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>How does RadeonPRO hook into games?
It waits for a specific game (that has corresponding profile created) and hooks it on launch through service I suppose. I don't really know how it works internally. It can be used for various GPU driver tweaks and SweetFX tweaks. Sometimes it's the only tool which can help with stuttering and other FPS problems.
Yes SH needs updating too, but again it's used for majority of mods here unlike RPH. I mentioned that RPH have to be updated too because it adds more hassle if the game is updated and you don't make much use of RPH. Also there are some techniques to skip updates with SH too.
RPH isn't new there, but it's still mainly used for LSPDFR and its plugins due to SH popularity (especially .NET). I guess that might change only if Alexander Blade abandons SH for some reason.
@Fledron Thanks for this one.
RPH is good really, I like it more than scripthook as a user. But it's very uncommon aside from LSPDFR and its plugins. It requires updating if the game is updated (and updating takes time), it requires launching from external .exe (which is not a problem per se, but it can mess with other hooking processes, I experienced some problems with RadeonPRO tool). Add it all up and it doesn't seem worth installing and maintaining RPH if one is going to install only one or two small plugins. I guess if a plugin does not utilize specific RPH features and it doesn't depend on other RPH plugins, it would be better for users if a developer coded it for ScriptHook, since almost every mod user uses SH but fewer people use RPH (I think they're in minority).
Yeah, it works. Don't know why people experience issues. And while you're waiting for next RDV update (if ever), you can manually create handling records for new vehicles by taking existing ones as a template.
Thanks for the reply. Regarding issue #2, no, I'm not using any other tweaks or file modifications, I only have VisualV and NaturalVision (with brighter light tweak, precise thunder tweak (1080p)), that's all. It happened only twice or thrice, so I guess it's something on my end (random glitch, incompatibility with script mods etc), I'll need to test this further. I just brought it up to know if this issue is already known.
The water patterns are noticeable when you look at them from high altitude, though since the water is more detailed in VisualV and NaturalVision, it appears to be more pattern-ish than Vanilla's water. So it seems patterns can be eliminated only by lowering the water detalization. Then you may disregard my words about patterns.
I must add that raindrop splash problem does not happen all the time. I noticed that it happens right after weather transition, but it may be everything.
Another issue: foam has clearly visible patterns even from low height. Water itself is pattern-ish as well, but it's less noticeable. IIRC vanilla doesn't have that. Screenshot was taken at Land Act Reservoir, weather is overcast I suppose.
Alright, I have another bunch of issues:
1. Transition between clear\sunny and rainy weathers is really weird. It starts to rain when there's no clouds at all (where does rain come from?). It's supposed to be vice versa, I mean clouds first, rain second. I have no picture of this issue though I think I described it enough.
2. Raindrop splashes appear mid-air, it looks like they hit something invisible (see 1st screenshot, I marked some). It might be a problem on my end, but I do not have any other weather\timecycle tweaks, only VisualV and NaturalVision with ENB.
3. As @GTA_4_MAN mentioned, during sunny and clear weathers (it's my guess), objects placed in shadows somehow get unrealistic amount of light from nowhere (see both screenshots). I guess it's supposed to be the light reflected from ground and other objects, but in this state it's very overtuned and unnatural.
Underwater is really bright at night, it's literally glowing. Is there's a way to fix that? Here's two screenshots, rain weather, Vespucci Beach, these were taken in August but nothing has changed since. https://imgur.com/a/PKsOQ
@Blassmau5 I thought the newest 2.10.5 covered those problems because that temp fix was made for 2.10.4 ver.
Changelog for 2.10.5:
Fixed more memory offsets that were changed in 1.0.1290.1
Updated enums with various ped, vehicle and weapon hashes
Anyway, I'm gonna stick with previous version of this mod until it's updated for the newest version of dotnet (if there's an actual problem with it).
For everyone who download this fix after every new GTAV update.
Please use fixes from other people. I do not follow new GTAV updates (they always break something) and I play very rarely. So I can't update this fix promptly. There's many other similar fixes now, my fix was uploaded because there were no standalone alternatives back then and original one (by BobJaneTMart) was abandoned. It will probably not break your game if you install outdated fix, though it's not recommended.
I did my best to write instructions how to make your own fix, considering how limited my English is. So I'd probably not delete this mod because it might be useful for downgraders and creating custom fixes.