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We've had this issue before, and annoyingly it differs player to player. It's the first time I've heard of someone's CPU being maxed out however. Most of the time the CPU usage is fine, but the game lags at random. We also can't recreate the bug either (we've tried multiple times in the past).
Thing is - nothing major has changed since update 28 and now. Some have fixed it by disabling Windows Defender (it doesn't like ENT's SQL DB for storing your settings etc) however. It could also be a mod conflicting with ENT.
It's currently broken as R* has changed something in the native used. Haven't got much time at the moment to look into it (still wrestling with the plane bomb code. Started it again because it didn't work first time).
If you have the option "spawn vehicles fully modded" - it spawns them with Chrome by default. Disable that option and they'll spawn normally.
The Zip file shouldn't be doing that. That sounds like a Windows issue to do with folder permissions (this tends to happen after major updates i.e the Creator's Update etc).
There's guides online about how to change the folder permission back.
It's getting there very slowly (it's a lot of trig and I hate trig). I found someone's open source C# code for it which is helping though.
I'm not sure that functionality is in ENT yet. I think at the time that character customisation option was put into ENT, the native responsible for hair + eye colour wasn't discovered yet.
No problem :)
Tried to find my comment to someone else about the same issue but it seems to have been buried.
If you go to the LSC and add (or remove) a vehicle mod (paint, turbo etc) the mods you apply through ENT will 'stick' to the Player PVs (like Franklin's car).
This is most likely from a patch R* put into Online to prevent people from spawning cars, maxing them out and selling them which affected SP as well (although ironically, it's still possible to get around it Online using the same method).
Sadly not. That's still an issue with the game, not ENT. You'll still have to do the LSC trick to make mods stick on PVs.
Like I mentioned before - the game will despawn vehicles to save memory. We can't stop it from despawning every spawned vehicle.
I did look into the blips though and my initial code broke ENT in weird ways (like the minimap would glitch out) so I left it out in the time being while I fixed some of the more pressing bugs (like plane mods etc)
Enhanced Native Trainer: Update 35 - QoL update 2.
⦁ Fixed Vehicle Despawn pointer not working for Steam users. You shouldn't need to use "Disable Despawn of DLC vehicles" anymore.
⦁ Fixed CEO office IPLs spawning (they were incorrect).
⦁ Fixed Plane modifications not working/applying properly.
⦁ Fixed missing Plane mod names.
Contributions wholly thanks to @asdfchlwnsgy1236:
⦁ Fixed the "Toggle All Weapons in Category" option under Bodyguard Submenu.
Contributions wholly thanks to @Slash_Alex:
⦁ Added missing Coil Cyclone and Pegassi Torero under "Supercars" category.
⦁ Added a new "Strangers and Freaks" Teleport submenu to teleport to specific actors/events.
⦁ Added a LOT (100+) new Teleport and IPL locations.
Full list of new locations in changelog file included in download!
⦁ Sorted and renamed vehicles into alphabetical order and/or moved into better categories.
⦁ Fixed minor grammar and spelling mistakes in car and category names.
⦁ Fixed "Very high up" teleport location (maximum boundary changed).
⦁ Changed some IPL teleport coordinates to better position the player.
⦁ Moved some teleport locations into better categories.
⦁ Occasionally some IPL locations may not spawn properly. This is due to either not loading the correct map (SP or Online map) or leaving the Online map enabled when loading a save. Disable (and re-enable if required) the Online Map option under "World" to get affected locations to spawn properly.
⦁ If you attempt to load the same IPL one after the other (i.e CEO office Style 1 -> CEO office Style 1 (Messy)) then the IPL will fail to load unless you load another one and teleport back.