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How to fix tuning parts and lights not working on addons or making your own car packs



  • I have created my own car pack that has 80 cars so far in it from various cars downloaded here on 5mods. The problem I was having is getting the tuning parts to work I am aware of changing the id in the carcols and carvariations.meta files. I tried 4 or 5 times different ids and i couldnt get the tuning parts or the headlights to shine onto the road. The headlights are on just werent shining on the road because of the id used. So i tried another method and it fixed the problem.

    First I downloaded this https://www.gta5-mods.com/misc/improved-lighting-pattern
    I used the carcols.ymt from it and placed all the info from the carcols.meta of my car pack into it. And now my tuning parts and lights all work correctly. With this method I could use id values that werent working before. This should be the easier method as you wont have to keep changing ids now and also should fix the problem with the limit of adding too many tuning parts in one big dlc car pack. I know when you start doing 60+ cars in 1 dlc car pack you run into a limit of the tuning parts stop working or cause other cars tuning parts to stop working. I think its between 22-25 cars with tuning parts that after that number it will cause other cars in either your car pack or cars tuning parts from original game to stop working so hopefully this fixes that problem.

    So open up kompetenzz carcol.ymt file scroll down to line 82224 this is the end of the section for adding info for tuning parts so go 1 line above this(line 82223) hit enter so that its a new line and start adding the info from the cars that have tuning parts in this section.
    Basically you are transferring the data from the <kits> section of carcols.meta of either your car pack that u made or from an addon you downloaded to kompetenzz carcol.ymt file. I recommend using ids of 800 and higher.

    Once you are done adding all the cars that have tuning parts you have to move onto another section and add the info for the lights of the car. Lights end at line 12230 so hit enter to start a new line and now add the info from the lights section of the carcols.meta file.
    Save the new carcols.ymt file and place it under mods\update\update.rpf\x64\data

    A couple of helpful hints make sure the modelname of the tuning part file is the same name that you gave it in the carcols.ymt file. So for example you have skyline gtr34 with tuning parts the front bumper you named it skyline_bumperf make sure under the kits section of carcols.ymt its the same name.
    Tuning parts aka modkit id and the light id i use the same number for both ids for the car you added. So for skyline lets say you used modkit id value of 805, for the light id use 805.

    picture that shows where to start adding your info for lights
    http://www.imagebam.com/image/f47b8a522649867

    picture that shows where to start adding your info for tuning parts
    http://www.imagebam.com/image/385ac4522649869

    I highly recommend reading Reyser's tutorial on how to make your own car packs https://forums.gta5-mods.com/topic/222/tutorial-vehicles-weapons-how-to-do-add-on-s-replacer-s

    **Edit 2-7-17 youtube video link its a short video showing where to add the info into carcols.ymt

    this link below shows all the meta files edited correctly with correct spacing etc. also gives you an idea how to do police cars as addon cars. It has rims, police cars, and over 108+ cars merged all together. Plus the values under the <lights> section has coronas reduced by 70-75% to reduce most of the awful glare coronas have but keeps just enough of it in.

    http://www.mediafire.com/file/msj5m9756baau17/

    Edit 1-6-17 Also with this method you can add multiple police cars to your dlcpack just make sure you edit kompetenzz carcols.ymt under the <sirens> section with the sirens info from the dlc of the cop car if it has it.

    You will also be able to add all the new rims that were made there is 4 or 5 packs here on 5mods. You just have to rename the textures in the packs so the rim numbers dont conflict with the ones in the game already. Start at number 28 and up. For example you have wheel2_hiend_20 change the 20 to 28 and keep going up in numbers. Then just add all the info under the wheels section of kompetenzz carcols.ymt. The wheels section is at the very bottom of the file.


  • TRANSLATOR

    @Willief23 Didn't know that way to fix lights not working, good job :100:.

    What I always did to fix them is a bit easier, because I took the <Lights> section that comes with the Porsche 918 Spyder car by Se7enmoon and used the ID (918) for all other cars I have as Add-Ons, and problem solved XD



  • @Reyser this method is mainly more to fix the tuning parts aka extra bumpers in los santos customs not working or showing up but works for lights as well. Changing the light id or modkit id works too but it takes anywhere from 2-50 tries before you find one that works plus you have to keep reloading the whole game for every new id you try. This way works from the start as long as you copy the info correctly to the carcols.ymt file.



  • @Reyser A similar method works for mods as well. I have 2 cars sharing the same modkit ID with no problems. Granted you don't get any visual mods obviously, but you can use the engine, gearbox, suspension, brakes, and horns at least.


  • TRANSLATOR

    @kaddigart Yes I know, I use always "0_default_modkit" for every car that doesn't have tuning parts.



  • @Reyser Are you still able to apply the engine, exhaust, etc using "0"? Seems like I tried that once and was unable to use the generic mods either. Might have just not had it matching in carvariations.meta though.



  • Hey @Willief23, I have the problem that you mention
    [ I know when you start doing 60+ cars in 1 dlc car pack you run into a limit of the tuning parts stop working or cause other cars tuning parts to stop working. I think its between 22-25 cars with tuning parts that after that number it will cause other cars in either your car pack or cars tuning parts from original game to stop working so hopefully this fixes that problem.]
    This is my problem, is there any solution for this? Thank You in advance. I appreciate your post too. Thanks
    I already try install the file you mention above and it doesn't work. :(


  • TRANSLATOR

    @kaddigart Yes I can use generic modifications with it.



  • @kaddigart if you use 0_default_modkit it will allow you to do the engine, armor, brakes, suspension, turbo, wheels, respray, headlights etc basically anything that isnt related to bumpers,sideskirts or wings. you have to put 0_default_modkit under carvariations.meta and under carcols.meta i believe.

    @Burn1496 did you add all the data from your carcols.meta <kits> section to the carcols.ymt <kits> section of improved lighting pattern v3.0 or 3.1?



  • @Willief23 it was 3.1



  • @Burn1496 well you must have copied the info incorrectly i am up to over 60 cars in my big dlc car pack that i am still adding stuff to and with this method all my modkits and lights work correctly. you must copy the data from the <kits> section and the <lights> section of your carcols.meta file to the carcols.ymt file. You have to put the info in each appropriate section not just copy your whole carcols.meta info and paste it all under <kits> of carcol.ymt



  • @Willief23 Thank You so much. It work now, I just copy the carcols from my add-on dlc and place it in kompetenzz carcol.ymt , then delete the dlc carcols. One more question, does this support 100+ cars?



  • @Burn1496 i havent gotten to 100+cars in my big dlc carpack yet but it should still work the same. Eventually like all games there will be a limit but it could be anywhere from 150-300 cars with tuning parts before it hits the limit.



  • This post is deleted!


  • @Willief23 I'm still on good old 1.0.350 (really time I start installing my store-bought 7-disc copy...) and have a total of 52 add-on dlc's (organized by manufacturer like alfa, bmw, ferrari, and type like supercars, musclecars and so on) with a total of over 400 cars, i lost count (and about half has tuning parts), so the game can stretch the limits quite extensively ;)



  • @ReNNie its hit or miss with tuning parts working or not working. Most of mine didnt work without using the carcols.ymt method and now all of them work. The newer game versions make it harder and harder to mod.



  • That's because R* keeps adding new dlcpacks as add-ons which limits the game ( highly modified gameconfig.xml is required at this point).



  • Thanks for this.

    This is absolute bullshit on R*'s part. I understand that this game is nothing but a pure masterpiece but come on. The community is extremely big and couldn't they have done something to complement the modders like say, Witcher 3, FO4, and Skyrim's communities? I just don't understand why a perfectly fine game had to be altered in such a way where even the gameconfig.xml can't bypass the hard cap on add-on cars. THis is just downright confusing and beyond comprehension. Maybe they just love to operate independently and disregard the fact that a good portion of PC players rely on mods for replay value. Otherwise this game can become relatively bland after beating the story...



  • Btw I have a problem now, I have around 50 or so cars in my addon pack and copying the <kits> and <lights> section into their respective sections from .meta to the .ymt carcols file and now the game will just crash upon launch. So weird.

    Also, some of my lights are messed up completely. I8, 918, 911, AVJ, Aventador SV, Huracan Spyder. Surprisingly, only these cars are bugged. It's either so bright that my entire screen turns white, or the light just does not turn on at all. Also, for all the cars with the messed up lights, tuning mods are suddenly unavailable. The strange thing about this is I think this bug started happening after I started creating my second add-on pack with some planes and bikes. Last night I was playing around with the AVJ and SV and I was certain they were fine and could be modded at LSC. ANy input on this? Is there an easier method to bypass this issue?

    @Reyser you mentioned using 918 for every car. Do you mean literally just typing 918 for every add-on car's light ID? That's it? Do you need to alter any other values? ALso do you actually copy the actual lights line and then edit the value or do you duplicate the existing 918 one and then change the <name> at the end of the lights section to the car you want to use it for?



  • @negnoodles basically what Reyser is saying is lets say the 918 light id is 1118 then under carvariations for all the car models that have messed up lights either not on at all or only half working then you just do the following
    <lightSettings value="1118" />

    and just change the lightsettings to that same value for every car that is messed up sometimes it works and sometimes it needs a different cars light info with somewhat similar looking tail lights. i know some mods the author only provides you actual car model files and no meta or data files with it. Those are the hard cars to get lights to work correctly. Like i have the 2006 dodge ram srt10 i tried copying bison light info and the tail lights and headlights still show up all white, same with the gauges area. Some authors are just to lazy to make at least a half decent car model.

    You wont have to add anything under carcols.meta or carcols.ymt file. For light setting id value changes just change the lightsetting id under carvariations under the section for the car that has messed up lights and it should fix the problem.

    if your game freezes on loading screen then it has to do with errors in the meta or carcols.ymt file.
    if you add an extra <Item> somewhere for example you have
    <Item>
    <Item>
    that will cause a crash.

    forgetting to add </Item> before you start adding a new car models info will cause a crash.

    sometimes </Item> <Item> on the same line will cause a crash
    when it should be
    </Item>
    <Item>


  • TRANSLATOR

    @negnoodles My way to get car lights working is easy (works for 95% vehicles):

    :one:: Since the Porsche 918 Spyder by Se7enmoon was released, I used his <Lights> configuration for all the vehicles.
    :two:: To do that, just create a new "<Lights> content will go here, between both tags </Lights>" section in the carcols.meta file of your own DLC, after </kits> section (You don't need to do that if it already includes this section.
    :three:: Copy the entire <Lights> content </Lights> lines from the 918 mod to your own section (mentioned above). That's all with carcols.meta file.
    :four:: Now, go to your own carvariations.meta file. Find the <lightsettings> tag for every car you have installed, and replace the value of this tag to 918. Doing that, all the vehicles will use the 918 value of the lights data located in carcols.meta.

    Note: Some vehicles with more than 1 headlight in each front-side (some old vehicles as example), can have a bugged corona (wrong corona position), so if this happens and if I'm not wrong, you should change the corona's amount on <headlights> section inside the <Lights> one from 1 to 2 or more, depending if the car have more than 1 headlight per side.

    Note 2 & Edit 1: Using this data, the tailights corona's will be removed from all the cars that are using the 918 value, so if you don't like these corona's, that would be perfect for you.

    Edit 2: Sorry because I couldn't answer quickly, but I did an exam past Monday and I still have one more tomorrow, that's why I'm more inactive than usually.



  • I personally just use the lights info if its included from each car dlc because I like to cut the corona size and intensity by half it makes it more tolerable. Plus I increase the reversing light intensity between 0.60 to 0.80 depending on the car. Since alot of cars have weak looking reverse lights.



  • @Reyser Wait, you copy the entire <Lights> from the 918 again to the carcols for a different car? That clutters up your carcols unneededly!
    I just refer in the <Lightsettings> inside carvariations for most Audi's (for example, as I don't want those rear lights to have corona's) to the 918. No need to copy that info again. The game reads all info from carcols inside the dlcpacks folder. So you can easily re-use Light settings...



  • @ReNNie you only copy the <Lights> sections once. so if the 918 lights info is already under carcols.meta and carcols.ymt no need to copy it again. You just reference the light settings id under all the vehicle models you want to use those light settings.

    for example carvariations.meta with 2 car models using same lights info:
    <Item>
    <modelName>15stang</modelName>
    <colors>
    <Item>
    <indices content="char_array">
    13
    13
    0
    0
    </indices>
    <liveries>
    <Item value="false" />
    </liveries>
    </Item>
    </colors>
    <kits>
    <Item>1180_15stang_modkit</Item>
    </kits>
    <windowsWithExposedEdges />
    <plateProbabilities>
    <Probabilities />
    </plateProbabilities>
    <lightSettings value="918" />
    <sirenSettings value="0" />
    </Item>
    <Item>
    <modelName>supra</modelName>
    <colors>
    <Item>
    <indices content="char_array">
    24
    24
    0
    0
    </indices>
    <liveries>
    <Item value="false" />
    </liveries>
    </Item>
    </colors>
    <kits>
    <Item>1210_supra_modkit</Item>
    </kits>
    <windowsWithExposedEdges />
    <plateProbabilities>
    <Probabilities />
    </plateProbabilities>
    <lightSettings value="918" />
    <sirenSettings value="0" />
    </Item>



  • Oh ok thanks so much. THis does clear the confusion up. It's a tad saddening though, as suddenly half the cars (the good ones too, like the YCA mods and all the ferraris) stopped having light and just stopped working entirely in terms of light and tuning...now only the model spawns, but that's the same as having a completely malfunctional car as I tend to tune the car and then store it in the garages provided by SPA.

    I've been slowly bringing some mods over to my 2nd DLC pack, and I think it's the only way to fix the broken cars. It's almost as if I have to recreate new packs because despite freeing up some space in the first DLC pack, the existing non-working cars still remain that way

    @ReNNie: I have to ask, does this ONLY fix the lights? What about the tuning? Because whenever a car from my dlcpack loses its light, the tuning becomes unavailable too


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