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The files are both .xlsm, you must used Excel to open them. Any queries please send me a message (I don't get notified by comments), and let me know if there are any problems.
If, like me, you have far too many dlc packs, all of which fighting for control of your popgroups.ymt file, you're no doubt fed up of half your add-on vehicles not spawning in traffic.
There are many traffic spawners out there that will drop random DLC vehicles near you, but none feel quite natural, like they were meant to be there.
Obviously the only way around this is to modify the popgroups.ymt file manually, but who's got time to sift through some 8000 lines of code? (Seriously, the original file has 8641 lines).
Well do I have the tool for you!
The Popgroups Generator is a tool that will find every single vehicle currently in your copy of the game, and create, from scratch, brand new code for your popgroups.ymt file.
There is a full readme included which provides a walkthrough of how to use the file. Here is a basic overview of what it does:
Reads every single vehicle used the last time GTA V was played and displays them all in the main table
Finds all vehgroups in the currently stored poplist.ymt (this is vanilla by default)
Allows you to generate a new table based off the poplist.ymt in your modded game (particularly useful for those using VWE or WOV)
Individually select what vehgroups every single vehicle in game belongs to, if any.
Pulls a list of all vanilla vehicles from the web to ensure it is always up to date.
Autosaving after code is generated to prevent it being lost
Hard default that can be reverted to if things go horribly wrong!
Full installation instructions are included in the Readme file, but it is simply a case of dropping the .xslm into your game folder.
ikt's Addon Spawner is required, that contains the logs that the generator refers to when pulling the vehicle lists (available: https://www.gta5-mods.com/scripts/add-on-vehicle-spawner)
I have extensively tested this and am currently using traffic spawned in using the generated code without issue, I strongly recommend modifying the settings.xml in My Documents/Grand Theft Auto V to make full use of the increased number of vehicles available to spawn, full details of how to do this are in the readme.
Huuuge thank you to ikt for pointing out the log in his Addon Spawner mod, and also to DurtyFree for providing the link to his vanilla vehicle list, without either of these things there would be a lot of manual work needed by you to make the generator work!
I have done all I can to make this as user friendly as possible, if you have any suggestions or problems please send me a message or leave a comment and I will do what I can to implement the change. I've spent about a week writing 800 lines of vba code in order to help you spend 30 seconds writing 10,000 lines of xml code, so please do get in touch first if you have any problems before leaving a bad review!
Version List
HOTFIX 2.82
Fixing one thing apparently broke another. Tested and appears to be working again now.
HOTFIX 2.81
Changed one line of code that mistakenly caused the tool to report that the addonspawner files were not found.
HOTFIX 2.8
Quick fix to catch a crash if addon-spawner is not found
HOTFIX 2.7
Fixed an error caused by popgroups that did not end at the expected point (additional comments by the author). Thanks to JamesRack for helping me find this one.
HOTFIX 2.6
Fixed overflow error when updating vanilla list, now compatible with 2060 vehicles.
HOTFIX 2.5
Edited schedule list display order that was causing issues with incorrect pedgroups spawning
HOTFIX 2.4
Fixe compatibilty issues with some user popcycle files. Thanks to LevelDockSix_ for pointing this one out.
HOTFIX 2.3
Corrected missing line when compiling. Thanks to kevair for this one.
HOTFIX 2.2
Significant code changes to fix runtime errors and correct badly written GTA Files.
HOTFIX 2.1
Minor code changes to correct some compiler errors
UPDATE 2.0
I have now added the popcycle.dat generator. For those of you that want to get a bit more out of your traffic, the Popcycle Generator can be used to increase the number of vehgroups available to assign vehicles too, as well as the likelyhood of that group being spawned in a given area at a given time. It is a very time consuming tool to use, but its more personal than all these premade traffic tools, and a lot less time consuming that writing it yourself manually. View topic on GTA5-Mods.com Forums »
If, like me, you have far too many dlc packs, all of which fighting for control of your popgroups.ymt file, you're no doubt fed up of half your add-on vehicles not spawning in traffic.
There are many traffic spawners out there that will drop random DLC vehicles near you, but none feel quite natural, like they were meant to be there.
Obviously the only way around this is to modify the popgroups.ymt file manually, but who's got time to sift through some 8000 lines of code? (Seriously, the original file has 8641 lines).
Well do I have the tool for you!
The Popgroups Generator is a tool that will find every single vehicle currently in your copy of the game, and create, from scratch, brand new code for your popgroups.ymt file.
There is a full readme included which provides a walkthrough of how to use the file. Here is a basic overview of what it does:
Reads every single vehicle used the last time GTA V was played and displays them all in the main table
Finds all vehgroups in the currently stored poplist.ymt (this is vanilla by default)
Allows you to generate a new table based off the poplist.ymt in your modded game (particularly useful for those using VWE or WOV)
Individually select what vehgroups every single vehicle in game belongs to, if any.
Pulls a list of all vanilla vehicles from the web to ensure it is always up to date.
Autosaving after code is generated to prevent it being lost
Hard default that can be reverted to if things go horribly wrong!
Full installation instructions are included in the Readme file, but it is simply a case of dropping the .xslm into your game folder.
ikt's Addon Spawner is required, that contains the logs that the generator refers to when pulling the vehicle lists (available: https://www.gta5-mods.com/scripts/add-on-vehicle-spawner)
I have extensively tested this and am currently using traffic spawned in using the generated code without issue, I strongly recommend modifying the settings.xml in My Documents/Grand Theft Auto V to make full use of the increased number of vehicles available to spawn, full details of how to do this are in the readme.
Huuuge thank you to ikt for pointing out the log in his Addon Spawner mod, and also to DurtyFree for providing the link to his vanilla vehicle list, without either of these things there would be a lot of manual work needed by you to make the generator work!
I have done all I can to make this as user friendly as possible, if you have any suggestions or problems please send me a message or leave a comment and I will do what I can to implement the change. I've spent about a week writing 800 lines of vba code in order to help you spend 30 seconds writing 10,000 lines of xml code, so please do get in touch first if you have any problems before leaving a bad review!
Version List
HOTFIX 2.82
Fixing one thing apparently broke another. Tested and appears to be working again now.
HOTFIX 2.81
Changed one line of code that mistakenly caused the tool to report that the addonspawner files were not found.
HOTFIX 2.8
Quick fix to catch a crash if addon-spawner is not found
HOTFIX 2.7
Fixed an error caused by popgroups that did not end at the expected point (additional comments by the author). Thanks to JamesRack for helping me find this one.
HOTFIX 2.6
Fixed overflow error when updating vanilla list, now compatible with 2060 vehicles.
HOTFIX 2.5
Edited schedule list display order that was causing issues with incorrect pedgroups spawning
HOTFIX 2.4
Fixe compatibilty issues with some user popcycle files. Thanks to LevelDockSix_ for pointing this one out.
HOTFIX 2.3
Corrected missing line when compiling. Thanks to kevair for this one.
HOTFIX 2.2
Significant code changes to fix runtime errors and correct badly written GTA Files.
HOTFIX 2.1
Minor code changes to correct some compiler errors
UPDATE 2.0
I have now added the popcycle.dat generator. For those of you that want to get a bit more out of your traffic, the Popcycle Generator can be used to increase the number of vehgroups available to assign vehicles too, as well as the likelyhood of that group being spawned in a given area at a given time. It is a very time consuming tool to use, but its more personal than all these premade traffic tools, and a lot less time consuming that writing it yourself manually. View topic on GTA5-Mods.com Forums »
First Uploaded: April 28, 2020
Last Updated: March 01, 2021
Last Downloaded: 16 hours ago
106 Comments
The files are both .xlsm, you must used Excel to open them. Any queries please send me a message (I don't get notified by comments), and let me know if there are any problems.
If, like me, you have far too many dlc packs, all of which fighting for control of your popgroups.ymt file, you're no doubt fed up of half your add-on vehicles not spawning in traffic.
There are many traffic spawners out there that will drop random DLC vehicles near you, but none feel quite natural, like they were meant to be there.
Obviously the only way around this is to modify the popgroups.ymt file manually, but who's got time to sift through some 8000 lines of code? (Seriously, the original file has 8641 lines).
Well do I have the tool for you!
The Popgroups Generator is a tool that will find every single vehicle currently in your copy of the game, and create, from scratch, brand new code for your popgroups.ymt file.
There is a full readme included which provides a walkthrough of how to use the file. Here is a basic overview of what it does:
Reads every single vehicle used the last time GTA V was played and displays them all in the main table
Finds all vehgroups in the currently stored poplist.ymt (this is vanilla by default)
Allows you to generate a new table based off the poplist.ymt in your modded game (particularly useful for those using VWE or WOV)
Individually select what vehgroups every single vehicle in game belongs to, if any.
Pulls a list of all vanilla vehicles from the web to ensure it is always up to date.
Autosaving after code is generated to prevent it being lost
Hard default that can be reverted to if things go horribly wrong!
Full installation instructions are included in the Readme file, but it is simply a case of dropping the .xslm into your game folder.
ikt's Addon Spawner is required, that contains the logs that the generator refers to when pulling the vehicle lists (available: https://www.gta5-mods.com/scripts/add-on-vehicle-spawner)
I have extensively tested this and am currently using traffic spawned in using the generated code without issue, I strongly recommend modifying the settings.xml in My Documents/Grand Theft Auto V to make full use of the increased number of vehicles available to spawn, full details of how to do this are in the readme.
Huuuge thank you to ikt for pointing out the log in his Addon Spawner mod, and also to DurtyFree for providing the link to his vanilla vehicle list, without either of these things there would be a lot of manual work needed by you to make the generator work!
I have done all I can to make this as user friendly as possible, if you have any suggestions or problems please send me a message or leave a comment and I will do what I can to implement the change. I've spent about a week writing 800 lines of vba code in order to help you spend 30 seconds writing 10,000 lines of xml code, so please do get in touch first if you have any problems before leaving a bad review!
Version List
HOTFIX 2.82
Fixing one thing apparently broke another. Tested and appears to be working again now.
HOTFIX 2.81
Changed one line of code that mistakenly caused the tool to report that the addonspawner files were not found.
HOTFIX 2.8
Quick fix to catch a crash if addon-spawner is not found
HOTFIX 2.7
Fixed an error caused by popgroups that did not end at the expected point (additional comments by the author). Thanks to JamesRack for helping me find this one.
HOTFIX 2.6
Fixed overflow error when updating vanilla list, now compatible with 2060 vehicles.
HOTFIX 2.5
Edited schedule list display order that was causing issues with incorrect pedgroups spawning
HOTFIX 2.4
Fixe compatibilty issues with some user popcycle files. Thanks to LevelDockSix_ for pointing this one out.
HOTFIX 2.3
Corrected missing line when compiling. Thanks to kevair for this one.
HOTFIX 2.2
Significant code changes to fix runtime errors and correct badly written GTA Files.
HOTFIX 2.1
Minor code changes to correct some compiler errors
UPDATE 2.0
I have now added the popcycle.dat generator. For those of you that want to get a bit more out of your traffic, the Popcycle Generator can be used to increase the number of vehgroups available to assign vehicles too, as well as the likelyhood of that group being spawned in a given area at a given time. It is a very time consuming tool to use, but its more personal than all these premade traffic tools, and a lot less time consuming that writing it yourself manually. View topic on GTA5-Mods.com Forums »
If, like me, you have far too many dlc packs, all of which fighting for control of your popgroups.ymt file, you're no doubt fed up of half your add-on vehicles not spawning in traffic.
There are many traffic spawners out there that will drop random DLC vehicles near you, but none feel quite natural, like they were meant to be there.
Obviously the only way around this is to modify the popgroups.ymt file manually, but who's got time to sift through some 8000 lines of code? (Seriously, the original file has 8641 lines).
Well do I have the tool for you!
The Popgroups Generator is a tool that will find every single vehicle currently in your copy of the game, and create, from scratch, brand new code for your popgroups.ymt file.
There is a full readme included which provides a walkthrough of how to use the file. Here is a basic overview of what it does:
Reads every single vehicle used the last time GTA V was played and displays them all in the main table
Finds all vehgroups in the currently stored poplist.ymt (this is vanilla by default)
Allows you to generate a new table based off the poplist.ymt in your modded game (particularly useful for those using VWE or WOV)
Individually select what vehgroups every single vehicle in game belongs to, if any.
Pulls a list of all vanilla vehicles from the web to ensure it is always up to date.
Autosaving after code is generated to prevent it being lost
Hard default that can be reverted to if things go horribly wrong!
Full installation instructions are included in the Readme file, but it is simply a case of dropping the .xslm into your game folder.
ikt's Addon Spawner is required, that contains the logs that the generator refers to when pulling the vehicle lists (available: https://www.gta5-mods.com/scripts/add-on-vehicle-spawner)
I have extensively tested this and am currently using traffic spawned in using the generated code without issue, I strongly recommend modifying the settings.xml in My Documents/Grand Theft Auto V to make full use of the increased number of vehicles available to spawn, full details of how to do this are in the readme.
Huuuge thank you to ikt for pointing out the log in his Addon Spawner mod, and also to DurtyFree for providing the link to his vanilla vehicle list, without either of these things there would be a lot of manual work needed by you to make the generator work!
I have done all I can to make this as user friendly as possible, if you have any suggestions or problems please send me a message or leave a comment and I will do what I can to implement the change. I've spent about a week writing 800 lines of vba code in order to help you spend 30 seconds writing 10,000 lines of xml code, so please do get in touch first if you have any problems before leaving a bad review!
Version List
HOTFIX 2.82
Fixing one thing apparently broke another. Tested and appears to be working again now.
HOTFIX 2.81
Changed one line of code that mistakenly caused the tool to report that the addonspawner files were not found.
HOTFIX 2.8
Quick fix to catch a crash if addon-spawner is not found
HOTFIX 2.7
Fixed an error caused by popgroups that did not end at the expected point (additional comments by the author). Thanks to JamesRack for helping me find this one.
HOTFIX 2.6
Fixed overflow error when updating vanilla list, now compatible with 2060 vehicles.
HOTFIX 2.5
Edited schedule list display order that was causing issues with incorrect pedgroups spawning
HOTFIX 2.4
Fixe compatibilty issues with some user popcycle files. Thanks to LevelDockSix_ for pointing this one out.
HOTFIX 2.3
Corrected missing line when compiling. Thanks to kevair for this one.
HOTFIX 2.2
Significant code changes to fix runtime errors and correct badly written GTA Files.
HOTFIX 2.1
Minor code changes to correct some compiler errors
UPDATE 2.0
I have now added the popcycle.dat generator. For those of you that want to get a bit more out of your traffic, the Popcycle Generator can be used to increase the number of vehgroups available to assign vehicles too, as well as the likelyhood of that group being spawned in a given area at a given time. It is a very time consuming tool to use, but its more personal than all these premade traffic tools, and a lot less time consuming that writing it yourself manually. View topic on GTA5-Mods.com Forums »
First Uploaded: April 28, 2020
Last Updated: March 01, 2021
Last Downloaded: 16 hours ago
DOESNT WORK
@se7enuts I don't understand the question. This tool just defines what vehicles get spawned in traffic, it has nothing to do with tuning parts. Any vehicles in traffic with tuning are either specified in the individual carvariations or spawned via scenario in the vehiclemodelsets and nothing to do with this
@ItsJustCurtis Still not getting it to pull 2060 or 2189 Vehicles, they are there in the AllVanillaNames & VanillaVehicleDump but when you update the AllVehicles table it doesn't bring them over
@SerMighty it will only copy vehicles that are known to be in your game via the files that addon spawner generates. If it isn't pulling the names then you either haven't updated your game, or you haven't ran it since installing addon spawner
@ItsJustCurtis Ah okay, well i've reinstalled Addon Spawner, run the game and loaded the menu for it, the hashes.cache file is present and the popgroups sheet is in my root GTA directory, but it cant seem to find the hashes.cache file, even though it's there.
very useful, thanks
Will this tool conflict with world of variety?
Do I need to put an X to a vehicle that I want to see in traffic?
Could you please explain the spawnpoints for VEH_RARE in the popgroups.ymt? I'm at a loss
Its showing runtime error '1004' when Im trying to copy popcycle values from WOV popcycle.dat
For anyone wondering why they are getting an error, you must use excel 2007, I've personally tested in excel 2019, open office, and 2007. The author of the mod was very helpful when I nicely asked what was going on and even went through the trouble to debug the file from 2019. So before you write a bad review saying the pop cycles generator doesn't work keep this in mind.
Ok working at the time of writing on Office 2016. Was a bit confusing to understand where exactly it pulls what information from, so I ended up with the group VEH_RARE like DVD22 in his comment, although there is no such thing in any of my files. And I'm not sure you mean overwriting, do you mean backup?
But it did save me a massive amount of time and provides a nice visualization of what car goes where, so it's a very nice tool if you one reads the instructions and pays attention when working with it.
Also, doing it with this tool or manually provides for a much more realistic world. Other mods with preset popgroup.ymt files are often very all out spawning everything, while this takes care of putting the cars where they belong, just more different ones.
Good work!
l'm sorry, l don't quite understand what's going on, l'm not a Excel expert and l'm not sure what l'm supposed to do. l followed the instructions so far and it leads to me opening the file inside the GTA V main directory with the Addon Vehicle Spawner installed (also in main-directly). l didn't have it before so l installed it according to the instructions. Run the game as mentioned and close after a while playing.
The problem is when l try to edit the popgroups.ymt (Popgroups Generator.xlsm) file. l follow the steps and it tells me to click on "Update Vehicles list". (also skipped the popcyle part since l'm not interested in changing it). l click on it and it shows an error, something like "Invalid procedure call or argument (Error 5)". l'm not sure what this error is.
Did l missed something?? l have checked the comment section and haven't seen someone who got the same error and a solution for it. l only want the DLC vehicles on traffic and so far l'm using the "Versatile Traffic" from Cyron43, which recommended this mod and l'm trying to use it.
l don't want to be judged by my possible stupidity on this but... any solution??
Can this deal with add-on pedestrians as well? They are listed in popgroups generator.
I really want to create a "walk of fame" where "celebrities" walk past on Vinewood.
Since you're skilled with excel and converting to xml, a tool that gloms together multiple vehicle.meta files and combines them (and allows field editing) would be cool.
@Budwisser Is "Invalid procedure call or argument (Error 5)" the entire Error text? If not, it would be helpful of you to provide that. But either way, it sounds more like you didn't install a prerequisite of a prerequisite or something. Pretty sure I had something similar.
This mod needs ikt's Addon Spawner, and ikt's Addon needs ScriptHookV and ScriptHookV needs Asi Loader, and Asi loader needs Script Hook V .NET, and that needs the .NET Framework 4.8 and C++ Redistributable Package for Visual Studio 2019 (x64).
The Visual Studio Redist Pack 2019 was my problem, I had only 2016 installed before that.
Good luck working through this annoying part but I swear it's worth it!
Nice idea, but doesn't work at all
@Divinux l appreciate your answer and l'm sorry for taking too long to respond. But my issue happens on Excel, not the script hook or the game itself, everything works fine. l followed the instructions correctly and this issue persists. l haven't find a solution neither a report from that.
l appreciate it, but l gave up a long time ago and found some other less known mods that could fit on my preferences (Like Traffic Plus).
About the issue itself, it didn't tell a lot, it just appeared this error in a text box and the file suddenly changes to another one which doesn't work properly (or doesn't work at all).
Is this mod working?
@Narvaez It doesn't seem to detect add on vehicles anymore. Tried on both excel 365 & 2007