[Information] Modkit ID / Tuning Error (v1.39 / 1.0.1032.1)
[Information] Modkit ID / Tuning Error (v1.39 / 1.0.1032.1)
modkit-id numbers make trouble each other sometime.
it's a way of fix tuning error about Modkit-id-numbers.
every user have different condition of GTV.
so this numbers, not correct answer to every case.
recommend use for in your Case only.
and, it's impermanent.
possible to stop-tuning again,
when you update GTA5, and you install new DLC with tuning.
find a mod first,
which mod make trouble with tuning.
and, try to change numbers with meta files.
have to edit carcols.meta and carvariations.meta too
<id value="990" />
 i'm using this ID in my all-in-1 DLC,
no-problem yet. (v1.39 / 1.0.1032.1)
some numbers used already by other modder's DLC.
i don't know every mods, who use which numbers.
check your mods first, which one u don't have now.
and choice a number u want.
 i'm not using this id yet.
some numbers from famous modder's DLC
[1 + 2] All Numbers
@dsawdsaw As many of us have discussed in other threads about modkit IDs, there are some things you need to be aware of.
ModKit IDs are only 8-bit numbers, that means that any number over 255 is meaningless, as it will only use the lower 8-bits anyway.
As an example, your ID of 984 isn't really 984, it's 216.
This is 984 as binary - 11 1101 1000
Only the numbers in bold are used as those are the lower 8 bits. 1101 1000 in decimal is 216 and that's what your ModKitID translates to. So all those numbers like 766666666 and 911111111 actually end up as 170 and 199.
Then there is the fact that the ID your car is given in the game, is usually different to the ID you set in the documents. As another example, I have a car with an ID of 254, yet if I spawn that car in the game, it actually has an ID of 235.
And then there is the load order of the addon pack to consider, which also changes whether an ID works or not. If you look in setup2.xml, you will see a line like this:
<order value="25" />
The game addon packs have load orders that run up to 25. If you set your load order on your addon to a number earlier than that, you might cause some IDs to stop working and others to start working. If you set the order later than 25, again, you may change which IDs work and don't work.
ModKit IDs are complex, unreliable and inconsistent from one person to the next. What works for you, might not work for someone else. And just when you think you have it all worked out, you will discover that everything you thought you knew, is possibly not what the game is doing at all.
appreciate your teachings ^^
some number from famous modders (ex. yca)
always so difficult ><;;
@dsawdsaw I have a programme that extracts all the vehicle data from the game files. Using that, I am going to create a set of carcols.meta and carvariations.meta files that removes all tuning from the vanilla vehicles. When I do that, every ModKit ID in the game should be available for addon cars to use.
But we have been trying to solve this ID problem for probably a year now, it is driving so many people completely crazy. It doesn't help when the people who are creating the mods, don't understand how the game works and keep telling people wrong information.
It's the same with the extratitleupdate.meta file they keep telling people to change. It doesn't do anything for addon cars, changing it serves no purpose but they keep on telling people to change it.
i will do with your caution.
i have to change this information now ^^
@LeeC2202 that is some valuable info. Any tutorials or could you explain how to turn a mod kit id value into a 8 bit number? So that I know what my mod kit ids actually are in 8bit.
@Willief23 Open the windows calculator and go into Programmer mode (make sure the Dec option is selected for Decimal). Enter your modkit ID, press the And button, then enter 255.
That will perform a bitwise And on the value, which basically only allows values if there is a 1 in both the original number And 255 (1111 1111). So everything else gets trimmed off and you are left with the 8-bit number.
@LeeC2202 thanks for that info. I went through my notepad that i wrote down all my modkit ids from my carpacks that i made to ensure i wouldnt use the same id numbers. I came up with 17 that are conflicting so I will only have to change 8 or 9 of them to new ids using the 8 bit number rule to get their real ids.
Edit. Also for anyone that has read my tutorial on how to fix tuning parts not working(carcols.ymt trick) and combined it with LeeC2202's trick of finding out your real modkit id numbers so that they dont conflict. You can also go under dlclist.xml and disable some of the dlcs this will make sure you have even more chances of your modkit id numbers working and allowing you to push past the 255 limit for addon cars with tuning parts to work. So far its safe to disable mphalloween, mpexecutive, mpspecialraces if you dont mind disabling the older super cars like lamborghini diablo and ferrari f40 from spawning into traffic, and mpvalentines2 if you dont care about some of the cars and mpxmas_604490. Mpxmas_604490 has a nice sounding tampa muscle car sound. I ended up disabling that dlc by deleting the line from dlclist.xml and the car sound still applies and works when adding to a car via vehicles.meta.
@LeeC2202 The extratitleupdate.meta file is for R* to patch older DLCs. It will be used to patch single files from a dlc. Otherwise we would need to redownload all DLCs that got a patch fully again. That won't make any sense. The extratitleupdate is only for saying, hey please use now the vehicles.meta in the dlc from this folder now, nothing else. And thats why we lost so many performence in the game since the pc release. Cuz this way let us to jump much more to the game limits every update.
And thats why i want to invite everybody here into this treard
@dsawdsaw Thank you so much...This method worked..
@dsawdsaw Hello I have a problem with my tuning parts. I cant use them at the LSC and with a mod menu. Is this method working with this problem ?
if u see the menu of LSC, looks like this picture,
try to fix-