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Version 0.7 will be released soon🔥
with the following features:
Automatic scanning by using AddontoroadScanner.exe
Stay tuned for updates🔥
@Bigsossa I found a way to auto scan dlcpack, but it's still a prototype and can't scan addons that contain several addon cars (addon modpacks) in one file. Do you want to try it first?
@Bigsossa Nope, that mod doesn’t auto-scan your DLCpacks either.
It only uses either:
- a pre-made built-in list (vanilla + Rockstar DLC), or
- a custom text list that you manually edit.
So add-on vehicles still need to be added by model name manually (no automatic detection).
ScriptHookV/.NET can’t reliably enumerate vehicle names directly from .rpf/dlcpack files at runtime, and doing that with thousands of add-ons would also be very heavy and risky for stability.
In my case, Addon To Road is focused on add-on traffic only, so it uses an INI model pool that you control.
@teges Thanks for the extra details. With MaxSpawned = 30 and SpawnInterval = 200ms, that’s extremely aggressive — even with only a few mods it can put a lot of pressure on streaming/memory, especially with high-res add-ons.
Reducing the pool and lowering MaxSpawned is the right approach.
For stability testing, try something like: SpawnInterval: 600–1200ms.
Keep an eye on whether the crash disappears when the pool is smaller (that usually points to a specific add-on model or streaming load). If it still happens after reducing load, feel free to share your AddonToRoad.ini model list (or just the top ~20 add-ons you use most). One unstable model can cause a delayed crash after a while, and we can narrow it down from there.
@FranklinTheGoon Yo thank you so much bro!!
And great call on the Visual Mods MAX idea, it’s added now. Really appreciate the support, and if you find anything weird or have more suggestions, let me know anytime!
@Bigsossa Hi, thanks!
At the moment no, the script can’t automatically read all vehicles directly from your dlcpacks/RPF files. ScriptHookVDotNet scripts don’t have a reliable/clean way to scan the game’s RPF/DLC structure and extract every add-on model name automatically (and doing so would also be very heavy and risky for stability with thousands of add-ons). That’s why the mod uses an INI model list: you can choose which vehicles can spawn.
@Ailur @FranklinTheGoon The latest version is ready, with your suggestions feature.
@Ailur It’s already done ✅
There will be many more new menus/features too, I just need a little cleanup/polish and then I’ll upload it soon 🔥
v0.6 is coming soon! 🔥
It’s almost ready — just doing some final cleanup and polishing.
Lots of new menus and features are included. Thanks for waiting 😄
@teges Thanks a lot! 🙏
About the crash: an Access Violation (0xc0000005) in GTA5.exe usually means the game hit an invalid memory read/write. That’s typically caused by the game/another mod, not a ScriptHookVDotNet script directly, but the script can “trigger” it if it spawns too much or stresses streaming.
With 80–90 add-on vehicles in the pool, the most common causes are:
A bad/unstable add-on vehicle (broken model, LODs, meta, textures, extras, etc.). One corrupted vehicle can crash the game after some time.
Memory/streaming pressure (too many different add-on models being requested over time).
Mod conflicts (traffic mods, dispatch mods, persistence mods, trainers, other spawning scripts).
Too aggressive settings: low spawn interval, high max spawned, large spawn radius, high speed / chaotic driving > more collisions + more entity churn.
How to troubleshoot (fastest way):
Try reducing load: set MaxSpawned to ~10–15 and SpawnIntervalMs to ~800–1200 and test.
Temporarily reduce the pool: try 20–30 add-on vehicles only. If stable, the issue is likely a specific model.
Binary test: divide your vehicle list into two or three parts and test each half until you find the vehicle that causes the crash.
Test with only this script + required dependencies (disable other traffic/spawn mods).
If you can, send me your AddonToRoad.log / ScriptHookVDotNet log + your AddonToRoad.ini pool list. It’ll help narrow it down.
Also, if you have any known “heavy” mods (high-res textures, big trucks, trailers), those are good suspects, they can be unstable in traffic over long sessions.
I’m happy to help you isolate it if you share your pool list and basic settings.