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[Tutorial] How to Fix Modkit ID / Tuning Error



  • [Tutorial] How to Fix Modkit ID / Tuning Error

    No problems on my GTA5 - v1.39 / 1.0.1032.1

    No problems on my GTA5 - v1.40 / 1.0.1103.2

    ____________________________________________________________________________________________
    modkit-id numbers make trouble each other sometime.
    it's a way of fix tuning error about Modkit-id-numbers.

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    [▼picture] just 4 Tuning Menu in LSC, the Error from Modkit id number.
    alt text
    .

    ____________________________________________________________________________________________

    [ Method 1 : Use Default Modkit ]

    if u don't need Tuning, recommend to use 'default_modkit' , simple and bug-free.

    ● Car type : 0_default_modkit
    ● Bike type : 0_bike_modkit
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    [Example]
    (1) carcols.meta
    Remove the section for the vehicle you want. (carefully)

    (2) carvariations.meta
    <kits>
    <Item>0_default_modkit</Item>
    </kits>

    .
    ____________________________________________________________________________________________

    [ Method 2 : Change Number ]

    ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
    This numbers, not correct answer to every case.
    Recommend use for in your Case only.
    and
    it is Impermanent. Possible to Stop Tuning Again,
    when you Update GTA5, or when you install New DLC with Tuning.
    ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
    .

    find a mod first,
    which mod make trouble with tuning.
    and than,
    try to change numbers with meta files.
    You have to change the number of 2 files Together,
    carcols.meta and carvariations.meta
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    [Example]

    (1) carcols.meta
    <kitName>990_FeF12A_modkit</kitName>
    <id value="990" />

    (2) carvariations.meta
    <kits>
    <Item>990_FeF12A_modkit</Item>
    </kits>

    ______________________________________________________
    [1] No Problem Numbers (v1.39 / 1.0.1032.1 now)
    i'm using this ID in my all-in-1 DLC.
    i don't know every mods, who use which numbers.
    check your mods first, which Numbers used already.
    and choice a number u want.

    689
    888
    889
    892
    913
    914
    918
    922
    937
    938
    952
    961
    963
    964
    965
    982
    983
    984
    985
    986
    987
    988
    989
    990
    998
    999
    1001
    1002
    1003
    1007
    1008
    1009
    1010
    1021
    1022
    1023
    1252
    1253
    1260
    1262
    1403
    1405
    1406
    1476
    1500
    1744
    2003

    ______________________________________________________
    [2] Other Numbers
    i'm not using this id yet, so i'm not sure.
    (this numbers from famous modder's DLC or others community)

    175
    941
    962
    979
    991~997
    1000
    1003~1006
    1011~1013
    1163
    1250
    1256~1258
    766666666
    777777777
    911111111

    _______________________________________________
    ※ All Numbers [1] +[ 2]

    175
    689
    888~889
    892
    913~914
    918
    922
    937~938
    941
    952
    961~965
    979
    982~999
    1000~1013
    1021~1023
    1163
    1250
    1252~1253
    1256~1258
    1260
    1262
    1403
    1405~1406
    1476
    1500
    1744
    2003
    766666666
    777777777
    911111111



  • @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.



  • @LeeC2202
    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.



  • @LeeC2202
    thank u,
    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
    https://forums.gta5-mods.com/topic/6515/misc-gta-v-dlcs-all-in-root-for-mermory-increasement



  • @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 ?



  • @Theoasterix
    if u see the menu of LSC, looks like this picture,
    http://i.imgur.com/W2O9pd5.jpg
    maybe, right. try to fix-



  • @dsawdsaw thanks I did correct the problem but in the lsc there is no name to my tuning parts. Do you know why ?



  • @Theoasterix
    if u want to make name of tuning parts,
    u have to make and add 'Hash' to language contents.

    ex.
    https://www.gta5-mods.com/tools/easy-vehicle-brands-hash



  • Actually, if it doesnt work, then problem is caused by a crack. If you have LEGITIMATE game, then you should be able to get some effect from this.

    Tried many things, but EVERY(I mean EVERY) tuning ID, that I edit in my computer, messes up my whole DLC-pack (if I happen to add that mod(with MY assigned ID-s) into any DLC.



  • @dsawdsaw I know we must modify the x64/data files but this doesn't work...

    I put this in my global.gxt2 (and the others) :

    0x2B82E78B = A110

    0x5AF41A67 = Race Spoiler

    0x241E2F97 = Rollcage

    0x9619DC4F = Street Spoiler

    0xDED859D8 = Alpine

    0xE0DB7428 = GT Spoiler

    @HRH My game is a legal version with all-updates, so I don't know from where its coming...



  • @dsawdsaw I downloaded yur mod but this explains just for vehicles names, not for yuning parts names...



  • @Theoasterix
    right, i don't apply tuning parts name.
    i'm lazy --;;



  • @Theoasterix @dsawdsaw you are doing the names the hard way. You can just name them without hex codes. For example 15GT(spawn name of car) = 2015 Mustang GT
    Tuning parts name = Front Bumper
    its as simple as that. You can figure out the names of the addon cars by opening up each dlc.rpf of the addon car then going to x64/vehicles.rpf. To figure out the names of the tuning parts its normally under x64/vehiclemods.rpf.

    So if its bumperfr_1 under tuning parts it would look like
    bumperfr_1 = Front Bumper





  • @Willief23
    right,
    i got that information after upload --;;



  • @Willief23 So, I just have by exemple to do this : a110s_aileron1 = Race Spoiler ?



  • @Theoasterix ya that works



  • @Willief23 Cool, I go to try.



  • @Willief23 @dsawdsaw Thank you very much ! This works ! I finally can add tuning parts ! :)


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