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  1. Vortrex

    GTA Connected

    GRAND THEFT AUTO CONNECTED Main Page • Forum • Download • Discord • Wiki What is it? GTA Connected is a universal scriptable multiplayer mod for GTA III, Vice City, San Andreas, and IV Wait, another multiplayer mod? In short yes. However, GTAC is unique since it provides a unified multiplayer experience for multiple games. It supports the built-in gamemodes for GTA IV right out of the box for that vanilla IV multiplayer experience previously seen on GFWL It's also the only actively updated multiplayer mod for GTA 3! What is the scripting like? We have a script-once, run-anywhere system so your GTA Connected resources can work across all supported games. Three scripting languages available: Lua, JavaScript, and Squirrel. (Scripter's choice, and can be mixed in the same resources) Any cool features I should know about? Tons of them! The list is too long to put it all here but here's a few: Play both offline and online. Dynamically growing/melting snow. Custom objects. Peer-2-peer sync. Synced peds and traffic, and so much more!
  2. Son Of Big Boss

    SOBB's Vice City Beta Vehicle Arsenal

    Full pack download You might also like: San Andreas Beta Vehicle Compound
  3. Fade-Away Fades by @H-G About: Download:
  4. Enhanced Teargas Smoke by @H-G About: Screenshots: Download:
  5. Prateek64X

    GTA III New Crosshair

    New Crosshair for GTA III and GTA Vice City Download from here:GTA 3 New Crosshair for GTA III / Vice City Mod - GTAinside.com My Profile: GTAinside - GTA Mods, Addons, Cars, Maps, Skins and more.
  6. B_Smiles

    B_Smile's Workshop

    Oh! Hello! I didn't see you there. Uh, welcome to my workshop! [Whoa, never imagined in a million years I'd be able to say that] Anyway, if you stick around long enough [and I hope you do] you'll find a variety of things I've been making over a period of months. (but you will see the odd conversion [or twenty] and stuff made from scratch, sh*tbashes and other things along those lines) -legal disclaimer- everything released in this workshop may / may not hold the same levels of quality as what you're used to, but what the hey I'm still learning the ropes. The following is created within a safe and sealed environment and will mainly consist of randomness, map edits, player skins, pedestrian edits, sh*tbashes and other things thrown together from hell and a handbasket which may not exactly make much sense but what the hell, I do it anyway! Do not visit this workshop while nauseous, drunk on drugs or tired. Potential side effects may include laughing inappropriately, sudden peak in interest, basketball, wtfeckery and loss of sleep. *opinion of user satisfaction may differ and not exactly a guarantee And now with that out of the way, let's start! Oh! Any feedback regarding bugs, kalvin-like breaking or missing things would be nice too, because that's how I learn :3 EXTRA NOTE: I occasionally sneak in new mods through a previous post as a way of filling empty spaces - so be aware "Spray 'N' Go" Head Radio antenna Recreated Capital Auto's sign (based on pre-release / concept art renders) *weird bug with metal 'autos' sign being blue instead of white FINALLY released! Pre-release Rothwell Station as seen in this screenshot credit and huge thanks to AdusPL for the collision Vehicles 3DS Max Test - Mr. Claudee Strictly created for the purpose of understanding how to edit DFF files before exporting back to game - before being destined to the recycling bin (either replace the original or add to game as a new vehicle) UPDATED 06/08/17 fixed a couple of things, added readme E3-like vehicles without body64 texture 1970's security van (Italy) Xbox-style vanilla Infernus Kuruma Sport Classic bus with interior Kill_Tank 2000 A historical piece of hardware previously owned by a strange little man living in a tunnel -NO IMAGE FOR YOU!!- 747-like Airtrain DOWNLOAD Off-road Bobcat open default.ide and change the bobcat's wheel size from 0.7 to 0.86 updated 07/05/2018 - replaced front to fix headlight bug Phantom [edited PC ghost] Football van [updated again] Vice City Perennial The Karuma, the fake import cheaper answer to the Kuruma III style LCS BF Injection Miscellaneous Severed arm UPDATED with matching SFX Pedestrians (mainly edits) Camhead Leones [based on manhunt concept art] Music teacher / foreign exchange student -these were taken from the NTSC version since the PC gta3.img has these dummied out (empty) UPDATED 11/05/18 stu_man: fixed sandals UV mapping, added panpipes from busker1 stu_wom: replaced head, removed backpack Improved SWAT - model based on army - visor, badge and identification marking added - remapped torso for armour and uniform recolours Triad gang logos from game manual "beta" worker2 (as seen in 10 year anniversary edition beta video) "Yo, bitch - where the money?" platforms shoes? - check big feather on hat? - see above answer sunglasses? - affirmative "Hand over the fecking money or I cut your balls off!" SA-styled Catalina "I wanna eat soon!" Ricky the dickbag (modelled on IRL person from college) Updated Tanner model (awkward, strange animations sold separately) Re-textured Ammu-Nation clerk Bomber [V2 SOON] The Professor "THAT BAG! I MUST HAVE THAT BAG! GLORIOUS! STUPENDOUS!" Kinda-pre-release Admiral (photo-realistic headlights, slightly lower roof height, rougher body texture and LC plate) Beta PS2 silcolt without extended barrel San Andreas pickup icons for VC Links to individual posts [OOOOH] Sexy-Tiem Weaponry, SWAT Boxville, Cougar Convertible, Sexy-Tiem Chainsaw, IV-Style Maverick, GoldenEye 64 Golden Gun & Cougar Magnum Two-Tone Esperanto, Hidden Package Helper, Squalo MK1, 1981 Sanchez, Moonraker Laser & "Beater" Corpse Manana "Woody" Perennial, AR-33 Assault Rifle, Sperber Electric Car & GTA3 Flatbed with VC Extras Corpse Manana - VC Edition Improved GTA3 Stallion, GoldenEye64 sniper rifle, Sandwich Board Hobo, GoldenEye64 Auto Shotgun & Original Belly-Up Van Signage "Fixed" PC GTA3 Sentinel, Improved Import/Export Icon, Moonraker Elite Guard [male] & Mod-style Faggio Prison Bus, Carl "50cent" Johnson & Improved Cutscene Banshee Saaaaawnik the Sprinthog, Meat Truck, Homemade Shotgun, Restored Cutscene VCR, Frenchez, Ricer Blista Compact, 1983 Comet, Hybrid RPG, Tony's Shirts from 'The Sopranos' & GTA3 Fixes III-Storations - restoring stuff that went unused or wasn't implemented 1982 Mesa Grande, Big Smoke (GTA3) & Restored Stadium Scoreboard Beta Cochrane Dam Pumphouse, Carl "Busta" Johnson, Bowl 'o Noodles (VC), Civilian Pizzaboy, Manhunt Styled Colour-Coded Weapon Icons, Dildo Hunter Missiles & '"Roadworthy" Bloodring Banger 80's GTAV Ruiner, VC Bobcat with bed cap, Easy Entry Sparrow/Sea Sparrow, Beta/Pre 9/11 Building Sculpture (GTA3), PS2/PC Ruger without shoulder stock & graffiti from GTA3 mobile 'Charlie Croker Tours' Coach, "Fixed" Lovefist Limo, VC-styled GTA3 Deaddodo, Restored Camera Pickups, LAPD with SFPD Voices & Psycho Guy Strategy Guide Weapon Icons, Capital Autos Showroom Bunting, VCS-style Ice Cream Factory Exterior, Coloured Pan-Lantic Construction Logo, Beta Film Studio Entrance, Pre-release styled Museum & Art Gallery, Tomas Vercettus Butcherus & Recreated Alpha/Beta Signage VC Stinger & Stallion for GTA3 LAPD BMX for homies & WTF Burger Tank RC Ernst Stavro Blofeld, LCS Mobile 8-Ball & Mickey Textures, Improved Car Wreck Models, Casa's Deli (closed down), Early XXX Cinema, Luigi's Club & Beta Blue Radar LCS 'Doll's House' Building Rebuilt/Re-purposed (GTA3) "UHD 4K" Realistic Steak, 'Fort Knox' Securica, LCS Forelli Car (v1) & GTAV Shark Card Money Pickup (GTA3) Revised Beta Buggys, "f*ck You" Hidden Package, Killer Piano, Perennial Pigèon, Beta Carson General Hospital, Bedford Point Church Garden, Phil's Depot Stair Fix & Alpha-Styled Ambulance "Beta" Tony Kip-riani, Tampa SE, Concept Art Duncan's Body & Sprayshop, Hueg Cellphone, 3D-era Marshall Ripoff & noisy Yamaha bike from Never Say Never Again Memory Lanes Bowling doors improvement [GTAIV] and functional poolcue weapon [GTAIV] Pre-2000 Triad Fish Factory, Improved WitSec Apartment, VC beachball for GTA3, FIA Signage Correction, GTA3 Skinpack, bearded Ray, another food-related weapon [VC], Vice Point Mall interior lights fix, BETA Ammu-Nation exterior, 1970's Voodoo "Roofed" Banshees "Ice Me Gelato" cart, HH Real FBI, Hector's chainsaw & Patriot with fixed canvas covers Salvatore's office, Leon McAffrey [replaces li_man2], Street Mime, restored BETA buskers & Multiplayer Map Features (ongoing) Restored Plaster guy, Darkel & Tom Novy Restored Butler, Goon & Cop2 Big-ass revolver [VC], Trashed Jeep [VC], Hi-roof VC Washington, Biker Angel without saddlebags, High-roof CS Admiral, Walton Towtruck, scoped Colt45 with laser pointer, Troquis, ZR-350s convertible/soft top, generic van (civilian Mr. Whoopee) Taco Van, Pointlessly Silenced Weapons, 1970 Groovan, Buckinghamshire (Royal Car) Super-powered Sultan [EXCLUSIVE] Face Mask Pedestrians & Coronavirus Hidden Package for GTA3 Taped-off Chinatown Market (Wuhan Market) + Dead Guy Prop & Corona-San
  7. RegistaG

    VC - Moved Packages

    100 new Hidden Package locations. Download here: https://drive.google.com/file/d/1Sk7d3JxRuc8ImnBpl0GaE2_-F3ko2SW3/view?usp=sharing The archive contains the main.scm with new locations and a Phnom Penh 86 save file if you want to have the city opened right away. Also I've included a map with new hidden package locations. Have fun
  8. ForeverL

    [III|VC|SA] Icons

    There's not much to explain. They are icons for GTA games. And for some mods. LCS III VC SA Download
  9. rwd3d9 is a library you can link your III and VC asi-mods against to get access to d3d9 features, namely vertex- and pixel-shaders. You still need a d3d8 to 9 wrapper that supports QueryInterface to get the d3d9 device (d3d8to9 recommended), so why should you use it? Simple, RW keeps a cache of pixel- and vertex-shaders that has to be kept up to date. When more than one mod wants to mess with the cache it will very likely become inconsistent and bad things will happen. So the idea is to have only one mod (this one) handle the cache and have all others dynamically link against it. Just include rwd3d9.h, link against rwd3d9.lib and put rwd3d9.dll into your game's main directory. When the dll is loaded it will hook all necessary places by itself. You can use it with asis that are loaded early (e.g. by the ultimate asi loader) or late (e.g. by the built-in mss32 loader). The library is very small currently because I just implemented what I needed for SkyGfx and sharptrails. If you make changes, please make a pull request or something so we won't have many incompatible versions. Currently supported GTA versions: 1.0, 1.1, steam III, 1.0, 1.1, steam VC Credits: steam III, 1.0 and steam VC support by Sergeanur repo: http://tohjo.eu/aap/rwd3d9 binaries: http://aap.papnet.eu/gta_/rwd3d9.zip
  10. ForeverL

    [VC] Fixed Peds & Improvements

    Some pedestrian models have some bugs. This mod, try to fix that.
  11. Sergeeeek

    Burning isn't fun

    This mod stops vehicles from catching fire when they're flipped. Tested on 1.0 and steam versions, should work on 1.1 too though. Might even work on SA and III but I don't have them installed to check now. If you tested it please report. Download Turns out I'm an idiot and somebody already made the same mod 4 years ago, whoops. I don't know about you, but in my opinion cars catching fire whenever they touch the ground with their roof is by far the most annoying feature in pre-HD era GTA games. That mod fixes it, as simple as that.
  12. Ryadica926

    LCS Styled Comet

    This mod provides LCS Styled Comet based on VC PC Model with added license plate. DOWNLOAD
  13. High resolution menu and loading screens textures for GTA: Vice City. PS2 Loadscreens by Silent is required. Download Here Things that have been remaked/remastered: fronten1.txd intro1-4.txd loadsc0-13.txd outro.txd What left to do: fonts.txd fronten2.txd hud.txd splash1-3.txd (don't sure if it's need to be remastered because Project2DFX disables splash screens) Preview: Version 1.0: Is here
  14. Hello I see a lot of interest in my previous menu enter of 180 people I've decided to do one, but less complicated this time benefits very easy base 100%, stable works on smaller versions of cleo works on 2 gta sa and gta vc games note the options you need to write in the fxt file as you want to use in gta vc because cleo for gta vc does not support 0adf: opcode unless easy see #fxt for test menu ite1 menu test item1 option 1 item2 option 2 item3 option 3 item4 option 4 item5 option 5 note, the menu is on 5 options options are added from line 0146 to line 0166 in the editor eg sanny builder but this is just info for novices attention base, not tested in gta vc because I have no way to check but you have guarantees that 100% works in gta sa I can only tell you that I compile easily on gta vc and find this error if compiled on gta vc because i dont have gta vc ;( 00000256 & 1: [033F] SET_TEXT_SCALE 0.3 0.8 00000268 & 1: [033E] DISPLAY_TEXT 23.0 80.0 "đ ÷" 033E: text_draw 32.0 302.0 'HOTR_19' // vc 033E: set_draw_text_position 320.0 180.333 GXT 'BJ_PUSH' // sa 033F: set_text_draw_letter_size 0.3 0.8 hex 02 00 49 54 45 31 00 00 73 5F <- error end dont worries see gta vc and gta sa have the same opcode on draw text it will work for you if you find text bugs in gta vc add this opcodes 0341: set_text_draw_align_justify 1 0342: set_text_draw_centered 0 0343: set_text_linewidth 500.0 0348: set_text_draw_proportional 1 03E4: set_text_draw_align_right 0 in gta sa work without this opcodes see photo 100% real source {$CLEO .cs} //-------------MAIN--------------- 0000: const items = [email protected] pos_y = [email protected] pos_x = [email protected] spacing = [email protected] count = [email protected] pad_x = [email protected] pad_y = [email protected] pad_sx = [email protected] pad_sy = [email protected] catch = [email protected] r = [email protected] g = [email protected] b = [email protected] a = [email protected] fstate = [email protected] end var count:int items:int pos_y:float spacing:float end :start repeat repeat wait 0 until if Player.Defined($PLAYER_CHAR) until if 00E1: player 0 pressed_button 7 // pad r1 pc E Player.CanMove($PLAYER_CHAR) = False items = 1 //first items fstate = false //pulse state while true wait 0 pos_y = 80.0 //screen position y up or down pos_x = 23.0 //screen position x left or right spacing = 10.0 //screen text spacing 10.0 min r = 200 //option selector red g = 0 //option selector green b = 0 //option selector blue for count = 0 to 5 step 1 //pulse selector func if fstate == false then if not a >= 255 //alpha then a += 1 else fstate = true end end if fstate == true then if a > 1 then a -= 1 else fstate = false end end //logo if count == 0 then 033F: set_text_draw_letter_width_height 0.3 0.8 033E: text_draw pos_x pos_y 'ite1' end //selector func 0340: set_text_draw_color 255 255 255 255 //text color white if count == items then 0340: set_text_draw_color r g b a //mark actual options end //options info if count == 1 then 033F: set_text_draw_letter_width_height 0.3 0.8 033E: text_draw pos_x pos_y 'item1' end if count == 2 then 033F: set_text_draw_letter_width_height 0.3 0.8 033E: text_draw pos_x pos_y 'item2' end if count == 3 then 033F: set_text_draw_letter_width_height 0.3 0.8 033E: text_draw pos_x pos_y 'item3' end if count == 4 then 033F: set_text_draw_letter_width_height 0.3 0.8 033E: text_draw pos_x pos_y 'item4' end if count == 5 then 033F: set_text_draw_letter_width_height 0.3 0.8 033E: text_draw pos_x pos_y 'item5' end pos_y += spacing end 03F0: enable_text_draw 0 0494: get_joystick 0 data_to pad_x pad_y pad_sx pad_sy //scroll dpad down if and pad_y > 0 // integer values 80E1: not player 0 pressed_button 16 catch == false then catch = true if items >= 5 then items = 1 else items++ 018C: play_sound 16 at 0.0 0.0 0.0 //scroll audio end end //scroll dpad up if and 0 > pad_y // integer values 80E1: not player 0 pressed_button 16 catch == false then catch = true if 1 >= items then items = 5 else items-- 018C: play_sound 16 at 0.0 0.0 0.0 //scroll audio end end //exit menu if 00E1: player 0 pressed_button 15 then Player.CanMove($PLAYER_CHAR) = True 03F0: enable_text_draw 0 goto @start end //command func if and 00E1: player 0 pressed_button 16 //accept options catch == false then catch = true ///case if items == 1 then end if items == 2 then end if items == 3 then end if items == 4 then end if items == 5 then end //key state else if and 80E1: not player 0 pressed_button 16 not 0 > pad_y // integer values not pad_y > 0 // integer values then catch = false end end end understand have fun welcome comments
  15. ThirteenAG

    Custom Sniper Scope

    I made a proper texture draw function, when i was working on gasoline and zonetext mods, but i didn't found a way to use it, and decided to make a little tutorial. There's what you need to know to make a texture mod: 1) TXD. I just downloaded dalva's custom scope DSS.TXD. Then, using txd workshop, i converted it to vice city format, and left only one scope texture. 2)CLEO. Well, draw function itself: CODE :draw_texture {example: 05F5: call_scm_func @draw_texture params 9 _and it is - position 220.0 170.0 size 191.25 170.0 RGBA 255 255 255 255 texture_id 1 } 05E0: [email protected] = read_memory 0xA0FD04 size 4 virtual_protect 1 //X 1920 05E0: [email protected] = read_memory 0xA0FD08 size 4 virtual_protect 1 //Y 1080 0093: [email protected] = integer [email protected] to_float 0093: [email protected] = integer [email protected] to_float //coordX = sa_coordX*(currentResX/640.0) 0015: [email protected] /= 640.0 // currentResX/640.0 0069: [email protected] *= [email protected] // floating-point values 0015: [email protected] /= 448.0 // currentResY/448.0 0069: [email protected] *= [email protected] // floating-point values 0069: [email protected] *= [email protected] // floating-point values 0069: [email protected] *= [email protected] // floating-point values 03F0: enable_text_draw 1 038D: draw_texture [email protected] position [email protected] [email protected] size [email protected] [email protected] RGBA [email protected] [email protected] [email protected] [email protected] 05F6: ret 0 Position and size values are independent to game resolution, just like in SA. They can be 0.0 - 640.0 for X, and 0.0 - 448.0 for Y. And the full code: CODE {$CLEO} 0000: 0390: load_txd_dictionary 'DSS' 038F: load_texture 'SCOPE' as 1 while true wait 0 gosub @AimingCheck if [email protected] == true then if 02D7: player $PLAYER_CHAR currentweapon == 28 //#SNIPER then 05DF: write_memory 0x5786A0 size 4 value 0x90 virtual_protect 1 05DF: write_memory 0x5786A0 size 2 value 0x28C2 virtual_protect 1 05DF: write_memory 0x5786A2 size 1 value 0x00 virtual_protect 1 05F5: call_scm_func @draw_texture params 9 _and it is - position 320.0 224.0 size 640.0 448.0 RGBA 255 255 255 255 texture_id 1 end else 05E0: [email protected] = read_memory 0x5786A0 size 1 virtual_protect 1 if [email protected] <> 0x8B then 05DF: write_memory 0x5786A0 size 4 value 0x0424448B virtual_protect 1 //restore CTexture__Draw end end end :draw_texture {example: 05F5: call_scm_func @draw_texture params 9 _and it is - position 220.0 170.0 size 191.25 170.0 RGBA 255 255 255 255 texture_id 1 } 05E0: [email protected] = read_memory 0xA0FD04 size 4 virtual_protect 1 //X 1920 05E0: [email protected] = read_memory 0xA0FD08 size 4 virtual_protect 1 //Y 1080 0093: [email protected] = integer [email protected] to_float 0093: [email protected] = integer [email protected] to_float //coordX = sa_coordX*(currentResX/640.0) 0015: [email protected] /= 640.0 // currentResX/640.0 0069: [email protected] *= [email protected] // floating-point values 0015: [email protected] /= 448.0 // currentResY/448.0 0069: [email protected] *= [email protected] // floating-point values 0069: [email protected] *= [email protected] // floating-point values 0069: [email protected] *= [email protected] // floating-point values 03F0: enable_text_draw 1 038D: draw_texture [email protected] position [email protected] [email protected] size [email protected] [email protected] RGBA [email protected] [email protected] [email protected] [email protected] 05F6: ret 0 :AimingCheck 05E6: [email protected] = actor $PLAYER_ACTOR struct [email protected] += 0x244 05E0: [email protected] = read_memory [email protected] size 1 virtual_protect 1 if [email protected] <> 0x0C then [email protected] = false else [email protected] = true end return Download example[full mod below] - [VC]Custom_Sniper_Scope.zip
  16. spaceeinstein

    Get Drunk

    Introduction This mod lets you get drunk at the Pole Position and the Malibu Clubs. Drinks are free at the Pole Position Club and at the Malibu Club if you have bought it. Each drink costs $100 if you have not bought the Malibu Club. The drunk effect is exactly like "Boomshine Saigon": the screen will be washed out, the camera will wave around, your handling of cars will be impeded, and driving past a cop will earn you a wanted level. The effect will wear off over time. If you drink too much, you will pass out and wake up in up to 13 random locations around the city but it is limited to the parts of the city you have unlocked already. Debug mode can be enabled by typing "DRUNK". While in this mode, you can teleport yourself to the Malibu by pressing the camera key. Spawn locations can be selected by typing a number (but not with the number pad) and then pressing the enter/exit key. This mod utilizes CLEO Library for Vice City. Installation Download the mod at GTAGarage. Download CLEO for Vice City at http://cleo.li/. From the CLEO download, copy VC.CLEO.asi into the main VC directory folder. If CLEO.asi already exists in the main VC directory folder, you must delete that file. From this mod download, place the CLEO folder containing SEDrunk.cs and SEDrunk.fxt into the main VC directory folder. This mod has been tested only on VC v.1.00 US. Video
  17. PS2 loadscreens Yeah, another mod from me. However, it's the first ASI plugin by me, and I think it works well Some time ago I watched a YouTube video from GTA III, which was recorded from PS2. I saw different splashes while loading (SA style) and I was like "WTF? Why it's absent from PC version?". I decided to recover it, and it was pretty easy. The best part is that most of randomizing functions still exist and it's used (!), I had only to finish them. Check modification's source code on GitHub! https://github.com/CookiePLMonster/PS2Loadscreens Screenshots: GTA III GTA VC Showcase video Download http://www.gtagarage.com/mods/show.php?id=16957 Supported games GTA III 1.0 (all versions) GTA III 1.1 (all versions, including Steam version) GTA VC 1.0 (all versions) GTA VC 1.1 (all versions, including Steam version) I should thank Deji here for introducing me into C++ - mod couldn't be made without it* * That was written in 2011.
  18. Kalvin

    MC Tommy

    Recreation of the "MC Tommy" outfit, referenced in the game files. Download: http://www.gtagarage.com/mods/show.php?id=28176 Installation:
  19. Kalvin

    BETA Diaz Mansion

    Recreation of Diaz's Mansion from one of the development stages of the game. Download: http://www.gtagarage.com/mods/show.php?id=28159 Original:
  20. Old_Tree

    GTA Vasya Gorod 0.3

    This is a mod about the character: Danil Shovel. Who lost his bun This 0.3 Date Added many retexture, the sound arrangement.Fixes were flickering textures at the Hotel and in Vice Point,more missions. (as always). Replaced by:Replaced all the radio stations.Breech toilet - FM replaced by Kuphard-FM (toilet left)Lenamobil replaced by Shovelmobil. Listed:New Sounds SFX New people to voice conversations. Many retexture in Vice Point.Feramir.New missions.Removed CLEO (departures should not be) Video before the gameIn fashion there was a group vk.com/vasya_gorod Author: vk.com/id_pingas. Wait for updates...
  21. spaceeinstein

    Vice City Detonator

    Introduction Normally when throwing a remote grenade or using a remote car bomb from 8-Ball's, the detonator that is given to you prevents you from switching to another weapon until you use it. This mod allows you to switch to other weapons and throw more than one remote grenade without being stuck with the detonator. Using the detonator detonates all remote grenades and remote car bombs that are present in the world. The weapons cheat PROFESSIONALTOOLS is also modified to give you 100 remote grenades to play with. This mod utilizes CLEO Library for Vice City. Installation Download the mod at GTAGarage. Download CLEO for Vice City at http://cleo.li/. From the CLEO download, copy VC.CLEO.asi into the main VC directory folder. If CLEO.asi already exists in the main VC directory folder, you must delete that file. From this mod download, place the CLEO folder containing SEDetonator.cs into the main VC directory folder. This mod has been tested only on VC v.1.00 US. Video
  22. Cell Tennyson

    [VC] Talk To Peds

    GTA Vice City: Talk To Pedestrians Here's a [Cleo]script Mod which allows the Player to talk with the pedestrians nearby. The player remains silent but most of the Pedestrians give their replies. If you've ever wanted to chat with NPC's then I'm sure this mod will come handy. Download Also, I will recommend using Ped Speech Patch by Mr Sergeanur which will increase the talkativeness of a Pedestrian. Lastly, Thanks to Sergeanur for his great Speech Patch.
  23. Wojski

    Wojski's Workshop

    I decided to make a Workshop for my poor quality mods Vehicles made from scratch:
  24. spaceeinstein

    Vice City Hover Wheels

    Introduction This mod allows the wheels of the car that you are driving to hover, similar in effect to the SEAWAYS cheat but also working when not on water. Type "HOVER" to toggle the effect on or off. The angle of rotation of the wheels can be modified through SEHover.dat, a plain text file. The single number in that file represents the wheels' rotation in degrees for both the SEAWAYS and HOVER cheats. If HOVER and COMEFLYWITHME are both on, you can fly your car like an airplane. This mod utilizes CLEO Library for Vice City. Installation Download the mod at GTAGarage. Download CLEO for Vice City at http://cleo.li/. From the CLEO download, copy VC.CLEO.asi into Vice City's folder. If CLEO.asi already exists in the folder, you must delete that file. From this mod download, place the CLEO folder containing SEHover.cs and SEHover.dat into Vice City's folder. This mod has been tested only on VC v.1.00 US. Screenshots Video
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