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  • Tubeguy

    @SkyFire428 No problem.

    I've just thought...you might need to use a unique name because if you are using the same name as the original tuning part, the hash you generate will already be assigned to that part.
    Really not sure, but if it doesn't work, this could be why...

    04 de Abril de 2019
  • Tubeguy

    @SkyFire428 Fair enough... If you do need the hash, use Open IVs hash generator (open iv>tools>hash generator), paste the name in "Input" column, make sure "Output format" is set to "Hex" then Click "Generate"...the hash should appear in the "Output" column. Good luck :)

    04 de Abril de 2019
  • Tubeguy

    @SkyFire428 ok I see...didn't realize you where going to the extent of modifying game files. I suppose you could use 3ds Max with GIMS Evo to import the tunning part, source and embed the correct textures, add simple collision, export it as a .ydr (prop) then either replace unused props or create a new rpf in the dlc list.

    04 de Abril de 2019
  • Tubeguy

    @SkyFire428 If the textures are spazzing out, maybe you could attach the vehicle you are sourcing the mod from, to said mod...maybe then it would latch onto the correct texture...just a thought.

    I tried spawning vehicle mods myself by directly typing in the hashes, but no joy. I'm curious to know how you did it (even with the texture issues).

    03 de Abril de 2019
  • Tubeguy
  • Tubeguy

    @Razielex Suggestion - A simple menu where you can select any animation and animation flag, then map it to a hotkey (with controller support). You could call it - "Emote Animation Mod"

    In SP I miss being able to do emotes and point at things by simply pressing a button combination, but with a mod like this you could pick any animation you want.

    10 de Març de 2019
  • Tubeguy

    @Jedidiah515 Have you enabled multiplayer map in game? this can be done with Open All Interiors mod and some trainers.

    03 de Març de 2019
  • Tubeguy

    @MAFINS No worries...priorities.

    If I knew how to code I'd be all over it.

    @K3nil Actually the "play speech" task only plays specific voice clips when active, whereas "voice changer" changes the entire voice set associated with the ped.

    01 de Març de 2019
  • Tubeguy

    @MAFINS Oh well, thanks anyway man.

    A couple of suggestions I thought of -

    In ped options there are some options that don't save, specifically "Companion" and "Voice Changer"...would it be possible to add these options as tasks in the task sequencer?

    Also, it would be a cool option to have in spooner files where you can change the model and appearance of the playable character automatically when you load placements...maybe by utilizing the "Become This Ped (Soul-Steal)" function somehow?

    01 de Març de 2019
  • Tubeguy

    @MAFINS Yeah, I disabled collision on the attached ped and also tried different configurations with dynamic, freeze in place, gravity etc, etc. It might just be a limitation in the game engine...but maybe if you could toggle off some attributes that aren't currently available on ped models, it could work...

    If you want, I can make a short video demonstrating the problem and post the link address here?

    27 de Febrer de 2019