Enhanced Native Trainer: Update 53.1
Fixed:
* Fixed the "heavy snow" feature - Thanks to Sjaak for the advice.
Contributions wholly thanks to @Slash_Alex:-
Added:
* Added a 'Load Extra Map Stuff Automatically' option (update your ent-config.xml file)
* Added a 'Traffic On/Off' hotkey
Fixed:
* Fixed some bugs in the 'Airbrake' feature
* Fixed a bug in the 'Load Cayo Perico Island Automatically' option
* Fixed a bug in the 'Restore Missing Radio Station' option
Known Bugs:-
* Some of the weapon tints (namely MK1 tints) use the incorrect name in ENT. This is a side effect of using the in-game names.
@gongel That's a game issue in that case as we just call the same native R* does when you go online. Are you using any map mods or mods which replace props?
@darkphoenixxx Do you have the DLC(s) installed? Those stations are read from the dlclist.xml I believe so if that has been edited or doesn't exist then that option won't work.
@gongel Try loading _just_ ENT and seeing if it still crashes. This can happen when co-loading with some mods.
@Dhruv aka Fulcrum That sounds like an issue with how the mod replaces the in-game one. ENT (and the game) uses the model name so if your replacement vehicle is called POLICE_5 for example - that's the spawn name. It also doesn't support non-ASCII characters so it may be worth renaming the custom vehicle replacer and seeing if that makes a difference.
Worth mentioning ENT supports custom vehicles so you shouldn't need to replace the vehicle - you can just add it in as an extra and it'll appear in the correct category (one of the images in the OP shows a standalone McLaren mod for example).
It's not an ENT issue though - just how the game is discarding the mod replacer for some reason (otherwise it would spawn fine).
@Longsword That's already in ENT. MK2 weapons have custom ammo types, and you can set the weapon's attachments after equipping the weapon.
@xTspeakerx There isn't a way to fix it as R* broke it (and the original devs of the project that feature came from got a cease and desist from T2 years ago). We're seeing what can be done about it.
@Dhruv aka Fulcrum Make sure you've got the DLC files as ENT auto-generates the vehicle list so if the files are missing, you won't get them in the list. They're definitely in the list for me:- https://imgur.com/ZzqsDCH
@Huns_With_Guns Is your game updated? ENT auto-generates the vehicle list so if you're missing the DLC then it won't add those to the list.
@JRod Vehicles only disappear if you attempt to drive them. It's something R* added to the shop_controller script (the one which is also responsible for Ammunation etc) to prevent us using Online "exclusive" vehicles in SP. You can spawn them and have NPCs use them, just can't drive them (this makes them despawn; spawning them or getting NPCs to use them usually keeps them in the world) unless we make the game think it's online.
You shouldn't need that option if your game is up to date as ENT should automatically apply the necessary 'fix' for you which is why they don't despawn when you have ENT loaded but do when you don't.
Added:
* New vehicle previews
* Added 2 new weapons: Battle Rifle and Snow Launcher
* Added new ped models
Contributions wholly thanks to @Slash_Alex:-
Added:
* Added 'Doors Locked' and 'Hot Wire' options to the 'Car Thief' feature. You can disable vehicle unlocking or hotwiring now
* Added a 'Chop Shop Cargoship' location
* Added 'Chop Shop Warehouse 1-2-3', 'Chop Shop Cargoship Bridge' and 'Red's Autoparts' interiors
* Added a 'Load Chop Shop Cargoship Automatically' option
* Added some missing vehicle previews - please update your ENT_vehicle_previews.ytd file.
* Added a Hacking device weapon
Improved:
* Improved the 'Levitation' option a bit. You can change the distance now
Fixed:
* Fixed a nasty bug in the 'Prison Break' feature. It gave you two wanted level stars sometimes when you got to the prison
Known Bugs:-
* Some of the weapon tints (namely MK1 tints) use the incorrect name in ENT. This is a side effect of using the in-game names.
@Matrix17211 We use the same native R* uses to load online assets so it could just be a bug on R*'s end. We're not meant to be using the Online vehicles/weapons etc after all.
@alstarskyz clr.dll is a .NET file, not ENT related. You may need to update your .NET install (or repair it).
@Kombat127 Thankfully ENT auto-generates the vehicle list so the new vehicles are already in there. We just need to update the previews and add the new weapons.
@JRod What options did you have enabled when the crashes started?
@Matrix17211 That sounds like an issue with those maps, not ENT. Make sure they're installed properly as that hang can happen in legit online when the interior fails to load (but the game keeps trying - getting stuck in a loop).
Enhanced Native Trainer: Update 53.1
Fixed:
* Fixed the "heavy snow" feature - Thanks to Sjaak for the advice.
Contributions wholly thanks to @Slash_Alex:-
Added:
* Added a 'Load Extra Map Stuff Automatically' option (update your ent-config.xml file)
* Added a 'Traffic On/Off' hotkey
Fixed:
* Fixed some bugs in the 'Airbrake' feature
* Fixed a bug in the 'Load Cayo Perico Island Automatically' option
* Fixed a bug in the 'Restore Missing Radio Station' option
Known Bugs:-
* Some of the weapon tints (namely MK1 tints) use the incorrect name in ENT. This is a side effect of using the in-game names.
@gongel
That's a game issue in that case as we just call the same native R* does when you go online. Are you using any map mods or mods which replace props?
@darkphoenixxx
Do you have the DLC(s) installed? Those stations are read from the dlclist.xml I believe so if that has been edited or doesn't exist then that option won't work.
@gongel
Try loading _just_ ENT and seeing if it still crashes. This can happen when co-loading with some mods.
@21Sumter @Galen5c
We know - R* broke it.
@Dhruv aka Fulcrum
That sounds like an issue with how the mod replaces the in-game one. ENT (and the game) uses the model name so if your replacement vehicle is called POLICE_5 for example - that's the spawn name. It also doesn't support non-ASCII characters so it may be worth renaming the custom vehicle replacer and seeing if that makes a difference.
Worth mentioning ENT supports custom vehicles so you shouldn't need to replace the vehicle - you can just add it in as an extra and it'll appear in the correct category (one of the images in the OP shows a standalone McLaren mod for example).
It's not an ENT issue though - just how the game is discarding the mod replacer for some reason (otherwise it would spawn fine).
@Longsword
That's already in ENT. MK2 weapons have custom ammo types, and you can set the weapon's attachments after equipping the weapon.
@xTspeakerx
There isn't a way to fix it as R* broke it (and the original devs of the project that feature came from got a cease and desist from T2 years ago). We're seeing what can be done about it.
@Dhruv aka Fulcrum
Make sure you've got the DLC files as ENT auto-generates the vehicle list so if the files are missing, you won't get them in the list. They're definitely in the list for me:- https://imgur.com/ZzqsDCH
@Huns_With_Guns
Is your game updated? ENT auto-generates the vehicle list so if you're missing the DLC then it won't add those to the list.
@Dhruv aka Fulcrum
You'll need to define spawn issues - are they disappearing when you spawn them or just not spawning at all?
@awesomeboy836 @Cosmin_04
They're in their respective categories (it's alphabetical).
@Dargon203
R* changed things which broke it. It's on the list to fix.
@Zsombor_99
Changelog is in the download/pinned up top.
@JRod
Vehicles only disappear if you attempt to drive them. It's something R* added to the shop_controller script (the one which is also responsible for Ammunation etc) to prevent us using Online "exclusive" vehicles in SP. You can spawn them and have NPCs use them, just can't drive them (this makes them despawn; spawning them or getting NPCs to use them usually keeps them in the world) unless we make the game think it's online.
You shouldn't need that option if your game is up to date as ENT should automatically apply the necessary 'fix' for you which is why they don't despawn when you have ENT loaded but do when you don't.
Enhanced Native Trainer: Update 53
Added:
* New vehicle previews
* Added 2 new weapons: Battle Rifle and Snow Launcher
* Added new ped models
Contributions wholly thanks to @Slash_Alex:-
Added:
* Added 'Doors Locked' and 'Hot Wire' options to the 'Car Thief' feature. You can disable vehicle unlocking or hotwiring now
* Added a 'Chop Shop Cargoship' location
* Added 'Chop Shop Warehouse 1-2-3', 'Chop Shop Cargoship Bridge' and 'Red's Autoparts' interiors
* Added a 'Load Chop Shop Cargoship Automatically' option
* Added some missing vehicle previews - please update your ENT_vehicle_previews.ytd file.
* Added a Hacking device weapon
Improved:
* Improved the 'Levitation' option a bit. You can change the distance now
Fixed:
* Fixed a nasty bug in the 'Prison Break' feature. It gave you two wanted level stars sometimes when you got to the prison
Known Bugs:-
* Some of the weapon tints (namely MK1 tints) use the incorrect name in ENT. This is a side effect of using the in-game names.
@Matrix17211
We use the same native R* uses to load online assets so it could just be a bug on R*'s end. We're not meant to be using the Online vehicles/weapons etc after all.
@alstarskyz
clr.dll is a .NET file, not ENT related. You may need to update your .NET install (or repair it).
@Kombat127
Thankfully ENT auto-generates the vehicle list so the new vehicles are already in there. We just need to update the previews and add the new weapons.
@JRod
What options did you have enabled when the crashes started?
@Matrix17211
That sounds like an issue with those maps, not ENT. Make sure they're installed properly as that hang can happen in legit online when the interior fails to load (but the game keeps trying - getting stuck in a loop).
@revelationwh @FenixBorges
Then turn off airbrake? It's under menu settings or Misc.