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@gorgonut you get payed in 'NScoins' on your phone is a contact for 'NSPM Bank' here you can exchange GTA$ for 'NScoins' at 1:1 or you can use any ATM, the yacht requires you have the value in 'NScoins'. you can alter the yacht price in options menu.
@Intersys thanks for the data from this i found that the test car i spawned in at start was still listed when the missions start and if the mission requires the first car as ref then it will go to the DLC test car. have now fixed. Will update when gone through to test few other fixes like the boat mission area 1 with it's missing prop.
@Intersys With 2.0 comes a Log file the log file will overwrite itself on reload so if you have any issues with this mod please make a copy of 'BeeLog.Log' from 'Scripts/NSPM' folder before reloading and include this with your description of the fault.
@wyruzzah - the F1 over head should be fixed in 2.11, I use the F1 car to test if you have a MP vehicles enabled. I had to place the vehicle above the player as placing below the map caused a false positive(the vehicle only dissapears if can be viewed by player). So i made the test vehicle invisible and placed above the player, this is the ontick function to determin if DLC Vehcles are enabled.
if (DLCTestVeh == null)
DLCTestVeh = VehicleSpawn("OPENWHEEL1", Game.Player.Character.Position + (Game.Player.Character.UpVector * 25), 0.00f, false, false, false, false, 0, 0, 0, 0);
DLCTestVeh.HasCollision = false;
DLCTestVeh.IsVisible = false;
iPhoneDelay = Game.GameTime + 20000;
else if (DLCTestVeh.Exists())
DLCTestVeh.Position = Game.Player.Character.Position + (Game.Player.Character.UpVector * 25);
if (iPhoneDelay < Game.GameTime)
bDlCVehStartTest = false;
DLCTestVeh.IsPersistent = false;
bTrainM = true;
bDlCVehStartTest = false;
In 2.10 i had used DLCTestVeh.MarkForDelete(). Which somehow got though testing prob coz spawned in building and didn't notice the falling car. Changing it to delete means it will be gone before hitting the player.
Do you use any vehicle persistence mods?
@gabrielmr007 you don't need to send us your log as i have recreated the bug and can use my own log to find,
@wyruzzah the phone ring noise is from the game files it's "SCRIPT/ASSASSINATION_MULTI", "ASS_PAYPHONE_RING_master", i use PLAY_SOUND_FROM_COORD so it works as a sound emmiter, i can put the amunation phones on the don't use this phone list.
@fac851 only thing i can think of that may have caused it would be a null or out of range exception, from CleanPedBlips, this runs down the list of appartment goons and removes the blip to any that didn't die. I can't recreate this fault so would it be poss to have a list of mods used, so i can try and recreate this fault.
@wyruzzah the delay is for finding the phone the ringing starts when near the found phone, also you would need to restart the script after setting SPDelayTime, as the game reads the settings xml only on load after that it just edits the xml's.
@gorgonut think that was already done in https://www.gta5-mods.com/scripts/lively-world, it's a good mod but can conflicts with missions and other mods.
@gabrielmr007 can you include the 'BeeLog.Log' from 'Scripts/NSPM' folder or at least the last 20 lines in it.
The 'NSPMLanguage.Xml' in the NSPM folder is missing this line '</AltLangs>' at the end if you wish to edit the in game text make sure that the end of the xml looks like this:
Before placing in scripts folder
[08:13:18.712] [ INFO] Addon Spawner v1.4.4 (built Dec 18 2020 17:24:02)
[08:13:18.713] [ INFO] Game version 66
[08:13:18.729] [ INFO] Found InitVehicleArchetype at 0x00007FF62AFF7BB2
[08:13:18.729] [ INFO] Script registered
[08:14:40.513] [ INFO] Script started
[08:14:40.610] [ INFO] Settings read
[08:14:40.679] [ INFO] Setting Global Variable 4269479 to true
[08:14:40.679] [ INFO] MP Cars enabled
[08:14:40.705] [ INFO] Hash Class Display name Model name GXT name
[08:14:40.726] [ INFO] Initialization finished
[08:16:37.576] [ INFO] Hash Class Display name Model name GXT name
[08:18:50.449] [ INFO] Hash Class Display name Model name GXT name
For this test i loaded in as normal spawned a Br8 which stuck, then reloaded the same savegame. Spawned the same Br8 which disappeared.
@ikt ok done some more testing on loading in i spawned in an open wheel car which stayed loaded an unloaded a few more knowed dlc despawners and they stayed then i reloaded an old save. I spawned in the same open wheel vehicle and it dissapeared. think the despawn only occurs after reloading a save game maby.
I think the dlc car spawn global got changed am getting some dissapering cars.. still top mod A++++