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@OdinPagan ScripthookVDotNet (SHVDN) does not turn on or off lights unless a script mod you've installed explicitly tells it to. There are one of two scenarios that would cause the behaviour you have:
1) You are using the dynamic lights script of NaturalVision Remastered, which is an SHVDN script -- thus, if you only installed SHVDN now, then that script would have activated itself.
2) Even if not using that script, many visual replacers (e.g., VisualV) will add more dynamic lights to a scene than the game can always render, which will cause flickering lights -- this is a game engine/visual graphics mod issue and not related to SHVDN.
@Suggs The Sun article I was able to find seems very lazy and poorly written (which is what I've come to expect from the Sun over the last couple years). It's dated in August 2018, but the entire content of the article is based on the July 2017 ban on sales, which is old news now, plus a poorly veiled advert for the After Hours DLC to make it contemporary. It doesn't clarify the current legal status with any specific dates, and Mafins has already updated the SP version a few times since the injunction on sales of the MP version in 2017. Unless Mafins has done something like continue to sell the online version in defiance of the court order (which would be terminally stupid), he's probably not forbidden from updating the SP version -- although of course he has no incentive to do so other than being a nice person.
@skeeze415 Liveries are paint jobs. Presumably, R* deleted the various paintjobs on the Shamal in the latest update of the vehicle data, which WoV then re-enabled (which will thus show up on vehicles at the airport or can be switched using a trainer).
@diksuk Yeah, the motorcycles are a bit weird in the mod. They're very realistic at speed -- which was kt's intention, I think -- but fairly unrealistic at low speed.
@JLWOLF12 It is up to date for Super Sport DLC, but not for After Hours DLC. That said, that usually just means that those cars will use vanilla handling.
@Vitze I'm guessing you're using mouse-and-keyboard? The WASD keys are digital inputs, i.e., floor the accelerator or slam the brakes, or turn the steering wheel all or nothing (although GTA V does do a little bit of smoothing and speed-sensitivity on the steering at least). In real life, if you apply severe steering angle, mash the throttle at 40 mph, and have over ~220 horsepower, you will absolutely lose traction. I know this from personal experience. ;-) In other words, the mod plays best with a steering wheel or game controller. The Inverse Power mod is also highly recommended, to allow your car to accelerate when you have a significant angle of attack relative to your actual momentum vector (also recommended is to downtune the settings that are supplied in that mod, however, since the defaults are a little gamey).
@imscarlet Never noticed that, myself. Manual Transmission mod? Keep in mind that GTA V's hard-coded clutch simulation is a bit weak, and cars will act as if they have a fully engaged clutch even when the revs are far too low to provide decent torque. But if anything I tend to notice wheelspin and spirited behaviour going uphill, rather than sluggishness.
@KallusRourke You mean, replacers for vanilla cars? Strongly not recommended according to killatomate, since they change the model dimensions and centres of mass, which will severely alter the fine-tuned forward-rear bias ratios and weight offsets that are in the handling mod. If you mean things like Dispatch of Variety, IVPack, and/or Vanillaworks, they are not affected, so cars added by those will have vanilla-like handling (i.e., arcadey, crazy powerful brakes, low top speed). I've been juggling far too many projects plus a post-secondary education, but whenever my attention span is not overly autistic I've been working on making IVPack and VWE handling in the same style.
@M4v3r1ck_13 I've been working on a "like Realistic Driving V" mod for IVPack+VWE myself since Christmas 2016. Only IVPack is done so far... aside from the sporadic release cycle, VWE's handling data is unfortunately quite a bit messier, with random links to vanilla handling versus having its own handling files, and there's also a lot more to tweak, so it's been taking a bit longer. Some of it is at least copy-pastable, as VWE annoyingly includes several useless vehicles such as the ridiculous variations of the Stanier, and several redundancies against IVPack such as the Esperanto/Roman's Taxi and the exact same port of the Coquette.
My tuning isn't as perfect for IVPack as killa's is for vanilla, but it's pretty damned good if I do say so myself. I also have to get in touch with the relevant people for permissions before release -- since although I use little of their original data, it's technically an edit of a file that has explicit copyright restrictions... even if that's void since R* own the copyright, that'd just mean I'd have to go to *them* for permission and that's not going to happen. ;-)
(It's a little amusing that I made the mod at all, since it was killatomate who made the IVPack handling as it was. =) Of course, he made it to fit the vanilla style rather than the Realistic Driving V style. =))
May I suggest using a trainer and activating the snow-on-ground to take the surface screenshot? =)
@Skuttyjared Did you change any loaded addons? Did you use a quicksave?
A quick save will save the vehicles and peds in proximity to your character. If any of those hashes no longer exist: boom, corrupt save, no way to start the game. You can either try to restore the mod folder to its previous state, or -- less hassle -- just delete the newest save file in your save folder and call it a day.
Just dropping back in... it's flawless now!
"Stop or I'll shoot myself!"