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This mod works fine for me in normal mode with a selection of sensible objects (for instance, I removed the traffic light -- because come on ;-)), but the Editor mode is very unpredictable. It will drop the objects randomly instead of attaching the props to the character, it does not support the Left Arrow (doing so will often close the interface, which can only be brought back by opening up the cell phone -- which incidentally also allows the props to attach to the character), and occasionally the editor mode can lock itself in without showing the menu, requiring a quit and reload. Objects derived from Ball work fine for normal gameplay mode -- they will throw normally -- but in Editor mode, the baseball will render separately from the object.
I can't give a perfect score because the editor mode is so unpredictable, but it works fine in regular gameplay.
@MorphE9s There never was one. It was in "most active" development through Bikers, but was updated in the middle of development for Import/Export. =)
Yep, still works great for me too.
Importantly, we now have documented stamina functions... I just wish he still had the source code. I can make educated guesses, but it'd be so much easier if I knew which native functions and/or hacks he was using to force walking or running states.
@Eddlm @MAFINS What I don't get is, why did he copy-paste the exact same text from the Menyoo desc when the menu is different?
@shimon101 GTA5-Mods' autocompletion includes the parenthesis for some stupid reason. Just nix that and it'll work fine.
I'll be contrarian here.
Contrary to the caveats in the readme file, this mod is perfectly fine for keyboard and mouse, and steering wheels as well -- I've tried both, with and without Custom Steering (https://www.gta5-mods.com/scripts/custom-steering) enabled, and I can say for sure that the experience is extremely realistic and entertaining with both. Every car has a unique personality and it is incredibly fun trying to push the limit of the vehicles. I personally prefer more modest InversePower settings (right around the defaults) for a less-drift-car, more-realistic experience, which makes cornering at extreme speed just as punishing as it is in reality.
Contrary to some others' opinions here, cars are actually even far more grippy than Handling V's ever were; if you've played Handling V for even a few minutes, you'll find that everything is tighter, quicker, and more or less just more fun. Handling V's Buffalo S to Realistic Driving's Buffalo S is as skis are to racing slicks.
It's hard to be contrarian and manage to find something you truly love, but this one definitely cinches it.
@mrsipe ScriptHookVDotNet mods always go in your scripts folder. (Rated half a star for not knowing where to install a mod? Yikes, dude.)
If it's a .dll mod, it's almost certainly SHVDN (and goes in 'scripts') unless they mention somewhere that it's a RageHook mod, in which case it goes in 'plugins' instead. But this isn't one of those.
.asi go in the root folder. (Technically they could also go in the 'asi' subfolder, but very few designers use relative directories properly when making their .asi mods, so that almost always screws things up.)
It adds a demoscene soundtrack, song title "Reloaded Installer #10", to replace the ambient background music/noise during initial game startup.
@AnarchyBlues @ImNotMentaL Yeah, since there are many vehicles per scene in ordinary gameplay -- e.g., in Online you might wind up racing numerous supercars simultaneously -- I do think it's somewhat unlikely that frame rate was their concern. It was almost certainly done solely for reasons of presentation.
(Actually, I'm extremely bummed by GTA V's garages in general. It was almost a game in itself trying to squeeze as many cars into GTA:SA's garages as possible, and GTA IV made it even more entertaining by not even including walls. Instead they gave us garages with hard-points where cars appear and fixed amounts of walking space around each vehicle. Online ruining it for single player as usual. ;-))
Also, I never did rate this file, apparently!
@Killatomate In his defence, Tempesta is the Italian word for "Tempest", whereas Huracàn is the Spanish word for "Hurricane" (in keeping with Lambo's Spanish naming scheme), so the "inspiration" car was probably Lamborghini.
However, it's a total wash since whatever Rockstar intended the car to be, the resulting car is Lotus-sized. The Huracàn's 5.2L engine would barely fit in that little engine bay. What's more, the handling would be almost identical one way or another; the final performance specs of the Huracàn are... 600 horsepower and 1450 kg. Go figure. =P
Don't let the bastards grind you down. =)
Also -- you have a life and an apparently-far-more-successful Warframe channel, so release it when you're ready and not a moment sooner. We're all anxious as heck, but we're also adults and can wait. (Or at least *should* be adults for a game of this nature...) =)