffset x="0.000000" y="0.000000" z="0.000000" />
          <PovRearPassengerCameraOffset x="0.000000" y="0.000000" z="0.000000" />
          <vfxInfoName>VFXVEHICLEINFO_CAR_GENERIC</vfxInfoName>
          <shouldUseCinematicViewMode value="true" />
          <shouldCameraTransitionOnClimbUpDown value="false" />
          <shouldCameraIgnoreExiting value="false" />
          <AllowPretendOccupants value="true" />
          <AllowJoyriding value="true" />
          <AllowSundayDriving value="true" />
          <AllowBodyColorMapping value="true" />
          <wheelScale value="0.271500" />
          <wheelScaleRear value="0.271500" />
          <dirtLevelMin value="0.000000" />
          <dirtLevelMax value="0.300000" />
          <envEffScaleMin value="0.000000" />
          <envEffScaleMax value="1.000000" />
          <envEffScaleMin2 value="0.000000" />
          <envEffScaleMax2 value="1.000000" />
          <damageMapScale value="0.600000" />
          <damageOffsetScale value="1.000000" />
          <diffuseTint value="0x00FFFFFF" />
          <steerWheelMult value="0.700000" />
          <HDTextureDist value="5.000000" />
          <lodDistances content="float_array">
            15.000000
            30.000000
            50.000000
            100.000000
            500.000000
            500.000000
          </lodDistances>
          <minSeatHeight value="0.797" />
          <identicalModelSpawnDistance value="20" />
          <maxNumOfSameColor value="1" />
          <defaultBodyHealth value="1000.000000" />
          <pretendOccupantsScale value="1.000000" />
          <visibleSpawnDistScale value="1.000000" />
          <trackerPathWidth value="2.000000" />
          <weaponForceMult value="1.000000" />
          <frequency value="1" />
          <swankness>SWANKNESS_5</swankness>
          <maxNum value="2" />
          <flags>FLAG_SPORTS FLAG_RICH_CAR FLAG_NO_BROKEN_DOWN_SCENARIO FLAG_RECESSED_TAILLIGHT_CORONAS FLAG_HAS_INTERIOR_EXTRAS</flags>
          <type>VEHICLE_TYPE_CAR</type>
          <plateType>VPT_BACK_PLATES</plateType>
    	  <dashboardType>VDT_DUKES</dashboardType>
          <vehicleClass>VC_MUSCLE</vehicleClass>
          <wheelType>VWT_MUSCLE</wheelType>
          <trailers />
          <additionalTrailers />
          <drivers />
          <extraIncludes />
          <doorsWithCollisionWhenClosed />
          <driveableDoors />
          <bumpersNeedToCollideWithMap value="false" />
          <needsRopeTexture value="false" />
          <requiredExtras />
          <rewards />
          <cinematicPartCamera>
            <Item>WHEEL_FRONT_RIGHT_CAMERA</Item>
            <Item>WHEEL_FRONT_LEFT_CAMERA</Item>
            <Item>WHEEL_REAR_RIGHT_CAMERA</Item>
            <Item>WHEEL_REAR_LEFT_CAMERA</Item>
          </cinematicPartCamera>
          <NmBraceOverrideSet />
          <buoyancySphereOffset x="0.000000" y="0.000000" z="0.000000" />
          <buoyancySphereSizeScale value="1.000000" />
          <pOverrideRagdollThreshold type="NULL" />
    	  <firstPersonDrivebyData>
            <Item>LOW_NIGHTSHADE_FRONT_LEFT</Item>
            <Item>LOW_NIGHTSHADE_FRONT_RIGHT</Item>
          </firstPersonDrivebyData>
        </Item>
    
    • Once you find it, conduct whatever edit/s are required by following the instructions in the download of the replace vehicle. Usually that means replacing the whole block of data with the one the mod author has provided in the instructions, but sometimes it varies, just follow whatever instructions the mod author provides & you should be good.

    Any other questions or any other issues along the way, let us know :thumbsup:



  • @a63nt-5m1th Ok. Was not trying to rewrite your post which is very clear but rather post a video.
    Cheers



  • @JohnFromGWN
    You can still post a vid if you want :thumbsup: Might be easier for @Christopher1972 to understand. I'm admittedly not the best when it comes to being concise lol



  • @a63nt-5m1th You're the resident guru and your articles are A+.

    Unfortunately, as the OP wrote, he has some confusion issues. I'll see if I can quickly put a video, using your summary of course, and see if a picture (a moving picture) is worth a thousand words.



  • @Christopher1972

    With @a63nt-5m1th 's consent, I put together a crappy quality video not meant to replace his advice, but rather to visually help at least with the navigation part. Once you get to the Nightshade, or Niteshad as R* put it, you will need to copy the block of text (shown in the video) and insert it in your replace file.

    You can copy this block directly from @a63nt-5m1th 's post above.

    Holler if anything isn't clear. This modding shit is confusing for everyone but it does get clear, or clearer, with practice.

    Best watched on youtube at highest resolution and full screen.



  • @Christopher1972
    Lets do a reset/start again, we've inundated you with quite a bit of info in previous posts, so perhaps you tell us instead what info you require at this time (I'll keep any response I make from now on succinct & to the point/just the information you need to know, nothing else & we'll take it step by step etc) :thumbsup:

    For Example:

    • Have you managed to find & fix the IROC-Z/Nightshade's 'handling.meta' to stop it tipping over?

    If not, we can restart there if you like? That, or let us know of any other questions you have etc.


Log in to reply
 

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