Crenom
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Updated for the latest GTA Online update: Further Adventures in Finance and Felony.
Alright, I've been thinking about doing this since a while. "But, Hystery, why would you bother doing a whole thread about this? Especially since it seems to have taken quite some time to write." you may ask. Well, I could say that it is because I'm a philantropist, but I'm not a good liar. Nah, the main reason is that I find it a bit sad and irritating to see the same topics popping out over and over again in the support section with the same questions and the same fixes that have already been repeated when it comes to installing car mods. So I thought I'd actually give a bit of myself to try and solve the problem. Yes, I'm nice like that. Anyway, now that this introduction is done, let's jump into the fun stuff.
Note: if you see clicky stuff, click it, it'll lead you to a page related to what I'm talking about.
First, you have to make sure you've the tools to mod your game properly for modded cars. Those tools include:
OpenIV (includes the OpenIV.asi and ASI loader that have to be installed with it)
Common sense
Yes, common sense is a tool, and can come incredibly handy. But gladly for you, thanks to this thread, it will not be mandatory (even though strongly recommended) as I'll address most of the common problems encountered when a car mod is not working as intended. Don't worry, you'll get used to my passive-aggressiveness. It's part of my charm! Jokes aside, let's move on.
/!\ IMPORTANT /!\: USE A MODS FOLDER. IF YOU DON'T AND END UP SCREWING YOUR GAME, IT'S ENTIRELY YOUR FAULT.
Basic information: the whys
Something to understand very well and is important to know before starting to install car mods is how Rockstar organized their files, and what are those files. Let's take a look at the second before talking about the first. Files come in various forms. The ones that will be of interest to us are .rpf archives (Rage Package File). Why? Because they contain all data of the game, and most importantly all the 3D models of the game, from the subway wagons to the trashmaster truck, passing by the different kinds of peds in the game. Though only the ones containing cars will be of use: the vehicles.rpf archives. They contain ALL the vehicles of the game. No exception. So far so good? Alright, let's talk about the file organization.
Over time, Rockstar released different updates for GTA Online. You may have heard of it, that's the updates breaking Ragehook and Scripthook every time they are released. Those DLCs are all located in one single location. The thing is, when Rockstar released new vehicles, they released them in the form of new vehicles.rpf archives. Sometimes it contains just 2 or 3 new cars, sometimes more, and sometimes it contains updated versions of already existing models. This last part is VERY important. The game works in such a way that it will load the cars of the game starting from the most recent released vehicles.rpf, and then will go back in time in the different updates installed. That means that the most recent versions of the cars will be loaded first and will override the previous versions of the said cars as they are judged obsolete. That's why you can find the police3 model in the vehicles.rpf archive in the DLC folder called patchday4ng, but it is also present in an older vehicles.rpf archive in an older DLC folder. The one in the patchday4ng DLC folder was released more recently on the timeline and thus is loaded first in the game, and overrides its previous version. Keep that in mind, it's very important for the next part.
Installing car mods in my game: the hows
To install a police car mod, you need to replace the in-game model with the car you want. It must fill one of the existing slots, that are detailed below.
fbi (unmarked Bravado Buffalo 1st Gen)
fbi2 (unmarked Declasse Granger)
police (LSPD Vapid Stanier 2nd Gen)
police2 (LSPD Bravado Buffalo 1st Gen)
police3 (LSPD Vapid Interceptor)
police4 (unmarked Vapid Stanier 2nd Gen)
policeb (LSPD police bike)
policet (LSPD police transport)
policeold1 (North Yankton Declasse Rancher)
policeold2 (North Yankton Albany Esperanto)
pranger (Park Ranger Declasse Granger)
riot (LSPD/NOoSE Riot)
sheriff (LSSD Vapid Stanier 2nd Gen)
sheriff2 (LSSD Declasse Granger)
Any police car that does not replace one of those slots is considered an add-on and needs specific manipulations that WILL NOT BE EXPLAINED HERE. We're here to talk about original police car slots.
Now. Those cars are actually not located in one single vehicles.rpf archive. They are scattered a bit everywhere. If you wanted to be really cautious and tidy, you would have to replace each model in its actual location. For example, if you wanted to replace the police2 model, you would have to go to the DLC folder called patchday3ng, and replace the model in the vehicles.rpf archive it contains. If you wanted to replace the police3 model, you would have to go to the DLC folder called patchday4ng, and replace the model in the vehicles.rpf archive it contains, and so on with the different models and their actual locations. BUT! Do you remember when I said the game was loading cars starting from the most recent vehicles.rpf archives and then was going back in time? That's where the trick is, we can abuse this system. Basically, if you install ALL your police car mods within the most recent DLC patch, they will be loaded first and override the previous versions of the car slots you placed your cars in. That means that you need only ONE DLC folder with only ONE vehicles.rpf archive to install your police car mods. It makes everything easier. Let's put this in practice.
Installation: At the date of 09/06/2016, the latest DLC patch that has been released by Rockstar is the patch called patchday10ng. This DLC patch is located with all the other DLC patches, at this location: update/x64/dlcpacks. You will find the folder called patchday10ng there. Inside, you'll find a dlc.rpf. You will right click on it and click on "Copy to mods folder". Once done, you'll automatically be in the dlc.rpf archive, so you'll just have to navigate to x64/level/gta5, and you will find the vehicles.rpf archive. Open it, and as you'll find out, there's no police car in it. But we can make the game believe that there are police cars. Click on the Edit mod button and then on the green cross to IMPORT cars. Select the cars you want, don't forget to rename them to the name of the slot you want them to be, and simply import them. DONE! Yes, that's all you need to do. From there, the cars will spawn in your game at the slots you placed them into, because the game will load them and believe they are more recent version of the already existing police cars, and thus will override those. Crazy right?
Now now, let's calm our tatas there. That was only to install the 3D models. Most cars don't need more to work in your game. But some cars require a bit more attention than that, and when those cars need more manipulations, those manipulations are often detailed in readme files or similar provided with the said cars. Please. PLEASE. IF YOU SEE A README FILE, READ IT. It might seem like a silly request, but that's where common sense mentioned earlier comes into play. Many people ask for support when most of the time they simply did not read those installation instructions and slapped the car into their game without doing the manipulations mentioned. But before we get to that, let's talk about technical stuff.
As you may have noticed, the police model has halogen and LED lightbar, the police2 model has only LED lightbar, and the police3 model has rambar LEDs on top of having a LED lightbar. Because of those different setups, the lighting setups are different depending on the car, because the lights have to flash differently depending on what setup is on what car. That's why sometimes you will install a car in the police slot, and find out once in-game that the lights are actually not flashing properly and do weird stuff. That's because the lighting setup needs to be modified for the lights to work properly.
Those light setups are written in files called carvariation.meta. When a car mod works with a different lighting setup than the original model it is supposed to replace, you will find in the installation instructions something called carvariation.meta lines. Those lines of code will have to be installed in a carvariation.meta file that will be specified in the installation instructions. They are absolutely needed for the lights of the car to work properly. At this point, all you have to do is follow the instructions, do as they say and you're good to go. To modify a carvariation.meta file, or any .meta file, you will have to extract it somewhere with OpenIV, open it with a software like notepad, modify what has to be modified and then replace the original .meta file with the one you modified.
That's pretty much it. That doesn't seem that complicated now, does it? Well then, why do people encounter problems? I wonder as well. But let's look at the most common problems encoutered, and how to fix them.
Troubleshooting
"Help, the car I installed does not appear in game!"
Easy fix for that: install cars as I mentioned above. Most of the time, when the installed car doesn't spawn in game, that means that it has been installed in a specific vehicles.rpf that contains an obsolete version of the police model you wanted to replace. A more recent vehicles.rpf was released with an updated version of that police model, and thus the game loads it first, overriding the car you installed. As said, to fix this, install your car mods in the most recent DLC patch. Alternatively, it might also be caused by the fact you did not install the OpenIV.asi and the ASI loader, which you can do by clicking on the Tools tab in OpenIV and clicking on ASI Manager. You'll just have to click to install those two things.
"Help, the lights of my car are flashing weirdly/seem to be misplaced!"
Once again, easy fix. I see it happen often with cars having to be installed in the police, police3 and sheriff slot, but it can happen in different slots occasionally. When lights are not flashing properly or seem weird, like lights appearing mid-air, floating over the car and so on, that means that you did not modify the carvariation.meta lines I mentioned earlier and that should be included with the car you downloaded. Simply follow the installation instructions provided with the car and you should be good to go. Scroll up if you want to know the reasons behind this.
"Help, my car rolls over when I steer/take a corner!"
This is a specific problem. You see, every car in the game has what is called a handling line. That's what is defining how the car accelerate, brakes, turns, the weight of the car, how the weight is moved with inertia when the car is on movement, and so on. When a car is rolling over in corners and ends on the roof, most of the time it means that the original handling line is incompatible with the installed car. In those cases, most of the time a handling line is provided with the downloaded car to replace the original handling line with the modified one for the car to act normally/with specific perfomance. Those handling lines are in a file called handling.meta which is located in update/update.rpf/common/data. Remember to modify those files only once you copied them in the mods folder. In the rare cases were there are no handling line provided, there are two possible explanation: either you have to change the handling line by yourself, or you made a mistake at some point, and there's no real way we can help you. For the first case, you can modify what handling line the car you replaced uses by modifying the vehicles.meta file which is located in update/update.rpf/common/data/level/gta5. In this file, you'll find all the cars specifications. Simply press ctrl+F to open the search box, type what car you want to find, then once you found the dedicated lines for that model just scroll down to find a line starting with <handling> and finishing by </handling>. Between those two is the name of the handling line, which is often the name of the car it was made for. Just change the name to a car you think it fits better and see if it gives better results.
"Help, the lights of the lightbar are all white!"
Dear, I've seen this question one too many times. Just set your Shaders and PostFX settings to High or above in the graphic options tab of your game. Also, USE THE DAMN SEARCH BAR BEFORE ASKING THAT AGAIN. Dozens of people already created threads about that, you can get your answer from them instead of creating another thread. Matter of politeness for the moderators trying to keep the forums clean.
"Help, how do I install textures on my car!"/"Help, the texture I installed is all distorded/misplaced!"
Unrelated to car installation, but since I'm a nice guy, I'll tell you anyway. For that, you'll have to open the .ytd file(s) of the car model you want to install the texture on in OpenIV. The .ytd are where all the textures of the car are located. Once opened, just scroll down and browse through all the textures to find where the original car texture is and simply click on replace once you selected it, and select what texture you want to replace it with. Alternatively, you can find how this texture is actually called, give the texture you want to apply the same name, click on import and select that texture for it to automatically replace the original one. Now, for the second question. Every car has what we call a template. It's basically a 2D scheme of the car's bodywork. It allows skin modders to make skins properly. Every car has its own template. Sometimes, similar models even have different templates! Yes, I know it's a bit annoying, but you'll have to live with it. Any texture released is made for specific templates/cars, and works only on those models. Don't try to apply a texture made for a 2014 Dodge Charger on a 2008 Chevrolet Tahoe, it won't work.
"Help, I installed many textures on a car but only the first one shows up in game!" A particular problem that occurs only for a few police slots. You see, there are two categories of police cars in the game. The ones that have a pool of unit numbers so the cars can spawn with random unit numbers when they dispatch, and the cars that don't have that. In the first category, you can find police, police2, police3 for example. In the second category, you can find fbi, fbi2, police4 for example. For that category, we say that the cars are not multi-livery enabled, means they only have one livery and spawn always with the same, on the contrary of the cars in the first category that can spawn with various, different liveries. To solve this, it's very easy. You installed a car and only one livery shows up when there are supposed to be more than that? Find in what slot you installed that car, then go to update/update.rpf/common/data/level/gta. You'll find a file called vehicles.meta. Extract it somewhere. Once done, open it with notepad or a similar software and look for the name of the police slot you installed the car in. Once you find them, scroll down to find a line filled with a bunch of 'FLAG_HAS_STUFF'. Simply add 'FLAG_HAS_LIVERY' at the end of it, and save. Then replace the original vehicles.meta file with the one you modifed, and you're good to go.
"Help, all my windows are tinted pitch black, and my lightbar doesn't light up because of that! It's a problem that is, to my knowledge, inherent to only the sheriff2 and pranger files. It makes some models having pitch black tinted windows, and since many models have the lightbar glass of the same material as the windows, it tints the lightbar glass as well, preventing the lights from flashing through. There's a very easy fix for that. Search for the vehicles.meta file located in update/update.rpf/common/data/level/gta5, and extract it somewhere. Open the extracted file with notepad or similar software, and press Ctrl+F to open the search bar. Search for the name of the car slot you installed your modded car in and causing this problem. Once you found the car lines, scroll down until you find a line that looks like this:
<diffuseTint value="0xAA0A0A0A" />
And replace it with this:
<diffuseTint value="0x00FFFFFF" />
It'll make the windows transparent and make the lightbar light up.
That's all I can think of on top of my head. Hopefully this will help people. If you see someone creating a support thread about a non-working car mod, feel free to redirect them here. If this helped you in any way, feel free to leave a like. Took me forever to write all that down.
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Crenom reacted to GravelRoadCop in Check out ELS for V!Emergency Lighting System V by @Lt.Caine
CVPI - Bxbugs123 High Speed Designs
Release Date : Not confirmed
This video demonstrates one of the newest addition to ELS : LED Hide-A-Way system and headlight flashers.
IMPORTANT!
Please be advised that the ELS depicted in the video is far from the finished product and people should not expect final quality of the program and treat it only as a minor sneak peak + a chance to help us make the ELS better by providing feedback. The video is not meant to be a teaser, or to evoke high hopes from the members on the forum, and the audience, but rather to help you understand where the program currently stands right now, and how far we have left to go in order to deem it as a finished product.
The testers have opened access to the alpha version of the program for testing purposes only and want supporters to be able to see what they are supporting. Playing the alpha might be frustrating and tedious due to the bugs and work-in-progress content. There will be BUGS ! This is important because we do not want viewers to think they are seeing the final product when we are still just in alpha development
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Crenom reacted to Sam in LSPDFR 0.2 Delay Update - 13 JulyI hate you now.
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Crenom reacted to Sam in LSPDFR 0.2 Update - 12 JulyJust as a quick update, we're doing our best to continue to fix things up. The main cause of the performance issues was resolved earlier today, although there's still one problem which is resulting in script crashes.
There's a good side to this delay as well though - we've been able to polish things up somewhat and even add in some little details that weren't going to make the original release.
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Crenom got a reaction from ricanwitagun in LSPDFR 0.2 - The Police ComputerYou should know better by now.
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Crenom got a reaction fromDeactivated Memberin LSPDFR 0.2 - Stun Guns & MoreJust spawn it from the rage console.
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Crenom got a reaction from Mhong9 in What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?I bought my third copy of the game when the countdown appeared on the site because i loved LCPDFR so much and i can see great things in the future for LSPDFR
I'm not going to touch on a wish list or what i think you should include in the future release because it's been covered by lots of great suggestions.
After playing for a few days i've got a small pro/con list that i'll try and keep different from everything in the other six pages
Pro:
Very stable, never crashed
Slick selection screen for peds and vehicles
Backup is quick and easy, multiple selections for units and response is a nice touch
Being able to spawn a new cruiser/hydra/pol mav from the ragehook screen is convenient but i have to use ~ first to bring up the cheat screen because the letter P keeps popping up a menu in game and stops my text
I like the blue area that gives you an idea where the callout is located
Con:
Traffic stops are kind of clunky, i can't seem to cancel the wrong car, or selecting the right car in a group is difficult. Could we possibly aim at the right car with the cursor?
Pursuits are balls to the wall until they die or crash. I've never had anyone actually give up. I'd like to be able to spam the traffic stop key and have them eventually pull over since not every pursuit needs to end in a fiery death in classic GTA style.
When peds bail, they either comply right away or take off and never respond to commands
When traffic stops end, suspect vehicles back up into my cruiser and take off
When a callout appears, there isn't a way to decline, we just have to let it expire. Would also like an automatic waypoint to the area as well on the GPS.
Sometimes the suspects spawn far enough away that i can hardly get turned around and enroute before they escape. I've started to call for heli backup right away to keep a unit in the pursuit until i get there.
Pursuit with cars spawning more than one ped often make the second ped spawn outside the vehicle, and you often have to choose one or the other since the one you don't deal with will escape. Doesn't seem to happen with vans and trucks
All in all, it's a great start. Thanks for opening up the mod for all of us to test it and provide feedback. Thanks for all your hard work on this.
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Crenom reacted to Sam in LSPDFR 0.2 - Stun Guns & MoreThis is the final part of our LSPDFR 0.2 preview series. For more information about the changes we're making with 0.2, take a look at the previous installments in this series, found here:: http://www.lcpdfr.com/forums/forum/880-news-updates/
LSPDFR 0.2 not only goes some way in addressing a lot of the feedback we received as far as features were concerned, but it also includes a large number of fixes for issues reported to us. A full list of these fixes will be published with the release, although among the things we sorted out are many of the frustrations people had with arresting, as well as traffic stop suspects reversing into players and the problems with detecting vehicles for traffic stops.
Aside from these fixes and the features we've already covered, there's still more to talk about. One of the big things that we saw people wanted was the return of the stun gun. Thankfully, with the inclusion of a stun gun in the game, this was quite an easy task unlike in LCPDFR. LSPDFR 0.2 introduces support for both the player and all AI officers to use stun guns. The AI support has been somewhat improved since LCPDFR 1.1, with more fluid animations and better mechanics in general thanks to the stun gun already being present in the game. Players are also now given a stun gun when going on duty, and we've been experimenting with AI configuration flags to make suspects tougher, so that they don't die after one hit - currently this works for all callout spawned criminals, and we hope to expand it universally.
Stun guns make their return in LSPDFR 0.2, with player and enhanced AI support. Shown is an AI officer drawing his.
One of the other main things that we've been experimenting with in 0.2 is audio. GTA V comes with a massive amount of police related audio which is fantastic, and we're looking to take advantage of this as much as we can. For 0.2, we've introduced a basic version of the Police Scanner seen in LCPDFR 1.1, with a couple of key differences:
The weird clicking noises between sounds have been drastically reduced. More variations of audio lines are present. You will now hear other officers talk on the radio too. Of course, this is still very much an experimental system and we'll be looking to make extensions and improvements in future versions.
As this is the final installment in this update series, instead of promising another article the next day, we'll promise something else: LSPDFR 0.2 - coming very, very soon.
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Crenom got a reaction from Rocking_Star101 in LSPDFR 0.2 - The Police ComputerYou should know better by now.
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Crenom got a reaction from SeaHawk14 in LSPDFR 0.2 - The Police ComputerYou should know better by now.
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Crenom got a reaction from sportboz in LSPDFR 0.2 - The Police ComputerYou should know better by now.
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Crenom got a reaction from Officer T. in LSPDFR 0.2 - The Police ComputerYou should know better by now.
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Crenom got a reaction from vynlthrash in LSPDFR 0.2 - The Police ComputerYou should know better by now.
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Crenom got a reaction fromDeactivated Memberin LSPDFR 0.2 - The Police ComputerYou should know better by now.
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Crenom got a reaction from Kallecrash in LSPDFR 0.2 - The Police ComputerYou should know better by now.
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Crenom got a reaction from OfficerJessica in LSPDFR 0.2 - The Police ComputerYou should know better by now.
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Crenom got a reaction from Steele1925 in LSPDFR 0.2 - The Police ComputerYou should know better by now.
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Crenom got a reaction from TheUniT in LSPDFR 0.2 - The Police ComputerYou should know better by now.
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Crenom reacted to monte379 in LSPDFR 0.2 - The Police ComputerWhen it's done. They will release it when everything is working right and how they want it to be.
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Crenom got a reaction from monte379 in LSPDFR 0.2 - The Police ComputerYou should know better by now.
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Crenom reacted to Bojan in LSPDFR 0.2 Announcement + First PreviewJust open the console (F4) and type "Repair" to fix your car.
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Crenom reacted to Sam in LSPDFR 0.2 Announcement + First PreviewFollowing on from the massive debut of LSPDFR on GTA V a mere two weeks ago, we're proud to announce the next installment in the series - LSPDFR 0.2 - featuring not only numerous enhancements and fixes, but also some highly requested features.
Indeed, while originally versioned as 0.1.1, the number of changes introduced in 0.2 seemed too significant to be represented by only a minor increment. LSPDFR 0.2 goes some way in adressing much of the feedback after the first public release and is our first response, pun most definitely intended, to thousands of the comments we've received since then through the forums, YouTube and social media.
From the electroshocking glory of stun guns, to a blast from the past with the LCPDFR style search areas and pursuit blipping, LSPDFR 0.2 packs a serious punch and is a major improvement from our first offering.
Asking for ID in traffic stops - one of the many suggestions that have made their way into LSPDFR 0.2.
For those of you familiar with LCPDFR 1.1, the lack of search areas and blips in LSPDFR pursuits might have been confusing. Fear no more, however, as we've reintroduced the system with much the same aesthetic style as that of before. There are, however, some notable improvements including the way in which each unit in the pursuit is now being uniquely marked on the game's map. This means that the legend at the side of the map can be used to highlight each different type of police vehicle currently involved.
We'll have more to share regarding the features in LSPDFR 0.2 tomorrow, when we'll move away from the pursuits and action sequences, and take a look at how 0.2 brings about better support of routine police work - something I know a lot of people are looking for.
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Crenom reacted to OfficerJessica in LSPD First Response 0.1 Betaquit complaining, If there's any progress the team will inform us.
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Crenom got a reaction fromDeactivated Memberin LSPD First Response 0.1 BetaWell that's weird. I've edited it.
I was curious how difficult it would be to create an ammo script.
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Crenom reacted to GTAIVCode3 in Donations Page & G17 Media Shirt StoreWhat about another mug saying "It's done when it's done" or whatever the saying is.