The reason I ask is because up to now I've being using your previous oiv version that was titled "Compatible with other Weapon Mods" which worked well with the "Realistic Weapons Sounds" mod but, on this new update it doesn't specify whether is compatible with other weapons mods or not.
I'm interested on using the Max Payne one but, I don't know if it's gonna conflict with the "Realistic Weapons Sounds" mod.
@nep nep Can you be more specific about this script? Does this prevents a wanted star from activating if you get into a fight with a ped? Is that what this script does? And, if that's what it does, does the script activates automatically in game?
@Highj4ck Hey I got a question for you regarding the "Amnesia Haze". This strain is the only one that causes the character to fall down on the ground after you take a hit. Is there any way to extend the time he's unconscious on the ground?. I notice he stays on the ground unconscious for like 5 seconds and then quickly gets up. I would like that effect to be extended to maybe 20 seconds or so, is that even possible or you would have to reconfigure the entire mod in order to do that?
@nenlee O motivo pelo qual você não vê todas as telas de carregamento quando está carregando o jogo é porque tudo depende de quanto tempo leva para o jogo carregar. Quando você inicia o jogo, ele começa a mostrar imagens em sequência numérica a partir da tela de carregamento número 0. Cada imagem é exibida por alguns segundos e depois exibe a próxima na fila, então tudo depende de quanto tempo o jogo leva para carregar completamente. Se você tiver muitos mods instalados, pode levar até um minuto ou mais para carregar, então você verá mais telas de carregamento aparecerem, mas se você não tiver tantos mods instalados, verá menos telas de carregamento sendo exibidas.
@N. Man Which vehicles.meta do you have to add the "A_M_M_Atgatt_01" npc to in order to appear in normal gameplay natively? There are a lot of vehicles.meta files in the game plus each has multiple "drivers" lines.
@Hammer76 I like this truck a lot, you did a great job on it. The only minor thing I wish it could've been different is the engine sound. For this type of heavy-duty truck a much more robust engine sound would've been much better, that's my own personal opinion. So what I did I changed the "sandking" engine sound to that of the "monster" and now it sounds a heck of a lot better, now it sounds as if it's got power, big difference. Here's a little demo video I made for you so you can hear the differences between the two engine sounds > https://vimeo.com/997499247?share=copy
@mitto_backup Yeah, that's why I decided to create that bridge because without it you would have to go around La Puerta and Little Seoul in order to get to Vespucci beach, if you happen to be at that northern area of the airport or you can always teleport there though.
@Alex106 Would it be possible to just merge the files in your "spgrassstipple" dlc with the ones within the VisualV's "grassfix" dlc? I noticed that the files within your dlc are the same as the ones within the VisualV's "grassfix" dlc with the exception that yours have been modified differently. I opened both, side by side, with openiv so maybe I can just swap whatever modified files in the "grassfix" dlc with yours including the "plantsmgr.ytd", which the only modification made there was made to the "texstipple.dds" and then just add the additional "hei_ch3_12_vw_dlc_casino.ytd".
The VisualV's "grassfix" dlc has additional folders at x64, like the "_hills". Also, at the "_citye" folder, the "grassfix" dlc also has additional modifications to hollywood, indust_01, indust_02, port_01, sunset etc... The bottom line is that I can probably use yours and swap/transfer the files from yours to the VisualV's "grassfix" dlc, do the same thing for the plantsmgr.ytd and add the additional "hei_ch3_12_vw_dlc_casino.ytd". What you think about that? What's your opinion?
@ZenMaster I would love to try this kayak but, the problem is that the latest version of ScriptHookVDotNet which is the 3.6.0 is not compatible with the latest 3274 or the previous 3258 patches and the nightly version of it, the latest is the nightly.114, those don't work either. Without the scripthookvdotnet files a lot of scripts don't work, not just this one but, a whole bunch of scripts don't work. I would have to downgrade to the v3179 patch in order to use this.
@MaxLuk Is this new update compatible with the "Realistic Weapons Sounds" mod? > https://www.gta5-mods.com/weapons/realistic-shootouts-enhanced-0-9-beta-gtav-weapon-sound-mod
The reason I ask is because up to now I've being using your previous oiv version that was titled "Compatible with other Weapon Mods" which worked well with the "Realistic Weapons Sounds" mod but, on this new update it doesn't specify whether is compatible with other weapons mods or not.
I'm interested on using the Max Payne one but, I don't know if it's gonna conflict with the "Realistic Weapons Sounds" mod.
@nep nep Can you be more specific about this script? Does this prevents a wanted star from activating if you get into a fight with a ped? Is that what this script does? And, if that's what it does, does the script activates automatically in game?
@Highj4ck Hey I got a question for you regarding the "Amnesia Haze". This strain is the only one that causes the character to fall down on the ground after you take a hit. Is there any way to extend the time he's unconscious on the ground?. I notice he stays on the ground unconscious for like 5 seconds and then quickly gets up. I would like that effect to be extended to maybe 20 seconds or so, is that even possible or you would have to reconfigure the entire mod in order to do that?
@nenlee Se for um BIK que você já tem, primeiro você tem que convertê-lo para o formato MP4, fazer a edição e então convertê-lo de volta para BIK.
BIK PARA MP4 > https://www.converthelper.net/bik-to-mp4
MP4 PARA BIK > https://www.videoconverterfactory.com/tips/mp4-to-bik.html
@nenlee O motivo pelo qual você não vê todas as telas de carregamento quando está carregando o jogo é porque tudo depende de quanto tempo leva para o jogo carregar. Quando você inicia o jogo, ele começa a mostrar imagens em sequência numérica a partir da tela de carregamento número 0. Cada imagem é exibida por alguns segundos e depois exibe a próxima na fila, então tudo depende de quanto tempo o jogo leva para carregar completamente. Se você tiver muitos mods instalados, pode levar até um minuto ou mais para carregar, então você verá mais telas de carregamento aparecerem, mas se você não tiver tantos mods instalados, verá menos telas de carregamento sendo exibidas.
@N. Man Which vehicles.meta do you have to add the "A_M_M_Atgatt_01" npc to in order to appear in normal gameplay natively? There are a lot of vehicles.meta files in the game plus each has multiple "drivers" lines.
@Hammer76 I like this truck a lot, you did a great job on it. The only minor thing I wish it could've been different is the engine sound. For this type of heavy-duty truck a much more robust engine sound would've been much better, that's my own personal opinion. So what I did I changed the "sandking" engine sound to that of the "monster" and now it sounds a heck of a lot better, now it sounds as if it's got power, big difference. Here's a little demo video I made for you so you can hear the differences between the two engine sounds > https://vimeo.com/997499247?share=copy
@mitto_backup Yeah, that's why I decided to create that bridge because without it you would have to go around La Puerta and Little Seoul in order to get to Vespucci beach, if you happen to be at that northern area of the airport or you can always teleport there though.
@Alex106 Would it be possible to just merge the files in your "spgrassstipple" dlc with the ones within the VisualV's "grassfix" dlc? I noticed that the files within your dlc are the same as the ones within the VisualV's "grassfix" dlc with the exception that yours have been modified differently. I opened both, side by side, with openiv so maybe I can just swap whatever modified files in the "grassfix" dlc with yours including the "plantsmgr.ytd", which the only modification made there was made to the "texstipple.dds" and then just add the additional "hei_ch3_12_vw_dlc_casino.ytd".
The VisualV's "grassfix" dlc has additional folders at x64, like the "_hills". Also, at the "_citye" folder, the "grassfix" dlc also has additional modifications to hollywood, indust_01, indust_02, port_01, sunset etc... The bottom line is that I can probably use yours and swap/transfer the files from yours to the VisualV's "grassfix" dlc, do the same thing for the plantsmgr.ytd and add the additional "hei_ch3_12_vw_dlc_casino.ytd". What you think about that? What's your opinion?
@ZenMaster I would love to try this kayak but, the problem is that the latest version of ScriptHookVDotNet which is the 3.6.0 is not compatible with the latest 3274 or the previous 3258 patches and the nightly version of it, the latest is the nightly.114, those don't work either. Without the scripthookvdotnet files a lot of scripts don't work, not just this one but, a whole bunch of scripts don't work. I would have to downgrade to the v3179 patch in order to use this.