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It works perfectly, and I don't have any more ray tracing bugs! Excellent work, and thanks to Schakusa for recommending it to me... I'm recommending your mod to everyone! Top-notch!
@MarcusMcFly Your log actually told me something I should have caught earlier. It says hook CopyOffMatrixSet calls / Hooks successful! — that's the Legacy plugin, and it only hooks successfully on a Legacy game. So you're on Legacy, and the Legacy plugin is the one running.so do you use gta legacy oder enhanced, cause maybe you download the legacy version but your gta 5 is the enhnaced version?😅
@Scrapper13
Use OpenIV, go into Edit Mode... go to the 'File' menu tab... there's a 'Defragmentation' option there... copy the `vehicles.rpf` from OpenIV to your desktop and open it... Edit Mode... File > Defragmentation... put that `vehicles.rpf` back into the DLC pack and run File > Defragmentation again... done... the BMW will be 44MB after that... both methods work... that's how I always do it...
After someone explained it to me—I hadn't known until then that it could be done that way, too.
@WasselBelbey I haven't tested against them directly, so I can't promise perfect compatibility, but there's no structural reason they'd clash: they're both standalone SHVDN scripts and load side by side fine, and my ASI only hooks the skeleton rendering, not other scripts.
One useful tip: by default my mod triggers on any weapon, so a kill from one of Julio's powers might set off dismemberment when you don't want it. If that happens, open my menu and switch the trigger mode to "Only cfg weapons" — then it only reacts to the weapons in the config, and the superhero stuff is left alone.
The only other thing to expect is that when a lot is happening at once (tons of particles/explosions), GTA's own limits can drop some blood or explosion effects — that's the engine running out of room, not the two mods fighting. If you hit a specific conflict, tell me exactly what happens and I'll look into it.
@GrandHaven Thanks, that's really kind bro. A Legacy version is definitely something I want to consider — you're right that a lot of the heavy-modlist crowd is on Legacy. I can't promise it yet, and it might have to be a lighter build because of the engine limits, but it's on my mind. First I need to get the main version finished — then I'll look at what a Legacy port would realistically cost. Appreciate the push. ❤️
@MarcusMcFly Good news first: your log is actually a clean success. The plugin found all its patterns and set every hook ("Hooks successful!") — so the crash isn't the dismemberment code at all. after checking my end: the props pack is also fine. Its manifests are cleanly built for Legacy and work for everyone else, so the crash isn't the pack itself — something in your setup is conflicting with it. A few things to narrow it down:
What are the lines right before and right after the dismemberment entry in your dlclist.xml? A neighbor claiming the same slot or name is the most common cause.
Do you use the AddonProps framework? My props pack had a naming change tied to that — a mismatched version there would crash exactly like this.
Cleanest test: temporarily disable your other add-on packs and load with only my props pack active. If it loads, it's a conflict — switch the others back on one at a time to find which one.
And no rush either way: the pack only adds the nicer stump caps, so running with it removed (like you're doing) loses nothing but a bit of visual polish. Dismemberment itself works fully.
Love it!
@WasselBelbey
I can take a look, but I think you'd need to use the mod by my bro VisualGlitch for that; I believe it's compatible... :)
https://www.gta5-mods.com/scripts/dismemberment-mod-rockstar-editor-support-legacy-enhanced
@ell4yours
Yeah, I guess... lol
@dtrail Thanks, I'll fix it in the next update... :)