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@ThisMexicanTOS If you have Vstancer on it will stop it from working, make sure to disable it if you want it to work.
@Zvecsi It's not a mod, it's function using already existing game scripts that come with the doomsday dlc. If your game is up to date it should lower when the car is stationary.
However, some mods prevent it from working like Vstancer or any other suspension altering mod. Make sure you have Vstancer disabled if you have it installed to have the bags work.
@LordDarkDE That snap was taken by Mikhail Sharov: https://twitter.com/mik_sharov
@speedfreak975 When I've totaled around 15 I'll be putting them all into one pack :)
@YaBoiBlasty You need to add it to dlcpacks not dlclist
@Eddlm You can run the car without the logos; the option is there to not have them. My going about it is treating it as if we were an in game lore friendly garage. Much like if you have a Liberty Walk car; it's going to have Liberty Walk decals etc... :)
@FoxtrotDelta @inv0ker @_cp_ I like to pump out as many projects as possible. That's not to say I don't put a lot of time and effort into them with the details because I do, I'm picky about topology and precious with the details when it comes to my builds. However, they mostly serve for the purpose of aesthetics so I do admit that I cut corners with some of my mods when it comes to LODs and other finer details that I might gloss over such as windows that don't break or UV's I haven't mapped for dirt build up.
I haven't yet found a quick solution to producing LODs that I don't find tedious or worth the time for the purpose of the mod which I said previously is mostly for aesthetics. I understand if you're precious about efficient game functionality that this might be a problem, so if it becomes a problem I would recommend just installing it to play around with and disabling it later.
However, with my 200k project building a car from scratch, I'm going to make sure to fine tune all the details and put levels of detail into practice too.
In response to the headlights; I'm aware of how to work with the native support for pop ups using a light_cover node but like I mentioned in my video; I wanted to make the car wink. Obviously, not everyone wants to do that or finds it functional nor do people want it to constantly drift. I do plan to release a car park in the future that will include various versions of my mods with and without drift handling and pop ups that function properly for the Ruiner etc. I'm bummed the lights are restricting the mod from being featured but I'll take it on the chin for now.
I hope that's addressed any issues you have with my mods and I'm sorry they might not function the way you expect them to. I appreciate the detail that goes into producing industry standard 3D models however, my YouTube demands frequent content so I do unfortunately have to cut corners sometimes.
Also, @FoxtrotDelta I'll make sure to give you a shout if things go south when I'm working on my car park to have the pop ups function properly. Thanks for the kind words and offering a helping hand! :)
@Claude_Lib I've removed the other versions. I was using them for testing purposes to try and get the plate working on the Tofu Chariot kit and forgot to remove them, my bad!
Woah this looks sick!
@Eddlm No problem, I'll also have the sentinel ready for an add-on soon :)