Se incarca...
16 files liked
10 comments
0 videos
0 uploads
1 follower
  • Default

    Ok, so new feedback:

    Had to do a little "reinstall" of all my mods because of current crashes and filtered a few that I wasn't using too much and didn't care too much about, so after this revamp, the Helicopter VIP transport is fully working, the scurity spawns correctly, opens the door for the VIP, the VIP spawns correctly and gets in the heli and at the destination everything keeps working well, so we can all agree that one of the mods I had was indeed causing conflict. With that said:

    Helicopter Taxi Pilot: A perfect 5/5. Super immersive with the security opening the door for the VIP, the luxury cars awaiting my arrival, etc. NICE!

    Millars Boat Shop: 5/5. Not much to it, kinda like a common delivery.

    Fort Zancudo: Only tested once and had a major flaw twice in the same "mission". And it's about the drivers' AI. First one, once I reached the west highway, the car behind the convoy, y'know, the one following me, got all crazy and just drove off-track and stayed there indefinitely... so I kept going since the first car (who I am supposed to follow) was still sane XD. That is until we reached around the stadium area, where he tried to do a curve and got stuck on a little wall... tried everything to push him while not getting stuck myself but had to terminate the job... I'll still try another time tho.

    Prison Labor Transport: Still the same problem as before... tested with the game clean, no other mods installed and... well, nothing. When I get to the prison and the last prisoner gets in the bus, it gives me an error message, shuts down the mod and the cops in the prison kill me.

    As for the jobs in Liberty City in the LCPP mod, there is a bug where whenever I drive off to any bridge to get to another island, the game gives me that message "Welcome to Liberty City", as if I'm exiting this map and entering again, thus making the mission fail. Won't test this one again because I don't want to reinstall LCPP for now

    Didn't test any in Liberty City yet.

    Expand to read the full comment
    in urma cu 8 zile
  • Default

    Tested a few mods that handle the vehicle physics and this one has been the best so far, but there a few things that needs improving or changed, and others that just didn't make sense to me... Please take these as constructive criticism, not as rudeness or any other kind of "mean comment".

    1. Would be super cool to have the option to choose the level of deformation. As is right now, the physics are top notch, reigns supreme over other mods I tested, but I just can't with these over the edge deformations... I know it's supposed to bring more realism, but for me it should be a balanced realism, I still want to be able to keep driving my car after I crash it 2 or 3 times, it's frustrating to knock over a lamp post or traffic light post and the car gets all busted up. And actually there's a bug regarding this... whenever I hit one of these posts and it falls on top of the car and simply touch the back of the car, the back get all twisted and smashed LOL as if the post weighed 3 tons. So yeah, maybe create 3 OIV installers, one for each level of deformation for the user to choose from, ranging from "no deformation" for those that can't stand having a smashed car at all, a "standard deformation" for those like me, who wants the normal level of deformation but nothing too limiting, and a "realistic deformation" for those who want a full realistic experience, taking care not to crash or even dent the car.

    2. Kind of a nitpick here but why make the taxis full yellow? I know the readme have instructions to make it standard again (y'know, the blue detail), but what I mean is that this is supposed to focus on the physics, not a "skin changer", so this is kind of forcing the user to use this yellow skin, or rather go through extra steps to return to original... If you want to keep this as an option, ok, make it as an option, not as the default, kinda like what you did with the optional AI improvements and traffic edits, those ones are really nice and as it should be: optional.

    Apart from those 2 things, thanks for the amazing work on the physics, the heavy vehicles, such as trucks and busses are AMAZING to roleplay, as well as other "entry-level" cars and vans, just love driving those

    Expand to read the full comment
    in urma cu 10 zile
  • Default

    @CorpseGrinder Yeah, after my comment, I did a full delete of the mods folder and reinstalled everything, only THEN it finally worked. Maybe I was the one who did something wrong, don't know, important is I didn't have to reinstall the whole game from scratch, just a new mods folder

    22 Mai 2025
  • Default

    Getting the same error as @CorpseGrinder. Which for me at least is strange. Strange because I had this exact release version 6.0-SP from April 7 installed previously and running beautifully alongside Natural Vision Evolved and a lot of other mods, but today I have done a fresh install of the game and now can't install this one.

    [21/05/2025 20:13:11] [18132] ERROR -> XML DOCUMENT Parse error: ErrorCode: "0xC00CE55E"
    Reason: "O elemento não foi fechado. "
    Source Text: " <Item"
    Line: "112"
    LinePos: "4"
    FilePos: "4326"
    [21/05/2025 20:13:11] [18132] ERROR -> Unable to read XML DOCUMENT with path "common\data\dlclist.xml" in archive "S:\Grand Theft Auto V\mods\update\update.rpf"
    [21/05/2025 20:13:11] [18132] INFO -> ARCHIVE "update.rpf" processed
    [21/05/2025 20:13:11] [18132] INFO -> ARCHIVE "GTA V" processed
    [21/05/2025 20:13:11] [18132] INFO -> Installation FAILED

    Tried some thinking and logic and it seemed like one line inside the dlclist.xml got messed up and it wasn't "closing" the </Item>, so I edited the file and added this line, alongside with

    </Paths>
    </SMandatoryPacksData>

    Which were also missing the "close" line. Retried installing it and this time no errors occurred, it installed successfully, but the game doesn't boot up, just stays stuck in loading screen, so again, went to the dlclist.xml and this time found more "broken/unfinished" lines, like this:

    <Item>dlcpac

    And no other lines past this. Went to the dlcpacks folder to check what new folders were created after the installation and there it was forest_n and forest_s, so I tried adding these to the dlclist.xml like this and finished the "closing lines" as follows:

    <Item>dlcpacks:/forest_n/</Item>
    <Item>dlcpacks:/forest_s/</Item>
    </Paths>
    </SMandatoryPacksData>

    But now the game doesn't even boot.

    Need help.

    Expand to read the full comment
    21 Mai 2025
  • Default

    Thanks for the tip about the NoDamageChecks, will do that for the Garbage Collection only. For the time being, just tested a few others:

    Prisoner Transport: According to the job description, thought I was supposed to have a fellow officer accompanying me and the prisoner, but only the prisoner came in the car. The rest went fine. 4.9/5

    LS Customs Tuner: Perfect. 5/5

    Weazel News Pilot: Beyond perfect. 5/5

    Prison Labor Transport: Tested only once and ran into a fatal bug. When I parked inside the penitentiary and the inmates started coming in the bus, by the time the last one came in, the script "crashed" showing an error message (didn't think fast enough to screenshot as to copy/paste here the message, sorry). But it was enough to shut it entirely down, so I couldn't do any other jobs or even Shift + J, had to restart the game.

    And speaking of "fatal crashes", whenever I needed to Shift + J to manually terminate a current job for whatever reason, it shuts down the entire script, making me restart the game. Don't know if Script Hook have any code or shortcut to reload scripts with the game open, but for now if I ever need to terminate a bugged job (i.e. the Helicopter one that I mentioned) I'd have to restart the game for it to reload the script.

    Oh and since you mentioned, yeah I have a lot of other mods active, sometimes it conflicts in terms of activations (i.e. the Go Postal and PostOP are exactly in the same place as Simmy's Postal Deliveries, so whenever I go there, both kind of activate together, but it still works fine. Apart from that no other locations or functionalities seems to conflict, but I couldn't tell for sure cus I'm no mods expert, I just play lol. So yeah the helicopter one could be a conflict, and maybe even the penitentiary too, don't know.

    16 Mai 2025
  • Default

    This is one of the most amazing scripts I've seen in terms of immersion, HUD, functionality, content, etc. Thank you so much.

    Taxi/Uber Driver: Perfect. 5/5

    Corporate Driver: Perfect. 5/5

    Hotel Chauffeur: Perfect. 5/5

    Box Delivery: Perfect. 5/5

    Pallet Transport: Perfect. 5/5

    Tourist Bus: Perfect. 5/5

    Street Cleaner: Perfect. 5/5

    Park Ranger: Perfect. 5/5

    Paramedic: Perfect. 5/5

    Sandy Truckers Co.: Perfect. 5/5

    Stoner Cement Works: Perfect. 5/5

    A few things to polish or implement here and there:

    Postal Delivery: Already tested a few different mods with this purpose and this one is awesome at how the boxes actually count inside the car and how you have to carry them, but the only thing that would be nice to improve/change, is by not having to stop the car in a specific marker/place, cus that sometimes makes me stop at unwanted places and it's too forced. One mod I currently use is the Simmy's Postal Deliveries and that one lets me park the car wherever I want, so I can choose to stop it at the entrance way, park next to the house, to the other side of the street, whatever, which is great for immersion. Maybe another thing to add is all of the delivery places at the map at once, making me fully responsible for the route I wanna take.

    Garbage Collection: The "damage detection" is too sensitive, making the workers "die" and cancel the job too easily at whatever scratch I give the truck... Don't know if there's a way to allow for more damage to be taken before it cancels the mission or if I can turn it off altogether. But the way it is, it becomes too tense to drive around and not have a single scratch on the truck, and you know GTA 5's NPCs driving skills right? lol Another problem are the places to park, sometimes they're in places where a vehicle is not supposed to be, like in the middle of a pavement with lots of people around.

    Billboard Cleaner: Don't know if you actually implemented this and only in my game it didn't show up, but the billboards didn't show any dirt textures, so it didn't show me actually having it clean, y'know? Which was different for the Street Cleaner, cus that one actually had dirt and stains on the floor, so I don't know if you could put up a texture along the billboard and make it clean afterwards, just nitpicking.

    Bus Driver: Almost perfect. Only implementation that would be cool, was if you spawn a physical bus stop along with the passengers on the street. Without it, it just feels like I'm stopping wherever. 4/5

    Freight Train Driver: Had a bit of a problem with this one... I got the train at a station, headed over to the next one to pickup the supplies but as I was heading out, I know the correct way would be to keep driving forward, but the station I had to deliver was actually all the way around the map, very close to the first station where I grabbed the train, so my stupidity thought to just reverse track instead of going thru the entire map, but when I got to the station it canceled the mission stating that I missed the station lol. Yeah I do realize it was my fault for going the wrong way, but what I mean is that if you could adjust it so it doesn't create a delivery point all the way to the last station, like, just make it 2 or 3 stations ahead, or you could make it adjustable in the job's configuration prior to starting, same as choosing the train's length, like:
    Train Length: Short / Long
    Delivery Distance: Short / Long

    Bugs:

    Car Carrier: Just tested once so I can't confirm if it happens everytime or if it was a single time bug, but what happened to me was that I had 4 cars to load the truck, but when I got to the last one, the 3 previous cars just vanished from the truck and only the last one remained spawned. Another cool thing to add is to make me unload the cars and park them correctly at the destination. Just don't know if it actually is a good idea, it's just a thought.

    Helicopter Taxi Pilot: I just can't do any, whenever I get the helicopter and arrive at the VIP location, his bodyguards start coming to board the helicopter but when they get to the helipad they stop and the VIP doesn't even spawn. If I get out of the helicopter and get back in, the VIP does spawn but it happens the same as the bodyguards, he comes up to the helipad but stops before getting in. Tested in different jobs with different helicopter models and different locations, and all have the same bug.

    Didn't test yet:

    Millars Boat Shop
    Prisoner Transport
    Prison Labor Transport
    LS Customs Tuner
    Fort Zancudo
    Weazel News Pilot

    Didn't test any in Liberty City yet.

    Expand to read the full comment
    15 Mai 2025
  • Default

    @MNHC For now I'm using "Enhanced Taxi Missions 2.2" by LCBuffalo. It's actually pretty nice and all but maybe a little more friendly mod competition would be interesting... bringing something new, different HUD, I don't know

    11 Martie 2025
  • Default

    Could do an update to let this work through any car? So we can use our private cars like an Uber?

    07 Februarie 2025
  • Default

    @gongel You're a life saver, thanks a lot, completely fixed the grey texture on windows and doors

    11 Septembrie 2024
  • Default

    Mod's working fine, my roleplaying needs thanks you lol I only have a doubt/request. About the private driver function, can I modify stuff to my liking? Yes, maybe money and stuff, but what I actually most want to change is the "lack of patience" from the clients, where they can't wait for more than a minute and cancel the run, doesn't matter if I'm going to pick them up or already in the middle of the run... they just MAKE you run fast as hell in order to complete the run, which goes in opposite of the whole role play, which is to to relax the gameplay, not running crazy. So yeah, just wanted to change a few parameters to make the NPCs "wait" longer periods of time, whether it is waiting my arrival or waiting the run itself

    24 Februarie 2024