@artcore_99 Not sure how that'd happen as ENT just saves the ped hash to the DB so as long as it exists in your game, it should spawn fine. Only issue I could see is if they've got custom clothing etc which ENT wouldn't support.
@MegaTBull The vehicles shouldn't be despawning as the global didn't change as far as I can tell.
@Jaayywaavyy Nope ENT doesn't. The last few updates have been targeting Online only (mainly the anti-cheat).
@40 Cent Usually that error is caused by an option which is set to be enabled when you load a save, but something wasn't initialised so the scripthook crashes. That could be something simple like trying to force the weather to a specific value, but the game keeps resetting it back during the load transition.
Annoyingly there's far too many instances where this could happen so usually I suggest logging the last enabled option you used when it started happening as it helps us find out what could be causing it.
@MrBaconChops Not through ENT currently but you could probably look to editing the ped/vehicle density multiplier in the game files. That's how the game does it when you select the quality presets (i.e low means bare minimum spawning).
@Slashury So the despawn issue is caused by R* adding in a script global which checks if you're online and if not - tells the game to clean up any "invalid DLC vehicles" (i.e they become undriveable and disappear). As this global changes with every update - ENT will try and figure out your game version by using the Scripthook (which itself goes to the game config and returns the value). If ENT can't find your game version - it isn't able to apply the right global, so the vehicles despawn.
Any script/config/mod which breaks that version detection system will break the despawn system as well.
@hanazono tae Couldn't say to be honest. Alex and I have been busy with daily life so development is more periodic than it was before.
@eggh234 First step I'd recommend is trying to run JUST ENT and seeing if the issue persists. Then you can introduce 1 mod at a time until it breaks. It's slow, but it's by far the easiest method of finding out what mod is causing issues.
@eggh234 Are you using any other mods along side ENT? It sounds like it could be a conflict somewhere.
@TFFox ENT uses the in-game labels (as a basic localisation) so if you're using a mod which replaces the labels for vehicle names or weapons, or they're somehow corrupt - they'll be shown as NULL. May be worth verifying the game files to make sure nothing is corrupt.
DLC location wise: \update\x64\dlcpacks\mpchristmas3\dlc.rpf\common\data contains the Xmas 2022 DLC contents for example.
@MegaTBull It's hard for me to fix it as I can't reproduce it. Every time I've tried (using an old DB/saved bodyguard skin on a newer ENT version for example) usually just works or in the extreme cases - the bodyguard appears with different clothes but never an error 38.
@Delta6500 If other trainers are having similar issues - then it's pretty clear this "nonsense" is not an ENT issue but more likely a game issue which severely limits what we can fix.
@StevenRinal You can disable the airbrake menu completely under Misc settings.
Regarding the vehicle spawner - ENT uses the game's entity pool to extract vehicles, so there's no "list" per-se. If you want to add vehicles - install them like you would any other vehicle mod and if done correctly - they'll appear in the vehicle category list automatically.
@artcore_99
Not sure how that'd happen as ENT just saves the ped hash to the DB so as long as it exists in your game, it should spawn fine. Only issue I could see is if they've got custom clothing etc which ENT wouldn't support.
@MegaTBull
The vehicles shouldn't be despawning as the global didn't change as far as I can tell.
@Jaayywaavyy
Nope ENT doesn't. The last few updates have been targeting Online only (mainly the anti-cheat).
@jmkim
Thanks for the info.
@40 Cent
Usually that error is caused by an option which is set to be enabled when you load a save, but something wasn't initialised so the scripthook crashes. That could be something simple like trying to force the weather to a specific value, but the game keeps resetting it back during the load transition.
Annoyingly there's far too many instances where this could happen so usually I suggest logging the last enabled option you used when it started happening as it helps us find out what could be causing it.
@magneto20
Update isn't needed. The update specifically targeted GTAO stuff (matchmaking, anti-cheat etc).
@MrBaconChops
Not through ENT currently but you could probably look to editing the ped/vehicle density multiplier in the game files. That's how the game does it when you select the quality presets (i.e low means bare minimum spawning).
@ChrisEdrian
That may be something @Slash_Alex may be able to help with.
@ACGDEFENDER
Should be under Online peds.
@alexander-mex
The names are auto-generated by the game so if you've replaced the translation GXT files - then you're going to get NULLs.
@Slashury
So the despawn issue is caused by R* adding in a script global which checks if you're online and if not - tells the game to clean up any "invalid DLC vehicles" (i.e they become undriveable and disappear). As this global changes with every update - ENT will try and figure out your game version by using the Scripthook (which itself goes to the game config and returns the value). If ENT can't find your game version - it isn't able to apply the right global, so the vehicles despawn.
Any script/config/mod which breaks that version detection system will break the despawn system as well.
@hanazono tae
Couldn't say to be honest. Alex and I have been busy with daily life so development is more periodic than it was before.
@eggh234
First step I'd recommend is trying to run JUST ENT and seeing if the issue persists. Then you can introduce 1 mod at a time until it breaks. It's slow, but it's by far the easiest method of finding out what mod is causing issues.
@cool120924
No your saved peds, vehicles etc are safe. They're stored in an MSQLi database located in:
%appdata%\GTAV Enhanced Native Trainer
@eggh234
Are you using any other mods along side ENT? It sounds like it could be a conflict somewhere.
@TFFox
ENT uses the in-game labels (as a basic localisation) so if you're using a mod which replaces the labels for vehicle names or weapons, or they're somehow corrupt - they'll be shown as NULL. May be worth verifying the game files to make sure nothing is corrupt.
DLC location wise: \update\x64\dlcpacks\mpchristmas3\dlc.rpf\common\data contains the Xmas 2022 DLC contents for example.
@MegaTBull
If it's a saved bodyguard - can you upload your ent.db? The DB can be found at: %appdata%\GTAV Enhanced Native Trainer
I suspect it might be an issue setting the bodyguard clothes.
@MegaTBull
It's hard for me to fix it as I can't reproduce it. Every time I've tried (using an old DB/saved bodyguard skin on a newer ENT version for example) usually just works or in the extreme cases - the bodyguard appears with different clothes but never an error 38.
@Delta6500
If other trainers are having similar issues - then it's pretty clear this "nonsense" is not an ENT issue but more likely a game issue which severely limits what we can fix.
@StevenRinal
You can disable the airbrake menu completely under Misc settings.
Regarding the vehicle spawner - ENT uses the game's entity pool to extract vehicles, so there's no "list" per-se. If you want to add vehicles - install them like you would any other vehicle mod and if done correctly - they'll appear in the vehicle category list automatically.