It is ? I wasn't aware of this. Well Dilapilated config was last released 19 august 2019 so probably not.
Posts made by epoqx
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RE: What's the best Gameconfig to use right now?posted in General Modding Discussion
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RE: What's the best Gameconfig to use right now?posted in General Modding Discussion
The title of the page literally says : 'Gameconfig.xml 4.0 Diamond Casino DLC / Story Mode Fixes'
So yeah
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RE: All cars : Replace or addons ?posted in General Modding Discussion
Seems like i'll go for the hybrid choice then ! Yeah like anyone out there i've learned the hard way to install and test after each editing of the game, so i'll be carefull with it !
It's been 5 years I haven't played the story mode, so I don't quite remember which vehicles are in it, i'll do it by feeling !
Thanks tho, as always !
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RE: What's the best Gameconfig to use right now?posted in General Modding Discussion
Used dilapidated's one and F7YO's. Either work well.
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RE: My game always randomly crashesposted in General Modding Discussion
Hi, all of this installed in a 'Mods' Folder ?
What the crash text says ?
Generally it doesn't crash just 'randomly', there is something that conflicts. Find the pattern to where it crashes ? At which moment ? What where you doing ?
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All cars : Replace or addons ?posted in General Modding Discussion
So, i'm starting my car addons/replacement.
For information, i've already replaced/added 30/40 cars in my previous Mods folder.
I'm planning to 'replace' the maximum vanilla vehicles as possible, and right now I see two ways (which can be mixed) :
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Replace all the cars.
I've read a lot about issues after too many replaced cars, even with a proper modified gameconfig.xml seems like. Tho I already have all the limitless memory mods too. -
Addons only and replacing the vanilla cars in 'popgroups.ymt'.
I've did this on my last save, because it seemed like a good option without risks of corrupting/conflicting. The thing is, the whole story mod will be impacted by this method, making the npc's from missions still spawning with vanilla cars.
From your experiences, which one would be the better and why ?
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RE: Puddles : Minimum rain rate for puddles to appear ?posted in General Modding Discussion
@a63nt-5m1th @InfiniteQuestion
Yeah that's what I thaught !
I found these little rain drop waves on puddles a little bothering when there is too much, but now i fixed it !I've got my nearly perfect rain/puddles settings !
Thanks to you all.
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RE: Puddles : Minimum rain rate for puddles to appear ?posted in General Modding Discussion
@InfiniteQuestion @a63nt-5m1th
Yeah I realised this with the 'puddle.scale' in 'visualsettings.dat', editing to a much more positive number makes much more puddles, much thiner.
I'me quite good with my rain/puddle ratio now thanks guys ! I've made tests with the 'xxx_render_ground' splashes, but i've deleted them too, it's much cleaner after.
Thing is, there is still the ripples in the puddles that i'm trying to edit, and I can't find the density values for it ! -
RE: Puddles : Minimum rain rate for puddles to appear ?posted in General Modding Discussion
@a63nt-5m1th @InfiniteQuestion
Ok so at the end, 'sizeMinMax' totally made the deal to control the density of the rain.
I still don't understand exaclty which from x,y,z,w affects the length and the width of puddles, or if it affects something else, but setting the values to x="0.020000"y="0.90000"z="0.00000"w="0.00" made extremely thin and extremely low density of rain. While keeping the 'Rain value' at 0.8, it makes big puddles compare to the rain.
Just need to tweak it now !Thanks guys !
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RE: Puddles : Minimum rain rate for puddles to appear ?posted in General Modding Discussion
@InfiniteQuestion said in Puddles : Minimum rain rate for puddles to appear ?:
@epoqx set your wet to 1.0 in the weather file. Then edit the rain vaules in the drops for clearing, rain, and Thunder. You can set the rain in clearing to be barely visable
Thanks for this. So what is the actual entry in the 'emitter_blabla' files that edit the density ?
I'm trying to have much less number of rain drops in the screen.
'FadeNearFar' affect the rain from when it starts in front of the screen to when it stops far from the screen, it dosn't make the same. -
RE: Puddles : Minimum rain rate for puddles to appear ?posted in General Modding Discussion
@a63nt-5m1th
So yeah, creating a 'xxx_render_drop.xml' file works, just need to link everything in the weather.xml as you said.The thing is, at 1.0 'Rain value', I got too much rain, but puddles.
At 0.1, I got nearly the little rain drops I want, but with no puddles.Because I don't know where I can edit that puddle appearing threshold, i'm thinking about editing my new 'overcast_render_drop' and 'overcast_emitter_drop' (because it seems like it needs the two files to be linked in the weather.xml).
I got the rain drops I want with the min/max size, the wind influence and the speed i want from the drops, but there is too much rain intensity overhaul still, and I'm trying different entries, but can't find the good one.
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RE: Puddles : Minimum rain rate for puddles to appear ?posted in General Modding Discussion
So i've changed the 'Rain value' from 0.02 to 0.5, and there are puddles now... But there is definitively more rain.
It looks like it affect both rain and puddles intensity, in some way.
Do you know if it is possible to create a new emitter/render drop/ground weather files specifically for a new type of rain ?Yeah i've already figured out these 'rainstorm_render_drop.xml' and others files to edit the rain, to something more specific that goes in the look of what I want !
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RE: Puddles : Minimum rain rate for puddles to appear ?posted in General Modding Discussion
@a63nt-5m1th
Oh thanks !and all the 'Ripplexxx' affect the rain ripples ? like 'RippleScale' who affects the size of the rain ?
Or it does actually affect the ondulation effects on puddles ? I think it's more of a translation from english problem from me here. -
RE: Puddles : Minimum rain rate for puddles to appear ?posted in General Modding Discussion
'Rain value' as an effect on rain intensity, puddles intensity and rain sound ?
I thaught it was only the rain intensity overhaul !
Btw, i'll enjoy something i'm asking myself. You got 'Wetness value' and I ain't got it from my vanilla Mods folder, but it was in my old REDUX Mods folder. What it is about ? Wetness effect on the roads ?
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RE: Puddles : Minimum rain rate for puddles to appear ?posted in General Modding Discussion
I've made slow and little rain appearing on overcast, but it seems so low that puddles dont appear.
Thing is, I want to keep a low rain while still having puddles. That's the problem ! -
Puddles : Minimum rain rate for puddles to appear ?posted in General Modding Discussion
First of all, I know where to control the size of puddles in 'visualsettings.dat'.
I'm trying to make a weather with low rain rate/size/speed, and I can't make appear puddles with that kind of rain. I'd like to make it appear in overcast weather.
Is there some kind of rain ripple treshold for puddles to appear ? Is there a file/line that controls that threshold ? Or are puddles "on/off" for specific weathers ?
Thanks
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RE: Empty/ghost vehiclesposted in General Modding Discussion
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'DT_PoliceHelicopter' is for everyone
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'DT_SwatHelicopter' is only for peds with swat category. Note that this dispatchType will make the swat team deploy on the ground from the heli.
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Making the peds not shooting from a vehicle (car/heli) is related to 'MinForDrivebys' in 'wantedtuning.ymt'. Thanks to @a63nt-5m1th (like most of these informations), you can find the full explanation in this thread .
'MinForDrivebys' influence a ped category ability to shoot from inside a vehicle. -
Keep in mind that any vehicle in 'DT_xxxHelicopter' dispatch type will have at maximum x3 peds in it, and will spawn from the sky. You can see them spawning from far away in the sky, and sometimes they either explode on landing or fall into unreachable areas, making them unable to chase you.
My fix for this is :
-In 'dispatchtuning.ymt', go to Item type="CWantedHelicopterDispatch__Tunables" entry, change the 'TimeBetweenSpawnAttempts' value from 30.0 to 2.0 sec in my case, so they spawn way faster.
-In 'dispatch.meta', change the specific 'NumPedsToSpawn' to a higher number, so more of them are dispatched.
These two fixes are meant to increase the spawning rate and numbers, replacing as fast as possible any vehicle that exploded or felt into an unreachable area.
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RE: Empty/ghost vehiclesposted in General Modding Discussion
@Aurora11 I'll try to answer !
Some things are hardcoded, some others aren't the problem we first think it is.
After that thread you just answered to, I actually found multiple others ways to solve my issues with the dispatch.meta, and most of them were in peds.ymt/pedpersonnality.ymt.
Some 'DispatchType' are related to somes specific vehicles, AND to some specific ped categories. That part will directly influence the dispatch.meta.
- As an example, you tried using 's_m_y_pilot_01' in your 'dispatch.meta'. Guess what, in some way it works like the 'FLAG_LAW_ENFORCEMENT' for vehicles, the dispatched peds NEED to have COP or swat values to specific peds.meta/ymt entries, that I show you later in the post.
's_m_y_pilot_01' as CIVMALE and default at these specific values, that's why it cannot be dispatched.
I'll give you an old example of my 'peds.meta' from 'mpheist' folder, which contain all my addon peds I used for my dispatch.
Here. (These are all addon peds I've added and edited myself)
- The crucial part : check Pedtype / DecisionMakerName / RelationshipGroup lines.
As you can see, they all contain either 'COP' or 'swat' values.
All these peds are being spawned properly, because they got their "flag" : either COP, either swat. I've tried other values, all have made my game crash/not spawning.
(For information, Personality line is linked to 'pedpersonality.ymt' file. That line can actually be edited even more for specific loadouts/health etc.)
------ If you'd like to edit your update.rpf/x64/data/ peds.ymt, be sure to read @a63nt-5m1th post, just to avoid any kind of crash ------
For the multiple DispatchType problem, no, you cannot use the same at once, but you can still upgrade the chances for specific vehicleSets to be spawned more than others. Example :
<Item> <DispatchType>DT_PoliceAutomobile</DispatchType> <NumPedsToSpawn value="6"/> <DispatchVehicleSets> <Dispatch>POLICE_CAR</Dispatch> <Dispatch>POLICE_DETECTIVE</Dispatch> <Dispatch>POLICE_DETECTIVE</Dispatch> <Dispatch>POLICE_DETECTIVE</Dispatch> </DispatchVehicleSets> </Item>In that case, the ratio is x3 POLICE_DETECTIVE spawned for x1 POLICE_CAR.
It's not easy to explain, hope I helped.
- As an example, you tried using 's_m_y_pilot_01' in your 'dispatch.meta'. Guess what, in some way it works like the 'FLAG_LAW_ENFORCEMENT' for vehicles, the dispatched peds NEED to have COP or swat values to specific peds.meta/ymt entries, that I show you later in the post.
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RE: Police vehicles.posted in General Modding Discussion
Never said you where.
@QBit07 said in Police vehicles.:
Removed the mods folder to rebuild it new.
I just added additional informations to you answer.
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RE: Police vehicles.posted in General Modding Discussion
@QBit07
In the dispatch.meta, you changed police, police2 and police3 to policeb. All this in 'POLICE_CAR' ?Just a little tip for your next modding tries : Make a copy of your Mods folder. Updat it regularly, so you just have to copy it back to the Rockstar main directory if things go wrong.
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RE: Way to make cars spawn dirtier by default?posted in General Modding Discussion
In your 'vehicles.meta', each vehicle as 2 specific lines for it :
- 'dirtLevelMin' which represents the value of dirt the car will spawn with at minimum.
- 'dirtLevelMax' which represents the value of dirt the car can have at maximum.
For information, it seems like the maximum limit is '1.000'.
For your traffic problem, you could try finding a mod that changes the neutral AI driving behaviour.
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RE: Police vehicles.posted in General Modding Discussion
adding 'FLAG_LAW_ENFORCEMENT' in the desired motorcycle makes your game crash ?
I remember REDUX dispatch was already including a motorcycle, and I've never saw one.
I'd assume that motorcycle vehicles are binded to a specific dispatch type, and I suppose 'DT_PoliceRiders'.
I've never tried to dispatch motorcycles in game tho !
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RE: Police vehicles.posted in General Modding Discussion
I would say try ?
I'm interested by the answer too.
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RE: Changing number of police vehicles to respondposted in General Modding Discussion
I'm working a new fresh modded install of my GTA, so i'm making my dispatch while answering. Note that there is a LOT to know about the dispatch. I'll advice you to go check my profil posts, as I was in your case weeks ago. There are a lot of tricks
<WantedLevel3> ---------------------------------------------------------------------------------------------------------} The Wanted level, obviously. <DispatchServices> <Item> <DispatchType>DT_PoliceAutomobile</DispatchType> ---------} The dispatch type. Note that some cars/peds can only be dispatched on certain types of 'DispatchType'. <NumPedsToSpawn value="8"/> -------------------------------------} The number of peds for that 'DispatchType' that are gonna be spawned. 8 = 4 vehicles of 2 people each in 'DT_PoliceAutomobile'. <DispatchVehicleSets> <Dispatch>POLICE_CAR</Dispatch> --------------------} Related earlier in the Dispatch.meta file as 'VehicleSets'. <Dispatch>POL_SHER_INTERV</Dispatch> ---------} As you can see i've made mine. </DispatchVehicleSets> </Item> </DispatchServices> </WantedLevel3>Here is my created 'POL_SHER_INTERV' with modded peds and cars.
<Vehicle> <Name>POL_SHER_INTERV</Name> <ConditionalVehicleSets> <Item> <ZoneType>VEHICLE_RESPONSE_ARMY_BASE</ZoneType> ---------------} Army Base <VehicleModels> <Vehicle>crusader</Vehicle> </VehicleModels> <PedModels> <Ped>S_M_M_Marine_01</Ped> </PedModels> </Item> <Item> <ZoneType>VEHICLE_RESPONSE_COUNTRYSIDE</ZoneType> -------------} Blaine County <VehicleModels> <Vehicle>shersand</Vehicle> </VehicleModels> <PedModels> <Ped>s_m_y_sherswat_01</Ped> </PedModels> </Item> <Item> ----------------------------------------------------------------} Los Santos from here to end <VehicleModels> <Vehicle>PIN</Vehicle> <Vehicle>polred5</Vehicle> <Vehicle>polguard</Vehicle> </VehicleModels> <PedModels> <Ped>s_m_y_polswat_01</Ped> </PedModels> </Item> </ConditionalVehicleSets> </Vehicle>@Aurora11 said in Changing number of police vehicles to respond:
let's say if you change the number of peds to spawn in police1 at the vehicles.meta, like 4 cops for example, then <NumPedsToSpawn value="4"/> probably will spawn 1 police car with 4 cops in it.
Actually this isn't entirely true. In most 'DispatchType' it's only x2 peds for one vehicle, with some few exceptions, for example the fbi2 vehicle (which, btw, only works as intended in 'DT_SwatAutomobile').
But I really advise you to go check my posts, there is nearly all you need to know, thanks to some amazing modders !