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The Loot

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  1. I have a ped with multiple vests, with multiple compatible shirts for each, with multiple textures for each. Do I have to set each shirt texture variation to use them all, or could I set the base armor variation and it would choose a random shirt variation as well as a random texture variation? In other words, will a variation randomly choose another variation using it as a base?
  2.    The Loot reacted to a post in a topic: Bitdefender Warning About Threats
  3. Maybe a false positive, but reporting either way.
  4. Some QoL suggestions: Disable motorcycle units from being chosen if possible. Option to disable SWAT roadblocks. Option to disable units joining pursuit.
  5. Oversight by devs by including that new model in the normal vehicle loadouts. Workaround: make sure polgauntlet isn't in a loadout with the flag "RespondsAsTransport", can just make new loadouts with it without that flag.
  6.    Cofy reacted to a post in a topic: LSPDFR Ultimate Backup question
  7.    amenbrother reacted to a post in a topic: Interior missing/broken textures
  8.    Lozano71 reacted to a post in a topic: Traffic Problem
  9.    ArianB reacted to a post in a topic: AI Police in Police cars don't move.
  10.    PatentBarley reacted to a post in a topic: LSPDFR Ultimate Backup question
  11.    danksg reacted to a post in a topic: Absolute shit ai
  12. alphaware started following The Loot
  13.    Geniickbruch reacted to a post in a topic: LSPDFR Ultimate Backup question
  14. Can't help on modifying vehicle models at all, sorry. So the vehicles are intended to use the default ambulance sirensetting (id 4). Have you installed anything that changed those settings? That's the only thing that I can think of that would mess it up.
  15. Do you have a link to the mod?
  16. Could be that the modkit doesn't work for the model. Can try changing 157_massacaro2_modkit to 0_default_modkit
  17. Hmm, I didn't pay attention, just figured it would switch after the first waypoint. I'll have to test again. Well, that's a noticeable difference.
  18. A great tool considering there's really no other way to make traffic anything but utterly stupid out there. Sadly, it causes a noticeable slowdown of my game while any paths are active.
  19.    ziipzaaapM16A4 reacted to a post in a topic: [REL] AmbientAICallouts
  20. So the emergency lights work but no siren sound plays? Do other vehicle sounds play for them? What vehicles are they? Do they mention additional requirements for use, like other scripts or plugins that you may not have?
  21. Looks interesting. Things happening that don't directly involve the player are a plus.
  22.    waynieoaks reacted to a post in a topic: vehicles.meta question
  23. Vehicles.meta files in update.rpf always loads entries over anything else (at least the base vehicles.meta does, not sure if dlc_patch ones work the same but they likely do). Carvariations doesn't work that way, and entries can be overwritten in dlcpacks.
  24. Try the previous one. I heard that there were issues with replacing anything but certain models with the last patch.
  25. Where have you installed the models?
  26. Looks like your texture files aren't being used, make sure they're named the same as the model, both the file itself and in the vehicles.meta entry. Make sure the model slot is using the correct txdRelationships in vehicles.meta as well.

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