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@DeletedUnknown Hi, you can reset the mod's progress by doing the following:
- rename your gang to something other than the default "player's gang"
- stop the mod (close the game or use the AbortAll() command in the F4 menu)
- delete your gangData.xml in the gangModData folder
- load the mod again (open the game again or use the Reload() command in the F4 menu to start all scripts again)
@WiNguyen you have to edit the gangData.xml file while the mod isn't running: edit the gangWeaponHashes list, adding or removing weapon entries (you can check how the weapon names are written by looking at the buyableWeapons list in the modOptions.xml file). If you're removing a weapon from them, you also have to edit the preferredWeaponHashes list, or else they'll just buy the weapons again
@FrailTactics8894 hmmm when that happens, a error_gangAndTurfMod.log file should have appeared, with more info on why it happened. If not, it could be a folder permissions issue
@yauling112 hi, looks like NativeUI is not in your scripts folder. NativeUI.dll should be inside the scripts folder, just like this mod's dll
@NotDeath hmmm is there any error in your scripthookvdotnet.log?
@ComradePutler oh, that looks like a bug... but it only happens with the oppressor mk2, right?
@Elzimbabwe hmmm it would be interesting, but there's a similar option in the modOptions file: gangMembersRagdollWhenShot. It doesn't consider their armor though. I also haven't tested it much since I like to play with members with 1hp haha, so please try it out if possible
@FloydNov kkkkkk teria que mexer no arquivo modOptions.xml, dentro da pasta gangModData: a entrada ticksBetweenGangAIUpdates afeta a frequência com que as gangues se atualizam, e é nessa atualização que elas decidem atacar. Então, seria só colocar um número maior nela e, se o jogo já estiver aberto durante essa edição, vc apertar o botão "Reload mod options" no menu "mod options..."
@FloydNov kkkkkkkk tomara q dê certo aí! O scripthookvdotnet.log costuma ficar na pasta raiz do GTAV, junto com o .exe do jogo etc. Acho que permissões da pasta podem interferir na criação do arquivo (e também no funcionamento do mod)
@Dvladsk hmmmm I'm afraid it'd probably take quite a bit of work, since it wasn't built with multiplayer in mind. Do you know if FIVEM supports scripthookvdotnet as well?