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@banterman Thanks, I've never thought about it, TBH I didn't think anyone would be interested. I might look into it.
@banterman Coming with the next update. I'm finishing and sending it to my WOV contact for compatibility right now.
@Artyom_The_Rat I've replayed that mission quite a few times and never had a problem. I'll check again though.
@banterman Vanillaworks replaces some of the same files. Eventually I plan to support VWE as well. In the meantime, you can just add VWE manually with only the dlc pack itself and none of the other files.
@arukk @vepromud Because I don't have a problem with the top speeds. They're what the game is designed to handle. Besides, my PC already has pop-in at high speed.
@JiggerJax Wrapping it up now, but I'm also sending it to somebody who works on WOV for a compatibility patch before release.
I'd recommend after I release the update, just manually installing his trains.xml, traintracks.xml and vehicleaihandlinginfo.meta files. Those shouldn't conflict with DriveV at all.
@InfamousSabre I just took a peek at his mod and it edits a lot of the same files as mine does. So whichever one you're adding last is overwriting much of the other one's changes. But much of what his mod does is what I'm adding in the next update. The only exceptions would be his AI driving edits and train edits.
FYI, I've released what is basically a IVPack compatibility mod under the name "DriveIV".
@InfamousSabre I'm kind of debating whether to include my popgroups or just let people download an existing one that includes the Tuners DLC vehicles. Mine already has the IVPack cars so I'd have to cut those out and it's also just catered to my taste, so very few supercars are included and others I just don't like were cut out.
The update is getting close to finished, BTW.