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You can use FiveM's list of button IDs:- https://docs.fivem.net/docs/game-references/controls/
I have genuinely never had that issue before so no idea what could be causing it. Only thing I can think of is "horn boost" but as the name states - requires you to mash the horn (not something you can do outside of the vehicle).
Did you install the scripthook and ENT properly?
The downgrade is likely the problem. We don't officially support downgraded/heavily modded games due to the issues they tend to present (and difficulty diagnosing it).
Enhanced Native Trainer: Update 53.1
* Fixed the "heavy snow" feature - Thanks to Sjaak for the advice.
Contributions wholly thanks to @Slash_Alex:-
* Added a 'Load Extra Map Stuff Automatically' option (update your ent-config.xml file)
* Added a 'Traffic On/Off' hotkey
* Fixed some bugs in the 'Airbrake' feature
* Fixed a bug in the 'Load Cayo Perico Island Automatically' option
* Fixed a bug in the 'Restore Missing Radio Station' option
* Some of the weapon tints (namely MK1 tints) use the incorrect name in ENT. This is a side effect of using the in-game names.
That's a game issue in that case as we just call the same native R* does when you go online. Are you using any map mods or mods which replace props?
Do you have the DLC(s) installed? Those stations are read from the dlclist.xml I believe so if that has been edited or doesn't exist then that option won't work.
Try loading _just_ ENT and seeing if it still crashes. This can happen when co-loading with some mods.
We know - R* broke it.
@Dhruv aka Fulcrum
That sounds like an issue with how the mod replaces the in-game one. ENT (and the game) uses the model name so if your replacement vehicle is called POLICE_5 for example - that's the spawn name. It also doesn't support non-ASCII characters so it may be worth renaming the custom vehicle replacer and seeing if that makes a difference.
Worth mentioning ENT supports custom vehicles so you shouldn't need to replace the vehicle - you can just add it in as an extra and it'll appear in the correct category (one of the images in the OP shows a standalone McLaren mod for example).
It's not an ENT issue though - just how the game is discarding the mod replacer for some reason (otherwise it would spawn fine).
That's already in ENT. MK2 weapons have custom ammo types, and you can set the weapon's attachments after equipping the weapon.
There isn't a way to fix it as R* broke it (and the original devs of the project that feature came from got a cease and desist from T2 years ago). We're seeing what can be done about it.
@Dhruv aka Fulcrum
Make sure you've got the DLC files as ENT auto-generates the vehicle list so if the files are missing, you won't get them in the list. They're definitely in the list for me:- https://imgur.com/ZzqsDCH
Is your game updated? ENT auto-generates the vehicle list so if you're missing the DLC then it won't add those to the list.
@Dhruv aka Fulcrum
You'll need to define spawn issues - are they disappearing when you spawn them or just not spawning at all?
They're in their respective categories (it's alphabetical).
R* changed things which broke it. It's on the list to fix.
Changelog is in the download/pinned up top.
Vehicles only disappear if you attempt to drive them. It's something R* added to the shop_controller script (the one which is also responsible for Ammunation etc) to prevent us using Online "exclusive" vehicles in SP. You can spawn them and have NPCs use them, just can't drive them (this makes them despawn; spawning them or getting NPCs to use them usually keeps them in the world) unless we make the game think it's online.
You shouldn't need that option if your game is up to date as ENT should automatically apply the necessary 'fix' for you which is why they don't despawn when you have ENT loaded but do when you don't.