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@WonderedAtom_X it does go away when you ADS only if you don't use any mods that increase your FOV. This thing is mentioned in the "KNOWN ISSUES" section of this mods description. Hiding the reticle in ADS mode is not compatible with increased FOV and it works only with the vanilla FOV values.
@jjj777 Hi. Seems like you're using an older version of LemonUI SHVDN2. You need a 1.5.2 version for this mod to work.
@JoyLucien I still didn't get a straight answer from you about what "shvden" is but based on your last answer I suppose you meant ScriptHookV. Anyway it's not a good idea to modify SHV itself if you're about to share that build. But your idea of a separate .asi mod that loads .ytd's from a folder is good.
@JoyLucien So what is "shvden"?
@Andrew062_ Any mod that loads the Hayes Autos interior and opens its door will be fine.
@JoyLucien first of all what is "shvden"? At first I thought you meant "shvdn" and mistyped it but since you still use "shvden" word I suppose it is something else. Secondly when I checked the source code of ENT I also found RegisterFile() but I didn't understand how it injected the .ytd data to the memory. I remember it used FindPatternJACCO() in its body which can be replaced with FindPattern() from MemLib class ( https://gist.github.com/Complexicon/75f1deb761939a57d7ca9cf485875512 ) if you're making a script with C#. I tried searching for an actual method that loads .ytd in a memory as a byte array data or something like that in all the source code but I couldn't so I gave up. Anyway I don't have that much time to do a deep research on this thing. But your "easy way" solution to just cut the unneeded code from ENT and build it as a script that only does one specific thing (inject and register the .ytd) seems pretty good. It's not clean but as long as it works it's fine. Still better than placing a textures into the RPFs. Just don't forget to credit the ENT author for that part of the code =)
@JoyLucien Oh that's extremely cool! There's a source code for ENT so you can research how it's done by yourself or you can ask the author of the trainer. I've looked into the source code and I think it's pretty tricky to understand how it works but still it's good to know there's actually a way to load the external .ytd's using direct memory access magic. I just don't have time to research it myself. I just wish SHVDN had such functionality cuz I'm also not a big fan of installing additional assets into the rpf's that needed by the script. I hope you'll find a way to do that using .NET.
@JoyLucien sup. No, unfortunately it's not possible to access the .ytd files (or any other internal GTAV assets) placed in a random location on the hard drive.
@blackie633 well if you want to modify it for yourself you can just delete shop classes in the original mod that conflict with the shops in my mod which are: Get Aweigh and Hayes Autos. This way you can run my build and the modified original mod at the same time - you'll get 10 unique shops overall: missing 4 shops from og mod and 6 from my build. Use "dnSpy" software (download it only from its author's github page) for decompiling and editing the code.
@blackie633 Oh I see now. No, those mods (PDM, Benny's, motorcycle shop and Larry's) were intentionally replaced by me in favor of new shops (Paleto Truck Sales, Higgins Helicopters, Elitas Travel and Warstock C&C). That was the main reason of my custom build of ImNotMentaL's mod - remove unnecessary shops and add the ones that sell you helicopters, planes, trucks and military vehicles. For any other vehicles there's already a good standalone mod "Premium Deluxe Motorsport Car Dealership" by ImNotMentaL which is more advanced than this one.