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provides a way to get past the modkitLimit.
installation:
1.download and installdinput8.dll from SHV.
2.then download this mod and extract the fies in where GTA5.exe is located.
3.change the value from the .toml file according to your needs(the vanilla game uses 1024).
credits:
citizenfx because the mod is base on their work
SourceCode is available on GitHub.
installation:
1.download and installdinput8.dll from SHV.
2.then download this mod and extract the fies in where GTA5.exe is located.
3.change the value from the .toml file according to your needs(the vanilla game uses 1024).
credits:
citizenfx because the mod is base on their work
SourceCode is available on GitHub.
Először Feltöltve: 2023. február 3.
Utoljára Feltöltve: 2023. február 3.
Utoljára Letöltött: 22 perce
31 Hozzászólás
More mods by Tanuki:
provides a way to get past the modkitLimit.
installation:
1.download and installdinput8.dll from SHV.
2.then download this mod and extract the fies in where GTA5.exe is located.
3.change the value from the .toml file according to your needs(the vanilla game uses 1024).
credits:
citizenfx because the mod is base on their work
SourceCode is available on GitHub.
installation:
1.download and installdinput8.dll from SHV.
2.then download this mod and extract the fies in where GTA5.exe is located.
3.change the value from the .toml file according to your needs(the vanilla game uses 1024).
credits:
citizenfx because the mod is base on their work
SourceCode is available on GitHub.
Először Feltöltve: 2023. február 3.
Utoljára Feltöltve: 2023. február 3.
Utoljára Letöltött: 22 perce
@Reyser This extender is not depend on SHV, so you can extend the modkit limit without it. You can't see any scriptRegister calls (which will make depend on SHV) in entire source code of this tool. https://github.com/0x-FADED/GTA5-VehicleModKitLimit-Fix/blob/e14a3bb76b2f66496f2e9b070ef8f5fbe9835192/GTA5-VehicleModKitLimit-Fix/src/main.cpp#L87
@kagikn but then if the script by default extends the limits to 65536 modkit ID's I should be fine using, idk, any ID between... let's say 1000 and 65536 that the tuning parts should load in-game, no? Or am I confused?
@Reyser Modkit ID's need to be unique among all modkit ID's in "Kits" tags in carcols.meta files (otherwise overlapping will happen), so you can leave the limits to 65536 if you don't mind taking about 64500 additional spaces. I guess regular one would take 1KB per modkit, but it depends on how modkits are configured. If you want to save the memory from the game as possible, I think you should set the limit to the highest "id" value among carcols.meta files.
@kagikn Well I know that but the problem I'm facing is that even thought I'm using values higher than 1000 as modkit ID's and I have this script correctly installed the tuning parts of the vehicle mods are still not working. I am not sure if all the available ID between 800 to 65536 are really usable or there's any conflict with them :/
@Reyser I tested with this car mod (set the modkit ID to 56322 to see if works) and I was able to change the vehicle mods properly (I can see "LB WORKS" and the game assembly altered properly). https://www.gta5-mods.com/vehicles/2015-nissan-gtr-nismo-yca-y97y
Maybe this script tries to change too early but fails in some environments as this tries to search the memory as soon as attached to the exe (the game assembly is like obscured until you launch the game and certain seconds passes (usually during R* logo showing)). I hope this script will have a simple log feature where you can see if the limits are raised successfully without peeking memory with tools like Cheat Engine.
@Reyser ok I did not know that we had no right to that I would put in the forum
@kagikn I suppose that it's just a game problem that even if this extends the modkit ID's limit there are some which still can't be used for unknown reasons then
@Alex01 I wasn't even asking for support though, was just explaining the issue I found and which I didn't know if was due to the script needing an update (which would made sense to post here as feedback for the creator), an issue on my end or something else. Whatever the problem is I'll figure it out myself by trial and error method.
So I download this modkitlimit extender that fixes the missing modkits cars for dlc like rapid gt classic and it works.
@Reyser Hi, is it for adding more tuning parts ?
Wow super merci 👌👍😍
I have problems with vigero zx and kanjo sj. When I modify this two vehicles and save them in the trainer, next time when I spawn them the tuning parts can sometimes lost, and I can't modify them. I changed the modkit ID but only worked once, now I need to rmove all addons and put them back to solve the problem. Can I use this mod to solve the problem? If it does, should I use the original modkit ID?
Great idea.
I didn't know about the limit, so from the very first car in my add-on pack (over 450 vehicles), i started at number 1000 and have already gone up to 1130 mod kits. At the same time, everything works for me without ModKitLimit Extender. Why?
What value will I change in the toml file? And will it be a problem if I open the file as notepad?
Will this help with decal limits? I'm using the fwboxstreamervariable with riot mode mod and blood and decal diversity and was wondering if this will help keep blood pools appearing
How can you do this with a FiveM server? has cfx.re already have the fix in fivem ?
Hey guys, after the last update it looks like the game does not recognize this modkit anymore, a lot of missing textures, previously it worked perfectly, no issues at all, if anyone has a solution please let me know, best regards.
Mod definitely needs update for current and upcoming version. It's frickin must-have if you love vehicle mods and now it seems to not work at akk. @Tanuki if you're there with us please consider updating this, please!
@Tanuki Would be great to have an update, cheers
what exactly does this mod do ?