It's a great mod and a great project, sad to see it ending, but the amount of work here is mind blowing. The current version with slope acknowledgement and grip is a massive improvement from the past. The ability to create custom cars is gone (it's missing the "advanced options" feature in the .ini file too!) and i hope it will get fixed soon. Quick question: How much can you increase the grip and slope acknowledgement? gan i get them over 100 or it's a percentage?
@sjaak327 The option to enable/disable the island is great, but the even greater feature is that it loads automatically when you get close to it. Great stuff really. (What? didn't i already voted this mod with 5 stars??) While you are there, have you explored the idea of adding the same enable/disable option for the aircraft carrier? Having it so close to the island seems strange, i mean it could make sense, but in some occasions it would be better without.
Great mod! Some bugs yes, but that's something you'll eventually solve. My main concern is that it's available for main characters only. I think it would be better to have a "free" version to use with MP peds and whatnot, better roleplay freedom this way. Yes i can use the Character swap mod, but that makes everything messy and prone to crash. I hope you'll consider giving it a thought... for the rest, keep up the good work!
@HeySlickThatsMe Fair enough, this mod is already a blessing for everyone experiencing problems adding stuff for MP peds (and also those who don't!) but i think that detail would be the final magic touch. I don't think all the slots need to have that entry, maybe just a couple, for some variation. If i had any idea on how to do it i'd try it. In any case great mod again, keep up the good work!
Excellent mod! Also the only way i'm finally able to add clothes for MP models. However there's no support for female skeletons wearing high heel shoes, does it have to do with the SP version mentioned in the description? i'm confused...
YES! This is the kind of mods that we need, simple lore friendly stuff, like different variants of already existing peds. Keep up the good work!
@Eddlm Okay i'll try without screenshots: There's a "natural" circuit around the Galileo Park Observatory (You other mod, Street Races, has a race there) i recreated the same race with ARS, in a counter-clockwise direction. shortly after the start (the straight by the parking area, with the observatory on your right) cars start messing up the curves pretty bad (the entire section is in a downward slope) the worst curve is probably the long left one, before the short straight that leads to the tunnel, always on the left. There's no way that anyone can mess up that curve: it's long and can be engaged at full throttle, while the cars (mostly fully modified GT cars such as the Pfister Retro, The Progen Itali Custom, The Emperor Etr1) struggle to even stay on the road, most of these go completely off-road. A similiar effect i' ve seen in this video of yours https://www.youtube.com/watch?v=yASL1m4WGGw&ab_channel=Eddlm at 0:36
Now it could completely be me not being able to design a track properly, but i 've redesigned the track more than a few times, even following the info you gave me on my last comment, but the cars still mess up that curve (and other ones too)
That's why i suggested to add an artificial help for AI cars, whenever a track can't be designed on some roads, you can add a little "cheat"
@Eddlm again thanks for keeping this great mod updated, i have a question: wouldn't be possible to add a feature in one of the .ini files that artificially boosts up grip for all cars, (or by discipline, you judge) so that it becomes nearly impossible that they go off-track? AI here keeps going off-track even in corners where it's nearly impossible to make mistakes unless you deliberately do so. Just an extra feature that could improve the experience momentarily while you tweak the AI values.
Just like the LOD problems in the Vespucci beach condo mod, there are a couple of files causing the same problem with this one as well: install everything normally, then go to dlc.rpf/x64/gta5/int_lodge and delete the following files: hei_cs1_16_strm_0.ymap, hei_cs1_16_strm_1.ymap, then cs1_16_1.ybn and cs1_16_4.ybn. Textures will load normally even if you use the open interiors mod with LoadMultiplayerMap=1, the only difference here is that you can't actually enter nor the cabins or the shop, you will have to create a couple of very simple teleports with Menyoo markers (they need to be only one-way: you can't enter but you can exit the interiors) or assign a key to the GoThoughDoors feature in the simple trainer.