I see, seems like the engine is just too limited and 8 years old by this point, I guess the best thing to do is indeed just look for well made addon cars with reasonably less polygons and LODs.
Eingenvector
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Posts made by Eingenvector
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RE: Dynamic Addon Vehicle Traffic Injection vs Popcycle Addon Vehicles
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RE: Dynamic Addon Vehicle Traffic Injection vs Popcycle Addon Vehicles
So they should technically be the same? If the instability issues are simply caused by the game engine unable to handle that much data, then is there a workaround fix like a polygon count reducer and LOD maker? Or is this simply the case of 'too bad, find another vehicle'?
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Dynamic Addon Vehicle Traffic Injection vs Popcycle Addon Vehicles
Hi, not sure if this will get answered, but what is the general view on mods that dynamically inject addon vehicles into the game vs mods that place addon vehicles inside popcycle.dat? One particular dynamic addon spawner that I have tried is this one. This mod uses ScriptHook .Net to dynamically inject either vanilla/addon vehicles into traffic.
What is the general consensus on the stability of these two different types? By nature, is one more stable than the other? Or are they equally stable? And do addon vehicles contribute to general instability when doing story missions due to how the game works? I've noticed quite a lot of crashes when using dynamic traffic injection, but I have not tested popcycle addon traffic because it requires more knowledge of modding which I don't have. So that's why I'm wondering which method of addon cars spawning in traffic is better.