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@Pehotinec_78 Good, then it is only the archive name and my rename solves it. You do not need to change anything on your side — dismemberment_props.rpf will be in the next version. If you want it working before then, renaming your own rpf is a valid workaround, just remember to update the entry in your content.xml to match, otherwise the pack loads empty. and tell me if its worked ;)
@Pehotinec_78 Thanks, that explains it. Both packs register an archive called props.rpf, and the game handles packfiles by name — so whichever loads last wins and the other one's props stop resolving. Nothing wrong on your side.
The fix belongs on my end: I will rename my archive to dismemberment_props.rpf in the next version so it cannot collide with addonprops or anything else.
One more thing so I can fix this properly: which prop of yours stops working — the exact model name? If it only collides on the archive name I can solve it by renaming my rpf, but if we happen to use the same model name I have to rename that too.
@7777N Your script is running — otherwise that log line would not exist. So ScriptHookV and the scripts folder are fine. The only thing failing is that the game is not reading the DLC pack, and with a complete install that almost always means the mods folder itself is being ignored.
Please check:
Is OpenIV.asi in your main game folder? Without it the mods folder is not read at all — the script still loads (it sits in scripts), but nothing in mods reaches the game. That matches exactly what you are seeing.
Do you have Legacy and Enhanced both installed? If you installed into one folder and the launcher starts the other, same result.
Which edition are you playing?
If OpenIV.asi is there, send me a screenshot of your main game folder and of mods/update/x64/dlcpacks/ and I will look at it directly. you can sent me this on nexus with a pm or a you on discord?
@Pehotinec_78 Thanks for reporting. That is a name collision, not an overwrite — if two DLC packs contain a prop with the same name, only the one that loads last wins. Can you tell me which prop of yours stops working? Then I can rename mine in the next version so both work together. and Good idea — vehicle-mounted weapons (tank cannon, Insurgent MG, etc.) are not detected as damage sources yet. On the list for a coming version.
@7777N Thanks for running it that long and for sending the file — but here's the important part: there isn't a single error in it.
Every line in there is Auto-Schutz hat Zerlegung uebersprungen, which is just an informational note that the mod skipped a dismemberment because the ped was inside or attached to a vehicle. That's normal behaviour, not a fault. So across an hour of play, including a crash, my script never threw an exception.
That tells us something useful: whatever is freezing your game isn't my script hitting an error. It's either the ASI at a lower level, or something outside my mod entirely.
That's also on me — those lines shouldn't be in an error log at all. They're drowning out the thing the file exists for. I'm moving them out for the next build so the file only contains real problems.
The crash on unpausing after ESC is worth noting. That's a fairly specific pattern and not one I'd expect from dismemberment logic — nothing of mine runs while the game is paused. Your plan to test with only my mod installed is exactly right, and I'd add: if it still crashes on unpause with just my mod, tell me straight away, because that would be a very concrete thing to chase.
Also good to hear that Chiheb-Bacha's SHVDN build improved things. Worth mentioning to others with the same setup.
The song — I'll have to check which one that is and get back to you.
@khanh123002 Appreciate that, and yes — take you up on it. Detailed reports from someone running a heavy mod list are worth a lot, because that's where things break that never break on my machine. The radius fix is in for the next update.
@robbi990756 That error usually means a native crash rather than a script bug, and "on the first shot" points at the ASI.
Two things to check:
Make sure you're using the Legacy build of the mod. The .asi is built per game version — an Enhanced one will load on Legacy and then crash the moment it touches the render path, which is exactly the first time you shoot someone.
Check that Dismemberment.asi is in your main GTA folder next to GTA5.exe, and that there's only one copy of it — not also in scripts\.
If it still crashes, send me your ScriptHookV.log and tell me your game build number. And you can test whether it's the ASI at all by temporarily removing just that file: the mod will run without dismemberment but shouldn't crash. If it still crashes without it, something else is going on and I'd want to know.
@7777N Correct, both are optional — thanks for answering that. The sounds folder only affects the headshot sound and the slow-mo music, and the crosshair can also be switched off in the menu without removing anything.
Still owe you a look at that freeze you had. If you get a chance, set ErrorLog=true in the INI and send me DismembermentError.log after it happens — that would give me something concrete to work with.
@Niharbana0408 Yes, it's fully optional. Open the menu with Page Up and set Crosshair to Off — or set CrosshairStyle=0 in scripts\Dismemberment.ini. Nothing else changes, the rest of the mod works exactly the same.
Thanks for reporting it, though. If it's interfering with sniper scopes even at a normal setting, tell me which style you had — the reticle is only supposed to draw when the vanilla one is hidden, so that might be a bug rather than a preference. i will fix it in the next big update
@SpeedForceJunkie bro you have to ask Vi5ualGlitch, not me... lol...
all stand in the readme in his zipfile.. also he have a OIV, easiest install method ;)