Is there an easy way to just grant a 100 percent completion in order to just get it out of the way and not pose mod conflict risk? i want to add open all interiors and the dev recommends finishing the game to prevent issues. I have previously played through the story and i dont have any interest in actually hunting down all the collectibles. Is there a config file i can flip false to true in the right spots or something? im almost finished with this playthrough but i really would prefer to just skip the remaining missions if i can.
Imperial Nerfherder
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Posts made by Imperial Nerfherder
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easy 100 percent completion solution?
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RE: Please Help me make Rust Theft Auto
sorry about that, not a good communicator. i percieve it as asking multiple separate questions {changing the UI from the GTA weapons wheel to a RUST style UI is a distinct thing from renewable resource nodes for example}
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RE: where does the heap adjuster config file go?
@JohnFromGWN thanks. im fairly sure 90 percent of my problems are im overthinking it and im so used to minecraft modding. ultimately im really just trying to make a RUST with zombies survival game using justGesha's modpack as a start https://gist.github.com/justGesha/1e88d39ed5aa9cc5c76ac2265aabe875 and throw in some iron man and dr strange for when i want a relaxing sandbox
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where does the heap adjuster config file go?
i see the asi and a config file set for 750, do i put the config file somewhere? i know i put the asi into root, but no tutorial even MENTIONS the config file
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RE: Please Help me make Rust Theft Auto
PLEASE BE AWARE. i dont know anything about mods, i know how to use them. i dont know what mod is a mod, a script, an add on, a tool or what handles what function in game mechanics. lots of tutorials showing how to install it well enough that even i can follow it flawlessly, not one frame of video showing what it is i need to know how the mod does what i want done or a list of features for me to narrow down what i need so i ask you guys, please give me a list of what you would use to accomplish the things i want to do. i know you guys know more than me and so i respect your wisdom.
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Please Help me make Rust Theft Auto
Hi, i have a proper tutorial to get my initial modding setup done, i have a good tutorial on how to add the modpack i want to use but i need help in fine tuning things before my final build commit and finally figured out how to articulate what im trying to accomplish. this will be a persistent world that once its set up and go, i want to add a version check skip and never update because it will not need updates beyond me adding crafting recipes and random scenario selection parameters {i heard of mods that create random missions/events} and i will be creating a singleplayer campaign game using custom mission creation or any other methods people can tell me in order to learn game design and feature integration as part of a self taught education course later. {
to which i plan to add open all interiors some iron man, some dr strange, spider man, etc {fun zombie sandbox to serious survival game depending on my mood by what mods i enable or disable or even creating custom missions of map wide infinite spawning infinite ammo rage rooms}
I looked at fivem server because i THOUGHT id be able to find one that was generally what i wanted, get their modlist and then start searching here for everything, {blame curseforge and mojang}
the short version is i liked the RUST style UI/inventory/looting et al from the GTAi Zombies server and i love the overall world created by this modpack https://gist.github.com/justGesha/1e88d39ed5aa9cc5c76ac2265aabe875
i want to add additional rockstar maps in custom placements [ i plan to fix collision by hiding solid objects in the street where needed etc.]
world lore is custom planet commissioned by a gta fan in the hitchiker's guide to the universe and he insisted on having real zombies in the theme park which resulted in this lovely industrial accident report {doing videos "documenting my job" as a cleanup tech killing leftover zombies, repairing damage and finishing the planet because a comission is a comission and the client's check cleared}
im going to begin the process of modding GTA V and then further adding the zombie survival mods.
what should i add in terms of what will allow me to edit the world? to spawn in sheet metal or food or clean water or an opressor mk 2 when i feel like going and exploring the opposite side of the map or check on progresss in a different sector? or to add a custom police station or survival base or renewable resource node?
how can i get more of a RUST style UI/keyboard and mouse experience than the "gta zombie survival game" experience the mod pack provides? {i prefer controller for when i'm doing sandbox mischief and mayhem, keyboard/mouse for more serious play}
I want to add some maps underwater enclosed in air filled enclosures and air filled tunnels between that and the GTAV island and some in the air with road going from the island to the other maps, with support pillars etc.
i know i'll need some sort of custom NPC and the ability to give quests etc. -
RE: Can someone give me a "for dummies" walkthrough?
@MissySnowie all im trying to do is make something along the lines of a base builder/survival like youd find on fivem. with minecraft, you can find all sorts of guides on what mods you need to make which type of game from a dungeon crawler to a story based rpg adventure. but if i type "gtav crafting system mod" into google, i cant find a single mod listed that does what im seeing in the fivem GTAi Zombie server that SHOWS me they have mods that will let me make minecraft theft auto with a last of us reskin and my iron man armor in a city of infinitely spawning zombies
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RE: Can someone give me a "for dummies" walkthrough?
@JohnFromGWN i saw lemon and ifruit mentioned as well. i cant find anywhere that discusses categories of mods, everyone just talks about a specific one. im going to check out fivem because i can look at a range of features and quickly find the best mods for each element
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RE: Can someone give me a "for dummies" walkthrough?
also, i realize i need A map editor, not Map Editor specifically. my concern is having the best starting setup and then choosing from mods for that framework, not just being able to do everything if that makes it clearer?
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RE: Can someone give me a "for dummies" walkthrough?
@JohnFromGWN ah, ok, can you give me a good trainer et al for the core framework? i only know menyoo was reccomended as a more native ui looking trainer. i can live with simple trainer. i wish i could find an add money setting for it though. i only saw menyoo while i was trying to learn how to install the liberty city remix. my first benchmark is having all the rockstar maps i can get on a single world and custom build it from there. some cyberpunk/blade runner reskin in some spots, tron in others, some last of us or other zombie franchise etc. its playing off an idea i have going in minecraft. a custom planet building company like the one in hitchiker's guide make custom worlds, someone probably ordered a video game sort of world {google LitRPG books, great series, basic premise is "the system" converts earth to a video game world or the character is reincarnated as a video game character} so im going to build one of the custom worlds they built for a client that got converted. so vice city might end up suspended above downtown with a nice highway spiraling upward. another map will be under a dome with tunnels if i can figure out having air and working traffic AI in underwater tunnels. alternatively, a suitably "i like this" map made from various city and feature maps i'll find when i search maps on the site.
either way i know NOTHING about whats good and whats "good god why did they write this crap?" so im fine skipping menyoo altogether if its not good and not needed.
i feel more confident in you knowing what im trying to accomplish than in my ability to articulate it so could you please recommend a starting list for what ive defined as the core framework? Admittedly im still in the "ohmygodthismodisawesome!!!!!!!!!!!" for each and every mod i see stage and its clouding my judgement. i do much better with a starting selection than i do with picking a starting selection. mild autism, shitty designer, AMAZING builder.