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@FORD-CRAZY-2003 I'll put it into consideration, but for now you can refer to what the mod replaces by reading the assembly file inside the .oiv for each package.
If you're using the mods folder, you can just take files from the base game to replace them, or not use the mods folder to not play with modded files.
@DillyTheBilly There's very likely going to some conflict there, if they use popcycle and popgroup files of their own.
If you downloaded the recent update, you'll probably want to re-download the mod if you want the reduced cop spawns, I pushed a slightly outdated file with the incorrect values, this has now been corrected. I apologize for the inconvenience.
@gorgonut Dammit, this is exactly what I did do, but it seems I pushed the wrong popcycle file. I'll fix that.
@razera Textures are straight from Max Payne 3, I haven't done anything to them. Only package installer is new.
@vincemeister55 For future reference, the vehicles.meta only makes it so the detectives will be in in police4 when the game spawns it. With the Sixth Star mod, this could have other effects as well, but I don't recall by heart.
@Ilikeeditingpolice01 Makes sense. This is how it used to work in GTA O as well, the disclaimer is merely meant for that.
@Ilikeeditingpolice01 Unless the server enforces some sort of a rule that disallows clientside files, or has its own, I think most if not all config, texture, car mods work fine, but it could cause oddities in syncing as you encountered.
@Trista It should still work as is, but at a later date I will update it with the package installer format to avoid complications.
Bruh, I checked the texture and it lines up perfectly with the badge I did for my detective ped.