Drive IV (Realistic Handling for IVPack) 3.1
10.970
133
10.970
133
This mod follows in the footsteps of my vanilla cars handling mod Drive V (https://www.gta5-mods.com/vehicles/drive-v-realistic-driving-car-handling). The handling is more similar to IV than V, but without some of the drawbacks to IV: large turning circles, the inability to power oversteer, too much body roll and such. I've also fixed what I felt were drawbacks to V, like the extreme tire grip and braking, darty movements, popping onto curbs, downforce where not appropriate, lack of body roll and so on. This mod is compatible with DriveV (see instructions in readme file).
Features:
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- Downforce disabled from all but supercars
- Popping onto curbs disabled
- Realistic suspension behavior
- New paint colors with greater variety
- Auto-brake disabled
- Realistic top speeds
New for 3.1:
Mostly a bug fix. Corrected typos causing Coquette interior issue and crashing when Coquette is spawned in traffic. Sentinel handling improved. Rancher engine sound changed. Ghawar improved. AI handling improvements.
New for 3.0:
The biggest changes here are realistic top speeds and recalculated engine power values. An option for improved traffic using the same system as the latest DriveV update has been added.
Another option has been added to enable bumper and chassis collision. This means the bumpers will no longer allow the ground or any objects to pass through them, and the car's underside can contact the ground. This means that cars can bottom-out when landing jumps and high-center over changes in terrain. This also means that cars with low bumpers will not be able to mount curbs or stairs, and will collide with them instead.
Bike handling has been improved. Handling improvements to Lokus and all large trucks. New engine sounds for Willard, Cabby and Rancher.
New for 2.5:
Now compatible with the latest IVpack update. Auto-brake has been disabled from all cars. Coquette suspension made slightly firmer. Reduced suspension travel of Premier Classic. Moved Fortune to Coupes category.
New for 2.0:
- All new spawn colors. The original IVpack spawn colors included a lot of lackluster silvers and grays, sometimes even having multiple different silver shades for the same car. That doesn't mean I eliminated all silvers, I just made the remaining ones more dynamic and metallic looking.
- Damage localization improved. What made the damage in V so bad was the low damage mapping values, which spread deformation out more, as opposed to keeping it targeted to the specific impact area. That's why you could hit a pole and the whole front end would be pushed in.
- Support for Tuners update. I have kept the Futo Hatchback in the pack, but changed the spawn name which conflicted with the new Futo GTX. Note: 2.1 adds Tuners vehicles to traffic. Forgot to include that!
Highly recommended: Download ZolikaPatch to allow more diversity in color spawning. I found that 90 percent of the time, only the first two or three colors would spawn and you'd almost never see anything beyond that.
https://www.gta5-mods.com/scripts/zolikapatch-v-hq-reflections-crash-fixes-more
This mod was designed to be used with ikt's InversePower mod (for power oversteer) and ENB (for cabin deformation). Please download them and use the settings in the installation readme for the proper experience:
https://www.gta5-mods.com/scripts/inversepower
http://enbdev.com/download.html
Known issues: Both Yankee versions have issues built into the models that I cannot fix. The Futo hatchback's headlights don't flip up.
If you'd like to support my work and receive one-off handling mods, you can join my Patreon here: https://www.patreon.com/permissiontoland
Changelog:
2.8 - Fixed mistake in assembly.xml
2.7 - Resolved crashes by removing cars deleted from IVpack that were still in vehiclemodelsets.meta.
2.6 - Fixed issue with modkits and revised installation instructions.
2.5 - Updated for compatibility with latest IVPack update. Auto-braking disabled.
2.2 - Fixed mistake with folder structure. Any installation issues should be fixed now.
2.1 - Adds Tuners update vehicles to traffic.
2.0 - All new spawn colors, improvements to Chavos and Admiral handling, damage specificity/localization increased across the board, support for Tuners update.
1.0 - Initial release
Features:
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- Downforce disabled from all but supercars
- Popping onto curbs disabled
- Realistic suspension behavior
- New paint colors with greater variety
- Auto-brake disabled
- Realistic top speeds
New for 3.1:
Mostly a bug fix. Corrected typos causing Coquette interior issue and crashing when Coquette is spawned in traffic. Sentinel handling improved. Rancher engine sound changed. Ghawar improved. AI handling improvements.
New for 3.0:
The biggest changes here are realistic top speeds and recalculated engine power values. An option for improved traffic using the same system as the latest DriveV update has been added.
Another option has been added to enable bumper and chassis collision. This means the bumpers will no longer allow the ground or any objects to pass through them, and the car's underside can contact the ground. This means that cars can bottom-out when landing jumps and high-center over changes in terrain. This also means that cars with low bumpers will not be able to mount curbs or stairs, and will collide with them instead.
Bike handling has been improved. Handling improvements to Lokus and all large trucks. New engine sounds for Willard, Cabby and Rancher.
New for 2.5:
Now compatible with the latest IVpack update. Auto-brake has been disabled from all cars. Coquette suspension made slightly firmer. Reduced suspension travel of Premier Classic. Moved Fortune to Coupes category.
New for 2.0:
- All new spawn colors. The original IVpack spawn colors included a lot of lackluster silvers and grays, sometimes even having multiple different silver shades for the same car. That doesn't mean I eliminated all silvers, I just made the remaining ones more dynamic and metallic looking.
- Damage localization improved. What made the damage in V so bad was the low damage mapping values, which spread deformation out more, as opposed to keeping it targeted to the specific impact area. That's why you could hit a pole and the whole front end would be pushed in.
- Support for Tuners update. I have kept the Futo Hatchback in the pack, but changed the spawn name which conflicted with the new Futo GTX. Note: 2.1 adds Tuners vehicles to traffic. Forgot to include that!
Highly recommended: Download ZolikaPatch to allow more diversity in color spawning. I found that 90 percent of the time, only the first two or three colors would spawn and you'd almost never see anything beyond that.
https://www.gta5-mods.com/scripts/zolikapatch-v-hq-reflections-crash-fixes-more
This mod was designed to be used with ikt's InversePower mod (for power oversteer) and ENB (for cabin deformation). Please download them and use the settings in the installation readme for the proper experience:
https://www.gta5-mods.com/scripts/inversepower
http://enbdev.com/download.html
Known issues: Both Yankee versions have issues built into the models that I cannot fix. The Futo hatchback's headlights don't flip up.
If you'd like to support my work and receive one-off handling mods, you can join my Patreon here: https://www.patreon.com/permissiontoland
Changelog:
2.8 - Fixed mistake in assembly.xml
2.7 - Resolved crashes by removing cars deleted from IVpack that were still in vehiclemodelsets.meta.
2.6 - Fixed issue with modkits and revised installation instructions.
2.5 - Updated for compatibility with latest IVPack update. Auto-braking disabled.
2.2 - Fixed mistake with folder structure. Any installation issues should be fixed now.
2.1 - Adds Tuners update vehicles to traffic.
2.0 - All new spawn colors, improvements to Chavos and Admiral handling, damage specificity/localization increased across the board, support for Tuners update.
1.0 - Initial release
First Uploaded: Mércores 26 de Maio de 2021
Last Updated: Domingo 9 de Xuño de 2024
Last Downloaded: 13 minuto
122 Comments
This mod follows in the footsteps of my vanilla cars handling mod Drive V (https://www.gta5-mods.com/vehicles/drive-v-realistic-driving-car-handling). The handling is more similar to IV than V, but without some of the drawbacks to IV: large turning circles, the inability to power oversteer, too much body roll and such. I've also fixed what I felt were drawbacks to V, like the extreme tire grip and braking, darty movements, popping onto curbs, downforce where not appropriate, lack of body roll and so on. This mod is compatible with DriveV (see instructions in readme file).
Features:
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- Downforce disabled from all but supercars
- Popping onto curbs disabled
- Realistic suspension behavior
- New paint colors with greater variety
- Auto-brake disabled
- Realistic top speeds
New for 3.1:
Mostly a bug fix. Corrected typos causing Coquette interior issue and crashing when Coquette is spawned in traffic. Sentinel handling improved. Rancher engine sound changed. Ghawar improved. AI handling improvements.
New for 3.0:
The biggest changes here are realistic top speeds and recalculated engine power values. An option for improved traffic using the same system as the latest DriveV update has been added.
Another option has been added to enable bumper and chassis collision. This means the bumpers will no longer allow the ground or any objects to pass through them, and the car's underside can contact the ground. This means that cars can bottom-out when landing jumps and high-center over changes in terrain. This also means that cars with low bumpers will not be able to mount curbs or stairs, and will collide with them instead.
Bike handling has been improved. Handling improvements to Lokus and all large trucks. New engine sounds for Willard, Cabby and Rancher.
New for 2.5:
Now compatible with the latest IVpack update. Auto-brake has been disabled from all cars. Coquette suspension made slightly firmer. Reduced suspension travel of Premier Classic. Moved Fortune to Coupes category.
New for 2.0:
- All new spawn colors. The original IVpack spawn colors included a lot of lackluster silvers and grays, sometimes even having multiple different silver shades for the same car. That doesn't mean I eliminated all silvers, I just made the remaining ones more dynamic and metallic looking.
- Damage localization improved. What made the damage in V so bad was the low damage mapping values, which spread deformation out more, as opposed to keeping it targeted to the specific impact area. That's why you could hit a pole and the whole front end would be pushed in.
- Support for Tuners update. I have kept the Futo Hatchback in the pack, but changed the spawn name which conflicted with the new Futo GTX. Note: 2.1 adds Tuners vehicles to traffic. Forgot to include that!
Highly recommended: Download ZolikaPatch to allow more diversity in color spawning. I found that 90 percent of the time, only the first two or three colors would spawn and you'd almost never see anything beyond that.
https://www.gta5-mods.com/scripts/zolikapatch-v-hq-reflections-crash-fixes-more
This mod was designed to be used with ikt's InversePower mod (for power oversteer) and ENB (for cabin deformation). Please download them and use the settings in the installation readme for the proper experience:
https://www.gta5-mods.com/scripts/inversepower
http://enbdev.com/download.html
Known issues: Both Yankee versions have issues built into the models that I cannot fix. The Futo hatchback's headlights don't flip up.
If you'd like to support my work and receive one-off handling mods, you can join my Patreon here: https://www.patreon.com/permissiontoland
Changelog:
2.8 - Fixed mistake in assembly.xml
2.7 - Resolved crashes by removing cars deleted from IVpack that were still in vehiclemodelsets.meta.
2.6 - Fixed issue with modkits and revised installation instructions.
2.5 - Updated for compatibility with latest IVPack update. Auto-braking disabled.
2.2 - Fixed mistake with folder structure. Any installation issues should be fixed now.
2.1 - Adds Tuners update vehicles to traffic.
2.0 - All new spawn colors, improvements to Chavos and Admiral handling, damage specificity/localization increased across the board, support for Tuners update.
1.0 - Initial release
Features:
- Vehicle cabin deformation enabled
- Level of deformation similar to IV
- Downforce disabled from all but supercars
- Popping onto curbs disabled
- Realistic suspension behavior
- New paint colors with greater variety
- Auto-brake disabled
- Realistic top speeds
New for 3.1:
Mostly a bug fix. Corrected typos causing Coquette interior issue and crashing when Coquette is spawned in traffic. Sentinel handling improved. Rancher engine sound changed. Ghawar improved. AI handling improvements.
New for 3.0:
The biggest changes here are realistic top speeds and recalculated engine power values. An option for improved traffic using the same system as the latest DriveV update has been added.
Another option has been added to enable bumper and chassis collision. This means the bumpers will no longer allow the ground or any objects to pass through them, and the car's underside can contact the ground. This means that cars can bottom-out when landing jumps and high-center over changes in terrain. This also means that cars with low bumpers will not be able to mount curbs or stairs, and will collide with them instead.
Bike handling has been improved. Handling improvements to Lokus and all large trucks. New engine sounds for Willard, Cabby and Rancher.
New for 2.5:
Now compatible with the latest IVpack update. Auto-brake has been disabled from all cars. Coquette suspension made slightly firmer. Reduced suspension travel of Premier Classic. Moved Fortune to Coupes category.
New for 2.0:
- All new spawn colors. The original IVpack spawn colors included a lot of lackluster silvers and grays, sometimes even having multiple different silver shades for the same car. That doesn't mean I eliminated all silvers, I just made the remaining ones more dynamic and metallic looking.
- Damage localization improved. What made the damage in V so bad was the low damage mapping values, which spread deformation out more, as opposed to keeping it targeted to the specific impact area. That's why you could hit a pole and the whole front end would be pushed in.
- Support for Tuners update. I have kept the Futo Hatchback in the pack, but changed the spawn name which conflicted with the new Futo GTX. Note: 2.1 adds Tuners vehicles to traffic. Forgot to include that!
Highly recommended: Download ZolikaPatch to allow more diversity in color spawning. I found that 90 percent of the time, only the first two or three colors would spawn and you'd almost never see anything beyond that.
https://www.gta5-mods.com/scripts/zolikapatch-v-hq-reflections-crash-fixes-more
This mod was designed to be used with ikt's InversePower mod (for power oversteer) and ENB (for cabin deformation). Please download them and use the settings in the installation readme for the proper experience:
https://www.gta5-mods.com/scripts/inversepower
http://enbdev.com/download.html
Known issues: Both Yankee versions have issues built into the models that I cannot fix. The Futo hatchback's headlights don't flip up.
If you'd like to support my work and receive one-off handling mods, you can join my Patreon here: https://www.patreon.com/permissiontoland
Changelog:
2.8 - Fixed mistake in assembly.xml
2.7 - Resolved crashes by removing cars deleted from IVpack that were still in vehiclemodelsets.meta.
2.6 - Fixed issue with modkits and revised installation instructions.
2.5 - Updated for compatibility with latest IVPack update. Auto-braking disabled.
2.2 - Fixed mistake with folder structure. Any installation issues should be fixed now.
2.1 - Adds Tuners update vehicles to traffic.
2.0 - All new spawn colors, improvements to Chavos and Admiral handling, damage specificity/localization increased across the board, support for Tuners update.
1.0 - Initial release
First Uploaded: Mércores 26 de Maio de 2021
Last Updated: Domingo 9 de Xuño de 2024
Last Downloaded: 13 minuto
@Korchi Did you install the popgroups.ymt file found in the folder named "Improved Traffic"?
@PermissionToLand pls uninstall OIV
@Mauluskus Just reinstall IV Pack. I can't make an OIV with their files, I don't have permission.
@PermissionToLand Glad I could help ;)
So, I have some questions. I want to use DriveV 7.0, Drive IV 3.2, IVPack, VanillaWorksExtended 2.5, DispatchWorks 1.5, VanillaWorks Extended Livery Pack and Skysder's Enhanced Traffic Experience: Lite Edition 4.1,
In which order should I install the mods so that everything works and will there be a conflict? I am on game version 3095 btw and cannot upgrade because new versions are trash.
Highly unlikely all those mods will work together. Lots of the same files being edited. You might be able to do one more than DriveV and IV/IVPack but you'd probably need to know how to troubleshoot stuff like the popgroups and popcycle.
@Ballsy Only once DriveV is really finished will I probably dive back into VWE and Dispatchworks again. I was working on them years ago and they changed everything around making all my work need to be reformatted and I just went back to focusing on DriveV because it was way too much.
@PermissionToLand Found an interesting thing though. I installed DriveV 7.0 and World Of Variety #11 by Cass on top of it and everything surprisingly works. Even though almost every files from both the mods conflicts with each other. It's nuts 😂
@Ballsy As I recall WOV edits the vehicles.meta, so you'll be losing some of the deformation edits and other bits of DriveV. While it may not cause the game to crash, one will be overwriting the other's edits on certain files
@PermissionToLand 😲
@PermissionToLand after following the instructions on how to install ivpack-drivev-driveiv and the popgroups-popcycle my game just crashes to desktop without any error can you help me on how to fix the crashes?
@-Jray- Do you have an updated gameconfig?
@PermissionToLand i have the latest gameconfig
can you recommend me me some gameconfig that i can use make this mod work?
@-Jray- Try using the previous version of IVPack. I see they just updated it, so IDK what they may have changed. The current DriveIV was built around the previous IVPack.
@permissiontoland none of the ivpack cars spawn. I've also installed the traffic improvements and they just spawn the same 3 cars. I use a game config. I can spawn the ivpack cars with menyoo though.
@TimMyBoy299 So you're saying a few IVPack cars spawn, but that's it? Sounds like your vehicle variety multiplier is set low. Go to Documents > Rockstar Games > GTAV > settings.xml and find the VehicleVarietyMultiplier value. 1.0 is the max value. Just note that the more vehicle variety you have, the less color variety you get. I keep mine at 0.75 for a balance of both.
Where do the bumper collision files go? I didn't see a guide in the files.
@jackieripper77 My bad. Handling.meta goes in: Update > x64 > dlcpacks > pres > dlc.rpf > common > data. Then, from that location, go to: levels > gta5 and place the vehicles.meta there.
@PermissionToLand thank you!