Go Stuck Yourself Mud Mod 1.75
30,728
219
30,728
219
Updates:
Version 0.5 fixes sand and adds a notepad with loose terrain changes by themselves. (I accidently included some experimental changes to sand in my first upload.)
Version 0.55 slickmud1 has been tweaked to be more vanilla handling friendly and drag on all four levels has been slightly decreased. Original slickmud1 is included as "slickmud1beta" in case anyone likes the extra drag.
Also grip levels are now more realistic on snow, ice and iced pavement which until further notice only seems to work in NY even if you put snow on the ground with menyoo. Also sand tweaks are coming in the next update.
Version 1.55 Sand changes are now here and SlickMud0 has been added to the lineup, as the zero would suggest it is less "slick" than level 1 and was designed to be used with low traction modded handling.meta's.
The drag and traction levels of deep and dense sand have been altered for all levels to feel more realistic. Normal cars and most other 2wd vehicles will struggle on loose sand while 4X4's and other off road vehicles will do much better. I wanted to make it possible to get stuck in the sand but I could never find a realistic balance between drag and grip that could provide proper braking distance so this is as close as we can get to real sand for now.
Version 1.75 Grip on grasses, gravels, clay and all other natural loose surfaces have now been altered in proper scale with each other. Until now grass and a few other off road surfaces were still at vanilla grip levels.
I was always a bit disappointed with the vanilla traction levels of mud in GTAV, especially when compared to the deep snow in North Yankton.
That's why I reworked the grip and drag levels of mud and all other off road surfaces so now off-roading is significantly more fun, challenging and realistic than before
There are 4 different "slickness" levels to choose from.
Slickmud1: No bugs and most realistic in terms of braking distance in mud, mud is much slicker than vanilla mud however very few cars will get stuck and not many trucks are slowed down. You may encounter random "muddy" spots off road that don't look much different than the surrounding terrain. This is because Rockstar made certain small areas "muddy" without adding any actual mud so that the terrain won't always sound the same.
Slickmud2: Very few known bugs, most 2WD vehicles either get stuck or have a hard time navigating but some cars with a high "tractionlossmultvalue" like asea and barracks will not stop at a realistic rate and some may even slide to the lowest point of the mud on there own. This can be fixed by changing the desired vehicles tractionlossmultvalue to 0.6 in handling.meta.
Slickmud3: More realistic in terms of performace for most 4WD vehicles however some vehicles may suffer from an unrealistic braking distance and many non offroad vehicles bug out and slide uncontrollably. Some vanilla vehicles with low traction loss value like the bfinjection, rebel, dubsta and most stunt dlc vehicles will still negate the mud's traction loss. Like before this can be fixed by changing the desired vehicles tractionlossmultvalue to 0.6 in its handling.meta.
I Strongly recommend Inverse Power by IKT if you wanna keep the wheels spinning. https://www.gta5-mods.com/scripts/inversepower
And Eddlm's winch mod: https://www.gta5-mods.com/scripts/winch-for-all-vehicles
To install with OpenIV choose one setting and replace materials.dat in these three places.
First: common.rpf/data/materials
Second: update/update.rpf/common/data/materials
Third: update/x64/dlcpacks/mpstunt/dlc.rpf/common/data/materials
Some credit goes to mxt333 because his tire smoke mod gave me the idea. Unfortunately though these two mods aren't compatible because they replace identical files.
All vehicles seen in the pics can be found on this site.
Version 0.5 fixes sand and adds a notepad with loose terrain changes by themselves. (I accidently included some experimental changes to sand in my first upload.)
Version 0.55 slickmud1 has been tweaked to be more vanilla handling friendly and drag on all four levels has been slightly decreased. Original slickmud1 is included as "slickmud1beta" in case anyone likes the extra drag.
Also grip levels are now more realistic on snow, ice and iced pavement which until further notice only seems to work in NY even if you put snow on the ground with menyoo. Also sand tweaks are coming in the next update.
Version 1.55 Sand changes are now here and SlickMud0 has been added to the lineup, as the zero would suggest it is less "slick" than level 1 and was designed to be used with low traction modded handling.meta's.
The drag and traction levels of deep and dense sand have been altered for all levels to feel more realistic. Normal cars and most other 2wd vehicles will struggle on loose sand while 4X4's and other off road vehicles will do much better. I wanted to make it possible to get stuck in the sand but I could never find a realistic balance between drag and grip that could provide proper braking distance so this is as close as we can get to real sand for now.
Version 1.75 Grip on grasses, gravels, clay and all other natural loose surfaces have now been altered in proper scale with each other. Until now grass and a few other off road surfaces were still at vanilla grip levels.
I was always a bit disappointed with the vanilla traction levels of mud in GTAV, especially when compared to the deep snow in North Yankton.
That's why I reworked the grip and drag levels of mud and all other off road surfaces so now off-roading is significantly more fun, challenging and realistic than before
There are 4 different "slickness" levels to choose from.
Slickmud1: No bugs and most realistic in terms of braking distance in mud, mud is much slicker than vanilla mud however very few cars will get stuck and not many trucks are slowed down. You may encounter random "muddy" spots off road that don't look much different than the surrounding terrain. This is because Rockstar made certain small areas "muddy" without adding any actual mud so that the terrain won't always sound the same.
Slickmud2: Very few known bugs, most 2WD vehicles either get stuck or have a hard time navigating but some cars with a high "tractionlossmultvalue" like asea and barracks will not stop at a realistic rate and some may even slide to the lowest point of the mud on there own. This can be fixed by changing the desired vehicles tractionlossmultvalue to 0.6 in handling.meta.
Slickmud3: More realistic in terms of performace for most 4WD vehicles however some vehicles may suffer from an unrealistic braking distance and many non offroad vehicles bug out and slide uncontrollably. Some vanilla vehicles with low traction loss value like the bfinjection, rebel, dubsta and most stunt dlc vehicles will still negate the mud's traction loss. Like before this can be fixed by changing the desired vehicles tractionlossmultvalue to 0.6 in its handling.meta.
I Strongly recommend Inverse Power by IKT if you wanna keep the wheels spinning. https://www.gta5-mods.com/scripts/inversepower
And Eddlm's winch mod: https://www.gta5-mods.com/scripts/winch-for-all-vehicles
To install with OpenIV choose one setting and replace materials.dat in these three places.
First: common.rpf/data/materials
Second: update/update.rpf/common/data/materials
Third: update/x64/dlcpacks/mpstunt/dlc.rpf/common/data/materials
Some credit goes to mxt333 because his tire smoke mod gave me the idea. Unfortunately though these two mods aren't compatible because they replace identical files.
All vehicles seen in the pics can be found on this site.
First Uploaded: October 11, 2016
Last Updated: January 05, 2017
Last Downloaded: 2 hours ago
106 Comments
More mods by Impactjunky:
Updates:
Version 0.5 fixes sand and adds a notepad with loose terrain changes by themselves. (I accidently included some experimental changes to sand in my first upload.)
Version 0.55 slickmud1 has been tweaked to be more vanilla handling friendly and drag on all four levels has been slightly decreased. Original slickmud1 is included as "slickmud1beta" in case anyone likes the extra drag.
Also grip levels are now more realistic on snow, ice and iced pavement which until further notice only seems to work in NY even if you put snow on the ground with menyoo. Also sand tweaks are coming in the next update.
Version 1.55 Sand changes are now here and SlickMud0 has been added to the lineup, as the zero would suggest it is less "slick" than level 1 and was designed to be used with low traction modded handling.meta's.
The drag and traction levels of deep and dense sand have been altered for all levels to feel more realistic. Normal cars and most other 2wd vehicles will struggle on loose sand while 4X4's and other off road vehicles will do much better. I wanted to make it possible to get stuck in the sand but I could never find a realistic balance between drag and grip that could provide proper braking distance so this is as close as we can get to real sand for now.
Version 1.75 Grip on grasses, gravels, clay and all other natural loose surfaces have now been altered in proper scale with each other. Until now grass and a few other off road surfaces were still at vanilla grip levels.
I was always a bit disappointed with the vanilla traction levels of mud in GTAV, especially when compared to the deep snow in North Yankton.
That's why I reworked the grip and drag levels of mud and all other off road surfaces so now off-roading is significantly more fun, challenging and realistic than before
There are 4 different "slickness" levels to choose from.
Slickmud1: No bugs and most realistic in terms of braking distance in mud, mud is much slicker than vanilla mud however very few cars will get stuck and not many trucks are slowed down. You may encounter random "muddy" spots off road that don't look much different than the surrounding terrain. This is because Rockstar made certain small areas "muddy" without adding any actual mud so that the terrain won't always sound the same.
Slickmud2: Very few known bugs, most 2WD vehicles either get stuck or have a hard time navigating but some cars with a high "tractionlossmultvalue" like asea and barracks will not stop at a realistic rate and some may even slide to the lowest point of the mud on there own. This can be fixed by changing the desired vehicles tractionlossmultvalue to 0.6 in handling.meta.
Slickmud3: More realistic in terms of performace for most 4WD vehicles however some vehicles may suffer from an unrealistic braking distance and many non offroad vehicles bug out and slide uncontrollably. Some vanilla vehicles with low traction loss value like the bfinjection, rebel, dubsta and most stunt dlc vehicles will still negate the mud's traction loss. Like before this can be fixed by changing the desired vehicles tractionlossmultvalue to 0.6 in its handling.meta.
I Strongly recommend Inverse Power by IKT if you wanna keep the wheels spinning. https://www.gta5-mods.com/scripts/inversepower
And Eddlm's winch mod: https://www.gta5-mods.com/scripts/winch-for-all-vehicles
To install with OpenIV choose one setting and replace materials.dat in these three places.
First: common.rpf/data/materials
Second: update/update.rpf/common/data/materials
Third: update/x64/dlcpacks/mpstunt/dlc.rpf/common/data/materials
Some credit goes to mxt333 because his tire smoke mod gave me the idea. Unfortunately though these two mods aren't compatible because they replace identical files.
All vehicles seen in the pics can be found on this site.
Version 0.5 fixes sand and adds a notepad with loose terrain changes by themselves. (I accidently included some experimental changes to sand in my first upload.)
Version 0.55 slickmud1 has been tweaked to be more vanilla handling friendly and drag on all four levels has been slightly decreased. Original slickmud1 is included as "slickmud1beta" in case anyone likes the extra drag.
Also grip levels are now more realistic on snow, ice and iced pavement which until further notice only seems to work in NY even if you put snow on the ground with menyoo. Also sand tweaks are coming in the next update.
Version 1.55 Sand changes are now here and SlickMud0 has been added to the lineup, as the zero would suggest it is less "slick" than level 1 and was designed to be used with low traction modded handling.meta's.
The drag and traction levels of deep and dense sand have been altered for all levels to feel more realistic. Normal cars and most other 2wd vehicles will struggle on loose sand while 4X4's and other off road vehicles will do much better. I wanted to make it possible to get stuck in the sand but I could never find a realistic balance between drag and grip that could provide proper braking distance so this is as close as we can get to real sand for now.
Version 1.75 Grip on grasses, gravels, clay and all other natural loose surfaces have now been altered in proper scale with each other. Until now grass and a few other off road surfaces were still at vanilla grip levels.
I was always a bit disappointed with the vanilla traction levels of mud in GTAV, especially when compared to the deep snow in North Yankton.
That's why I reworked the grip and drag levels of mud and all other off road surfaces so now off-roading is significantly more fun, challenging and realistic than before
There are 4 different "slickness" levels to choose from.
Slickmud1: No bugs and most realistic in terms of braking distance in mud, mud is much slicker than vanilla mud however very few cars will get stuck and not many trucks are slowed down. You may encounter random "muddy" spots off road that don't look much different than the surrounding terrain. This is because Rockstar made certain small areas "muddy" without adding any actual mud so that the terrain won't always sound the same.
Slickmud2: Very few known bugs, most 2WD vehicles either get stuck or have a hard time navigating but some cars with a high "tractionlossmultvalue" like asea and barracks will not stop at a realistic rate and some may even slide to the lowest point of the mud on there own. This can be fixed by changing the desired vehicles tractionlossmultvalue to 0.6 in handling.meta.
Slickmud3: More realistic in terms of performace for most 4WD vehicles however some vehicles may suffer from an unrealistic braking distance and many non offroad vehicles bug out and slide uncontrollably. Some vanilla vehicles with low traction loss value like the bfinjection, rebel, dubsta and most stunt dlc vehicles will still negate the mud's traction loss. Like before this can be fixed by changing the desired vehicles tractionlossmultvalue to 0.6 in its handling.meta.
I Strongly recommend Inverse Power by IKT if you wanna keep the wheels spinning. https://www.gta5-mods.com/scripts/inversepower
And Eddlm's winch mod: https://www.gta5-mods.com/scripts/winch-for-all-vehicles
To install with OpenIV choose one setting and replace materials.dat in these three places.
First: common.rpf/data/materials
Second: update/update.rpf/common/data/materials
Third: update/x64/dlcpacks/mpstunt/dlc.rpf/common/data/materials
Some credit goes to mxt333 because his tire smoke mod gave me the idea. Unfortunately though these two mods aren't compatible because they replace identical files.
All vehicles seen in the pics can be found on this site.
First Uploaded: October 11, 2016
Last Updated: January 05, 2017
Last Downloaded: 2 hours ago
@Impactjunky ive been having a lot of fun with this mod. Really adds a realistic feel to vehicles.
I STRONGLY recomend using the Sanchez traction control mod with this to make your motocross dreams a reality! ;)
This mod is awesome! Thanks for making it! I combined this with the 4K dirt mod and the result were amazing!
https://www.youtube.com/watch?v=nkganoaWQH4
@Impactjunky I have Realistic Traction Overhaul installed, do I need this one as well? For the most realistic experience which level of both mods would you recommend together? And I'm kind of confused on the install of both, which file would I install first?
After replacing material.dat FILE my gta5 doesn't start
Kick ass! Thanks for the work, this mod really makes driving off road the way it should be. Hella fun. Cheers!
what am i doing wrong? im adding mud1 to the path your page says and every time the game crashes.. then i edit the mod folders name to turn off mods (this is the only one i have installed) and the game boots.. is there something wrong with mud1? i even tried the notpad mud1 and it gave me the same issue..
everytime I drive on mud or dirt, my car just spins out of control like a teacup ride
This is so convenient with your surface traction mod and the script True Realistic Driving V (Realistic Mass, Handling). Completely future proof.
Bad english?
doesn't seem to work, rockstar keeps forcing an update that sets it back to vanilla files, any tips?
wow very nice mod... try install this with hollywood roller mod its feel real
Bom mod.
issue with this mod, it keeps sliding like i am on ice.
what are the trees in the 14th image
Does this Mod still work anyone?
@LoneWalker9803 hi does this Mod still work?
how i install?
i dont understand how to install this either i m too fool or the modder didnt put enough instructions
@GhostAssAssin
First: common.rpf/data/materials
Second: update/update.rpf/common/data/materials
Third: update/x64/dlcpacks/mpstunt/dlc.rpf/common/data/materials
This feels like a great mod and it works great with offroad vehicles, but I seem to have trouble making non-offorad cars slide around, I've tried every stickmud options and I tried changing the tractionlossmult value in the handling.meta with 0.6, but that kind of breaks the mod since they now drive better in the mud than the actual off road cars and never get stuck. I don't know if this is just happening to me because I use DriveV or other people have this problem too. please let me know, and.. stickmud 3 seem to crash my game on launch. thanks.
YEAh you can ignore my comment. I believe its Drive V making stuff weird. Wish I could delete my old comment