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@RiME557 So far, I'm liking this set though I haven't tested everything in it yet. One thing you may or may not be able to address. Is it possible to stop peds from going all 'musical chairs' when entering an aircraft underfire? It is the dumbest and most infuriating thing. A whole team of bodyguards (and you) will get wiped out because any round that hits the craft, the peds 'get out', 'get back in', 'get out', 'get back in'....
Yeah, it's not bad. The setup is nice. Reminds me of riding in one. However, it's waaaaay too 'floaty' in the water. Minor swells has the thing 'flying' out of the water! On land, the handling is spot on. There is an issue with peds literally getting stuck in the tracks (not a pretty sight.) My main beef, is the peds have no freakin' clue how to get into the thing. If under fire, they just mill about 'smartly' and get gunned down. Even when you open the rear hatch for them, they can't seem to get the concept of going in. My other beef isn't something on you. Can anyone stop turrets from glitching when peds shoot at them? Jeeze one little 'pea-shooter' causes all turrets to glitch back to the original position. It's dumb. Make it stop please....
@TM1195 It could be an issue with 'Mpmappatches' 'fixing' something in grapeseed, but I couldn't find anything. When I took the 'garage out', problem solved.
@Bjergsoints Thanks. From what I can see, it looks really useful.
@Franksteer Design, good. Handling, terrible. Not sure what boat in the game you used as platform but the handling is awful at best. No turrets fire. Forward turret makes the ped's arms extend backwards instead of on the triggers. Side guns don't fire at all (was using MP freemode female peds.) Rear turret does move but no 'bang-bang.' Peds can barely figure out how to get into the forward and rear turrets. Anything else, fuggeddaboutit! And at best one ped can figure out how to exit the craft. Nice try though, needs a lot of work to get it where you set the bar.
@RiME557 I checked it out. The no-livery version is clean. However, I can't 'enter' the Roamer. Drive, yes. Walk inside to the back, nope. Some collision or what-not is in the way at the stairs.
Map loaded in fine. No issues with collision and yes there was grass and trash at the garage entrances. I agree with the addition of a restroom and perhaps some storage racks with spare parts. Main issue I have is for some reason it causes GJ1996's 'Countryside Home' to crash the game with a (spits) 'kernel error' if you get near the area. Otherwise, not bad work at all.
Has anyone had any luck getting codewalker to see these props? I've tried to get it to do so to convert xml's to ymaps with no joy. It only sees the 'number props' not any of the building pieces.
@RiME557 Cool. I've installed it and will check it out. Any luck on hooking up add-on trailers?
@Bjergsoints, man I've tried everything to get rid of the collision that blocks this mod! I initially had another grove st. MLO in the same spot, but had to get rid of it because it crashed the game if you got near the area. I also had the one that is a stash house next door on the right (with the red garage door.) There was a collision issue after the 'Contract' second update that I couldn't get rid of. Eventually, I put in your mod with that one. You could see into both and the doors would open, but no luck getting in. If you phased in even with a trainer, you just fall through the floor. I got rid of the stash house and ditched collisions from 'mpmappatches' and 'x64k' in the mods folder. Still had the collision and still fall through the floor so I haven't been able to at least test the mod to see if I like it. Looks good, but these last updates have messed with the grove st. area badly like Rennie mentioned. Unless someone can identify some specific files to ditch, this one's a wash.