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Ok, nice.
Oh and there's 2 other things that I forgot to mention and also a suggestion if possible.
1. Every boot up/reboot/reload of the mod makes whatever vehicle I'm in, completely despawn... Doesn't happen if I'm standing next to it, but if I'm inside the vehicle, it despawns when the mod loads.
2. Why is the weapon wheel locked? Do I have to get the weapon's license to "unlock" it? Cus even if I use a trainer to give a weapon, I just can't use it.
3. I don't feel like the mod is presented in it's full totallity, like, I still find myself lost about it (like this weapon usage thing), like yeah it has the settings menu, but somehow it lacks a good introduction, a proper presentation showcasing all it has. And since you're already so good with HUDs and those exams and tests you put up inside the game, I'd like to suggest why not create a small tutorial/introduction to the mechanics the first time the mod loads up? And maybe add a toggle to the settings menu to allow it to show it again whenever the user wants it? Or a physical place in the game world such as the City Hall with an option to show it?
What an amazing job you did here my man. I had previously tried to install this many months ago and it just didn't work, don't really know why, tried a lot of things and it simply wouldn't work, but here we are months later, with everything working perfectly fine now (bear in mind that the first boot up I did this time around it also didn't work, but upon reading the comments and download an oiv file you uploaded, only then worked perfectly, maybe you could already put this oiv file included in the mod download, that certainly makes things easier and fixes problems).
Anyway, now I have another bit of a problem... I play with a controller and I've noticed that quite a few interactions do work with the controller no-prob, but it's kind of inconsistent, ie: I can completely use the gas station with all of the refuel mechanics with the controller (grab nozzle, choose how much gas and pay, etc) and it all works fine, but another example is when I go to a store and try to interact with the cashier, nothing happens, even tho I press the correct button on the prompt (interact button ->), also can't open the inventory, can't open the custom smartphone, can't put on the seatbelt, etc etc... some things work, some don't.
Can you shine a light as to why or how this happens? I'm using a Dualsense through the DS4Windows app that translates it into a Xbox controller that the Legacy GTA can detect and work with, don't know if this is somehow part of the problem or not.
Also looked through the ini files to look for button remapping but only found these:
ToggleInventoryKey=I
ToggleMenuKey=F12
SeatBeltKey=B
Most of it is working fine but when playing with a controller the hotwire minigame doesn' t respond to any button at all, the rest works fine including this minigame with the keyboard, but not the controller
Been loving it, but had a problem with the nitro. First it would be great to be able to disable it entirely, not only the boost itself but also the nitro hud on the side. But second, my main problem right now is that when playing with a controller, when I press the exit button in the car, it activates the nitro somehow... checked the ini file and there's no wrong setting making this conflict, it just happens
Does the configuration allow the deactivation of the rounded minimap? Want the other stuff (Speedometer, adress location, speed limit hud, speedometer) but want to keep the original game's minimap
@Derpendicular Thank you so much!!! Just downloaded GTA V Enhanced from Epic Games (version 1.0.1013.34) and it worked perfectly.
Here's a breakthrough of what I did to help others:
1. Download and put OpenRPF.asi in GTA's main folder
2. Create "mods" folder in GTA's main folder
3. Download and open ZEnhanced. Click "select game folder" and select GTA's main folder. Then click "OpenIV Fix".
4. Open OpenIV, after it loads, make sure it's in the same GTA Enhanced main folder (especially if you use Legacy and Enhanced in the same PC, which was what I have while I'm testing all mods). Click ASI Manager and Install OpenIV.asi, this will make sure you can install .oiv files inside the "mods" folder.
5. Now you can either click Open Package Installer and look for the file you want, or if you already activated OpenIV file integration within settings, you can simply open the .oiv file directly from the folder in Windows Explorer, this will open the package installer directly.
6. After you install whatever mod you wanted (like DriveV i.e), go back to your GTA's main folder and delete OpenIV.asi. Now you're ready to open the game and test the mod.
The OpenIV.asi file is only to make the mods folder elligible for installing mods. If you don't activate the OpenIV.asi, the mods will only be available to install in the game's folder, and that, nobody wants. So yeah, prior to installing any mod, just activate this .asi... after you finish all mods installation, simply delete this .asi and run the game
PS.: All this is an explanation considering you already have OpenIV installed and ScriptHookV placed inside GTA's main folder, so if you didn't do those, do it beforehand
Maybe a more immersive way to implement this to a game would be to automatically play/pause/mute Spotify (or whatever music player you have on the background) whenever you get into a car.
Since the mod already detects when the player is in a car and only allow the controls to be "pressed" while inside the car... it would be cool to make these buttons be automatically pressed when you enter/exit the car so the music doesn't keep playing when you exit it.
That's a nice little RP mod. Here are some feedback to try to improve upon:
1. Make a dumpster spawn close to each yellow marker
2. When the player gets to a yellow marker, make him get out of the truck, interact with the dumpster, then interact with the back of the truck, then get back into the truck to head to the next stop.
3. Make NPCs available to work alongside the player, like when you get to a yellow marker, make the NPCs come out of the truck, interact with the dumpster, interact with the back of the truck, then get back into the truck, then you proceed to the next stop, y'know, kinda like and upgrade or a simpler job for the player, to just drive around while the NPCs do the trash lifting.
4. Change the truck to an actual gargabe truck.
5. Make the initial menu (when you talk to the boss) have different routes along the city and the player choose which route to take. Or make the job/boss spawn at different locations around the city, each with their own route.
6. Expand it to other areas, like Sandy Shores, Paleto Bay, etc
Really impressed by the mod's quality. The script in itself works like a charm, everything is well performed, the consumption rate, the HUD, the menus for customizations, the props, sounds, textures, etc. The mechanics like grabbing a basket in the store and having to walk around to choose stuff and then going to checkout, it's these kind of stuff that really brings in the immersion that misses in other mods, we need the character interacting with the world, not just us pressing buttons and everything changing within menus and HUDs, this is what makes this mod really enjoyable.
As for feedback, I have a few technical comments that could be improved upon and maybe some ideas that I don't know if other people already suggested (there's a lot of comments to read XD), so here we go:
1. When you're in a store buying stuff, the mod limits us as to how many things we can buy in a certain group, like, only 1 drink, 1 chip, etc, but somehow I managed to put a lot of stuff in the basket and when doing the checkout, the mod blocked me from paying stating that there was too many stuff, making me discard my current basket to pickup another one and picking up less items. So there needs to be more clarity on this mechanic, as to how many items or item types you can put in the basket and how many you can actually buy. And also, what could be cool is if we could delete specific items from the basket instead of having to discard the whole thing and have to restart with a new basket. I tried hitting delete, backspace, etc, but couldn't delete a single item from the checkout list, so I don't know if it's already possible.
2. Following that line, I found the store/items list HUD a bit confusing on 2 aspects. First, when going through the list, each item depicts which bars they fill (hunger, thirst, energy) but they also show a green bar... I don't know what that is. And also, sometimes a few items in the list become greyed out, like it would mean they are unable to be bought, but I can still put them in the basket... so yeah, don't know why, I think it needs a bit more clarification on those.
3. Still on the store HUD, but this one is a nitpick, definitely ignorable. I found SUPER cool the discount mechanics, makes it feel more alive and grounded to reality, but the behaviour itself could improve... Like, whenever I grab a basket, check the items list and there's like, only 1 item in discount... then go to discard the basket and pickup another one and check the same items list, it changes which and the amount of items with discount. I know it must be working like it loads a random ssed of discounts each time you initiate a shopping, but could you make it "fixed" for a certain amount of time, like a full day or a week, and only refresh it after that period of time has passed? Again, this one is a nitpick and you can completely dismiss this.
4. This one I DID see other people commenting about and have also seen you replying stating that it's on the horizon, but just to make it more pronounced as a highly wished feature, yeah it would be awesome to implement motels/hotels and MAYBE even make it work alongside other mods such as Safehouse Reloaded (or any other alike), which comes with interiors and beds to sleep. This would 100% improve on the roleplay mechanic of having a unique character apart from Franklin, Michael and Trevor and have that new character have his own home with interactable stuff that do actually work with the character's needs
Is there a way to implement an option to activate this mod with all vehicles? Like, I've been looking for a mod that makes the traffic lights go green whenever I approach them cus the vanilla timers are so bad to RP, it's like such a short amount of seconds to go through a green light that by the time you're making it, it already turns yellow and red, especially when using traffic density mods