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@akatek this is referencing jobsV.
I'd have to say for an older mod this works very nicely.
Been looking at the realbank and the flecca and run into bugs (like the world disappears or money isn't visually handled as expected).
Only a couple downsides, 1. having a full UI would be nice but I know the effort that goes into it so no harm no foul. 2. Not a big fan of 3 files (that IniFile.dll couldn't be part of the main dll?)
Given permission I might use this as a sample to build off of when starting to work with UI things.
Im not sure if I misunderstand how this mod works or just having some weirdness.
I went and trainer the correct amount from what I should have. I went switching from franklin to trevor and trevor looked ok (all cash still on body no deposits) and then I go back to franklin and it asks me what to do with the money - it goes to the bank. Fine whatever, check out michael and bring up the phone app to see what can be done in general and I see the money franklin deposited.
Im not sure if this mod sort of holds temp amounts and swap them on the fly? If something in the ini needs to change (sorry I read through it and wasn't sure what they meant) but maybe I need to change from Auto to Native?
I'm deciding to roll with this for my banking needs (had been using ATM in SP).
Prepping, I had both this and ATM installed and was withdrawing monies from the atm. I seen the popup menu to direct deposit to Maze so sure I did that. Got rid of ATM and loaded back in but now All my protagonists have the same balance in bank and same on persons.
Im sure I can go in and clean that up manually but this does support 3 different accounts right?
@EzX_GTA yeah no worries, probably not much you can do now that I think about it. That other mod has so much going on it could just be fragile - I was trying to finish a medic job and I don't know if I left too fast to the driver seat or what but it early termed the job.
@elsanhoty thanks this did help bring the contact out but I tried a kidnapping one and when I got close to the target, it null referenced and crashed the scripts.
@anyone3909 does this replace the lock/lockpicking system for all vehicles or just specific ones scripted from this mod? I'm just curious since if the older regular lockpicking mod could be removed and this used as a full lock/lockpicking replacement.
Did spot another weird behavior. With the mod installed, I noticed while doing the trucking missions that the other semis would have their trailers cloned. When you do the auto transport (southern port) the other semis on the highway have the same car hauling trailer. With the mod removed, its normal vanilla variety. https://imgur.com/a/vU7QLVg
@EzX_GTA thanks for the reply. I came back to report this has a conflict with driverjobs v - a couple jobs I go to (park rangers, paramedic) causes the event "job terminated work vehicle is broken" message and stops the mission. When I remove this mod, I can do the missions no problem.
I couldn't imagine what would cause it to trigger another mod and make it think the vehicle is broken (tested the vehicle after the message and it still works).
Mod conflict indeed, adding VitalityPlus as one to watch out for.
@swagyth try this for enhanced https://www.gta5-mods.com/tools/script-hook-v-net-enhanced
@megaz0id most of the jobs seem fine so far (enhanced) but when I try the park ranger, it terminates the job before I can even get into it (level 2). I even toggled the detect damage to off.