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@candyxblaze Would it be possible to convert this to a MapEditor xml? I don't use Menyoo.
@WolvexR Why is it even necessary to rename the d3d11.dll file to d3d12.dll and then re-add the original d3d11.dll back into the main directory? What's the purpose of that? The reason I ask is because I no longer have that file in the directory because I have VisualV and Reshade installed, the d3d11.dll file wasn't necessary with that graphics mod so I deleted it a long time ago. Will this mod malfunction if that file is not present in the main directory?
@ChargedKILO Once I enter the name of the xml map I want to load in the ini are the X,Y,Z coordinates detected automatically or do I have to tediously figure 'em out on my own and enter them manually? If that's the case, where exactly within the map's xml would I find the correct X,Y,Z coordinates? There're hundreds of X,Y,Z coordinates in the xml that refer to different things, such as props and stuff like that.
@3_Washing_Machines My friend I think you peeled the right banana here with this 1.0.2 update! I didn't get any shv errors this time, gameplay was smooth and I was able to play for a long time, so it seems you fixed that issue. Now there is one question I want to ask you though, how do I diminish vehicles spawning in traffic with "two-tone" colors? I don't see an option for that in the ini. The percentage of vehicles that spawn in traffic with two-tone colors is very low but still some cars spawn with like half blue and half fuchsia colors driving around, some blue and yellow splits, some with lower pink color and the top is like cyan. Considering we're in 2026, it does looks somewhat unrealistic. I noticed in the comments that "Janus_" sort of mentioned something similar to what I'm talking about but, me personally I wouldn't call some of the colors "clownish" like he said but, it does seems unrealistic seeing cars with "two-tone" colors driving around when we're in 2026, if you get what I'm getting at. If I were playing gta 5 like back in the 1970's and 80's I wouldn't mind that at all but, we're in 2026 and realistically you don't necessarily see that many cars in traffic nowdays, in real life, with two-tone colors. It's no big deal per se but, it would be nice to maybe have an option in the ini to diminish that. By the way, I forgot I haven't given you stars yet, this is an awesome mod so it deserves 5 stars from my end.
@3_Washing_Machines For some reason I got a ScriptHookV error with this new updated 1.0.1. version. It didn't happened right away, I was able to play for about 15 minutes before the error popped up. Here's the splash window of the error so you can get a better idea of how it looked like > https://imgur.com/a/sp3yIDD
@3_Washing_Machines Let me ask you something, before I came across your mod I had this one bookmarked > https://www.gta5-mods.com/misc/updated-dlc-vehicle-all-in-one-package-oiv , Updated DLC Vehicle Spawn Colors by Skysder, Does yours works similar to that one? That other one what it does it modifies the carvariation meta files so more vehicle color variations spawn ambiently in traffic. Does yours works moreorless the same way or this functions differently? And also, if I decide to use yours is the other one even needed after I install yours or not?
@OmegaKingMods Is there any way to change the "F5" Menu key to something else or that's not possible at the moment? Also, does this requires installation of the main "Map Builder" dlc or is this a "stand alone" mod similar to the original "Map Builder" that doesn't require the installation of the dlc?
@M8T Holy S**t, didn't even know I made a comment on this mod in 2018, 8 years ago.....lol
@Alex106 I have an issue when it comes to the ymt scenario files. I have this mod already installed "Police Scenarios" ( https://www.gta5-mods.com/misc/police-radar-scenarios ) that also replaces a whole bunch of the same ymt files this mod replaces such as: chumash.ymt, los_puerta.ymt, paleto_bay.ymt, race_course.ymt, vespucci.ymt. Can I override those with the ones from the "Police Scenarios" or can that cause a problem?
@LeetSombrero Doesn't this eats up RAM memory? There's a reason corpses need to disappear at some point otherwise it will probably use up too much memory, specially RAM. What's your opinion on that?