@keeeemac95
Use this to replace embedded textures in .ydr/.ypt etc files.
Note: It's sometimes a little funky & crashes but I've always been able to achieve what I wanted to do in the end. Just stick with it & it should work.
I've tended to keep multiple backups of what I'm editing with it & if it crashes I ditch that file & go back one step to my previous backup & try what I was doing again with that.
Posts made by a63nt-5m1th
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RE: .ydr filesposted in Installation Help & Troubleshooting
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RE: GTA Did not shut down cleanly?posted in Installation Help & Troubleshooting
I have always used 'Ctrl+Shift+Enter' > 'GTA V.exe' > 'End Process Tree' to quit the game. If I shutdown the normal in-game way the game freezes for a while & slows my PC down for a few minutes after even though the game has ended. Far simpler & easier to just kill it dead with Task Manager.
Obviously don't do that in the middle of saving etc but that's what I've done for the past ~3 years of playing & it has never once caused a problem so it's totally safe to do. -
RE: carcols.ymt no longer openingposted in Installation Help & Troubleshooting
@ethannn_
In OpenIV try right-clicking 'carcols.ymt & selecting 'Export to META/XML (.xml)', choose where to extract the file (you should end up with a 'carcols.ymt.xml' file) & then open it with Notepad etc to edit it. If all went well it should be in plain text (ie decrypted) & easy to edit with any text editor.
To import it back into OpenIV just take the 'carcols.ymt.xml' (Note: without changing the file extension. Leave it as '.ymt.xml') & drag & drop it back to it's original location. OpenIV will then convert it automatically to '.ymt'.
Do this each time you export/import the file or you will get the random symbol encrypted mess thing.
Note: OpenIV can open 'carcols.ymt' in plain text all of the time by double-clicking on it etc. You can also edit it directly from within OpenIV by right-clicking & then selecting 'Edit' (Ctrl+Enter). This will open the file in OpenIV & allow you to edit & then save (bottom right). Just be careful with this as you can't easily revert changes (Ctrl+Z etc) as you can with a text editor so watch out for typos etc & make sure you keep a backup of it before each edit. -
RE: how to spawn with license plateposted in Installation Help & Troubleshooting
Getting there
Also managed to get it to spawn with different wheels & just a carbon roof & louvres too (none of the other modifications).
This is just editing the cars in the 'LS_CUSTOMS_MODDED_SP' '<Item type="CAmbientModelSet">' section in 'vehiclemodelsets.meta' (most predictable spawn point I could find). I'm not actually sure which one of the Dominators this orange one is (3rd one I suspect. The one with '<ModKit value="1" />' set but I'm not sureI'll figure that out at a later date)
My 'LS_CUSTOMS_MODDED_SP' AmbientModelSet section looks like this:<Item type="CAmbientModelSet"> <Name>LS_CUSTOMS_MODDED_SP</Name> <Models> <Item> <Name>DOMINATOR</Name> <Variations type="CAmbientVehicleModelVariations"> <BodyColour1 value="71" /> <BodyColour2 value="62" /> <BodyColour3 value="18" /> <BodyColour4 value="20" /> <WindowTint value="4" /> <ColourCombination value="-1" /> <Livery value="-1" /> <ModKit value="0" /> <Mods> <Item> <ModType>VMT_BUMPER_F</ModType> <ModIndex value="2" /> </Item> <Item> <ModType>VMT_BUMPER_R</ModType> <ModIndex value="2" /> </Item> <Item> <ModType>VMT_WING_L</ModType> <ModIndex value="-1" /> </Item> <Item> <ModType>VMT_WING_R</ModType> <ModIndex value="-1" /> </Item> <Item> <ModType>VMT_EXHAUST</ModType> <ModIndex value="2" /> </Item> <Item> <ModType>VMT_WHEELS</ModType> <ModIndex value="12" /> </Item> <Item> <ModType>VMT_SUSPENSION</ModType> <ModIndex value="3" /> </Item> <Item> <ModType>VMT_BONNET</ModType> <ModIndex value="2" /> </Item> <Item> <ModType>VMT_SPOILER</ModType> <ModIndex value="2" /> </Item> <Item> <ModType>VMT_SKIRT</ModType> <ModIndex value="2" /> </Item> <Item> <ModType>VMT_GRILL</ModType> <ModIndex value="2" /> </Item> <Item> <ModType>VMT_CHASSIS</ModType> <ModIndex value="2" /> </Item> <Item> <ModType>VMT_ROOF</ModType> <ModIndex value="2" /> </Item> </Mods> <Extra1>CantUse</Extra1> <Extra2>CantUse</Extra2> <Extra3>CantUse</Extra3> <Extra4>CantUse</Extra4> <Extra5>CantUse</Extra5> <Extra6>CantUse</Extra6> <Extra7>CantUse</Extra7> <Extra8>CantUse</Extra8> <Extra9>CantUse</Extra9> <Extra10>CantUse</Extra10> </Variations> <Probability value="1.000000" /> </Item> <Item> <Name>DOMINATOR</Name> <Variations type="CAmbientVehicleModelVariations"> <BodyColour1 value="41" /> <BodyColour2 value="62" /> <BodyColour3 value="18" /> <BodyColour4 value="20" /> <WindowTint value="4" /> <ColourCombination value="-1" /> <Livery value="-1" /> <ModKit value="0" /> <Mods> <Item> <ModType>VMT_BUMPER_F</ModType> <ModIndex value="0" /> </Item> <Item> <ModType>VMT_BUMPER_R</ModType> <ModIndex value="0" /> </Item> <Item> <ModType>VMT_WING_L</ModType> <ModIndex value="-1" /> </Item> <Item> <ModType>VMT_WING_R</ModType> <ModIndex value="-1" /> </Item> <Item> <ModType>VMT_EXHAUST</ModType> <ModIndex value="0" /> </Item> <Item> <ModType>VMT_WHEELS</ModType> <ModIndex value="10" /> </Item> <Item> <ModType>VMT_SUSPENSION</ModType> <ModIndex value="3" /> </Item> <Item> <ModType>VMT_BONNET</ModType> <ModIndex value="0" /> </Item> <Item> <ModType>VMT_SPOILER</ModType> <ModIndex value="0" /> </Item> <Item> <ModType>VMT_SKIRT</ModType> <ModIndex value="0" /> </Item> <Item> <ModType>VMT_GRILL</ModType> <ModIndex value="0" /> </Item> <Item> <ModType>VMT_CHASSIS</ModType> <ModIndex value="0" /> </Item> <Item> <ModType>VMT_ROOF</ModType> <ModIndex value="0" /> </Item> </Mods> <Extra1>CantUse</Extra1> <Extra2>CantUse</Extra2> <Extra3>CantUse</Extra3> <Extra4>CantUse</Extra4> <Extra5>CantUse</Extra5> <Extra6>CantUse</Extra6> <Extra7>CantUse</Extra7> <Extra8>CantUse</Extra8> <Extra9>CantUse</Extra9> <Extra10>CantUse</Extra10> </Variations> <Probability value="1.000000" /> </Item> <Item> <Name>DOMINATOR</Name> <Variations type="CAmbientVehicleModelVariations"> <BodyColour1 value="75" /> <BodyColour2 value="62" /> <BodyColour3 value="18" /> <BodyColour4 value="20" /> <WindowTint value="4" /> <ColourCombination value="-1" /> <Livery value="-1" /> <ModKit value="1" /> <Mods> <Item> <ModType>VMT_BUMPER_F</ModType> <ModIndex value="1" /> </Item> <Item> <ModType>VMT_BUMPER_R</ModType> <ModIndex value="1" /> </Item> <Item> <ModType>VMT_WING_L</ModType> <ModIndex value="-1" /> </Item> <Item> <ModType>VMT_WING_R</ModType> <ModIndex value="-1" /> </Item> <Item> <ModType>VMT_EXHAUST</ModType> <ModIndex value="1" /> </Item> <Item> <ModType>VMT_WHEELS</ModType> <ModIndex value="13" /> </Item> <Item> <ModType>VMT_SUSPENSION</ModType> <ModIndex value="3" /> </Item> <Item> <ModType>VMT_BONNET</ModType> <ModIndex value="0" /> </Item> <Item> <ModType>VMT_SPOILER</ModType> <ModIndex value="1" /> </Item> <Item> <ModType>VMT_SKIRT</ModType> <ModIndex value="1" /> </Item> <Item> <ModType>VMT_GRILL</ModType> <ModIndex value="1" /> </Item> <Item> <ModType>VMT_CHASSIS</ModType> <ModIndex value="1" /> </Item> <Item> <ModType>VMT_ROOF</ModType> <ModIndex value="1" /> </Item> </Mods> <Extra1>CantUse</Extra1> <Extra2>CantUse</Extra2> <Extra3>CantUse</Extra3> <Extra4>CantUse</Extra4> <Extra5>CantUse</Extra5> <Extra6>CantUse</Extra6> <Extra7>CantUse</Extra7> <Extra8>CantUse</Extra8> <Extra9>CantUse</Extra9> <Extra10>CantUse</Extra10> </Variations> <Probability value="1.000000" /> </Item> </Models> </Item>which gave me the orange one above fully modded, a dark blue one with different alloys & only a carbon roof & louvres & a dark purple-ish one with different alloys again that looked standard with no mods.
You can see there are also options for extras in there too:
<Extra1>CantUse</Extra1> <Extra2>Either</Extra2> <Extra3>CantUse</Extra3> <Extra4>CantUse</Extra4> <Extra5>CantUse</Extra5> <Extra6>CantUse</Extra6> <Extra7>CantUse</Extra7> <Extra8>CantUse</Extra8> <Extra9>CantUse</Extra9> <Extra10>CantUse</Extra10>with the option of 'CantUse' or 'Either' (<that's all I've seen so far & I don't know exactly what they do yet?). Gonna take a while to test everything but I reckon there at least a half decent chance of getting vehicles to spawn (some vehicles at least) with exactly what modifications & extras one wants
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RE: Corrupt game dataposted in Installation Help & Troubleshooting
@ktrainbfs
Aye, let me know how you get onHere's hoping the reinstall fixes it
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RE: Corrupt game dataposted in Installation Help & Troubleshooting
@ktrainbfs
When did you have the warpack installed previously? It was 'Last Updated: May 24, 2018' so if it was before then the pack may differ from the one you had installed previously. Certainly redownload it & reinstall if you haven't already. Even if it's the same version, things can happen to files if the download was a bit funky (lack of bandwidth, differences between multiple server storage locations etc).May be some sort of conflict with something in the warpack that is being read as a corruption even though it isn't actually corrupt.
Try removing vehicles from the pack, do it in groups to start with (to save time initially) & then load the game to check after each removal. By a process of elimination you should be able to slowly nail it down to one, or a few files & perhaps get an idea of what is causing it
Perhaps open each of your .rpf archives one-by-one in OpenIV & see if it gives you a 'this archive is corrupt' etc warning. Replace/default any that do.
If you get nothing there you could try swapping out each .rpf archive in your 'mods' folder for backups (that you know work & aren't corrupted) or vanilla .rpf archives from your game folder & see if any fix it.
You can give yourself a quick answer by replacing all the modded .rpf's with backups/vanilla (keep your modded ones safe somewhere). If the corruption error goes away you know you are on the right track & then one-by-one reinsert your modded archives until you find the one causing the problem.
It's then a process of actually finding the corrupted/problem file inside the .rpf & replacing it with a working one. Use a similar method as you did for the .rpf's. Remove/default mass folders/files & then reinsert until you find the one messing things up. I got a corruption message once before & it was a vehicle .yft file that was causing it so if you identify the culpret .rpf perhaps look at .yft's first.Also, remove any scripts you have installed before you do any of this just so they are removed as a variable.
NVR is beginning to move out from just an Environment/Graphics mod. Did you install the version that is just a graphics mod or did you install any of the vehicle parts or optional extras? I doubt it is that but I don't know the vehicle edits it now has so can't account for them. There are 'Naturalvision Uninstaller' .oiv's in the 'Optional Add-Ons' folder in the NVR download. Would be dead easy to swap between what you have & default & see if it makes any difference? Probably worth testing a selection of gameconfigs too. You never know.
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RE: how to spawn with license plateposted in Installation Help & Troubleshooting
@adinhoa
I reckon it should be possible to get cars to spawn in traffic with upgrades. The game does it with certain modded vehicles already. I don't know the finer points of how it works (like can you set specific upgrades or is it a little random? etc) but I reckon 'vehiclemodelsets.meta' has a lot to do with it.
I did a little experiment with 'vehiclemodelsets.meta' last night but I couldn't find any of the cars I edited spawning in traffic so it may be difficult to test the result until I can predict the spawning. I definitely want to know how it works so will be continuing to research & test ideas (although it may be a slow process).
I'll be sure to let you know if I figure anything out though (I'll probably create a tutorial if I suss it out) -
RE: What do I wrong? [Addon mods]posted in Installation Help & Troubleshooting
@Adr3r
Yeah, that's what I would say. Could have been a conflict between multiple mods too. Some things just don't play nice together. Glad you got it working though
Just take your time when installing mods, check the game still works as you install each one & always, ALWAYS make sure you have a current up-to-date backup of the files/.rpf archives you edit/mod so that recovery is always just one step away.Best of luck
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RE: GTA 5 don't start with asi loaderposted in Installation Help & Troubleshooting
Uninstall OpenIV & all of it's .asi plugins then redownload it (preferably from a different place than you got it last) & then reinstall OpenIV & it's plugins. If you have no luck with that @TheLoneWolf293 gives some good advice that you can follow here ( post 8 ).
If still no luck post your 'asiloader.log', 'OpenIV.log', 'ScriptHookV.log' & 'ScriptHookVDotNet2.log' (you can use Pastebin & post the links here) -
RE: What do I wrong? [Addon mods]posted in Installation Help & Troubleshooting
@Adr3r
No probs
I would empty your 'mods' folder completely & check that the game works on it's own before proceeding to install any gameconfigs or add-ons.
Once you've done that, copy over 'update.rpf' to the 'mods\update' folder & install a gameconfig to here:\mods\update\update.rpf\common\data\gameconfig.xml
If you are on 1.0.1365.1 I would choose one of the first two in that gameconfig list (F7YO's or [YCA] SCRAT's). If you're on an older version of the game try this one (it's what I have installed & it's very stable. I'm on 1.0.1180.2).
Then load the game & check everything is working as it should. It's very unlikely a gameconfig broke your game. I've found the most popular & frequently updated ones to be very stable so I reckon something else must have gone wrong. Sometimes .rpf archives or the files they contain can just corrupt from you simply just editing them. That's why it is so important to have good backup strategy. If you have the hard drive space I advocate backing up the entire .rpf as this means the least amount of work if something goes wrong.
Once you have a custom gameconfig installed & your game is confirmed to still work move on & install this Dodge Coronet Super Bee add-on to your 'mods' folder. It has an .oiv installer which will install the car & add the '<Item>dlcpacks:\bee</Item>' line to your 'dlclist.xml' for you, which will keep the whole process very simple & easy.No need for you to do anything else other than load up the game after & test spawning the car using the name 'bee'.
See how you get on with that & get back to us here if you have any trouble -
RE: Corrupt game dataposted in Installation Help & Troubleshooting
@ktrainbfs
Is it the 'War Pack / Special Edition USA [Add-On] 3.0' just to confirm? (~1.54GB)
The first thing I would do is redownload & reinstall it & try loading the game before I opened or edited any of the warpack dlc files. Just install it & load the game straight away & see what you get.
If you still get the corrupt game data warning/crash I would then proceed to remove each vehicle (start by removing whole groups so it's a bit quicker) & see if you can nail it down & find the corrupted one/s. Best of luck
Edit: Just so you know, I downloaded the pack from the link above, installed it & loaded up the game successfully with no crashes. -
RE: What do I wrong? [Addon mods]posted in Installation Help & Troubleshooting
@Adr3r
What crash are you suffering from? When does it happen? (loading the game or once the game has loaded? Car spawned? etc. Does it say anything or just CTD (Crash To Desktop)?
Also, can you confirm that if you remove the '<Item>dlcpacks:\darewnoo_lanos</Item>' line from 'dlclist.xml' that your game works perfectly afterwards?I installed the 2000 Daewoo Lanos* [Add-On/Replace | Tuning | Rims | Liveries | Template | Animated] 1.1 add-on to test it & got a 'game memory error' & 'a new guard page for the stack cannot be created' error & crash within ~10secs of spawning the 'lanos3'.
I reloaded the game a few times but the same thing happened. I removed the add-on & everything went back to 100% stable.
Yes, there is a possiblity of some sort of conflict with something else I have edited or installed & I'm presuming that they work for some people but I would put my money on the fact that the mod is unstable.
I removed all the 'Zabrania-sie.txt' & 'Forbidden-to.txt' files that littered the dlc & cleaned up the start of the 'carcols.meta', removed the wheels & the upgrades (all 255 of them per car which is right on the limit of what is possible & never a good idea where GTA is concerned!) & set the statmod paramaters within spec (engine upgrade was set 14x higher than standard. How fast are these cars?!) but it made no difference. It crashed after spawning every time.
I thought I would test out the replace versions (Blista, Asea, Dilettante) & can confirm that they work correctly (no crashes), although there is no tuning/upgrades with them.
I then used the replace versions to overwrite the add-on versions but got a 'ERR_FILL_PACK_3' error & infinite loading & gave up.
With a little more time commited to getting the replace versions to work as add-ons you might be able to get them working but I wouldn't bother. Just forget them & move on to something else, make do with the replace versions or perhaps wait & see if the mod is updated at some point.
There are enough warning signs just in the way the '.meta' files are written (nevermind the mod having a total of 765 upgrades!) to suggest that these cars will play havok with your game (random intermittent crashes etc) many years into the future & I suggest that no car is worth that. Sorry.
If you do however have the tenacity to continue to try & get them to work I wish you the best of luck -
RE: How to have headlight corona's WITHOUT rearlight corona's?posted in Installation Help & Troubleshooting
@PerfectGTA
Just wanted to add that you could also try:<numCoronas value="0"/>in the '<tailLightCorona>' section.
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RE: how to spawn with license plateposted in Installation Help & Troubleshooting
@adinhoa
I have tested a few ideas ingame & written a little tutorial that may interest you on how to make specific vehicle EXTRAS spawn all of the time.
I'm confident it's exactly what you're looking for. Check it out & see what you think
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[ Tutorial ] How to make specific vehicle EXTRAS appear on a vehicle EVERY spawn.posted in Tutorials
SOME USEFUL VEHICLES.META FLAGS & WHAT THEY DO:
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FLAG_EXTRAS_REQUIRE - Always spawn ONLY ONE RANDOM EXTRA.
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FLAG_EXTRAS_ALL - Always spawn ALL EXTRAS.
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FLAG_EXTRAS_RARE - Spawn ONLY ONE RANDOM EXTRA but ONLY ~15% of the time (~85% of the time no EXTRAS will spawn).
These flags (& any others) are written in the 'vehicles.meta' '<flags>' line like so:
<flags>FLAG_EXTRAS_RARE FLAG_SPORTS FLAG_RICH_CAR FLAG_HAS_INTERIOR_EXTRAS</flags>They should be written all on the same line with a space between each of them.
FORCE SPECIFIC EXTRAS TO ALWAYS SPAWN:
To make this happen you need to make two small edits to your vehicle in 'vehicles.meta'.
For this example I'm going to force EXTRA_4 & EXTRA_11 to always spawn but you can just change these values to the extras you want to have spawn (...'>EXTRA_3 EXTRA_5 EXTRA_10<'... etc for example. You can put as many extras as you like in the lines).
As with the above flags the EXTRAS (below) are separated with a space.1)- Find the line:
<extraIncludes />& change it to this format:
<extraIncludes> <Item>EXTRA_4 EXTRA_11</Item> </extraIncludes>Now find the line:
<requiredExtras />& change that to this format:
<requiredExtras>EXTRA_4 EXTRA_11</requiredExtras>That's it. Now everytime the vehicle spawns EXTRA_4 & EXTRA_11 will ALWAYS spawn also.
Note: If either of these edits are missing or incorrect the game will go back to default random extra spawning. Both are required to make it work.
HOW THESE EDITS WORK IN COMBINATION WITH FLAGS:
These two settings above work in combination with any flags set in the '<flags>' line.
For example if I was to add 'FLAG_EXTRAS_REQUIRE' to the '<flags>' line also, then EXTRA_4, EXTRA_11 & one random EXTRA would spawn all together on the vehicle.
In this scenario it is also possible for the FLAG_EXTRAS_REQUIRE's random extra to also be either EXTRA_4 or EXTRA_11 (rather than a different random extra) resulting in only EXTRA_4 & EXTRA_11 appearing some of the time.
If the 'FLAG_EXTRAS_ALL' flag is used in combination with these edits it will override them & force ALL EXTRAS to appear ALL of the time.
For 'FLAG_EXTRAS_RARE' see below.STOPPING SPECIFIC EXTRAS FROM SPAWNING:
There doesn't seem to be any easy way of doing this in 'vehicles.meta'. The best I found was using the 'extraIncludes' & 'requiredExtras' edits above in combination with 'FLAG_EXTRAS_RARE' so that ~85%>90% of the time the vehicle spawns with only EXTRA_4 & EXTRA_11 & ~10%>15% of the time there is an additional random extra as well.
Extra: I'm not sure how much use this will be or whether it even applies to any cars other than the Dodge Dart I was testing but I'll mention it anyway.
I was able to enter 'FLAG_EXTRAS_RARE' & 'FLAG_EXTRAS_SCRIPT' in the '<flags>' line in combination with the two edits & was able to have EXTRA_4 & EXTRA_11 spawn all of the time but restict the random (~10%>15% of the time) EXTRA to only be able to select EXTRA_1, EXTRA_2 or EXTRA_3 (no other higher numbered random EXTRAS appeared in ~350 or so spawns). It may be pure luck GTA unicorns but it worked out rather well so try it out if you think that it might suit your need -
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RE: How to have headlight corona's WITHOUT rearlight corona's?posted in Installation Help & Troubleshooting
@PerfectGTA
I haven't tried this but I reckon it should be possible.In 'carcols.ymt/.meta' there is a '<Lights>' section that has independent settings for the lights & for the coronas also. Here's an example of the taillights part (headlights, indicators etc are also there):
TailLight Example:
<tailLight> <intensity value="0.25000000"/> <falloffMax value="4.00000000"/> <falloffExponent value="16.00000000"/> <innerConeAngle value="45.00000000"/> <outerConeAngle value="90.00000000"/> <emmissiveBoost value="false"/> <color value="0xFFFF0000"/> <textureName/> <mirrorTexture value="true"/> </tailLight> <tailLightCorona> <size value="1.20000000"/> <size_far value="2.50000000"/> <intensity value="5.00000000"/> <intensity_far value="1.00000000"/> <color value="0xFFFF1E05"/> <numCoronas value="1"/> <distBetweenCoronas value="128"/> <distBetweenCoronas_far value="255"/> <xRotation value="0.00000000"/> <yRotation value="0.00000000"/> <zRotation value="0.00000000"/> <zBias value="0.25000000"/> <pullCoronaIn value="false"/> </tailLightCorona>I'm confident you should be able to accomplish your task by reducing the settings below to '0'. (perhaps try negative values if it doesn't work for some reason) :
<size value="0.00000000"/> <size_far value="0.00000000"/> <intensity value="0.00000000"/> <intensity_far value="0.00000000"/>Note: Make sure you only edit the values in the '<tailLightCorona>' section (don't get it mixed up with the values in the '<tailLight>' section). Also be sure to backup any files/.rpf archives before you edit them
- Choose a car to test (an add-on will be easiest to start wth as it's 'carcols.meta' & 'carvariations.meta' will be easy to find & are usually right next to each other in the dlc).
- Find the settings that apply to that car in the 'carvariations.meta' (search for name if multiple vehicles)
- At the bottom of that car's section in the 'carvariations.meta' file you should see something this:
<Item value="false"/> <Item value="false"/> <Item value="false"/> </liveries> </Item> </colors> <kits> <Item>26_ninef_modkit</Item> </kits> <windowsWithExposedEdges/> <plateProbabilities> <Probabilities> <Item> <Name>Standard White</Name> <Value value="100"/> </Item> </Probabilities> </plateProbabilities> <lightSettings value="58"/> <sirenSettings value="0"/> </Item>The setting you will be interested in is this:
<lightSettings value="58"/>it indicates what light settings value in 'carcols.ymt/meta' the vehicle is using.
Tip: If you choose an add-on with only one car in it you can skip that^ first part, start from here & head straight to the 'carcols.meta' to look for the '<id value="**"/>' line as there should only be one.
I've included the previous instructions so you see how it all works & know what to do if you come to edit vanilla/replace vehicles & you have to hunt through game files in various locations.After you know what carvariations lightSettings value your vehicle uses you ('58' for this example) you would then search the various 'carcols.ymt/.meta' for:
<id value="58"/>Underneath that will be the light settings that apply to that car (& possibly others. See 'Note:' below). The entire block for that id value will look somewhat like this:
Example:
<Item> <id value="58"/> <indicator> <intensity value="0.37500000"/> <falloffMax value="2.50000000"/> <falloffExponent value="8.00000000"/> <innerConeAngle value="20.00000000"/> <outerConeAngle value="50.00000000"/> <emmissiveBoost value="false"/> <color value="0xFFFF7300"/> <textureName/> <mirrorTexture value="true"/> </indicator> <rearIndicatorCorona> <size value="0.00000000"/> <size_far value="0.00000000"/> <intensity value="0.00000000"/> <intensity_far value="0.00000000"/> <color value="0x00000000"/> <numCoronas value="1"/> <distBetweenCoronas value="128"/> <distBetweenCoronas_far value="255"/> <xRotation value="0.00000000"/> <yRotation value="0.00000000"/> <zRotation value="0.00000000"/> <zBias value="0.25000000"/> <pullCoronaIn value="false"/> </rearIndicatorCorona> <frontIndicatorCorona> <size value="0.00000000"/> <size_far value="0.00000000"/> <intensity value="0.00000000"/> <intensity_far value="0.00000000"/> <color value="0x00000000"/> <numCoronas value="1"/> <distBetweenCoronas value="128"/> <distBetweenCoronas_far value="255"/> <xRotation value="0.00000000"/> <yRotation value="0.00000000"/> <zRotation value="0.00000000"/> <zBias value="0.25000000"/> <pullCoronaIn value="false"/> </frontIndicatorCorona> <tailLight> <intensity value="0.25000000"/> <falloffMax value="4.00000000"/> <falloffExponent value="16.00000000"/> <innerConeAngle value="45.00000000"/> <outerConeAngle value="90.00000000"/> <emmissiveBoost value="false"/> <color value="0xFFFF0000"/> <textureName/> <mirrorTexture value="true"/> </tailLight> <tailLightCorona> <size value="1.20000000"/> <size_far value="2.50000000"/> <intensity value="5.00000000"/> <intensity_far value="1.00000000"/> <color value="0xFFFF0F05"/> <numCoronas value="1"/> <distBetweenCoronas value="128"/> <distBetweenCoronas_far value="255"/> <xRotation value="0.00000000"/> <yRotation value="0.00000000"/> <zRotation value="0.00000000"/> <zBias value="0.25000000"/> <pullCoronaIn value="false"/> </tailLightCorona> <tailLightMiddleCorona> <size value="0.00000000"/> <size_far value="0.00000000"/> <intensity value="0.00000000"/> <intensity_far value="0.00000000"/> <color value="0x00000000"/> <numCoronas value="1"/> <distBetweenCoronas value="128"/> <distBetweenCoronas_far value="255"/> <xRotation value="0.00000000"/> <yRotation value="0.00000000"/> <zRotation value="0.00000000"/> <zBias value="0.25000000"/> <pullCoronaIn value="false"/> </tailLightMiddleCorona> <headLight> <intensity value="1.50000000"/> <falloffMax value="35.00000000"/> <falloffExponent value="16.00000000"/> <innerConeAngle value="0.00000000"/> <outerConeAngle value="60.00000000"/> <emmissiveBoost value="false"/> <color value="0xFF7FA7E3"/> <textureName>VehicleLight_car_LED1</textureName> <mirrorTexture value="false"/> </headLight> <headLightCorona> <size value="0.10000000"/> <size_far value="7.00000000"/> <intensity value="7.00000000"/> <intensity_far value="5.00000000"/> <color value="0xFF61A5FF"/> <numCoronas value="2"/> <distBetweenCoronas value="41"/> <distBetweenCoronas_far value="130"/> <xRotation value="0.00000000"/> <yRotation value="0.00000000"/> <zRotation value="0.92362800"/> <zBias value="0.25000000"/> <pullCoronaIn value="false"/> </headLightCorona> <reversingLight> <intensity value="0.50000000"/> <falloffMax value="7.20000000"/> <falloffExponent value="32.00000000"/> <innerConeAngle value="20.00000000"/> <outerConeAngle value="78.00000000"/> <emmissiveBoost value="false"/> <color value="0xFFFFFFFF"/> <textureName/> <mirrorTexture value="true"/> </reversingLight> <reversingLightCorona> <size value="0.80000000"/> <size_far value="2.00000000"/> <intensity value="1.50000000"/> <intensity_far value="1.00000000"/> <color value="0x00F7F7F7"/> <numCoronas value="1"/> <distBetweenCoronas value="128"/> <distBetweenCoronas_far value="255"/> <xRotation value="0.00000000"/> <yRotation value="0.00000000"/> <zRotation value="0.00000000"/> <zBias value="0.25000000"/> <pullCoronaIn value="false"/> </reversingLightCorona> <name>ninef</name> </Item>Search for the next '<tailLightCorona>' under the '<id value=' line & then edit the values to look like this:
<size value="0.00000000"/> <size_far value="0.00000000"/> <intensity value="0.00000000"/> <intensity_far value="0.00000000"/>Note: Multiple vehicles can use the same carcols id settings so searching for the name (you'll notice '<name>ninef</name>' at the bottom of the scroll down example code block just above this) of the vehicle isn't a good approach here as it's possible for vehicles to use settings that are named for a different vehicle. Stick to the carvariations '<lightSettings value=' & carcols '<id value=' & you shouldn't go wrong
Note: There are '<id value=' in the '<Kits>' section of 'carcols' also. Don't get them mixed up with the lights.
Once you've done all that load up the game & see what you've got. This is GTA so there may be some experimentation/tweaking of values required.
Let me know how you get on -
Spaces (& possibly other characters) in Usernames causing possibility of missing Notificationsposted in Site-Related Questions & Feedback
My username is 'a63nt 5m1th' but for me to be notified the site changes the space to a hyphen (-).
Example:
@a63nt 5m1th does not work while @a63nt-5m1th does even though my visual username is 'a63nt 5m1th'
This is causing confusion & results in me not recieving notifications if for example, someone copies & pastes my username from a mod comment or doesn't use the sites dropdown @ selection in the forums.
I have contacted the powers that be for a slight username change & requested they change the site policy to remove this as a issue permanently but I thought I would also throw this out there so that there is at least a chance that users that are missing notifications would find this post & be aware of the issue. -
RE: My Cars Body Roll Is Inverted.posted in Installation Help & Troubleshooting
Sounds to me like your 'handling.meta' centre of mass is too low
Example:
<vecCentreOfMassOffset x="0.000000" y="-0.120000" z="Raise This Value" />Raise the 'z' parameter by ~0.5 increments until the body roll starts acting how it should (ie starts tipping over on corners. Front raises under acceleration etc) & then edit in smaller increments (0.1, 0.05 etc) up or down until you get what you want
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RE: how to spawn with license plateposted in Installation Help & Troubleshooting
@adinhoa
Here's a few threads that discuss it here & here & a thread here that lists a lot of flags that may give you ideas for experimentation.
Looks to me like the knowledge of the finer points of how it all works is not that well defined (worked for some, not for others) so as mentioned you'll probably have to play around with things & see what you can come up with.
I'll mess around with a few things also & see if I can figure anything out
Also, are you using the add-on version or the Oracle replace? -
RE: how to spawn with license plateposted in Installation Help & Troubleshooting
@adinhoa
Ah, I see. In that case I would probably experiment with adding FLAG_EXTRAS_ALL to the '<flags' line in the cars 'vehicles.meta'. You may have to remove the FLAG_EXTRAS_REQUIRE to get it to work (mentioned in link below).
Also, FLAG_EXTRAS_ALL should make ALL the extras appear when the car spawns which you may not want as this will make the M5 spoiler (& any other extras the car has) appear all of the time as well.
You'll just have to play around with things to see what you get. I'm pretty sure you could edit 'carcols.meta' & remove unwanted extras though so that might be one option.
If you want the car to spawn naturally in traffic with number plate but no spoiler but want the spoiler option for your player vehicle you could create two vehicles with slightly different spawn names to solve that & have only the one with number plate in 'popgroups.ymt'.
'vehicles.meta' also has '<extraIncludes />' & '<requiredExtras />' lines that you may want to research. I haven't messed with extras so I'm not sure of the finer points of exactly how it works & can only point you in that general direction but I'm sure there will be others trying to get cars to spawn with extras (police lightbars etc).
There is a thread here that discusses it & you should find many more with a focused google search now you know what you are looking for.
If I think of anything else I'll let you know as well. -
RE: how to spawn with license plateposted in Installation Help & Troubleshooting
@adinhoa
I believe the plates (& the M5 spoiler) are extras. Use a trainer to select them & they should appear.
I'm not sure how "<plateType>VPT_FRONT_AND_BACK_PLATES</plateType>" will affect things so if the plates don't work you may have to put that back to how it was originally. -
RE: How do I merge multiple addon vehicles into 1 ?posted in Installation Help & Troubleshooting
@Belial_Lucifer
So I take it you are starting with the Batman pack & making it the base that you will then add other vehicles to?
If that is the case (& the Batman pack works correctly on it's own) there's no real need to edit 'content.xml'. The 'content.xml' will be written correctly already for you.
You will only need to edit the batman base 'content.xml' if you want to add a file that is not contained within the default batman pack. All you need to do is add the new vehicles data to the pre-existing files & add the vehicles '.yft' & '.ytd' to 'batmanvehicles.rpf' & everything should work correctly.
The files can be stored in any folder structure you like. The only thing that matters is that the 'content.xml' folder structure lines match the same folder structure that is in the dlc.Batman Pack Example:
A 'content.xml' line like this:
<filename>dlc_batman:/common/data/vehiclelayouts.meta</filename>would mean that your 'vehiclelayouts.meta' should be here:
\mods\update\x64\dlcpacks\batman\dlc.rpf\common\data\vehiclelayouts.metaFrom what I can see you have all the files necessary for an add-on pack already contained in the batman dlc, bar perhaps a 'weapons.meta' or similar for vehicles with a modded weapon.
If for example you add a vehicle with a modded weapon file (we'll call it 'weapons.meta' for this example but it can be named anything you like) to the pack you would edit the 'content.xml' to look like this:<?xml version="1.0" encoding="UTF-8"?> <CDataFileMgr__ContentsOfDataFileXml> <disabledFiles /> <includedXmlFiles /> <includedDataFiles /> <dataFiles> <Item> <filename>dlc_batman:/common/data/vehicles.meta</filename> <fileType>VEHICLE_METADATA_FILE</fileType> <overlay value="false" /> <disabled value="true" /> <persistent value="false" /> </Item> <Item> <filename>dlc_batman:/common/data/carvariations.meta</filename> <fileType>VEHICLE_VARIATION_FILE</fileType> <overlay value="false" /> <disabled value="true" /> <persistent value="false" /> </Item> <Item> <filename>dlc_batman:/common/data/carcols.meta</filename> <fileType>CARCOLS_FILE</fileType> <overlay value="false" /> <disabled value="true" /> <persistent value="false" /> </Item> <Item> <filename>dlc_batman:/common/data/vehiclelayouts.meta</filename> <fileType>VEHICLE_LAYOUTS_FILE</fileType> <overlay value="false" /> <disabled value="true" /> <persistent value="false" /> </Item> <Item> <filename>dlc_batman:/common/data/dlctext.meta</filename> <fileType>TEXTFILE_METAFILE</fileType> <overlay value="false" /> <disabled value="true" /> <persistent value="true" /> </Item> <Item> <filename>dlc_batman:/common/data/handling.meta</filename> <fileType>HANDLING_FILE</fileType> <overlay value="false" /> <disabled value="true" /> <persistent value="false" /> </Item> <Item> <filename>dlc_batman:/common/data/caraddoncontentunlocks.meta</filename> <fileType>CONTENT_UNLOCKING_META_FILE</fileType> <overlay value="false" /> <disabled value="true" /> <persistent value="false" /> </Item> <Item> <filename>dlc_batman:/%PLATFORM%/vehicles/batmanvehicles.rpf</filename> <fileType>RPF_FILE</fileType> <overlay value="false" /> <disabled value="true" /> <persistent value="true" /> </Item> <Item> <filename>dlc_batman:/common/data/weapons.meta</filename> <fileType>WEAPONINFO_FILE</fileType> <overlay value="false" /> <disabled value="true" /> <persistent value="false" /> </Item> </dataFiles> <contentChangeSets> <Item> <changeSetName>batman_AUTOGEN</changeSetName> <mapChangeSetData /> <filesToInvalidate /> <filesToDisable /> <filesToEnable> <Item>dlc_batman:/common/data/handling.meta</Item> <Item>dlc_batman:/common/data/dlctext.meta</Item> <Item>dlc_batman:/common/data/vehicles.meta</Item> <Item>dlc_batman:/common/data/vehiclelayouts.meta</Item> <Item>dlc_batman:/common/data/carcols.meta</Item> <Item>dlc_batman:/common/data/carvariations.meta</Item> <Item>dlc_batman:/%PLATFORM%/vehicles/batmanvehicles.rpf</Item> <Item>dlc_batman:/common/data/weapons.meta</Item> </filesToEnable> <txdToLoad /> <txdToUnload /> <residentResources /> <unregisterResources /> </Item> <Item> <changeSetName>batman_UNLOCKS_AUTOGEN</changeSetName> <mapChangeSetData /> <filesToInvalidate /> <filesToDisable /> <filesToEnable> <Item>batman:/common/data/caraddoncontentunlocks.meta</Item> </filesToEnable> <txdToLoad /> <txdToUnload /> <residentResources /> <unregisterResources /> <requiresLoadingScreen value="false" /> </Item> </contentChangeSets> <patchFiles /> </CDataFileMgr__ContentsOfDataFileXml>If the weapons file was named something else you can either change the file name to 'weapons.meta' & leave the 'content.xml' as it is above or edit the 2 'weapons.meta' references in the 'content.xml' example above to the same as the name of the file.
Use Diff Checker to compare the code block above the previous paragraph to the default Batman Pack 'content.xml' & you will see how I have added the 'weapons.meta'.
It's a similar process for any other files you may want to add to your batman add-on pack.
- Search for the file name in the 'content.xml' of the mod you are taking the file from.
- Copy & Paste (in the correct place) all the lines that contain that filename to the batman pack 'content.xml'
- & then (if needed) edit the new batman 'content.xml' lines so they match the folder structure of the Batman dlc
If you are still using the 'addoncars' dlc as your base I would advise you at this point to ditch it & use the batman one as your base instead. It will be a far simpler process with less likelihood of you having to edit 'content.xml' as the batman dlc already contains most if not all of the files you need all correctly placed & referenced in it's 'content.xml'.
Extra:
I notice you are not using a 'mods' folder. It really is a good idea to do so. Sometimes '.rpf' archives can corrupt for no good reason. Just purely the fact that you have edited the files within them. In this case it's very useful to have a guaranteed working archive to fall back on for testing.
If you continue to use the game folder instead make sure you have a thorough backup strategy in place. One where you are backing up the entire '.rpf' archives you edit. You should be safe enough if you are just editing add-on dlc's but if you are editing any main game files (update.rpf etc) I strongly suggest you start using a 'mods' folder -
RE: [Tutorial] | Handling.metaposted in Tutorials
@sgt-snazzy said in [Tutorial] | Handling.meta:
What line would I need to change to prevent a vehicle from tipping over at high speeds (I want to try drifting a Mule but it keeps tipping over)
<vecCentreOfMassOffset x="0.000000" y="-0.120000" z="Reduce This" />Best way to do it without messing with traction is to lower the 'z' parameter above. It can be negative if you need to drop the centre of mass a lot.
Another way would be to lower lateral grip but that will make the vehicle slide sideways more & isn't always desirable.
<fTractionCurveMax value="Reduce This" />I also reckon
<fRollCentreHeightFront value="0.210000" /> <fRollCentreHeightRear value="0.210000" />should play a part in it but I've not tested that extensively enough to know the finer details. I presume lowering the values should make the vehicle less likely to roll but I've had mixed results editing the RollCentreHeight so there may be other factors at play there.
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RE: How do I merge multiple addon vehicles into 1 ?posted in Installation Help & Troubleshooting
@Belial_Lucifer
Nice oneBest of luck. Let us know how you get on
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RE: Texture of this car mod is not working... 2016 Dodge Charger (LINK)posted in Installation Help & Troubleshooting
@LeLoT3
Nice
Yeah, add-on cars will be totally fine.It will only happen to replace cars that have a '.ytd' in the NVR_emissive 'textures.rpf'.
