Shit, I forgot all about Cam for my list, thats fucked up, no list without Cam.
grateful_for_mods
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Posts made by grateful_for_mods
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RE: GTA5 Modding Hall of Fame
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RE: GTA5 Modding Hall of Fame
21 off the dome :
AB, Dexyfex, Crosire, EddLm, Alloc,OpenIVTeam, Dav90, Disq, Razed, "fivem elements",Alex Guirre, Yard1, Oleg, Boris, Dilapidated,3Doomer, LMS,0x?????, Mafins, Deku, Elcreador
All legends, all top 50 on any list.
Edit : CASS for WoV too, cant forget the man Cass.
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RE: Are mods going to hell?
I don't think I made my point clear enough. I am also all about the lore and prefer a grounded approach to most things.
The point I was trying to make was that many people are still trying to PUSH the limitations of the game. In my case the method described above turned out to be the overall best way to spawn time of day/weather dependent/probability based fireworks above the Mile High Club building, and of course the rabbits will not be visible in the final build.
Other people are PUSHING V as far as animations, audio editing, file support.and much much more.
As far as all the stuff you said about poor quality mod, I guess I just accept that there are various subsets of userbases. Some people just want take pictures of anime peds and other people want to treat GTA like a car sim and so on and so on and...Personally my taste is very different, and yes, I would sometimes prefer not having to scroll through a ton of stuff that don't interests me at all.
Hiwever I think there is room for it all, regardless of quality. A quick and sloppily put together mod to us, might mean the world to an anime fanatic wanting to take the perfect picture. -
RE: Are mods going to hell?
I am using rabbits in a box, playing human anims, with ptfx triggers to create fireworks ...literally.
MHC/R&R fireworks test in action pre-boxes.
Here are the poor critters, again, literally, sparking all the magic.
Conclusion : GTA V modding is alive and well
(unlike the "rabbit launchers, who would probably object quite a bit to that statement). -
RE: How do I make helicopter fly lower when flown by peds
Hey. I am strictly talking about working with CodeWalker and editing game files in general.
Here is a simple example where I quickly manipulated the altitude of the path of a lifeguard heli.
And here is another example where I was testing a bunch of different things at the same time, one of them being spawning planes taking off according to a schedule.
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RE: How do I make helicopter fly lower when flown by peds
Here is the short version.
There exist three "types" of helis in V.
- Scenarios
The heli has a set path(chains) made of manually placed points. This path can be fully edited(including height) in Codewalker, just as well as you can create your own custom paths (chains). The same goes for planes and boats.
- Dispatched.
Dispatched helis are scripted to follow the player, you can edit a lot of settings for these helis, including how close to the ground they are allowed to fly, but the AI is not refined or fast enough to dodge buildings if it flies too low.
- Random Events.
One of the random events in the game is an ambient cop chase, where there also is a probability of a heli spawning. There is no way to control that heli, since all it does is chase the criminals.
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RE: Are mods going to hell?
DTAR, UEFA, Modifiver, WoV, NVE, RDE4.0, Rags&Riches are just a couple of projects either on the way or already here still being worked on and improved.
As far as tools go, things are looking better than ever before.
I am expecting great things for GTA modding in 2022/2023.
Regarding my own project Modifiver, the simple truth is that quality takes time. I have a son now and have less time to research/experiment/implement than before. Another thing is that sometimes you can work on and off on a feature for months, even years, and then suddenly realize that you have been doing it wrong since the beginning. For instance, i had a prototype of a new melee system, based on a "1 button for each arm and one button for legs" since 2019, but it always felt lacking compared to my vision. Then this month I was examining some RDR2 files when I suddenly realized that a couple of barely used lines of data, could be ported to V and enable a proper timer based "stick direction+button/buttons= specific move" melee system. Removing everything thats automatic and instead finally giving the player FULL control. Or another example where I just recently learned which Tag and Property in a ycd that allows me to force a "create prop on activation" on a single .clip. This means I can now have dynamic custom scenarios where a ped with no prop is going to destination xyz and then enters a custom playanims scenario while spawning a prop ( like for instance a gangbanger spraying a tag on a wall with a spraycan).
My point is that the ways we can manipulate this game are anything but static, and therefore the feature that looked dope last month, might not be that dope this month. I am not the only one who have already put way too many hours into this to release anything that we have seen before. This far into the "game" it needs to be unprecedented. So that is what we are working towards creating.
Peace and take care
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RE: Is Removing City Ambience Sounds Possible?
Hi.
You have to use Codewalker to do this properly. Using a combination of Codewalker's ambient audiozone map and Codewalker's .rel editing capabilities, you can either add or remove individual sounds. And you need to do that, since many zones use several layered individual sounds.
To get started go here, go here and download the latest Codewalker version :
/ #releases
You will obviously have to learn how to do this gradually, so experimenting will be a part of your process, but you can always ask for help in #fix-my-mod. Or you can hit me up on Discord : Modifiver#1744
I might take a while to get back you, but eventually I will, heh.
I hope this will help you a bit.
Good luck.
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RE: Video of 85 Scenario Animations - World Human
Hi.
So what you will want to look at is scenarios.meta.
In that file you will see that each overall WORD_HUMAN_XXX_XXX(and other types) has a ConditionalanimsGroup(CAG, from now). Inside of each CAG you will discover several entries, often divided into both male and female variations (A,B,C etc) of the same scenario type(CScenarioplayanimsinfo).
All of these entries are conditional, and the conditions(CScenarioCondition) can be anything from a "time of day" requirement to weather types, to the ped having a specific Bravery flag, and much much more.
This was just a very brief overview of the how the animation metadata of scenarios are structured, but I hope it at least answered a couple of questions for you.
Have a nice day 🙂