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@lordblackhand ENT uses R*'s "IS_DLC_VEHICLE" to populate the lists (as the old method won't work in Enhanced). If your custom vehicles are mounted like DLC content they should appear.
@FighterPilot I've uploaded a hotfix which should put the paint sorting back to R*'s one. Turns out that was an oversight during the menu reshuffle.
@FighterPilot It's intentional and actually how OG ENT was (as it used a spreadsheet to generate the captions list for you). Over the years things have been added to the end and it got messy.
Other captions menus were the same so essentially we've gone back to how ENT originally was (i.e in alphabetical order).
@kamikaze8246 ENT should now auto-generate weapon lists (as per the changelog about Addon weapons). The El Strickler appears under the "Addon Weapon" submenu however doesn't do anything - it's equipable but is otherwise invisible.
If I remember right the "give all weapons" will pull from the same auto-generated list of weapons but will only give you valid ones which the El Strickler technically isn't (because it's invisible and can crash the game randomly like it did for me when I tested out the new weapon system).
For awareness I've uploaded a new version of Update 58 - turns out R* removes the mansion models when you use the Online map so it was leaving holes in the map if you toggled the map off and on again. That's been fixed in the reupload.
@Zsombor_99
Airbreak: no as I couldn't recreate it - deactivating it would only push me back if I deactivated it inside a prop or the terrain. Source is there if you want to have a crack at it though.
Downgraded version: most things will work but no guarantees. We don't support out of date game versions because it's difficult to keep track. It's best effort - we will where we can but it's not a priority. Majority of features should work but if they don't then at least you know why (i.e native doesn't exist in that old version. Nothing we can do about that).
For updating - yes as I said in the changelog you won't lose anything. I'd suggest going over the changelog I linked on the Git for the full breakdown as it'll tell you what works, doesn't and updating.
Enhanced Native Trainer: Update 58.0
This is the final major release for Enhanced Native Trainer. It covers a lot of features requested over the years (and we wanted to implement) but just weren't possible without re-writing how ENT functions. Documentation is available on the GitHub - how translations work, adding preview images and new options including script hooking etc.
ENT should be a lot easier to maintain going forward for those willing to take the torch onwards.
A thanks from myself and @Slash_Alex to all those who've stuck with ENT for this long and for those who have contributed to it over the years.
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This is the largest release to date:
- GTA V Enhanced support
- A full rework of interior customisation
- MK2 weapon fixes
- A live weapon preview camera
- Controller overhauls
- Full translation support for menu items
- Rebuilt vehicle spawner/preview system
- Script hooking/modifying support (thanks to Yimmenu)
- ENT-RESET support for those crashing on start up due to settings conflict.
On top of a lot of reliability fixes on existing features and some overall backend changes to make it easier for other people to maintain & expand on.
Full changelog on the GitHub because it's too big for this box: https://github.com/FIying-Scotsman/GTAV-EnhancedNativeTrainer/releases#release-58.0
*Note:* some preview images are reused but with the new system preview images can be submitted to the GitHub independent of an ENT update - just copy them into the "previews" folder.
Enhanced Native Trainer: Update 57.1
Thanks to @Slash_Alex and to @sjaak327 for the help with the mansion props:
Added:
* Added a "Load Houses In The Hills Automatically" option
Fixed:
* Fixed a bug in the 'Load Extra Map Stuff Automatically' option
* Fixed a bug in the 'Load Cayo Perico Island Automatically' option
* Fixed all missing vehicles previews
Known Bugs:-
* Some of the weapon tints (namely MK1 tints) use the incorrect name in ENT. This is a side effect of using the in-game names.
Enhanced Native Trainer: Update 57
Thanks to @Slash_Alex:
Added:
* Added the Mansion interiors.
Fixed:
* Fixed a tiny bug in the 'Cops Weapon' feature.
* Fixed some missing vehicles previews.
Known Bugs:-
* Some of the weapon tints (namely MK1 tints) use the incorrect name in ENT. This is a side effect of using the in-game names.
@Jvest
The "-1" thing worked last time I used it but I remember it not working for keys which are shared with keyboard buttons (like ACTION_INPUT). For those it won't work because _something_ has to be bound to the key given it's shared.
The "Disable controller" option only worked because ENT used to use xinput for controller input however with the amount of people using DS4 controllers (at the time), ENT would crash the game because you were essentially emulating an Xbox controller (through DS4 Windows) and into Xinput which it didn't like hence the move to using R*'s in-built controller handling which isn't great but it was that or crashes.