@JskakJa You need ScriptHookV in your GTA folder for this to work not .NET.
@JRod Are you co-loading with other mods? It may also be a conflict or ENT's trying to set a previously enabled option too early and the game is trying to stop it - then crashes. Had that happen a few times before.
@Zsombor_99 You may want to reset ENT's settings (Ctrl + R -> type: %appdata%\GTAV Enhanced Native Trainer and rename ent.db. Relaunch GTA.
@MadHunter & @Katecreme It's one of Alex's features so he'd be the best person to help with it. You may not be able to for modded vehicles as we use the native which may not support it.
@Plymouth6001 You'll want to check your ScripthookV.log file in your game folder to see if ENT is actually being loaded. You need both dinput8.dll and scripthookV.dll beside your GTA folder. Any ASIs should be in the root folder (beside the exe) as well.
@Mr_Curious You can use FiveM's list of button IDs:- https://docs.fivem.net/docs/game-references/controls/
@Numbooo I have genuinely never had that issue before so no idea what could be causing it. Only thing I can think of is "horn boost" but as the name states - requires you to mash the horn (not something you can do outside of the vehicle).
@Zsombor_99 The downgrade is likely the problem. We don't officially support downgraded/heavily modded games due to the issues they tend to present (and difficulty diagnosing it).
Enhanced Native Trainer: Update 53.1
Fixed:
* Fixed the "heavy snow" feature - Thanks to Sjaak for the advice.
Contributions wholly thanks to @Slash_Alex:-
Added:
* Added a 'Load Extra Map Stuff Automatically' option (update your ent-config.xml file)
* Added a 'Traffic On/Off' hotkey
Fixed:
* Fixed some bugs in the 'Airbrake' feature
* Fixed a bug in the 'Load Cayo Perico Island Automatically' option
* Fixed a bug in the 'Restore Missing Radio Station' option
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.
@gongel That's a game issue in that case as we just call the same native R* does when you go online. Are you using any map mods or mods which replace props?
@darkphoenixxx Do you have the DLC(s) installed? Those stations are read from the dlclist.xml I believe so if that has been edited or doesn't exist then that option won't work.
@gongel Try loading _just_ ENT and seeing if it still crashes. This can happen when co-loading with some mods.
@Dhruv aka Fulcrum That sounds like an issue with how the mod replaces the in-game one. ENT (and the game) uses the model name so if your replacement vehicle is called POLICE_5 for example - that's the spawn name. It also doesn't support non-ASCII characters so it may be worth renaming the custom vehicle replacer and seeing if that makes a difference.
Worth mentioning ENT supports custom vehicles so you shouldn't need to replace the vehicle - you can just add it in as an extra and it'll appear in the correct category (one of the images in the OP shows a standalone McLaren mod for example).
It's not an ENT issue though - just how the game is discarding the mod replacer for some reason (otherwise it would spawn fine).
@JskakJa
You need ScriptHookV in your GTA folder for this to work not .NET.
@JRod
Are you co-loading with other mods? It may also be a conflict or ENT's trying to set a previously enabled option too early and the game is trying to stop it - then crashes. Had that happen a few times before.
@Zsombor_99
You may want to reset ENT's settings (Ctrl + R -> type: %appdata%\GTAV Enhanced Native Trainer and rename ent.db. Relaunch GTA.
@MadHunter & @Katecreme
It's one of Alex's features so he'd be the best person to help with it. You may not be able to for modded vehicles as we use the native which may not support it.
@NorthwindJME
ENT doesn't support addon vehicle previews, just the in-game ones sadly.
@Plymouth6001
You'll want to check your ScripthookV.log file in your game folder to see if ENT is actually being loaded. You need both dinput8.dll and scripthookV.dll beside your GTA folder. Any ASIs should be in the root folder (beside the exe) as well.
@endGreekCorruption
That's a R* bug, not an ENT one.
@Mr_Curious
You can use FiveM's list of button IDs:- https://docs.fivem.net/docs/game-references/controls/
@Numbooo
I have genuinely never had that issue before so no idea what could be causing it. Only thing I can think of is "horn boost" but as the name states - requires you to mash the horn (not something you can do outside of the vehicle).
@The_bounty_king
Did you install the scripthook and ENT properly?
@Zsombor_99
The downgrade is likely the problem. We don't officially support downgraded/heavily modded games due to the issues they tend to present (and difficulty diagnosing it).
Enhanced Native Trainer: Update 53.1
Fixed:
* Fixed the "heavy snow" feature - Thanks to Sjaak for the advice.
Contributions wholly thanks to @Slash_Alex:-
Added:
* Added a 'Load Extra Map Stuff Automatically' option (update your ent-config.xml file)
* Added a 'Traffic On/Off' hotkey
Fixed:
* Fixed some bugs in the 'Airbrake' feature
* Fixed a bug in the 'Load Cayo Perico Island Automatically' option
* Fixed a bug in the 'Restore Missing Radio Station' option
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.
@gongel
That's a game issue in that case as we just call the same native R* does when you go online. Are you using any map mods or mods which replace props?
@darkphoenixxx
Do you have the DLC(s) installed? Those stations are read from the dlclist.xml I believe so if that has been edited or doesn't exist then that option won't work.
@gongel
Try loading _just_ ENT and seeing if it still crashes. This can happen when co-loading with some mods.
@21Sumter @Galen5c
We know - R* broke it.
@Dhruv aka Fulcrum
That sounds like an issue with how the mod replaces the in-game one. ENT (and the game) uses the model name so if your replacement vehicle is called POLICE_5 for example - that's the spawn name. It also doesn't support non-ASCII characters so it may be worth renaming the custom vehicle replacer and seeing if that makes a difference.
Worth mentioning ENT supports custom vehicles so you shouldn't need to replace the vehicle - you can just add it in as an extra and it'll appear in the correct category (one of the images in the OP shows a standalone McLaren mod for example).
It's not an ENT issue though - just how the game is discarding the mod replacer for some reason (otherwise it would spawn fine).