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@KRYST4LCLR , @F7YO
The way i've reconciled unexpected crashes and infinite loops is by reminding myself that the game was never designed to be modded, unlike Valve games as an example. GTA V is sensitive to all changes, even the modest and most innocuous. Culprits include all R* patches, whether the game itself, RSG, or RSGL, new hardware components, a new drivers, edits on a meta files, new versions of SHVDN, addons, scripts, etc...all changes that potential crash the game.
The 3 biggest negative changes I've experienced personally are 2245 (Contract), the Code 16, and the recent forced updates - requiring going offline and authenticating every few days.
Thankfully solutions were found for all the above and my reverted 2372 is very stable. I only use my own scripts and never update SH5 or SHVDN. I do the same with Win 10 - never update it.
Of course the biggest myth is that gameconfig.xml is the magic bullet, the panacea, the cure all. The average noob is shocked when the game crashes "How it can crash, i just added the latest gameconfig.xml?"
And equally nutz, is the philosophy that increasing variables in gameconfig.xml, heapadjuster.ini, and packfileLimitAdjuster.ini will make the game crashproof and compensate for low RAM and VRAM. Well that's another story. A 4090 with 24GB of VRAM on PC with 64GB of system ram will crash immediately if not configured properly and if pushed beyond what the game considers the maximum limits.
@MissySnowie Good choice of words. Chickenshit is just the little stuff, bullshit is harmless, horseshit is the heavy duty version of the sad little man.
@pugg and here is a vanilla example of vehicles in subpacks dlc.rpf and dlc1.rpf
\update\x64\dlcpacks\mptuner
@pugg Here is an example of multiple vehicles in one dlc.rpf. You don't need to install it, just put it with your dlcpacks and inspect the structure in Open 4.
https://www.gta5-mods.com/vehicles/ferrari-458-spider-2013-add-on-tuning-livery
@pugg Without specifics, it's very hard to understand your situation. There are 2 principal ways to have one package contain multiple vehicles. One involves all the vehicles in dlc.rpf. The other approach, which based on your comment about subpacks, is to have vehicle (or vehicles) in dlc.rpf, dlc1.rpf, dlc2.rpf etc.
As I wrote before, I'm not a fan of either approach for 2 reasons. For fun, let's imagine dlc with 20 vehicles.
1. As the file size increases, the probability of a crash increases. Also defragmentation will likely be required.
2. If your game crashes. Is it because of the dlc itself, or is it one of the 20 vehicles? Good luck troubleshooting.
TLDR: If you want help, and honestly we're hijacking this thread, you need to be specific and share what you have now and what you want to do. I can tell you from hours of experience that standards and conventions are not respected by neither Rockstar nor modders so there are multiple variations of the 2 approaches i outlined above. Once more, your best bet is to find/download a mod similar to what you're trying to do and inspect it. I learned by examining vanilla dlc.
@pugg Edit: your first pack, dlc.rpf, will contain the x64 folder, setup2.xml, and content.xml. Actually the x64 doesn't have to be the first pack.
the <subPackCount value="3" /> will be the second to last line:
<subPackCount value="3" />
</SSetupData>
Of course you need to ensure content.xml is properly structured as well with all rpfs.
Best bet is to view an existing mod with more than one dlc rpf. Sorry, but I can't think of one off the top of my head.
@pugg The bigger the dlc, the more likely it will crash your game and the more likely to have problems troubleshooting issues. This is how it works:
If you want just one dlc.rpf, then you set the tag in setup2.xml like this:
<subPackCount value="0" />
Above, the 0, indicates there aren't any "subPacks"
If you want 4 packs: Modify setup2.xml with one dlc pack. Then 3 extra packs (dlc1, dlc2, and dlc3.rpf files) are captured like this:
<subPackCount value="3" />
Excellent as always
@MissySnowie good answer. Best part is his diatribe was 100% AI generated. This person makes me look like mother teresa. I've seen his comments before, vitriolic as hell....and no, I don't need AI to choose my words..i graduated high school and much more, lol.
@F7YO I just realized there is a way to test your gameconfig.xml with mods. More like a semi proof of concept because it would be very limited, limited to the max. If someone wants to try this, be my guest:
1. Rename Grand Theft Auto V Enhanced to Grand Theft Auto V
2. Rename GTA5_Enhanced.exe to GTA5.exe (backup the exe if you're accident prone)
3. Launch Open 4 (I've done this, it works, you can see the rpfs in Enhanced) and install @F7YO's Enhanced version of gameconfig.xml
4. Here's the fun part. You can do a replace directly on vanilla files in the game folders. Here you might want to do a backup but remember on Steam or Epic, if you screw up, you can do a verify integrity...but backup.
4.1 You can try a vehicle replacement, ped replacement, etc. Do 1, or as many as you want.
That's it. Will it work? You have to try. Keep in mind you can't spawn shit, you need to use something that is ambient. Of course you could also replace a texture which is static. That might be the best bet.
Is this a permanent solution? Absolutely not. You can't load any asi, you can't run any scripts, no trainers etc.
The only reason to do this would be to give hope R* didn't screw the SP community completely.
Until then we need Alexander Blade.