@Loris247 Whenever a modder tells you to replace ANY meta file, no matter which it is. Don't do it. Apparently 80% of the modders, while they make great content, don't understand (or don't care) that a LOT of mods use the meta files to function.What you're doing by replacing a meta file in favor of a single car mod, is undoing all the changes made by other mods. This is because the meta file provided in any car mod is just the default meta file with the settings for the replaced vehicle changed.
Either go into the meta files provided by this mod and copy the T20 info, and replace the T20 info in your own meta files, or don't use this mod's meta files at all, and try the car without them. Sometimes it works, sometimes it doesn't.
@Cyron43 I read that your mod works for add-on vehicles too. But what determines the spawn rate and other information that is not included in vehicles.meta? Your guide only says the car has to be added to the pogroups.ymt. As long as it works, it's fine. This is just curiosity.
@wantyourntuslicked Not actually exactly what is happening for me. Yours are spawning without drivers and just sitting there. My add-on cars are spawning WITH drivers, but they are still just sitting there.
I don't understand how mod creators fail to understand that the important meta files (or any core game file) should never be replaced. Other mods use these files as well. It's like you expect us to use your vehicle mod, and never expect us to use any other car replacement.
A solution would be to include the details for this specific mod separately in its own text file, and we can copy/paste it in vehicles.meta ourselves. Telling us to "replace vehicles.meta" may allow this vehicle to work properly, but it also prevents previously installed car replacements that have their own data from working, unless we merge all the right info from both files together manually via copy/paste. This can take hours, when providing the information for your car alone takes seconds/minutes at most.
@ImNotMentaL I read the readme in the pinned post. Mod conflict with B-Rims mods. Does this mean I can't use these mods together, or I can, and should just not expect to be able to edit the rims in Benny's?
@Masterschwag @ToneBee_DTD Wouldn't replacing a 4-door car with a 2-door cause problems? No crashes from doing so? What about scenarios like in story mode, where you have to bail Michaels wife out from the cops? She sits in the back seat of the car.
Wouldn't replacing a 4-door car with a 2-door car cause problems? The "police2" that this replaces is a 4-door vehicle. What about in story mode? An example would be when Michael's wife calls you to bail her out from the cops. She's sitting in the backseat.
@Loris247 Whenever a modder tells you to replace ANY meta file, no matter which it is. Don't do it. Apparently 80% of the modders, while they make great content, don't understand (or don't care) that a LOT of mods use the meta files to function.What you're doing by replacing a meta file in favor of a single car mod, is undoing all the changes made by other mods. This is because the meta file provided in any car mod is just the default meta file with the settings for the replaced vehicle changed.
Either go into the meta files provided by this mod and copy the T20 info, and replace the T20 info in your own meta files, or don't use this mod's meta files at all, and try the car without them. Sometimes it works, sometimes it doesn't.
@Cyron43 I read that your mod works for add-on vehicles too. But what determines the spawn rate and other information that is not included in vehicles.meta? Your guide only says the car has to be added to the pogroups.ymt. As long as it works, it's fine. This is just curiosity.
@wantyourntuslicked Not actually exactly what is happening for me. Yours are spawning without drivers and just sitting there. My add-on cars are spawning WITH drivers, but they are still just sitting there.
I don't understand how mod creators fail to understand that the important meta files (or any core game file) should never be replaced. Other mods use these files as well. It's like you expect us to use your vehicle mod, and never expect us to use any other car replacement.
A solution would be to include the details for this specific mod separately in its own text file, and we can copy/paste it in vehicles.meta ourselves. Telling us to "replace vehicles.meta" may allow this vehicle to work properly, but it also prevents previously installed car replacements that have their own data from working, unless we merge all the right info from both files together manually via copy/paste. This can take hours, when providing the information for your car alone takes seconds/minutes at most.
@Ryan F Well, I'm guessing since you even made it an option at all, the door difference won't cause crashes if I use the replacement version?
@ImNotMentaL I read the readme in the pinned post. Mod conflict with B-Rims mods. Does this mean I can't use these mods together, or I can, and should just not expect to be able to edit the rims in Benny's?
@Masterschwag @ToneBee_DTD Wouldn't replacing a 4-door car with a 2-door cause problems? No crashes from doing so? What about scenarios like in story mode, where you have to bail Michaels wife out from the cops? She sits in the back seat of the car.
Wouldn't replacing a 4-door car with a 2-door car cause problems? The "police2" that this replaces is a 4-door vehicle. What about in story mode? An example would be when Michael's wife calls you to bail her out from the cops. She's sitting in the backseat.
You have this 2 door car set to replace a 4 door car by default. Is that really a good idea? o_O
@Mar2ck So you're peds are driving the spawned cars correctly, and not just sitting there in the middle of the road like they are for some of us?