@a63nt-5m1th Just tried that now, using the scramjets modkit 314. Changed all instances of the scramjet to 0 and all instances of the Kuruma to 314 and both show and 63365 in game, disabling the modkits
ItsJustCurtis
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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
I've revisited this again after finding ImNotMentals modkit ID Getter. Its not just the Kuruma that has been affected it seems, but every vehicle between ID107-128 (the Kuruma being 110).
Spawning in game with the script linked previously, every single one of the ingame vehicles have a different modkit ID than the one declared in Carcols (a 'feature' we already knew existed).
I have tried changing the modkit ID for the kuruma just to see what happens, but nothing has changed. Not sure where to go from here, if anywhere.
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Lively World By Eddimposted in Installation Help & Troubleshooting
I would put this in the thread but its over a year old so I didn't want to majorly bump it.
The traffic replacer in Lively World, does anyone know if it is able to replace vehicles that it has already replaced once? I know it will limit the number of replaces for a given model to prevent a complete takeover, but, for example, if I wanted the Adder to sometimes be replaced with the Nero, and then the Nero to sometimes be replaced with the Thrax, would Lively world be able to do that with a replaced Adder, or would the Nero have to be spawned in naturally beforehand?
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RE: Increased traffic varietyposted in General Modding Discussion
Was changing around the vehicles.meta which stopped multiple duplicates spawning, but also reduced traffic drastically. Used a higher traffic multiplier gameconfig which didn't make all that much difference. deleted my mods folder with all the modded vehicles.meta files in and replaced it with a working mods folder from my backup drive before I started messing with the vehicles.meta. Reinstalled VWE to set traffic to a normal level in popgroups and popcycle, and the game would crash on startup. Removed the game folder and replaced the whole thing with my modded backup, still crashed on startup. Removed it again and replaced it with my clean copy of the game, checked file integrity in steam. Game launched but crashed within a few seconds of exiting the safehouse. Have now unistalled via steam, deleted the mydocuments folder and in the process of doing a fresh install
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RE: Increased traffic varietyposted in General Modding Discussion
@epoqx Yeah I tried doing that and have broken my game irreparably
Even my backup copy of the game isn't working now, having to do a fresh install and reload all the mods one by one. I think I may have to give up on this line of inquiry
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RE: Increased traffic varietyposted in General Modding Discussion
@epoqx That definitely seems to be working, though my total amount of traffic vehicles on the road has drastically reduced. I need to do a bit more digging to work out how best to approach it. Do you know if I can have one big vehicles.meta that can over-ride all the others?
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RE: Increased traffic varietyposted in General Modding Discussion
@epoqx I'll have to look into that, I wasn't aware that was a thing. I'll see what format the vehicles.meta file is. If I can automate that in the same way I have the popcycles and pogroups then I'm onto a winner
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Increased traffic varietyposted in General Modding Discussion
Hi all, trying to find a more reliable way to increase traffic variety in game. I had modified the settings.xml file to push the variety past the normal limits, which seemed to work for a while, but now it seems like I'm getting the same same cars over and over. I have some 1000+ vehicles in game, probably 6-800 of which are included in a custom popgroups.ymt. I was running a custom popcycle but have since reverted to WoV popcycles hoping that would resolve the issue. Is there an upper limit to the amount of vehicles the game can choose from before it gives up trying to create more variety?
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RE: [MAP] [RELEASED] Two Trains, Two Tracks: Los Santos Localposted in Releases & Works in Progress
@ChessieMerger For one, Transitman hasn't been active for 2 years. And 2, the download instructions are really straight foward, I'm not sure how you can make them any simpler than they already are