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@Xire A hero, a saint, The Goat even, thank you, sir/sire/Xire
Y'all gotta stop hitting, my dlclist is unstable enough as it is with all the great lore-friendly stuff that's been released over the years.
Absolutely no idea if it's possible, but I'd be curious to see what a version of this looks like with the wireframes painted blue and the white space in between painted black/dark grey. The intended effect would be for the world to look kinda like The Grid from Tron. Always wanted to play Grand Theft Tron
@Xire my brother from across the digital seas, I'm also asking if you ever uploaded it/if you have a Google Drive link? Otherwise do happen to remember what functions you changed in the .cs file to get it working again?
@M8T Unfortunately, it's just not playing well with my setup, but from the other comments it seems like the problem is totally on my end. On another note, during my testing, as I was falling through a dark blue void in a space unknowable to myself, the game, or anyone, surrounded by a cacaphony of screams, no doubt from the NPCs intended to be in the interior, now falling in a direction none of them can name, I saw...something...down there. I don't know what it was, I don't know why it was rendered, the game shouldn't have rendered it, but it was a dark grey mass against a dark blue deepness, and I swear as I fell past it, I saw myriad eyes opening like stars against the night sky, the irony of the only color visible being the lack of color itself. Then I died. Er, Michael died. Thing is, I'm not so worried that I saw it, I'm worried that whatever IT was saw ME. Anyway, love the concept and wish this nothing but success. I'll test it out again in a few versions and see if I can get it working right because this in its end-state would likely beat everything else in my book.
@M8T That points me in the right direction, turns out I'm using the old Open Interiors mod instead of Enable All Interiors, that's probably causing it to goof since you explicitly said EAI would be compatible. I'll swap em out and see what happens since that's the only thing I use that would be editing the map like that other than some MLOs, but they should be compatible since they do their own thing and don't make use of the MP maps, I would think
Big Dog, I hate to say it, but I'm having the falling through the map issue as well, even with the enableMPmaps.dll included. I have the latest script hook and .net nightly build too, so I'm not sure what the issue is. That said, this concept is really cool and I'd love to experience it in a later version that works a little better on my end. Unless you or anybody else would know what would be causing that?
Gonna smooch ya
I second the request for a legacy version, mainly because it looks like you solved the invisible driver glitch you run into with the original. It didn't seem like it caused any problems until I added a bunch of added vehicles to the spawn list, so I'll see if that's the cause, but you can see exactly what I'm talking about if you look closer in the screenshots of the original mod. Either way, props to you for figuring it out, and something as plug-and-play as this that runs on a comparatively modern version of script hook for legacy would be awesome.
@HKH191 Got it working after removing NVE, this plus ikON projects really makes the game feel more like RDR2 with how many interiors there are, it's great! Just a question: Are there supposed to be peds inside some of these locations? Like the Nightclubs or Tequila-la-la? They were ghost towns when I went, and alternatively, would this mod help provide that?: https://www.gta5-mods.com/maps/open-all-interiors-npc-patch-212new-peds-map-editor#description_tab