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Sorry for the lack of updates guys, got myself a job so have been pretty busy lately. Catching up with everything it looks like ScriptHookVDotNet has been updated a fair bit so I'll have a look and see what I can implement. I've added livery support in for the next version already. But having a look at the Turbo I can't see anything wrong, so again logs would be very handy. I'll try working my way through the current bug list but if anyone has anymore more please let me know!
@CreepyOldMan Indeed! :P. 2 mostly, the first one is just a case of keeping the script up to date with the status of the vehicles and removing if it's been destroyed. 2 I currently don't have much of a clue, and 3 is the same as 1 really, just adding some extra cleanup stuff. For the color, turbo etc not quite sure what's happening there but will have a look and see if I can spot anything obvious, if not logs/vehicle files would be handy.
Sorry it's taken so long guys, been away from home the past few weeks and won't be back for another couple days. So an update should be out fairly soon after that.
@CreepyOldMan Thanks for the comments, if anything like that happens again, would you mind checking the scripthook and the mod log files? It should list something about an error somewhere hopefully! If not if you can upload the file with the issue and I can do some more testing.
@CORNDOG316 Thanks, glad you like it!
@Uboss Are you running the latest scripthook and mod version?
@PsalmZero Would you mind posting your ReplaceCharVehLogFile.log along with any errors given in ScriptHookDotNet.log?
@Break This will be fixed in the next version, thanks for informing me
@pongvivatt Change the key to activate in the .cfg file if you don't have a Number Pad
New version 0.5 has been released with ScriptHookVDotNet v1.0 support and blips!
(temp download if the new version hasn't been verified yet: http://expirebox.com/download/309e50742e25cbd783ebc6fb67815d73.html )
@CreepyOldMan Looks like the ScriptHookVNet has finally been updated, I'll start working on upgrading this to be compatible (it still works on the old version). Thanks for letting me know!
Awesome! I'll have to look into that, might be I'm trying to print it too early and the numpad resets it or something. Secondary color is now fixed for the next release, typo meant I never actually saved the secondary color.
I did have it in an earlier version where it would never despawn, but it created issues as each of these cars was then saved by the game, and because default cars are always replaced I ended up with quite a few of exactly the same car. I am looking into ways to make the whole mod more seemless though, as there have quite a few times where I end up with way too many duplicates.
No problem, good to know people are actually using it!
Again, a temporary bug fixing version, more debugging messages have been added, custom color support should now work as well, and hopefully fixed the bug you were having @thilandmt.
@Patro56 Thanks for the help, I've got a pretty good idea of where the issues are happening now, if it's not the dll or the cfg, one of the vehicles is being saved incorrectly, causing the script to crash when loading it. I'm now creating a fixed version to detect exactly what is being saved incorrectly if you don't mind testing this (it should be up within 30 mins or so).
@thilandmt Just had a look at the code and I forgot to add an extra check in, the issue should be fixed in the new version.