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@DeadLegends1984 Disable synced steering animations.
Making a request on GitHub has the highest chance of me following up on it.
Oh man, this works more than great! Even the steering animation + shifting animation transition looks good! Guess it locks the previous animation in place somehow.
Note: There was a small time window of 40 minutes where a faulty version was uploaded, apologies for that. It is unpublished now, only the hotfix version is available.
DLC names are now displayed on the vehicle spawning option, if the vehicle is from an official DLC.
Display warning for b2699 (The Criminal Enterprises) vehicles.
Yes, they're still spawnable and WILL crash your game when spawned anyway. No, I'm not filtering them out for the off-chance someone puts working files for these models, or for the off-chance of R* adding them in a future update. There's a fat warning now, spawning them is now completely at your own risk.
Man, just don't spawn them.
It would, but there's no other way afaik, unless we can play independent left/right arm animations :P Seeing as most shifting is done while driving straight, it shouldn't look very janky most of the time.
An additional thing or two about the lights:
The light texture is VehicleLight_car_standard70s, I'd like to change it to VehicleLight_car_led1, but it somehow keeps using the 70's texture. Do you happen to know what's up?
And a slight question about stuff attached to the headlight bone: Is it possible to just have the bulb be the headlight bone? I'm working on a script that allows changing the headlight aim, and the moving glass is sub-optimal.
The wheel is discovered but changed IDs somehow. Plug it into another USB port, or update the GUID in the settings with that one reported in the Gears.log file.
Too little information to give a sensible answer.
Ah. I do remember pausing custom animations until hotwiring was done, so maybe R* changed something...
Revert to the not-custom camera, or remove the "enhanced motion blur" asi scripts.