NaturalVision Remastered unloading models at night
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Whenever I play GTAV with the NVR mod installed, at around 20:30 all models disappear (vehicles, props, peds) and reappear at around 6. The mod is not pirated, I downloaded it from Razedmods.com.
This issue persists on a clean install.
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Oh and also weather like Smog and Snow bring the assets back for some reason?
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Information Gathering:
If I was diagnosing this, I'd probably start by editing the:
# Emissive night values emissive.night.start.time 20 emissive.night.end.time 6
&
// Vehicle Light Night/Day Settings vehicle.lights.sunrise 6.5 vehicle.lights.sunset 20.0
in 'visualsettings.dat':
...\Grand Theft Auto V\mods\update\update.rpf\common\data\visualsettings.dat
& see if changing any of those values changes the time everything dissappears/reappears etc.
Obviously, the likely fix resides in the timecycle files, given that Smog & Snow etc work 100% (if that's correct?), but the above test is super quick & worth gathering info on at least.
Likely Solution:
Ultimately though, if indeed Smog & Snow etc work correctly (?), you'll end up in the timecycle files. You can do stuff like rename a timecycle & then replace another & see if the issue persists (Note: it's file name & the internal name within the timecycle file ('<cycle name="SMOG" regions="2">' etc) are both required to be renamed or you'll get crazy 'the matrix has crashed' stuff on screen when you switch to that weather).
Once you're done with information gathering & hopefully guaranteed that editing the broken timecycles is likely to fix your issue (& you've made any backups you need to), your best hope is to start by taking large parts/sections etc of data from within the working 'w_smog.xml' etc file & pasting it into & over the same values within a broken timecycle file & via that method, either going section by section, or ideally using the 50/50 method below, figure out by a process of elimination what value/s are causing it.
50/50 (Binary) Search Method:
Using what is called a 50/50 or binary method will yield the fastest results & usually allow you to identify a culprit's general or even exact location within 6 to 10 loads of the game (for 100 > 1000 starting total values anyway. 10,000 starting values total takes ~14 loads of the game, so the more values, the better/faster this method becomes compared to other search methods
):
50/50 Proof of Concept:
Starting with a sample size of 1000 values total (for example) this method can eliminate all other values & find the one causing an issue within ~10 loads of the game:No. of Loads of Game No. of Values 0 1000 1 500 2 250 3 125 4 62.5 (let's call it 64) 5 32 6 16 7 8 8 4 9 2 10 1 (1 (or <1) means value is identified)
Additional Info:
The timecycle files contain two main sections:
<region name="GLOBAL"> = The Countryside Areas
<region name="URBAN"> = The Main City AreaIf using the binary search method, your starting point would be test replacing half the values within either the City &/or Countryside sections (ie not half of the entire file, just half of each section etc).
For the actual diagnosing/testing values process, whether using the binary method or going section by section, a good way of doing it might be to replace an entire broken timecycle's Countryside area with the entire same section from Smog/Snow & then copy sections from the newly pasted Countryside section to the City section one at a time while loading the game after each change to see if it's fixed.
That will keep everything you need within the same file & means you don't need to hop to different tabs etc to copy & paste data (will streamline the process & save a little bit of time etc).