Replace any vehicle in GTA 5 | Lvl1 ∙ Part 4 ►Working Tuning
Learn how to replace any vehicle in GTA 5 by any mod.
Hooray, it’s finally here. Tutorial part for proper working tuning of your new Lambo ! I believe you was waiting to read this part as impatient as I was to write this part as I know lot of people have problem with this part of replacing. So without unnecessary words let’s get to the work.
Explaining of carcols data
In every carcols file there are first data for each vehicle starting as the Kits after this section is closed at very end of the file there is another sections which are Wheels, Lights, Sirens, GlobalVariationData and XenonLightColors. This section can be changed in mods but it affect all the vehicles mentioned inside of carcols file so I don’t recommend you changing these data and we will focus on explaining and editing only Kits section of carcols file at this moment.
As usual first of all I will show you the starting point of the vehicle’s data in carcols file:
<Item>
<kitName>NUMBER_CARNAME_modkit</kitName>This time it’s not only the name of the file but there is a number added at the start. Each vehicle have different number and you can’t add random name or number as we did in handling.meta. This numbers are a way how to connect carcols and carvariations files. More details in editing section of this tutorial.
id value
Mostly the ID number is same as number in previous line but sometimes it’s different and in some cases it’s even different in one carcols file than in other for the same vehicle. Keeping this number always same is ok, but we will don’t touch these first lines. You could care about these lines only if you would like to add new tunings which I don’t recommend until you are really experienced as it’s a bit more complicated than it sounds.
kitType
This line is mostly the same as ‘type’ line inside of vehicles.meta which is just category of vehicle which is using these tuning parts. No reason to change this anytime.
visibleMods
This line is beginning of data for every single tuning part model. Every tuning part model start with following line <Item> and end with the closing line </Item> . So I skip this line now and continue to lines of each tuning part model.
modelName
This is name of exact tuning part model for example the skirt, bumper, spoiler etc. In our case first file is customized boot named as ‘reventon_boot_1’.
modShopLabel
This is name of the part showed in tuning shop but it require changes in GXT2 file as well for proper working.
linkedModels
Names of models, which should be included while using this tuning part. For example tuning part is a custom side mirror, but using one mirror you want use mirror on second side of the vehicle as well. You can do that by putting both mirrors in one file or keep it separately and set up it here as linked models to use them together. More details in later section.
turnOffBones
Define what part of the original vehicle model have to be removed when you install this tuning part. In our case first file is custom boot, so we want to remove original boot to don’t have duplicated boot.
type
Category of the part showed in tuning shop.
bone
Define part of the vehicle that the tuning part is attached to. This helps the game know, where exactly should be tuning part placed and without editing mostly cause floating parts in wrong places.
collisionBone
What part of the vehicle have to be damaged to make a damage on this tuning part.
cameraPos
I never seen different value as VMCP_DEFAULT here as the style of used camera is customized depending on the type line so this seems pretty useless line which is always the same.
audioApply
There is again always the same value. I never yet experienced tuning part changing any audio but it could be maybe sport exhaust changing the vehicle sound.
turnOffExtra
Define if using this tuning part should turn of used extras.
disableBonnetCamera
Define if using this tuning part should disable the bonnet camera view.
allowBonnetSlide
Define if using this tuning part should allow or remove character’s ability to slide over the vehicle’s bonnet.
There may be few more lines in specific tuning parts which are about the vehicle weapons, but these lines are not in usual vehicles, so we will define this in later tutorials for specific vehicles with weapons on it. This is end of one section which is the tuning parts details and it end as I mentioned with the </visibleMods> and we move to the next section now.
linkMods
As mentioned in linkedModels before, this is the beginning of the section where are defined details about linking the tuning parts models together. Each tuning part model is again starting with the <Item> line and ending with the closing item line.
modelName
Name of the tuning part model inside of rpf archive.
bone
The part of vehicle that tuning part have to be attached to.
turnOffExtra
Define if using this tuning part have to disable used extras on the vehicle.
I believe linked models data are easy to understand. It end with the </linkMods> or when there is no linked models it don’t have beginning and end, but just the <linkMods /> which is in programing always used as merging of starting and ending line for empty sections.
statMods
This is beginning of section for the stats tuning. These are just the behaviors and parameters of the vehicle without any visible customizations.
identifier
Define the identification name of the stats, mostly used only for custom horns.
modifier
Define how much stats this tuning adds to exact stats. For example in engine tuning means how much horse power it adds from power defined in handling.meta as initialDriveForce, while each value 25 should means 5%. So value 100 adds 20% of engine power etc.
audioApply
As before, this value is always the same.
weight
Weight that tuning part adds in kilograms. For example if you make your vehicle have more horsepower, in real life you probably added some custom parts that may have bigger weight.
type
Category in tuning shop while for stats are 6 categories only armor, brakes, engine, gearbox, suspension and horn.
Stat mods have pretty lot repeating of these lines for every single stat tuning and are ending as usual with closing part which in this case look as </statMods> but for next times, you know what closing part means — it’s the same line as starting but with added slash.
slotNames
This part is used to rename part categories in tuning shop following with 2 lines only. As mentioned before in renaming of category I don’t recommend edit this on your own before you are a bit more experienced.
slot
Name of the tuning shop category.
name
Name corresponding to it’s GXT2 entry.
This section ends with closing part of slotNames if it was ever opened. Next 2 sections are liveryNames and livery2Names. These lines are used to name liveries in tuning shop, but applies only to liveries embedded in the vehicle’s texture dictionary. Livery2 are the special liveries that was later added function so some of the vehicles may not even have defined this in the carcols and it’s alright. Anyway we again don’t care about these lines.
Editing carcols data
We explained details of carcols lines and you should have now a bit of idea what sections have to be changed for proper working, which are optionable and which we don’t care about. Let’s check it out and make our tuning work properly.
Open our Lambo carcols inside of your working folder and start marking the content. While we renamed only whole archive, but we didn’t renamed every single tuning part we are making no edits inside of moded carcols. But, we are not copying the kitName. So start marking just at the line <visibleMods>. Keep marking and scroll down and keep scrolling, keep scrolling, until you see lines for slotNames and liveryNames.
In our case we don’t have livery2Names lines and our slotNames line is empty. So we are good to mark lines only till the </statMods> line. Copy these data. If your mod would have defined stat mods or livery names, copy these lines too.
Let’s move into the OpenIV where we will search for carcols.meta as we know our model is in dlc pack not in x64e, so we know we use carcols.meta not carcols.ymt. In the search result find one that is inside of mpexecutive and open it in editor by right click on the file or using the shortcut that you should already know. If you don’t remember I will repeat this shortcuts last time. For opening file in editor use shortcut Ctrl+Enter and then for search option inside file use shortcut Ctrl+F.
Search for the reaper and start marking same lines as you marked in our moded carcols. Means from the line <visibleMods> to the </statMods> line. Paste the data and don’t forgot click the Save.
Here can happen that data don’t paste in a second and if you click anywhere inside of OpenIV the carcols window will shows like ‘not responding’. This is ok and please don’t click anywhere else and don’t close anything, just wait a minute. It is working because you did paste a lot of lines. Give a bit of time to the program and once it’s successfully pasted Save it.
Repeat these step for the second carcols.meta location please and you’re good to go. Now your tuning parts will appear on the car in right way and will not be floating somewhere around the car. Congrats, you have proper working tuning parts on your Lambo.
In the next part we will learn editing the colors which is most useful for mods with added liveries. I’ll as well explain you how to turn of the tuning parts if you use mod without tuning for vanilla vehicle which already had tuning parts to avoid spawning it with wrong parts and crashing your game. As a bonus I’ll explain how to use tuning archive from a different model if you replace vehicle which don’t have tuning parts with a mod that contain tuning.