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Fingerless gloves confirmed
@Xire I changed the "overlay" "disabled" and "persistent" to true, and I also had to remove the corresponding .ydr in NVE as well for it to show without issues.
Good Job. I got it to work after changing the content.xml file.
Nice job. The landing gear on the Big Goods trailer sits a little far foreward though so the hauler conflicts with it.
@Reaver14 Some of us don't want to go through the hoops of installing RagePlugin, etc.
Nobody is forcing you to download this if it's not your cup of tea.
AWESOME! Ive been wanting an alternative to LSPDFR. Something similar to the old Police Pursuit Mod on GTA IV
@ollyolly It's a feature not a bug
I don't know if this has been asked, but how is this different from modifying the popcycle?
@ollyolly A quick google search gives you comparisons. It also shows that the GGX specular creates a more "natural" light vs the Bling Phong
@KRYST4LCLR Yes.
From what I've found, mods that modify carcols, carvariations, or the addition of dlcpacks with those included don't benefit from increasing the maximum amount of vehicleinfo available.
So for example, and just a theory, but with "MaxVehicleModelInfos" set to 5000, which is what i had with Dilapidated's gameconfig, when you mods that increased variations or carcols (named "VehicleModelInfoVarGlobal" inside the carcols file)" it doesn't benefit from the increases because it's capped at the maximum of 5000. I'm not sure how R* configured "VehicleModelInfoVarGlobal" (carcols) and "CVehicleModelInfoVariation" (carvariations) but I've found increasing them increases the variety of vehicles and variations spawned in the popcycle. HOWEVER, it also benefits from increasing "vehicles" as well beause I noticed crashing using poolmanager to trash the reasons.
Anyways, I would say to experiment with those values in your next iterations to see if you notice variations in vehicle model types. You can also adjust MaxWeaponModelInfos if you add weapons but I don't mess with weapons to much so I don't pay attention to variations based on loadouts.