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  1. Calvin.linardi

    Calvin.linardi's Underground Bunker

    Hello everyone! I’m Calvin.linardi And welcome to my underground Bunker, here you can find some sh*t I made for GTA San Andreas So let’s get arround! Workshop Themed Vehicles More Vehicles Guns and Weapons Misc Work In progress
  2. Hello, GTAForums. This is XG417 and I'm finally opening up a workshop! I know it's looking rather bland and rushed right now, but I shall be building on to this 'shop and give it more flair as soon as I take care of some personal things on my end. Right now I just want to have a primary hub for my mods, as I'm sure there'll be more on the way. I am currently an SA-Only Modder, and as such I would be making mostly Lore-Friendly Vehicles that would (as much as possible) fit into the timeline and atmosphere of GTA San Andreas, though I may deviate from time-to-time as I experiment with my creations. Some House Rules: * Do not upload the contents of this Workshop anywhere else - I will be the one deciding where it goes. If you see it anywhere that isn't uploaded by me, notify me immediately via PM. * I won't be directly taking requests, but I will consider possible suggestions. * Note that I only make mods as a hobby and practice * I highly encourage giving Feedback on my works so I may improve my craft and produce more quality mods in the future. With all that out of the way, welcome to my Garage! Please do not mind the mess and take a look at what we have in stock right now! From-Scratch Mods: Edits: Future Plans:
  3. INTRODUCTION: 6 years ago, when I first started converting cars there were no competent converters and high quality conversions. Now in 2020 there is still only 2-3 converters who can provide vehicles that match the GTA:SA atmosphere, have no bugs and do not cause opcodes in SA-MP/MTA. Majority of the converters active right now are incapable of converting the cars in their original sizes, causing bizarre visual effects where a small compact is taller than a person standing next to it; incapable of applying reflections that also look good without any 3rd party graphics modification and no reflections on parts that are not supposed to reflect; incapable of making cars tunable; incapable of creating damaged parts for cars. The incompetence of other modders has motivated me to learn the art of converting and start supplying the community. INFORMATION: The first version (1.0) of the modpack replaces over 100 vehicles out of 212. The cars to be replaced are chosen based on their resemblance to the original vehicle rather than the name or class. The pack only features Improved Vehicles Features version of the cars If the SA style version of car is preferred, the user must individually download the cars on their own. Please be aware that the SA Style version cars have not received any retrospective updates unlike IVF Style. The pack contains of modifications from different authors: @_F_, @Ndukong, @M4k3, @unopieceo, @Zeneric and @DK22Pac. Full list of which vehicle has been created by which author is enclosed in an excel sheet "List" which also details about: which model is replaced by which car, IDs, plans for future conversions. Note: some vehicles in the current pack are just placeholders and WIPs until the real one is finished. Latest version of Improved Vehicles Features by @DK22Pac for the convenience of the user. Transfenders tuning parts that match all cars M4k3's New Car Animations 1.5 for which all the cars are adapted to. FEATURES: San Andreas original style reflections San Andreas license plates Gas tank door ped_arm dummy Custom made damage models Featuring all tuning part dummies Realistic size Custom .col file Fixed R* bugs Door openings Normals Mip-mappings Custom handling Custom carcolors Adaption to Improved Vehicles Features by @DK22Pac Body dirt like in GTA IV/V (not yet 100% cars in v1.0 but will be done in the v1.1) Tire dirt Brake, fog, reverse and turn lights Working steering wheel SA-MP/MTA friendly No sinking wheels No opcodes because of tuning parts No jumping/sinking (not yet 100% cars in v1.0 but will be done in the v1.1) UPDATE 1.1 (14.02.2020): 51 cars updated (full list enclosed in "List.xlsx") Body dirt in GTA4/5 style Fixed jumping in SA-MP Fixed normals (better body mesh) New carcols.dat New carmods.dat New handling.cfg Other minor fixes UPDATE 1.2 (25.11.2020): 10 new cars added Peyote Faction Rebel Sport Flatbed Box Truck Ambulance Retinue Vagrant Tornado Romero´s Hearse 10 old cars updated Oracle Enduro Mr. Whoopee Blista Infernus Classic Coquette Buffalo Police Picador Emperor Esperanto Updated tuning parts All new tuning wheels New cargrps.dat Updated vehicles.ide HD vehicle.txd Cutscenes vehicles UPDATE 1.1 (06.12.2020): 10 new cars All car engine sounds revisited, now way more logical Small fixes to old cars Alternative wheels for 2nd versions INSTALLING INSTRUCTIONS: It is highly recommended to install the pack with @LINK/2012´s Mod Loader! To install the mod after installing Mod Loader, simply drag and drop the content of "GTA V cars to San Andreas 1.0" folder into ...\Rockstar Games\GTA San Andreas\ It is strongly advised to install the regular pack prior to installing the VehFuncs pack as all the data lines of the new pack are pre-adjusted to fit the regular pack cars as well. Simply overwrite the GTA V cars to San Andreas folder with the new one and remember to do the same with ImVehFt folder, as new emergency lights scripts are there. IN CONCLUSION: I would like to thank everyone who have contributed into this mod with either modelling, scripting or suggestions, but most importantly the people who have downloaded it and are actively using it. This makes me happy and shows me that my hard work has gone to good use and motivates me to continue working on that project. If you have problems/questions or want to show pictures of your game, feel free to do so here, in the mod´s official topic. INDIVIDUAL DOWNLOADS:
  4. YochiThMaster333

    2000 Ubermacht Sentinel Compact

    Made it (probably) completely in vanilla San Andreas lore style. This car was meant to parody BMW 3 Series Compact. Model based on GTA LCS Sentinel. Featuring: Full Customization in Wheel Arch Angels 3 new paintjobs (paintjob 1 is based on Elegy's Rockstar North paintjob but changed to feature Rockstar Games logo, paintjob 2 was found on GTA Wiki (which is obviously fanon to me), paintjob 3 is Jester's second paintjob but recolored) Custom chassis_vlo and Collision Vanilla San Andreas Textures Only Multiplayer Friendly I've also included the one version I made in 2018 here, but this one was originally released only on some Discord server called SAMP DL Hub until now. The most notable differences are that it has shorter doors and original GTA LCS textures, and it also replaced Cadrona by default at that time. Personally, I prefer myself to use Updated 2021 edition instead. Downloads: Original 2018 edition Updated 2021 edition Credits: MAJEST1C_R3 - Source LCS Sentinel originally made as a mod for Vice City (actually released as a part of GTA LCS Vehicles Big Pack) Haruhi Suzumiya (at GTA Wiki) - for Access paintjob (which originally made as a fanon paintjob for Flash (yes, Flash never had Access sponsored livery in canon). This very said paintjob was still hosted on GTA Wiki at the time of posting)
  5. hello how to make a mod menu for gta san andreas you can admire the mod menu and trainers for gta 4 or gta v you would like to do such a mod menu and you do not know how I made an example base for you maybe not such a example because it has a configuration file You will be checking out exactly and you will understand I will tell you about the benefits very stable, unfortunately, it's true Modern It has ini file where you can set start key colors of panels the size of the panels positions on the screen increasing options and reducing 2 selectable dial options spacing of panels and text better to let the viewer know what the script is Now I will tell you what you have to do because this is a mod menu for self-assembly you must write what options you will have 0ADF: add_dynamic_GXT_entry "item1" text "...... here ........" / / items and create some commands, but that's your idea the command is up from line 0321 to line 0401 in the editor I advise you for not experimenting because the script will eat you but this is just info for novices maybe you want to correct me or advise me I'm waiting for your comment awesome designs must have licenses that the author and his projects should be respected ban, publishing without my signature ban, use in samp and mta Prohibition, conversion to android and publishing unless only with my signature a ban on selling a script a ban, bragging on youtube unless only with my signature If you accept licenses, enjoy if not, so you do not accept my rules it means that you do not respect me and my work goodbye //source //recomended use on cleo {$CLEO .cs} //-------------MAIN--------------- thread "mod_menu" 0ADF: add_dynamic_GXT_entry "ite1" text "dv hax v1.2" //logo 0ADF: add_dynamic_GXT_entry "ite2" text "~1~/~1~" //items info 0ADF: add_dynamic_GXT_entry "item1" text "add gxt" //items info 0ADF: add_dynamic_GXT_entry "item2" text "add gxt" //items info 0ADF: add_dynamic_GXT_entry "item3" text "add gxt" //items info 0ADF: add_dynamic_GXT_entry "item4" text "add gxt" //items info 0ADF: add_dynamic_GXT_entry "item5" text "add gxt" //items info 0ADF: add_dynamic_GXT_entry "item6" text "add gxt" //items info 0ADF: add_dynamic_GXT_entry "item7" text "add gxt" //items info 0ADF: add_dynamic_GXT_entry "item8" text "add gxt" //items info 0ADF: add_dynamic_GXT_entry "item9" text "add gxt" //items info 0ADF: add_dynamic_GXT_entry "itema" text "add gxt" //items info 0ADF: add_dynamic_GXT_entry "itemb" text "add gxt" //items info 0ADF: add_dynamic_GXT_entry "itemc" text "add gxt" //items info 0ADF: add_dynamic_GXT_entry "itemd" text "add gxt" //items info 0ADF: add_dynamic_GXT_entry "iteme" text "add gxt" //items info 0ADF: add_dynamic_GXT_entry "itemf" text "add gxt" //items info 0ADF: add_dynamic_GXT_entry "item10" text "add gxt" //items info 0ADF: add_dynamic_GXT_entry "item11" text "add gxt" //items info 0ADF: add_dynamic_GXT_entry "item12" text "add gxt" //items info 0ADF: add_dynamic_GXT_entry "item13" text "add gxt" //items info const count = [email protected] max_items = [email protected] rect_size_y = [email protected] spacing = [email protected] grsy = [email protected] pos_x = [email protected] gmi = [email protected] gpsx = [email protected] g_rs = [email protected] gpsxa = [email protected] pos_y = [email protected] rect_size_x = [email protected] sel_type = [email protected] items = [email protected] cath = [email protected] gpos_y = [email protected] vin_r = [email protected] vin_g = [email protected] vin_b = [email protected] vin_a = [email protected] sel_r = [email protected] sel_g = [email protected] sel_b = [email protected] start_key = [email protected] counter3 = [email protected] counter2 = [email protected] grsx = [email protected] end var max_items:int count:int end if 0AAB: file_exists "cleo\MENU_CONFIG.ini" then 0AF0: start_key = get_int_from_ini_file "cleo\MENU_CONFIG.ini" section "config" key "start key" 0AF2: pos_x = read_float_from_ini_file "cleo\MENU_CONFIG.ini" section "config" key "posx start" 0AF2: pos_y = read_float_from_ini_file "cleo\MENU_CONFIG.ini" section "config" key "PosY start" 0AF2: rect_size_x = read_float_from_ini_file "cleo\MENU_CONFIG.ini" section "config" key "menu size" 0AF0: max_items = get_int_from_ini_file "cleo\MENU_CONFIG.ini" section "config" key "max items" 0AF2: spacing = get_int_from_ini_file "cleo\MENU_CONFIG.ini" section "config" key "spacing" 0AF0: sel_type = get_int_from_ini_file "cleo\MENU_CONFIG.ini" section "config" key "selector type" 0AF0: vin_r = get_int_from_ini_file "cleo\MENU_CONFIG.ini" section "config" key "vincr" 0AF0: vin_g = get_int_from_ini_file "cleo\MENU_CONFIG.ini" section "config" key "vincg" 0AF0: vin_b = get_int_from_ini_file "cleo\MENU_CONFIG.ini" section "config" key "vincb" 0AF0: vin_a = get_int_from_ini_file "cleo\MENU_CONFIG.ini" section "config" key "vinca" 0AF0: sel_r = get_int_from_ini_file "cleo\MENU_CONFIG.ini" section "config" key "selr" 0AF0: sel_g = get_int_from_ini_file "cleo\MENU_CONFIG.ini" section "config" key "selg" 0AF0: sel_b = get_int_from_ini_file "cleo\MENU_CONFIG.ini" section "config" key "selb" goto @heck_config else 0acd: "cant load menu config file" 10000 while 8AAB: file_exists "cleo\MENU_CONFIG.ini" wait 0 end end :start repeat wait 0 until if 0ab0: start_key player.CanMove(0) = false items = 1 //first items [email protected] = 1 //flash state while true wait 0 0087: [email protected] = pos_y for count = 0 to max_items step 1 if count == 0 then 03F0: enable_text_draw 0 //void (calculation rect pos_y end size_y) 0093: gmi = integer max_items to_float 0087: rect_size_y = gmi 006b: rect_size_y *= spacing rect_size_y += 40.0 0087: grsy = rect_size_y grsy /= 2.0 0087: gpos_y = pos_y 005b: gpos_y += grsy //void (calculation rect pos_x and size_x) 0087: grsx = rect_size_x // (float) grsx /= 10.0 grsx *= 10.0 0087: gpsx = grsx // (float) gpsx /= 2.0 005b: gpsx += pos_x //---------------------------------------- 0087: gpsxa = gpsx // size --> h gpsxa /= 2.0 // h / 2.0 gpsxa *= 0.9 gpsxa -= 2.0 0087: [email protected] = gpsxa [email protected] /= 90.0 // h / 2.0 0087: [email protected] = [email protected] [email protected] += 10.0 033F: set_text_draw_letter_size [email protected] 1.0 060D: draw_text_shadow 1 0 0 0 200 0349: set_text_draw_font 3 0343: set_text_draw_linewidth 500.0 033E: set_draw_text_position gpsxa [email protected] "ite1" //void (draw a window) 038E: draw_box_position gpsx gpos_y rect_size_x rect_size_y vin_r vin_g vin_b vin_a //---------------------------------------------------- //void (draw the right frame bar) + items info 0087: g_rs = rect_size_x // size --> h g_rs /= 2.0 // h / 2.0 0087: gpsxa = gpsx 005b: gpsxa += g_rs // t + h 038E: draw_box_position gpsxa gpos_y size 1.5 rect_size_y RGBA sel_r sel_g sel_b vin_a 0087: gmi = gpsxa // size --> h gmi -= 40.0 0087: g_rs = rect_size_y g_rs /= 2.0 // h / 2.0 0087: [email protected] = gpos_y 005b: [email protected] += g_rs // t + h [email protected] -= 10.0 033F: set_text_draw_letter_size 0.4 0.5 060D: draw_text_shadow 1 0 0 0 200 //0349: set_text_draw_font 3 0343: set_text_draw_linewidth 500.0 045b: draw_text_1number gmi [email protected] GXT 'ite2' number items max_items //void (draw the left frame bar) 0087: g_rs = rect_size_x // posx --> t g_rs /= 2.0 // h / 2.0 0087: gpsxa = gpsx 0063: gpsxa -= g_rs // t - h 038E: draw_box_position gpsxa gpos_y size 1.5 rect_size_y RGBA sel_r sel_g sel_b vin_a //void (draw the up frame bar) 0087: g_rs = rect_size_y g_rs /= 2.0 // h / 2.0 0087: gpsxa = gpos_y 0063: gpsxa -= g_rs // t + h 038E: draw_box_position gpsx gpsxa size rect_size_x 1.5 RGBA sel_r sel_g sel_b vin_a //void (draw the down frame bar) 0087: g_rs = rect_size_y g_rs /= 2.0 // h / 2.0 0087: gpsxa = gpos_y 005b: gpsxa += g_rs // t + h 038E: draw_box_position gpsx gpsxa size rect_size_x 1.5 RGBA sel_r sel_g sel_b vin_a end if count > 0 then //void (selector func) 0340: set_text_draw_RGBA 255 255 255 180 if sel_type == 1 //(selector type 1) then if 003b: count == items then 0340: set_text_draw_RGBA sel_r sel_g sel_b [email protected] end else if sel_type == 2 //(selector type 2) then 0087: [email protected] = [email protected] 005b: [email protected] += spacing [email protected] += 24.0 if 003b: count == items then 038E: draw_box_position gpsx [email protected] size rect_size_x spacing RGBA sel_r sel_g sel_b [email protected] end end end //void (draw items func) 005b: [email protected] += spacing 0087: [email protected] = [email protected] [email protected] += 20.0 0087: gpsxa = pos_x gpsxa += 4.0 0AD3: [email protected] = format "item%X" count //string = format (hex items) count items 033F: set_text_draw_letter_size 0.3 0.9 060D: draw_text_shadow 1 0 0 0 200 0349: set_text_draw_font 3 0343: set_text_draw_linewidth 500.0 033E: set_draw_text_position gpsxa [email protected] [email protected] end 005b: gpos_y += spacing end 03F0: enable_text_draw 0 //void scrolling dpad down if and 0ab0: 40 cath == false then cath = true if 001d: items > max_items then items = 1 else items++ end else //void scrolling dpad up if and 0ab0: 38 cath == false then cath = true if 1 > items then 0085: items = max_items else items-- end end end //void scrolling fast dpad down if 0ab0: 40 then if 001d: items > max_items then items = 1 ELSE if counter2 >= 8 then counter3 += 1 if counter3 >= 3 then counter3 = 1 items++ 018C: play_sound 1135 at 0.0 0.0 0.0 end end END else //void scrolling fast dpad up if 0ab0: 38 then if 1 > items then 0085: items = max_items else if counter2 >= 8 then counter3 += 1 if counter3 >= 3 then counter3 = 1 items-- 018C: play_sound 1135 at 0.0 0.0 0.0 end end end end end //void key counters if OR 0ab0: 40 0ab0: 38 then if 8 >= counter2 then counter2 += 1 end else if or 8ab0: 40 8ab0: 38 then if counter2 > 1 then counter2 -= 1 end end end //void scroll pulse func if [email protected] == 1 then [email protected] -= 2 if [email protected] < 10 then [email protected] = 2 end else if [email protected] == 2 then [email protected] += 1 if [email protected] >= 80 then [email protected] = 1 end end end //void key catch stats unlock block if and 80E1: player 0 pressed_key 16 8ab0: 38 8ab0: 40 then cath = false end //void exit menu if 00E1: player 0 pressed_key 15 then Player.CanMove(0) = true 03F0: enable_text_draw 0 goto @start end //void func case if and 00E1: player 0 pressed_key 16 //accept key cath == false then cath = true 0AC6: count = label @AC_items offset count += 0 //0x0 active items write 0A8C: write_memory count size 4 value items virtual_protect 0 0AB1: call_scm_func @ITEMS 0 end end :items 0AC6: count = label @AC_items offset count += 0 //0x0 active items read 0A8d: items count 4 0 if items == 1 then 0ACD: "TEST" 1000 [email protected] = 0.0 end if items == 2 then end if items == 3 then end if items == 4 then end if items == 5 then end if items == 6 then end if items == 7 then end if items == 8 then end if items == 9 then end if items == 10 then end if items == 11 then end if items == 12 then end if items == 13 then end if items == 14 then end if items == 15 then end if items == 16 then end if items == 17 then end if items == 18 then end if items == 19 then end if items == 20 then end 0AB2: ret 0 end_thread :AC_items HEX 00 00 00 00 //0x0 active items END :heck_config if and start_key >= 0 127 >= start_key jf @next if pos_x > 0.0 jf @next if pos_y > 0.0 jf @next if rect_size_x > 0.0 jf @next if and max_items >= 1 20 >= max_items jf @next if spacing > 0.0 jf @next if or sel_type == 1 sel_type == 2 jf @next if and vin_r >= 0 255 >= vin_r jf @next if and vin_g >= 0 255 >= vin_g jf @next if and vin_b >= 0 255 >= vin_b jf @next if and vin_a >= 0 255 >= vin_a jf @next if and sel_r >= 0 255 >= sel_r jf @next if and sel_g >= 0 255 >= sel_g jf @next if and sel_b >= 0 255 >= sel_b jf @next goto @start //start mod menu :next //show error for [email protected] = 0 to 20 step 1 wait 500 0acd: "in the file there is a bug fix error to run the menu" 100 end end_thread create an ini file and paste it #--------------------------------- # menu config file by dv hack # #--------------------------------- # menu setings [config] start key = 77 #[integer] posx start = 14.0 #[float] PosY start = 80.0 #[float] menu size = 140.0 #[float] max items = 20 #[integer] spacing = 10.0 #[float] selector type = 2 #[integer 1 illuminated text 2 traditional selector] # menu customize color panel rgba all value [int] 0 to 255 vincr = 0 #[integer] r -->window vincg = 0 #[integer] g -->window vincb = 0 #[integer] b -->window vinca = 150 #[integer] a -->window selr = 200 #[integer] r -->scroller selg = 100 #[integer] g -->scroller selb = 0 #[integer] b -->scroller photo real
  6. AI Weapon Walkstyles by @H-G About: Screenshots: Credits: Download:
  7. YOEL_44

    YOEL_44's Workshop

    My two big mods This is going to be merged into the other It was good while it lasted... They're just some little packs of some of the textures that I've been making at summer and in my not-so-spare time, so here we go! First of all the Original exe icons completely remade. In this pack you'll find a *.png, an icon and a launcher with the bundled icon. NOTE: If you have problems with the launcher and the AV just use the normal icon on a shortcut or whitelist the launcher as a virus (It's based of a simple batch file so no virus at all) If you absolutelly don't want to have the *.exe-s downloaded, use THIS FULL PACK with only and exclusivelly the *.ico files for all the games. For GTA For GTA 2 For GTA III For Vice City For San Andreas For San Andreas Multiplayer For GTA IV For GTA EFLC I've been one of the first ones in playing GTA V in PC and as a (mostly) retro gamer I was shocked with the incredible effects in it. So here the second pack with some original particles directly extracted from game files and fixed to play best in the good old San Andreas, in adition I have included some gradient based textures that I use in my SA. I highly recomend to use Mod Mix Sets by Junior_Djjr and change under "Headlight of cars": CoronaType = 4 CoronaSize = 2.0 This way you'll get a GTA V styled lens flare for vehicles and... LINK This one's a vehicle generic textures pack, I've been looking for years for a head/brake/etc...lights pack that resembles the original ones but most of what I found was more moddern, so here's my solution. A 1024x1024 vehicle lights texture fully based in the originals but with one more variation I know, I'm a bit freak. Apart from that there are also resized wheels textures, color corrected license plate font and other generic vehicle textures. So here's the LINK And for last but not least The models folder it's been a fun factory for me since GTA III, but this time I've take the thing a bit more seriously (not really ), and I have redone a selection of some of the most widelly seen textures of them. - Nvidia and EAX loadscreens in 16:9 and higher resolution (I know most of you use a no loadscreen solution like SilentPatch) - The mouse now in higher resolution and transparent (nothing new...) - That kind of arrow that can be seen in the menus - Radio icons completelly remade and in higger resolution, including Track player - Some (not all, I will explain why) of the radar icons And here the explanation: I highly recommend to use my radar icons as an alternative for some of the ones alredy made by -Quantum-, this ones Radar Icons HQ Remastered The only ones that I've included are: - Final styled Loco syndicate icon (instead of beta styled one in -Quantum- pack) - Pizza icon inspired by the mobile version (instead of -Quantum- PC styled one) - A texture that no one never has mod until now (how exagerated I am!), the skip icon with that Deluxo, it's not in higher resolution but it's uncompressed (I don't even know if it's used at all) And here's the last link for now Hope you like them, and enjoy Also if some one wants some of my base/source/original texture just ask for them
  8. So after more than a year, I've finally made a seperate forum post for this... Overall Improvements aims to revive the abandoned volume 2 by porting most of its features to a more stable form. (The leaked volume 2 was really unstable) Apart from adapting features from volume 2, new peds, new vehicles, bug fixes, more dialogue and more have been added. This release is based on Crspy's Fixed Volume 1, so it features all his additions as well. Some Features All vehicles cut by DeeZire are now restored. The ones he replaced them with are now seperate vehicles New cut vehicles have been re-added, the Bloodring Banger B and the FBI Car New clothes. For example the new GSF clothing after reaching 100% turf control Police helicopters are now controlled by actual police pilots, killing the pilot results in the heli crashing. New police officers and gang members have been added along with unused unique voice lines. (A LOT of voice lines were cut, Example: VOICE_EMG_ARMY1, 2 and 3) The cut drive to the cemetery in 'Big Smoke' has been restored. Along with some removed voice lines in 'Sweet & Kendl' The supporting character, Guppy, now has a unique skin Recreated 4 of the 10 hidden mobile exclusive cheats The cut vigilante variant, 'Vice Squad' for the Cheetah, has been restored Revamped DeeZire's AWOL Angel If you start Los Sepulcros with insufficient respect, now an otherwise inaccessable part of the mission will unlock. (I made some minor changes to this part) If you have previously started 'Are You Going To San Fierro?' and failed, you no longer have to pay another $25,000 to re-start the mission The Four Dragons casino will now be an asset after 'Fish In a Barrel' The help messages about being wasted and busted now don't take away player control anymore (it is now like Vice City) In 555 WE TIP, you now have to drive into the garage to plant the weed in the car (This is a recreation of a beta objective) Cesar and OG Loc now appear with their beta appearances in certain missions. You are now correctly able to reach 100% completion, instead of reaching it prematurely even if you haven't completed everything yet Changelogs Original Volume 1 Changelog OV Changelog Download Version 1.6 (06/11/2019) 1.6.2 Patch (17/04/2020) Savegame Pack 1 (LS Chapter - 07/11/2019) Savegame Pack 2 (Country Chapter - 04/12/2019) Savegame Pack 3 (Halfway SF Chapter - 09/01/2020) (Savegames from the unmodded game and previous ttdisa versions are incompatible) NOTE: Since this mod is still in development, compatibility between newer versions is not garanteed. --- Installation Instructions Credits Original Volume 1 Credits OV Credits Misc DISCORD (for suggestions, bug reports and previews) YOUTUBE (where I post my TTDISA OV videos) Note Unless stated otherwise, it is not allowed to reupload this mod anywhere. (This includes modpacks)
  9. The Hero

    24h TimeCycle

    We already talked about this in the skygfx topic a bit, now a separate thread. The timecycle in San Andreas only has 8 hour definitions per weather as opposed to 24 hours like in every other GTA game. This mod fixes that, it will read a full 24h file from TIMECYC_24H.DAT in the data directory. ASI: http://aap.papnet.eu/gta/24h/timecycle24.asi Default timecycp.dat converted to 24h: http://aap.papnet.eu/gta/24h/timecyc_24h.dat Source: https://github.com/GTAmodding/timecycle24 Script to convert to 24h format: http://aap.papnet.eu/gta/utils/timecycle_sa_to24h.py usage: timecycle_sa_to24h.py input_timecyc.dat > output_timecyc.dat Exe versions known to work: compact, hoodlum. The source code has many more functions than are used by this mod. I reverse engineered and reimplemented them so that I could extend CColourSet (since some colour sets are allocated on the stack of CTimeCycle::CalcColoursForPoint I pretty much had to reimplement the whole function). Use the source for your mods if you want to extend timecyc.dat with more/different columns. My reason to do this was to have the game load a VCS timecyc.dat for VCSPC. Have fun!
  10. Inadequate

    San Andreas: PS2 Features To PC

    Grand Theft Auto: San Andreas PS2 Features To PC ______________________________________________________________ Well, for some reason Rockstar Games have ported the PS2 version to PC with a potato. So, since that happened the game has lost a lot of features and things such as control settings, post processing effects and more. With those modifications listed below you will bring back a 99.9% percent of the PS2 feeling with a few clicks! ______________________________________________________________ Required modifications download: Features download:
  11. Link2012

    Mod Loader

    What is it? Mod Loader is a plugin for Grand Theft Auto III, Vice City and San Andreas that adds an easy and user-friendly way to install and uninstall modifications into the game, as if the game had official modding support. No changes are ever made to the original game files, everything is injected on the fly, at runtime! The usage is as simple as inserting the mod files into the modloader/ directory. Uninstalling is as easy as that too, delete the mod files and you are done. Hot swapping mods while the game is running? By using Mod Loader you can! Still not sure? Check out this nice video from Ivey. Features: Do not replace any original file, all the mods are installed by injection on the fly. Instant mod swapping, you can refresh mods on the go without closing the game. Game menu for configurations, providing an even easier management of mods. Bug-free audio modding. When installing sound mods with Mod Loader, you'll no longer encounter this bug. Mod Loader will automatically read data lines from readme (.txt) files. If you have several of the same .dat files, Mod Loader will merge them together for you. Allows you to link mods to profiles, which is very useful for installing total conversions, isolating them completely from the rest of your mods. Mod Loader allows you to use command line arguments, you can find information on them here. Download Mod Loader will always get updated thought GTAGarage, with stable enough releases: http://www.gtagarage.com/mods/show.php?id=25377 Although you can also find the latest, maybe unstable, release on GitHub (recommended) https://github.com/thelink2012/modloader/releases Screenshots Source Code The source code is available under the MIT license, take a look at the project on GitHub
  12. Matt1010

    Matt1010's Workshop

    Hello and welcome to my workshop! Here you will some of my mods that I have created over the past few years or so. Hope you like... at least... one of them. Of course, there's more to come. Eventually... someday... I don't know myself. (PSSST, CLICK ON THE IMAGES FOR LINKS)
  13. I was tired of CJ & His crusty ol' face textures, so I did something about it. Enjoy. DOWNLOAD https://mega.nz/#!AKYRCQoB!Y_w8Fcf8N2mHSyuW2JGwki-_tdDY6154vJXYoPQbhSM[/size] Show Spoiler to see all comparisons
  14. H-G

    H-G's Workshop

    H-G's Workshop About Oh, hi there! Welcome to my humble workshop! Here, you'll find a database containing all of my mods in one convenient place. I make lore-friendly mods, mostly, and usually post released stuff here, but I might post about WIP works too someday. Grand Theft Auto III Grand Theft Auto: Vice City Grand Theft Auto: San Andreas Grand Theft Auto - Re: Liberty City Stories Documentations
  15. Enhanced Blue Low-Tops by @H-G About: Screenshots: Download:
  16. Uzzi47

    GTA Bazooka

    At first this was posted here as a simple ped mod. But we added a lot of things in the meantime. So ye here it is. DOWNLOAD HOW TO INSTALL: Make sure you have a clean/unmodded game (GTA SA 1.0 US) Extract the mod to your game folder. That's it! SCREENSHOTS CREDITS: ©Uzzi47, In hog signo vinces _|_
  17. DragonYisusXD

    Story Mode 2.0

    Please, don't get confused by the mod "Storyline Enhancement" this mod adds and improves several details and fixed many issues of the story mode in the game, also trying to give more life to the world of san andreas and even adding brands news territories and gangs such as the Russian Mafia and the Biker gang like the gang 9 and the gang 10 without trying to be the same as "Things to do in San Andreas" we all know how the story mode in this game is one of the best in the gta series, however in this game, it misses so many details that it would have given the game more life to his world, so i added the detail that i think it'd be perfect for the story in the game, also i know how you guys enjoy having gang wars so i added more territories that i think it would fit in the perfect places Current State of the Mod: No Glitches Found How to Install ? simple, copy and paste all files and folders in the root folder Note: for the mod work in the game, you need to start a new game. Start Changes: Los Santos Changes: Countryside Changes: San Fierro Changes Desert Changes: Las Venturas Changes: Back to LS Changes -------------------------------------------------------------------------------------------------------------------------- Update Changes Update Changes 2 -------------------------------------------------------------------------------------------------------------------------- Mod Recommended: Link: https://www.mediafire.com/file/37s8pz0rlc5buay/Story+Mode+2.0.rar/file CHAOS MOD you guys should have heard of the Chaos mod for GTA San Andreas, well now it is possible to play that mod with Story Mode 2.0 without any problems with the PassCurrentMission effect, as you guys know, the PassCurrentMission automatically makes you pass the mission you're playing but since Story Mode modify the Main.scm, the effect of PassCurrentMission will makes the game crash except for some missions but do not worry, thanks that the owner had open the mod source, i was able you modify the PassCurrentMission effect so it can be compatible for the mod and do not make crashes (WARNING: do not recomment to use this link if you're not going to use it with Story Mode 2.0, this was made specifically for Story Mode 2.0, any other mod that changes the Main.scm or use the original one will cause in a crash, also for this to work perfectly, you need the last version of Story Mode 2.0) https://www.mediafire.com/file/ip2ye06jo9h1l8b/Modded_Chaos.zip/file Screenshots Videos:
  18. _𝓐𝓖

    ClassicHud Mod

    This plugin change the standard Hud with an similar from III/VC/LCS/VCS and Advance . Update(v2.2 - 27/06/2017) Added GTA Advance as selectable hud style. Added exact amount for health/armour strings. Fixed statsbox showing filled bar for weapon skills. Minor fixes... Attention: *Radar and the rest of the interface could look larger then expected if you don't use a widescreen plugin. Screens (1280x720): Download
  19. This mod aims to bring the definitive update to the good and old San Andreas's weapons, it consists basically on fixes and improvements, such as improved 3d parts, upscaled and minor edits on textures and icons, position fixes, uvmapping, scale and overall design. Also, don't worry about being too HQ, they're still atmospheric to the game and not far from the original size of the vanilla weapons. Hope you enjoy them. (They come with the original 3d muzzleflash model attached to them, you can opt to force the effect from effectsPC with a mod). Features Upscaled Textures and minor edits and uvmap fixes Icons in better resolution (128x128) New muzzleflash texture 3d muzzleflash on models Reflections and extra effects Improved 3d model Mip Mapping Position and scale fixes New uvmaps (Check paracx.txd, might be useful if you want to change the parachute) 3D triggers 3D lens on scope and cameras Cutscene models converted as a bonus Have some screenshots (Outdated) GTA SA VERSION GTA SA CUTSCENE/BETA GTA VC VERSION Credits to SprunkieMonkey for the Colt45 Icon Special Thanks to Len (BadassBaboon) and M.S. for helping me figure the upscaling out. If you support my work and think it deserves a finantial support, here's the QR code for donations, it'll surely help me while i'm unemployed through these harsh times, i also take paid requests if you want anything custom made for you, anyways, thanks for stepping by and checking my work.
  20. MrFinger

    [SA] Uncompressed SFX Pack

    The amount of attempts at finding the original sources of the GTA sounds were in vain, almost to nothing could've been found about them until now. Now, we have found literally what has been searched for years. This modification gives you an experience on what the sounds are like without much compression. For now only version for SA is available. III and VC versions coming soon! List of new HQ uncompressed sounds [SA] : Bonus folder contains HQ versions of: Don't forget to watch comparison videos below!: Downloads: SA Version III Version [WIP] VC Version [WIP] FAQ: Special thanks to: @Matt1010 For cover and few footsteps sounds @4Arty For loops of Cheetah, Club, BF Injection and Linerunner
  21. ForeverL

    [SA] Mobile Hands

    Updates After a long time, and getting my files back, I will update this. Stay tuned for news. Old News Models no longer need the Mobile Specular Map, which corrected a 'claw' deformation that appeared in the hands. The mobile / remastered version of San Andreas, brought several new features. Among them, models with new hands. This old mod, brings you those models, and some extras. - Models converted from the mobile version. - New hands, for models that did not get them in the new versions. - BETA models (thanks to @Kalvin) with new hands. - Minor fixes in textures and models. Default Models B Dup Big Bear (Thin) Catalina Cesar Dwayne Emmet Hernandez Janitor Jethro Jizzy Kendl Kent Paul Maccer Madd Dogg OG Loc OG Loc (Burger) Pulaski Ran Fa Li Rosenberg Ryder Salvatore Silverman Sindacco Slut Smoke Suzie Sweet TBone Tenpenny Torino Triada Triada 2 Truth Woozie Zero New Hands Bettina Big Bear (Fat) Bogman Burger 1 Claude Dope Grove 1 Heckler 1 Heckler 2 Jose Lil Bil Mafia Goon 1 Mafia Goon 2 Plas 1 Smoke (Kevlar) Triada 3 BETA Models Cesar Kendl OG Loc Ryder Salvatore Smoke Smoke (Kevlar) Smoke (Kevlar 2) Sweet Download Download Download Soon
  22. DK22Pac

    GTA5 HUD by DK22Pac

    v0.925 Mediafire https://www.mediafire.com/?p3uk0xvtyyeo10s v0.920 Mediafire http://www.mediafire.com/download/p6r6ulrmcp19qsc/V+HUD+by+DK22Pac+-+release+28.12.14.rar v0.910 Sendspace https://www.sendspace.com/file/dyqhzi Mediafire https://www.mediafire.com/?rz65d0ihwgpuyd2 libertycity http://www.libertycity.ru/files/gta-san-andreas/83045-gta-v-hud-v0.910-by-dk22pac.html v0.890 Sendspace https://www.sendspace.com/file/u29umt Mediafire https://www.mediafire.com/?l28bhcjlh2p40qn libertycity http://www.libertycity.ru/files/gta-san-andreas/81914-gta-v-hud-v0.890-samp-edition-by-dk22pac.html v0.815 Sendspace https://www.sendspace.com/file/ireohu libertycity http://www.libertycity.ru/files/gta-san-andreas/80870-gta-v-hud-by-dk22pac.html?page=5 An exclusive add-on Other mods compability Since this plugin uses new version of plugin SDK, you'll need to remove all plugins which use "deprecated" plugin.dll library. You can get new versions of some plugins here: IMFX Final Update http://vk.com/doc45765610_318675122?hash=a11b3a754de2151207&dl=d19d71bef7f924385f Advanced Aiming Mod v1.1 https://www.sendspace.com/file/v85lgh
  23. Son Of Big Boss

    SOBB's Workshop

    Welcome to my workshop. Here you'll find lore friendly vehicle mods and accurate beta vehicle recreations for the classic GTA Trilogy. Some content is still under development, so the workshop will receive updates from time to time. If you want to support me you can donate a bit of money, I will appreciate any help granted. Become my Patron and help me continue modding https://www.patreon.com/sonofbigboss Shoutout to Gamerjman19 and Brooklynszmac for their current support as Patrons I'm thankful with Jago and R4gn0r0k for being my former patrons, thanks guys wherever you are for being my support Otherwise, if you want to donate using Paypal instead: Note: It is highly recommended, for better enjoyment, to install Silent Patch, and SkyGFX, as some of the mods need them, links can be found here MISC MODS BETA MODS MISC MODS BETA MODS MISC MODS
  24. Welcome to my workshop. Here you will find all of my released mods. Feel free to discuss any of my older mods or see what's going on right now. Check out my YouTube channel! Where I post videos related to GTA modding. Currently I have SA and ongoing IV car tutorial series. Requests are not accepted. Because I probably won't ever finish the request, if I don't want to make it. YouTube Channel The more recent mods are at the bottom. IV vehicles San Andreas vehicles Miscellaneous Resources For modders WIP not in order Thanks to members of the community for helping me with all of my mods. Notes ( UPDATED ) Mods predating 2021 are unlocked, you can use any of my mods in your mods/Total conversions, please notify me and give me credit for the mod as well. However, mods from 2021 and further you can only edit my mods with my permission. INCLUDING IVF/VehFuncs adaptaion. Those aren't allowed. If there's any bug please use PM. Enjoy!
  25. Spartan_112

    Spartan112's Workshop

    Hello everyone! I'm Spartan112 aka EpicBearHunter aka Mikhail Isaev. I'm GTA SA, GTA 4 modmaker from Russia and this is my workshop. I'll try to keep in touch and post all my recent mods here. Some links: https://libertycity.ru/user/Spartan+112/ http://www.gtainside.com/user/Spartan_112 (yes, I want to start modding for GTA 5, but not now, sorry) https://www.gta5-mods.com/users/Spartan%20112 And now, it's time for some content. Grand Theft Auto: San Andreas Grand Theft Auto IV: Thank you, for visiting my workshop! I hope, I will not disappoint you!
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