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All right, sorry for the plethora of posts on this page, but I finally figured it out. Whenever I install the multi-engine .xml file, my game crashes. Whenever I use the Single engine .xml it doesn't.
I can't possibly think of a normal/proper reason as to why this is happening, at all. I'm at a loss.
I suppose you'd have a suggestion, but I'm at my wit's end.
Oddly enough, but not the first time it happened. For some reason my game crashed (Story Mode wouldn't load fully/game crash) upon installing your mod. I can deduce that this is only the result of the Texture files. I've had this with every single flipping mod up until now. Every time I change the default files and replace them with custom textures from this site, my game crashes and it becomes unplayable, forcing me to download the f*cking 5GB patch from Steam -- which takes me another hour to do so.
Please, PLEASE, help me figure out what is causing this. It's unbearable. Do I have to use your .ytd files in order to use this mod or can I just use it without, because I'm 150% sure the game will work if I don't touch the graphical files. This keeps happening, whether I rebuild my archives or not...
So I'm to assume that Traintracks.xml will keep working as intended with the new config changes you've made to Trains.xml? I've checked both files and everything << seems >> to be in order, but I'm not sure whether the references add up. I'll only have one way to find out, I guess.
All in all, thanks for the great mod, it's good to see a bit of realism added in terms of longer freight trains and superfreighters!
What effects would this have on Traintracks.xml ?
I used Traintracks.xml to make all the trains and the metro go faster, but seeing as you're using new configs and an entirely new config layout -- how would I go about approaching this in order to fix my traintracks.xml to maintain the same speeds?
@Garciamk3g; @Guadmaz I figured this would've been the case. I'll wait it out until everything is finalized before jumping into the fray again. It's a damn shame it has to be this way, but what do we expect from a company like R*...
Apparently ScriptHook updated to v1.0.372.2, but ScriptHookDotNetV hasn't been updated from v0.9. This is supposed to stop working when I combine both versions, right? I don't want to use the nightly builds from Appveyor for ScriptHookDotNet, but they do actually work with this mod's scripts, yet break my other mod's scripts.
I'll just have to wait until ScriptHookDotNetV updates properly in order to use this again, am I right?
So what am I doing wrong... I tried creating a Custom Mission the exact way the file told me how. I went to two ingame spots twice to mark down proper coordinates, but both times my trailer spawned on a roof in Fort Zancudo for some reason... The other Custom Missions work just fine, but I can't seem to properly make one for myself... No matter what trailer coordinates I put in, it always spawns at Fort Zancudo on some damn roof. Any ideas?
The Readme file in your mod still says you should put the code in handling.meta under the ELEGY2. I think you might want to fix this so it says Voltic instead of Elegy2 -- or am I missing something?
Ah, well, that makes sense. Thanks again for allowing me to help you out. I'm glad it finally does what you wanted it to do :)
@smittyjaja
There's just one thing I'm curious of:
There's a WEAPON_PISTOL line in the CLoadOutRandom as well as one right below the CLoadOutRandom (in the normal weapons, it shares the spot with WEAPON_UNARMED).
Wouldn't these lines override one another? I'm curious as to how these co-exist.