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@olddutch7 My mod is written in a way that it teleports you as soon as the center of the object (you or your vehicle) passes the visible boundary. It always worked that way here and it's the first time ever there's someone with that issue. I can only assume there's a conflict with another mod.
@Swoop As I said you can run ScriptHookVDotNet 2.10.x and 3.x together. Just install both and you can still use my mods. :)
@perrycampbell Which version of ScriptHookVDotNet do you have installed? This mod is NOT compatible with V3.x but 2.10.x! However you can have both versions installed at the same time so other mods still work.
@narc55 You just remove the models you don't want from the popgroups.ymt. How to do this is explained in the guide. Well actually it explains how to add more models but the removal process is self-explanatory once you have read it. :)
@Aztrayz You haven't understood my question. Do you even know what shvdn 2.10.x or 3.x means and do you understand the differences? Are you a .net script modder? Well I was for many years until I retired a couple of months ago!
@iammistahwolf My teleportals are solely script based and persisted in an XML file. That means if you uninstall this mod the teleportals are gone. Please visit my Teleportals guide for further information.
@Mordecki I've abandoned GTA V a couple of months ago but this is finally an incentive to make me play it again. One question though. Do I need shvdn 2.10.x or 3.x?
@iammistahwolf Yes you just need ScriptHookVDotNet 2.10.x. No worries, you can have both installed, V3.x and V2.10.x alongside.
@Yolomann500 Hast du die popgroups.ymt selber editiert? Dann hast du irgendwo einen Syntaxfehler. Ein <, > oder / an der falschen Stelle oder versehentlich gelöscht und schon funktioniert es nicht mehr!
My mods are not compatible with ScriptHookVDotNet 3.x. You can have both, the latest shvdn version 2.x (which my mods rely on) and shvdn 3.x. I have retired from modding for GTA V. I don't even play it anymore.