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  • Wade

    @ikeh the only files this replaces, in total of all the mods, are the rels in update x64 audio config and in the folder where the audio files are stored. Same for the dlcpacks. I can see a crash happening if some other mod also uses the update x64 audio config.

    in urma cu 6 zile
  • Wade

    @ikeh https://www.youtube.com/watch?v=DRXxWTvs7Zw tested on newest version. Seems to be stable for me. Is this an addon vehicle?

    26 Mai 2025
  • Wade

    @easyname place in mods folder then run. One click easy install.

    25 Mai 2025
  • Wade

    @ikeh possibly the REL if the version is the same. I'll have to do more testing but should be stable

    22 Mai 2025
  • Wade

    @Ch1town83lt9 no mistake. I use it daily. If the assembly was wrong, it wouldn't install. You can see the logs.

    21 Mai 2025
  • Wade

    @AliciaW @Ch1town83lt9 This will overwrite the dlclist with oiv, that's the entire point of it. You no longer have to keep backups of dlclists, anytime new ones are added you run the program and automatically installs all dlcpacks. If your dlcpack is anywhere inside the dlcpack folder, this will write it to dlclist. The only way this will remove entries is if your outside the dlcpacks.

    21 Mai 2025
  • Wade

    @rangerdelta004 Yes. Researching and building right now. It's gonna take a bit still, but the process is coming along.

    21 Mai 2025
  • Wade

    @GreekMan Good sugestion, but the first one doesnt do recursive directories, and you must install it yourself.

    The second one looks promising, but when i try it i get this error

    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.NullReferenceException: Object reference not set to an instance of an object.
    at CodeWalker.GameFiles.JenkHash.GenHash(Byte[] data)
    at CodeWalker.GameFiles.GTA5Keys.UseMagicData(String path, String key)
    at DLCList_Generator.MainForm.MainForm_Load(Object sender, EventArgs e)
    at System.Windows.Forms.Form.OnLoad(EventArgs e)
    at System.Windows.Forms.Form.OnCreateControl()
    at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
    at System.Windows.Forms.Control.CreateControl()
    at System.Windows.Forms.Control.WmShowWindow(Message& m)
    at System.Windows.Forms.Control.WndProc(Message& m)
    at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
    at System.Windows.Forms.ContainerControl.WndProc(Message& m)
    at System.Windows.Forms.Form.WmShowWindow(Message& m)
    at System.Windows.Forms.Form.WndProc(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

    ************** Loaded Assemblies **************
    mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.9310.0 built by: NET481REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    DLCList Generator
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///E:/SteamLibrary/steamapps/common/Grand%20Theft%20Auto%20V/mods/update/x64/DLCList%20Generator.exe

    That one requires a codewalker core to update the the dlclist, mine relies on openiv which will work the first time, every time, on any install, regardless of location of mods.

    Always good to know about other tools though

    Expand to read the full comment
    21 Mai 2025
  • Wade

    @AliciaW Then your addon isn't deleted. Where is your addon located?

    20 Mai 2025
  • Wade