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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.

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    4 dager siden
  • how to install, zip contains source code as well?????????

    30. juli 2026
  • you also need to add your ybn, ytyp, ymt, and ymap files to metadata.rpf. Currently, it's empty.

    18. juni 2026
  • 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.

    18. juni 2026
  • not working

    18. juni 2026
  • @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.

    12. juni 2026
  • @zamalone yes i have everything, besides your meta.rpf is empty so nothing will be placed anywhere....

    11. juni 2026
  • props missing!!!!!!!!!!!

    11. juni 2026
  • @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....

    2. juni 2026