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I know the Scripthook and ENT uses a handful of WinAPIs which Proton may not be too happy with. Similar with the proxy injectors (dinput8.dll) as I've had mixed experiences trying to inject DLLs/ASIs into processes which are running in a WINE wrapper. Most of the time WINE isn't happy with it trying to load custom DLLs so fails.
Not sure what you mean? If you set something in ENT and it's causing the game/scripthook to crash you can either delete ENT's DB (type: %appdata%\Enhanced Native Trainer into an explorer window and rename ENT.db) or use DBBrowser to open the DB and set the setting to 0).
ENT automatically finds the global and sets it so it isn't that. Given it found it in your log - it would have set it to prevent the vehicles from disappearing. There's definitely something else on your end causing that. I'd suggest stripping back all the mods and running _just_ ENT and seeing if it happens again. If it doesn't - add in your mods 1 by 1 until it breaks.
ENT already supports the new version. The vehicle despawn global auto-applies and ENT automatically finds new vehicles etc.
Only bug is R* left some placeholder vehicles in the last rushed update which causes the game to crash if you try and spawn them (which I'm getting ENT to remove for the time being until R* fixes it).
What you're wanting to see is the "Despawn global: " line as they tells you ENT has found the global and prevented the cars from despawning. It sounds like you've got a mod either doing the same or has reset the global making the vehicles disappear again.
There's only 2 as we use R*'s implementation (zoomed in or small).
So I looked into this and it _only_ affects the new vehicles. I suspect they're missing a model but are complete enough ENT picked them up as valid vehicles even though they're half complete which is why the game crashes
The last update felt a bit rushed and this looks to be the case.
If you look at ENT's log - does it mention anything about failing to find the despawn global?
Not that I know if. That's a R* design quirk.
Alex is working on a few fixes at the moment. I've been just too busy to look at ENT recently.
If I remember right there's a secondary option for the controller but not the keyboard.
Thankfully 90% of ENT self-updates (i.e the new anti-vehicle despawn global auto-updates so we don't have to update it manually).
None of the natives changed and so far I'm not seeing any new DLC items added (ENT would auto-add the vehicles to their respective categories anyway). Once the new scripthook is out - existing ENT should auto-update so you can carry on using it as normal.
You have to load the online map (an option under "World") for it to appear. The map for SP loads different assets to the MP one which is why it doesn't appear.
Haven't had that happen before. Does it do it if you change the key to a a different one/not the one you rebound it to?
@hi-punch11 You need to put the ScriptHookV.dll and dinput8.dll file in your GTA folder (beside gta5.exe). ASI's go in this same folder beside the DLL.
We just apply the same mods LSC would so any changes to downforce etc aren't done by us. That's on R* to sort out or if you find the relevant handling config XML file - you could edit it there.
Not in ENT as those are defined by R* in the files. You could go and edit the relevant ped files and see if that works however.
That sounds like R* broke the native. It's used by the game when you transition to online but usually that transition is done while you're up in the clouds (so you don't see the map unloading etc - Michael's house interior doesn't properly exist in Online for example so is unloaded).
Best option is to see if you can disable the "load MP map" option in ENT and reload your save. Alternatively you can disable it by using a tool like DB Browser to disable the option in the ENT.db file (found in %appdata%/Enhanced Native Trainer).