@HashAsh with respect to GTAO, ScripthookV will not allow you to go online with a modded game, so no risk of being banned. However if you're even the slightest bit paranoid, simply rename dinput8.dll and all mods will be disabled. In fact, you'll need to rename it to play online.
JohnFromGWN
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GTA 5 Still Crashing After Update?
Help and Modding Videos and Tips
Posts made by JohnFromGWN
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RE: GTA V Game Version Update - Please help.
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RE: SCRIPTHOOKVDOTNET FAILED TO LOAD
@HelpJomo
Does this issue go back all the way to your previous post? That was 8 months ago. Has it been broken all this time?https://forums.gta5-mods.com/topic/39510/my-scripts-folder-not-working
The only suggestion I can make is to reinstall SHVDN, download it from here/github.com, take the latest release, unzip it, dump all the files into the same folder as gta5.exe and sh5, and report back. Don't install anything after that until you're sure it works.
ScriptHookVDotNet v3.6.0 Latest
Edit. What version of GTA5 are you using? Updated or pirate?
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RE: Unregistered Zones
I'm not sure if you want to edit the files or use a mod or a script?
There is a mod called PLD but it is likely outdated.
You could use a script. Haven't tested this code, but something like this:using System; using System.Drawing; using GTA; using GTA.Math; using GTA.Native; public class ExampleScript : Script { public ExampleScript() { Tick += OnTick; } private void OnTick(object sender, EventArgs e) { if (Game.Player.Character != null) { Vector3 playerPos = Game.Player.Character.Position; string zoneName = Function.Call<string>(Hash.GET_NAME_OF_ZONE, playerPos.X, playerPos.Y, playerPos.Z); string location = "X: " + playerPos.X + ", Y: " + playerPos.Y + ", Z: " + playerPos.Z + "\n" + "Region: " + zoneName; GTA.UI.Screen.ShowSubtitle(location, 100); } } }
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RE: GTA V Game Version Update - Please help.
Having 2 copies of GTA5 is unnecessary and can lead to conflicts.
What you're trying to do can be done 50 different ways and none of them require a pirated copy or different version.
One method is to simply make a copy of your existing game. Just rename the copy you want to play with versus the one you want to experiment with. Obviously you can also have one game with multiple mod folders, using the same renaming approach.
Same approach if you're using two PCs.
Finally if your game is legit, just rename the folder or back it up and move it, then do a fresh install. You now have 2 installations and of course 100GB of totally wasted space because 1 copy can be used to do anything you want.
I have 1,000s of addons, 100s of maps, and obviously I can't have them all load at the same time. So I have 1 copy installed and I select what version, updated or reverted, what dlc, simply by renaming files. Effortlessly and instantly.
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RE: GTA 5 Crashes upon installing Add-on Vehicle(s)
@Psyulai said in GTA 5 Crashes upon installing Add-on Vehicle(s):
IIRC, the mods folder only functions because of the things openiv installs
The mods folder exists to protect both your mods and your vanilla files.
If you modded the vanilla files directly, they would potentially be replaced at the next Rockstar update. This pertains to edits and replaces. For example data files such as dlclist.xml and gameconfig.xml would be replaced with the vanilla files and you would lose all your customizations. Other examples would be meta file edits, texture replaces, etc.
You wouldn't lose addons. GTA 5 doesn't erase personal files. Modding vanilla files will also lead to possible file corruption. This can crash a game but can be fixed with a verify integrity. For FiveM client users, modified vanilla files are generally unacceptable.
OpenIV has 2 components. One is an editor allowing changes to text and encrypted files, with functionality overlap with the CW rpf explorer. The other component, OpenIV.asi loads addons (dlc.rpf). Itself is loaded by dinput8.dll. In fact it will load anything in dlclist.xml and essentially instructs the game to give priority to files in the mods folder (for example car and other replaces).
Just a footnote that with my 1,000+ mods installed, I don't have game dlc in my mods folder. I have 2 or 3 modified x.rpf files but that's it. In other words duplicating or moving mods from vanilla to mods is absolutely unnecessary, optional, and just a waste of disk space. It will not solve any crash problems unless you have some issues with your setup.
I have no idea how your issue was fixed but I'm glad for you even though your fix just restored a hidden issue. There isn't any logic or rational to moving dlc from vanilla to mods. First time I've heard of this suggested. Wonderful it solved your problem.
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RE: GTA 5 Crashes upon installing Add-on Vehicle(s)
@Sata said in GTA 5 Crashes upon installing Add-on Vehicle(s):
The Mod comment section has plenty of people complaining
For every person complaining about the packfile mod there are 100 blaming scripthookv. Obviously we won't mod without SH5, we can't mod without this essential component. Gameconfig.xml mods are also blamed as well because they're considered infallible magic bullets. So ScripthookV and gameconfig.xml mods are constantly berated and blamed for modding crashes instead of the user owning up and accepting responsibility for their mistakes or inexperience.
My point is that mods are responsible for crashes, so this is guilt by association, it isn't the packfile limit adjuster that caused the crash directly. Rather it allows the user to keep adding the wrong combination of mods or too many mods until all breaks.
I fully agree that you don't install mods without cause. However the overwhelming majority of modded GTA5 games will benefit from the PackfileLimitAdjuster.asi. That's why removing it is a last resort, not worthy of mention except as a last resort. The packfile mod is definitely an essential mod.
With respect to removing DLC the equation is relatively simple. Keep adding DLC and you significantly increase your probability of hanging or crashing. Any DLC removal could have solved the OP's problem. Memory Management 101.
If someone finds this thread in the future they should use a systematic approach, to disable mods and scripts, before even considering removing mpheist4 and the packfile limit adjuster.
I understand this fixed your problem and you don't require the packfile mod, but generalizing this as a fix is not a best practice. Your case is rare, as are the problems solved by disabling an anti-virus or a few lost souls who had multiple copies of GTA5 installed.
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RE: help!
@suleimano03 said in help!:
but i dont know how to convert it to a ytd to put in open iv
Just curious, what does a ytd texture file have anything remotely to do with rigging a 3d model?
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RE: How can i make it that this car when it spawn different colors
@NoedL find a car that spawns with random colors and use its data.
Maybe someone can confirm but I think 156 is designated for random primary.
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RE: How can i make it that this car when it spawn different colors
@NoedL
What @EcLiPsE said.
https://forums.gta5-mods.com/topic/892/how-to-edit-car-spawn-colorOr save the car in your preferred color in Menyoo. The other option is to spawn your car fully customized with a script.
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RE: Textures
@Number77
If you're trying to make a small pack, having 1 rpf might take up slightly less size, less overhead, than multiple rpfs.Examine your mod example which has its textures separate from its drawable to see how it is configured. For example if this is an MLO, see how they structured the files and folders, particularly content.xml and setup2.xml. In other words use those mods to guide you and ensure the paths are properly implemented.