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JakeKindaSus

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  1. I wanted to replace a station and change the markers for location accuracy but unfortunately it didn't have any effect when i changed the coordinates in the station.xml Downtown Police Station
  2.    BlueLine Vibes reacted to a comment on a file: Evidence Markers Model
  3.    JakeKindaSus reacted to a comment on a file: Idle Poses Pack #1
  4. Matt Salvesen Finished responding to a MVA_Freeway.Spawn.High in Vinewood Hills, East Galileo Ave
  5. Matt Salvesen Reported a PC148 in Downtown Vinewood, Meteor St
  6. Matt Salvesen Performed a traffic stop on a Ice White Prairie with registration 20YEQ374 in Downtown Vinewood, Power St
  7. Matt Salvesen Responded to a MVA_Freeway.Spawn.High in San Andreas, New Empire Way
  8. Matt Salvesen Finished responding to a MVA_CornerCut.Spawn.High in San Andreas, New Empire Way
  9. Matt Salvesen Finished responding to a MVA_CornerCut.Spawn.High in Elysian Island, Miriam Turner Overpass
  10. Matt Salvesen Finished responding to a Pursuit in San Andreas, Elysian Fields Fwy
  11. Matt Salvesen Arrested Jonathan Morre in San Andreas, Elysian Fields Fwy
  12. Matt Salvesen Responded to a Pursuit in San Andreas, Palomino Fwy
  13. Matt Salvesen Went on-duty at NOOSE HQ in Mission Row, Atlee St
  14. Matt Salvesen Reported a PC245 in San Andreas, Movie Star Way
  15. Matt Salvesen Responded to a [686] Protest in San Andreas, Eastbourne Way
  16. Matt Salvesen Finished responding to a MVA_Freeway.Spawn.High in West Vinewood, Didion Dr
  17. Matt Salvesen Arrested Chloe Wilkinson in West Vinewood, Didion Dr
  18. Matt Salvesen Responded to a MVA_Freeway.Spawn.High in San Andreas, Palomino Fwy
  19. Matt Salvesen Finished responding to a [686] Offensive Weapon Reported in San Andreas, Popular St
  20. Matt Salvesen Arrested Mike Lowery in San Andreas, Popular St
  21. Matt Salvesen Responded to a [686] Offensive Weapon Reported in San Andreas, Olympic Fwy
  22. Matt Salvesen Went on-duty at La Mesa Police Station in Mission Row, Atlee St
  23. Matt Salvesen Performed a traffic stop on a Graphite Black Jackal with registration 03NKP839 in Downtown Vinewood, Vinewood Blvd
  24.    JakeKindaSus reacted to a comment on a file: Safer Chases (Smarter Driving for Cops)
  25. you have to use eup menu and go all the way to the end for the component especially if its addon
  26. You'll have to change the "A" in ytd name to "B" for lssd. You place it inside of the eup archive in eup_componentpeds>mp_m_freemode_01_mp_m_january2016
  27.    JakeKindaSus reacted to a comment on a file: ClearTheWayV
  28. someone will probably make it serversided but they would need to make a script since not everyone would want to use the same weapon animations
  29.    cerberus610 reacted to a comment on a file: San Andreas State Trooper & E.U.P 9.3
  30.    JakeKindaSus reacted to a post in a topic: Cars drive away while Pullover
  31.    JakeKindaSus reacted to a comment on a file: Real Traffic AI
  32.    JakeKindaSus reacted to a comment on a file: AI TRAFFIC Fluidity & Discipline
  33.    JakeKindaSus reacted to a comment on a file: AI TRAFFIC Fluidity & Discipline
  34. unfortunately doing that still had no effect on ai
  35.    JakeKindaSus reacted to a comment on a file: ClearTheWayV
  36. i see that there is now a fivem version but its only just a dll, is it suppose to only work client sided?
  37. This file is intended to make configuration easier by providing organized vehicle entries that can be quickly copied, pasted, added, or removed without having to search through, or deal with the longevity of copy pasting changing names. Vehicles are orginized by Marked, Slicktop, Unmarked, Traffic, and Port Vehicles.txt
  38. because addon weapon metas need to be edited
  39.    JakeKindaSus reacted to a comment on a file: LSFR Velocities and M2 Freightliner
  40. it can be, but usual its due to the vehicle model and not the texture. High Poly models at around 70K+ will have world texture streaming issues, especially for 1.0.7.0, not sure about the other versions. I recommend having this in your command line: -nomemrestrict -norestrictions -availablevidmem 10.0 you can also have -windowed to just incase game crashes when you tab out of fullscreen and then in PC/stream.ini change the values to these: virtual 204800 physical 204800 virtual_optimised 204800 physical_optimised 204800 The next thing i can also recommend is IV Tweaker. If texture loss still happens you can try to lower the resolution of the vehicle texture or replace it with another model that isn't highpolly
  41.    JakeKindaSus reacted to a comment on a file: Strobes Mod
  42. maybe, but if something isn't correct in the dat then it wont spawn. i also just realise, make sure you press enter after "cars" for example; should look like this Handling: emerg1, 1777.0 0.33 85 0.0 0.0 -0.25 0.0 5 0.185 1.0 225 0.70 0.70 0.7 35.0 1.45 0.95 14.0 0.11 0.47 2.5 1.7 1.7 0.1 -0.08 0.0 0.49 2.0 1.0 2.2 2.5 0.0 25000 400010 0 0 Note: Vehicle handling should always have the comma for the vehicle name. rest is fine, similar to default vehicles. Vehicles.dat: emerg1, emerg1, car, emerg1, POLICE, VEH@STD, VEH@STD_RI1, 100, 999, 0.2345, 0.2345, 0.2, 2, 1.0 ,1, ext_requi+ext_strong+livery
  43. that's because your forgetting the comma for emerg1 and emerg2 in the handling file. You don't need to add it to the txdp, that's just for custom vehshare files. and for the vehicles meta make sure its like this as an example - emerg1, emerg1, car, emerg1, POLICE, VEH@STD, VEH@STD_RI1, 100, 999, 0.2345, 0.2345, 0.2, 2, 1.0, 1, ext_requi+ext_strong+livery - if it replaces a default vehicle without any custom handling or vehicle dat, then you can simple copy both over and rename the default vehicle name to emerg1 as example
    • 105 downloads
    • Version 1.0.0
    This package allows users to add and organize custom vehicles without constantly replacing the game's default vehicle slots. Whether you're building an LCPDFR setup, installing a large vehicle pack, or simply want a cleaner way to manage your mods, this resource is designed to make the process easier. Note: You can also have several .img files for vehicles, as long as its referenced in gta.dat properly, for example: statevehicles.img etc Features: * Dedicated archive for addon vehicles. * Easier installation and management of vehicle packs. * Reduces the need to overwrite default vehicle slots. * Compatible with GTA IV 1.0.7.0. This package does not include vehicle models, or custom vehicle handling entries. Users must provide their own vehicle mods and ensure they have permission to use any third-party content. Installation instructions and example configurations are included.
  44. i mean i guess, but eup and eup config exist
  45. not sure if its because the server was also running advance ai and other ai scripts for traffic, but when a vehicle is stationary blocking 1 lane the ai is able to go around. However, when using a emergency vehicle with its lights turned on, vehicles just pile up instead of properly going around
  46. does this fix Ai not moving over as well? because when installed cars still pile up and refuse to go around the vehicle unless lights are completely off

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