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    Hey SuleMareVientu, huge fan of GameplayFixesV — it's one of the best maintained ASI mods for GTA V Legacy.

    I've been trying to build a custom ASI that enables reflections for dynamic props like traffic lights and street lights (similar to what ZPatchV's HighQualityReflections did) but without touching the shader/alpha pipeline — to stay compatible with Larcius's Vegetation Reflection mod which uses a custom DXBC shader for leaf transparency.

    The problem is ZPatchV is abandoned since 2022 and doesn't support version 3751, and its HighQualityReflections feature handles vegetation alpha very poorly anyway (no leaves, just branches).

    I already have a working ASI skeleton that compiles and loads into GTA V (version 1.0.3751.0) using Visual Studio 2022. The only thing I'm stuck on is finding the memory pattern that controls what gets included in the cubemap/reflection render pass for dynamic props.

    Given that you've already done memory patching for GTA V with cross-version pattern scanning (LowPriorityPropsPatch etc.), I wanted to ask — do you have any idea what pattern/signature controls dynamic prop inclusion in the reflection cubemap pass? Or would you ever consider adding something like this to GameplayFixesV?

    Any help would be massively appreciated, thanks for everything you do for the community.

    5 dni