@Michael21107 It's not in the latest version of this mod. I created that file after I've published the latest version of this mod. Currently only 'WSE: Revamped', 'WSE: Federal Enforcement' and 'WSE: Martial Law' contain 'textures.ytd'.
@TwinkyMods The 'textures.ytd' file is basically a 'folder' that contains seals/patches of various agencies. It's not required for the mod to work. You can put it in the same folder as the main 'dlc.rpf' mod file, open it (in OpenIV/CodeWalker) and then extract the seals/patches you want (and then delete it form that specific mod folder if you want to).
@RylanY The campaign can already be played with this mod installed. Changing the mission script (replacing vehicles and NPCs) to implement assets from this mod is currently beyond my capabilities.
@Michael21107 Installation instructions have been added to the description.
@Beacon For Simple Trainer: Model Spawning -> Spawn Ped By Model Name -> e.g. S_M_Y_SEP_01 (or) Bodyguard/Ped Spawning -> Select Model -> Set Model By Name -> e.g. S_M_Y_SEP_01
@springtrapxd I don't know how to fix that. I don't model peds. I just export existing peds and then combine their components in a way where there are no/minimal compatibility issues/collisions/glitches regarding clothing (e.g. torso sticking out through body armor).
@ChrisPratt I don't know if it can be fixed. Sometimes they spawn in, sometimes they don't. I've tried add-on cargen slots and I've tried overwriting the original cargen slots for that area by "overwriting" them with modded files through the add-on/patch method so no vanilla or DLC files have to be changed.
@Untouchable59807 You need to use a trainer to spawn them in. Or alternatively you could modify "dispatch.meta" and have them spawn in when you have a wanted level.
@Michael21107 Yeah, you're right. Future updates are going to have the seals/patches in a regular compressed folder.
@Michael21107 It's not in the latest version of this mod. I created that file after I've published the latest version of this mod. Currently only 'WSE: Revamped', 'WSE: Federal Enforcement' and 'WSE: Martial Law' contain 'textures.ytd'.
@TwinkyMods The 'textures.ytd' file is basically a 'folder' that contains seals/patches of various agencies. It's not required for the mod to work. You can put it in the same folder as the main 'dlc.rpf' mod file, open it (in OpenIV/CodeWalker) and then extract the seals/patches you want (and then delete it form that specific mod folder if you want to).
@RylanY The campaign can already be played with this mod installed. Changing the mission script (replacing vehicles and NPCs) to implement assets from this mod is currently beyond my capabilities.
@Michael21107 Installation instructions have been added to the description.
@Beacon For Simple Trainer: Model Spawning -> Spawn Ped By Model Name -> e.g. S_M_Y_SEP_01 (or) Bodyguard/Ped Spawning -> Select Model -> Set Model By Name -> e.g. S_M_Y_SEP_01
@springtrapxd I don't know how to fix that. I don't model peds. I just export existing peds and then combine their components in a way where there are no/minimal compatibility issues/collisions/glitches regarding clothing (e.g. torso sticking out through body armor).
@vin57 I don't know. I've tested the mod and all of the peds spawn in the FIB Granger correctly.
@TheDman131 I don't think so. This is a SP only mod.
@ChrisPratt I don't know if it can be fixed. Sometimes they spawn in, sometimes they don't. I've tried add-on cargen slots and I've tried overwriting the original cargen slots for that area by "overwriting" them with modded files through the add-on/patch method so no vanilla or DLC files have to be changed.
@Untouchable59807 You need to use a trainer to spawn them in. Or alternatively you could modify "dispatch.meta" and have them spawn in when you have a wanted level.
@Swed1431 I don't know. I don't really have an idea on how to make a lore version of that agency and be able to incorporate it into the mod.