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@TayMcKenzie I was making a pretty obvious joke, but it seems to have gone way over your head. I guess English ain't your mother tongue.
@TayMcKenzie The coordinates are fine. The MP female is on anabolic steroids and other PEDs (not npcs, i mean performance enhancing drugs) and can easily crush through a metal pop can. That's why you can see her fingers go right through. You don't want to piss this lady off. Or it could be creator used AI image generation which is notorious for screwing up fingers and limbs.
@F7YO You forgot one important point in your pinned comment. You can't run a highly modded game on a POS desktop or laptop. You need the proper hardware along with everything else you mentioned.
@WolfDeaS In your video, the driver doesn't come to a full stop. This isn't the AI. Check your code parameters because the car should stop almost exactly where you want. Obviously the slower the car is moving the more accurate it will stop but I actually did a demo with the car moving very fast and it stops without this back and forth movement..
https://www.youtube.com/watch?v=Y5GlNgnZsnQ
@TheCompleteMonster I understand. We just have different views. Mine is, Give a Man a Fish, and You Feed Him for a Day. Teach a Man To Fish, and You Feed Him for a Lifetime
@IreBurn It's really to avoid duplication and for efficiency since it compiles while you're in game.
@gtavjamal I know you play reverted, so if you're having trouble with BattlEye, you can read this. It's based on the official Rockstar notes + additional info for reverting. I just got on today and fixed this in 5 minutes.
https://gta5modhelp.blogspot.com/2024/09/removing-battleye-for-reverted-games.html
@scarredface1017 If you're on Steam read these:
https://gta5modhelp.blogspot.com/2023/03/legal-download-of-steam-gta-5-files.html
https://gta5modhelp.blogspot.com/2022/12/avoiding-gta-5-update-headaches_27.html
If you're not on Steam then try to get copies of GTA5.exe from friends you trust. It's the only file required to revert. I don't recommend downloading these files from unknown or pirate sites as they may contain undetectable malware.
@iammistahwolf one more thing, the dlclist.xml determines the order by which openiv.asi loads dlc/addons. Assuming you added this MLO at the bottom of the list it will load at the very end. Either way, this will not solve your issue. Either you selectively load MLOs, edit the ybn, or move the MLO would appear to be your 3 options, the 4th would be not to load it.
@iammistahwolf I'll let @Rennie answer more specifically as I only edit this file to change names. I do however have considerable success at troubleshooting, so from my perspective the answer is no. If 2 or more MLO's are conflicting, loading one before or after the other will not solve your problem IF (notice the all caps) they occupy the same space or in this case share the same collisions. This kind of issue is different to the ones where cars have the same modkit ids which can easily be changed to fix the issue.
But that's just my view, right or wrong. The good news is that there is an exceedingly easy test although it requires patience and attention to detail. You change the order and load the game. It's sad that this method takes time (loading a heavily modded game) but it is foolproof. However it doesn't mean you can get multiple entities to play nice. For example, with my version of Liberty City, one of dozens out there, almost any MLO i load from LS will not show up. Solution? I don't load them. I have a VB.net loader which allows me to enable or disable any MLO (or map) simply by renaming them temporarily. This also solves any issue where you have multiple versions of MLOs using the same building as an example.
Another approach, given an MLO doesn't have nav meshes, is just to move it to another location.