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Spaceeinstein's All In One Mod v0.1

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KungFuJebus
  • KungFuJebus

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#331

Posted 03 October 2005 - 07:35 PM

oh man please dont take out car spawn and stuff like that! im so spoiled by it lol

Wooz
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#332

Posted 03 October 2005 - 07:37 PM

QUOTE (spaceeinstein @ Oct 3 2005, 18:27)
I don't think a trainer can make the game to literally get 100%. When you get 100%, you get more stuff than just the number 100.

it has all the 100% perks.

JanHammer
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#333

Posted 05 October 2005 - 09:08 PM

Hm.. The horn no longer unlocks the car in the latest version.

spaceeinstein
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#334

Posted 09 October 2005 - 04:49 AM Edited by spaceeinstein, 09 October 2005 - 04:52 AM.

Press the NO key.

More news:
In "Reuniting the Familes", the time will not change at the end of the mission.
Your homies will only be almost god-like if you enabled God Mode.
You can now turn on and off Gang Warfare mod. I don't know how will this affect the last mission. If you turn off Gang Warfare, all territories outside the originals, even your own, should be back to normal. The Easter Bay territories and a few extra overlapping territories will be deleted. Areas already occupied by a gang should not have a Ballas or Vagos territory.

If no one is even close to getting 100% with this mod, I'll do it myself.

El_Venezolano
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#335

Posted 09 October 2005 - 02:35 PM

QUOTE (spaceeinstein @ Oct 9 2005, 04:49)
Press the NO key.

More news:
In "Reuniting the Familes", the time will not change at the end of the mission.
Your homies will only be almost god-like if you enabled God Mode.
You can now turn on and off Gang Warfare mod. I don't know how will this affect the last mission. If you turn off Gang Warfare, all territories outside the originals, even your own, should be back to normal. The Easter Bay territories and a few extra overlapping territories will be deleted. Areas already occupied by a gang should not have a Ballas or Vagos territory.

If no one is even close to getting 100% with this mod, I'll do it myself.

Nice to see that about the gang war fare.

Just one thing, I deleted the extra gang terretory in the script (for personal use) but gangs still keep spawning every were, did I foreget to delet something?

spaceeinstein
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#336

Posted 09 October 2005 - 03:33 PM

Did you start new game with all the territories deleted?

El_Venezolano
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#337

Posted 09 October 2005 - 10:23 PM Edited by El_Venezolano, 10 October 2005 - 06:59 PM.

QUOTE (spaceeinstein @ Oct 9 2005, 15:33)
Did you start new game with all the territories deleted?

Yes, I did. confused.gif

EDIT: Gang members keep spawning, just in case...

Edmachine
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#338

Posted 10 October 2005 - 02:56 PM

Realease it WITH CHANGES coz I downloaded it put it and NO CHANGES

KungFuJebus
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#339

Posted 11 October 2005 - 01:18 AM

Hey space i think the reason no one has made a 100% save is cuz u always release a new version of the mod... so maybe people dont complete it all the way cuz they know they will just have to start over? just a thought

spaceeinstein
  • spaceeinstein

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#340

Posted 11 October 2005 - 02:43 AM Edited by spaceeinstein, 11 October 2005 - 02:47 AM.

I haven't had a new release in two months. And I already told people that the next version can be released around October since I thought that was about the time soneone can complete this for 100%. I told people back then when the early versions were released that people should wait to finish the game until v1 is released, which is now a long time ago.

JanHammer
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#341

Posted 11 October 2005 - 03:00 AM

I'll be awaiting the release smile.gif , good to see people like you making great mods like these.

spaceeinstein
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#342

Posted 12 October 2005 - 06:19 PM

For anyone who wanted to delete all the gang territories from version 1, find
076C: 'SUNMA'
and delete from that to
076C: 'LDT8'.

El_Venezolano
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#343

Posted 12 October 2005 - 06:48 PM Edited by El_Venezolano, 13 October 2005 - 06:13 PM.

Gee, thancks. biggrin.gif

Wooz
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#344

Posted 12 October 2005 - 07:41 PM

i'll upload my save. only a few things to do for 100% but i'm too lazy.

Plaka
  • Plaka

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#345

Posted 16 October 2005 - 12:14 PM

Spaceeinstein

I haven't been watching this thread for a while ... great mod btw wink.gif

If you want some Save Game's let me know what you need exactly and I'll do them ASAP. I did a set for n00bmode which is as follows ...

Saved before 1st mission in:
Countryside
San Fierro
Desert
Las Venturas
Final

All Story-Line Misssion completed.

A PM would be best as I'm in Mission Help Forum most of the time smile.gif

El_Venezolano
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#346

Posted 16 October 2005 - 03:25 PM

QUOTE (spaceeinstein @ Oct 12 2005, 14:19 )
For anyone who wanted to delete all the gang territories from version 1, find
076C: 'SUNMA'
and delete from that to
076C: 'LDT8'.
I just wanted to point out that I deleted the extra gang territory in the script like you said, but gangs keep showing up all over the place (mostly the cities), vagos and ballas spawn at grove street along with GSFs every time I go out of CJ's house, even at the start of the game.
user posted image

Gamer_Flamer_2003
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    if it would just work, dangit

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#347

Posted 16 October 2005 - 11:48 PM

Does any one have a 100% Save game for any version above 0.9?

I would like to have a 100% save for the latest version, (Not sure 1.01.1) or something that you dowload from gtagarage.com.

ANYONE???

If so can you post a link to where I can download it or email me @ [email protected]

Much abliged
Gamer_Flamer2003

KingScar
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#348

Posted 23 October 2005 - 10:33 AM Edited by KingScar, 24 October 2005 - 05:15 AM.

Space this is the best mod ever, I only made this account for this forum, your the best thing to haoppen to San An
I was wondering if you could add this code

Hey all
Converted this from Vc Original by PatrickW
This will let you drop stingers if you are in a police vehicle(can be changed)
after a while the stinger will dissapear so you dont end up with to many

Add this to your create thread section
CODE
004F: create thread ££stinger_sniff_thread


And This before mission 0

CODE
:Stinger_thread                              
03A4: name thread "STING"
0247: request_model #TEMP_STINGER2
038B: load_requested_models
0004: @32 = 0  
029B: @7 = init_object #TEMP_STINGER2 at @0 @1 @2
0177: set object @7 z angle to  @3
01C7: remove_object_from_mission_cleanup_list @7
0007: @4 = @0
000F: @4 -= 2.0
000B: @0 += 2.0
0007: @5 = @1
000F: @5 -= 2.0
000B: @1 += 2.0  
 
:Stinger_loop      
0001: wait  250 ms
0007: @6 = -1
053E: @6 = get_random_car_with_actors -1 in_area @4 @5 @0 @1  
00D6: if 0
8039:   NOT   @6 ==  -1;; integer values
004D: jump_if_false ££Stinger_timer      
04FE: deflate_tire  1 on_car @6
04FE: deflate_tire  2 on_car @6
04FE: deflate_tire  3 on_car @6
04FE: deflate_tire  0 on_car @6

:Stinger_timer
00D6: if 0
0019:   @32 > 10000
004D: jump_if_false ££Stinger_loop    
0249: release_model #TEMP_STINGER2
0108: destroy object @7
004E: end_thread

:stinger_sniff_thread
03A4: name thread "ST_SNIF"

:stinger_sniff_loop
0001: wait  100 ms
00D6: if 0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££stinger_sniff_loop  
00D6: if 1
00E1:   key pressed  0  17  
056C:   actor $PLAYER_ACTOR driving_police_vehicle
004D: jump_if_false ££stinger_sniff_loop    
03C0: @10 = actor $PLAYER_ACTOR car
0407: create coordinate @0 @1 @2 from car @10 offset  0.0 -2.5  1.0
0174: @3 = car @10 z_angle
0009: @3 +=  90.0;; floating-point values
02CE: @2 = ground z @0 @1 @2
000B: @2 += 0.1
004F: create thread ££Stinger_thread  @0 @1 @2 @3
0001: wait  500 ms
0002: jump ££stinger_sniff_loop


If you want to have it on all vehicles type you should replace
CODE
056C:   actor $PLAYER_ACTOR driving_police_vehicle


With

CODE
00DF:   actor $PLAYER_ACTOR driving


Or You can change it to

CODE
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #GREENWOO


Of course you can change #GREENWOO to anythign else

Plaka
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#349

Posted 23 October 2005 - 02:09 PM Edited by Plaka, 23 October 2005 - 02:18 PM.

Doing Dirt Track at the LV Stadium ... I finished in 2nd place which is weird enough but then just after the "Mission Failed" appeared I was suddenly falling through the air and landed in the ground at SF Airport !

I mean actually physically IN the ground complete with the Sanchez the only thing I could see was the shadow of the bike. I hit exit vehicle and appeared above ground, I tried doing it again and this time landed in the water close to the Airport.

Anyone experienced this? only Mods Enabled are Demarest's Steed Mod and Viper187's Weapon Select.

spaceeinstein
  • spaceeinstein

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#350

Posted 23 October 2005 - 04:04 PM

I'll think about the Stinger mod.

When you do Dirt Track, guess what the Steed Mod does: forces you to stay on the bike. The game wants you to exit it but the mod doesn't want you to exit it.

KingScar
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#351

Posted 23 October 2005 - 06:34 PM

QUOTE (spaceeinstein @ Oct 23 2005, 16:04)
I'll think about the Stinger mod.

Thanks for such a quick response, if you do that Ill try an get an all story levels complete save for you or Ill do all the ambulance, fire taxi yada yada your choice

Plaka
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#352

Posted 23 October 2005 - 07:39 PM

Spaceeinstein,

Thanks for the reply I'll remember to Disable before I try it again wink.gif

I've finished the Story-Line Missions etc as detailed above, and am heading towards 100% ... currently 77.73%.


Zildjian
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#353

Posted 24 October 2005 - 12:28 AM Edited by Zildjian, 24 October 2005 - 12:33 AM.

Hey space, great mod. As for what you said about the Cj high and drunk mod I think it would be a great addition, just to mess around with and do thigns like fly. hehe.

Also I think that the addition of the spike strip mod would be somethign to consider, maybe putting them only in cop cars or something like that, don't know.

But more importantly I was just playing and got a crash after leaving the Pizza Stack in the mission ryder, I had a couple mods on so maybe that was it: Steed, car spawn, and God mode. Also a while back I installed one of the versions and after a whiel of playign it I could no longer go into the all the houses. Maybe this was fixed, but great mod anyway man.

KingScar
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#354

Posted 24 October 2005 - 05:17 AM

QUOTE (Zildjian @ Oct 24 2005, 00:28)

Also I think that the addition of the spike strip mod would be somethign to consider, maybe putting them only in cop cars or something like that, don't know.


In the mod shop could you choose between police cars or everycar
heres the thread with all the info
http://www.gtaforums...howtopic=217172

demonj0e
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#355

Posted 24 October 2005 - 09:34 AM

QUOTE
Also I think that the addition of the spike strip mod would be somethign to consider, maybe putting them only in cop cars or something like that, don't know.


the spike strips are already on cop cars only and ive shown you how to change it to anythign else if you wish to add it

QUOTE
after a whiel of playign it I could no longer go into the all the houses. Maybe this was fixed, but great mod anyway man.


when creating my mod i experianced this i have edited the burgular missions so u can do them at any time and to stop it closing all the house after the burgular missions just find the burgular thread and remove all 09E6: set_burglary_houses_accessible 1 and 09E6: set_burglary_houses_accessible 0 works a charm for me

Plaka
  • Plaka

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#356

Posted 24 October 2005 - 06:15 PM Edited by Plaka, 24 October 2005 - 07:08 PM.

Here's some Save Games for Spaceeinstein's All-In-One Mod V1.0 from the start upto 100% completion:

100 Tags, Paramedic, Vigilante, Firefighter, Taxi
1st Mission in Countryside
1st Mission In San Fierro
1st Mission in Desert (Driving School, Gold)
1st Mission in Las Venturas (Driving, Flight, Bike Schools, Gold)
1st Mission in Final (All Schools, Gold)
All Story-Line Missions
100% Complete

All files include a README which contains info about the save like Unique Jumps completed etc.

487Kb ZIP file DOWNLOAD


Have fun wow.gif

Ryan_
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#357

Posted 25 October 2005 - 12:04 AM

ok, this may sound stupid, and its not in the readme and i am new to this mod.
how do you enable mods that are disabled, i think i did it once, but can not remember where.
thank you for your help.

Plaka
  • Plaka

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#358

Posted 25 October 2005 - 12:23 PM

QUOTE (Ryan_ @ Oct 25 2005, 03:04)
ok, this may sound stupid, and its not in the readme and i am new to this mod.
how do you enable mods that are disabled, i think i did it once, but can not remember where.
thank you for your help.

Inside the Johnson House stand in front of the door in the living room, on the right when you first enter. The Mod Shop will open after a couple of seconds use G/H to scroll through the Mods and Y/N to enable/disable them.

Gamer_Flamer_2003
  • Gamer_Flamer_2003

    if it would just work, dangit

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#359

Posted 25 October 2005 - 08:33 PM

Plaka, could you link the Version 1 files download please

spaceeinstein
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#360

Posted 25 October 2005 - 09:24 PM Edited by spaceeinstein, 25 October 2005 - 09:53 PM.

Spaceeinstein's All In One Mod v1.1

Has Driver Mod v1.1 (not the latest, Pvael hasn't sent me it yet)
Homies will have Hitman skills if God Mode is on
Includes version 1 with 100% save file
And all other stuff that I said before this post.




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