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@gta vvvv Just wait a few, scripthook will get updated. It's too much hassle to go back now. Somebody would have to know what exactly files are relevant to make it work, by the time you done, scripthook will already be here.
@gta vvvv Play offline, it would be always up to you when you update, that way you can simply wait until scripthook is released. I use 2nd installation which is clean for online which i also use to update SC. This is old trick from before mods folder was introduced and i still prefer that.
@Voit Turyv Right, that's the reason i mentioned that, it's fantastic experience and i would like to have my flying mod to go underwater. Also i would like to make submarine with walk in interior, like subnautica style. but that ain't happening, 1st submarines have actually water inside so player would float there and whenever player exit sub's seat, sub is resurfacing on it's own.
now days when cars can fly, i'm still in need of plane with submarine mix, car with submarine wouldn't hurt either
lol, the sound without the video...nice one
@sorbas i'm trying this for 1st time and have it not working either just like few people above, i double checked, both my scripthooks are the latest, i disabled similar mods to be sure they not interfere (grand theft auto & felonies). Logs are only present in ScriptHookVDotNet2.log
[17:24:42] [INFO] Loading assembly 'PullMeOver.dll' ...
[17:24:42] [DEBUG] Found 2 script(s) in 'PullMeOver.dll'.
[17:24:43] [DEBUG] Instantiating script 'PullMeOver.PullMeOverMain' in script domain 'ScriptDomain_9E211463' ...
[17:24:43] [DEBUG] Started script 'PullMeOver.PullMeOverMain'.
[17:24:43] [DEBUG] Instantiating script 'PullMeOver.SpeedDisplay' in script domain 'ScriptDomain_9E211463' ...
[17:24:43] [DEBUG] Started script 'PullMeOver.SpeedDisplay'.
that's only log lines i get
@Quant i guess i'm asking too much for ps3 based game ['_'], but over all i have huge respect to all better detail R* is putting in game over others
@nkjellman Sounds promising, i noticed shadows improvement from 4 to 5, and i realize it's intensive effect in every game, but R* has to step this up, bake it better in distance what ever. Some games from similar time like Witcher3 has much better tree distant shadow handling. I know there are no cars and planes flying around there (maybe less demand on processing), i just feell unimmersed when standing on one mountain and the one next to me fairly close has 0 tree shadows.
@nkjellman so it's maybe only aircraft, I thought when I was on motorbike it also had those tree Shadows in distance, it's just such an eye candy to have them there then on a foot... sucks we are in a 2017 we still don't have the Shadows worked out in a game engines.
@Quant it looks like optimization ik, for same reason they probably didn't do particle clouds and Reflections in puddles, however these days GTX 1080s can take a lot of abuse even in a 4K mode, ... maybe I'm gonna go cry in their Lobby, ['_']
@nkjellman You mean 1st person, or driving? When you on foot, you loose long distance shadows you have in helicopter and the other way around. Go on top of Chiliad, look down to mill when sun is there, no tree shadows, sit in heli, or any vehicle, bam long distance shadows kick on and you loose sharp close shadows except that little square directly below. I wish ultra setting would make them ON both on foot. ...There is setting in weather xml files which can get same long distance shadows working on foot, but it uglyfies short distance sharp shadows again.
I wish R* would make graphical upgrade patches instead of more supercars...shadows, vehicle reflections in puddles, particle clouds at least, some other light effects could use fading, like distant car lights and street lights, the step for light adaptation in visualsettings is too big it makes sudden sky dims and brights, etc...well visualsettings we can adjust, but these things wont work online