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  • C0f450 leech 256

    @MiniConner It's in the description, the mod name is : Realistic Street Location/Address Atlas Map

    @Splash45, if you mean the "activities" locations (like tennis, parachute etc...) I don't plan to add them since they're not as important as the "main" ones.

    13. Oktober 2019
  • C0f450 leech 256

    @Sgt_Crunch in the xml file ("LivelyWorld.xml"), move the line "<Scenario>CarCarryingBike</Scenario>" from inside the <!--Exmaples ... -->, to outside it, so that :

    <DisabledScenarios>
    <!-- Examples
    <Scenario>StoppedAtLightsInteraction</Scenario>
    <Scenario>AmbientTuner</Scenario>
    <Scenario>DriverRushing</Scenario>
    <Scenario>Taxi</Scenario>
    <Scenario>ImprovedTowtrucks</Scenario>
    <Scenario>AnimalTrophies</Scenario>
    <Scenario>VehicleInteraction</Scenario>
    <Scenario>ImprovedFreight</Scenario>
    <Scenario>ImprovedFlatbeds</Scenario>
    <Scenario>BarnFinds</Scenario>
    <Scenario>PoliceCarCarryingBike</Scenario>
    <Scenario>DriverOvertake</Scenario>
    <Scenario>LoudRadio</Scenario>
    <Scenario>CarCarryingBike</Scenario>
    -->
    <Scenario>PlayerCoolCarPhoto</Scenario>
    </DisabledScenarios>

    would become this :

    <DisabledScenarios>
    <!-- Examples
    <Scenario>StoppedAtLightsInteraction</Scenario>
    <Scenario>AmbientTuner</Scenario>
    <Scenario>DriverRushing</Scenario>
    <Scenario>Taxi</Scenario>
    <Scenario>ImprovedTowtrucks</Scenario>
    <Scenario>AnimalTrophies</Scenario>
    <Scenario>VehicleInteraction</Scenario>
    <Scenario>ImprovedFreight</Scenario>
    <Scenario>ImprovedFlatbeds</Scenario>
    <Scenario>BarnFinds</Scenario>
    <Scenario>PoliceCarCarryingBike</Scenario>
    <Scenario>DriverOvertake</Scenario>
    <Scenario>LoudRadio</Scenario>
    -->
    <Scenario>CarCarryingBike</Scenario>
    <Scenario>PlayerCoolCarPhoto</Scenario>
    </DisabledScenarios>

    In my example, I removed "<Scenario>PlayerCoolCarPhoto</Scenario>" too.

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    2. Oktober 2019
  • C0f450 leech 256

    @PsiBurner Ey really great mod, this with BloodV & GoreV makes fights epic !

    A small bug I noticed with the 1.2 is that the "x64.rpf" should be named "x64a.rpf" (if we follow "Improvements in gore" structure).

    29. September 2019
  • C0f450 leech 256

    @SulkierPit7 Glad it helped :)

    For anyone interested, here are all the garages provided in SPGR "corrected" (I mean I replaced all the "garage.ini" coordinates (enter/exit marker, vehicles position and heading etc..) with their approximate counterpart without any comma [example : 399.9999 would become 400]) : http://www.mediafire.com/file/e465a48magpzohn/PUT_GARAGES_IN_HERE.zip/file

    Here are the results :
    https://imgur.com/lNXnjsK
    https://imgur.com/Oxrx8nU
    (I've "reset-ed" the garages in the phone menu, that's why they're not colored)

    26. September 2019
  • C0f450 leech 256

    Sorry for the TRIPLE post.

    But fixing ONLY the entermarker coordinates (although fixing the blip location) will make you fall through the ground, so you must fix ALL THE COORDINATES in order to have it working correctly : https://imgur.com/gxLjtZu

    so in the ini I changed this :

    GARAGEENTERMARKER = X:-377.9478 Y:-1872.065 Z:19.5
    GARAGEEXITMARKER = X:172.3142 Y:5163.003 Z:10
    REMOVEMARKER = X:168.0923 Y:5193.095 Z:10
    ...
    VEHICLE11_POS = X:163.7121 Y:5177.791 Z:10.59714
    VEHICLE11_HEADING = 268.2345

    to that :

    GARAGEENTERMARKER = X:-378 Y:-1872 Z:19
    GARAGEEXITMARKER = X:172 Y:5163 Z:10
    REMOVEMARKER = X:168 Y:5193 Z:10
    ...
    VEHICLE11_POS = X:164 Y:5178 Z:11
    VEHICLE11_HEADING = 268

    and you can see in the screenshots I provided that it's fixed :)

    And I just discovered another thing, you must do the same for the working Avenger, MOC etc... they used to spawn in the "bugged" one spot location, and opening their INI files, I saw that they had number with comma, so I think fixing that number by removing the comma would fix the issue (they used to spawn in the exact same spot causing a mess, I thought it was a small non fixable bug, but It seems not).

    @HKH191 I'm mentioning you 'cause I know others have complained about falling through the ground even when installing everything correctly.

    26. September 2019
  • C0f450 leech 256

    @HKH191 @KosPtz @SulkierPit7 @thegeek1122 Ey I found the issue and fixed it !

    It seems it's due to the decimal used in your garage coordinates, I changed the Arena War "Garage.ini" entrance from this :

    GARAGEENTERMARKER = X:-377.9478 Y:-1872.065 Z:19.5

    to this :

    GARAGEENTERMARKER = X:-377 Y:-1872 Z:19

    And the blip appears in the game without having to reload scripts : https://imgur.com/7WhGv0m

    I had the same thing happen to me with other mods and I just thought of it now, and I think (not sure at all) this happens for EU versions of the game (I have a french version) that's why some people have the issue while other don't.

    I'm not quite sure if fixing the coordinates by removing the number after the comma won't cause issues with placements (I don't think it will) but that fix the one spot problem FOR SURE. I just advice anyone who tries to fix it to make it approximate to the original number, I mean 388.9999 would become 389 (and not 388).

    26. September 2019
  • C0f450 leech 256

    @HKH191 It's "scripts" not "Scripts" and something similar happened to me with DRaC business too where the mod didn't work unless I reloaded the scripts (I don't use that mod anymore), and I followed every step for both mods (latest NativueUI, Scripthook and .NET).

    Strangely enough with DRaC and Scripthook.NET 2.10.9 the bug didn't occur and the mod was loaded correctly without having to reload all scripts, but with the newest version 2.10.10 it happens... Although trying SPGR with .NET 2.10.9 doesn't fix the issue.

    Another thing, with SPGR, when I load all the garages (Facilities and bunkers), every garage is in ONE SPOT (exact location as shown by KosPtz in a previous comment) except a few :
    - SPGR : 4 Garage : https://imgur.com/ZhIfT4y
    - SPGR : Bunker Example (8/11) : https://imgur.com/6l1EidZ
    - SPGR : Facility Example (2/9) : https://imgur.com/FG8nCLg
    - SPGR : Facility Example (3/9) : https://imgur.com/DtL6WK3
    - SPGR : Facility Example (4/9) : https://imgur.com/vytY6A8
    - SPGR : Facility Example (5/9) : https://imgur.com/0Y2yTlS
    - SPGR : Facility Example (7/9) : https://imgur.com/6KWf9Rz
    Those seem to load correctly (Either with SPGR loaded alone in the scripts folder, or with a bunch-a other scripts) reloading scripts (INS) fixes the issue where every garage is in a different location (I tried resetting the garages, putting them to bought or not etc... the phone menu reset settings of SPGR, but nothing fixes it except reloading scripts with INS).

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    26. September 2019
  • C0f450 leech 256

    @KosPtz Have you fixed the issue ? I got the same problem, hitting INS (reload scripts) fixes the thing for me, but it causes some bugs with other mods, so if you find another way to fix it, please tell me.

    25. September 2019
  • C0f450 leech 256

    Got a strange bug (perhaps a conflict, since I'm havin' alot of mods); whenever I zoom with any sniper rifle, the game crashes.

    23. September 2019
  • C0f450 leech 256

    @Jitnaught is it me, or with the latest version (1.4.1) weapon mods don't save ? Silencers, scopes etc..., I reloaded my game with every weapon in its "vanilla" state, aka "with no modifications". (I hope this time it's not only on my end x) )

    19. September 2019