Select one of the following categories to start browsing the latest GTA 5 PC mods:
@Stryfaar After a couple hours of testing earlier today, I can confirm that DOV works just fine if VWE (and its World of Variety patch) overwrites it and then you copy back the dispatch.meta from the DOV .oiv archive! I'm not sure what terrible repercussions it has on the popcycle.dat, if any, but haven't had any random crashes so far.
Re; beta, I don't think I have the time for beta testing at the moment, and don't use Discord. Appreciate the offer though!
@WillyKnilli Stryfaar's the one to talk to, but yeah, since DOV is based on WOV, simply repeating the installation in its original order *should* work for you -- installing WOV will overwrite any of your other mods that DOV would be incompatible with, and then installing DOV over top would produce a normal state. (Obviously I can't confirm it'd be bulletproof, but the worst that'll happen if you try it is that you *will* have to do a clean install -- sort of a Pascal's Wager...)
@Stryfaar: Having looked at it a lot more closely, the VWE + IVPack + WOV patch actually don't overwrite anything critical -- they overwrite the dispatch.meta, but it seems like it works just fine to overwrite it with the DOV dispatch.meta again. The common handling.meta is overwritten, but any competent handling mod overwrites that too -- it looks as though DOV only overwrites it to overwrite the Annihilator's handling characteristics. VWE + WOV also overwrite vehicles.meta in both the root and the dlc folders, but the changes correspond mostly with those of DOV (about the only difference I noticed is that the Ardent no longer has machine guns in the VWE + WOV patch).
I'm about to test. It might be as simple as just installing the regular IVPack + WOV + DOV + VWE + reinstall dispatch.meta. Worst case scenario, we'll have fire and brimstone -- old Testament stuff -- and dogs and cats will start living together...
"*wheezing* Stop or I'll shoot myself!"
This is probably in the "not with a twenty foot pole" category, owing to the fact that I tried my hand at it myself and gave up the effort, but is it possible to get a Vanillaworks Extended patch? Like so many other "One Mod to Rule Them All"s it tends to overwrite everything.
In the short time I had with it before VWE overwrote it, I had a blast with this mod, though. =)
@ikt Playing around with this some more, I found a problem with CVT vehicles. The Fisker Karma knockoff (the Online-based Hijak Khamelion) is an electric vehicle which drives at max RPM in any gear when the throttle is floored -- the gear settings appear to be entirely cosmetic. If the over-rev damage setting is enabled, the car therefore suffers continuous damage at all times during high performance operation. (This also causes continuous damage in my own unreleased mod, since I impose damage to cold engines that are abused...)
Not sure if this one could be fixed, actually, since it'd require a method of detecting the CVT in the first place. No idea where that would be in memory...
Yep, works great. Thanks again, mate.
@ikt Testing it out now! You never cease to amaze me.
After a quick once-over of the source it looks like accessing the shifter mode is quite easy, and it should even be accessible from SHVDN with a native hash call of the same decorators, so that's amazing, too. I'll probably roll whitelisted-shifter-mode support into my as-yet-unreleased mod unless you beat me to it. =)
@ikt I'm back! ("Darn!") Wow, you've been busy with this mod. =) I notice that you've rolled in some of the Custom Steering support directly into the mod, but only when using the steering wheel unless you manually enable an all-or-nothing option. On occasion, especially later at night, I like to switch back to using the keyboard to avoid the pronounced amount of noise that muscling a steering wheel can cause, but the default all-or-nothing settings make it nearly impossible to control at high speed. Would it be possible to introduce a variable speed reduction similar to Custom Steering's that can be enabled independently of the steering wheel? I can use the separate Custom Steering mod alongside (for anyone else interested, they can find it here: https://www.gta5-mods.com/scripts/custom-steering-infamoussabre ) when I'm running M&K, of course, but since both mods overwrite the same offsets it might compete for control with the other assembly when I'm running with the wheel.
On an unrelated note, I'll just put in a friendly nudge that I'd still love a way to whitelist specific model hashes to be set automatically to manual, sequential, or automatic. (Is the current manual/automatic setting accessible with read/write to external scripts? If your interest is still too low I might take a crack at it, although so far my third year of post secondary has been insanely hectic thus far.)
@TheSwaggomat: Just to stick up for you, even if it's been a long time since it's been relevant, I'm a native English speaker and know for a fact that the term "thermal" means "thermal updraft" by default. "Thermals" referring to infrared vision equipment is slang, largely peculiar to the gaming and military community. By now, with more popular awareness of the term, it may be almost as common or even have supplanted the original definition, but "thermals" have been thermal updrafts since the dirigible and hot-air ballooning eras -- "thermals" as the goggles only arose in the last thirty years. Honestly I can't fathom why anyone would rate something poorly just because they misinterpreted what it actually meant on the basis of not knowing the alternative/original definition of the word. Even though the basis of communication is being understood, the lack of understanding isn't your fault in this case. =)
I'm also fairly sure that the vanilla game only refers to "thermal vision" explicitly in both the helicopter missions that use it, not to "thermals"...
@awe1001 It's probably entirely possible to use the mod by hand-merging the 1.39 version with the newer handling.meta entries in the new DLC, then just applying a band-aid solution of multiplying every downforce multiplier until it "feels" right (especially since the video ikt linked does reveal that downforce does still exist, but is merely heavily subdued), until Rockstar releases a patch to fix the downforce in the newer version. I'm still in the process of blowing the dust off of my installation, but in theory it should work. Obviously it won't have the killatomate touch on the newer cars, but everything else should still work "almost" as good.
In all likelihood, however, I think that Rockstar deliberately reduced downforce and that it's not going to change. I doubt they care that people's RE7Bs are no longer as functional because 'hey, why don't you buy a couple of Shark cards and try out some new cars?' Notice how there hasn't been a "hotfix" of any kind in spite of the issue having been reported and known for well over a month... GTA Online is poison to game design. =P