0 files liked
5 comments
0 videos
0 uploads
0 followers
@VelyXCore Oh no, then it's my fault. It wasn't specified anywhere which version of GTA V this was compatible with; I think that's because I didn't have any experience with this mod on the Enhanced version. So I'm sorry—the problem isn't with your mod after all. Thanks for your help.
@VelyXCore I followed these steps:
1. I downloaded ScriptHookVDotNet-v3.7.0-nightly.110.zip from scripthookvdotnet.
2. I extracted all the files (except Docs, Licenses, and README.txt) into the “C:\Program Files\Rockstar Games\Grand Theft Auto V Enhanced” folder.
3. I launched the game and played through the story mode without any mods or scripts to ensure everything applied correctly and there were no errors, then closed the game.
4. Extracted all files from 5a9978-The Remnants 3.2 BETA.rar (except README.txt) into the folder “C:\Program Files\Rockstar Games\Grand Theft Auto V Enhanced\scripts”.
5. Launched the game and tried entering the story mode again.
At the last step, just as the map should be loading and my character is about to appear, the game crashes unexpectedly; right before that, the loading music briefly cuts out.
ScriptHookVDotNet log:
[00:57:06] [DEBUG] Loading API from .\ScriptHookVDotNet2.dll ...
[00:57:06] [DEBUG] Loading API from .\ScriptHookVDotNet3.dll ...
[00:57:06] [DEBUG] Initializing NativeMemory members...
[00:57:15] [DEBUG] Loading scripts from C:\Program Files\Rockstar Games\Grand Theft Auto V Enhanced\scripts ...
[00:57:15] [DEBUG] Loading assembly The Remnants.dll ...
[00:57:15] [INFO] Found 1 script(s) in The Remnants.dll resolved to API version 3.7.0 (script assembly version: 1.0.0.0, target API version: 3.7.0).
[00:57:15] [DEBUG] Instantiating script TheRemnants.TheRemnantsV32 ...
[00:57:15] [INFO] Started script TheRemnants.TheRemnantsV32.
@VelyXCore I installed the stable version of ScriptHookVDotNet (version 3.6.0), then tried to enter Story Mode again, and the game didn't crash until I pressed F4. The description says to download the ScriptHookVDotNet 89 Nightly Build (but I used 110 when installing your mod). After installing ScriptHookVDotNet 3.7.0 Nightly Build 89, the following appeared in the console:
[22:07:01] [DEBUG] Loading assembly The Remnants.dll ...
[22:07:01] [WARNING] Unable to resolve API version 3.7.0.
[22:07:01] [WARNING] Unable to resolve API version 3.7.0.
[22:07:01] [ERROR] Failed to load script assembly The Remnants.dll when searching for script types because there is an assembly that the script tried to load as a dependency but couldn't. Exception message: One or more of the requested types could not be loaded. See the LoaderExceptions property for more information.
First LoaderException message (which tells what assembly is missing): System.IO.FileNotFoundException: Failed to load the file or assembly “ScriptHookVDotNet3, Version=3.7.0.110, Culture=neutral, PublicKeyToken=null” or one of its dependencies. The specified file cannot be found.
File name: 'ScriptHookVDotNet3, Version=3.7.0.110, Culture=neutral, PublicKeyToken=null'.
This means that for your mod to work, I need ScriptHookVDotNet Night Build 110, which causes the game to crash when used, even with different versions of The Remnants; without the mod, the game does not crash.
I tried replacing ScriptHookVDotNet3.dll with ScriptHookVDotNet3.dll version 3.7.0.110 to see if I could work around the incompatibility between the mod and ScriptHookVDotNet 3.7.0 Nightly Build 89, but after that, it cannot access the game’s internal memory to calculate transport, and the log looks like this:
[23:16:55] [INFO] Started script TheRemnants.TheRemnantsV32Beta.
[23:16:55] [ERROR] Caught unhandled exception:
System.NullReferenceException: The reference to an object does not point to an instance of an object.
in SHVDN.NativeMemory.GetVehicleCount()
in GTA.World.CreateVehicle(Model model, Vector3 position, Single heading)
in TheRemnants.TheRemnantsV32Beta.SpawnVehicleSquad(Vector3 pos, String faction, VehicleHash vehModel, PedHash pedModel)
in TheRemnants.TheRemnantsV32Beta.SpawnManager()
in TheRemnants.TheRemnantsV32Beta.OnTick(Object sender, EventArgs e)
in SHVDN.Script.DoTick()
[23:16:55] [ERROR] The exception was thrown while executing the script TheRemnants.TheRemnantsV32Beta from “C:\Program Files\Rockstar Games\Grand Theft Auto V Enhanced\scripts\The Remnants.dll”.
[23:16:55] [WARNING] Aborted script TheRemnants.TheRemnantsV32Beta.
in System.Threading.Thread.AbortInternal()
in System.Threading.Thread.Abort()
in SHVDN.Script.Abort()
in SHVDN.Script.DoTick()
in SHVDN.Script.MainLoop()
And, honestly, I don't know what other ways to try to solve the problem, because for me, everything here is much more complicated.
The game crashes with a black screen when I try to enter the story mode. I thought it was because of other mods, so I decided to remove them, but the game still crashes.
I installed ScriptHookVDotNet-v3.7.0-nightly as specified in the description; the ScriptHookV version is the latest (3788.0_1013.34). I tried changing your mod’s configuration file by lowering the maximum number of active faction NPCs from 80 to 30 or less, thinking that was the issue, but it didn’t help.
I don't see an option in the “trainerv.ini” file to configure the keys for deploying mines (Deploy Mine). There is no such option line. I would like to change the bind to a different, more convenient key, but there isn't one.