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  • 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.

    7 dage siden
  • 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. juni 2022
  • Df5e9e censored avatar

    @IamGLADIATOR2291
    Under the Weapons submenu.

    9. juni 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.

    7. juni 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.

    4. juni 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.

    1. juni 2022
  • Df5e9e censored avatar
    Pinned kommentar

    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. maj 2022
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    @Jose3400
    I know the Scripthook and ENT uses a handful of WinAPIs which Proton may not be too happy with. Similar with the proxy injectors (dinput8.dll) as I've had mixed experiences trying to inject DLLs/ASIs into processes which are running in a WINE wrapper. Most of the time WINE isn't happy with it trying to load custom DLLs so fails.

    @Ize94
    Not sure what you mean? If you set something in ENT and it's causing the game/scripthook to crash you can either delete ENT's DB (type: %appdata%\Enhanced Native Trainer into an explorer window and rename ENT.db) or use DBBrowser to open the DB and set the setting to 0).

    @DrBomb10
    ENT automatically finds the global and sets it so it isn't that. Given it found it in your log - it would have set it to prevent the vehicles from disappearing. There's definitely something else on your end causing that. I'd suggest stripping back all the mods and running _just_ ENT and seeing if it happens again. If it doesn't - add in your mods 1 by 1 until it breaks.

    25. maj 2022
  • Df5e9e censored avatar

    @XPROGAMERX1314
    ENT already supports the new version. The vehicle despawn global auto-applies and ENT automatically finds new vehicles etc.

    Only bug is R* left some placeholder vehicles in the last rushed update which causes the game to crash if you try and spawn them (which I'm getting ENT to remove for the time being until R* fixes it).

    @DrBomb10
    What you're wanting to see is the "Despawn global: " line as they tells you ENT has found the global and prevented the cars from despawning. It sounds like you've got a mod either doing the same or has reset the global making the vehicles disappear again.

    15. maj 2022
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    @trivo
    There's only 2 as we use R*'s implementation (zoomed in or small).

    @ebrandschain
    So I looked into this and it _only_ affects the new vehicles. I suspect they're missing a model but are complete enough ENT picked them up as valid vehicles even though they're half complete which is why the game crashes

    The last update felt a bit rushed and this looks to be the case.

    12. maj 2022