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Has anyone had any luck getting codewalker to see these props? I've tried to get it to do so to convert xml's to ymaps with no joy. It only sees the 'number props' not any of the building pieces.
@RiME557 Cool. I've installed it and will check it out. Any luck on hooking up add-on trailers?
@Bjergsoints, man I've tried everything to get rid of the collision that blocks this mod! I initially had another grove st. MLO in the same spot, but had to get rid of it because it crashed the game if you got near the area. I also had the one that is a stash house next door on the right (with the red garage door.) There was a collision issue after the 'Contract' second update that I couldn't get rid of. Eventually, I put in your mod with that one. You could see into both and the doors would open, but no luck getting in. If you phased in even with a trainer, you just fall through the floor. I got rid of the stash house and ditched collisions from 'mpmappatches' and 'x64k' in the mods folder. Still had the collision and still fall through the floor so I haven't been able to at least test the mod to see if I like it. Looks good, but these last updates have messed with the grove st. area badly like Rennie mentioned. Unless someone can identify some specific files to ditch, this one's a wash.
@RiME557 Still hoping for that 'no livery' option. In the meantime, I can't get a modded flatbed trailer to hook up to the back of the bus to tow a vehicle. The vanilla 'boat trailer' works, but looks whack with a car or motorcycle attached. Any chance you can 'hook that up?'
@Jail0Breaker Losing your weapons load is strange. Usually, you just lose your ammo in any MKII weapons when you change appearance in SP. Is ENT the only trainer you're using? If so, until there's a fix using 'simple trainer' overrides ENT and Menyoo and will keep your weapons load intact. You'll still lose ammo in any MKII weapons when you change appearances though.
@SketchyGods From what I can see, you aren't using MapBuilder props. I can't see them in codewalker when I try to convert to ymap and they get nasty occlusion using xml2ymap converter.
Hey Sketchy, question; what are you using to prep those buildings for interiors? Looks like you're clearing out the occlusions and collisions. I figure you're using 3DSM to cut open the doors and windows. Is that right?
@Zemanez, bodyguards are still broken. Deselecting 'vigilante peds' got them working again, but when I tried to get one to 'share a weapon' ENT crashed the game. I swear this last P.oS. update messed everything up that worked great. Hope you and the team can fixt this....
@alloc8or Yeah, the last 3 updates and NBL's 'AFU'. Used 'Resource Hacker' to update the .asi and it 'works' again. However, all the 'water and under map interior teleporting weirdness' is back with a vengeance when 'Max Depth Setting' is set for 'true'. You initially get 'ported back to land getting into the ocean, do it enough times and it 'works' again. Going into interiors under the map (warehouses, nightclubs, etc.) and you either get 'ported to the docks above them or the game crashes. If using a Menyoo Marker (teleport), you get 'ported above the location, the game crashes or sometimes it works normally. Haven't tried going to 'space' yet. Hopefully that's not 'FUBAR' as well. Hope you and or the team gets around to patching up this great mod....
Oh, these portals also break teleports in menyoo. A character can enter a portal in a vehicle using a menyoo port, but can't walk in using one.