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@just Gesha I'm happy to hear you like it :)
I've started migrating my applications to .NET 6, and to a new UI framework, called Avalonia. So yeah, eventually I guess I'll also update the launcher ^^
@Teej18 Indeed. This is mainly why I created this launcher: to remove all mods from my game when I went online
@toxicfox2491 You shouldn't go online with any mods, even if they're only related to performance.
@Saeo That could be an interesting feature to have. However, the launcher's meant to address a slightly different use case.
If I understood correctly, you're suggesting that the launcher uses a single mod pool, and allows you to create different profiles that each use a different subset of these mods. Such a behavior won't allow you to use the launcher as extensively as you can use it today. For example, you wouldn't be able to have several profiles that each use a different version of the same mod, and, generally speaking, you wouldn't be able to create truly independent profiles.
On the other hand, the launcher as it is today allows you to create modded profiles independently from each other, the only thing they have in common being the actual game. The end result is that you can do exactly the same things you could do with several hard copies of the game (provided they would all use the same version of GTA V), without actually having to allocate the disk space that would be necessary to hold all of these copies.
@Saeo The program should completely work. Are you experiencing any issue? Also, why do you mean by "messy"?
Finally, to add mods to a certain profile, simply make it active (with a right click on its name), and mod your game normally, as said in the description.
Please note that the launcher will ONLY work if you don't replace any vanilla game file. The great thing about GTA V is that you can mod your game simply by adding extra files, so it's a good idea to take advantage of this property :)
@Daedalus_CZ "Infinite modded profile folder trees" ? Do you mean that the launcher created an infinite amount of subdirectories in your profile's external directory? If so... Weird. It shouldn't, unless you have a loop in your game's folder tree? Are you using symbolic links?
Also, if you open your profile's external dir while switching profiles, it may cause instabilities with explorer.exe. Explorer doesn't play well with programs that massively move files around and create directories (especially if you've opened one of those directories in Explorer)
@DyDyRifle Weird. Can you send me your logs via pastebin.com? You can enable logging in the settings menu. Then, your log file will be located in the "Latest.log" file next to the launcher's executable.
Regardless, your mods should be in a "Profiles" folder that is also located next to the launcher's executable.
@DyDyRifle Please download both the x86 and the x64 version of the .NET **desktop** runtime
@sjaak327 Thanks for the report :) I'm happy to see it's still useful to you!
@alin23 It should. If you want to maximise compatibility you can update "Data/ASI Support/Versions.manifest" to add the new version(s).
I'll try to do it myself if I find the time to