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@Michael317 its probably a modkit id conflict, you can change the id in carcols and carvariation to something else. We didn't use the default modkit id because it would be overwrite by the vanilla modkit that's located inside dlc_patch.
@Alex106 I don't know if you take floating tree report, but I found 3 instances.
- Two behind Rex's Dinner. First one is behind the rusted tank and camper. The Second is behind the electric box shelter
- Last on is in the park area next to the Sisyphus Theater in Vinewood Hill. Its a enormous tree you can't miss. There's even a light pole that go through it
@LG39 Oui c'est possible, cet option est déjà disponible dans le mod. Y'a un document (changelog.txt) qui liste tous les changement que le mod fait aux nombreux carcols.meta
@LG39 Peux-tu répéter ta première question? Et pour ta deuxième, non je ne peux pas car ce mod ne modifie pas les modèles, seulement les carcols.meta
@nickaoke That would require the model to be edited with Zmodeler3. There's no other way
@nickaoke Unfortunately no. It would require to edit the yft models which I don't do for this mod. However, you can find mod that add that option on specific cars.
@13Stewartc Could you explain in more details what you've change on it? Because "Improved X" could mean alot of things.
@yarrivepas est-ce que tu as installé Script Hook V ?
@efftee Noted. Will fix it for the next version
@YaBoiBlasty I think I will wait for VELP to be updated before adding compatibility. In fact, its possible the two mods get fused together in the future.
Also just want to say I like your mods, especially Improved Carcols for mpassault. I'll probably take some inspiration from it