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V1 (Doomsday Heist) (Hotfix)
By nkjellman
Quick update. I changed this in the INI and my game has less crashing, but still has crashing.
SKIP_PEDS_PATHFIND_PASS=0
Of course, there aren't any large crowds, but it seems the crashing is gone.
Also I had a few ideas with the mod.
1. Add an option so the SKIP_PEDS_PATHFIND_PASS relies on the footpath mall flag that navmeshes have in the touristy areas like Del Pero Pier. I forget the exact name of the flag, but this would make it so you get large crowds in certain areas of the map, but not everywhere.
2. For population density, it would be sweet to have a way to better control the density. Some areas should be packed, while others should feel more like regular GTA V. I know this would require popcycle adjusting as you'd have to account for the increased density. But ideally, you'd have touristy areas be a lot more crowded, neighborhoods be quieter, the countryside would be pretty empty with only a few cars, etc. You could also jack up the vehicle density in the city at 8 AM and 5 PM on weekdays. The freeways would be clogged, but it'd be calmer at other times.
This looks pretty neat. It certainly adds life to GTA V.
Unfortunately for me, this mod doesn't work correctly. I'm on the latest Steam version of GTA V Enhanced.
I dropped the .asi and .ini into my game. The traffic and parked cars seemed more dense, and the peds seemed the same as vanilla. The main issue is that the game crashes after 30 seconds of gameplay.
My game is pretty much stock, aside from a few scripts.
@updhamid Only idea I can think of is making a symlink in the Legacy folder and people can make the Enhanced packages install through the symlink.
@updhamid I suppose it could be modified to be a separate instance of OpenIV.
Does this support Legacy too? As in, will OpenIV have another button for Enhanced alongside the Windows, Xbox 360, PS3, and PS4 buttons?
Is the version shown in the first video the same layout as the current version or is that older?
I was thinking, if this interior is consistent with the one that gets trashed during the story, I'd like to look into making it work seamlessly with the story by having a script which checks the vanilla ymap states.
- If the vanilla non destroyed hospital is loaded, the script will swap it for the full interior.
- The script will check if the destroyed version is enabled while you're in the mission. It'll disable the custom undamaged version, so you'll have the damaged version and the mission will work correctly.
- For the sake of realism, when the hospital gets boarded up, it'll stay boarded up, until you restart the game.
Any chance this could be updated to generate a log file like OpenIV.asi does on Legacy? It's very helpful when trying to resolve a crash relating to the assets.
I wonder if it is possible to add new tabs which could take you into another game mode. Something where it would spawn you in without any scripts. It could be a way to have a blank canvas for modding.
Even if it drops you into Director Mode.
Kinda like the episode system in IV. You can wrap an entire TC inside an episode folder, and it won't affect the rest of the game.
Nice job! Glad to see people continuing to make mods for LCPP.
Also to fix the bug of the WTC being visible over the sea, you'll need to do the following.
1. Set the ymap flags to 1 for the HD ymap, and 3 for the LOD ymaps.
2. Then you'll wanna add any new ymaps you've added to the "Levels/Liberty City/IPLs.txt" file so they'll switch on when LC is loaded.
3. Any new ybn collision you may have added (not replaced) will need to be linked to a ymap via the manifest file, as they are in LCPP's manifest files.
@Jeggybread Sorta. There's no function to really do that, but you'll just be checking if the ymap is loaded.
Here's some sample code that'll help.
Our script has a Player Location ID value we're using, but other scripts can just go off the ymaps.
Shops: This uses the player location id check instead of the ymap, but it'll show how we're cleaning up the blips at least.
https://github.com/WorldTravelTeam/ASI/blob/main/WorldTravel/src/Shops.cpp
This function we are blocking the NPC spawning, however we are using ymaps. It needs to use them as other mods or Rockstar's scripts may toggle the ymaps. This would kind of represent how your mod would handle things since another script is handling loading LC.
https://github.com/WorldTravelTeam/ASI/blob/main/WorldTravel/src/LevelSwitch.cpp#L861
A third function you may find useful is this one. It is designed to check if you're near by an area. You can use this one to detect if the players in proximity to one of the dealers. This way you'll know when to spawn and despawn the dealer NPC. It's a good way to keep the NPC pool's count down so the game will still be able to naturally spawn lots of ambient NPCs, and you won't break story missions by filling up the pools.
https://github.com/WorldTravelTeam/ASI/blob/main/WorldTravel/src/Entrances.cpp#L37