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0.0.1 (current beta use this one)
By jjj777
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@JoyLucien i enter the game then load into an online invite only session then activate mpmaps
@WreckitRy I think your method may be better than mine since i play in GTA Online with my mods. because of this i have to inject mp maps later on and this was causing an issue on my personal system...but yours cuts straight to the point for those that would rather use mpmaps as a whole. Nice Job and to anyone else that took a jab at this!
@JoyLucien That also explains why prefix-stripping fails, at least in the cases I've hit: renaming an MP file to the SP name puts MP data in the SP slot, and the LOD parents point at indices that no longer match either layer. There may well be maps where the two layers genuinely differ enough to need real conversion work too — but this one is mechanical and worth ruling out first, because the fix is a config line rather than CodeWalker.
@WreckitRy @JoyLucien — I think I've pinned down the building clashes, and it's fixable.
A FiveM MLO usually ships two copies of the same map file: an SP-named one (bh1_05_0.ybn) and a DLC-layer one (hei_bh1_rd_strm_5.ymap, apa_ch2_06_strm_3.ymap). The hei_/apa_ prefixes are Rockstar's MP map layers, which live in mpheist, mpapartment etc.
At INIT_SESSION those DLC archives aren't mounted yet. So when the loader registers a hei_/apa_ file, FindSlot finds nothing and it takes a new slot. Later the archive mounts and the game registers its own copy. Two entries, one name, both live — that's the clash. The log tells you which is which before you even launch: healthy files say replacing the game's copy, the ones that will clash just say handle 0x....
The fix is to hold those files back and register them once the game's copy exists — then FindSlot finds the game's slot and it takes the normal override path. I've got it working locally as a streaming.deferred glob list (["hei_*", "apa_*", "hi@hei_*", "hi@apa_*"]); the held files register on the existing 60-tick sweep and log has now taken over its slot #N. Three MLOs, no clashes, nothing deleted.
Worth knowing too: a lot of MLOs only patch the SP collision and not the MP one. If a building is enterable without MP maps and walled off with them, copy the mod's own bh1_xx_0.ybn and hi@bh1_xx_0.ybn under the hei_ names — the geometry's the same, it just needs to cover both layers.
@VirtuOzZ what highway bridge mod is that over paleto bay?
@everyone this is the SHVDOTNET you need for this to work, its compatible with the other nightly things as in all your other mods will work with this its and updated version of SHVDOTNET that works for both legacy and enhanced i hope this helps: https://www.gta5-mods.com/tools/script-hook-v-net-enhanced
I mean hunks vehicle mod not this.
i reverse engineered this mod and plan to release it soon when i have the time
@--sora-- no idea if you will see this as I am 4 years late but I can send it to you if still around.
I forgot to attach the weapons.meta ill have to update it once I am back from work will be roughly 2 weeks.