@ShadoFax Hmm, that's interesting, the real tedious part is finding out which mod actually conflicts with each other. Extremely annoying and time consuming, such is the nature of GTA V modding I suppose.
Eingenvector
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Posts made by Eingenvector
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RE: The meaning of only crashing when reloading a savegame while in-game?
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RE: The meaning of only crashing when reloading a savegame while in-game?
@ShadoFax I know that would stop the crash from happening, but I am asking if there is a general consensus on what type of issue this may be. Is it mod conflicts? Bad mods that are corrupt? Memory issues (is it gameconfig related or engine hardcoded)? Or corrupt savegame?
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The meaning of only crashing when reloading a savegame while in-game?
Hi, I've noticed many mods that I've installed seems to crash upon reloading a savegame while in-game, rather than at straight up on the initial load. In general, what can cause this and how can I fix this problem? It's really weird that if I install a corrupt mod, somehow the game is okay with loading it initially when starting but not okay when reloading the same savegame, like wtf?
I currently only have about 40 addon cars, around 10 police replacers (mostly around 50-80K polygons with LODs too, the highest one is 200k but also comes with LODs), 1 single ymap mod and VisualV, in addition to some decal effects (blood, explosion) and euphoria physics mod. I have HeapAjuster, Packfile limit remover and tried the so called 'trustworthy' gameconfigs, none of these helps to solve this problem.
It's always the same thing, start the game, game loads fine, drive around for a bit, then attempt to reload the savegame, and there it crashes straight to desktop.
Scripthook: https://pastebin.com/aeq6PYhB
ASI loader: https://pastebin.com/dU2fV0MK
SHVDN: https://pastebin.com/D3g5v0Ss -
RE: Dear Rockstar...
Not sure what the 'forced update' is about but if you have a backup from version 2189, you just copy over the update.rpf and the patch24ng, mpheist4 folders and overwrite the updated version. But before you do so, make sure your Steam fully updates GTA V to the latest version so that Steam recognizes it has already updated to the latest version. After that, you overwrite those files with version 2189 files, and it should work fine. Social Club doesn't force you to update at all in fact, you can even launch the game online after you used older version files, the game should launch fine and doesn't ask you anything. Obviously, you must only play offline at all times with the older files, if you mostly play offline but occasionally think to yourself 'I might go play online', then duhh, the game will try to force an update on you. Launching the game both online and offline does not force anything, just don't attempt to play online. So if you want to play older versions, you must play offline at all times and play it as a single player game.
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RE: [Tutorial] Swapping Michael, Trevor and Franklin with non-streamed pedestrians using OpenIV
So I've tried converting some add-on peds and vanilla peds to streamed peds using this method for Franklin, but I've noticed weird issues with Franklin's entire body where it would spaz out when replaced with certain peds. For example, replacing Franklin with strippers/hookers will straight up turn him into a frankenstein monster where the entire body glitches out. Yet, if I replace Michael with strippers/hookers, it will work perfectly. Not sure why this occurs but in general, there seems to be glitchy issues when trying to replace Franklin.
Edit: This method of swapping non-streamed peds to streamed peds also does not convert any have physics or facial animations, in case anyone is wondering.
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How to export MP edited appearance to SP character (with SP character hash)?
Hi, how can we export a multiplayer customized character into single player? Since mp characters facial features can be further customized, trainers and menyoo can't customize facial features if the player model is not of mp_freemode hash. I'm wondering if it's possible to export customized looks of the mp character onto the single player model.
Also, is it ever possible to use mp body components on a single player character model? Do character models themselves determine what body components can be used or do character hashes determine what components can be used?
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RE: Dynamic Addon Vehicle Traffic Injection vs Popcycle Addon Vehicles
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.
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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.