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That's a scripthook issue, not ENT. Dinput8 is called a "Proxy injector". It injects the scripthook.dll and any .asi files into GTA (or whatever program is using dinput8). No mod will work without dinput8 there because there's nothing injecting them into the game (not unless you manually inject them yourself).
You might be better asking in the Scripthook thread on GTAForums as AB might know what's happening.
Enhanced Native Trainer: Update 40 Bugfix 5
Contributions wholly thanks to @Slash_Alex:
*Added a 'Power Punch' option - NPCs now go flying when you hit them.
*Added a 'Lightning Intensity' option.
*Added a 'Super Explosive Grenades' option.
*Added a 'Boost NPC Radio Volume' option.
*Added a 'Slippery When Wet' option - vehicles lose traction in the rain.
*Added a 'No Minimap Rotation' option.
*Added a 'Roll Driver Window Down When Shooting' option.
*Fixed a bug in the 'Create New Vehicle Save' option.
*Fixed a bug in the 'Stormy' weather. Lightning didn't always properly appear.
*Fixed an incompatibility bug in the 'First Person Death Camera' option. It will be disabled automatically for NPCs.
*Fixed a bug in the 'Boost Radio Volume' option.
*Fixed some teleportation locations.
*Fixed some blips issues in the 'Fuel Consumption' feature.
*Improved the 'Road Laws' feature.
*Improved the 'Reduced Grip If Snowing' feature. It has been rewritten from scratch.
*Improved the 'Airbrake' feature. You can enable/disable it via ENT's menu now - disabling it via config file is still available.
*Renamed the 'Vehicle Rockets' option into 'Vehicle Weapon' + improved it. You can choose any weapon from the list to shoot. You can also shoot using your usual fire button now.
⦁ If you attempt to load the same IPL one after the other (i.e CEO office Style 1 -> CEO office Style 1 (Messy)) then the IPL will fail to load unless you load another one and teleport back.
⦁ 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.
⦁ Some vehicle mod options use the wrong category name (i.e Arena War vehicles have mods which use the same mod index as normal vehicles, but their contents are different).
Not through ENT, no. You can use a save editor however. There's a few about which will allow you to do things like that.
@Soni Ananta Gamer
I have tried to add support for add on wheels in the past but for some reason ENT wasn't having any of it. It would either not apply in-game wheels or would hard crash if you attempted to swap wheels from a custom one to an in-game one.
If possible, you can still co-load ENT with a mod (like Menyoo or SNT) which supports addon wheels however.
What did you have enabled/were you using when ENT crashed like that?
That string (0x00007FFA3123FB90) is actually a memory offset of a native so we can't look up ENT's natives list to see which one is to blame.
Not at the moment, no.
Is your numlock enabled if you're using the default binds?
Some mods don't work in FiveM due to how FiveM's scripthook works. Because of R*'s stupid anti-debugger patch, I can't find out why ENT crashes either (it crashes before it can print anything to the log).
if possible, can you put the error hash (the "scripthook exception: 0x[a long string]) here?
It sounds like you're missing the Benny's DLC as this only happens when you don't have dashboard colour support (which was added in the Benny's DLC).
Ok so those errors are due to ENT not properly handling Windows usernames with accents/non-ascii characters. If you remove the accents etc - ENT should be able to write to the Appdata folder (where it stores those images).
There's code in ENT to handle Unicode characters but for some reason a mix of Unicode and Ascii breaks it.
How are you using NaturalVision? The mod page mentions you can use either ENB or Reshade to inject the shaders.
As @Slash_Alex mentioned, for some reason Reshade 1.1 works with ENT but other versions don't and I can't figure out why. I can't see any code which would conflict, and I can't use a debugger thanks to R*'s idiotic "let's make the game crash when a debugger is present" update a while ago.
Huh that's weird. It might be overwriting the badge model for some reason. Having too many addon cars shouldn't be causing this as it sounds like the mod author is using the badge slot for something.