199.979
817
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08 Martie 2022
If you want to use it in Singleplayer/Story mode please download version *-SP.
If you want to use this map on a FiveM server (but you don't host it, so only for yourself) then download *-FiveM-Client.
If you are running a FiveM server and want to provide this map there (to everyone) then download *-FiveM-Server.
===============================
Prerequisites & recommendations
===============================
If you use GTA V Remastered as well please be sure that you have installed version 4.0 or newer of that mod.
Otherwise you will have many colliding and duplicated props in some areas and fewer props in other areas.
This mod without other mods applied works with the original gameconfig.xml and without any heap adjustment.
However, if you are using multiple mods it might be the case that at some point you need to adapt the gameconfig.xml and/or the heap (that is a general statement and is not specific to this mod).
If you are unsure just give it a try without changing the gameconfig.xml and the heap. In case you then experience crashes please install these add-ons as well:
===============================
Credits & Notes
===============================
This map is based on the map Forests of San Andreas in version 2.2 (RRC edition) by JRod
I want to thank him very much for that great map and his permission to publish this extension.
This mod is compatible with GTA V Remastered: Enhanced as long as you are using version 4.0 or newer of both mods.
===============================
Videos and screenshots
===============================
In order to demonstrate only this mod and exactly as it is all videos and screenshots are in-game footage without any further post-editing and without any additional mods applied.
However, feel free to use other mods as well.
Because this mod covers vast areas these 15 screenshots are by far not complete so please consider them just as a hint to give a first impression.
===============================
CHANGELOG
===============================
===============================
Version 4.4
===============================
- Added more variety to bush, palm and tree tilts.
- Fixed corrupted references to adjacent polygons in static collision files.
- Relocated trees that were clipping with Tropical Villa by Leuge56.
===============================
Version 4.3
===============================
- Relocated trees that were clipping with Mafia Mansion by Leuge56.
===============================
Version 4.2
===============================
- Fixed floating or immersed palms and trees that were added in version 4.0
- Relocated trees that were clipping with bunkers (when MP maps are enabled)
===============================
Version 4.1
===============================
- Refactored static collision models to significantly reduce the demand on pools phInstGta and StaticBounds.Especially for those using the mod on FiveM this is an important change.
- Compatibility with MP maps
- Compatibility with Liberty City V Remix
- Refactored LOD models:
- Replaced LOD and SLOD textures for large bushes and Redwood tree.
- Added more LOD textures for various palms.
- Reworked plane for top-down view so that it is only visible when viewing from above.
- Added two additional front planes for large bushes, oak and eucalyptus tree
- Provided FiveM resource bundle for client-side usage.
- Fixed entities and streaming extents of some misc ymaps.
- Relocated trees that were clipping with Forest Mansion by guillaume56.
===============================
Version 4.0
===============================
- Moved many props to GTA V Remastered and vice versa so that both mods no longer overlap. Then relocated colliding props in the area where both mods previously overlapped.
- Added over 2000 new props by merging props from GTA V Remastered v1.3 by le__AK (which adds over 8500 new props but 6500 of them remain in GTA V Remastered).
- Switched prefix from forest_* to forests_* to avoid hash collision (forest_s_d_135_lod and bh1_48_balustradb both result in hash value 0x7D7A3327). (thanks to Brainfire for reporting)
- Fixed flags of some non-vegetational entities.
===============================
Version 3.4
===============================
- Fixed floating trees when using NaturalVision Evolved (caused by the replacement models for prop_tree_pine_01 and prop_w_r_cedar_01 since they have a higher pivot point).
- Slightly reworked LOD and SLOD models ("hat" for top view is more flat and is positioned depending on the prop).
- Reworked static collision models by splitting content into regular (no prefix) and high (prefix hi@) models.
Changes by JRod:
- Reworked a scenario file (countryside_ne.ymt).
===============================
Version 3.3
===============================
- Multi-partitioned maps and major refactoring of lod and slod models (increases performance and significantly reduces required pool size of "Building").
- Adjusted brightness of some LOD and SLOD textures.
- Reduced size of static collision models by only providing static collision models of props with a scaling not close to 1.
- Rearranged packages so that it is possible to install the northern and the southern part independently (only north, only south or both).
- Edited tree that were clipping with one of the watchtowers of Firewatch Lookout Towers by PNWParksFan. (thanks to ReNNie for reporting)
===============================
Version 3.2
===============================
- Slightly reworked LOD models.
- Reworked textures for LOD and SLOD models of maple trees (Prop_Tree_Maple_02 and Prop_Tree_Maple_03).
- Changed all entities with priority level high, medium, low to level required to avoid entities not beeing displayed (see https://gtaforums.com/topic/919609-relv-v-proprestore/ for further information).
- Recalculated Z coordinates of trees so that the trunk is as high as possible but still not floating.
- Reduced/recalculated distance when to change from LOD to SLOD1 (increases performance without noticable affecting visual appearance).
- Replaced jacada trees (the pink ones) by olive trees.
- Replaced many of the dead trees by healthy ones.
- Restructured ymap files.
Changes by JRod:
- Added 27 cargens which were once part of version 2.2 and reworked some of them.
- Replaced, deleted, added some non-vegetational props and fixed clipping/floating props.
Changes by Alex106:
- Added a script to allow entering the shelter at coordinates -491.34, 2235.70, 150.87 (this requires Script Hook V .NET (https://www.gta5-mods.com/tools/scripthookv-net) in order to work).
===============================
Version 3.1
===============================
Visual changes:
- Replaced single standing redwood trees (TEST_Tree_Forest_Trunk_01) by other trees.
- Edited a few trees (relocated, rescaled, changed model, ...).
- Added a few trees.
- Slight rework at silo hatch.
Other changes:
- Reduced extents of static collision models and slod models.
- Reduced/recalculated values for far distance view non-tree models.
- Recalculated distance when to change from HD to LOD (slightly reduced large entities and increased for small entities).
- Reduced/recalculated distance when to change from LOD to SLOD1.
- Fixed non-tree entities (like boxes, chairs, barrels, ...) that shouldn't be static (so now they interact physically when hit by a car, on explosions, ...).
- Provided static collision model for cabin.
- Provided OIV uninstallation file.
===============================
Version 3.0
===============================
Visual changes:
- Replaced most trees by a large diversity of trees (instead of just two different tree models now there are 26 different models, see "detailed list of trees" at bottom of page for more details).
- Changed scaling/size of trees.
- Reduced tilt of trees in accordance to their height.
- Recalculated Z coordinate of every tree.
- Created textures and models for medium far distance view (LOD models) for every kind of tree.
- In addition to medium far distance view models (LOD models) three further far distance view models were created (SLOD1 to SLOD3 models).
- Enabled reflections of trees in water (that is because for reflections mainly SLOD1 to SLOD3 models are used).
- Relocated some trees.
- Added a few trees.
- Reworked observation points "Raton Canyon" and "East Alamo View".
Other changes:
- Fixed wrong collisions by providing static collision models (before only embedded collision was used but since embedded collision ignores scaling every scaled tree ended up with a wrong collision model).
- Reduced/recalculated values for far distance view models (in accordance to their height) to be more consistent with other entities.
(before Redwood trees had a very high value which heavily affected performance and forced users to reduce "Extended Distance Scaling" under "Advanced Graphics") - Extracted non-tree entities in separated files (ymap).
- Performed clustering of trees to get reasonable chunks of maps (to get rid of having some ymap files with huge extents).
- Provided OIV installation file.
- Provided FiveM resource bundle for server-side usage. (thanks to leonad1125)
===============================
Overview of added props
===============================
===============================
northern part
===============================
trees: 4749
others: 516
----------------------------------------------------
total north: 5265
===============================
southern part
===============================
bushes: 257
cacti: 55
joshua trees: 56
palms: 44
trees: 6999
others: 205
----------------------------------------------------
total south: 7629
===============================
summary
===============================
total north: 5265
total south: 7629
----------------------------------------------------
total: 12894
Primul incarcat: 25 Noiembrie 2021
Ultimul incarcat: 27 Septembrie 2023
Last Downloaded: in urma cu 4 minute
All Versions
351 Comentarii
If you want to use it in Singleplayer/Story mode please download version *-SP.
If you want to use this map on a FiveM server (but you don't host it, so only for yourself) then download *-FiveM-Client.
If you are running a FiveM server and want to provide this map there (to everyone) then download *-FiveM-Server.
===============================
Prerequisites & recommendations
===============================
If you use GTA V Remastered as well please be sure that you have installed version 4.0 or newer of that mod.
Otherwise you will have many colliding and duplicated props in some areas and fewer props in other areas.
This mod without other mods applied works with the original gameconfig.xml and without any heap adjustment.
However, if you are using multiple mods it might be the case that at some point you need to adapt the gameconfig.xml and/or the heap (that is a general statement and is not specific to this mod).
If you are unsure just give it a try without changing the gameconfig.xml and the heap. In case you then experience crashes please install these add-ons as well:
===============================
Credits & Notes
===============================
This map is based on the map Forests of San Andreas in version 2.2 (RRC edition) by JRod
I want to thank him very much for that great map and his permission to publish this extension.
This mod is compatible with GTA V Remastered: Enhanced as long as you are using version 4.0 or newer of both mods.
===============================
Videos and screenshots
===============================
In order to demonstrate only this mod and exactly as it is all videos and screenshots are in-game footage without any further post-editing and without any additional mods applied.
However, feel free to use other mods as well.
Because this mod covers vast areas these 15 screenshots are by far not complete so please consider them just as a hint to give a first impression.
===============================
CHANGELOG
===============================
===============================
Version 4.4
===============================
- Added more variety to bush, palm and tree tilts.
- Fixed corrupted references to adjacent polygons in static collision files.
- Relocated trees that were clipping with Tropical Villa by Leuge56.
===============================
Version 4.3
===============================
- Relocated trees that were clipping with Mafia Mansion by Leuge56.
===============================
Version 4.2
===============================
- Fixed floating or immersed palms and trees that were added in version 4.0
- Relocated trees that were clipping with bunkers (when MP maps are enabled)
===============================
Version 4.1
===============================
- Refactored static collision models to significantly reduce the demand on pools phInstGta and StaticBounds.Especially for those using the mod on FiveM this is an important change.
- Compatibility with MP maps
- Compatibility with Liberty City V Remix
- Refactored LOD models:
- Replaced LOD and SLOD textures for large bushes and Redwood tree.
- Added more LOD textures for various palms.
- Reworked plane for top-down view so that it is only visible when viewing from above.
- Added two additional front planes for large bushes, oak and eucalyptus tree
- Provided FiveM resource bundle for client-side usage.
- Fixed entities and streaming extents of some misc ymaps.
- Relocated trees that were clipping with Forest Mansion by guillaume56.
===============================
Version 4.0
===============================
- Moved many props to GTA V Remastered and vice versa so that both mods no longer overlap. Then relocated colliding props in the area where both mods previously overlapped.
- Added over 2000 new props by merging props from GTA V Remastered v1.3 by le__AK (which adds over 8500 new props but 6500 of them remain in GTA V Remastered).
- Switched prefix from forest_* to forests_* to avoid hash collision (forest_s_d_135_lod and bh1_48_balustradb both result in hash value 0x7D7A3327). (thanks to Brainfire for reporting)
- Fixed flags of some non-vegetational entities.
===============================
Version 3.4
===============================
- Fixed floating trees when using NaturalVision Evolved (caused by the replacement models for prop_tree_pine_01 and prop_w_r_cedar_01 since they have a higher pivot point).
- Slightly reworked LOD and SLOD models ("hat" for top view is more flat and is positioned depending on the prop).
- Reworked static collision models by splitting content into regular (no prefix) and high (prefix hi@) models.
Changes by JRod:
- Reworked a scenario file (countryside_ne.ymt).
===============================
Version 3.3
===============================
- Multi-partitioned maps and major refactoring of lod and slod models (increases performance and significantly reduces required pool size of "Building").
- Adjusted brightness of some LOD and SLOD textures.
- Reduced size of static collision models by only providing static collision models of props with a scaling not close to 1.
- Rearranged packages so that it is possible to install the northern and the southern part independently (only north, only south or both).
- Edited tree that were clipping with one of the watchtowers of Firewatch Lookout Towers by PNWParksFan. (thanks to ReNNie for reporting)
===============================
Version 3.2
===============================
- Slightly reworked LOD models.
- Reworked textures for LOD and SLOD models of maple trees (Prop_Tree_Maple_02 and Prop_Tree_Maple_03).
- Changed all entities with priority level high, medium, low to level required to avoid entities not beeing displayed (see https://gtaforums.com/topic/919609-relv-v-proprestore/ for further information).
- Recalculated Z coordinates of trees so that the trunk is as high as possible but still not floating.
- Reduced/recalculated distance when to change from LOD to SLOD1 (increases performance without noticable affecting visual appearance).
- Replaced jacada trees (the pink ones) by olive trees.
- Replaced many of the dead trees by healthy ones.
- Restructured ymap files.
Changes by JRod:
- Added 27 cargens which were once part of version 2.2 and reworked some of them.
- Replaced, deleted, added some non-vegetational props and fixed clipping/floating props.
Changes by Alex106:
- Added a script to allow entering the shelter at coordinates -491.34, 2235.70, 150.87 (this requires Script Hook V .NET (https://www.gta5-mods.com/tools/scripthookv-net) in order to work).
===============================
Version 3.1
===============================
Visual changes:
- Replaced single standing redwood trees (TEST_Tree_Forest_Trunk_01) by other trees.
- Edited a few trees (relocated, rescaled, changed model, ...).
- Added a few trees.
- Slight rework at silo hatch.
Other changes:
- Reduced extents of static collision models and slod models.
- Reduced/recalculated values for far distance view non-tree models.
- Recalculated distance when to change from HD to LOD (slightly reduced large entities and increased for small entities).
- Reduced/recalculated distance when to change from LOD to SLOD1.
- Fixed non-tree entities (like boxes, chairs, barrels, ...) that shouldn't be static (so now they interact physically when hit by a car, on explosions, ...).
- Provided static collision model for cabin.
- Provided OIV uninstallation file.
===============================
Version 3.0
===============================
Visual changes:
- Replaced most trees by a large diversity of trees (instead of just two different tree models now there are 26 different models, see "detailed list of trees" at bottom of page for more details).
- Changed scaling/size of trees.
- Reduced tilt of trees in accordance to their height.
- Recalculated Z coordinate of every tree.
- Created textures and models for medium far distance view (LOD models) for every kind of tree.
- In addition to medium far distance view models (LOD models) three further far distance view models were created (SLOD1 to SLOD3 models).
- Enabled reflections of trees in water (that is because for reflections mainly SLOD1 to SLOD3 models are used).
- Relocated some trees.
- Added a few trees.
- Reworked observation points "Raton Canyon" and "East Alamo View".
Other changes:
- Fixed wrong collisions by providing static collision models (before only embedded collision was used but since embedded collision ignores scaling every scaled tree ended up with a wrong collision model).
- Reduced/recalculated values for far distance view models (in accordance to their height) to be more consistent with other entities.
(before Redwood trees had a very high value which heavily affected performance and forced users to reduce "Extended Distance Scaling" under "Advanced Graphics") - Extracted non-tree entities in separated files (ymap).
- Performed clustering of trees to get reasonable chunks of maps (to get rid of having some ymap files with huge extents).
- Provided OIV installation file.
- Provided FiveM resource bundle for server-side usage. (thanks to leonad1125)
===============================
Overview of added props
===============================
===============================
northern part
===============================
trees: 4749
others: 516
----------------------------------------------------
total north: 5265
===============================
southern part
===============================
bushes: 257
cacti: 55
joshua trees: 56
palms: 44
trees: 6999
others: 205
----------------------------------------------------
total south: 7629
===============================
summary
===============================
total north: 5265
total south: 7629
----------------------------------------------------
total: 12894
Primul incarcat: 25 Noiembrie 2021
Ultimul incarcat: 27 Septembrie 2023
Last Downloaded: in urma cu 4 minute
-
Fixed my issue! This mod and GTA V Remastered are legit 5 star mods. The trees and plants really do breathe life into an otherwise lackluster environment.
14 Octombrie 2023 -
Great mod but i suggest installing the northern part instead of the south due to it overlapping with the desert ruining the realism
15 Octombrie 2023 -
-
-
@StoicBliss my mods are fairly optimized (clustering ymaps, reasonable drawing distances, providing LOD and SLOD models, using static collision models) but of course adding more props and vegetation affects the performance. Since the installation and uninstallation is really simple please just give it a try and test it on your machine.
04 Noiembrie 2023 -
This ruined my whole mods folder and game. I wouldn't download it unless you plan on reinstalling everything.
07 Noiembrie 2023 -
@Brad-95 Sorry to hear that you had troubles. However, the OIV installer strictly follows the "OpenIV Package format" in latest version 2.2 (see https://github.com/OpenIV-Team/OpenIV-PackageFormat/blob/master/specification/versions/2.2.md). So please provide more details on what you mean by "runied" as this is not a problem in general.
08 Noiembrie 2023 -
@Brad-95 dude, you probably installed the oiv whilst openIV was in edit mode. All that is likely to have happened is your dlclist got corrupted which makes the game crash. If you rename the mods folder, the vanilla game will still run fine because it's the mods folder that is trying to read the broken dlclist. If you copy and paste or extract the dlclist (update\update.rpf\common\data) and then type in whatever DLC's you were using (mods\update\x64\dlcpacks), everything should work ok. In the future, if you don't have enough memory to back up your modded update.rpf, you can always rename an .oiv extention into a .rar, look at the contents file and see what files get added or changed so you have the option to install mods manually and only have to extract a few mb instead of gb. Even if Larcius's mod somehow did break your game, take some responsibility and backup your files so if this happens again, all you have to do is drag and drop only one file. It's happened to me so many times over the years so I know how pissed off you are but it's fun figuring out why things happen. I'm at the point where I get excited when my game crashes, I enjoy fixing it more than I do playing!
09 Noiembrie 2023 -
@Insomniac_Tv Thank you for your feedback. I have good news for you: Currently I'm working on a harmonic transition from forest to desert like in the Ultimate edition:
https://www.youtube.com/watch?v=6x9rjlhJtig
That also means no more Redwood trees in the southern part but other types of tree like ficus and eucalyptus. So stay tuned for the next release.12 Noiembrie 2023 -
the game crashes when I use this mod and "Enable All Interiors (WIP) 19.0 (SHVDN3 Patch)". Can someone else also test it?
12 Noiembrie 2023 -
@Larcius Could you DM me on discord by chance i dont know if my question is allowed on this website.
15 Noiembrie 2023 -
for those wondering, this mod will work with the New Calafia Road map mod. only one spot where they conflict and its barely in a guardrail. and in you have a low-end of the mid-teir of laptops you can expect fps drop of over 10frames. i had this mod with 8gb of RAM and i have it with 32gb of RAM it WILL run on 8gb on IrisXe Graphics just not very well. cheers! :)
20 Noiembrie 2023 -
Is there a way to fix floating trees when using this with Liberty City remix?
When on Libery City map and looking back towards where los santos would be, there are lots of floating trees. I'm using the script that only spawns in either Los Santos or liberty city at once22 Noiembrie 2023 -
@stevo181 to do so please use OpenIV and go to <GTA V>\mods\update\x64\dlcpacks\forest_n\dlc.rpf
Switch to "edit mode" and edit the file content.xml. There you will find a line
<genericConditions>$level=MO_JIM_L00||$level=MO_JIM_L11</genericConditions>
Change that to either
<genericConditions>$level=MO_JIM_L00</genericConditions>
or
<genericConditions>$level=MO_JIM_L11</genericConditions>
Do the same for forest_s and vremastered24 Noiembrie 2023 -
how do i remove trees from one area? for example i want to remove a_0 north side of the map.
24 Noiembrie 2023 -
This mod + GTA V Remastered: Enhanced is the best. No. 1 mod for me if there are any mods I need to install in GTA 5.
in urma cu 8 zile
Happy to announce that I released "Forests of San Andreas: Ultimate". If you are interested please visit my Patreon page for more information:
https://www.patreon.com/larcius