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@Shark_boy_Anil you can only edit and delete entities that are not linked to a LOD model (i.e. <lodLevel>LODTYPES_DEPTH_ORPHANHD</lodLevel>) and that aren't part of static collision models (i.e. <flags value="X"/> with flag 4 "disable embedded collisions" is set in X). Otherwise you need to adapt the LOD parenting chain, the LOD/SLOD models and static collision models, which is quite nasty to do by hand.
However, you can delete whole areas since these areas are independent from each other. To do so remove every ymap and ybn file with that area prefix. So for prefix forests_n_e delete all files forests_n_e_*.ymap, forests_n_e_*.ybn, hi@forests_n_e_*.ybn
@TheSchoschiTV yes, i'm already working on that and it will be part of the next release coming at the beginning of march.
@IDedSecI i cannot confirm that there is such an issue. I assume you are using other mods as well. If so please have a look at section "Common issues" in troubleshooting.txt part of 5.1-SP zip archive
@F7YO yes, it is
@auchd yes, i'm already working on it.
@ess125 @TayMcKenzie @Jdantz1994 @Scorboot20 @flying_bulletzzz @Iodine131 @TVG 1392
I'm working on it so the next release of Forests of San Andreas will be compatible with this mod.
@CousinRoman thank you for reporting, will be fixed in the next release.
@Manamal On heavily modified games despite using an adapted gameconfig.xml you may need to even further increase some pool sizes (if a pool size is already set to a higher value then do not reduce it):
• Building to 70000
• phInstGta to 20000
• StaticBounds to 20000
• DwdStore to 20000
To do so use OpenIV and go to mods\update\update.rpf\common\data\gameconfig.xml
@Pje1726 I helped the authors of LWE to set up a developer environment to get my scripts / modding utils running for them so that they can offer the same level of optimization as my mods do (clustering of ymaps, reasonable drawing distances, LOD models and LOD parenting chain, static collision models). Therefore I don't see that it's now up to me keeping my mods compatible / non-colliding with theirs but rather the other way around.
@Starfox1993 relocated that tree, will be part of the next release