@TheRemainingDodo All note locations are included and one of them is randomly selected when you run the mod for the first time. After that, the note will always spawn at that location unless you edit/remove your save file located in %appdata%/SPTreasureHunt. This applies to the treasure chest as well.
@ImNotMentaL Gunrunning Proxy Mines mod covers Gunrunning content (so just explosive mines) and SP Proximity Mines covers both Gunrunning and Arena War, meaning you can use explosive + kinetic/spike/EMP/slick/sticky mines in singleplayer. You can also customize (even thought it's a bit limited) which vehicles can drop which mines without touching the source code.
5/5 it sweeps
Added v2699 scripts.
Old decompiled script repositories were removed because they are way, way, way outdated now.
Hey 5Mods, I've stopped updating decompiled scripts but if you still need them, check out decompiled scripts by Sainan: https://github.com/Sainan/GTA-V-Decompiled-Scripts
Good stuff
@gunziness No, they have their own save files.
5/5
@TheRemainingDodo Should be noteIndex 7 and chestIndex 12.
@Cabman Game up to date, since assets (sounds, weapon etc) from that version is used.
@TheRemainingDodo All note locations are included and one of them is randomly selected when you run the mod for the first time. After that, the note will always spawn at that location unless you edit/remove your save file located in %appdata%/SPTreasureHunt. This applies to the treasure chest as well.
@ImNotMentaL Gunrunning Proxy Mines mod covers Gunrunning content (so just explosive mines) and SP Proximity Mines covers both Gunrunning and Arena War, meaning you can use explosive + kinetic/spike/EMP/slick/sticky mines in singleplayer. You can also customize (even thought it's a bit limited) which vehicles can drop which mines without touching the source code.