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Enormous quality, I'm using the 4K version and its beyond what I thought we could achieve in GTA 5,I'm using 1000+ carpack, which is a lot of work to do, and some cars are high poly models, haven't yet tested this in crowded urban areas in rain, but I have spawned 80 Plus High Poly cars while testing each car, I didn't see any new problems.
The other raindrop mods are tiled up and look like liveries, this one isn't.
I'm also on RX580 and i7 2600, old HDD, 12 GB DDR3 Ram, so my setup is nothing special, still works well.
5000/5 Stars is what it truly deserves
I've tested the new beta
You should try disabling the mod completely through the paleto score mission. In your older GSW2, the mod is somewhat disabled at that mission until they escape the tanks in the dozer, then the mod reactivated and messed up the mechanics (in this mission not only the players health acts somewhat like a body armor, but the locational(limb) damage (which does not count as body armor) is meaningless since they have a very heavy full body armor. The locational damage is disabled up to the dozer escape (in your old GSW2), then it reappears and (strangely) players take huge amounts of health damage with each carbine rifle shot(the limb damage is active, so even with armor, if shot at limbs there is unrealistic damage, contrasting the full body armor function)
In your new beta, the whole mod is active during the mission, so trevor and michael take damage on limbs although armored, but the body armor works as intended (like the mod's own armor damage system).
You can easily disable the mod before the minigun part, and the problem is solved, then you can reactivate in after the mission, but this is a good idea to disable that mod in that mission, similar to your older gsw2 that disables most part of it, then it will be a huge bugfix!
The good thing is the new beta patched the issue in your older GSW2 when michael not climbing up the rappel rope with mr K from the building in three's a company.
I'll check other missions to see if other ones encounter such issues.
Well this is a masterpiece of modding industry, or better say the gaming industry, as it's unlikey that no other game has such realistic gunshot damage features implemented ingame (maybe only certain new war simulators that I have not tried, may have such damage system, but I'm not sure)
I get this weird looping animation of holstering/unholstering of guns with this mod, did anyone have such experience?
Where can I find the Audi Q7 mod in the screenshots?
Any known way to edit the prices?
This mod hasn't been updated for quite some time, I was struggling with university entrance exam for my Master's last year (successful) and other difficulties I've been dealing with, and a lot of mental exhaustion from powerlifting and busy schedule , left me without much energy, barely enough to only do my necessary tasks such as Gym, Exams, and a lot of other stuff that got in my way of moving forward with this mod. These issues caused me to pause my work for a while. But as the Resource Adjuster mod came out there was a spark of hope and joy as now we can integrate real traffic mods into Vram up untill it overloads into ram and delays the Texture Bug, don't know how to pause the traffic scripts after a specific amount of time or when the ram gets overloaded, So for know I have to do it manually, and the memory error pops in so there are a lot of setbacks yet, but anyways that made me think to work on gta again. I use a custom carpack which my network does not have the upload speed to upload 16+ Gb of added cars and other vanilla replacements, car upgrades and stuff. And most cars in my own carpack, are planned to use generic realistic handlings, means they will be designed with realistic traction and mass, but the other factors only remain in acceptable degree of accuracy, not anything accurate or real life close in terms of acceleration, top speed, g forces and..., as for Now I only work on models I feel them as near perfect, like dsawdsaws 458 pack which the models are incredibly detailed and all features such as breaking glass, glass texture, proper detailed engine model engine damage, good damage model, working dials and dashboard signs, working lights and indicators, acceptable light coronas, head does not clip the roof, not too much reflections on seats, good interior textures and materials. Bullet holes appearing on body, dirtmap, lights have breakable glasses, and the car does not have lateral movement when it's supposed to move in a straight line! (I remember a murcielago and koenigsegg one had that issue) Other minor stuff I might set aside and go with it are sometimes the calipers move with the damaged body which I only accept necessary cars, some have improper damage models(bad aftermath look, bumpers spin from center when damaged, holes that see through the cabin or see through damaged panels, but perfect everything and there are no other choices so I must go with it, some may have unacceptable engine nodels but there are no other choices and I'm left optionless until a proper model arrives. And some insanely detailed models have strange issues, such as the Beautiful Ford GT by Aige, which has almost perfect everything but the glass does not break! And the Porsche Carrera GT made by the same author has bad damage model and heavy frontal impacts causes the front end to stick to the ground and the car gets stuck (not forget to mention I do not consider this as a bug, as l'm working in a way to disable all cars after heavy impacts when totalled just like in real life)
I'm adding the new downforce mecahnics to the cars which have lift instead of downforce, doing the torque maps as well as the gear ratios for maximum accuracy. Simulating realisting downforce effect as best as I can to real life cars(some I may not be able to go so close),and I'm discontinuing the cars that did not arrive in US at the timespan of the Game (August 2013 to October 2013), or any model's with advanced technology, GTA can't do with its functiins or no scripts to do that. because of the aforementioned problems, I'm discontinuing the work on e.g. Porsche 918, cause I don't know how to make the engine decouple the front electric motor and I do not know how to define a torque map and gear ratio for the electric motor on the front axle, so the handling available in the future update had torque map and ratios, but inaccurate and I've simulated the decoupler's acceleration cut with drag, but the front axle remains intact (if I find a way to do that or anyone knows to use the handling replacement library to do that, let me know). I've managed the torque mapping and gear ratios, everything on McLaren P1, so they work perfectly but other models not available in US for any reason or not available after that timeline isn't my priority (time is limited), this time I did the work on those models even though they didn't arrive in US after Q1 2014(love for those cars), but I may not update them in the future(it's unlikely for them to need updates). I'll discontinue work on improper models as well and add better built models in the archive. I try to give the update but don't know the exact time I'll be free for that.
Incredible, I was dreaming for this, now we can measure correct acceleration tines for different cars, will try to configure it for my handling edits
Can you make it configurable so we set different speeds e.g. 37 mph to 54 mph or 200km/h to 300 km/h without the need to accelerate from standstill?
Awesome as always
Tell me more
But what you should know
This mod mainly cosists of handling.meta
Plus Custom Gear ratios to work
The two mods mentioned need to be downloaded from this website,
There are otber features as well
Dialaccuracy fix which is a fix for wrong dials
And glowing brakes for brakes glowing when used a lot mostly on performance cars
So it has steps to work properly which is in the readme file
And there is a part you need to check vehicles.meta for some values to be corrected if needed for realistic damage to work
These are the main things that you have to do however there are details in the installation which you need to precisely follow in order to work properly
Ask me about the details and where exactly you have problems with the installations, I'll help you out
No worries this mod's installation looks difficult but its much easier than installing carpacks and stuff like that
If you dont have the car models needed you have to download them first, install them properly, check vehicles.meta for the values explained in the installation and then proceed to this mod.
If you don't know how to install car models tell me, that has some difficulties and I'm not using mods folder btw so if you want to use mods folder you must ask other people, but for adding cars you mainly need an RPF file with stuff in it, you can download a car sample as an addon and continue to install other addons in that same rpf, or you may wish to install multiple addons which will not work after adding some packs, so I recommended using big addon files up to 4gb if you want to use carpacks and Isolate them every 4gb to avoid game crash
You need proper gameconfig based on your game version for addon cars to work after adding a few cars...
And lots of other stuff you need in modding & I assume you know many of these but if you don't know these are the main things to consider, also modding GTA V has to be carefully planned, as issues in copy paste, wrong places and stuff will result in game crashes so you need to be precise.