Loading...
2 files liked
8 comments
0 videos
0 uploads
0 followers
  • Default

    @Alex106 Idk how, though. I don't recall what patch broke most of the gates, but back on XB1 around the time of the first Heist update (2015 iirc) all of the gates were normally operable on XB1X locked at 30 fps. Even now, digging around the object flags in Codewalker, nothing seems to have changed as far as their flags go, even as far back as 2015. If it's tied to framerate, it's gotta be deeper than anything in the YMAPs. Probably something in the game code itself, who the hell knows...

    But, I thank you for the crazy effort you've put into this entire project. Most of the fixes made I'd have never been any the wiser of, let alone pay attention enough to notice the little things. It's great seeing this is still an active, largely collaborative effort.

    May 31, 2022
  • Default

    @Alex106 I checked the framerate effect on raised gates. Even locked at 29.9, the gates do not open. On both 29.9 and 59.9 v-sync (locked via NVIDIA control panel), the only gates which open automatically are the northwest side of LSIA and main swingarm on the southeast entrance of LSIA as well. I cannot figure up what may be causing other gates to not operate in the same manner. No big deal, though. As I said, been dealing with marginally operable gates for two years now. I just got used to nudging them to open them.

    If you run across anything specific of gates, let me know. I was adamant it was due to frame rate, but evidently that is not the case.

    May 30, 2022
  • Default

    @Alex106 If it's of any benefit in terms of debugging, I'm able to get those gates to work normally somewhat more often with certain vehicles, those being the Rapid GT and Zentorno. Still spotty as I go back and forth to reload the areas, and the same dodgy chance after reloading the save.

    https://forums.gta5-mods.com/topic/29687/opening-gates/2
    https://steamcommunity.com/app/271590/discussions/0/483367798509189613/

    Evidently, "doortuning.meta" and ymt files associated with gates are what control the auto-operation. Also some mention of sliding gates being tied to framerate, specifically 50 fps. I reckon I'll fiddle around later today with 30, as IIRC the XB1X runs GTAV at 30. If that's the case, I suspect there to be no concrete fix other than limiting to however high framerate supports the auto-opening. With the mention of 50, I'll start at 29 and work my way up until they break again and let you know what I find.

    Not a whole lot I could find relating to niche GTA V modding such as object flags. In terms of just that, judging by how some gates are made of cardboard, I wonder if replacing the inoperable/immovable gates with operable ones would suffice. Granted, that's more scripting needing to be done. As for what I've seen on object placement and movement, copying a line from an existing operable gate (rotate on y-axis by default IIRC) would work. Given what little snooping around I've done in the decompiled scripts, there's got to be some catch like there is with most things in modding this game.

    March 10, 2022
  • Default

    Great work you've got here. Only thing I can one up are the (meant to be) automatic swingarm and sliding gates. Unsure as to why some work and some don't. I recall on XB1 vanilla (from disc) the swingarms at Richards Majestic rose when either of the three characters drove up to them. They also responded to NPCs pulling in and leaving. Now, I (or some NPC) have to physically hit the gate with the vehicle to force it to rise. Same thing happens with the sliding gates at Michael's house and the Richman Mansion. Used to, I could just drive within a few feet of them and they'd begin opening.

    A little research brought up talk of the sliding gates at LSIA, but nothing much elsewhere. Something having to do with the update where Pegasus was introduced.

    Found a good conversation of operable gates: https://gtaforums.com/topic/411552-automatic-openable-electric-gate/

    In that, object flags are discussed. I've noticed since day one GTA V some gates aren't operable at all. Example at the entrance of Davis Quartz. It snaps into pieces with even the slightest collision.

    Nothing major on top of the to do list. I don't mind having to bump the gates. Just mind boggling how something as simple as an object at a fixed pivot point and a scripted rotation got broken. And how that happened to story mode players like myself in the first place. Guess just jot it down on the notepad of things Rockstar has derived not-always-online players of.

    Again, great work here. After skimming through the lists of fixes, 90% of them I'd no clue of. Guess it pays to be imperceptive... until the gates stop opening. :)

    March 08, 2022
  • Default
  • Default

    @Mehdi Zoubai I should also mention the issue persists with and without other mods, including when only FR and its dependencies are installed.

    February 25, 2022
  • Default

    @Mangitemasiap I think I'm having the same issue. When trying to refuel the Hydra at any plane fuel point, the engine shuts off, as it should, but will not restart after either stopping before full or auto-stop at full. Same happens with Lazer, Dodo, every plane and heli I've used. Land vehicles have not been affected in any way.

    @Mehdi Zoubai None of the options you mentioned appear to affect the plane/heli engine not restarting. I've tried enabling and disabling all combinations of the aforementioned. Money is drained appropriately as set in the initialization file. LinkWithTank doesn't fix the restarting enabled/disabled. Not sure what may be causing only plane and heli engines to be affected. After the refuel is complete (and the plane/heli engine won't restart), I can force engine on through Menyoo, but cannot taxi nor ply the plane/heli.

    Other than plane/heli engines not restarting, great mod. Used the fuel mod built into Enhanced Native Trainer for years. Yours has class-based fueling spots and electric car support. Only sideways things I can mention are the current plane/heli bug and how not all fuel spots can be customized. I'd like to remove some you've included, which is possible with the fuel mod within ENT. It uses XML format to mark locations with XYZ coords in-game. I argue in favor of XML over standard INI syntax, but that's at your own discretion. That'd be nice with your mod here. Only thing beyond that I can ask for is open-sourcing the entire mod itself. That way I can remove the blips I'd like then recompile the mod as a whole.

    Otherwise, this is the best mod I can find between super simple and crazy (superfluously) complex.

    February 25, 2022
  • Default

    Great work! The most complete save I've come across. Small note, Franklin does not have the Children of the Mountain T-Shirt. Nothing two minutes in-game can't fix, just figured I'd put that out there. Literally everything otherwise is spot on. I'm not even sure how you managed to implement online-only vehicles in the selection menus, but I appreciate that as well.

    February 25, 2022