featuring Klarnetist's 1957 Chevrolet Bel Air
and Alpert Saracoglu's Administrative Console
Now with the original '57 details and colors for the Chevy
One of the original '57 Chevy details Klarnetist added before I got to it is
one that many may miss unless they check it out with a sniper rifle scope or
zoom in with the Camera: the Chevy bow tie logo is in the middle of each hubcap.
To have the latest update, make sure the package contains my Feb.2, 2012
update of the Hermes, installation instructions, etc.
I like "Vice City," so I usually don't want parts of it already done for me.
But since there are certain abilities and weapons I nearly always have Tommy get
before entering the Ocean View apartment building, and replaying the game can
make it monotonous to have him get those things, I had him get them for a start-
er save game for v.1.
Unfortunately, several weapons are replaced early in the main missions: the
.357 is replaced in "Back Alley Brawl," the M4 in "Guardian Angels," and the
Minigun in "Phnom Penh '86." So I included a second save game that has the same
things plus the main missions through "Guardian Angels" then just missions for
Diaz (no Assassination or Avery Carrington missions) up to and including "Phnom
Penh '86," after which I had Tommy go on another ammo run.
I recommend using the first save game just for the same main missions up to
"Phnom Penh '86" then using the second one for everything else you base subse-
quent saves on. You might consider the second one a belated starter save.
Otherwise, I like to change the handling of the Sentinel ("The Driver"), RC
Bandit, and the Angel (to make it like the Angels of Tommy's three competitors
in "Alloy Wheels of Steel") in data > handling.cfg, so I included a modded copy
of that file with those changes. I explain how you can make those changes, or a
few other such handy changes, yourself at the end of the ReadMe. I added a
copy of the original handling.cfg for those people who forget to make a copy of
it before they make those changes.
A grateful thanks to Russian modder Klarnetist for giving me the permission to
include his 1957 Chevrolet Bel Air two door hard top mod with this package.
See the "1957ChevroletBelAir" folder for Klarnetist's 1957 Chevrolet Bel Air
two door hard top mod, which replaces the Oceanic, related files I modded and
the original versions, and installation instructions.
I added a 90% save game, GTAVCsf3.b, because I wanted to change the
colors of the saved vehicles a little more. All that's left to do on it for 100%
completion are the Unique Jumps for Starfish Island, Prawn Island, and the
To use the starter save game files, GTAVCsf1.b and GTAVCsf2.b, Copy and Paste
them into the Documents > GTA Vice City User Files folder. The number in the
name of the file is the save slot it takes--you can rename them to use them in
the save slots you prefer.
In both save games, Tommy has zero for Times Busted, Times Wasted, and, aside
from the main missions mentioned above for the second save game, zero for most
of the missions except:
100 Hidden Packages collected--pickups for Armor, Chainsaw, .357, .308 Sniper,
Minigun, and Rocket Launcher are at the Ocean View apartment and the Hyman Con-
Vigilante to level 56--Tommy has 150 maximum Armor and over 3 million dollars
Pizza delivery--Tommy has 150 maximum Health (175 with the prostitute gimmick)
Paramedic--Tommy has the infinite sprint
Firetruck--Tommy is fireproof
Weapons Tommy is equipped with: Brass Knuckles, Screwdriver, Molotovs, .357,
S.P.A.S. 12, Uz-I, M4, Minigun, and the .308 Sniper
The ammo count isn't shown for the Minigun because it has more ammo than the
game shows a count for. Once the ammo count drops low enough, the game will
Weapon, Armor, clothes, etc., pickups reappear in 6 game hours (five plus min-
utes actual time) if Tommy is at least about twenty feet from the spot of the
pickup. Since Tommy has 100 Hidden Packages and owns the Hyman Condo, you can
have him use the ammo run I used:
Have him get Molotovs from Tacopalypse to the east of the condo, the .357,
.308 Sniper, and Minigun from the roof of the condo, go south for two M4 pickups
(on the block south of Auntie Poulet's shack and the alley to the west of Umber-
to Rubino's restaurant), further south to the Vice Surf billboard for a S.P.A.S.
12 pickup, and come back north for the Uz-I pickup under the stairs of the Skum-
ole Shack. By the time he gets to Tacopalypse again, the pickups you had him
use before have probably reappeared or are about to reappear.
After "Rub Out," the .357, MP, and M4 will be for sale at the Downtown Ammu-
Before a Rampage, switch to the same weapon slot as the weapon provided by the
Rampage or the weapon you had in that slot will be gone afterwards.
The save places bought for the first save game are 3321 Vice Point, the Skum-
ole Shack, and the Hyman Condo, which is where the game is saved. Locations:
- 3321 Vice Point is across the street from the northeast corner of North
- The Skumole Shack--to have Tommy go there, have him go north on the main
north and south road of the west island to where it divides in the southern
Downtown area, and take the road of it that veers northeast--where it bends more
to the north, the stairs up to the Skumole Shack are on his left.
- The Hyman Condo entrance is on the north side of the alley which has a po-
lice bribe pickup and runs diagonally southwest to northeast between the two
roads that extend south from the two most northern blocks of the west island.
The Hyman Condo garages contain a Rhino, Oceanic, Vice Cheetah, Taxi, Hotring
B, and a Sentinel. I included an Oceanic in case you want to use Klarnetist's
1957 Chevrolet Bel Air mod, and I included a Sentinel so it would be nearby in
case you want to use the optional modded handling.cfg.
The second save game adds the Ocean Heights Apartment save place (on the south
end of the east island, the second block from the east, on the northwest corner)
which is where the "EP" Admiral is stored.
I used Alper Saracoglu's GTA Vice City Administrative Console for the second
save game to add Hotring B (normally only seen in the Hotring race) to the big
garage of the Hyman Condo, add a few other favorites to garages for properties
not bought yet, and make the vehicles stored in garages (not others in the game
by the same names) explosion, destruction, fire, and bullet-proof. Some have
colors you don't normally find in the game, too.
(Aug.30, 2010: I used Alper Saracoglu's GTA Vice City Administrative Console
with the second save file to correct the number of criminals killed in the Vig-
ilante mission from 400 to 610 and change some of the vehicles stored in garages
and give them colors I liked better. The top of the Caddy kept showing up black
instead of white, though.)
Those stored vehicles will still be EP/DP/FP/BP even though you don't use the
Administrative Control and even if you send one into a Pay 'n' Spray. If you
prefer a strictly vanilla "Vice City," just get rid of the vehicles I stored for
the second save game--everything else was done with an unmodified "Vice City."
Optional file--a modded handling.cfg file, Moddedhandling.cfg, can be used
- a super Sentinel for "The Driver" and the "Sunshine Auto Races,"
- an Angel with the increased handling ability of the Angels of Tommy's three
competitors in "Alloy Wheels of Steel" for the "Sunshine Auto Races" and which
can also be used for "The Driver" (by leaving it off the road by the fourth palm
tree south of the first right turn of the course, which is the second right
south of the Malibu Club--the first is a 90 degree turn and the second one veers
to the right at a smaller angle--before the race and switching to it), and
- an RC Bandit that's easier to drive for "RC Bandit" (thanks to Demarest for
the RC Bandit handling code).
To use the file, go to your main game folder and Delete handling.cfg from the
data folder, Copy and Paste Moddedhandling.cfg and Orighandling.cfg to the data
folder, and remove the preface "Modded" or "Orig" from the file you want to use
at the time.
The Sentinel and Angel will spawn on nearby land if Tommy drives them into wa-
ter due to the -1 in column I (percent submerged). The only problem that might
come up is that the Vigilante mission, in higher levels, might not destroy one
of a set of criminals' vehicles by dropping it into the sea. I don't know if
this handling file change causes that vehicle to appear on nearby land or not.
The Sentinel is invulnerable to wrecks due to the 0.00 in column Y (collision
damage multiplier). If you use the modded file beyond the suggested missions,
remember that changing the handling.cfg file to make a vehicle invulnerable to
wrecks makes all the vehicles of that name that way.
If modded, the Sentinel isn't bullet, fire, rocket, flipped on its back, or
Rhino bump-proof, though (not counting the one I used the Administrative Console
to save at the Hyman Condo), so Tommy can still destroy the Sentinels of the
juror in "Jury Fury," the Psycho in "Psycho Killer," the lady gangsters in "Hit
The Courier," and any of the criminals of a Vigilante mission who appear in Sen-
Alternatively, you could change column Y for the Sentinel back to 0.56. If
you bang up the Sentinel by driving it faster and it starts to burn, you can
press Esc to pause the game to type:
Then press Esc to return to the game. But modded as it is in my modded han-
dling.cfg file, the Sentinel is liable to bump into things at great force now
and then, so I'd leave column Y at 0.00.
Don't use the modded file for "Alloy Wheels of Steel." If you have Tommy jack
one of the three competing contestants' Angels for the race, it already has in-
creased handling ability and the added increase will probably make the Angel
seem too responsive for you. You can have Tommy use a different Angel such as
one of the Angels that are always found parked in front of Mitch Baker's biker
bar, The Greasy Chopper, but the competitors' bikes won't wreck.
Edited by glenster, 03 February 2012 - 08:54 PM.