ExtraTitleUpdateData for all official DLCs 1.0.1365.1
8 453
34
8 453
34
Just thought I'd share, because why not. All it does is just define an update folder for every single DLC released, including the latest ones, to allow modding their content and only keep the modified files inside a /dlc_patch/ subfolder inside the update.rpf archive instead of copying the whole archive, which can eat up a lot of disk space. Could be useful for those who mod the game on their own, because you won't have to, say, waste up to a minute of your time finding out the correct deviceName for the DLC you mod, and for those who install the mod which expects them to create an entry in the extratitleupdatedata.meta file. I got you covered.
Also includes the dlclist.xml file, which is essentially identical to the original one, but with fixed formatting. I hate trailing whitespaces.
Also includes the dlclist.xml file, which is essentially identical to the original one, but with fixed formatting. I hate trailing whitespaces.
Først Lastet opp: 17. april 2017
Sist Oppdatert: 22. mars 2018
Last Downloaded: 2 hours ago
14 Kommentarer
Just thought I'd share, because why not. All it does is just define an update folder for every single DLC released, including the latest ones, to allow modding their content and only keep the modified files inside a /dlc_patch/ subfolder inside the update.rpf archive instead of copying the whole archive, which can eat up a lot of disk space. Could be useful for those who mod the game on their own, because you won't have to, say, waste up to a minute of your time finding out the correct deviceName for the DLC you mod, and for those who install the mod which expects them to create an entry in the extratitleupdatedata.meta file. I got you covered.
Also includes the dlclist.xml file, which is essentially identical to the original one, but with fixed formatting. I hate trailing whitespaces.
Also includes the dlclist.xml file, which is essentially identical to the original one, but with fixed formatting. I hate trailing whitespaces.
Først Lastet opp: 17. april 2017
Sist Oppdatert: 22. mars 2018
Last Downloaded: 2 hours ago
@Claude_Lib Innovative idea... I especially love the part when you mentioned about saving storage space!
@Claude_Lib Not a bad idea. Why didn't I think of it?
Also, shouldn't it be possible to put models in there too? Like for car mods.
@nkjellman PatchDays are used for models. /dlc_patch/ subfolders are used for meta configs and such.
@Claude_Lib I'm talking about models that are from DLC, or even models I could add via DLC.
In the Biker Update and Import/Export, Rockstar did some map changes from the dlc_patch folder. They went into the map files from the heists update.
@nkjellman I see now, yeah. Then I guess, using /dlc_patch/ subfolder also works for updating RPFs, so the game ignores the original one completely, unlike PatchDays, which can contain archives (like vehicles.rpf) which load on top of the original ones, replacing the actual models and textures inside.
But also keep in mind that /dlc_patch/mpheist/ contains the updated content.xml file which now includes the updated RPFs, otherwise the game would ignore them.
Once again, just to help myself grasp the whole thing, the main difference between /dlc_patch/ and PatchDay approaches is that PatchDays allow to update the individual models within the archives, while the /dlc_patch/ way only lets you update the whole archives. At least that's how I understand it.
I might have slightly gone in the wrong direction while typing it, but I really don't know much.
@Claude_Lib Do you think you can make this? https://forums.gta5-mods.com/topic/6515/misc-gta-v-dlcs-all-in-root-for-mermory-increasement/3
@MrGTAmodsgerman, it's definitely possible, but it's gonna be really hard, considering there's 43 DLCs by now. I had a similar idea, combining all PatchDays into one big MegaPatch and updating it every time a new PatchDay releases. Who knows, maybe I'll get to it later. I don't think this will have any use for pirates, because it will not have any new content, just fixes, but it will definitely ease the load the game has to process, which is certainly good for modding community. @rappo, what do you think, will this count as distributing the original resources, which is not allowed?
@Claude_Lib Also, it will increase the performence of the game. Like a lot of people said, GTA V was running better on the release state on PC. For me too. And what you did here, is a folder for all dlcs. Maybe you can pack all DLCs into one Addon by copying all DLC files into a new patch folder. Maybe thats also help, or maybe not. Rappo allows content like DLC uploads and music content that is not from GTA V, so i don't see any point if he won't allow it.
@Claude_Lib I would like to know how to install it?
@Custom Car LS drop both files into \mods\update\update.rpf\common\data\. Except if you have addon mods installed, in which case don't use dlclist file. Do you actually really need this? I mean, it's kinda aimed for mod developers, not ordinary players.
does anyone here have gta5.exe n gta5launcher.exe both from 1.0.1032.1 patch? if yes,s can you pm me them? Forgot to back mine up.
I registered just so I can say THANK YOU!
does this mod add vehicle or other stuff from certain dlcs????
Thanks!!!