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  • Default

    Does not work. Did a fresh install of the game (version 3411) without any other mods, only put the base mods required such as ScriptHook 3521.0/814.9, ScriptHookDotNet 3.7.0 Nightly, NativeUI 1.9.

    Tried with and without the MLOs but have the same log as @Leqionz. Once the script loads in, it freezes the game then proceeds to crash. Have tried with previous versions of the mod and this current 1.4 and they all result in the same problem.

  • Default

    Oh I see, thanks for clarifying those infos. Yeah I guess creating a lot of different options isn't really viable in this state and I don't want to be a "spoiled kid" to demand that kind of work.

    But I think maybe I haven't made myself 100% clear on the "posts" situation. Yeah I know those can do serious damage IRL, but a "serious" damage would be from a car hitting it, not by simply falling over a car (a concrete one yeah but not a metal one). The way it's acting right now in the game is just "too much". I know you said they can weigh up to 400lbs, but the amount of damage it's doing right now is way overkill for 400lbs, it's literally crushing and twisting the trunk in an unrealistic and unnatural way as if it weighs, like I said, 3 tons, and 3 tons is completely different than 400lbs. Not even when I drive backwards into a truck or roll over from high speeds it gets that much damage, it only happens specifically from posts, so yeah, it is exaggerated, it is weird.

    And about the yellow taxis... ok, it came along from your personal game edits, since you like to use yellow taxis, and that's completely fine, but since it became a public mod, that edit should've been kept only in your personal files, not brought together, cus as I said, this was supposed to be a physics mod, not a "skin changer/visual edit". For the mod's purpose, it would be more in line to not have this option at all, this feature would better fit either as another entirely different mod or as an option to ACTIVATE it separately, not to have it pre-installed and as an option to uninstall (as is right now).

    I know all this that I'm saying may sound rude and imposing of my personal preferences, but it goes more as a way to get the mod more in line/consistent/aligned to what it proposes and I know you may dismiss all this and it's ok if you do, after all, it's your work, but just try to see it as a means of improvement

    Kinyitás a teljes hozzászólás megtekintéséhez
    2025. június 20.
  • Default

    Would be nice if a few things were implemented:

    1. Even if I disable the car HUDs such as the buttons for the engine, seatbelt and cruise or the speedometer, they all remain active, the buttons still work, the fuel still works, etc. Would be cool to disable such functions if the HUD is deactivated.

    2. The automatic turning signals at first look kinda cool, but most times they get it all wrong, like not activating at all or activating but not deactivating after I finish the curve, so it would be cool to either change this from automatic to manual, so we can activate it at our own, or simply remove this feature.

    3. To improve the "RP" side of the mod, would be nice to make the peds on the Bolt job just walk instead of run. They always look so desperate LOL.

    4. Would be SUPER cool to allow size customization for the HUD. It's already nice to be able to move it around, but would be super to resize it too (and maybe even the opacity?)

    5. Add an option to customize consumption rates, for the fuel, hunger, thirst, etc

    6. Add customizable buttons for everything, even the "lock client's car" in the Vallet job

    2025. június 19.
  • Default

    Yep, coming back to report this as well. Seems like the Private Heli Tour that worked for me for like 2-3 jobs was just luck. Have tried again but once again had this problem where either the security or the VIP don't move at all, they just kept inside the car and soft-lock the job

    2025. június 18.
  • Default

    Not working right now. Placed all the files in the correct folders but when I try to load the script, it just freezes the game. If I configure ScriptHook to automatically load my scripts, the game doesn't even load... it boots, but doesn't load. Removed the files and the game loads without problem with other mods, but if I remove all other mods and leave only this one in the scripts folder, it doesn't work, stays frozen. My game version is 1.0.3411

    2025. június 16.
  • Default

    Ok, so new feedback:

    Had to do a little "reinstall" of all my mods because of current crashes and filtered a few that I wasn't using too much and didn't care too much about, so after this revamp, the Helicopter VIP transport is fully working, the scurity spawns correctly, opens the door for the VIP, the VIP spawns correctly and gets in the heli and at the destination everything keeps working well, so we can all agree that one of the mods I had was indeed causing conflict. With that said:

    Helicopter Taxi Pilot: A perfect 5/5. Super immersive with the security opening the door for the VIP, the luxury cars awaiting my arrival, etc. NICE!

    Millars Boat Shop: 5/5. Not much to it, kinda like a common delivery.

    Fort Zancudo: Only tested once and had a major flaw twice in the same "mission". And it's about the drivers' AI. First one, once I reached the west highway, the car behind the convoy, y'know, the one following me, got all crazy and just drove off-track and stayed there indefinitely... so I kept going since the first car (who I am supposed to follow) was still sane XD. That is until we reached around the stadium area, where he tried to do a curve and got stuck on a little wall... tried everything to push him while not getting stuck myself but had to terminate the job... I'll still try another time tho.

    Prison Labor Transport: Still the same problem as before... tested with the game clean, no other mods installed and... well, nothing. When I get to the prison and the last prisoner gets in the bus, it gives me an error message, shuts down the mod and the cops in the prison kill me.

    As for the jobs in Liberty City in the LCPP mod, there is a bug where whenever I drive off to any bridge to get to another island, the game gives me that message "Welcome to Liberty City", as if I'm exiting this map and entering again, thus making the mission fail. Won't test this one again because I don't want to reinstall LCPP for now

    Didn't test any in Liberty City yet.

    Kinyitás a teljes hozzászólás megtekintéséhez
    2025. június 7.
  • Default

    Tested a few mods that handle the vehicle physics and this one has been the best so far, but there a few things that needs improving or changed, and others that just didn't make sense to me... Please take these as constructive criticism, not as rudeness or any other kind of "mean comment".

    1. Would be super cool to have the option to choose the level of deformation. As is right now, the physics are top notch, reigns supreme over other mods I tested, but I just can't with these over the edge deformations... I know it's supposed to bring more realism, but for me it should be a balanced realism, I still want to be able to keep driving my car after I crash it 2 or 3 times, it's frustrating to knock over a lamp post or traffic light post and the car gets all busted up. And actually there's a bug regarding this... whenever I hit one of these posts and it falls on top of the car and simply touch the back of the car, the back get all twisted and smashed LOL as if the post weighed 3 tons. So yeah, maybe create 3 OIV installers, one for each level of deformation for the user to choose from, ranging from "no deformation" for those that can't stand having a smashed car at all, a "standard deformation" for those like me, who wants the normal level of deformation but nothing too limiting, and a "realistic deformation" for those who want a full realistic experience, taking care not to crash or even dent the car.

    2. Kind of a nitpick here but why make the taxis full yellow? I know the readme have instructions to make it standard again (y'know, the blue detail), but what I mean is that this is supposed to focus on the physics, not a "skin changer", so this is kind of forcing the user to use this yellow skin, or rather go through extra steps to return to original... If you want to keep this as an option, ok, make it as an option, not as the default, kinda like what you did with the optional AI improvements and traffic edits, those ones are really nice and as it should be: optional.

    Apart from those 2 things, thanks for the amazing work on the physics, the heavy vehicles, such as trucks and busses are AMAZING to roleplay, as well as other "entry-level" cars and vans, just love driving those

    Kinyitás a teljes hozzászólás megtekintéséhez
    2025. június 5.
  • Default

    @CorpseGrinder Yeah, after my comment, I did a full delete of the mods folder and reinstalled everything, only THEN it finally worked. Maybe I was the one who did something wrong, don't know, important is I didn't have to reinstall the whole game from scratch, just a new mods folder

    2025. május 22.
  • Default

    Getting the same error as @CorpseGrinder. Which for me at least is strange. Strange because I had this exact release version 6.0-SP from April 7 installed previously and running beautifully alongside Natural Vision Evolved and a lot of other mods, but today I have done a fresh install of the game and now can't install this one.

    [21/05/2025 20:13:11] [18132] ERROR -> XML DOCUMENT Parse error: ErrorCode: "0xC00CE55E"
    Reason: "O elemento não foi fechado. "
    Source Text: " <Item"
    Line: "112"
    LinePos: "4"
    FilePos: "4326"
    [21/05/2025 20:13:11] [18132] ERROR -> Unable to read XML DOCUMENT with path "common\data\dlclist.xml" in archive "S:\Grand Theft Auto V\mods\update\update.rpf"
    [21/05/2025 20:13:11] [18132] INFO -> ARCHIVE "update.rpf" processed
    [21/05/2025 20:13:11] [18132] INFO -> ARCHIVE "GTA V" processed
    [21/05/2025 20:13:11] [18132] INFO -> Installation FAILED

    Tried some thinking and logic and it seemed like one line inside the dlclist.xml got messed up and it wasn't "closing" the </Item>, so I edited the file and added this line, alongside with

    </Paths>
    </SMandatoryPacksData>

    Which were also missing the "close" line. Retried installing it and this time no errors occurred, it installed successfully, but the game doesn't boot up, just stays stuck in loading screen, so again, went to the dlclist.xml and this time found more "broken/unfinished" lines, like this:

    <Item>dlcpac

    And no other lines past this. Went to the dlcpacks folder to check what new folders were created after the installation and there it was forest_n and forest_s, so I tried adding these to the dlclist.xml like this and finished the "closing lines" as follows:

    <Item>dlcpacks:/forest_n/</Item>
    <Item>dlcpacks:/forest_s/</Item>
    </Paths>
    </SMandatoryPacksData>

    But now the game doesn't even boot.

    Need help.

    Kinyitás a teljes hozzászólás megtekintéséhez
    2025. május 21.
  • Default

    Thanks for the tip about the NoDamageChecks, will do that for the Garbage Collection only. For the time being, just tested a few others:

    Prisoner Transport: According to the job description, thought I was supposed to have a fellow officer accompanying me and the prisoner, but only the prisoner came in the car. The rest went fine. 4.9/5

    LS Customs Tuner: Perfect. 5/5

    Weazel News Pilot: Beyond perfect. 5/5

    Prison Labor Transport: Tested only once and ran into a fatal bug. When I parked inside the penitentiary and the inmates started coming in the bus, by the time the last one came in, the script "crashed" showing an error message (didn't think fast enough to screenshot as to copy/paste here the message, sorry). But it was enough to shut it entirely down, so I couldn't do any other jobs or even Shift + J, had to restart the game.

    And speaking of "fatal crashes", whenever I needed to Shift + J to manually terminate a current job for whatever reason, it shuts down the entire script, making me restart the game. Don't know if Script Hook have any code or shortcut to reload scripts with the game open, but for now if I ever need to terminate a bugged job (i.e. the Helicopter one that I mentioned) I'd have to restart the game for it to reload the script.

    Oh and since you mentioned, yeah I have a lot of other mods active, sometimes it conflicts in terms of activations (i.e. the Go Postal and PostOP are exactly in the same place as Simmy's Postal Deliveries, so whenever I go there, both kind of activate together, but it still works fine. Apart from that no other locations or functionalities seems to conflict, but I couldn't tell for sure cus I'm no mods expert, I just play lol. So yeah the helicopter one could be a conflict, and maybe even the penitentiary too, don't know.

    2025. május 16.