@JoyLucien vanilla peds or addonped? i don't see how addonpeds can work. I created a tool, which you modify to your needs to capture anything from the game that is supported by native functions. If the ped is an addon, you just enter its name for example "Lara" and you can return something like: Lara = SpawnPed("Lara", GetSpawnPositionFromPlayer(4.0f), false);
From there you can set component variations or whatever you want in the same tool. Or try something like this:
if (identifier is string pedName)
{
ped = World.CreatePed(pedName, spawnPosition);
}
else if (identifier is PedHash pedHash)
{
ped = World.CreatePed(pedHash, spawnPosition);
}
else
{
throw new ArgumentException("Identifier must be a string (name) or PedHash.");
@TrueBest@TayMcKenzie I don't know about your specific packaging but I can tell you from considerable experience working with the rpf file format that the encryption does cause issues. I recently created a texture package completely from scratch, from the folder right down to to the yourname_txds.rpf and it kept crashing the game. I've done dozens of addon dlc before so this was pretty surprising. After a few epic fails I tried another approach, using an addon creator mod - this also crashed. Finally i took the vanilla script_txds.rpf, copied it, deleted all its files, renamed it, defragged it, and it worked perfectly. Not saying it would work for you but it seems OpenIV is inconsistent in this regard of doing it from scratch so using a vanilla file or existing working addon is often your best bet. Of course you need to defrag the folder in cases where the rpf was much larger than the one you're working on - not for stability but to save space. HTH.
Created a new video which hopefully will answer some questions as to how this tool works although it really is meant for intermediate to advance scripters - not to magically create scripts, but rather how to save hours of manual coding by doing the code creation directly in game. When we say hours, we mean for mods that repeat similar functions such as saving locations and creating teleport code from those locations. The other major benefit is in game compilation and recompilation.
@JoyLucien The solution is very simple, disable the mouse while the menu is active. Watch the video below and you will see keyboard navigation without any mouse. Once menu is closed the mouse is restored. If that doesn't work for you and you feel NativeUI is better, then at least you have that option - or write your own menu framework.
@JoyLucien Sorry I read too quickly and thought you meant scenarios with peds. Worst case you might have to delete the navigation mesh and create new ones. The author doesn't appear to be present for help so we have to assume his tool is just the map and its collisions. Have you watched this video:
@JoyLucien People have nothing to do with YMAPs. As for any navigation, the whole concept here is about relative and absolute coordinates. When you have relative coordinates anything can be done relatively easily. If you have absolute coordinates you just increased the difficulty.
For new users who aren't sure how to find the coordinates of an MLO, you might want to watch this video that i quickly prepared. Keep in mind, as the author has pointed out, the new coordinates are offsets. So if x= 100 and you want to move to x=150, the offset is positive 50
@iammistahwolf Not an issue of removing the ybn, it's temporarily renaming other MLOs to disable them. I was very surprised by how many MLOs share this ybn.
@mbahdokek Thank you. Glad if it helps.
@JoyLucien vanilla peds or addonped? i don't see how addonpeds can work. I created a tool, which you modify to your needs to capture anything from the game that is supported by native functions. If the ped is an addon, you just enter its name for example "Lara" and you can return something like: Lara = SpawnPed("Lara", GetSpawnPositionFromPlayer(4.0f), false);
From there you can set component variations or whatever you want in the same tool. Or try something like this:
if (identifier is string pedName)
{
ped = World.CreatePed(pedName, spawnPosition);
}
else if (identifier is PedHash pedHash)
{
ped = World.CreatePed(pedHash, spawnPosition);
}
else
{
throw new ArgumentException("Identifier must be a string (name) or PedHash.");
@TrueBest @TayMcKenzie I don't know about your specific packaging but I can tell you from considerable experience working with the rpf file format that the encryption does cause issues. I recently created a texture package completely from scratch, from the folder right down to to the yourname_txds.rpf and it kept crashing the game. I've done dozens of addon dlc before so this was pretty surprising. After a few epic fails I tried another approach, using an addon creator mod - this also crashed. Finally i took the vanilla script_txds.rpf, copied it, deleted all its files, renamed it, defragged it, and it worked perfectly. Not saying it would work for you but it seems OpenIV is inconsistent in this regard of doing it from scratch so using a vanilla file or existing working addon is often your best bet. Of course you need to defrag the folder in cases where the rpf was much larger than the one you're working on - not for stability but to save space. HTH.
Created a new video which hopefully will answer some questions as to how this tool works although it really is meant for intermediate to advance scripters - not to magically create scripts, but rather how to save hours of manual coding by doing the code creation directly in game. When we say hours, we mean for mods that repeat similar functions such as saving locations and creating teleport code from those locations. The other major benefit is in game compilation and recompilation.
https://www.youtube.com/watch?v=ijLgkw6c9To
@JoyLucien The solution is very simple, disable the mouse while the menu is active. Watch the video below and you will see keyboard navigation without any mouse. Once menu is closed the mouse is restored. If that doesn't work for you and you feel NativeUI is better, then at least you have that option - or write your own menu framework.
https://www.youtube.com/watch?v=fCSPwInxQ5E
@JoyLucien Sorry I read too quickly and thought you meant scenarios with peds. Worst case you might have to delete the navigation mesh and create new ones. The author doesn't appear to be present for help so we have to assume his tool is just the map and its collisions. Have you watched this video:
https://www.youtube.com/watch?v=mfFe7rZn3NM
@ReNNie I believe it. And yeah it can get nuts.
@JoyLucien People have nothing to do with YMAPs. As for any navigation, the whole concept here is about relative and absolute coordinates. When you have relative coordinates anything can be done relatively easily. If you have absolute coordinates you just increased the difficulty.
For new users who aren't sure how to find the coordinates of an MLO, you might want to watch this video that i quickly prepared. Keep in mind, as the author has pointed out, the new coordinates are offsets. So if x= 100 and you want to move to x=150, the offset is positive 50
https://www.youtube.com/watch?v=vzWER8ByDCE
@iammistahwolf Not an issue of removing the ybn, it's temporarily renaming other MLOs to disable them. I was very surprised by how many MLOs share this ybn.