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@XMOD, Thanks for the new update. Really appreciate getting it working again. Minor cosmetic issues, but it's always nice to have it fully functional. Keep up the great work.
@Zemanez Ah, where might I find the manual spawn option for vehicles? I checked a few menus and I might just be blind.
@Zemanez, Does ENT natively support spawning of modded non-replacer Add-On cars or should I source a secondary mod for that?
@Zemanez, First of all, thank you for the mod, it's been one of my most-used mods since I started getting into GTA modding and the updates you've been rolling out to keep ENT alive have all been great. I was contacting you to ask if there's any way to make individual weapon categories "stick" to characters? By default, using DLC weapons and reloading the game, changing characters, etc. etc. causes the weapon to vanish from the inventory and I have to re-add the gun and re-equip all of the attachments for it. I don't want every single weapon on all of my characters, so I'd rather not use that particular button, but it's a bit of a pain to re-add the revolver, mk2 pistol, mk2 SMG, and Marksman pistol to every single person every time I swap in the story.
Secondly, there seems to be a bit of an issue with the special ammo types for the Mk2 weapons. Choosing the special ammo seems to cause the gun to register as being empty and un-reloadable (even if it says I have bullets to reload with) unless I open the trainer and tell it to 'Fill Ammo'.
@G1Convoy, Nevermind. Saw your other message. Opening it in 7Zip works, but the way it was compressed makes it incompatible with WinRar.
@G1Convoy, how did you fix the .rar being of an unknown file type or corrupted? Pulling the .rar from this website doesn't work out of the box. It can't be opened to be extracted.
@Maikerus Look up Enhanced Native Trainer Update 33. It's by a different author and is the continuation of that mod since the old one (update 28 I think?) is no longer being supported.
@Slash_Alex What's a hasty decision? Adding that having a controller plugged in causes the game to crash to the sidebar under "Known Issues"? It would've saved me like an hour debugging my modlist and trying to figure out which one was breaking my game.
So the accuracy ranges and being able to set them are great, but the numbers don't really mean anything without a frame of reference. What is the "normal" accuracy of peds without this mod? Then I can set it higher or lower based on what "normal" is.
@Slash_Alex Oh is that the option that's doing it? Neat then. I'll just remove that.