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Ped YMT (I know, not again, right?)

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Okay, bear with me here, I know this is an often sought after but seldom solved post/question/idea. 

 

I currently customize peds for use on a couple of different GTA RP FiveM servers and while the customization process; IE: getting the initial components and texture edits of the YMT and loading in-game, is relatively easy I've come to a portion of the YMT that seems to break once you begin adding in entirely new components to a ped. 

 

For anyone curious which section of the YMT it is, its in the following image: 
 

Spoiler

3323b88b0155ec09c4edc6c1eb2b0e47.png

 

That particular section of the YMT controls what happens when you randomize a ped in-game. The above screenshot is an edit, most component peds don't have that extensive a list of things to randomize, but my peds do. That edit reflects my first attempt at fixing the randomization of a ped with 28+ components. Now, I have another ped with less component add-ons where the randomization isn't broken where I just stole some of the values from a larger ped. That's not working for this even larger ped. 

My problem here is the problem often associated with YMTs. Has anyone managed to translate or figure out how to build this list out properly within the YMT? 

These peds work in game but the server I'm pushing them to, the players have the /random command kind of ingrained into their play style from years of using plain peds with little to no-extras. I'd rather /random continued to work (As it currently crashes your client when attempted) than try to break them of their old habits to support using a ped that's got a glitch. 

We came to war and garrison broke out.

  • Author

Nevermind, figured it out after brainstorming it with a friend for a couple of hours tonight. 

We came to war and garrison broke out.

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