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Real Traffic AI 2.0.1

(9 reviews)

3 Screenshots

🚦💜 𝙍𝙀𝘼𝙇 𝙏𝙍𝘼𝙁𝙁𝙄𝘾 𝘼𝙄 𝙑2.0 💜🚦

⚠️ 𝙇𝙀𝙂𝘼𝘾𝙔 𝙍𝙀𝙇𝙀𝘼𝙎𝙀 — 𝘿𝙀𝙑𝙀𝙇𝙊𝙋𝙈𝙀𝙉𝙏 𝙃𝘼𝙎 𝙀𝙉𝘿𝙀𝘿 ⚠️

━━━━━━━━━━━━━━━ ✦ 🚦 ✦ ━━━━━━━━━━━━━━━

Real Traffic AI V2.0 is no longer in active development.

After a lot of development, testing and experimentation, the decision has been made to officially bring standalone development of Real Traffic AI to an end.

But this isn't the end of the idea behind the project.

It's the beginning of something much bigger.

💜 𝙍𝙀𝘼𝙇𝙑 𝙍𝙀𝙃𝘼𝙐𝙇 𝙑1.0 𝘽𝙀𝙏𝘼 1 𝙃𝘼𝙎 𝙍𝙀𝙇𝙀𝘼𝙎𝙀𝘿 💜

RealV Rehaul V1.0 Beta 1 — Civilian Foundation Build is now released.

RealV Rehaul is the next chapter: a much larger single-player realism project being built around connected vehicle, civilian and world systems instead of maintaining multiple isolated scripts.

If you've previously followed or supported Real Traffic AI, RealV Rehaul is the project to follow going forward.

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🌌🔥 𝘼 𝙉𝙀𝙒 𝘾𝙃𝘼𝙋𝙏𝙀𝙍 🔥🌌

━━━━━━━━━━━━━━━ ✦ 💎 ✦ ━━━━━━━━━━━━━━━

Real Traffic AI began with one simple objective:

Make GTA V's civilian traffic feel less robotic, less chaotic and more believable.

Over time, that idea grew.

Traffic behaviour led into vehicle behaviour.

Vehicle behaviour led into pursuits, civilian reactions, consequences, persistence and wider world realism.

Eventually, maintaining those ideas as completely separate projects stopped making sense.

That is where RealV Rehaul comes in.

Rather than continuing to develop Real Traffic AI V2.0 as a standalone product, future development is moving toward one larger overhaul where systems can interact with each other properly.

Real Traffic AI helped build the foundation.
RealV Rehaul is where that foundation goes next.

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🚫🛠️ 𝙍𝙀𝘼𝙇 𝙏𝙍𝘼𝙁𝙁𝙄𝘾 𝘼𝙄 𝘿𝙀𝙑𝙀𝙇𝙊𝙋𝙈𝙀𝙉𝙏 𝙃𝘼𝙎 𝙀𝙉𝘿𝙀𝘿 🛠️🚫

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This is now a legacy project.

There are currently no further feature updates, rewrites, balancing passes or new versions planned for Real Traffic AI V2.0.

The project should therefore not be considered an actively maintained mod.

Any future ideas that would previously have gone into Real Traffic AI will instead be considered as part of the wider RealV Rehaul project where appropriate.

This also means that old references on this page to upcoming Real Traffic AI development should now be considered outdated.

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💜 𝙉𝙊 𝙁𝙐𝙏𝙐𝙍𝙀 𝙎𝙐𝙋𝙋𝙊𝙍𝙏 💜

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Because Real Traffic AI has reached the end of development, dedicated support for the project has also ended.

This includes individual assistance with installation, ScriptHookVDotNet errors, crashes, GTA V build incompatibilities, mod conflicts and heavily customised setups.

Real Traffic AI V2.0 was built for the GTA V environment and ScriptHookVDotNet versions available during its active development period.

As GTA V, ScriptHookV, ScriptHookVDotNet and other mods continue to change, compatibility with this legacy release cannot be guaranteed indefinitely.

For active development and future releases, please move over to RealV Rehaul.

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💎 𝙍𝙀𝘼𝙇𝙑 𝙍𝙀𝙃𝘼𝙐𝙇 𝙄𝙎 𝙃𝙀𝙍𝙀 💎

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🌌 𝙑1.0 𝘽𝙀𝙏𝘼 1 — 𝘾𝙄𝙑𝙄𝙇𝙄𝘼𝙉 𝙁𝙊𝙐𝙉𝘿𝘼𝙏𝙄𝙊𝙉 𝘽𝙐𝙄𝙇𝘿 🌌

The first Beta of RealV Rehaul has officially released.

Instead of focusing exclusively on traffic behaviour, RealV Rehaul is being developed as a broader single-player realism overhaul for GTA V.

The goal is to make Los Santos feel more reactive by allowing separate gameplay systems to connect with each other.

Beta 1 establishes that foundation with:

  • 🚘 Vehicle state tracking and manual engine control

  • Dynamic vehicle fuel and functional fuel stations

  • 🔧 Progressive engine damage and performance degradation

  • 🛠️ Repair shops with condition-based repair pricing

  • 🚨 The first civilian crime-reaction and hidden-heat foundation

  • 💾 Persistent vehicle fuel, engine state and damage between sessions

  • ⚙️ Modular configuration and hot reloading

  • 🛡️ Safe Mode and diagnostic systems

  • 🚔 LSPDFR-friendly compatibility behaviour

  • 📊 A live debug overlay for Beta testing

And V1.0 Beta 1 is only the foundation.

Future Beta releases are intended to continue expanding the world and connecting more realism systems together.

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🚦🧠 𝙒𝙃𝘼𝙏 𝙍𝙀𝘼𝙇 𝙏𝙍𝘼𝙁𝙁𝙄𝘾 𝘼𝙄 𝙑2.0 𝙒𝘼𝙎 🧠🚦

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For anyone discovering this page for the first time, Real Traffic AI V2.0 was a civilian traffic behaviour enhancement designed to make GTA V's roads feel smoother and more believable.

V2.0 itself represented a substantial rewrite of the original Real Traffic AI project.

Its focus was not to make civilian drivers faster or more aggressive.

The philosophy was:

Less panic.
Less brake-happy behaviour.
Better spacing.
Smoother flow.
More believable traffic.

It attempted to improve GTA V's existing traffic behaviour without replacing the entire underlying traffic engine.

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🚗 𝙎𝙈𝙊𝙊𝙏𝙃𝙀𝙍 𝘾𝙄𝙑𝙄𝙇𝙄𝘼𝙉 𝘿𝙍𝙄𝙑𝙄𝙉𝙂 🚗

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Real Traffic AI V2.0 was built around improving normal civilian driving rather than creating exaggerated AI.

It targeted everyday situations such as following another vehicle, moving through queues, approaching stopped traffic, driving through dense city areas and travelling on faster roads.

The intention was for civilian drivers to feel more composed instead of constantly accelerating, braking and reacting aggressively to minor changes around them.

This made the script particularly useful during normal free roam and realism-focused gameplay.

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🛣️💜 𝙏𝙍𝘼𝙁𝙁𝙄𝘾 𝙁𝙇𝙊𝙒 💜🛣️

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One of the main focuses of Real Traffic AI was reducing GTA V's unusual stop-start traffic behaviour.

V2.0 experimented with better spacing, smoother acceleration, defensive following, lower-speed rollout behaviour and more controlled responses to traffic ahead.

The objective was never perfect traffic simulation.

It was simply to make the vanilla system feel more natural during everyday gameplay.

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🚨💙 𝙀𝙈𝙀𝙍𝙂𝙀𝙉𝘾𝙔 𝙑𝙀𝙃𝙄𝘾𝙇𝙀 𝘼𝙒𝘼𝙍𝙀𝙉𝙀𝙎𝙎 💙🚨

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Real Traffic AI V2.0 also introduced improved reactions around nearby emergency vehicles.

Civilian drivers could respond to active emergency vehicles with more deliberate yielding and pull-over behaviour where appropriate.

This part of the mod was created with LSPDFR-style gameplay in mind, attempting to create more room for police, fire and EMS vehicles without sending every civilian into complete panic.

This became an important part of the wider realism direction that eventually contributed to the decision to move beyond a traffic-only project.

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🚧🔥 𝙍𝙊𝘼𝘿 𝙊𝘽𝙎𝙏𝙍𝙐𝘾𝙏𝙄𝙊𝙉 𝘽𝙀𝙃𝘼𝙑𝙄𝙊𝙐𝙍 🔥🚧

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Another area explored by V2.0 was behaviour around slow, stopped or obstructing vehicles.

Rather than allowing every obstruction to immediately become an endless stationary queue, Real Traffic AI attempted to give civilian traffic more awareness of what was happening ahead.

This was particularly aimed at improving traffic around emergency scenes, stopped vehicles, dense roads and unusual situations caused by other gameplay mods.

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🛣️ 𝙍𝙊𝘼𝘿 𝙎𝙋𝙀𝙀𝘿 𝘼𝙒𝘼𝙍𝙀𝙉𝙀𝙎𝙎 🛣️

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V2.0 also experimented with treating different types of roads differently.

City streets, residential roads and larger highways shouldn't all feel identical.

The road-awareness system was intended to create more restrained behaviour in slower areas while allowing traffic to behave more confidently on higher-speed routes.

Again, the goal was not to completely replace GTA V's traffic simulation.

It was to make the existing world feel a little more believable.

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⚙️💎 𝙎𝙏𝘼𝘽𝙄𝙇𝙄𝙏𝙔 & 𝙋𝙀𝙍𝙁𝙊𝙍𝙈𝘼𝙉𝘾𝙀 💎⚙️

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Performance was an important part of Real Traffic AI V2.0.

Traffic scripts can potentially interact with large numbers of entities, particularly in busy city areas.

For that reason, V2.0 was rebuilt around more controlled update behaviour, safer processing and a startup grace period intended to reduce unnecessary pressure while GTA V was still loading the world.

That same stability-first philosophy continues into the newer RealV Rehaul project.

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🧩🌌 𝙇𝙀𝙂𝘼𝘾𝙔 𝙏𝙀𝘾𝙃𝙉𝙄𝘾𝘼𝙇 𝘿𝙀𝙎𝙄𝙂𝙉 🌌🧩

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Real Traffic AI V2.0 was developed as a ScriptHookVDotNet-based script.

It did not require replacing GTA V traffic files or permanently modifying the game's traffic data.

Its development philosophy prioritised configurability, compatibility and controlled processing over forcing dramatic behaviour onto every civilian vehicle.

That philosophy is one of the things being carried forward into RealV Rehaul.

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🚔💜 𝙇𝙎𝙋𝘿𝙁𝙍 𝙇𝙀𝙂𝘼𝘾𝙔 💜🚔

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Real Traffic AI was frequently used alongside LSPDFR, and its behaviour was designed with that kind of gameplay in mind.

RealV Rehaul continues the same general compatibility philosophy.

RealV Rehaul is not an LSPDFR replacement.

It is not intended to become a police career system, callout framework, agency system or duty framework.

Instead, RealV Rehaul focuses on the civilian world and general single-player realism while attempting to remain friendly toward players who also run LSPDFR.

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⚠️🌃 𝙇𝙀𝙂𝘼𝘾𝙔 𝙈𝙊𝘿 𝙉𝙊𝙏𝙄𝘾𝙀 🌃⚠️

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Real Traffic AI V2.0 should now be treated as a finished legacy release, not as an actively supported product.

GTA V traffic itself is still controlled by many different vanilla systems, and Real Traffic AI never replaced the entire traffic engine.

Behaviour can therefore vary depending on GTA V build, traffic density, ScriptHookVDotNet version, other scripts, LSPDFR plugins and other mods attempting to control the same NPCs.

No further compatibility guarantees or standalone Real Traffic AI updates are planned.

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💜🚀 𝙒𝙃𝙀𝙍𝙀 𝙏𝙊 𝙂𝙊 𝙉𝙀𝙓𝙏 🚀💜

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Move over to RealV Rehaul.

RealV Rehaul V1.0 Beta 1 — Civilian Foundation Build is now released.

This is now the active project and the place where future development will happen.

RealV Rehaul is being designed to grow through several Beta releases, with new systems being added and connected before the project eventually enters its stability-focused stage.

V1.0 Beta 1 — RELEASED

The Civilian Foundation Build establishes the core framework.

🔜 V1.0 Beta 2

Further expansion of RealV Rehaul's connected realism systems.

🔜 V1.0 Beta 3

Continued feature growth and deeper world interaction.

🔜 V1.0 Beta 4

Final major feature expansion before feature lock.

🛠️ V1.0 Beta 5

Stability, optimisation, balancing, compatibility and final polish.

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❤️🌟 𝙏𝙃𝘼𝙉𝙆 𝙔𝙊𝙐 🌟❤️

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To everyone who downloaded Real Traffic AI, tested it, reported problems, provided feedback, used it during LSPDFR patrols or simply drove around Los Santos with it installed:

Thank you.

Real Traffic AI went through multiple versions, experiments and rewrites because people actually played it and cared enough to provide feedback.

The project may no longer be in development, but the ideas and lessons behind it haven't disappeared.

They are helping shape what comes next.

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🌌 𝙏𝙃𝙀 𝙁𝙐𝙏𝙐𝙍𝙀 𝙄𝙎 𝙍𝙀𝘼𝙇𝙑 𝙍𝙀𝙃𝘼𝙐𝙇 🌌

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Real Traffic AI V2.0

🚦 Development complete
🚫 No further standalone development
🛠️ Legacy project
❤️ Thank you for supporting it

RealV Rehaul V1.0 Beta 1

🔥 RELEASED NOW
🌌 Civilian Foundation Build
🚘 A new generation of connected GTA V realism systems
Active development continues here

💜 If you enjoyed Real Traffic AI, come join the next chapter.

👉 Patreon: Christian Lineham

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💜 𝙍𝙀𝘼𝙇𝙑 𝙍𝙀𝙃𝘼𝙐𝙇 💜

🌃 𝙍𝙀𝘼𝙇 𝙏𝙍𝘼𝙁𝙁𝙄𝘾 𝘼𝙄 𝙒𝘼𝙎 𝙏𝙃𝙀 𝘽𝙀𝙂𝙄𝙉𝙉𝙄𝙉𝙂.

🌌 𝙍𝙀𝘼𝙇𝙑 𝙍𝙀𝙃𝘼𝙐𝙇 𝙄𝙎 𝙒𝙃𝘼𝙏 𝘾𝙊𝙈𝙀𝙎 𝙉𝙀𝙓𝙏.

━━━━━━━━━━━━━━━ ✦ ✦ ━━━━━━━━━━━━━━━

Edited by 29Lux Projects

What's New in Version 2.0.1

Released

🚦 𝑹𝑬𝑨𝑳 𝑻𝑹𝑨𝑭𝑭𝑰𝑪 𝑨𝑰 𝑽𝟐.𝟎.𝟏

𝑷𝑼𝑩𝑳𝑰𝑪 𝑯𝑶𝑻𝑭𝑰𝑿 𝑹𝑬𝑳𝑬𝑨𝑺𝑬

Real Traffic AI V2.0.1 is now available.

This is a stability-focused hotfix for the public V2.0 release, aimed at improving compatibility and preventing crash reports linked to ScriptHookVDotNet siren detection on affected GTA V setups.

The main Real Traffic AI systems remain active.


🧯 𝑺𝑯𝑽𝑫𝑵 𝑺𝑰𝑹𝑬𝑵 𝑪𝑹𝑨𝑺𝑯 𝑭𝑰𝑿

𝑺𝑻𝑨𝑩𝑰𝑳𝑰𝑻𝒀 𝑪𝑶𝑴𝑬𝑺 𝑭𝑰𝑹𝑺𝑻

Some users running newer GTA V Legacy / ScriptHookVDotNet setups reported world-load crashes pointing to SHVDN’s siren detection path.

The repeated crash path was linked to:

SHVDN.NativeMemory+Vehicle.GetByteSirenIdOfVehicleModel

SHVDN.NativeMemory+Vehicle.HasSiren

RealTrafficAI.V2.Beta1.Entities.Vehicles.TrafficVehicleAgent.Update

RealTrafficAI.V2.Beta1.Systems.VehicleManager.UpdateAgents

Real Traffic AI V2.0.1 now bypasses this siren-checking path completely.

The mod no longer polls:

Vehicle.HasSiren

Vehicle.IsSirenActive

This prevents Real Traffic AI from triggering the reported SHVDN native-memory crash path on affected setups.


🚨 𝑬𝑴𝑬𝑹𝑮𝑬𝑵𝑪𝒀 𝒀𝑰𝑬𝑳𝑫 𝑵𝑶𝑻𝑬

𝑻𝑬𝑴𝑷𝑶𝑹𝑨𝑹𝒀 𝑺𝑨𝑭𝑬𝑻𝒀 𝑪𝑯𝑨𝑵𝑮𝑬

Because the previous emergency siren detection system relied on SHVDN siren checks, emergency vehicle yielding may be temporarily reduced in V2.0.1.

This does not disable the full mod.

The following systems remain active:

  • Civilian traffic management

  • Ambient vehicle discovery

  • Car-following behaviour

  • Low-speed traffic smoothing

  • Freeway spacing and pacing

  • Intersection and queue awareness

  • Road obstruction response

  • Courtesy merge logic

  • Startup grace period

  • First-tick vehicle safety guard

  • World vehicle caching

  • Performance and city stability improvements

Emergency siren behaviour can be rebuilt later using a safer method.


🛠️ 𝑾𝑯𝑨𝑻 𝑪𝑯𝑨𝑵𝑮𝑬𝑫

𝑽𝟐.𝟎.𝟏 𝑯𝑶𝑻𝑭𝑰𝑿 𝑪𝑯𝑨𝑵𝑮𝑬𝑺

  • Disabled SHVDN Vehicle.HasSiren polling

  • Disabled SHVDN Vehicle.IsSirenActive polling

  • Removed the siren native-memory crash path from traffic vehicle updates

  • Prevented managed traffic agents from touching SHVDN siren memory during world load

  • Added safer internal siren bypass handling

  • Added logging to confirm emergency siren detection is disabled for stability

  • Updated version text to V2.0.1

  • Updated assembly version to 2.0.1.0

  • Updated README, changelog, and INI wording for the public hotfix

  • Improved notes around ScriptHookVDotNet setup and dependency issues


⚙️ 𝑺𝑨𝑭𝑬𝑹 𝑫𝑬𝑭𝑨𝑼𝑳𝑻𝑺

𝑷𝑼𝑩𝑳𝑰𝑪 𝑺𝑻𝑨𝑩𝑰𝑳𝑰𝑻𝒀 𝑺𝑬𝑻𝑻𝑰𝑵𝑮𝑺

V2.0.1 keeps the safer public-release stability defaults.

Recommended values remain:

UpdateIntervalMs=250

MaxManagedVehicles=24

These values help reduce pressure during world load, dense city traffic, and heavily modded gameplay sessions.


🧩 𝑺𝑪𝑹𝑰𝑷𝑻𝑯𝑶𝑶𝑲𝑽𝑫𝑶𝑻𝑵𝑬𝑻 𝑵𝑶𝑻𝑬

𝑪𝑶𝑹𝑹𝑬𝑪𝑻 𝑺𝑯𝑽𝑫𝑵 𝑺𝑬𝑻𝑼𝑷 𝑰𝑺 𝑺𝑻𝑰𝑳𝑳 𝑹𝑬𝑸𝑼𝑰𝑹𝑬𝑫

Real Traffic AI still requires ScriptHookVDotNet to be installed correctly.

If users receive a missing ScriptHookVDotNet3 dependency error, that means the mod is not loading because SHVDN cannot be found or loaded properly.

This is separate from the siren crash path fixed in V2.0.1.


📦 𝑼𝑷𝑫𝑨𝑻𝑰𝑵𝑮 𝑭𝑹𝑶𝑴 𝑽𝟐.𝟎

𝑪𝑳𝑬𝑨𝑵 𝑹𝑬𝑷𝑳𝑨𝑪𝑬𝑴𝑬𝑵𝑻 𝑹𝑬𝑪𝑶𝑴𝑴𝑬𝑵𝑫𝑬𝑫

For best results, replace the old V2.0 files with the new V2.0.1 files.

Recommended update steps:

  1. Delete the old Real Traffic AI.dll

  2. Install the new Real Traffic AI.dll

  3. Delete the old Real Traffic AI.log

  4. Optional but recommended: delete the old Real Traffic AI.ini

  5. Install the new Real Traffic AI.ini

  6. Launch the game and test with default settings first


🏁 𝑭𝑰𝑵𝑨𝑳 𝑵𝑶𝑻𝑬𝑺

𝑺𝑻𝑨𝑩𝑰𝑳𝑰𝑻𝒀 𝑾𝑰𝑵𝑺

Real Traffic AI V2.0.1 is focused on protecting the public V2.0 release from the repeated SHVDN siren-check crash path while keeping the main traffic systems active.

This hotfix keeps the V2.0 traffic improvements in place while removing the risky siren memory checks that caused crashes for affected users.

Thank you for testing, reporting issues, and helping improve Real Traffic AI.


Short Description

Improves traffic flow and NPC driving behaviour for smoother, more realistic streets and highways in GTA V.

AI disclosure

The author has disclosed that AI tools were used in creating the following aspects of this file:

  • Description
  • Images

User Feedback

Recommended Comments

marius1

Members

When in was in a pursuit with this mod, the suspect reversed and the speed was like the flash, can you fix IT?

nova2727

Members

I think I will give this mod a miss it’s just not ready

PuncturedKoala

Members

I'm not running this with LSPDFR as I'm playing on Enhanced, it works, however stutters a lot! Is this a known issue/bug or something that's fixable considering it's making changes to vehicle speed in real time? Thanks

Kaleezy2

Members

hey, i dont have a scripts folder and when i create one and add it to my main game directory for this mod, it crashes my lspdfr. How do I install this/am I doing something wrong?

chadc78

Insiders

Is the traffic and ped density configured in the INI? To much just cause pile ups when traffic starts backing up then it's a big mess

29Lux Projects

Members Author

8 hours ago, Kaleezy2 said:

hey, i dont have a scripts folder and when i create one and add it to my main game directory for this mod, it crashes my lspdfr. How do I install this/am I doing something wrong?

Delete your scripts folder again and re copy it from the folder and place it in. If it doesn’t work do u have script hook v dot net installed and script hook v?

4 hours ago, chadc78 said:

Is the traffic and ped density configured in the INI? To much just cause pile ups when traffic starts backing up then it's a big mess

In this new update you can lower the numbers of your choosing. I will make it easier to read I just keep forgetting to change it

malikhagen

Members

This mod is doing great so far. Just curios about customizing the .ini. Are the factors in MPH? How do I set the limit realistically?

chadc78

Insiders

ScripthookVdotnet doesnt work for me what could be the cause or solution?

Yannickclae

Members

LSPDFR crashes with plugin installed.

29Lux Projects

Members Author

16 hours ago, malikhagen said:

This mod is doing great so far. Just curios about customizing the .ini. Are the factors in MPH? How do I set the limit realistically?

@malikhagen I am making the ini a lot easier to read and navigate throughout the versions. its just currently a pain in the ass to do. you just have up it until the speed that you like. This will change in the next version :)

16 hours ago, chadc78 said:

ScripthookVdotnet doesnt work for me what could be the cause or solution?

@chadc78 are you on the nightly build of ScriptHookVDotNet and Script Hook V?

13 hours ago, Yannickclae said:

LSPDFR crashes with plugin installed.

@Yannickclae

thank you for reporting this. It shouldn't crash LSPDFR as this is not a plugin for LSPDFR it is a main game script. It usually crashes because there isn't a latest nightly build of Script Hook V Dot Net or it is conflicting with another traffic or AI Mod

ForgedByGrace7

Members

When NPC's are stopped either in traffic stop, or at red lights, etc. their car like.. goes forward a few inches and stops non stop. just stop and go over and over and over whenever the npc is supposed to be stopped with the current updated version released. Curious if anyone else is having this issue as well.

boomer2840

Members

i don't know if this was addressed but the NPC keep gathering in a group and keep walking into each other. great mod thanks

29Lux Projects

Members Author

On 12/24/2025 at 11:55 AM, PuncturedKoala said:

I'm not running this with LSPDFR as I'm playing on Enhanced, it works, however stutters a lot! Is this a known issue/bug or something that's fixable considering it's making changes to vehicle speed in real time? Thanks

@PuncturedKoala this is a bug. I am trying to make it more compatible with GTA V Enhanced but because it is aimed mainly for the legacy it will still be buggy. There is just minor support for the enhanced version if that makes sense

29Lux Projects

Members Author

1 hour ago, TheTechSupportDude said:

When NPC's are stopped either in traffic stop, or at red lights, etc. their car like.. goes forward a few inches and stops non stop. just stop and go over and over and over whenever the npc is supposed to be stopped with the current updated version released. Curious if anyone else is having this issue as well.

@TheTechSupportDude just updated the mod that addresses this issue and hopefully fixed this bug :)

J.J Designs

Members

i notice ai slamming on their brake while driving is this normal

0pheIia

Members

(edited)

3 hours ago, J.J Designs said:

i notice ai slamming on their brake while driving is this normal

same here, for some reason they brake check constantly

Edited by 0pheIia

29Lux Projects

Members Author

8 hours ago, J.J Designs said:

i notice ai slamming on their brake while driving is this normal

@J.J Designs I am fixing this bug immediately. I screwed up the code that is why the AI is slamming on their brakes

ForgedByGrace7

Members

1 hour ago, Chris's Modding said:

@J.J Designs I am fixing this bug immediately. I screwed up the code that is why the AI is slamming on their brakes

Hey man, appreciate all the work you're putting into this! I can tell you're really dedicated to getting this dialed in.

Just a friendly tip from someone who's been in the modding scene for a little bit.. you might want to consider doing some more thorough testing before pushing releases. I noticed you've had several updates in the last day or so, and while I totally get that bugs happen, it can actually help your reputation in the community to batch your fixes together and do a more comprehensive test run before each release. Releasing multiple versions in short succession like that will actually destroy your reputation and the end result will be poor reviews on your mod - which in turn will end up turning people away from even trying your hard work you are doing.

A few quick releases might seem like you're being responsive, but it can also make users hesitant to download because they're not sure if they're getting a stable version. Plus, it gives you a chance to catch multiple issues at once instead of players finding them for you.

Maybe set up a test routine - run through the most common scenarios, check for conflicts with popular mods, that kind of thing. Your code will look more polished and the community will have more confidence in your work.

Just some constructive feedback. Keep up the good work! Looking forward to seeing where you take this.

ForgedByGrace7

Members

and in this release.. npcs are just ramming my squad car over and over when stopped. They will ram the back, back up and ram it again over and over..

29Lux Projects

Members Author

1 hour ago, TheTechSupportDude said:

Hey man, appreciate all the work you're putting into this! I can tell you're really dedicated to getting this dialed in.

Just a friendly tip from someone who's been in the modding scene for a little bit.. you might want to consider doing some more thorough testing before pushing releases. I noticed you've had several updates in the last day or so, and while I totally get that bugs happen, it can actually help your reputation in the community to batch your fixes together and do a more comprehensive test run before each release. Releasing multiple versions in short succession like that will actually destroy your reputation and the end result will be poor reviews on your mod - which in turn will end up turning people away from even trying your hard work you are doing.

A few quick releases might seem like you're being responsive, but it can also make users hesitant to download because they're not sure if they're getting a stable version. Plus, it gives you a chance to catch multiple issues at once instead of players finding them for you.

Maybe set up a test routine - run through the most common scenarios, check for conflicts with popular mods, that kind of thing. Your code will look more polished and the community will have more confidence in your work.

Just some constructive feedback. Keep up the good work! Looking forward to seeing where you take this.

@TheTechSupportDude thank you for your feedback I will make sure i will do this next time :)

Gamerjp570

Members

ook so your doing amazing with this mod. makes the npc drivers alot more realistic. the only thing that drives me crazy is when ever a npc stops there vehicle like at a red light ore traffic stop. they keep lunging forward. for example i stop a vehicle by time i get out of my car. he moved 2 car lengths and by the time i walk up to his door he is 4 car lengths. they do not stay still. like i said lover the mod the speed seems more real. but this constant lunging is driving me crazy. if you have any idea to fix on my end please let me know thanks and happy new years

29Lux Projects

Members Author

(edited)

10 minutes ago, Gamerjp570 said:

ook so your doing amazing with this mod. makes the npc drivers alot more realistic. the only thing that drives me crazy is when ever a npc stops there vehicle like at a red light ore traffic stop. they keep lunging forward. for example i stop a vehicle by time i get out of my car. he moved 2 car lengths and by the time i walk up to his door he is 4 car lengths. they do not stay still. like i said lover the mod the speed seems more real. but this constant lunging is driving me crazy. if you have any idea to fix on my end please let me know thanks and happy new years

@Gamerjp570 Thank you for your feedback. The root cause is currently ELS i am currently updating the code as we speak to make it more compatible with ELS as i kept forgetting to do this. I am more compatibility with more and more mods as this script progressives through the versions. And a Happy New Years to you too :)

Edited by Chris's Modding

malikhagen

Members

I can just repeat what @Gamerjp570 is saying, you are doing an absolute hell of a job, with how you are engaging in the issues and listening to feedback. I wanted to ask you if, if you got the time of course you could look in to the backup pursuit behavior. I think I'm not the only one who is bothered about backup smashing into everything on their path. I have no clue how you do those mods with coding etc. But I just assume it would be a similar looking project.

Like I said, you are doing a good job man, keep it up and Happy New Year to anyone reading this!

29Lux Projects

Members Author

44 minutes ago, malikhagen said:

I can just repeat what @Gamerjp570 is saying, you are doing an absolute hell of a job, with how you are engaging in the issues and listening to feedback. I wanted to ask you if, if you got the time of course you could look in to the backup pursuit behavior. I think I'm not the only one who is bothered about backup smashing into everything on their path. I have no clue how you do those mods with coding etc. But I just assume it would be a similar looking project.

Like I said, you are doing a good job man, keep it up and Happy New Year to anyone reading this!

@malikhagen The Backup Pursuit Behaviour is actually a good shout. I was originally planning on implementing it into this project but and i tried it but it just messed up the other AI so I scrapped the idea. But I will make a new project for this though very soon :) Happy New Year to you! And it shouldn't be to hard to do hopefully. I will work on Better Pursuits very soon! Thanks for the suggestion made me remember about it :)

Happy New Year to you!

Godlike1

Members

(edited)

[14:48:29] [DEBUG] Loading assembly RealTrafficAI.dll ...

[14:48:29] [WARNING] Unable to resolve API version 3.7.0.

[14:48:29] [ERROR] Failed to load script assembly RealTrafficAI.dll when searching for script types because there is an assembly that the script tried to load as a dependency but couldn't. Exception message: Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information.

First LoaderException message (which tells what assembly is missing): System.IO.FileNotFoundException: Could not load file or assembly 'ScriptHookVDotNet3, Version=3.7.0.83, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.

File name: 'ScriptHookVDotNet3, Version=3.7.0.83, Culture=neutral, PublicKeyToken=null'

It's crashing everytime it loads

Fixed but cars won't go over 77 MPH

Edited by Godlike1

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