@Doxxardu
I can repeat the issue in my game. ITALIGTO added to 'update.rpf' 'vehicles.meta' does not appear when spawned. I tried it with your 'vehicles.meta' & also edited my own. Same result.
Not sure why , but if I had to guess there's something in the dlc that needs to be in the same archive as the loaded 'vehicles.meta' to work.
I'll investigate further I see what I can figure out
a63nt-5m1th
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Tutorials:
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Posts made by a63nt-5m1th
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RE: Vehicles.meta for all vehiclesposted in General Modding Discussion
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RE: Xenon headlight colours not availableposted in General Modding Discussion
@Twingo69
No probs, glad it worked -
RE: Xenon headlight colours not availableposted in General Modding Discussion
@Twingo69
Fixed your 'carcols.ymt'. You can get it here & test it out'plrInvalidFile' Error:
Your 'Error code : plrInvalidFile' was caused by a combination of decimal points in these lines:
<distBetweenCoronas value="0.1" /> <distBetweenCoronas_far value="20.5" />I changed them to this:
<distBetweenCoronas value="1" /> <distBetweenCoronas_far value="20" />& the '<id value='s in the '<Lights>' section being out of order/missing numbers.
carvariation 'lightSettings' values:
For the '<id value=' changes I made, you will have to open up your 'carvariation.ymt/.meta' files & change the numbers you use for the 'lightSettings value' for any vehicles that use the original numbers in the list below (so that the lights for those use the same settings as before):
Example (in carvariations):
<lightSettings value="959"/>you change to:
<lightSettings value="79"/>Here are the '<id value=' numbers you had & the numbers I have changed them to:
Original ID = New ID 959 = 79 1668 = 80 100 = 81 668 = 82 975 = 83 946 = 84 898 = 85 8902 = 86 8999 = 87 7654 = 88 931 = 89 998 = 90 677 = 91 118 = 92 657 = 93 1247 = 94 638 = 95Xenon Lights:
Also, test Simple Trainer's xenon lights menu again, it should be working now
I added this in at the bottom of the 'carcols.ymt' file:<GlobalVariationData> <xenonLightColor value="0xFF2975FF"/> <!-- global xenon colour, the one you changed to red previously --> <xenonCoronaColor value="0xFF306EFF"/> <!-- global xenon colour, the one you changed to red previously --> <xenonLightIntensityModifier value="1.50000000"/> <xenonCoronaIntensityModifier value="1.50000000"/> </GlobalVariationData> <XenonLightColors> <!-- Individual Xenon Light Colours (13 in total, but could probably add more) --> <Item> <lightColor value="0xFFDEDEFF"/> <!-- Light Blue Purple --> <coronaColor value="0xFFDEDEFF"/> <lightIntensityModifier value="1.50000000"/> <coronaIntensityModifier value="1.50000000"/> </Item> <Item> <lightColor value="0xFF0215FF"/> <!-- Blue --> <coronaColor value="0xFF0215FF"/> <lightIntensityModifier value="1.50000000"/> <coronaIntensityModifier value="1.50000000"/> </Item> <Item> <lightColor value="0xFF0353FF"/> <!-- Light Blue --> <coronaColor value="0xFF0353FF"/> <lightIntensityModifier value="1.50000000"/> <coronaIntensityModifier value="1.50000000"/> </Item> <Item> <lightColor value="0xFF00FF8C"/> <!-- Bright Green --> <coronaColor value="0xFF00FF8C"/> <lightIntensityModifier value="1.50000000"/> <coronaIntensityModifier value="1.50000000"/> </Item> <Item> <lightColor value="0xFF5EFF01"/> <!-- Bright Green Yellow --> <coronaColor value="0xFF5EFF01"/> <lightIntensityModifier value="1.50000000"/> <coronaIntensityModifier value="1.50000000"/> </Item> <Item> <lightColor value="0xFFFFFF00"/> <!-- Yellow --> <coronaColor value="0xFFFFFF00"/> <lightIntensityModifier value="1.50000000"/> <coronaIntensityModifier value="1.50000000"/> </Item> <Item> <lightColor value="0xFFFF9605"/> <!-- Orange --> <coronaColor value="0xFFFF9605"/> <lightIntensityModifier value="1.50000000"/> <coronaIntensityModifier value="1.50000000"/> </Item> <Item> <lightColor value="0xFFFF3E00"/> <!-- Orange Red --> <coronaColor value="0xFFFF3E00"/> <lightIntensityModifier value="1.50000000"/> <coronaIntensityModifier value="1.50000000"/> </Item> <Item> <lightColor value="0xFFFF0101"/> <!-- Red --> <coronaColor value="0xFFFF0101"/> <lightIntensityModifier value="1.50000000"/> <coronaIntensityModifier value="1.50000000"/> </Item> <Item> <lightColor value="0xFFFF3264"/> <!-- Pink Red --> <coronaColor value="0xFFFF3264"/> <lightIntensityModifier value="1.50000000"/> <coronaIntensityModifier value="1.50000000"/> </Item> <Item> <lightColor value="0xFFFF05BE"/> <!-- Bright Pink --> <coronaColor value="0xFFFF05BE"/> <lightIntensityModifier value="1.50000000"/> <coronaIntensityModifier value="1.50000000"/> </Item> <Item> <lightColor value="0xFF2301FF"/> <!-- Blue (2) --> <coronaColor value="0xFF2301FF"/> <lightIntensityModifier value="1.50000000"/> <coronaIntensityModifier value="1.50000000"/> </Item> <Item> <lightColor value="0xFF0F03FF"/> <!-- Blue (3) --> <coronaColor value="0xFF0F03FF"/> <lightIntensityModifier value="1.50000000"/> <coronaIntensityModifier value="1.50000000"/> </Item> </XenonLightColors> </CVehicleModelInfoVarGlobal>So, in the '<XenonLightColors>' section, you can now use the same process as you did for the global hex values, but this time change the hex value in the '<lightColor value=' & '<coronaColor value=' lines to change each of the 13 colours to whatever you want.
Those 13 colour options should then appear when you use the Simple Trainer xenon colour menu -
RE: The cars in the game arent getting dirty even after hardcore offroading.posted in Installation Help & Troubleshooting
- Check every trainer you have installed for a 'vehicles never get dirty' etc option & make sure it's not enabled.
- Confirm whether it happens if you rename your 'scripts' folder (if exist within main GTA V folder. If no 'scripts' folder ignore this) to something else temporarily & test load the game.
- Confirm whether it happens if you rename your 'mods' folder to something else temporarily & test load the game.
It's likely one of them will highlight something. Let me know what you discover
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RE: Xenon headlight colours not availableposted in General Modding Discussion
@Twingo69
Default settings for those 'carcols.ymt' values you edited red are these:<GlobalVariationData> <xenonLightColor value="0xFF2975FF"/> <xenonCoronaColor value="0xFF306EFF"/> <xenonLightIntensityModifier value="1.50000000"/> <xenonCoronaIntensityModifier value="1.50000000"/> </GlobalVariationData>if that's what you mean? (or referring to default headlight colour for individual vehicles link I posted above?)
Also, I think I may have figured something out
. Send me your 'mods' folder 'carcols.ymt' (use MediaFire or something & post the link here) & I'll be able to confirm my theory, & if it works, edit your file for you to test out
Don't get your hopes up just in case, but might solve all of you xenon light related issues in one go -
RE: [Q]posted in Installation Help & Troubleshooting
@Nart113
Not 100% sure, but I think if you use Ctrl+F3 search in OpenIV to search for folders with 'mp_m_freemode_01' &/or 'mp_f_freemode_01' in the name you will find most, if not all of them. -
RE: Vehicles.meta for all vehiclesposted in General Modding Discussion
@Doxxardu said in Vehicles.meta for all vehicles:
I'm only using (making changes to) the vehicles.meta located in:
Grand Theft Auto V\mods\update\update.rpf\common\data\levels\gta5No problem with that^, that 'vehicles.meta' will override all others
@Doxxardu said in Vehicles.meta for all vehicles:
it moves on to the original location, which would be a patchday/dlc folder
For the vehicle model & texture files ('.yft' & '.ytd') then yeah, patchday##ng folder structures override the original location in 'dlcpacks'
For the data files though, it actually uses 'update.rpf\dlc_patch' files (if they exist) over the ones in 'dlcpacks'.
(see how patchday & dlc_patch both have 'patch' in the name).
Basically, 'update.rpf\dlc_patch' & the 'patchday##ng' folder structures are used by R* to update & patch existing files, so the files in the 'update.rpf\dlc_patch' folder structures will be the newest/most up-to-date versions of the DLC data files, & thus, are the ones you want to copy from & paste into your all-in-one 'vehicles.meta'.
@Doxxardu said in Vehicles.meta for all vehicles:
I did use this process on the ITALIGTO (which is a dlc vehicle). I found all the data for this car in my concatenated vehicles.meta, I copied and pasted everything into the vehicles.meta located in "Grand Theft Auto V\mods\update\update.rpf\common\data\levels\gta5"
Should work
(I've done it for dlc cars before), ITALIGTO defo spawns correctly when you remove it's entry from the 'update.rpf' 'vehicles.meta'?
Some thoughts on the matter:
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If it was R*'s dlc despawning, the vehicle usually appears & then despawns, rather than not appearing at all. Still might be worth test installing Simple Trainer (updated ~3 days ago) to rule that out, unless you are confident it's not a despawning issue.
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Probably worth checking your installed all-in-one 'vehicles.meta' for syntax errors (check "Easy way to find syntax errors:" here for instructions on that
). Check the file manually too, make sure the ITALIGTO's data is identical to the data stored in:
'mods\update\update.rpf\dlc_patch\mpchristmas2018\common\data\levels\gta5\vehicles.meta' -
There could be a file size limit kicking in & making the file act a little funky. Back it up & then remove half of the entries, leaving the ITALIGTO in there & see if that fixes it spawning.
Also, if you want, you can send me the all-in-one 'vehicles.meta' you have installed (use MediaFire or something) & I'll check to see if I get the same result in my game
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RE: Can't load texture with OPENIV Model Viewerposted in Installation Help & Troubleshooting
@SalazarXV
The '.ytd' you are selecting as replacement has to have the same internal texture name/s as the original ('jbib_diff_007_a_uni' I think?) .
Also, the Model Viewer's '[+] add texture' functionality isn't permanent either afaik, so it will just reset back to normal/original texture on closing the file.
i.e it's only useful for seeing what something looks like briefly, but can't save the file like that.
If you want to have it appear ingame & be changed permanently, you'll have to edit/swap the original texture in 'jbib_diff_007_a_uni.ytd' (or whatever '.ytd' it uses). -
RE: Xenon headlight colours not availableposted in General Modding Discussion
@Twingo69
Cool
If for any reason you want to know how to edit the default headlight colour for individual vehicles, refer to this post -
RE: Xenon headlight colours not availableposted in General Modding Discussion
@Twingo69
If editing with text editor, drag & drop to reinstall the edited file (no need to change the file extension. Leave it as '.ymt.xml', it will be converted automatically).
If edited in OpenIV, save the file after edit. It should prompt you to save if you close the file after editing