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Hi, first of all great mod, really clever concept and well thought out. I did run into a few issues getting it working that I wanted to report so others don't have the same experience.
Bug 1 – Windows Line Endings in Business List
The PropertiesExpandedBusinessList.txt file is saved with Windows-style line endings (\r\n). When .NET reads each line and tries to parse the last value, the hidden \r character gets included in the string, causing a System.FormatException on float.Parse. The file should either be saved with Unix line endings (\n only), or the code should call .Trim() aggressively enough to strip carriage returns before parsing.
Bug 2 – Float Parsing Breaks on Non-English Windows Locales
The float.Parse() calls in setupProperties() use the system's default culture. On Windows installations where the decimal separator is a comma rather than a dot (common in many non-English regions including South Africa, most of Europe, and others), parsing coordinate values like "29.946" throws a System.FormatException and the script fails to load entirely. The fix is to specify invariant culture on all three coordinate parses:
csharp
float.Parse(array2[0].Trim(), System.Globalization.CultureInfo.InvariantCulture);
float.Parse(array2[1].Trim(), System.Globalization.CultureInfo.InvariantCulture);
float.Parse(array2[2].Trim(), System.Globalization.CultureInfo.InvariantCulture);
Bug 3 – Blip.Create() Does Not Exist in SHVDN3
The code calls Blip.Create() in two places but this method does not exist in SHVDN3. This causes a compilation error. The correct method is World.CreateBlip().
Suggestion – Document the Money Threshold for Blips
New users may think the mod is not working because no blips appear on the map. This is actually by design — blips only show for businesses you can afford, specifically when your cash exceeds 50% of the purchase price. This is a great performance-conscious design decision, but it isn't documented anywhere. A single line in the readme explaining this would save a lot of confusion for new users.
how to install, zip contains source code as well?????????
you also need to add your ybn, ytyp, ymt, and ymap files to metadata.rpf. Currently, it's empty.
Heads up — this won't load in SP story mode as packaged, and here's the exact fix.
The map data activates fine in CodeWalker but never streams in-game on a clean install. Two problems in the changeset wiring:
The map changeset in content.xml uses MO_JIM_L11 as a hard <genericConditions>$level= execution gate. That restricts activation to the Cayo Perico level, so it never fires in normal story mode. It needs to be inside <mapChangeSetData> as an <associatedMap> instead — same token, correct slot.
setup2.xml only puts the streaming-map changeset in GROUP_MAP, not GROUP_MAP_SP. The _SP group is what fires in single player. Without it, SP players see nothing while it works fine in your own loaded session — which is why it tests fine on your end.
Restructure the content.xml changeset to use mapChangeSetData/associatedMap, add the changeset to GROUP_MAP_SP in setup2, and it streams correctly. Compared it against a known-working SP map pack to confirm. Good build otherwise.
not working
@zamalone metadata.rpf is supposed to contain the placement data, and the latter is empty, then the mansion cannot possibly spawn in the game. It’s like having a house without an address; the game engine doesn't know it exists.
@zamalone yep i do
@zamalone yes i have everything, besides your meta.rpf is empty so nothing will be placed anywhere....
props missing!!!!!!!!!!!
@Galexo the entire mod from the beginning, don't worry its excellent work, i simply don't have the patience to sit through all the guides and it's hard if you have ADHD, and are 51 years old....