Glenster's Some of Vice City Starter Saves
Posted 23 September 2010 - 02:28 PM Edited by glenster, 03 February 2012 - 08:54 PM.
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.
Posted 26 September 2010 - 10:23 PM Edited by glenster, 14 October 2010 - 01:18 AM.
Klarnetist's 1957 Chevrolet two door hard top to give it the red and red-
speckled black seats of a '57 Chevy. One has 1957 Pennsylvania license plates
and the other has 1986 Dade county (the county Miami is in) Florida license
Update 9/28/2010: I modded the Chevy of the two files I modded on 9/26 to
have a red dash, ceiling, etc.
Posted 08 October 2010 - 06:30 AM
I might just have t check it out.
Posted 15 December 2010 - 10:32 PM Edited by glenster, 24 April 2011 - 07:09 PM.
Update 4/10/2011: I added an optional carcols.dat file that lets you give
the 1957 Chevrolet Bel Air some of the original 1957 colors, changed some colors
for the Sentinel, added school bus yellow to the colors for the Bus, and I added
a few details to some of the instructions here and there.
Posted 22 November 2011 - 08:29 PM Edited by glenster, 04 February 2012 - 12:55 AM.
(I know it's supposed to be a lead sled, but in Vice City that means the under-
side hits curbs, etc., if it goes fast) and improved the handling for it for the
handling file in the "ModdedAndChevyHandling" folder. I added colors for it to
the carcols.dat file in the "1957Colors" folder. I changed the wheel size a bit
in the default.ide file in the "1957ChevroletBelAir" folder.
Update Jan.5, 2012: I added my "Legible Blimp" mod. I perked up the handling
of the Hermes a bit for the handling file in the "ModdedAndChevyHandling" fold-
er and made the wheels for it a bit bigger for the default.ide file in the
"1957ChevroletBelAir" folder. I moved the Chevy emblem to position it a bit
better on the grill of the '57 Chevy mod.
Update Dec.12, 2011: I changed Tommy's Armor to 169 and made a few changes to
the EP vehicles stored in garages. I chose the colors for EP Oceanics and Sen-
tinels with the Administrative Console. I recommend using the '57 Chevy mod for
the Oceanic, the carcols.dat file in my "1957Colors" folder, and picking your
favorite '57 colors for the Chevys with a Pay 'n' Spray.
Update Dec.2, 2011: I improved the ReadMe files, installation instructions,
Update Nov.28, 2011: I improved the accuracy of Coronado Yellow and made
Onyx Black a bit lighter.
Update Nov.11, 2011: I changed most of the details and interior colors of the
.txd file of the '57 Chevy to the authentic original '57 Chevy examples, added
the rest of the '57 Chevy exterior colors to the carcols.dat file in the "1957-
Colors" folder and improved the accuracy of the exterior colors I had before,
added a folder of screenshots that show the Chevy in all those colors, substi-
tuted Onyx Black for one of the colors of the Hermes, and I added a few details
to some of the instructions here and there.
Request for help:
Thanks to OnePiece for the advice about using Zmodeler, but I'm inexperienced
with it. I could use someone's help to change the .dff file to reduce the glare
(specular lighting?) of the exterior, make the colors for the engine and exhaust
pipes more realistic, and to move the dummy for the driver's position so their
hands are closer to the steering wheel.
- It's too bright--the side that faces a nearby light source looks bleached
out. For example, the side facing the light source in the Hyman Condo at night
- I'd like the pale blue of the engine/exhaust pipes changed to silver/light
the yellow of the engine changed to medium gray,
and the black of the engine changed to dark gray.
- The dummy for the position of the driver should be moved a bit toward the
driver's door so their hands are at the steering wheel.
- The steering wheel/steering wheel post colors should be able to be deter-
mined by a color in the .txd file.
- There should be thin horizontal pinstripes of chrome on the off-white sec-
tion (that features the Bel Air logo) of each tail fin.
PS: I came up with a '57 dash trim plate of metal with little square black
dots on it for the tekstura part of the .txd file, but the game takes a bit of
it and expands it in a blurry way, so I couldn't use it and settled for plain
silver grey. I had a similar problem with the way the game renders my depiction
of the seats. Let me know if anyone can fix it. I've enclosed a 1957ChevyDash-
Trim.bmp file, 5 x regular size (because I'd work on the tekstura file at that
size then would reduce it back to regular size), of that section of the tekstura
part of the .txd file.
RanxeroX' guess about the blurriness: "It's probably happening due to the way
the textures are being mapped onto the model. From what you're saying, it
sounds like the textures are UV-mapped using tiling to fill the area. To fix
it, it would require loading the model into a 3d editor and changing the mapping
to another type and possibly having to create a new texture bitmap that has the
full detail that you're after. This sort of thing opens up another can (or
more!) of worms though...cuz you'd have to import the original, make changes,
export the model and then, if you want to release it as part of your mod, get
permission from the original creator."
(GTW note: thanks again to Klarnetist for giving me permission to distribute
his Chevy mods, and he liked the changes I've come up with so far. But he's
taken his work files and VC off his computer and isn't modding for it anymore.)
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