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Soupiest

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Everything posted by Soupiest

  1. You lost me, a few paragraphs into the suggestion and I don't mean any offense to that. It's an alright suggestion, for one I'd like a faction behind vehicle imports. I don't know if it should be administrated and I don't think it should be for something like this. Then you have the ideal of someone naming that model a "Porsche" over a Comet and personally it'll cause a lot of confusion. Vehicle mods for RageMP are possible (and I don't mean the server implementing them, I mean you can literally replace ANY vehicle to a real life vehicle model), and you can in-fact do something like this on your own scale. However not am I only confused if something like this should be implemented, but I'm not sure if it'll even work. I really do LOVE the majority suggestion, I just don't like what it supports. Player-owned dealerships (which I'm sure players are already roleplaying as is) and import establishments? I'd like to see at least someone starting up a faction that does that before any administration steps in and considers something like this. Furthermore, I wouldn't rule out vehicle modifications on something like this. There's thousands of vehicle modifications that are strictly lore-based that you'd consider Rockstar Games quality. - Now if it were up to me, I'd add a few and chunk them over to a faction that had a focus and emphasis on importing vehicles in and out of San Andreas. Gives another edge for legal and illegal factions if something like this came into the server. But I'm just adding onto the suggestion or giving an alternative on how I'd go about it. Great effort on it, but I'm just not too sure.
  2. Could always set the unarmed damage modifier to something low. Perhaps that could work? I know we're talking about a rule suggestion here, but why not give it a thought? I know we shouldn't rely on the script for something like this, but it looks like spam punching and rapidly pressing whatever button is used to punch - is the culprit.
  3. Yes, none of these shouldn't replace any of them.
  4. Nope. It's possible to add onto the existing ones we have now as the current hair limit changed on how much it's possible to add.
  5. Are you using any mods?
  6. Following up on this, I'd like to say that I've spent quite a bit of time on the possibility of trying to get add-on hairstyles. As you may know the CURRENT pack only allows up to 37 hairstyles at the moment because that's how many duplicates (or even hairstyles that are in the current game) were in the pack. Well the days of messing with those duplicates and replacing them are over! I and @pixel have been conversing back and forth on what was possible, and I've been relaying my progress countless times with them. With a lot of trial and error, we eventually made that happen. I couldn't have been so happy to make such a breakthrough worth mentioning. What does this mean? Well it means that we can finally set a WAY higher limit for things like clothing or hair. Which means all of this stuff can now officially be "addon" content. Which also means hundreds of hairstyles can easily be added as well as clothing, faces, anything that's apart of the online MP counterpart. You name it. We can finally do addon content for. I made a video demonstrating how the limit adjustment worked by combining Pixel's pack and the current server's pack. With a total of 49 hairstyles! https://streamable.com/kz4ue
  7. Well if you're trying to use them in RageMP, you'll need to have them in a dlcpack. You'll also need to have the same file structure as those .rpf archives from your dlc.rpf archive within your dlcpack. And even then, you'll need to configure content.xml for them to overwrite and work. I think someone already did all of that and made a RageMP port here on the forums...
  8. Coming from someone who has made the initial pack and discovered the duplicated gunrunning hairstyles, I fully support it. Especially by looking at the well rigged/well-made commissioned hairstyles, I'd personally consider this version. I've been trying to find ways to overcome the major barrier for hair modding and that's simply the limit we have to deal with when it comes to adding or replacing hair. I personally do believe add-on hair is more than possible, and I've made some progress on finding what's possible and what's not. But rest assured I'd like to push the limit further on how many hairstyles we can actually have. Heck I'd like for us to have an unlimited amount at some point.
  9. Have you tried deleting the GTA V folder from Rockstar Games that usually has settings saved? (The one that's usually in documents.)
  10. I'm not too big on Redux, I know it's probably a big mod but I don't know which files it replaces or what files it adds. I can only assume that's the issue. Have you re-installed GTA V to see if that fixed the crashing?
  11. Just about what I think about when it comes to clothes mods. Will people actually use these clothes when roleplaying and so on? Decals were a good alternative solution because there's many blank decals in the game that are just sitting there. Albeit the bad thing is that there isn't much IDs to them. So sooner or later, someone's gonna have to figure out how to do addon clothing. Which means someone has to go through the hex codes and filter everything out. It's possible, but probably a bit frustrating. I did come across someone already figuring out what they were almost a year ago though. The suggestion is great, don't get me wrong. But something like this would need to be carefully be considered. The socks however? There should be some for all races. A simple retexture of the same model (or models) should be enough.
  12. Like Cry did, it's probably a good idea to try and remove your RockstarGames folder in documents and let GTA re-add it when you go back in-game. (Of course backup some stuff if you have sensitive data or anything you wanna keep in there.) Glad it worked!
  13. Going back to this, all of this stuff is probably stored in your documents, in your RockstarGames folder where your saves and other stuff are found. Have you deleted the entire folder while re-installing GTA?
  14. Alright, and do you know how to use the pack in singleplayer?
  15. Possibly. That's why I asked if you'd be able to check in singleplayer to see if it's a RageMP issue or just a game issue. I'm thrown off by the fact you're able to see the other things like the sundress. But not the rest of the stuff from the pack which are mainly in the decals section.
  16. Are you able to test the dlcpack "gtafemaleclothing1" in singleplayer for decals? (Basically using Menyoo in singleplayer to see if the decals spawn?)
  17. Are you using any mods? And the only thing I can personally recommend is reinstalling GTA V and see what happens there.
  18. Do you have any RageMP backups that the server might be using instead of the original that's supposed to be showing the decals? EDIT: Also, does this top show for you? (ID: 40 with the texture ID: 1) I'm asking to see if all of the clothing is affected since the original clothing pack prior to this one had this top.
  19. Can you try re-downloading the server's client resources again and see what results you get? If you still get the same issue then try replacing "gtafemaleclothing1" with this one. https://www.mediafire.com/file/j3gfhm2scoa07iq/RageMPClothesPart2.rar/file This is from my RageMP thread on the clothing pack's original release thread. I'm not sure if downloading it from the server caused the problem.
  20. Aside from re-installing from RageMP, have you re-installed the client files from the server as well? Try deleting "gtafemaleclothing1" also and re-download it from the server.
  21. Usually most of that stuff would be related to the handling data (though correct me if I'm wrong because I'm a little behind on actual vehicle modding) but for obvious reasons, I don't want to make an actual pack dedicated to handling...
  22. No, use my dlcpack setup file from my guide "vanillavehicles" then put your vehicle mods in that. Then put that folder inside GTA World's dlcpacks where you'll find the server's mods in.
  23. The folder archive setup I provided was specifically made to replace "any" vehicle in the game from the .rpf archive. I'd recommend using it though as it's a quick method to get vehicle mods in. But if you have it already then just drop your vehicle mods inside "vehicles.rpf" and affix that .rpf archive then affix the "dlc.rpf" Then drop the folder inside GTA World's dlcpack folder on YOUR client side. (Which is "client_resource" inside your RageMP folder.) The location should be as follows: client_resources\(GTA World's IP)\dlcpacks
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