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  • Df5e9e censored avatar

    @RoadRage
    Could be a mod conflict. Can you try JUST loading ENT and seeing if the game still crashes?

    @crimsontide
    I'm still using Win 10 so possibly although Appdata doesn't usually require any perms (like admin access) to put things in.

    6 days ago
  • Df5e9e censored avatar

    @crimsontide
    It sounds like you're using SHV.NET which also uses F4 to do stuff. You can rebind the open key in ent-config.xml.

    @kylegamer420
    You can rebind the controller options in the ent-config file. The button IDs can be found here:- https://docs.fivem.net/docs/game-references/controls/

    @Klocu112
    You'll want to verify your game files in that case. You can do it via the launcher.

    December 30, 2022
  • Df5e9e censored avatar

    @DatGamerDude
    Have you got the DLC files installed? ENT auto-generates the vehicle list so if the DLC isn't installed - they won't appear.

    @ebrandschain
    That could be a "next gen" vehicle which R* didn't include any textures with, so it crashes your game. There's 11 vehicles (if I remember right) which do this.

    December 24, 2022
  • Df5e9e censored avatar

    @ape_aviator
    Sounds like your best option would be to verify the game files. Should be able to do that via the launcher (under settings).

    Dinput8, Dsound etc are all "proxy injectors" which abuse the DLL load order bug in Windows to inject the Scripthook and ASI files before loading the 'legit' Dinput8/Dsound etc for functionality.

    @Dsilv
    A quick fix is to go to %Appdata%\Enhanced Native Trainer and renaming ENT.db.

    December 21, 2022
  • Df5e9e censored avatar

    @Horacy
    That should be fixed in the re-uploaded version. Can blame R* for gate keeping the vehicles for Online only for that.

    December 21, 2022
  • Df5e9e censored avatar
    Pinned Comment

    Enhanced Native Trainer: Update 51
    Added:
    * Added new vehicle preview images; NPCs and weapons (the railgun wasn't added as it's no different to the SP one).
    * Re-added and updated the anti-vehicle despawn global back in as we need to fix the auto-updating code due to R*'s recent changes.

    Contributions wholly thanks to @Slash_Alex:-
    Added:
    * Added 'Brickade Acid Lab', 'Eclipse Blvd Garage', 'Freakshop Brickade Garage' and 'Humane Labs Lab' online interiors.
    * Added an 'Acid Packet' weapon

    Known Bugs:-
    * Some of the weapon tints (namely MK1 tints) use the incorrect name in ENT. This is a side effect of using the in-game names.

    December 21, 2022
  • Df5e9e censored avatar

    @terminatingissue66
    I can't speak on behalf of the staff but he was flaming and I guess had already been warned for it before which is why he was banned (or was ban evading).

    The vehicles are despawning as R* have a check to make sure you can't spawn them in SP (SP is still set in 2013; online is current day). It's dumb but they're probably doing it for "story reasons" or some other crap.

    @lightthief
    Their main focus is online, yeah. It's just a shame Online and SP share a lot of code so whatever they do in online tends to also affect us (good or bad) in SP as well as a result. In saying that some things are done on purpose like the vehicle despawning code. That _specifically_ targets SP.

    December 21, 2022
  • Df5e9e censored avatar

    @gsttfwjh
    Well unsurprisingly R* broke the script ENT uses to automatically patch the despawning vehicles, which is why the update isn't out yet. @DrBomb10 - ENT auto-updates the vehicle list so the only way the vehicle(s) wouldn't appear for you is if your game hasn't got the DLC pack installed for whatever reason. The carbine should be in ENT last I checked too.

    Also don't flame in the comments. As most devs will say - "It'll be done when it's done". We _could_ give you a half assed update but then all we'd get is complaints it was half assed so please just wait until we're happy to release the update. The vehicles are in older versions of ENT anyway (because it auto-generates the vehicle lists) if you're that impatient.

    December 20, 2022
  • Df5e9e censored avatar

    @GMonroe
    Annoyingly R*'s shenanigans has also broken a bunch of mods. Haven't tested ENT yet but finger's crossed.

    @Y-Axis
    Kind of. ENT would read the DB with the name "ent.db". Any other variation and it'll just make a fresh one. The DB is loaded on initial start up so you'd need to use SHV's 'dev' feature to unload your mods, do whatever with the DB and reload your mods again for it to take effect.

    December 18, 2022
  • Df5e9e censored avatar

    @Blu4003
    We've already updated ENT internally but now we're just waiting on AB's scripthook to test it (as OpenVHook has issues with ENT for some reason).

    December 14, 2022