Next Generation Car Damage 0.99.2
421
19
421
19
Hey Pookie Wookies!
I spent an insane amount of time and sanity on this mod. In order to get everything working properly, it's only fair to take a few minutes to read, okay? :)
Pinky promise?
What you get in return:
- Real Time Deformation (Soft Body After Damage / SBAD)
- Balanced Deformation for All Vehicles
- Vehicle Mechanical & Electrical Failures
- Seatbelts with Chimes
- Reactions and Health Loss on Crashes
- Better Window Cracking
- Bullet Deformation
- An Audio System
- Player Dialogue Reactions
- RPM Based Smoke
- Character Behaviours
- Realistic Handling
- Turn Signals based on Navigation
- Many Details & Native Game Fixes
Installation:
For The Ultimate Experience!
Put everything from the folder "Scripts" into your game's scripts folder.
Replace all the files from your game with the ones from the folder "Install Files".
I personally use OpenIV.
In Update.rpf, it's basically drag and drop.
Make sure to back them up though!
This gives all vehicles in the game (in my opinion) better handling and balanced deformation.
This includes all GTA Online vehicles, buses, trucks, etc., aiming to make it consistent between all vehicles.
I highly recommend this because most handling mods, and especially native GTA V, have no balance in deformation or compatibility with all the DLC vehicles.
Go to Drive V and give him 5 stars:
www.gta5-mods.com/nl/vehicles/drive-v-realistic-driving-car-handling
I changed every vehicle in handling.meta & vehicles.meta. However, most of it was inspired by Drive V, so I want to shout out PermissionToLand.
Requirements:
Latest GTA V Enhanced
ScriptHookV
www.dev-c.com/gtav/scripthookv/
ScriptHookVDotNet
www.gta5-mods.com/tools/script-hook-v-net-enhanced
Feedback is welcome <3
You can stop reading here
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
For those who cannot say goodbye to their handling mod and/or other mod creators:
When using your own handling mod of preference, or perhaps even native, please adjust the settings in Debug towards your liking.
You can choose how much native damage you prefer to let pass through, how much SBAD (Soft Body After Damage / Real Time Deformation) handles deformation, the ms between waves and some other options.
You do not need to use Development Options for your setup unless something very specific is bothering you or is incompatible with another mod.
Either way, I highly recommend the ultimate experience. It's the most immersive and the easiest to use because it's only dragging and dropping files.
Setting up this mod with your own handling can take a while.
I also offer less support for this route >.<
Usage:
Press Shift + 6 to open the Debug Menu.
Press Shift + 5 for Slow Motion. (To see real time deformation take place)
Sharing Rules:
It's open source. You are free to upload it anywhere and modify it further in any way, or even use part of its code.
I would love to see other modders without life in them left to expand, upgrade or work on this.
Just leave some credits x
If you need help with anything, you can always reach out to me as well.
Monetization Rules:
You are not allowed to use this mod or a variant behind a paywall or on Patreon.
You are not allowed to use this mod or a variant on a monetized or subscription-based (Roleplay) server.
(This includes selling digital items for any kind of currency.)
You are allowed to ask for donations on your mod page or link your Patreon.
You are allowed to use this mod or a variant on a non-monetized or non-subscription-based (Roleplay) server.
Lore:
I can finally present to you what I feel like vehicles and their accidents should feel like, giving them much more character.
Essentially a mid-path between arcade and realism, with inspiration from Wreckfest, Grid, Mafia 2, Watch Dogs, YouTube crash test compilation videos and images of the internal components of vehicles.
A quality mod, in my opinion, is one that does not break the line with the native gameplay.
It has to look, feel and sound like it belongs there.
A few examples to give you an idea of the amount of detail I cherish:
You can't use handbrake when aiming.
Your character turns the engine off after a while.
Your character closes the door first when hotwiring while having a wanted level or getting shot at.
Your character can't fly through windshields with his seatbelt on.
Your character stops giving one-liners on every single crash. For bigger impacts, he screams from pain now.
"DId yOu noT sEe ME drIViNg?"
The Debug menu's colors are based on the SP character.
Audio lowers during wasted and busted screens, volume is based on distance and it pauses during, well, pausing of course.
Handbrake Failure + Auto Throttle Failure = Vehicle moves forwards or backwards when getting out, depending on which direction you went.
Your character ducks automatically when getting shot at.
Your character thanks the LS Mechanics and walks around the vehicle. (Yes the snack eating is inspired by Han from Tokyo Drift)
When wanted and hiding he turns his engine off and hides in his car.
Try revving for a while btw :)
See what happens to your vehicle.
Oh and when you drive an NPC off a motorbike, quad or bicycle they don't go flying anymore, wowies!
Bug Reports:
I playtested around 270 hours, of which 4 hours were on the final version.
Since it's a highly complex and huge mod, there can still be bugs and issues though.
Just let me know which Oopsies you run into and I will Bob the Builder them.
Please make sure to add your ScriptHook log in case of errors, which specific vehicle it is about, and make sure it's not a compatibility issue with another mod :O
I can't provide support for pirates because they usually don't have the latest updated files, sorry mateyys.
Your feedback / bug reports are welcome on my mod page:
www.gta5-mods.com/users/The_Little_Spyro
Known Bugs:
Warrener HKR's bumpers do not deform, and what deforms ghosts through objects.
Therefore, I significantly reduced its deformation.
Arbiter GT barely has deformation and is famous for bad handling.
I increased the deformation by a landslide and made it feel like an actual muscle car.
It's better now :)
HSW cars and the new updates have a lot of problems in general which Rockstar has to fix, unless someone with modeling experience can look into the .yft files.
I really don't want to start learning Blender as well, please spare me.
I have applied some specific fixes for specific vehicles.
Please let me know which vehicles still need some extra love.
Updates:
0.99.1
Adjusted volumes for the breathing dialogues from near misses, driving against traffic and getting shot at
Fixed the direction of the LS Customs mechanic for the engine animation
0.99.2
Hotfix changed NextGenCarDamage.cs to NextGenCarDamage.3.cs
0.99.3
Rebalanced the engine failure timings
Worked on an oil overheat particle placement with certain vehicles
Fixed revv overheating happening above 700Enginehp
Donations are welcome at:
paypal.me/UrNorton
I spent an insane amount of time and sanity on this mod. In order to get everything working properly, it's only fair to take a few minutes to read, okay? :)
Pinky promise?
What you get in return:
- Real Time Deformation (Soft Body After Damage / SBAD)
- Balanced Deformation for All Vehicles
- Vehicle Mechanical & Electrical Failures
- Seatbelts with Chimes
- Reactions and Health Loss on Crashes
- Better Window Cracking
- Bullet Deformation
- An Audio System
- Player Dialogue Reactions
- RPM Based Smoke
- Character Behaviours
- Realistic Handling
- Turn Signals based on Navigation
- Many Details & Native Game Fixes
Installation:
For The Ultimate Experience!
Put everything from the folder "Scripts" into your game's scripts folder.
Replace all the files from your game with the ones from the folder "Install Files".
I personally use OpenIV.
In Update.rpf, it's basically drag and drop.
Make sure to back them up though!
This gives all vehicles in the game (in my opinion) better handling and balanced deformation.
This includes all GTA Online vehicles, buses, trucks, etc., aiming to make it consistent between all vehicles.
I highly recommend this because most handling mods, and especially native GTA V, have no balance in deformation or compatibility with all the DLC vehicles.
Go to Drive V and give him 5 stars:
www.gta5-mods.com/nl/vehicles/drive-v-realistic-driving-car-handling
I changed every vehicle in handling.meta & vehicles.meta. However, most of it was inspired by Drive V, so I want to shout out PermissionToLand.
Requirements:
Latest GTA V Enhanced
ScriptHookV
www.dev-c.com/gtav/scripthookv/
ScriptHookVDotNet
www.gta5-mods.com/tools/script-hook-v-net-enhanced
Feedback is welcome <3
You can stop reading here
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
For those who cannot say goodbye to their handling mod and/or other mod creators:
When using your own handling mod of preference, or perhaps even native, please adjust the settings in Debug towards your liking.
You can choose how much native damage you prefer to let pass through, how much SBAD (Soft Body After Damage / Real Time Deformation) handles deformation, the ms between waves and some other options.
You do not need to use Development Options for your setup unless something very specific is bothering you or is incompatible with another mod.
Either way, I highly recommend the ultimate experience. It's the most immersive and the easiest to use because it's only dragging and dropping files.
Setting up this mod with your own handling can take a while.
I also offer less support for this route >.<
Usage:
Press Shift + 6 to open the Debug Menu.
Press Shift + 5 for Slow Motion. (To see real time deformation take place)
Sharing Rules:
It's open source. You are free to upload it anywhere and modify it further in any way, or even use part of its code.
I would love to see other modders without life in them left to expand, upgrade or work on this.
Just leave some credits x
If you need help with anything, you can always reach out to me as well.
Monetization Rules:
You are not allowed to use this mod or a variant behind a paywall or on Patreon.
You are not allowed to use this mod or a variant on a monetized or subscription-based (Roleplay) server.
(This includes selling digital items for any kind of currency.)
You are allowed to ask for donations on your mod page or link your Patreon.
You are allowed to use this mod or a variant on a non-monetized or non-subscription-based (Roleplay) server.
Lore:
I can finally present to you what I feel like vehicles and their accidents should feel like, giving them much more character.
Essentially a mid-path between arcade and realism, with inspiration from Wreckfest, Grid, Mafia 2, Watch Dogs, YouTube crash test compilation videos and images of the internal components of vehicles.
A quality mod, in my opinion, is one that does not break the line with the native gameplay.
It has to look, feel and sound like it belongs there.
A few examples to give you an idea of the amount of detail I cherish:
You can't use handbrake when aiming.
Your character turns the engine off after a while.
Your character closes the door first when hotwiring while having a wanted level or getting shot at.
Your character can't fly through windshields with his seatbelt on.
Your character stops giving one-liners on every single crash. For bigger impacts, he screams from pain now.
"DId yOu noT sEe ME drIViNg?"
The Debug menu's colors are based on the SP character.
Audio lowers during wasted and busted screens, volume is based on distance and it pauses during, well, pausing of course.
Handbrake Failure + Auto Throttle Failure = Vehicle moves forwards or backwards when getting out, depending on which direction you went.
Your character ducks automatically when getting shot at.
Your character thanks the LS Mechanics and walks around the vehicle. (Yes the snack eating is inspired by Han from Tokyo Drift)
When wanted and hiding he turns his engine off and hides in his car.
Try revving for a while btw :)
See what happens to your vehicle.
Oh and when you drive an NPC off a motorbike, quad or bicycle they don't go flying anymore, wowies!
Bug Reports:
I playtested around 270 hours, of which 4 hours were on the final version.
Since it's a highly complex and huge mod, there can still be bugs and issues though.
Just let me know which Oopsies you run into and I will Bob the Builder them.
Please make sure to add your ScriptHook log in case of errors, which specific vehicle it is about, and make sure it's not a compatibility issue with another mod :O
I can't provide support for pirates because they usually don't have the latest updated files, sorry mateyys.
Your feedback / bug reports are welcome on my mod page:
www.gta5-mods.com/users/The_Little_Spyro
Known Bugs:
Warrener HKR's bumpers do not deform, and what deforms ghosts through objects.
Therefore, I significantly reduced its deformation.
Arbiter GT barely has deformation and is famous for bad handling.
I increased the deformation by a landslide and made it feel like an actual muscle car.
It's better now :)
HSW cars and the new updates have a lot of problems in general which Rockstar has to fix, unless someone with modeling experience can look into the .yft files.
I really don't want to start learning Blender as well, please spare me.
I have applied some specific fixes for specific vehicles.
Please let me know which vehicles still need some extra love.
Updates:
0.99.1
Adjusted volumes for the breathing dialogues from near misses, driving against traffic and getting shot at
Fixed the direction of the LS Customs mechanic for the engine animation
0.99.2
Hotfix changed NextGenCarDamage.cs to NextGenCarDamage.3.cs
0.99.3
Rebalanced the engine failure timings
Worked on an oil overheat particle placement with certain vehicles
Fixed revv overheating happening above 700Enginehp
Donations are welcome at:
paypal.me/UrNorton
首次上传时间: 6天前
最后更新时间: 3天前
最后下载: 5分钟前
48个评论
More mods by The_Little_Spyro:
Hey Pookie Wookies!
I spent an insane amount of time and sanity on this mod. In order to get everything working properly, it's only fair to take a few minutes to read, okay? :)
Pinky promise?
What you get in return:
- Real Time Deformation (Soft Body After Damage / SBAD)
- Balanced Deformation for All Vehicles
- Vehicle Mechanical & Electrical Failures
- Seatbelts with Chimes
- Reactions and Health Loss on Crashes
- Better Window Cracking
- Bullet Deformation
- An Audio System
- Player Dialogue Reactions
- RPM Based Smoke
- Character Behaviours
- Realistic Handling
- Turn Signals based on Navigation
- Many Details & Native Game Fixes
Installation:
For The Ultimate Experience!
Put everything from the folder "Scripts" into your game's scripts folder.
Replace all the files from your game with the ones from the folder "Install Files".
I personally use OpenIV.
In Update.rpf, it's basically drag and drop.
Make sure to back them up though!
This gives all vehicles in the game (in my opinion) better handling and balanced deformation.
This includes all GTA Online vehicles, buses, trucks, etc., aiming to make it consistent between all vehicles.
I highly recommend this because most handling mods, and especially native GTA V, have no balance in deformation or compatibility with all the DLC vehicles.
Go to Drive V and give him 5 stars:
www.gta5-mods.com/nl/vehicles/drive-v-realistic-driving-car-handling
I changed every vehicle in handling.meta & vehicles.meta. However, most of it was inspired by Drive V, so I want to shout out PermissionToLand.
Requirements:
Latest GTA V Enhanced
ScriptHookV
www.dev-c.com/gtav/scripthookv/
ScriptHookVDotNet
www.gta5-mods.com/tools/script-hook-v-net-enhanced
Feedback is welcome <3
You can stop reading here
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
For those who cannot say goodbye to their handling mod and/or other mod creators:
When using your own handling mod of preference, or perhaps even native, please adjust the settings in Debug towards your liking.
You can choose how much native damage you prefer to let pass through, how much SBAD (Soft Body After Damage / Real Time Deformation) handles deformation, the ms between waves and some other options.
You do not need to use Development Options for your setup unless something very specific is bothering you or is incompatible with another mod.
Either way, I highly recommend the ultimate experience. It's the most immersive and the easiest to use because it's only dragging and dropping files.
Setting up this mod with your own handling can take a while.
I also offer less support for this route >.<
Usage:
Press Shift + 6 to open the Debug Menu.
Press Shift + 5 for Slow Motion. (To see real time deformation take place)
Sharing Rules:
It's open source. You are free to upload it anywhere and modify it further in any way, or even use part of its code.
I would love to see other modders without life in them left to expand, upgrade or work on this.
Just leave some credits x
If you need help with anything, you can always reach out to me as well.
Monetization Rules:
You are not allowed to use this mod or a variant behind a paywall or on Patreon.
You are not allowed to use this mod or a variant on a monetized or subscription-based (Roleplay) server.
(This includes selling digital items for any kind of currency.)
You are allowed to ask for donations on your mod page or link your Patreon.
You are allowed to use this mod or a variant on a non-monetized or non-subscription-based (Roleplay) server.
Lore:
I can finally present to you what I feel like vehicles and their accidents should feel like, giving them much more character.
Essentially a mid-path between arcade and realism, with inspiration from Wreckfest, Grid, Mafia 2, Watch Dogs, YouTube crash test compilation videos and images of the internal components of vehicles.
A quality mod, in my opinion, is one that does not break the line with the native gameplay.
It has to look, feel and sound like it belongs there.
A few examples to give you an idea of the amount of detail I cherish:
You can't use handbrake when aiming.
Your character turns the engine off after a while.
Your character closes the door first when hotwiring while having a wanted level or getting shot at.
Your character can't fly through windshields with his seatbelt on.
Your character stops giving one-liners on every single crash. For bigger impacts, he screams from pain now.
"DId yOu noT sEe ME drIViNg?"
The Debug menu's colors are based on the SP character.
Audio lowers during wasted and busted screens, volume is based on distance and it pauses during, well, pausing of course.
Handbrake Failure + Auto Throttle Failure = Vehicle moves forwards or backwards when getting out, depending on which direction you went.
Your character ducks automatically when getting shot at.
Your character thanks the LS Mechanics and walks around the vehicle. (Yes the snack eating is inspired by Han from Tokyo Drift)
When wanted and hiding he turns his engine off and hides in his car.
Try revving for a while btw :)
See what happens to your vehicle.
Oh and when you drive an NPC off a motorbike, quad or bicycle they don't go flying anymore, wowies!
Bug Reports:
I playtested around 270 hours, of which 4 hours were on the final version.
Since it's a highly complex and huge mod, there can still be bugs and issues though.
Just let me know which Oopsies you run into and I will Bob the Builder them.
Please make sure to add your ScriptHook log in case of errors, which specific vehicle it is about, and make sure it's not a compatibility issue with another mod :O
I can't provide support for pirates because they usually don't have the latest updated files, sorry mateyys.
Your feedback / bug reports are welcome on my mod page:
www.gta5-mods.com/users/The_Little_Spyro
Known Bugs:
Warrener HKR's bumpers do not deform, and what deforms ghosts through objects.
Therefore, I significantly reduced its deformation.
Arbiter GT barely has deformation and is famous for bad handling.
I increased the deformation by a landslide and made it feel like an actual muscle car.
It's better now :)
HSW cars and the new updates have a lot of problems in general which Rockstar has to fix, unless someone with modeling experience can look into the .yft files.
I really don't want to start learning Blender as well, please spare me.
I have applied some specific fixes for specific vehicles.
Please let me know which vehicles still need some extra love.
Updates:
0.99.1
Adjusted volumes for the breathing dialogues from near misses, driving against traffic and getting shot at
Fixed the direction of the LS Customs mechanic for the engine animation
0.99.2
Hotfix changed NextGenCarDamage.cs to NextGenCarDamage.3.cs
0.99.3
Rebalanced the engine failure timings
Worked on an oil overheat particle placement with certain vehicles
Fixed revv overheating happening above 700Enginehp
Donations are welcome at:
paypal.me/UrNorton
I spent an insane amount of time and sanity on this mod. In order to get everything working properly, it's only fair to take a few minutes to read, okay? :)
Pinky promise?
What you get in return:
- Real Time Deformation (Soft Body After Damage / SBAD)
- Balanced Deformation for All Vehicles
- Vehicle Mechanical & Electrical Failures
- Seatbelts with Chimes
- Reactions and Health Loss on Crashes
- Better Window Cracking
- Bullet Deformation
- An Audio System
- Player Dialogue Reactions
- RPM Based Smoke
- Character Behaviours
- Realistic Handling
- Turn Signals based on Navigation
- Many Details & Native Game Fixes
Installation:
For The Ultimate Experience!
Put everything from the folder "Scripts" into your game's scripts folder.
Replace all the files from your game with the ones from the folder "Install Files".
I personally use OpenIV.
In Update.rpf, it's basically drag and drop.
Make sure to back them up though!
This gives all vehicles in the game (in my opinion) better handling and balanced deformation.
This includes all GTA Online vehicles, buses, trucks, etc., aiming to make it consistent between all vehicles.
I highly recommend this because most handling mods, and especially native GTA V, have no balance in deformation or compatibility with all the DLC vehicles.
Go to Drive V and give him 5 stars:
www.gta5-mods.com/nl/vehicles/drive-v-realistic-driving-car-handling
I changed every vehicle in handling.meta & vehicles.meta. However, most of it was inspired by Drive V, so I want to shout out PermissionToLand.
Requirements:
Latest GTA V Enhanced
ScriptHookV
www.dev-c.com/gtav/scripthookv/
ScriptHookVDotNet
www.gta5-mods.com/tools/script-hook-v-net-enhanced
Feedback is welcome <3
You can stop reading here
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
For those who cannot say goodbye to their handling mod and/or other mod creators:
When using your own handling mod of preference, or perhaps even native, please adjust the settings in Debug towards your liking.
You can choose how much native damage you prefer to let pass through, how much SBAD (Soft Body After Damage / Real Time Deformation) handles deformation, the ms between waves and some other options.
You do not need to use Development Options for your setup unless something very specific is bothering you or is incompatible with another mod.
Either way, I highly recommend the ultimate experience. It's the most immersive and the easiest to use because it's only dragging and dropping files.
Setting up this mod with your own handling can take a while.
I also offer less support for this route >.<
Usage:
Press Shift + 6 to open the Debug Menu.
Press Shift + 5 for Slow Motion. (To see real time deformation take place)
Sharing Rules:
It's open source. You are free to upload it anywhere and modify it further in any way, or even use part of its code.
I would love to see other modders without life in them left to expand, upgrade or work on this.
Just leave some credits x
If you need help with anything, you can always reach out to me as well.
Monetization Rules:
You are not allowed to use this mod or a variant behind a paywall or on Patreon.
You are not allowed to use this mod or a variant on a monetized or subscription-based (Roleplay) server.
(This includes selling digital items for any kind of currency.)
You are allowed to ask for donations on your mod page or link your Patreon.
You are allowed to use this mod or a variant on a non-monetized or non-subscription-based (Roleplay) server.
Lore:
I can finally present to you what I feel like vehicles and their accidents should feel like, giving them much more character.
Essentially a mid-path between arcade and realism, with inspiration from Wreckfest, Grid, Mafia 2, Watch Dogs, YouTube crash test compilation videos and images of the internal components of vehicles.
A quality mod, in my opinion, is one that does not break the line with the native gameplay.
It has to look, feel and sound like it belongs there.
A few examples to give you an idea of the amount of detail I cherish:
You can't use handbrake when aiming.
Your character turns the engine off after a while.
Your character closes the door first when hotwiring while having a wanted level or getting shot at.
Your character can't fly through windshields with his seatbelt on.
Your character stops giving one-liners on every single crash. For bigger impacts, he screams from pain now.
"DId yOu noT sEe ME drIViNg?"
The Debug menu's colors are based on the SP character.
Audio lowers during wasted and busted screens, volume is based on distance and it pauses during, well, pausing of course.
Handbrake Failure + Auto Throttle Failure = Vehicle moves forwards or backwards when getting out, depending on which direction you went.
Your character ducks automatically when getting shot at.
Your character thanks the LS Mechanics and walks around the vehicle. (Yes the snack eating is inspired by Han from Tokyo Drift)
When wanted and hiding he turns his engine off and hides in his car.
Try revving for a while btw :)
See what happens to your vehicle.
Oh and when you drive an NPC off a motorbike, quad or bicycle they don't go flying anymore, wowies!
Bug Reports:
I playtested around 270 hours, of which 4 hours were on the final version.
Since it's a highly complex and huge mod, there can still be bugs and issues though.
Just let me know which Oopsies you run into and I will Bob the Builder them.
Please make sure to add your ScriptHook log in case of errors, which specific vehicle it is about, and make sure it's not a compatibility issue with another mod :O
I can't provide support for pirates because they usually don't have the latest updated files, sorry mateyys.
Your feedback / bug reports are welcome on my mod page:
www.gta5-mods.com/users/The_Little_Spyro
Known Bugs:
Warrener HKR's bumpers do not deform, and what deforms ghosts through objects.
Therefore, I significantly reduced its deformation.
Arbiter GT barely has deformation and is famous for bad handling.
I increased the deformation by a landslide and made it feel like an actual muscle car.
It's better now :)
HSW cars and the new updates have a lot of problems in general which Rockstar has to fix, unless someone with modeling experience can look into the .yft files.
I really don't want to start learning Blender as well, please spare me.
I have applied some specific fixes for specific vehicles.
Please let me know which vehicles still need some extra love.
Updates:
0.99.1
Adjusted volumes for the breathing dialogues from near misses, driving against traffic and getting shot at
Fixed the direction of the LS Customs mechanic for the engine animation
0.99.2
Hotfix changed NextGenCarDamage.cs to NextGenCarDamage.3.cs
0.99.3
Rebalanced the engine failure timings
Worked on an oil overheat particle placement with certain vehicles
Fixed revv overheating happening above 700Enginehp
Donations are welcome at:
paypal.me/UrNorton
首次上传时间: 6天前
最后更新时间: 3天前
最后下载: 5分钟前

@Doodles if you did not use my install files and are running your own handling files you need to use Shift + 6 to set everything up
Here you can change native damage and how much SBAD handles deformation :)
@The_Little_Spyro Hey thanks for your reply. I did install your Install files, my deformation and damage works great IF I do not install the scripts. If I do install the scripts, the scripts work, but I get no deformation. I do not have any handling files, just the vanilla game. Shift + 6 does nothing for me. Thanks for your help!
@The_Little_Spyro I should clarify my earlier comment: Shift + 6 does not open any menu whether I have your scripts installed or not.
@Doodles ahhh, well that means the script is not loading correctly or a different mod is interfering
To give you some technical information that might help us understand this problem:
The handling files have an average of 2x vanilla deformation
The script: nextgencardamage.cs has a pass filter
By default 14% of that 2x damage vanilla passes through, then the script does 2.4X the real time deformation in 50 waves of 8ms over 1000 damage nodes across the vehicle which in your case is not happening
In easy words
Vanilla damage holds hands with SBAD and they both handle deformation
But SBAD is not working on your GTA V :(
What I need to know ^_^
scripthookvdotnet & scripthookv version:
scripthookvdotnet log:
Enhanced or Legacy:
Mods that (potentially) effect vehicles:
If you need help finding them let me know <3
@kingmigo23 it should work for enhanced as well
I meant to say: it should work for legacy as well*
I see the confusion now >.<
I'll update the description for others
@The_Little_Spyro Thanks so much!
-Enhanced version
-Scripthook 3.9.0.0
-Other vehicle mods I use: Persistence Pro
-Log (with your scripts installed):
[20:24:19] [INFO] ScriptHookV .Net Enhanced 3.9.0.6 (1.1.0.6)
[20:24:19] [DEBUG] Loading API from .\ScriptHookVDotNet2.dll ...
[20:24:19] [DEBUG] Loading API from .\ScriptHookVDotNet3.dll ...
[20:24:19] [DEBUG] Initializing NativeMemory members...
[20:24:22] [INFO] CreateHook: SHVNDE created the hook GxtMinHooked, of type MinHook, at 0x7FF7C82D6B90, with OriginalTarget at 0x7FF7C7D20FC0.
[20:24:22] [INFO] CreateHook: SHVNDE created the hook UpdateSpecialFlightVehicleBonesCallHooked, of type CallHook, at 0x7FF7C8C6E1E4, with OriginalTarget at 0x7FF7C8C6F7F0, Stub at 0x7FF7C7D10000.
[20:24:24] [DEBUG] NativeMemory took 5076 milliseconds
[20:24:24] [DEBUG] Loading scripts from C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto V Enhanced\scripts ...
[20:24:24] [DEBUG] Successfully compiled NextGenCarDamage.cs.cs using API version 3.9.0. If you find the script not working as the author(s) intended, you could annotate an API version by adding a dot and a single-digit number for API version before the extension (e.g. "NextGenCarDamage.cs.2.cs").
[20:24:24] [INFO] Found 1 script(s) in NextGenCarDamage.cs.cs resolved to API version 3.9.0 (target API version: 3.9.0).
[20:24:24] [DEBUG] Loading assembly PersistencePro.dll ...
[20:24:24] [INFO] Found 1 script(s) in PersistencePro.dll resolved to API version 3.9.0 (target API version: 3.9.0).
[20:24:24] [DEBUG] Instantiating script PersistencePro.PersistenceProScript ...
[20:24:25] [INFO] Started script PersistencePro.PersistenceProScript.
[20:24:25] [DEBUG] Instantiating script ImmersiveDamage ...
[20:24:25] [INFO] Started script ImmersiveDamage.
Thank you!
@The_Little_Spyro Actually version ScriptHookV_3889.0_1158.13
@doodles Well the script is loading fine according to your logs and I tried it alongside Pro Persistence, still fine
I added a separate script file for you to use called Diagnostics Version
Make sure you have all the script files in the correct place and please delete the NextGenCarDamage.cs in the scripts folder (Because we're replacing it with doodles.cs) and delete the "DoNotAdjustThis.ini" in the immersivedamage folder
Then run the game, get in a car, crash in to the wall 3 times, open the log in the immersivedamage folder and look if it's registering pulses, you can also send me a snippet of it
If it suddenly now is working for you then it means we need to assign a version to the script
You can rename NextGenCarDamage.cs to NextGenCarDamage.3.cs
@The_Little_Spyro Wow thank you for your attention to this matter!
OK I am getting deformation now, just not as much as without the scripts, but I can now open a menu with Shift +6. So I guess I can adjust that? Am I making any sense lol?
Log snippet:
[2026-11-02T02:58:08.1428832Z] SBAD_TICK settingsLoaded=True nativePct=12.0 strength=5.00 trackedVehicles=12 pendingEvents=0 lastNativePulseCalls=21450 lastDeformationMagnitude=0.004 playerVehicleTracked=True handle=647948 nodes=1000 handlingShareApplied=True nativeScaleAvailable=True lastAcceptedImpactAgeMs=5740 lastCompletedWaves=50 activeWave=-1 modelHash=-326143852 bodyHP=785 engineHP=790
[2026-11-02T02:58:08.1949266Z] OUTER_TICK stage=active-frame callbackCount=28476
[2026-11-02T02:58:11.1424550Z] SBAD_TICK settingsLoaded=True nativePct=12.0 strength=5.00 trackedVehicles=12 pendingEvents=0 lastNativePulseCalls=21450 lastDeformationMagnitude=0.004 playerVehicleTracked=True handle=647948 nodes=1000 handlingShareApplied=True nativeScaleAvailable=True lastAcceptedImpactAgeMs=8740 lastCompletedWaves=50 activeWave=-1 modelHash=-326143852 bodyHP=785 engineHP=790
[2026-11-02T02:58:11.2053590Z] OUTER_TICK stage=active-frame callbackCount=28723
Thank you so much!
@The_Little_Spyro I do believe it is working as intended now, being able to open and adjust the Shift + 6 menu made the difference. Thanks!
Freaking awesome mod you made here...if you've completed the story and just want to drive around causing havoc, you NEED this!
@Doodles Yesss pineapple, so with this version it works :)
And yes you can adjust almost everything in Debug
But the thing is, this version will be writing logs the entire time
So I need you to try:
"You can rename NextGenCarDamage.cs to NextGenCarDamage.3.cs" :)
And delete the Doodles.3.cs
I'm confident that works, if not it's oopsy doopsy daisy
Let me know and thanks for bringing this to my attention <3
OK yes I renamed NextGenCarDamage.cs to NextGenCarDamage.3.cs and it is working and I can still open the Shift + 6 menu!
@The_Little_Spyro Thanks for this! Only other thing Ive noticed is that if I crash into a car fast or one already damaged, SOMETIMES the car disappears and its driver pops out.
@Doodles Are you running a trainer that prevents GTA Online vehicles from despawning in traffic?
If yes is it up to date?
Cause it might be the newest GTA Online vehicles vanishing
Let me know :)
@The_Little_Spyro I use Rampage which is up to date, I have never even tried to use GTA Online:)
@Doodles It's not happening on my end, did you check the Debug settings?
Could be a value that is too high
Also do you have packfilelimitadjuster and heapfilelimitadjuster or a mod that handles extra memory for you?
The script is 3.2 million characters so a memory issue wouldn't be unrealistic
I'll wait to see if others face the same issue before I deep dive, I hope we can fix it for you though <3
@The_Little_Spyro Yes I do use those mods, and I do have high values in the debug menu.
I won't bug you anymore about this, I just wanted to bring it to your attention. It doesn't happen very often and yes you should wait until others find it an issue.
Just want to thank you again for your hard work!
@Doodles Aaaahw thank you, that's so kind!
I have a racing mod coming up to do my work on this one justice :)
I already love it because damage is retained so you really have to be careful how you treat your car during events
I'll upload a video soon
Sorry hyped haha, thanks for motivation and enjoy <3
Bro can you decompile beamng and add its node and beams system? Will truly be awesome plzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
I want to decompile beamng but i have too much projects
@Zeitgeist Nooo but someone on YouTube is already doing that and you can also try to utilise AI's assistance
I create (script) mods as a hobby Pookie
I don't really decompile them unless I need to know how someone did something specific when there is no online information available that can help me