Edd's own Drag Meets mod sounds like what you're looking for.
Best posts made by ItsJustCurtis
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RE: Make cars lineup instead of grid for ARS racingposted in General Modding Discussion
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RE: popcycle.dat and "Weekend" configurationposted in General Modding Discussion
I believe the comment is outdated, I've done a lot of work with the popcycles and as yet have not found any reference to weekend traffic beyond that single comment.
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RE: NVE on Addonsposted in General Modding Discussion
NVE (and most reshaders) increase the light emissives for brighter, more vibrant lights at night. The only work around is to change the emmissives in the model itself. Stryfaar created an emissives fix for vanilla vehicles by providing new models for the affected vehicles, you would likely need to do the same for your prius.
Have you joined the NVE Discord? You'll likely get more directed help from there.
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RE: Popgroups.ymt Generator for Natural Add On Trafficposted in Releases & Works in Progress
It has been released:
https://www.gta5-mods.com/tools/popgroups-ymt-generator-natural-add-on-dlc-trafficTurns out the last screenshot was because I left the "ECLIPSE" line totally blank thinking it was referring to the online eclipse towers. As it turns out, leaving a group blank forces the game to spawn zero traffic, and Construction Peds by default.
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RE: Popgroups.ymt Generator for Natural Add On Trafficposted in Releases & Works in Progress

I may have ballsed this up slightly
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RE: Popgroups.ymt Generator for Natural Add On Trafficposted in Releases & Works in Progress
It's been a long couple of days, but I've got it working quite nicely now. I have a few little things to tidy up, then I need a new/additional ReadMe file to explain how the popcycle generator works.
I've got the generated popcycle and popgroup both running in my game now, and they are working very well. There is an FPS hit if you take the piss with the amount of different popgroups you have, particularly if you've got several in the same schedule area. I'm running an i5 with a GTX1050ti and 8Gb RAM, with a shade over 1000 vehicles in the game, and have gone from consistent 60fps to mostly 60fps with lows of 40fps in densely populated areas.
I think there are a few things in both files that are beyond my current understanding, that could improve things massively if changed, however to maintain reliability I have left those parts well alone
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RE: Popgroups.ymt Generator for Natural Add On Trafficposted in Releases & Works in Progress
Right I seem to have it all working nicely, however the actual filling of the sheets are a very labourious and time consuming process, I'm going to add the option to automate that if preferred. My initial idea is to have the user fill the sheet with the schedule probabilities on the first time stamp (midnight) then ask the user for each vehgroup if it is more or less common during the day. The sheet can then use those answers to generate ramped scheduling to raise and lower the probability accordingly throughout the time stamps. It will result in a less 'personalised' schedule, but it will reduce processing time by 90%, and you can always modify the resulting schedules afterwards before having it write out the code.
If anyone can think of a better way to run this please feel free to hit me with ideas.
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RE: Popgroups.ymt Generator for Natural Add On Trafficposted in Releases & Works in Progress
Everything seems to be working smoothly now, I will be creating a brand new set of vehgroups for my own game for more realistic traffic levels and spawn probability, would people rather me include those vehgroups as a basis for the popcycle generator or leave it with all the vanilla values for everyone to modify to their own preferences?
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RE: Popcycle.dat strange behaviourposted in General Modding Discussion
Nope, completely barking up the wrong tree. Even with the numbers corrected it still didn't work correctly. After much back and forth, using the notepad compare plugin, I eventually found that the trailing spaces created by excel in empty cells somehow messed with the way the game read the code. A quick trim function to eliminate those spaces has now sorted the issue, and the traffic is now working perfectly
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RE: Popgroups.ymt Generator for Natural Add On Trafficposted in Releases & Works in Progress
Triple post because I'm that good. Generator is now able to create a complete popcycle generated from the inputs given to it, and is able to modify its input tables based on a new popcycle given to it, much like the popgroup generator (useful if you have WOV or VWE installed. Going to leave it here for tonight, check back for details as I progress later in the week. Next step is to allow users to modify the vehgroups and have that automatically copied across all time stamps
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RE: Is there a mod that disables the buttons to go online ?posted in General Modding Discussion
I'm not sure if its specific mods that do it, but on my setup at least, the game recognises that it has been modded and prevents you from going online anyway.
renaming dinput8.dll will disable all mods, including scripts and .asi files giving you the vanilla game, however this may cause the game to crash on startup if you have a new gameconfig.xml (I believe its that that causes the crash, I haven't confirmed)