Select one of the following categories to start browsing the latest GTA 5 PC mods:
@Maniel-PC how the tables have turned. LOL
@Samistu I have no problem with any of that, was just wondering if there was something in this mod that the other doesn't so I can try this one instead. I really like Szabo's with the manual save/re-loading of parked cars when I feel the need to. Plus, I can configure how many cars can stay on the map. It's pretty useful, should I add. If this one is more basic, then I'm sure some people would prefer it. Definitely no hate from me, wasn't my intention with my first comment.
Is there anything that this mod has that szabo's persistence mod doesn't have?
@Mr_Cheezy That I know of, all you need is this file with your dinput8.dll and scripthookv.dll, https://www.gta5-mods.com/scripts/mplowrider2-in-sp. It SHOULD let you spawn whatever dlc items you want, but there are ALWAYS some weird problems when modding. I mean "weird" as in, reinstalling the mod files works.
@WildWill That issue is inside the Vehicles>"Infinite vehicle native boost" or something like that. Tick that to off.
@Nik The Greek Is it possible to rename these to use with Michael or Franklin? Or will there be clipping issues because the models are one size only? I want to use these for Michael and Franklin since I immolated Trevor. Fuck that guy.
@RYAN I see this is almost a month old, but just in case you still need the info. The color indices are determined in Carcols.ymt. It is in update.rpf\x64\data\. Use OpenIV to look at the file if you don't need to edit it. You will need to scroll all the way down to line 80 or close the section titled <VehiclePlates>. In the following section titled <Colors>, each has 7 entries, I believe. First is color value is the hex code for the color. I think they are Argb? You can find the list of colors here, http://gta.wikia.com/wiki/Carcols.ymt/gtavcol. The last entry has the color code which refers to carcols.ymt along with the name of the color. There are 160 color entries.
@MasterD Is the ini file supposed to be mispelled? "hangers" instead of "hangars"?
@Mr_Cheezy No problem. Hopefully that worked for you, and maybe others who stumble here and read that.
@MAFINS, or anybody else, is there a way to bind 2 keys to open the menu? I have a few scripts and menus that it is getting cluttered, a bit, and would like to rebind menyoo to RSHIFT + F8. I can't figure out what to name my modifier key in the ini to get it to register, since it only shows one key as an option. Similarly, I would like to completely remove the bound buttons for Spooner mode on the controller. There are some odd times when I combo some buttons and can make it open and really tick me off, LOL.
@Mr_Cheezy, Very related to my own question, here. If you check in the "Grand Theft Auto V\menyoo stuff\" folder you will find a "menyooConfig.ini" file. Open that with a text editor (notepad or notepadd++) and look towards the bottom, in the [settings] section for a line that says "open_key = 119". That is what you will press to open the menu. There is a list of virtual key codes, here http://www.kbdedit.com/manual/low_level_vk_list.html that are in HEX and will need to be converted to DECIMAL to be functional. Just use windows built-in calculator or use the internet to give you the DEC conversion of the key you want to use to open the menu. As I understand it, you can only have one key to open the menu, which is what my own question is about. I would like to use 2 keys to open the menu on keyboard, and NO buttons on controller to open the SPOONER MODE... hopefully someone here or even MAFINS can help me out with that part.
@TheEagles1977 I guess it is like Szabo's Persistance Mod, but with the aim of having a higher number of vehicles, I assume. Only thing is, I have about 9 vehicles saved on the Lago Zancudo Bridge when Szabo says it has a limit of 3. It also saves all customization and addon vehicles, as well. I will continue use Szabo's mod, though, until the bugs from this one are fixed, after which I will try it to see if there are any differences in the 2 mods.