@a63nt-5m1th turns out it was just a display glitch in OpenIV caused by undoing a folder move in file explorer. Restarting OIV restored the ghost dlcs.
Posts made by ItsJustCurtis
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RE: Vanilla modkits not working on certain vehiclesposted in Installation Help & Troubleshooting
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RE: Vanilla modkits not working on certain vehiclesposted in Installation Help & Troubleshooting
Re-installing the mods didn't do much, one of the mods stopped clashing, but everything else still doesn't work. None of the modkit ID's match (I know realise the IDs were increased to 16bit so the truncation doesn't matter now). I'm not sure what else it could be?
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RE: Vanilla modkits not working on certain vehiclesposted in Installation Help & Troubleshooting
@a63nt-5m1th So I've finally gone through the whole list and have isolated 14 mods as problematic. I've checked the modkit IDs and they are all different. I noticed in one of the threads that IDs over 255 are useless and get truncated to 8bit anyway, but even after converting them they still differ.
I'm not sure where to go next with it, going to try re-downloading the mods individually to see if that changes anything, as bizarrely some of the folders seem to be missing their dlc.rpf file, yet load into the game just fine.
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RE: Vanilla modkits not working on certain vehiclesposted in Installation Help & Troubleshooting
@a63nt-5m1th Thats a big help, thank you, I'm slowly working through my list. I have 98 Add-on packs installed, at the time of writing I have confirmed 38 as working okay together, 4 do not work, 3 are potentials and the rest are yet to be tested.
I did think it would be something to do with the modkit IDs clashing, I am going to look at the rpfs of each mod once I've confirmed which ones definitely cause the issue.
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Vanilla modkits not working on certain vehiclesposted in Installation Help & Troubleshooting
I've just noticed that the tuning menu for the Kuruma is no longer working in my game. I've isolated the problem to somewhere in my DLCPacks but I can't isolate it further than that. Deactivating the whole folder allows the modkit to return, but having any half of the mods active removes the tuning parts again. I started activating dlcpacks one by one until the tuning menu broke again, isolating two of the folders, continued on with the menu working until another group was activated and it failed again.
Given that multiple different unrelated mods seem to cause the issue I'm skeptical that the issue is in the mods themselves?
Has anyone come across a similar issue, if so, how did you get around it?
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Popgroups.ymt Generator for Natural Add On Trafficposted in Releases & Works in Progress
If, like me, you have far too many dlc packs, all of which fighting for control of your popgroups.ymt file, you're no doubt fed up of half your add-on vehicles not spawning in traffic.
There are many traffic spawners out there that will drop random DLC vehicles near you, but none feel quite natural, like they were meant to be there.
Obviously the only way around this is to modify the popgroups.ymt file manually, but who's got time to sift through some 8000 lines of code? (Seriously, the original file has 8641 lines).
Well do I have the tool for you!
The Popgroups Generator is a tool that will find every single vehicle currently in your copy of the game, and create, from scratch, brand new code for your popgroups.ymt file.
There is a full readme included which provides a walkthrough of how to use the file. Here is a basic overview of what it does:
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Reads every single vehicle used the last time GTA V was played and displays them all in the main table
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Finds all vehgroups in the currently stored poplist.ymt (this is vanilla by default)
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Allows you to generate a new table based off the poplist.ymt in your modded game (particularly useful for those using VWE or WOV)
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Individually select what vehgroups every single vehicle in game belongs to, if any.
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Pulls a list of all vanilla vehicles from the web to ensure it is always up to date.
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Autosaving after code is generated to prevent it being lost
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Hard default that can be reverted to if things go horribly wrong!
Full installation instructions are included in the Readme file, but it is simply a case of dropping the .xslm into your game folder.
ikt's Addon Spawner is required, that contains the logs that the generator refers to when pulling the vehicle lists (available: https://www.gta5-mods.com/scripts/add-on-vehicle-spawner)
I have extensively tested this and am currently using traffic spawned in using the generated code without issue, I strongly recommend modifying the settings.xml in My Documents/Grand Theft Auto V to make full use of the increased number of vehicles available to spawn, full details of how to do this are in the readme.
Huuuge thank you to ikt for pointing out the log in his Addon Spawner mod, and also to DurtyFree for providing the link to his vanilla vehicle list, without either of these things there would be a lot of manual work needed by you to make the generator work!
I have done all I can to make this as user friendly as possible, if you have any suggestions or problems please send me a message or leave a comment and I will do what I can to implement the change. I've spent about a week writing 800 lines of vba code in order to help you spend 30 seconds writing 10,000 lines of xml code, so please do get in touch first if you have any problems before leaving a bad review!
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RE: Is there a mod that disables the buttons to go online ?posted in General Modding Discussion
@ArmaniAdnr said in Is there a mod that disables the buttons to go online ?:
@ItsJustCurtis it never crashed my game so I don't want to be messenger of the mess but I'm afraid something else is wrong in you game
Have you also got the new gameconfig and packlimit adjusters?
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RE: Full up to date Vehicle List?posted in General Modding Discussion
@ikt said in Full up to date Vehicle List?:
@ItsJustCurtis Do you need it once, or do you need to generate it on-the-fly?
Technically, only the once, but I would like the list to update if the game releases any new mp dlc, though I can just re-run the code and update the tool.
@DurtyFree said in Full up to date Vehicle List?:
i think my vehicles dump contains everything you need & is always up2date for the latest GTA V version.
https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.jsonIf this is regularly updated then I should be able to do a web connection in my sheet and get what I need from that. I'm going to try and generate code using that and see how it works, thank you
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RE: Full up to date Vehicle List?posted in General Modding Discussion
@ikt said in Full up to date Vehicle List?:
Once you have all model names/hashes, you can just run them through something like this, to get the in-game name:
std::string getGxtName(Hash hash) { char *name = VEHICLE::GET_DISPLAY_NAME_FROM_VEHICLE_MODEL(hash); std::string displayName = UI::_GET_LABEL_TEXT(name); if (displayName == "NULL") { displayName = name; } return displayName; }Part of AddonLoader's internal list (where it groups stuff in dlc) also have the log output format, but not for all vehicles. https://github.com/E66666666/GTAVAddonLoader/blob/master/GTAVAddonLoader/VehicleHashes.h
Alternatively you could try building a version of the script without any default-DLC present, it should just spit out all vehicles in full format in the log.
This is actually the exact thing I was messaging you about yesterday! That code you've got, where would you put that? Is that a new .asi file or something?
The tool I'm making already uses both your addon.log and hashes.cache file to gather the info it needs, but if I can create a replica of addon.log for all vehicles that would be ideal to be honest.
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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)
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RE: Full up to date Vehicle List?posted in General Modding Discussion
@QBit07 do you know if is there a log file in the trainer that contains the list?
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Full up to date Vehicle List?posted in General Modding Discussion
Currently working on a new popgroups.ytd file and one of the final pieces I'm missing is a full, updated vehicle list for all vanilla SP and MP vehicles, including both spawn and in-game names. I can get up to date lists of one or the other, but nothing with both. Is there a list either in the game files or online that I can copy from before I have to go through all 500+ vehicles manually!
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Spawning MP assets in gameposted in Installation Help & Troubleshooting
Hi All, I had several simple mods installed that allowed me to spawn a variety of MP vehicles in SP, including, but not limited to, Menyoo, Simpletrainer as packed with Scripthook, Addon Vehicle Spawner and some others. When the game updated I was able to see all the new content which was great, but all of my previous addons had stopped loading. I realised this was down to a re-written dlclist.xml. I re-wrote that, and reinstalled ivpack.oiv as that was also missing, which resulted in lots of crashes when booting the game (took me ages to isolate ivpack as the cause.
Deleted my Mods folder and started again, this created copies of the update folder, x64a.rpf and common.rpf, and promptly re-wrote the dlclist.xml to include my old addons again.
Game now boots correctly, but for some reason none of the vanilla MP cars are selectable in any of the trainers I have, and I cannot for the life of me work out why, all other mods are working correctly.
I think I have all the information needed, but if anything else is required please let me know.