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@TheVeeDubbin IF you would actually look into how the folder structure is originally from R* this question would be obsolete.
you need to recreate the vanilla folder structure, just INSIDE a mods folder in order for OPENrpf.asi to load it properly.
some people just want to give ZERO effort, but want everything for free and everyone else should do the work.
try and error is the best learning method.
Just do it!
@trapx1 but the 6.0 version works without converting the files. i converted the 5.6 files,but no need with 6.0.
@trapx1 yes it is correct, i dont see any mistake from your side.
too bad the openrpf.asi doesnt create a logfile so we could take a look.
i did the exact thing you described.
i also did this wie the NVE_lights, NVE_gas and NVE_roads.
works perfectly in my case!
@trapx1 do you have the openRPF.asi file for it to load properly the modified rpfs?
did you convert all files with codewalker rpfexplorer conversion tool?
@TheFantasticLoi you are an ABSOLUTE UNIT!!!!!
this, combined with visualV - MAN enhanced makes fun now. onto the vehicles!!!
game on!!
@Slash_Alex nvm, my dumb ass forgot the openRPF.asi download :D
@thriller @Slash_Alex I dont see the "manual installation" folder, its just main directory/mods/update.rpf
Since the openIV.asi doesnt work with GTA Enhanced, i cant get modified rpf-archives to load.
@Slash_Alex OK thanks for the info. have a good one!!!
anyone has ENT got to work?
SCRIPT HOOK V ERROR
CORE: An exception occurred while executing 'EnhancedNativeTrainer.asi', id Exception addr 0xO0007FFD33A87FD7 is EnhancedNativeTrainer.asi+0x00A37FD7 Last called native 0x000000000000000
hey man!!!
The default.fxc shader is already in use by VisualV, hence it does not work in the update.rpf folder after creating the win32_40_final folder.
however, if you replace the visualV default.fxc file in update2.rpf with yours, its working.
Just wanted to let you know.
Have a nice weekende. :))