Reputation Activity
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Odozer reacted to Lennyy in How can I edit uniform textures from EUP?Using the EUPMenu you want to equip the piece of clothing that you are trying to edit and remember its number (for example armor 13). In the component translation charts linked down below you‘ll find the corresponding location + file name within the game files.
Male chart
Female chart
For the male freemode ped, armor 13, the name in the game files is task_000 and it would be inside the mp_m_freemode_01_male_heist folder.
The texture is in the same folder. Just open a few of the texture files and find what you are looking for.
Note: Both charts are from the EUP Discord.
This topic has been moved to the appropriate forum. Please post in the correct location in the future.
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Odozer reacted to madcarrot in Good tutorial needed for EUP Uniform editsHello all, I love how some can make custom uniforms for EUP, like state troopers or uniforms that resemble a specific town and what not. I have tried making some using verious methods I have seen online and from help by others but everyone's methods and file locations are different. Also when I create for example a state trooper outfit I can never find it in game. Is there a good tutorial on how to create custom uniforms and edit the colors, badges etc... As of now I'm gonna chill until I figure this out.
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Odozer reacted to X.Gona.Git.Ya in Good tutorial needed for EUP Uniform editsThere is a script, data collector, I think. It finds n allows u to set specific equipment, agencies, backups etc. Pretty neat.
My issue is finding where specific outfits r located
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Odozer got a reaction from Dozel in Vehicle Texture IssueThis did it! Thank you so much legends, You've both help solved my issue!
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Odozer reacted to Will in Vehicle Texture IssueAs he said, police5 was added to GTA V in the latest update, causing mod packs that normally include police5 as an addon to mess things up.
The best solution I can think of is to rename your modded police5 to something like police5addon and be sure to change any references to police5 in the mod's vehicles.meta and carvariations.meta to police5addon as well.
As a side note, it is against site rules to involve money in support requests. I am removing any references to cash rewards from your post.
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Odozer reacted to Dozel in Vehicle Texture IssueTo make els work on your new police5, rename .xml file from police5.xml to police5addon.xml (like file name of the model).
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Odozer reacted to Dozel in Vehicle Texture IssueBecause police5 is now actually part of GTAV content and originally modded police5 wasn't designed for it. The livery for original police5 is made in a completely different way than before, which may have caused this problem.
Replacing police5 with police3 was needed because that one model is similar to the modded police3 or fbi2, and messed interior happened on police3 also because it's not designed for that one specific replace.
That's why making seperate addon(model) from modded police5 will show exectly is original police5 interfering with textures or not(which is 100% totally interfering).
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Odozer reacted to Dozel in Vehicle Texture IssueIn my mind only one thought. Make an separate addon from police5 vehicle, rename all files police5 (including _hi ones). You should be able spawn addon car via trainer by it's file name
Here is an good tutorial for that:
I should clerify that my suggest could be wrong and that will not fix the issue, but as an attempt worth for try.
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Odozer reacted to Dozel in Vehicle Texture IssueJust for a test, try to make add-on car from this one specific police5 car which will be connected to police3/fbi2.
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Odozer reacted to Reddington in [GUIDE] Step by step instructions for installing add-on/standalone carsNote: There is a reply below this post that is just as helpful, make sure you read that!
There are so many car mods out there that it's frustrating when you can only have a certain amount in game (as replacements), and have to keep switching between all the ones you like or just want to try. This text-based tutorial aims to teach you how to install cars as a add-on/standalone! Please note, this tutorial does not cover add-on cars that have their own dlcpack.
Quick notes before you begin.
* You must use a mods folder!!! For information on how to use this, click here. (OpenIV website)
* Mpchristmas2 is just my preference for standalone cars. Some people use other DLCs such as mpluxe.
* There is a standalone car limit. If you exceed yours, download this gameconfig for unlimited add-ons. NOTE: I have not personally tested this one, back up your gameconfig before installing!!!
* All standalone cars must have a vehicles.meta and carvariations line! Otherwise it will not work properly.
* Handling.meta, YMT edits, etc are all optional, you do not need to edit anything else aside from the vehicles.meta and carvariations for the car to work.
1) In OpenIV, navigate to mods-->update-->update-->common-->data-->levels-->gta 5, and extract "vehicles.meta" to your desktop. I advise making a folder on your desktop named "original vehicle meta", or something similar so that way you can store these files and know exactly what they are. You won't actually be editing this meta, but you will be taking individual meta lines from it to use for your add on cars. For example, if one car is a Dodge Charger, you'll use the police2 meta lines. CVPI, police lines. I don't think it truly matters in the long run which you use (aside from the handlingid needing to match the car) as long as they are similar and not completely different (IE using the meta for the Pounder)
2) Grab the "police" meta from this vehicle meta. Either paste it in a notepad or just hold onto it. Note: If your vehicle is a non Law Enforcement vehicle, just take the meta of a similar type vehicle.
3) Navigate to mods-->update-->x64-->dlcpacks-->mpchristmas2-->dlc-->common-->data-->levels-->gta 5. Extract this vehicles meta to your desktop. Open it, and paste the meta line. Change the modelName, txdName, and gameName to that of your add on car.
4) In the vehicles.meta there is this line: <audioNameHash />
Audionamehash dictates how your vehicle sounds. If it remains <audioNameHash />, it will not have any sound. You will change the audionamehash to whatever suits the vehicle you're installing. So if you install a CVPI, it'll be police. There isn't a huge variety of namehashes for police vehicles. There's no police Explorer, so you'll either end up with an Explorer that sounds like FBI2 or SHERIFF2.
Note: The following only applies if you are using ELS!!! I, however, have started using the namehashes of regular civilian vehicles. In the case of the Explorer, I use gresley. This means that your vehicle will sound more in tune with what you're driving. However, this also means the in-car radio will work. The only way to disable this is by turning the music all the way down in the settings. As I said, there's a variety of what you can use, and I have those listed in another topic.
Save, and drag the edited file from your desktop back to OpenIV.
5) In OpenIV, press the back button twice so you see the "carvariations.meta" (mpchristmas2-->dlc-->common). You will also need to extract and do the same thing in terms of naming it. Change the name, save, and re-add to OpenIV. I've included one of my carvariation lines you can use as a template for all your vehicles. Do note a few things: 1) Some vehicles require custom carvar settings. Most, however, will work fine with this. 2) For non police vehicles, change sirensetting to "0". This setting is only for emergency cars. 3) <kits> deals with the mods that the car will have. I, personally, never mod my cars, so I just ignore that.
6) If you haven't already, download the vehicle files for the car you want, and rename them to match your add on car.
7 ) In OpenIV, you can either click the back button until you get back to the page with "common" and "x64" folders (mods-->update-->x64-->dlcpacks-->mpchristmas2-->dlc). Once on this page, go to x64-->levels-->gta 5-->vehicles-->xmas2vehicles.rpf. Click the "edit mode" button, and drag and drop the vehicle files from your desktop into OpenIV.
8 ) Click "edit mode" again to turn off edit mode, and you're good to go.
Final notes:
* In the carvariations, sirensetting must be set to at least 1 for it to have siren. There are other siren settings you can use.
* In vehicles meta, <flags> must have FLAG_LAW_ENFORCEMENT and FLAG_EMERGENCY_SERVICE
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Odozer reacted to ineseri in I want to remove the fat cop?The easiest way is to open pedgrp.dat and replace M_M_Fatcop_01 in # POPCYCLE_GROUP_COPS with M_Y_Cop. They'll still exist then but wont spawn anymore.
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Odozer reacted to Takashi.pc in Weapons disappearing [SOLVED]My pre-saved weapons on simple trainer disappeared after a few second. Basically, I removed Pistol, and added Combat Pistol, Pump Shotgun, Carbine rifle, Flare, Fire extinguisher and tear gas. But somehow all the guns were missing except fire extinguisher, flare and tear gas, and my pistol came back with ~40 ammo, what is going on?
Solution: Edited on April 29, 2020
Stop The Ped Realistic Weapon System enabled...
How to solve it completely: Edited on Nov 26, 2020
Method 1:
Go to GTA V main directory/plugins/lspdfr/ and open Stoptheped.ini file
Disable Realistic Weapon System
Method 2:
Use the context menu key and disable every time after on duty