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  • 3519f1 baby nora

    I've decided to keep this script native to SHVDN. Version 2.0 has been released.

    Fa 8 hores
  • 3519f1 baby nora

    @JAM102970 You do not need the other mod if you install mine. This is an .asi script, so it does not modify any game files, unlike the other mod. Its purpose is to randomize ambient vehicle spawn colors more effectively and with greater variety than other spawn color mods.

    fa 2 dies
  • 3519f1 baby nora

    I've needed this!!!!!

    fa 3 dies
  • 3519f1 baby nora

    @raining bananas With AffectOnlyTraffic set to true, this script only affects vehicles that spawn naturally in traffic, giving them fresh color combinations automatically. It works with essentially any traffic vehicle, including DLC and addon vehicles added through custom popgroups or traffic scripts. If an addon vehicle has custom liveries/decals and is able to spawn in traffic, this script can apply those as well.

    fa 5 dies
  • 3519f1 baby nora

    @Wattenshiet Thanks, I'm really happy to hear!

    @karnifex I run GTA V Enhanced with CoreFX. It’s by far the best graphics mod I’ve found, especially since it’s completely free unlike many other options. For map mods, I use CoreFX Roads, VRemastered, and Forests of San Andreas, and the setup has been extremely stable for me.

    fa 6 dies
  • 3519f1 baby nora

    @NoahDBrilliant I'm having the same issue, just revert to 18.1.

    fa 7 dies
  • 3519f1 baby nora

    @Alex106 Installing version 3.2 on Enhanced leaves the entire bottom-right portion of the map unchanged, using the original GTA V assets instead of the Enhanced versions. This issue does not occur in version 3.1. My guess is that it may be related to something in the OIV installation for 3.2.

    fa 8 dies
  • 3519f1 baby nora

    @dawanklord I'm not abandoning this mod. The current script works well, but it's limited by what SHVDN allows. Lately I've been diving deeper into debugging and native-level work, and I'm in the process of rewriting the mod as an .ASI plugin. This should remove those limitations and allow for a much more robust implementation.

    Expect version 2.0 in the next couple of weeks.

    @gtk87 I'll look into it.

    05 de Març de 2026
  • 3519f1 baby nora

    @DirtSpray I'm putting this in my notes and will look into it. I’ll go ahead and install the Advanced Persistence mod to isolate what’s actually happening. My suspicion is that the engine toggle key issue is something minor—likely a small oversight that’s easy to miss. Thanks for your telling me all of your issues! \\ :)

    03 de Març de 2026
  • 3519f1 baby nora

    @DirtSpray @DirtSpray Updated. Engine toggle mishaps should be gone (hopefully). Wonky animations should be gone, and I've added proper engine toggle mapping which supports all keyboard + mouse keys. I have come to the conclusion that exiting a vehicle via shuffling (with the engine running) shuts the vehicle off no matter what and is not directly fixable via SHVDN. I've added a small fix that turns the engine on again after getting forced off during shuffling for now until I can come with a better solution. Hopefully this script appears more stable as I need to move on to other projects lol.

    02 de Març de 2026