it has something to do with time/ people who use time and weather stuff, ive had the problem a while, ill strip all my resources and try some more testing but so far the only real fix i have found is to add this to my weather and time resource~
if GetInteriorFromEntity(PlayerPedId(-1)) ~= 0 then
NetworkOverrideClockTime(00, 00, 00)
--print('Timer Set To 00 00')
elseif GetInteriorFromEntity(PlayerPedId(-1)) == 0 then
NetworkOverrideClockTime(hour, minute, second)
--print('Timer Set To Sync')
end
basically need to stop time when entering an interior and set it to darkest time
it might be just the way my time syncing mod works but theirs got to be a more elegant solution in natives to just force proper condition in interiors lol
Mine is updated, had stuff for the new DLC and has been formatted better with the help of AvaN0x. I would personally use it for this DLC but by all means, you don’t have to
The new mule has two extra seats that seem to be shooting positions(have an arm out like you’re suppose to be holding a gun) probably meant for a mission only type of thing since it seems kinda weird if the player are in these seats.