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  • Df5e9e censored avatar

    @pat000
    The MP face details or "blends" was never implemented primarily because back when that feature was added, not much was known about how it worked etc. I don't have much time these days to add new features to ENT but I can't speak on behalf of Alex.

    @Blu4003
    Have you tried JUST running ENT to make sure it's not a mod conflict?

    17 minuti fa
  • Df5e9e censored avatar

    @BlackDevil666 In ENT.db. You can get there by typing the following into a File explorer address bar: %appdata%\GTAV Enhanced Native Trainer

    6 giorni fa
  • Df5e9e censored avatar

    @Mielzbtw
    Yes.

    @Lapd Code 3
    Which vehicle are you trying to spawn? There's some in-complete ones R* left in which will crash your game but we've removed those from ENT until R* fixes it.

    @Malarkey
    I suspect it's because of the amount of reverse engineering and documentation being written around R*'s anti-cheat. There's signs they panicked and released a half complete update to close some of the newly disclosed holes.

    @Xplorer4x4
    Thanks for the logs. That weapon bug sounds new. I know R* have a script running in the background to remove MP weapons and vehicles (because "they don't belong here" - which is why we have to set a global to prevent the vehicles disappearing) so that might be to blame (the crash might be a conflict between the script trying to remove the weapons as they're being given).

    The entity pool contains all the vehicles, props etc loaded from the files. There's also one for peds, pickups etc. ENT uses Zorg93's vehicle updater code to go through the pool, does a bit check (bit 5 is set if the entity is a vehicle) on each entity and pulls out entities which match that criteria. It then filters them into sub-categories by type (entity pool + 10). Menyoo uses Zorg's vehicle pool code as well if you want to check it out.

    Regarding the source - it's pretty much the same as it was when it was first written. We've added new features and tweaked existing ones where possible but haven't done much more in-depth (i.e entire feature re-writes etc).

    27 giugno 2022
  • Df5e9e censored avatar

    @Preshader
    I believe R* broke that feature - they changed how the time native worked.

    @Xplorer4x4
    ENT reads the entity pool and filters on entity type (vehicle) before sorting the giant list of 768+ vehicles into lists by vehicle type, which is then shown to you as the subcategories. It sounds like another mod has installed that model or at least it was found in the entity pool when ENT dumped the contents.

    You could put the log into Pastebin if it doesn't contain any names etc.

    20 giugno 2022
  • Df5e9e censored avatar

    @Malarkey
    Just to add what Alex mentioned - R* left incomplete vehicles and some MP character clothes in the game which just crash if you try and spawn/equip them (missing models or other data). They've rushed out the last 2 updates to patch some anti-cheat stuff and left it in which is why we've had to temporarily remove them until R* gets round to finishing the content off.

    15 giugno 2022
  • Df5e9e censored avatar

    @IamGLADIATOR2291
    Under the Weapons submenu.

    09 giugno 2022
  • Df5e9e censored avatar

    @DGrin
    Are you using any custom peds or DLC peds?

    @HorseOnABeachBall
    Did you put ENT into the GTA install folder with the Scripthook?

    @edgertonian
    It might be worth resetting ENT (type: %appdata%\GTAV Enhanced Native Trainer into a file explorer URL bar) by renaming ENT's setting DB.

    07 giugno 2022
  • Df5e9e censored avatar

    @tomtom95
    Almost 90% of ENT's "important" things (vehicles and despawn global to name a couple) auto-update which helps keep ENT updated with minimal input from us (which helps immensely due to real world jobs and how much of a time sink they can be).

    Only thing(s) we'd have to look at adding manually would be new weapons (including mods), interiors and peds.

    @knikhil666
    Is there anything saying "error" in the ent-log file? That should be in the Enhanced Native Trainer folder.

    04 giugno 2022
  • Df5e9e censored avatar

    @Gr1mm
    If you check the ENT-log file, does it say "Found despawn global at [memory address]"? If it does, then it sounds like another mod is conflicting with it.

    01 giugno 2022
  • Df5e9e censored avatar
    Commento fissato

    Enhanced Native Trainer: Update 49.1
    Fixed:
    • Prevented ENT from showing placeholder vehicles which would crash your game when spawned. These will be removed when R* either removes them or fixes the crashing.

    Contributions wholly thanks to @Slash_Alex:
    Added:
    • Added a 'Hide/Show HUD' hotkey.
    • Added a 'Freeze/Unfreeze Wanted Level' hotkey.
    • Added some online NPCs to use as a skin or to spawn as bodyguards and peds.

    Improved:
    • Improved the 'Screen Filters' menu a bit. ENT remembers the chosen filter now.

    Fixed:
    • Fixed a nasty bug in the 'Freeze Wanted Level' option. It didn't work properly sometimes
    • Fixed a tiny bug in the 'Equip Saved Weapons' feature. It didn't work properly sometimes
    • Fixed a tiny bug in the 'Radio In Police Vehicle' option
    • Fixed some incorrect weapons locations
    • Fixed a bug in the 'Headlights During Blackout' option. It no longer makes vehicles invincible
    • Fixed some missing previews

    Known Bugs:-
    • Some of the weapon tints (namely MK1 tints) use the incorrect name in ENT. This is a side effect of using the in-game names.
    • Track wheels appear to duplicate their entries. There should be 30 rims, not 220.

    30 maggio 2022