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@AlexSouza993 i just edited the big carcols meta.
for example buffalo2 (franklin)
after that go to carvariations of "veyronvitesse" and change the kit to <item>61_veyronvitesse_modkit</item>
works fine for me with EVERY car, not only a few.
but mostly i use the addon method for cars with tuning, because of the high ID numbers to not get into conflict with rockstars tuning IDs
but for replacer cars like buffalo2, tailgater or the dubsta (g63 AMG) i just delete the carcols lines and write down the then unused ID for later modkit use, OR just use a modkit in carvariations without visible mods for cars without tuning.
For example my cars with no tuning parts use the 0_lowcar_modkit
i edited the modkit suspension wise, so that i have 30 50 70 90 and 110 % lowering in that modkit.
you can also use 0_default_modkit or something else, doesnt matter.
the only thing you need to NOTE is, that replacer cars with high modkit IDs mostyl do not find the tuning parts.
so either you do addon method, OR u use existing modkits IDs by deleting vanilla modkits.
@AlexSouza993 The problem was that i put the car into mpxmas_604490.
Now i made a whole new DLC called cars, with a standalone handling, vehicles, carcols and carvariations file.
now it works fine with ID 1001.
But i can agree with Mlehbleh to keep it unter 3 digits as a replacer.
for example i copied the files of the carcols meta into the carcols where most modkits are in. i call it the "global" carcols.
in the global carcols i deleted the lines of the buffalo2 (franklins car) modkit, because franklin has an Audi Q8 with no mods in my game.
So with the ID value of the buffalo2 modkit it all worked fine.
Maybe you try some 99 98 97 96 ID, which i havent tested, to keep it in the 2 digit range.
For some reason the game does not find the modkit and the tuning parts.
i tested your ID 184, also tested 333 and 1084 as ID numbers. now im testing if there is anything wrong with MKT special, maybe MKT standard works
@1MFSTR really nice model, little things to improve: front and rear coronas / anchor of emissives
its ok if you turn off coronas, but for people who play with front coronas like me it looks odd if the corona is in the grill next to the amg sign
@ROYALxHYPE got the same problem, it is in conflict with NVE, because NVE has other lods then RCA.
RCA deletes the flags and logos at arcadius towers, NVE does not and adds blue neon lights.
there are huge conflicts between NVE and RCA.
i deleted all RCA downtown files and added the NVE, then looked which ones of RCA and NVE exist on both mods.
u need to have a look inside the slods.ytd and lods.ytd files.
@Zemanez @Slash_Alex i dont care, your whole team is awesome!!
i didnt play gta5 for a long time, but now with NVE and your stuff i fell in love again!
much nicer graphics, nice textures, best trainer IMO, now i will check if get some nice cars to work, especially in the NPC traffic to get even more realism.
Wish you all the best!
@Zemanez Finally custom wheels, love you man!!!! Awesome!!!
@_Vlad_ hey man, thx for the update.
please check "city bank" building in downtown.
if its nighttime, the "citi" logo has missing lods and the red neon lights were deleted, but the light pollution is still there.
maybe you can re-add the red neon lights, looks better imo.
@tk0wnz ok thanks, you've got a donation on paypal :)
@tk0wnz thx for update man! is the lifted RAM part of your patreon ?