@OneShotDown
No probs bud
Best posts made by a63nt-5m1th
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RE: Need help with adjusting Cars' Lights & other LEDs in generalposted in General Modding Discussion
@OneShotDown
Hello again
There are a lot of things in the game that can affect the way the headlights look (timecycle files for one) so it's perhaps not going to be a simple job of copying settings & getting the exact same look as the second mod (it should be possible, might just take some work). The best way will be to do it by eye/edit things to get a very similar look.
The information you have given is not enough for anyone to give you a clear answer. We need to know specifically what part of the lighting you are asking about for one?- Is it the way the lights look on the cars? Taillight/headlight colour/brightness etc when you are looking at the vehicle.
- Or is it how the lights look in game when they shine on objects? Headlight emissive intensity/distance etc. ie What you see of the headlights when you are driving/inside car etc.
- What are the two graphics mods called that you are comparing? Might be useful to know.
Comparison screenshots of the two mods showing what you do & do not want would be the best way to go with this
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RE: Freezed weatherposted in Installation Help & Troubleshooting
@BankRobberyHostage
I'm guessing you mean:ENT MENU > WORLD > press right on d-pad once > Untick 'HEAVY SNOW'
That's what it is in ENT update 39 anyway. Can't remember if it was different before? Either hunt in the 'WORLD' menu for a snow setting & untick it or install update 39 & follow the exact menu structure above.
On the off-chance you have locked the weather to 'Snow' or 'Light Snow' you can navigate to:
ENT MENU > WORLD > WEATHER > untick 'Freeze Weather' to fix that.
The weather should then start changing as normal.
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RE: Edited textures not showing up in gameposted in General Modding Discussion
@ciara_kitty
You mean the 'The Metropolitan Emergency Station Pack [DLC] 3.0' & the 'xj_v_ph_signs04' texture yeah? This texture (or next pic?):
There are 4 locations for a file named 'xj_v_ph_signs04' in the Metropolitan Emergency Station Pack. There are 2 textures that look like the above pic. One is located in 'hei_heist_dlc_police_txd+hi.ytd' & the other in 'hei_heist_dlc_police_txd.ytd' both in the same location here:
\dlc.rpf\x64\levels\gta5\interiors\dlc_heist_police.rpf
It's also the same case for this texture below, again of the same name ('xj_v_ph_signs04') even though it is a different texture (yeah, I don't know who Fozzy is
so I'm covering all the bases):

There's one in 'v_47_sheriff_txd+hi.ytd' & one in 'v_47_sheriff_txd.ytd' both located here:
\dlc.rpf\x64\levels\gta5\interiors\v_int_47.rpf
Depending on your graphics settings the game will choose either one of the textures versions in '+hi.ytd' or '.ytd'. Replace both versions of the texture you want to change just to be sure.
Note: There are also versions of the same files elsewhere in the game. Here for example:
...\mods\update\x64\dlcpacks\mpheist\dlc.rpf\x64\levels\gta5\interiors\dlc_heist_police.rpf\hei_heist_dlc_police_txd+hi.ytd
The textures there look like this:

Just make sure they aren't the ones the game is using
I that doesn't solve it I'd look at embedded textures hidden away in one of the .ydr etc files.
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RE: Overcast Weather Lightningposted in General Modding Discussion
@Morgesan
Cool, thanks for the shout out
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RE: Overcast Weather Lightningposted in General Modding Discussion
@Morgesan
Aye, send me a link & I'll have a look at it when it is approved -
RE: Bug with tuning partsposted in General Modding Discussion
@Riqitch811
Post the carcols data for that Subaru as well (you can use Pastebin) & I'll take a look at it.
Also, what Subaru mod is that exactly? Download link etc. Is that default behaviour or have you modded the Subaru's data files previously? -
RE: Is there an alternate for texture toolkit?posted in General Modding Discussion
@eshenk
If you hit a brick wall with it feel free to send me the blood '.dds' & I'll see if I can get it into a 'core.ypt'My 'core.ypt' is heavily modded, most textures replaced. It did take time to get it done but as far as I remember (has been a while) I did suss out a workable system with it so it is possible (sometimes). Best of luck anyway
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RE: Is there an alternate for texture toolkit?posted in General Modding Discussion
@eshenk
'Texture Toolkit' is the only one I know ofWhat tools/programs do you use to create your .dds's? (Photoshop with NVIDIA Texture Tools for Adobe Photoshop for example?).
I found if I used the 'NVIDIA Texture Tools Plugin for Adobe Photoshop' to export my '.dds' textures 'Texture Toolkit' would give me a '0kb' file on saving. I was able to get around this by using 'Intel® Texture Works Plugin for Photoshop' to export/save the file in Photoshop.Export Settings Used (Intel® Texture Works):
- Texture Type: 'Color + Alpha'
- Compression: 'BC3 8bpp (Linear)'
- Mip Maps: 'Auto Generate'
Texture Toolkit still crashes on me sometimes but I've been able to (slowly) accomplish what I want (eventually) by trying repeatedly & using a policy of importing only one texture at a time & not continuing to use any files that Texture Toolkit has crashed with (very aware you may well have to develop your own 'rain dance' to get it to work more reliably but this^ is what gives me the least crashes while avoiding having to start completely from the beginning after each crash
).
Example:
I load 'core.ypt (#1)' into Texture Toolkit, replace a texture & save the file ('core.ypt (2)')
I then make a backup of the saved 'core.ypt (#2)' which I keep somewhere else ('core.ypt (#3) (backup)')
I then hit 'File' > 'New' & then load 'core.ypt (#2)', replace texture & save.
If it crashes at this point I delete 'core.ypt (#2)' (even though it is a full sized file. No '0kb' or anything, just untrusted) & replace it with 'core.ypt (#3) (backup)' & try again.Yeah, it's a pain in the hoop but eventually I have been able to do everything I have needed to.
I reckon Texture Toolkit may have been made by witches, it's more superstition & luck than anything else.
Best of luck & do let me know (if using Photoshop) if the Intel® Texture Works improves things for you at all? -
RE: Game crashes at loading even it worked beforeposted in Installation Help & Troubleshooting
@Tukkan
I've never heard of a one start issue like this with GTA V.
At a guess I would say it's Mod Manager (the one by Bilago yeah?). If so, it hasn't been updated in over a year so I doubt it's fully fuctional with the newest version of the game. Reinstall the game & forget about Mod Manager until it is updated -
RE: Invalid model ( a true nightmare ) pls help :Dposted in General Modding Discussion
@epicsrftw
Make sure your 'dlclist.xml' is written in this format:<item>dlcpacks:\LA_ROADS\</item> <Item>dlcpacks:\EMF\</Item> <Item>dlcpacks:\addoncars\</Item> <Item>dlcpacks:\baba0rum\</Item> <Item>dlcpacks:\mgt\</Item> <Item>dlcpacks:\srt392\</Item> <Item>dlcpacks:\camaro70\</Item> <item>dlcpacks:\veyronsangnoir\</item> </Paths> </SMandatoryPacksData>ie. with the '<item>dlcpacks:\veyronsangnoir</item>' line somewhere above the '</Paths>' & '</SMandatoryPacksData>' lines.
I installed it & had no problems. The car spawned by name 'veyronsangnoir' without issue. All I did was place veyronsangnoir 'dlc.rpf' here:...\mods\update\x64\dlcpacks\veyronsangnoir\dlc.rpf
& add the '<item>dlcpacks:\veyronsangnoir</item>' line (as above^) into 'dlclist.xml' here:
...\mods\update\update.rpf\common\data\dlclist.xml
I didn't edit/alter any other files.
Note: The extratitleupdate info is not needed for the car to function in-game. If you re-download & reinstall the veyronsangnoir dlc (without editing any files in it) you can skip the extratitleupdate part of the instructions & remove it as a variable. Just add the veyronsangnoir dlc folder into your 'dlcpacks' folder & add the veyronsangnoir line to dlclist.xml in 'update.rpf & then test spawning it ingame.
Add the extratitleupdate info after you confirm the car is working if you like but I have never once installed extratitleupdate info, never once needed it & never once had a problem because of it.You have a working 'mods' folder yeah? With OpenIV.ASI installed? Other 'mods' folder mods are working? Just need to confirm it is functional & that the game is seeing any dlc vehicles installed there.
OpenIV > 'Tools' Tab > ASI Manager > Make sure any asi you are using there is green & says 'installed'
Confirm that another 'mods' folder mod is working etc
You don't have any other dlc add-on vehicles installed but do you have other dlc add-on mods? LA Roads, betavegprops etc? How many dlc's in total have you added do you reckon? You can hit the dlc limit with any add-on mod so just want to confirm it's not that. A modded gameconfig may help if that is the case.
Run through that^, see if anything pops out at you & we'll take it from there
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RE: [Zmodeler] Changing vehicle tires in zmod3posted in General Modding Discussion
@Myer-Flyer
The title has changed to "[Zmodeler] Changing vehicle tires in zmod3" -
RE: add on modkits not working even after multiple id changesposted in Installation Help & Troubleshooting
@ido156012
Ok, cool. Copy your carcols & carvariations to Pastebin & then post the links here so we can have a look at them
Just to cover all the bases a screenshot/s of inside your '_mods.rpf' (showing the upgrades that do not work) might be useful also. -
RE: Illuminating Omnilight Prop Tagsposted in General Modding Discussion
@House-Rushton
CheersI'll have a look at them.
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RE: [Zmodeler] Changing vehicle tires in zmod3posted in General Modding Discussion
@Myer-Flyer
It's as simple as clicking the 3 vertical dots at the bottom right of your original post & then typing a new title where "Changing vehicle tires" is written (ie top left of post, just under the black circle with up & down white arrow in it). It doesn't look like you can type into it but if you click on it you can then edit it -
RE: add on modkits not working even after multiple id changesposted in Installation Help & Troubleshooting
@ido156012
Here's an idea:- Take an add-on car that you know has a modkit & modkit ID that works in-game (test car in-game now & make sure it is 100% fully functional before proceeding).
- Remove it completely from the game (easy if add-on, remove dlclist line)
- Use the removed vehicles modkit ID on one of the cars that does not work & see if it is now fixed?
It may get you nowhere
but it's pretty quick & easy to test, so probably worth a try
Tip: Make backups of the complete 'dlc.rpf's & it will be super quick to revert any changes.
Extra:
You could even download a new add-on mod just to try this^ out. Check the add-on works first & then swap your vehicle for the one in the new add-on replacing the '.yft', '.ytd' & editing the '.meta' files accordingly (leaving the modkit ID the same though).
Tip 2: To start with you could probably get away with just replacing the '.yft', the '.ytd' & editing just 'carcols.meta' in the new add-on. Then test in-game. -
RE: Illuminating Omnilight Prop Tagsposted in General Modding Discussion
Also, I'm interested to know if those lights generate shadows or have Ambient Occlusion under them?
There are areas in the game (some underpasses, Zancudo Tunnel, Outside LS Customs) that have no AO showing that I am trying to get rid of/fix/hide with other lighting as it makes the game look
.
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RE: add on modkits not working even after multiple id changesposted in Installation Help & Troubleshooting
A good approach would be to use the 'Vehicle Kit ID Getter' & import EVERY single 'carcols' (inc. dlcpacks ones) you have installed & then save a .cs file/s with EVERY SINGLE used modkit ID in it. You will then be able to choose a Modkit ID that you know 100% is NOT being used anywhere else in the game.
Note: Even with this approach you'll find modkit ID's that simply do NOT work even though they are NOT taken by any other vehicle. The general rule of thumb is to just keep going trying different random ID's until you find one that works.
Extra: this thread may have useful info in it.
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RE: [Zmodeler] Changing vehicle tires in zmod3posted in General Modding Discussion
@Myer-Flyer
I have no idea about ZModeler so I can't be any help with your wheel issue but I would recommend you change your post title to include 'ZModeler' in the title (& also fix that picture not showing issue) if you want anyone who might know ZModeler to find your post & possibly help you -
RE: add on modkits not working even after multiple id changesposted in Installation Help & Troubleshooting
@ido156012
Try using this just to make sure you are using free modkit ID's. -
RE: Anybody knows this dashboard collision?posted in Installation Help & Troubleshooting
@GEEK said in Anybody knows this dashboard collision?:
clr.dll
Nah, never had that crash. There are a few google results for it. Have a look through them all & see if anything pops out at you
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RE: Plane Window Lightsposted in General Modding Discussion
@Reacon
Looks good enough, I can't see anything wrong with it (I've seen a lot, LOT worse than that released in some mods). If you make 4K/2K/1K versions I can't see anyone complaining
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RE: Anybody knows this dashboard collision?posted in Installation Help & Troubleshooting
@GEEK
Maybe related to this?
If you are pushing the limit of your hardware that may account for it.
Other than that, I'm really not sure.