Everything posted by Solidefiance
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EUP Backup Configurations [9.3]
Thanks for the info. I'll be throwing in a Metro pack to test things out. The current map overlay I use only covers the main jurisdictions, so I'm sure whatever you have in store will be much better. Look forward to it!
- 941 comments
- 23 reviews
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EUP Backup Configurations [9.3]
Very easy to customize and add your own stuff. Otherwise, it is a great, out of the box mod that is highly detailed.
- 941 comments
- 23 reviews
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EUP Backup Configurations [9.3]
- 941 comments
- 23 reviews
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EUP Backup Configurations [9.3]
Awesome mod. Works great. Maybe I missed it though, but is there a map or something that shows where each agency patrols? For example, where does Los Santos Metro patrol vs. Regular LSPD?
- 941 comments
- 23 reviews
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Los Santos Police Department Upgrade Pack
In the vehicles.meta file, the lines between <lodDistances content="float_array">, first line will be 15.000000, followed by 30.000000 and so on. You do not need to put 500.000000 however. You can put any assortment of distance levels. I believe I have: 60.000000 100.000000 120.000000 150.000000 500.000000 500.000000 Currently I am testing this to see the impact. Having these distances all the same and all very high can have impact on your performance and I believe it can also effect texture loss if you have a lot of high res vehicle models. I would play around with this file and distances to your desired effect and performance level. Best of luck!
- 40 comments
- 8 reviews
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Los Santos Police Department Upgrade Pack
Just follow the instructions I gave above. Make sure you're editing within your MODS folder. Also make sure you're adding these cars as replacements and not addons, as replacing them as addons has its own instructions. All you're editing is the LODdistance within the vehicles.meta file, I provided instructions on how to get there.
- 40 comments
- 8 reviews
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More Agencies Mod
Strange. I initially installed this prior to EUP and had the issue. I mainly installed this as it does not utilize EUP (I've read a lot of people having issues with EUP and the outfits/crashing). The mod Jurisdictions + required EUP, which I believe is similar to this mod, except I was happy to see that this mod did not require EUP. In any event, I will experiment and research more, test some things and go from there. Thanks for your help, appreciate it!
- 21 comments
- 3 reviews
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More Agencies Mod
Thanks for the useful links. Is this mod required to have EUP? As I've also tried without EUP with only UltimateBackup installed and the issue persists.
- 21 comments
- 3 reviews
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More Agencies Mod
Question, I tried this mod both with and without EUP. And I'm not entirely sure if this issue is specific to this mod, as I also have UltimateBackup, but patrols and backup tend to have mismatch clothing. Sometimes it is very colorful, such as Christmas hats and sometimes they're wearing the Lifeguard/Coastguard vests and odd untextured variants of other clothing/gear. I tried both with and without EUP, same issue presents. The only thing I can think of is UltimateBackup, but I followed your instructions to a T and still the same outcome. Any idea/help would be greatly appreciated.
- 21 comments
- 3 reviews
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Los Santos Police Department Upgrade Pack
I looked throughout the entire folder and the subfolders, also read the readme and there is, AFAIK, nothing documenting the fix or reasons why the Explorer is disappearing. I will be doing my own research on how to remedy it, however I thought you should know that there is nothing detailing anything regarding this specific issue. Edit: Changing the LODdistance values in the vehicles.meta file to 500.000000 worked for me. I only tested 500.000000, though I am sure smaller values work too. If you're using a DLC pack like Albo's DLC pack where it has the vehicles.meta file unused as a template for addons does NOT work if you decide to try and add the vehicle into there. You will have to use the supplemented vehicles.meta file located within your mods>update>update.rpf>common>data>levels>gta5. Not entirely sure why police3 has this particular issue and the rest don't, all vehicles are added as replacements for their named counterparts but the Explorer is the only one that has a LOD issue, strange. Note: I did not add any of the vehicles as addons, so I am unsure of their behavior if they were added as such.
- 40 comments
- 8 reviews
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[ELS] Vespucci Beach Police
Second the vehicle color issue. The white portions of the livery are blackish/brown for me. The CVPI seems to be darker than the Taurus. Applying a different color via trainer doesn't seem to work either, just darkens the already dark color. Natural AI/ambient spawning of the vehicle still spawns the vehicle black, force spawning it either by trainer or Rage console does the same. Similarly, having the vehicle placed in the intended POLICE3 slot or placing it in a add-on or custom slot still spawns it black, too. Everything else works on the vehicle. The vehicle doesn't look bad in a dark color, though, so I'm not too worried -- but wouldn't mind figuring out the problem. EDIT: Figured it out. For anyone else that has this issue, make sure both your Carvariations file and vehicles.meta file are properly written. My Carvariations file was duplicated on a couple lines, therefore the livery wasn't being correctly displayed and I was unable to pull people over, and the siren wouldn't clear people to the side.
- 8 comments
- 4 reviews
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Parkland, Florida High School Shooting, 16 dead, many injured
This x1000. As a Canadian the ability for us to obtain a weapon legally is more complex, thus that is why I own two big German Shepherds that on command will tear anyone apart that enters my home with ill intentions. If someone enters my home, with intentions beyond wanting to borrow a cup of milk....I won't hesitate to gut them where they stand. I have two kids and a wife to protect and I wouldn't hesitate to pull the trigger either. People seem to be overly pussified now, trying to rationalize and sympathize for someone that tries to hurt you or your family "but think of the criminal and the underlying 'negative' effects it may have". Or my favourite "That's what the judicial system is for" Is it? So when the criminal kills you and your entire family is that the resounding answer to that? Just let the judicial system work it out? This is probably the same type of people that would sit and watch as the rapist rapes their wife in front of them, too.
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All Blue Lighting For ELS Models
Apologies, I re-downloaded the pack and it was I that accidentally switched the two texture files around. Not sure how I did, but it probably has something to do with the fact that my desktop is a mess lol. Again, sorry for the confusion.
- 380 comments
- 31 reviews
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Car Addon issue
The Hwaycars. I've got all of the custom add on cars I've added into the pop groups.ymt. Though with the vehicles.meta file not properly configured, I wasn't sure if they'd spawn in traffic at all. I'm guessing they wouldn't given that I was unable to spawn them, but I'm not entirely sure. Either way I've fixed the problem, so they should spawn regardless now. I was just curious from a modding standpoint if they would of spawned or not.
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Car Addon issue
Managed to figure it out. Apparently you can't have both the vehicles.meta of update.rpf and the vehicles.meta of RDE together at the same time. I guess the update.rpf vehicles.meta takes precedence over that of any DLCpacks.......removing the custom lines from the .meta from update.rpf and leaving the lines in RDE's vehicles.meta fixed the issue, a dumb and oblivious mistake by me. What is kind of odd though is that I added the custom addon lines into RDE's .meta shortly after I found out it existed, I figured adding those lines would of made the vehicle spawn, but I guess having the vehicles.meta in update.rpf having the same custom addon lines just caused more confusion. Oh well, I learn something new every day. Thanks for your help, it's very much appreciated! EDIT: By any chance, would you know if the vehicles would of spawned naturally in traffic had of I not of fixed the vehicles.meta issue? As I've got the new addon cars spawning in the same places as the other Hwaycars.
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Car Addon issue
Just those two vehicles, the rest spawn fine as they were added by the RDE team, which surpasses my knowledge base of anything to do with injecting custom stuff. I added both hwaycar4 + hwaycar5 into the same place, as RDE has their hwaycar's like hwaycar2/3, etc. Naturally I added cars from here to replace those in the hwaycar slots already made by RDE, which those work perfectly fine as they just replace something that already exists. But, I figured I'd try adding more hwaycar's, which seem to have been added fine, but refuse to spawn. Out of curiosity, what would be the big difference from adding lines from the carvariations in the DLC of RDE? Vs. adding it into the DLC of mpchristmas? They're both DLC folders, does one take precedence over the other? Yes, RDE is in the DLC list. RDE automatically does that for you when you install RDE via the oiv.
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Car Addon issue
The carvariations file is placed within update>x64>dlcpacks>rde>dlc.rpf>common>data. The vehicles.meta is located in update.rpf>common>data>levels>gta5. The vehicles themselves are held within RDE's dlc.rpf, >dlcpacks>rde>x64>levels>gta5>vehicles>rdevehicles.rpf I also noticed not long ago that RDE has a custom vehicles.meta within its DLC.rpf too which is in a separate folder placed in the same location as the carvariations.meta in a folder named levels>gta5, which the vehicles.meta is in there all by itself. I browsed through that and saw that all of rde's custom vehicles were in there, so I thought eureka, that has to be my issue....copied all of the aforementioned lines and added them to that vehicles.meta and yet again, same issue persists. I never had this issue when I used Albo's MODDINGPACK mod on here, which just adds a new dlc folder just like rde, so I figured the process would be similar if not near identical.
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Car Addon issue
That's the thing, I've gone over every file modified with a fine tooth comb and I am either blind or oblivious to what may just as well be an obvious error. I dunno, I've attached in a spoiler, my vehicles.meta of the lines of both addon cars I've placed in the vehicles.meta, I also attached the carvariations line for both cars too in a separate spoiler. Perhaps you have better eyesight than I.
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Car Addon issue
No. That's the thing, it says that the vehicle HAS spawned, but my eyes say otherwise, as there is no car that has spawned. Like I said, I've tried both the console and TrainerV, both of which identify the car is there, but neither one of them actually spawn the cars in question.
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Car Addon issue
TrainerV, but I also tried the Ragehook console too.
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Car Addon issue
Hello, I've got an issue pertaining to addon cars. Let me preface by saying that I use RDE, (latest version). I've added the necessary lines to the vehicles.meta file, as well as the carvariations file, I've double and triple checked everything, every bit of line of code to see if I missed anything or over copy and pasted anything and I've yet to figure out what the issue is. I've also meticulously read the stickied post in regards to installing addon cars and I'm not new to installing addon cars either, but I've hit a dead end. I've also got the addon car gameconfig, so I don't think that would be a problem either. The issue is that I can boot up the game perfectly fine, it loads, everything loads as it should....I get in-game, I then try and spawn it using TrainerV -- at which point the issue arises. The car in question is HWAYCAR4 or HWAYCAR5 (neither of which work and have the same issue). Note that RDE has custom HWAYCAR's......all named the same as the addon cars that I've added (HWAYCAR#). So, I try and spawn the car using the appropriate name, the trainer clearly recognizes the car exists it says : "Vehicle/Car Spawned", which the issue is, that it does not spawn, nor does it give any error or idea of what may be the issue. I figured that it may just be the trainer, so I manually type the car name into RageHook's console and it tries to spawn it as if it exists (by freezing a couple seconds like regular non-addon cars), but alas no dice, it basically does the exact same thing as the trainer. I'm at a loss, I would assume that if there was a typical error in the process of making it an addon car that the game would crash or the trainer would give me an error and say "Invalid model" if I had of done something wrong. If someone could point me in the right direction, give any advice or help in any shape, way or form it would be much appreciated. Thanks!
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All Blue Lighting For ELS Models
Thought I'd chime in and say that the explorer textures for blue are mixed up in thegreathah's pack, you've got the explorer ytd file in the 2014 charger's folder and vice versa. Almost didn't see it until I was switching car textures/livery of that specific pack with another texture. Otherwise, great pack and thanks for the time and effort!
- 380 comments
- 31 reviews
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-[ELS] San Andreas Highway Patrol Mega Pack-
Rating this 4 stars, 3 out of the 4 stars are because the vehicles are based on the OPP (especially love the ghost OPP/SAHP cars) a very nice addition, as my town uses them quite frequently and they're terrifying to see (or not). The 4th star is because of the LODs, can't tell you how great it is to download a full pack that contains full LODs, only complaint is that the LODs are performance heavy and I agree that decreasing them a tad for performance reasons would be grand. Only reason that this isn't a full 5 out of 5 is because of the issues that others have raised, fix those issues and it would be a full 5 out of 5 (maybe adding the correct rambar would be awesome too). --- +1 for the minimalistic lighting. --+1 for being lore friendly, despite being based on the OPP. -Maybe add a 'ghost' version of the FPIS, as I see them far more than the Crown Vics/ Tahoes.
- 28 comments
- 9 reviews
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Petition to Take-Two Interactive & Rockstar Games RE: OpenIV closing
Precisely the problem I have with the whole scenario. I think Take Two were well within their right to do what they had to do, I however firmly believe they went about it completely wrong. They should of opened up a dialog with the OIV team vs. completely shutting down an integral part of modding. That said, the whole legality of it all is a very grey area...the problem is that Take Two/Rockstar are bounded by the fact that they have to invest interest in keeping the online portion of things free and clear of hackers/cheaters, it's not even so much the loss of profit as it is a whole legal issue surrounding 1 key thing -- Shark cards. People/players have invested tons of money into online shark cards half expecting a relatively clean environment free of cheaters and hackers alike. There have been prior instances of people taking certain game companies to court with the lawsuit of "false advertising" or similar regarding loss of profits coinciding with said false advertisement and online. By-in-large, Rockstar/Take Two are very familiar with having lawsuits put upon them and in general having people use their games as a very unlikely scapegoat. But, you are right, you don't attack a program that you have promoted.....which leads me to the next thing....Rockstar have always promoted modding and cited OIV as the tool to use, so this must of been a very recent thing (which it is given the statement/C&D). In other words, Take Two didn't just one day decide to give the finger to all of us for the hell of it....I think people believe what they want to believe regardless if there is correct information available, I mean look at how quick the wildfire of "modding is illegal" took off when the owner of OIV made that ridiculous opening statement. Modding never was, or more than likely (never say never) will ever be illegal, but people like to run off with their own stupid ideas and misinformation either way.
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Petition to Take-Two Interactive & Rockstar Games RE: OpenIV closing
"Earlier this week Krivoruchko (Owner of OIV) told Motherboard that he never designed OpenIV for this purpose. He said that he's not interested in GTA Online at all. But he did concede that it is possible that some modders have used OpenIV to impact GTA Online. At Krivoruchko's request, Motherboard is not detailing the methods he discussed so as not to cause more trouble in GTA Online." That states that it is entirely possible to use OIV maliciously. Whether someone intends something to be used maliciously or not, you've got to understand that there are people out there with ill intentions.