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@ChevoyyyNFS Not really, although a recent one came out with the racers edge logo, maybe it has a template, feel free to make the template if you can though, im working on a big project now, i will make updates for these models in the future with compatibility with vehicle functions etc. Well thats if GTA 6 doesnt let us forget about 5
@Leon_Gaming01 I like this mod, but i dont want it for all planes, could a future update have an ini file to choose between all model planes or specific named models
We need an upvote for the gamepad compatiblity
@flash76 Thanks a lot for your effort, i hope theres a work around
@oldnapalm An update would be nice
@flash76 I know your not the main developer, but do you know if there is a way to enable wanted level on startup or disable/enable mod with a keypress?
I ask because i find it annoying that the mod disables the police system automatically and i hate having to enable it manually on each startup
Guys i know i'm late to the party, but any help is good help, i may have found a work around for people having trouble with collisions not working. My synopsis is, the files are not moving in unison, so they are offset from each other by some great distances.
To bypass this, i first opened the ymap file and for instance, i want the offset for X position to be 2000 off and Y position to be 1000 off, i would add this figure to those corndinates.
Then i would use the tool to offset the YBN files only, using X position at the same 2000 mark and the Y at the same 1000 mark. Doing the ymap manually and the YBN with the tool seems to do the trick, my map and collision lines up perfectly
@KassiteR OHHHH ok, i tried the lastest upload and it didn't work in legacy so i thought it was for enhanced, but i recently discovered that anytime i change anything with the mod i have to delete ImmersifyIIData.xml or else the mod is useless. Thanks for clearing that up
@KassiteR In the mod description you have
Changelog
2.1.0.1
Legacy Support
Shouldn't it say "Enhanced Support" instead?
@gtamodslreal Ok great, thanks for your explanation