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  1. iiCriminnaaL 49

    [IV/EFLC] Responsive Plus

    The primary purpose of this mod is to enhance the gameplay experience of GTA IV through tweaking several areas that either need to be refined, or could be improved, whether to make the gameplay smoother, more responsive, realistic, refined, or generally less dated, yet challenging at the same time, in addition to more miscellaneous changes. DOWNLOAD So, going in more details, these are the changes that have been done so far: Suspension and driving force have been tweaked for the majority of vehicles, acceleration has been briefly increased for the majority (by decreasing Drag Multiplier), and max speed has been briefly increased for all of them, including the subway and cable car. Additionally, vehicles now take far less damage from weapons, especially the NOOSE Enforcer, Annihilator, Buzzard and to a lesser extent the APC. Weapons now have enhanced and more balanced performances and features; ammo limit reduced for all weapons, as well as for some weapon pickups, damage power increased for all of them, clip size reduced for some (which also affects ammo of dropped weapons), physics force reduced for the majority, aiming speed tweaked for the majority, fire range increased for the majority, and accuracy increased for all (by decreasing it in the file). Prices of weapons, ammo, armor vests and parachutes (in TBOGT) have been increased. Time cycles have been minorly enhanced. The moon now shows at every night hour of every weather, far clip has been increased, overworld lighting and shadows show properly in every hour of cloudy and rainy weathers, colors of the overworld's lighting and water have been enhanced in some hours of certain weathers to mash better with the sky's color, and blurriness, bloom and brightness/darkness have been reduced in certain hours of some weathers, as well as saturation in certain hours of rainy weathers. Additionally, several interior cycles now look somewhat smoother. The edges of the world's objects (more noticeably fences and leaves) now look smoother. Fixed some vehicles not appearing in an intended group due to being named improperly ("POPCYCLE_GROUP_RUSSIAN" rather than "POPCYCLE_GROUP_GENERIC"). Corrected some typos that prevented some vehicles from appearing in their intended groups in The Ballad of Gay Tony. Fixed some vehicles appearing too rarely (by removing them from the "POPCYCLE_CAR_GROUP_BORING_SALONS" group). Sultan RS can now be seen in some rich districts. Tampa can now be seen more commonly in The Lost and Damned. Regina can now be seen in some poor districts in The Lost and Damned. The "sports" flag has been added to Banshee and Sultan RS. Fixed Zombie B and Blade not appearing with the colors they're intended to spawn with. Besides the Lycan, The Lost MC bikers now ride each of Revenant, Diabolus, Hellfury and Zombie in The Lost and Damned. Dimitri no longer wears glasses. Following the events of The Lost and Damned, Billy's face is now damaged in the prisoner version. Bikers can now appear without a hair/beard expansion/variation. Fixed the blonde variation of the Caucasian metal-head security having some part of the ring textures missing. They can also appear without variations of hair and beard expansions. The unused property variations of the fat LCPD cops and FIB agents have been restored. Fixed FIB agents not having their voice lines used. Several gang members now have more appropriate walk styles that better suit their bodies and personalities. Complementary modifications highly recommended to install: Potential Grim The Hardcore Lost MC
  2. Jeansowaty

    Bikers DLC

    Welcome to yet another topic of mine this is a package of lore-friendly bikes (and not only) for GTA IV. I've been working on them with huge pauses since like... the summer of 2018, I think? It all started out when I tried to alter the Lycan in 3dsMax. I had many ideas for custom choppers and whatnot. I was experimenting until I came up with some decent results. Here they are, all brand new: Liberty Chop Shop Fenris The first of the bunch, the sister of the Lycan and the Nightblade. Comes with 3 fuel tank extras. Liberty City Cycles Venom Special thanks to @Big_Mitch_Baker for his Hell on Wheels mod which was a huge source of inspiration for me, the Venom there was nothing more than a Diabolus with a custom decal (which I also took for this one). This time, it's a brother-bike to the Hexer. Comes with a saddlebags extra. Liberty City Cycles Gambler Another tribute to GTA HOW. In that mod, the Gambler was an Innovation. This here is a combination of the Innovation, Revenant, Nightblade, Angel... and probably more. I don't remember. No extras. Western Motorcycle Company Raptor An idea by @GTA-Biker, based on his own bike. Based on the Wolfsbane with parts from the Daemon and the Angel, but also with a peanut tank. The decal on the tank is an extra, so are saddlebags. Western Motorcycle Company Freeway Classic Have you felt like the original Freeway was missing from GTA IV? Fear not, here is my take on it. Quite a bunch of parts were taken from the original SA Freeway, but also other IV bikes. Comes with 3 extras - the license plate on the rear and exhausts from the Hexer (resembling VC, LCS, VCS ones), the plate under the rear light and exhausts from the SA Freeway and saddle bags (so you can get a taste of an Angel Classic I guess.) Western Motorcycle Company Hooligan A favorite of Skinheads, has the Union Jack on the fuel tank. I just wanted a radical chopper with ape-hanger handlebars and went on experimenting. Has 4 extras - a tank without the flag, a tank with the UK flag, one exhaust variant and a second exhaust variant. Western Motorcycle Company Wolverine A relative of the Wolfsbane? Sorta. This is essentially the Police Bike from TBOGT, but heavily cut down until it looked like a Harley-Davidson FL. Steel Horse Slambike Special thanks to @Jinx. for helping me with the wheels and @Parik for the rear bags (which are an extra, by the way). This bike was a collaboration between Steel Horse and Vapid before their breakdown. As it turned out however, it became one big flop and not many Slambikes are available around anymore. Western Motorcycle Company Greaser A 50's style greaser-bike, another idea by @GTA-Biker. Made mostly out of the Zombie, with elements of other bikes, of course. The rear is an extra, the bike can appear without it, but instead with a license plate directly attached to the rear seat. Western Motorcycle Company Ridgerunner My take on a bike that is similar to the Cliffhanger from GTA Online. The front and the wheels are taken from the Sanchez, whereas the rest has been molded from various bikes to resemble something akin the aforementioned rally bike. No refunds for skull fractures. Western Motorcycle Company Freeway Bobber I'll admit, I'm not very happy with how this one turned out, but nevertheless, it's here. Just a combination of both the final IV Freeway and my Classic one. I think I could do better here, so maybe this one will receive an update of sorts one day. Has 4 extras, 2 fuel tanks (one from the Classic and one from the modern Freeway) and 2 exhaust types (same as above). Western Motorcycle Company Effrayer This one was total coincidence. I gave the Revenant wheels from the Nightblade and it just butterflied from that point on. Pegassi Bati 802 Eh, I'm not a huge fan of crotch rockets. It's just the Bati Custom without the livery and it's colorable. Not a very big mod, but what gives. I might make more in the future if I ever get inspired. Western Motorcycle Company Hogster My most recent abomination, I was once putting together something out of the Wayfarer's bodyshell, and I was also experimenting with the front from the GTA San Andreas Wayfarer... and the Hogster was born. Declasse Designers Burrito So I just wanted a clean, super-charged Gang Burrito. The Designers MC are a friendly MC that is not involved in criminal activities, but enjoys riding their bikes through cities and countrysides alike. At times, they also transport malfunctioning bikes, like here... The Freeway here is an extra. I hope you'll enjoy them as much as I enjoyed making them Installation is simple - just replace any bike (or van in the last case) or add them without replacing. Your choice. I don't have much time and ideas to make proper lines for them, so I'm giving you the liberty to do them however you want. Download Link: https://drive.google.com/open?id=1-mJUafynH1MEI8la2_3dUGtbnFyGUQi9
  3. El Dorado

    GTA IV & EFLC: FusionFix

    Now it's a well known fact that the pc ports of Grand Theft Auto IV and Episodes From Liberty City are not amongst the most praised pieces of technology out there. And it's a shame really, because these games are nothing short of fantastic, and they deserve some love. Hence FusionFix FusionFix is a collaboratory work from members of the modding community with the goal of making the pc ports of GTA IV and EFLC a bit less broken. If you want to add your 2 cents to the discussion, head over here https://github.com/GTAmodding/GTAIV-Issues-List/issues Report bugs, suggest solutions, follow the general development of the mod. Download link can be found here (Source is also included) https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix Installation instructions are detailed in the above link, but it's basically drag contents from zip, drop to game folder. Initial release features: Fixed recoil behavior that was different when playing with keyboard/mouse and gamepad Fixed forced "definition off" setting in cutscenes, now cutscenes will respect the menu setting Partially fixed emissivestrong shader bug that was broken after patch 6 - BAWSAQ building is still rendered incorrectly, but the rest of the lights are now present in the game (e.g. Rotterdam Tower, Comrades Bar area) Fixed DLC car lights in TBoGT Tree foliage casts dynamic shadows instead of static (also fixing the "vegetation shadow bug") Fixed handbrake camera behaving erratically when playing at high fps Check some before/after screenshots NOTE ABOUT OFFICIAL GAME PATCHES: This mod is being developed using patch for GTA IV and patch for EFLC as a reference. While it's not granted, it should also work on patch and As for older patches, it's basically trial and error. If you want to test it on older patches, try it and let us know how it goes. Other mods that goes along well with this one: XLiveless Addon and ColAccel Credits: TAG, CP, Tomas
  4. iiCriminnaaL 49

    [IV/EFLC] Potential Grim

    GTA IV has its fair share of random crimes and overall grim all over Liberty City and Alderney, but ever felt like it could've been even more intense had it been packed with more action and somewhat higher crime rate in the streets? What this mod basically does is enhancing the danger element of Liberty City's and Alderney's streets in the game by increasing the hostility of gangs and expanding their influences, relying on story details and proper backgrounds. Not only turning the city into a more dangerous and interactive environment - especially at night, but some parts of the ocean around gang influenced districts as well. Not only that, but also fixing the codes that are intended to make certain gangs act with hostility towards the protagonist after certain points in the story not loading properly. All besides adding more depth to pedestrians so that certain pedestrians come out as criminals rather than regular citizens, as well as have more influence over the city, and become braver to defend themselves from being attacked. DOWNLOAD * So, going in more details, these are the changes that have been done so far: General: Gang relationships have been tweaked so that, relying on the canon terms between gangs in the story, there'll be street rivalries between rival gangs. They'll hassle each others when they're close enough, and start fighting after a while, usually with bare fists or melee weapons, and sometimes with firearms, but not too frequently. The Mob and Gang factions of the Bratva (Russian Mafia) are now friendly towards each others, and not purely neutral, albeit the Mob faction will still not bother with defending the Gang faction too frequently. Also, with exception for the Mafia, hostile/provoked gang members will sometimes carjack rival gang members, as well as try to rescue their arrested gang mate before he gets placed into a patrol. Activating already existing codes so that they'll load properly, gangs will act with hostility towards the player depending on story progress, while on the other hand, neutral gangs won't hassle them without being provoked (which had to be done in order to prevent game crashes from occurring when rival gangs are set to hassle each others, as well as to activate the rival gang hostilities towards the player). Additionally, in addition to the default eventual changes of acquaintances, some other gang relationship changes have been made to occur after certain story events (which will only work in new games and/or save games saved after starting a new game with the mod installed. You can fix that with the extra options in the files). Traffic and population density are now more realistic, with some differences between weekdays and weekends. The streets are now much busier in daytime hours, and more quiet at night, especially at midnight and late night. Police officers also appear less frequently at night in every district now. Two additional criminal pedestrians (M_Y_Hardman_01 & M_Y_Tough_05) can now be seen in Bohan's streets. Street Punks (M_Y_Streetpunk_02/04/05) can now act as criminals. The bravery of some of them has been briefly increased as well. Jewish businessmen affiliated to organized crime, namely the old, fat Jewish businessmen (M_O_Hasid_01), and their young, thin equivalent (M_Y_Hasid_01) can now act as criminals. Their bravery has been briefly increased as well. Caucasian biker security guards (M_Y_Bouncer_01) no longer appear in Bohan's streets only, but also in Alderney's. They can also act as criminals and drive motorcycles. Street level fat mobsters (M_M_FatMob_01) with no affiliations to specific crime organizations can now act as criminals. Certain Russian pedestrians (M_M_EE_Heavy_02) can now act as criminals, and sometimes they'll buy drugs. Additionally, they can now be seen in several neighborhoods in Broker and Bohan, and not only in Hove Beach, Firefly Island and Beachgate. Certain Eastern European taxi drivers (M_M_PeastEuro_01) can now act as criminals, and now they're more aggressive. Certain African-American pedestrians from Holland (M_Y_Bronx_01, M_Y_Harlem_01 & M_Y_Pharlem_01) can now act as criminals. The bravery of some of them has been increased as well. Certain dodgy pedestrians (M_Y_Dodgy_01) can now act as criminals and buy drugs. Certain industrial workers (M_M_Pindus_01) can now act as criminals. Districts/Territories: The Albanian Mob now appears in Hove Beach from evening to mid morning, in Lower Easton at night and early morning, and in East Hook at midnight and late night. Angels of Death MC bikers now appear in North Holland, Northwood (industrial area only) and Tudor at midnight and late night. Additionally, they no longer appear in BOABO. The Lost MC bikers now appear in BOABO, and in Meadows Park, Acter Industrial Park and Port Tudor at midnight and late night. The Mafia now appears in Fishmarket South and Berchem from evening to mid morning, in Meadow Hills, Boulevard, Castle Gardens and Alderney City at night and early morning, and in Downtown Broker, Colony Island, Northwood (industrial area only), Suffolk, Port Tudor and Tudor at midnight and late night. The Bratva can now be seen in Westminster from evening to mid morning, in Castle Garden City at night and early morning, and in East Hook (Gang faction only), Charge Island, East Island City (Gang faction only), Meadow Hills, Bohan Industrial, Chase Point (Gang faction only), Fishmarket South, Acter Industrial Park and Tudor at midnight and late night. Additionally, now they appear in Beachgate less frequently and only at night and early morning, as well as less frequently and only at midnight and late night in Firefly Island. The Irish Mob now appears in East Island City from evening to mid morning, in Meadows Park and Purgatory at night and early morning, and in Berchem at midnight and late night. Yardies can now be seen in Firefly Projects at night and early morning, and in Steinway and Tudor at midnight and late night. Additionally, now they appear in Schottler from evening to morning instead of only at night and early morning. Hustlers now have presence in Northwood, as well as in South Bohan and Presidents City from evening to mid morning, in Beechwood City, Schottler and East Holland at night and early morning, and in Chase Point and Normandy at midnight and late night. The Korean Mob now appears in Little Bay, as well as in Northern Gardens from evening to mid morning, in Chinatown at night and early morning, and in Cerveza Heights, Bohan Industrial, Castle Gardens and Westdyke at midnight and late night. The Triads now appear in Cerveza Heights, in Lower Easton from evening to mid morning, and in Rotterdam Hill, Charge Island, East Island City, Fishmarket North, Fishmarket South, The Exchange and Leftwood at midnight and late night. Spanish Lords can now be seen in Steinway, Northwood and Leftwood from evening to mid morning, in Northern Gardens, North Holland and Acter at night and early morning, and in Chase Point, Colony Island and Presidents City at midnight and late night. Additionally, now they appear in Cerveza Heights only from evening to mid morning, as they do in Fortside instead of appearing to early morning only. Uptown Riders, which replaced the Gang faction of the Russian Mafia in The Lost and Damned, can now be seen in Northwood, less frequently in North Holland, and no longer do in Hove Beach. Gang members now appear more frequently at late night. Gang members can now be seen less frequently in daytime hours in Alderney City. Police officers can now be seen occasionally patrolling Firefly Projects, East Holland, North Holland and Acter from morning to night, as well as Northwood in midday hours. Additionally, they can no longer be seen patrolling South Bohan on-foot at night. Drug dealers, pimps and prostitutes can now be seen in South Bohan from evening to early morning, and in Firefly Projects at night and early morning (not only Afros/Jamaicans when it comes to drug dealers and pimps). Bums can now be seen in South Bohan in every hour of the day, and not only at night and early morning, and in Leftwood at night and early morning. Additionally, they can now be seen less frequently in Middle Park. Fixed pedestrians aside from cops, gang members, taxi drivers and bums not appearing in Carson Street of Beechwood City at certain hours. The African-American population existing in Acter is no longer a part of the Black Poor group only, but also the Harlem group. The park group of pedestrians can now be seen in Middle Park at night and early morning. The unused rich shopping group of pedestrians can now be seen in Easton and The Exchange. Densities of pedestrian groups have been accurately balanced in Firefly Island, South Slopes, Bohan Industrial, Fortside, Middle Park, Purgatory and The Meat Quarter. Miscellaneous: Certain story characters, NOOSE soldiers, FIB agents, and some high-ranking members of the Mafia and Bratva are now more professional and aggressive in combat. Reversely, various story characters and pedestrians that are fat and/or are old now fight less efficiently and have lower agility. The health of The Lost MC's gang war backup, including Jim, Terry and Clay, has been increased. Female Russian pedestrians can no longer be seen working as taxi drivers. Complementary modifications highly recommended to install: Responsive Plus The Hardcore Lost MC
  5. ThirteenAG


    LATEST RELEASES HERE - http://thirteenag.github.io/p2dfx This post will be updated later.
  6. This Mod is meant for Last Year GTAIV 10th Anniversary and made some of the characters to capture like the EFLC Special Thanks to (Japan) GTA Love and whatever57010 to inspired it and myself, but i thought a while ago before (Japan) GTA Love made one I already know (Japan) GTA Love made one Original Version, but I just wanted to make one myself just to finish it (well not really, they maybe some bugs or errors I might fix or not). Grand Theft Auto IV Characters Changes Niko Bellic EFLC Skin Paler and Hair (Optional) Johnny Klebitz EFLC Model with his Vice President, President Texture and Eye Colors to match form GTAV Luis Lopez TBOGT Design (Re-asset form Luis's GTAIV Cutscene Bones) Roman Bellic's Unused Hair Mesh Restored for In-Game Ped Model Ray Boccino EFLC Model Ray Bulgarin TBOGT Head and Texture on Original GTAIV Model (Re-asset form Bulgarin's GTAIV Cutscene Bones) Gay Tony Prince TBOGT Head and Jacket on Original GTAIV Model (Re-asset form Tony's GTAIV Cutscene Bones) Eugene Reaper TBOGT Model in "Three Leaf Clover" Mission Cutscene (Using In-Game Ped Model Bones) Ashley Butler EFLC Model with her Eye Colors to match form GTAV (Re-asset form Ashley's GTAIV Cutscene Bones, but her hair not animated) Jason Michaels EFLC Model Recreate The Cook's Original XBOX360 and PS3 Head in High Texture Elizabeta Torres TLAD Textures (Optional) Gracie Ancelotti TBOGT Model and Original GTAIV Model (Optional) Jim Fitzgerald TLAD Model (Only Works for GTAIV and EFLC Seperate Version, cause it will overwrite the Beta Jim Model in One Mission "Collector's Item") TLAD Jim and Beta Jim appears in No Way on Subway Roman's Russian Kidnappers in TLAD appears mission "Hostile Negotiation" Some Missing Asset for In-Game to match from Cutscene Some Fixed Texture Cutscene and In-Game Characters Some High Texture Cutscene and In-Game Characters Episode form Liberty City TLAD Characters Changes Niko Original Textures Niko Original GTAIV Head and Hair Textures (Optional) Johnny Klebitz EFLC Model with his Eye Colors to match form GTAV Luis Lopez TBOGT Design (Re-asset form Luis's GTAIV Cutscene Bones) Gay Tony Prince TBOGT Head and Jacket on Original GTAIV Model (Re-asset form Tony's GTAIV Cutscene Bones) Roman Bellic's Unused Hair Mesh Restored for In-Game Ped Model Triad 1 TBOGT Model appear in "The Sh*t's Cursed" Mission Cutscene Ashley Butler EFLC Model with her Eye Colors to match form GTAV Recreate The Cook's Original XBOX360 and PS3 Head in High Texture Evan Moss TBOGT Textures and Original TLAD Textures with TBOGT Head Damage Texture (Optional) Some Missing Asset for In-Game to match from Cutscene Some Fixed Texture Cutscene and In-Game Characters Some High Texture Cutscene and In-Game Characters TBOGT Characters Changes Niko Original Textures Niko Original GTAIV Head and Hair Textures (Optional) Johnny Klebitz President Texture with his Eye Colors to match form GTAV Brucie Kibbutz Original GTAIV Skin Paler Texture and Head on TBOGT Model. Evan Moss TBOGT Textures and Original TLAD Textures with TBOGT Head Damage Texture (Optional) Gracie Ancelotti Orignal GTAIV Model and TBOGT Model (Optional) Some Missing Asset for In-Game to match from Cutscene Some Fixed Texture Cutscene and In-Game Characters Some High Texture Cutscene and In-Game Characters OpenIV Required to Installed it Mod Link Download (Available) This is my first mod and it took me 18 months. Comparison Johnny Klebitz EFLC Model on GTAIV Mission Cutscenes "Blow Your Cover" and "Museum Piece" and his eye color is now brown to match like in GTAV for GTAIV and EFLC. Luis Lopez and Gay Tony TBOGT Design on GTAIV and TLAD Mission Cutscene "Diamonds in the Rough" and "Diamonds are a Girl's Best Friend" and Luis form "Three Leaf Clover" & "Collector's Item/Museum Piece". Elizabeta Torres TLAD Textures on GTAIV. (Optional) Ashley Butler EFLC Model in GTAIV Mission Cutscence 'Taking in the Trash" and her eye color is blue to match like in GTAV for GTAIV and TLAD. Ray Bulgarin's TBOGT Head on the Original GTAIV Model. Jim Fitzgerald TLAD Design Only for GTAIV. (Optional) (Don't used it in The Complete Edition and EFLC cause it would replaced the Original Jim model then you would see Two Clones of Final Version Jim in One Mission "Collector's Item" So use the "No Way from Subway" Script in Jim Fitz and Roman Kidnapper Folder to see GTAIV Jim and TLAD Jim together) Gracie Ancelotti TBOGT Model on GTAIV. (Optional) Gracie Ancelotti GTAIV Model on TBOGT. (Optional) Evan Moss TBOGT Texture on TLAD and TLAD Version with TBOGT Head Texture. (Optional) Evan Moss TLAD Texture on TBOGT. (Optional) Triad 1 TBOGT Design on TLAD Mission "The Sh*t's Cursed" Cutscene. Eugene Reaper TBOGT Design on GTAIV Mission in "Three Leaf Clover" Cutscene. Jason Michaels TLAD Model on GTAIV Mission "No Love Lost" Cutscene. The Cook Restored PS3 and XBOX360 on GTAIV and TLAD. Ray Boccino's Casual Jacket on GTAIV Mission Cutscene "Harboring the Grudge". (Optional) Ray Boccino's TLAD Pants Textures on GTAIV. "No Way on the Subway" Mission. (OPTIONAL) "Hostile Negotiation" Mission. (OPTIONAL) (I know The Kidnapper Pointing and Holding at Roman is out of sync because his model is so tall) Dardan's Shirt to match like his "Bleed Out" Mission. Brucie GTAIV Head for TBOGT. (Originally It's Supposed to Brucie TBOGT Head for GTAIV, Sadly GTAIV version of his head glitch up when I export him for some reason, When you see in the cutscene his cheek mouth, eyeball, eyelid, forehead they control like mouth, It didn't happen on OpenIV, but only did happen in game, The only thing didn't happen was his in-game model. I try to fixed it but nothing happened, so there's no other chose.) Restored Niko's Original PS3 and XBOX360 Tuxedo as shown in TLAD and TBOGT that Rockstar Games didn't do for the DLC. Dmitri Fixed In-Game Model come with his Watch to match form his Cutscene Model. Manny, Mori, Vladmir and Hossan Hair Added for their In-game to matched like the Cutscene. Evan and Tony wear earrings for their In-Game Model. Brucie In-Game Correct Wedding Shoes to match the Cutscene from "Mr. and Mrs. Bellic". Jimmy Pegorino's Head Ingame redesign to match like cutscene version. (attempt, meaning i'm not sure it looks right as i try look resemble to his Cutscene Version.) Restored Roman’s Unused Hair Mesh for In-Game Model in GTAIV and TLAD to match form the cutscenes Thanks to Jeansowaty for letting me know. Fixed Textures Video by whatever57010 for the comparison (Sorry for my English, I'm just not very good at typing) WARNING If anyone saw my mod on libertycity.net I did not uploaded, it was upload by someone who didn't asked my permission.
  7. Zolika1351

    [IV] ZolikaPatch

    This plugin has been floating around for a while now but I never actually properly released it, it aims to fix & improve various things in GTA IV, such as removing the mod-only lobby seperation from, fixing VRAM issues on patch 7 and below, and removing the requirement to log into Social Club to play Multiplayer. The name totally not a ripoff of silentpatch that I have wanted to change already but couldn't come up with anything better Changes/options: Remove Social Club login requirement so you can play MP even if you skip login on patch 4 and below, or use Play Offline on patch 7 Ability to use a (non-SecuROM as that checks the name outside of IV) launcher renamed to PlayGTAIV so you can launch patch 7 or 8 through Steam Remove mod checks from to allow you to see and join lobbies Remove mod checks from to allow you to access Multiplayer Remove sleep calls from loading to potentially decrease load times Skip intro & menu Fix mouse deadzone Remove pausing if the game window's not in focus Borderless windowed mode Fix for VRAM issues above 2GB on patch 7 and below Remove "update or sign out of LIVE" popup for GFWL when running patch 5 and below, making Multiplayer possible on all pre-patch 6 versions Reduced loading times and stuttering (might not be too noticeable though) Fixed VSync locking to a lower FPS than your refresh rate on Patch 7 and below Disable remote teleporting and remote weapon removal in MP Make SuperLOD usable as a ped model Remove GFWL savegame CRC check Fix kickbug because of PCIDs matching Supported versions: (both downgraded from Steam and the original depot) Other patches aren't fully supported but most features should work (Except on Steam/RGL CE. Nothing works on Steam/RGL CE.) DOWNLOAD HERE (V1.8)
  8. Since the main reason for an alarmingly high amount of people for not downgrading to a better version of IV is that it'd break steam achievements, I ported them over. Just extract the files into your game dir, make sure you kept steam_api.dll from the steam version and launch through steam (it won't work if you directly launch it via the .exe) Made to be used with this downgrade guide. DOWNLOAD LINK
  9. direct

    direct's Workshop

    direct's Workshop I make SA-style and IV-style vehicles - edited vanilla cars, from scratch or from other games. Decided to open a workshop to release them here. @Crack Yo' Neck and @savidgehelp me with the mods because blender 2.8 doesnt work on my PC. Released vehicles GTA San Andreas GTA IV
  10. _CP_


    VisualIV is a graphic overhaul modification for Grand Theft Auto IV, bringing you a completely redone time cycle and improved color correction to add some life to Liberty City as well as a fixed rendering code, so your playing experience will be more smooth. There are a lot of other tweaks included, like bigger density of cars and pedestrians on roads, removed depth of field etc. Screens: - rewrited weather settings - black clouds bug fixed - fixed a bug with overbrighted bloom - light adaptation added - new water texture - ambient light & shadows from moon added in all areas - compatibility with ENBSeries 1.8 - https://www35.zippyshare.com/v/wDYXXcEq/file.html Older, deprecated versions are available here - http://www.gtagarage.com/mods/show.php?id=7008
  11. iiCriminnaaL 49

    [IV/EFLC] The Hardcore Lost MC

    This mod primarily aims to enhance your experience and satisfaction with The Lost MC in The Lost and Damned. The Lost MC bikers re-obtain their hardened, hardcore looks, accents, and overall roots from the main GTA IV. That includes new models for them, with more long hairs and beards, including some grey versions, helmets, dirtier clothes and patches, and more noticeable scars, as well as replacement of some voice lines. The backup bikers participating in the Gang Wars side-mission are now more hardened, and they'll last in battles longer than before, which includes Jim, Terry and Clay as well. Lost bikers would also be seen riding not only the Lycan, but also every chopper they pick as a usual ride. The Angels of Death MC used some changes too, but reversely, becoming cleaner and more in shape, as they were in the original game. DOWNLOAD But don't forget to backup your files before installing it in your game. In order to replace and add archived files, you'll have to use a file editing tool such as OpenIV. Here is a more detailed list of the changes that have been done so far: Complementary modifications highly recommended to install: Potential Grim Responsive Plus
  12. Time for me to release a mod on April 1st, this'll let you use this method of loading TLAD and TBoGT into IV while still keeping GFWL and multiplayer, essentially giving you a true complete edition: Download link (v3.1) Install instructions: Follow the guide above Don't install xliveless & xlivelessaddon Put my files into the game folder Note that this only works on, and Screenshot:
  13. Download ColAccel for IV and EFLC The problem For CitizenIV, I'm intending to add other cities, which would be able to be flown to from the current city's airport. (the actual feature depends on me being able to write automated tools to convert at least VC and generate navigation meshes) As I wanted that experience to be as seamless as possible, loading the game needs to be optimized to take less time. So, I took Process Monitor and looked at what happened from the point I selected to load the recently downloaded DLC (CitizenIV, again - a bug in my episode loader ) until I saw the scripts running (loading text) - in fact, the period during which the artwork loading screens appear. Out of the 18 seconds this process took on my system, around 9-10 were spent reading large chunks of data from various .img files. I looked into the files at the offset shown by Process Monitor, and found RAGE resources of type 0x20 - collision models. I already know GTA III to SA were loading all collision meshes for various precalculation reasons during the game load, but seeing as this is around 400-500 MB of data in IV (which also has to be decompressed, as it is deflate'd, adding more time to the loading process) it takes fairly long - I wouldn't be surprised if V still does this, as it still loads slow on consoles... The solution As recently revealed in the mobile version of GTA:SA, Rockstar North had thought about this problem during the development of SA, and created a cache (internally named ColAccel, like my implementation is named as well) which stored the actual data read from the collision files (basically, the size of the collision models) in a cache, to load them without having to read through the full collision files. This feature never got used in SA, and clearly IV still did not have anything like that. Well, except that I implemented something now. ColAccel is a .asi plugin for GTA IV and EFLC (without any external dependencies) which creates a 'colCache.dat' file on the first load, containing all the data actually used by the game from the collision meshes (basically, 580 kB with a lot of redundant data, nothing like 500 MB!) and accelerating your game load time by 50% or more. Note that the plugin should work with any version of the game, but only been tested on GTA IV and EFLC In addition, you *should* delete colCache.dat any time you a) add additional .img files or b) replace any .wbn/.wbd files inside any .img, either directly or indirectly - if not, various bad side effects can and will happen. (thanks to @ThirteenAG for porting the CitizenFX version to work separately!)
  14. Since I couldn't find any radio wheel mods that worked on patch 8 & EFLC 3 (the only one is in V Style and that's .NET which doesn't work on those patches) I decided to make my own. I've been working on it for a few days and now I think it's ready for release. It has a functional radio wheel that shows up by pressing Q (and quickswitches radio if you tap Q) with the radio name, song name and song artist showing up in the center of it. It's mouse only for now (I don't have a controller yet) and the mouse controls are a bit wonky, but after some tweaking it's not too bad. It also supports mobile radio. (though it does conflict with Q for cover just like vanilla V does) I've included an .ini file with a lot of customization options (you can change the radio scale, radio texture scale, timescale when radio wheel is open (this gets disabled if you're in a multiplayer game with 2 or more players), song details font and x&y offset, amount of radios (the default .ini is set up for IV with Jinx's EFLC radio mod installed) and radio textures (I've added support for some predefined custom radio textures if anyone figures out how to add new radios to the game) I've also added a similarly styled weapon wheel with proper ammo and weapon name display. WARNING: MODIFY THE .INI AS IT'S MORE THAN LIKELY THAT YOUR RADIOS AREN'T SET UP EXACTLY LIKE MINE. Do not restart the game while modifying the .ini, it loads changes automatically. Screenshots: DOWNLOAD LINK (2.0)
  15. Since Rockstar doesn't support MP anymore, I just decided to go all out and enable it on patch 4. This little thing disables GFWL's autoupdater that forces you to either update or sign out of live and removes the check for RGSC login when you access LIVE MP on the phone as patch 4's RGSC launcher can't log in properly. You'll be seperated to mod-only lobbies just like on patch 7 so you can't use this to play with patch 8 users unless you mod the game further. Install instructions: Remove xliveless and/or any xlive.dll present in the IV folder Extract the archive to the IV folder Play MP (Phone - Multiplayer - Player Match) DOWNLOAD LINK (v1.2)
  16. Bloodberry

    [GTA IV] Travis Touchdown Mod

    Let's find that exit they call Paradise Alright, so after my fail with my first mod I've decided to work on something else; and by the way I really enjoyed working on this, since the character model included many variants (models and textures), which I already imported but I need to fix some rigging issues. Right now, this Otaku has: -Default clothes replaced -Variants for defaults -Rigged eyebrows These are the actual clothes included (I already made others, but I need to apply some fixes): Download Link: https://www.dropbox.com/s/7l1l3dqna23btke/Mr%20Touchdown.rar?dl=0 If you find some issues with this mod, please let me know in the comment section so I can help.
  17. Zolika1351

    Character Switch

    A character switch mod for TBoGT. This is more than your average character switch mod though, as it includes much more than just switching between the 3 characters. It includes the characters' models with every clothing item (also with hats and glasses for Niko), walkstyles, rifle and rpg walkstyles, voices, save/load system with all 3 characters, and individual wanted levels, timecycles, hud colors, health, cash, armor and weapons, clothes shops for all 3 characters, and all weapons from both episodes with working sounds, functional save beds and usable safehouse elevators. You can also enable AI for the other characters by pressing RCTRL + A then hire them as bodyguards by locking onto them and pressing G, dismiss with H. This mod REPLACES TBoGT and would probably screw up the story if it didn't, so back up your setup2.xml if you want to play the original game. Installation: EFLC: Unpack everything into your EFLC folder. IV + DLC: For this version you need to use this guide to set up a copy with DLCs in it, or this guide to downgrade your existing Steam copy to with the DLCs in it. After that's done, unpack everything into your IV folder. Note that if you have xliveless installed you should delete GFWLProtectionDisabler as that'll most likely crash the game without GFWL. Controls: F10 to save the game LAlt + F1-F3 to change character (F1 - Niko, F2 - Johnny, F3 - Luis) DOWNLOAD LINK FOR EFLC (8.5) DOWNLOAD LINK FOR IV + DLC (9.0)
  18. iiCriminnaaL 49

    [IV/EFLC] Sweet Autumn

    The purpose of this mod is to enhance the overall atmosphere of Liberty City and give it a clearer and smoother vision, with properly increased saturation and far clip, as well as more realistic colors of sunlight and shadows for the overworld. All while still maintaining the charming atmosphere and gritty tone of the game. So, here's the summary of the done enhancements: The world's overall vision is now far clearer and smoother than in the default game, including every hour of every weather. Not to mention that it's now consistent between all hours and every weather. Far Clip has been increased in all weathers. Sunlight and shadows are no longer overly saturated, which applies to all weathers. Wind and fog have been noticeably increased in every hour of weathers Windy and Foggy, respectively. Fog has been reduced in the night hours of weather Extra Sunny. Recolored the blue sky of the sunsets of weather Extra Sunny to orange. Recolored the orange sky of the sunsets of weather Sunny to blue. Rainy nights are now black. Drizzly and Stormy nights are now blue. Instead of showing only in Extra Sunny and Windy like in default, the moon now shows in every night hour of every weather, starting from 21 (9 PM) instead of 22 (10 PM). The sky now has more realistic colors and lighting in all hours of every weather. The sun now has more realistic colors in all hours of every weather. Clouds now generally have more realistic colors and lighting in every hour of weathers Extra Sunny, Sunny, Windy, Cloudy and Foggy, as well as the night hours of Rainy, Drizzly and Stormy. Clouds have been slightly reduced in weathers Extra Sunny, Sunny and Windy. Clouds have been slightly brightened in certain day hours of weather Cloudy. The values of the water's color, reflection and transparency have been balanced in every hour of each weather. Temperature degrees have been enhanced to be slightly more realistic. The edges of the world's objects (more noticeably fences and leaves) now look smoother. Preview screenshots: (Clean Color Correction Filters version - not completely up-to-date, but not too different neither) Download
  19. (Japan) GTA Love

    GTAIV&EFLC Character Fixs

    GTAIV&EFLC to Character Fixs GTAIV&EFLC 10th Anniversary!! Good Best Story Game Replaying EveryBody!! Bad News to Cut Songs... Mods Link URL ↓ Link to GTAIV&EFLC Character Fixs Update List Manual Install Only TBOGT No File Fix Not Pedprops File Fix Add Readme GTAIV Characters Johnny Biker to EFLC Clothes Luis to DLC Texture Color(DLC Model to Ingame Model Only) Gracie to Original Gaytony to Original EFLC Texture(Not DLC Model Sorry) Ashley to Original TLAD Texture(Not DLC Model Sorry) Jim Fiz Biker to EFLC Model And Texture Jason Biker to EFLC Model And Texture Eugene Reaper to New Texture (Not DLC Model Sorry) EFLC Characters Johnny Biker to High Texture Luis to DLC Texture Color(DLC Model to Ingame Model Only) Gracie to GTAIV Model&Texture Jim Fiz Biker to High Texture Jason Biker to High Texture Roman to High Texture Ashley to High Texture Gay Tony to High Texture Biker Ped to New Model Niko to High Texture TLAD Evan to TBOGT Texture TBOGT Evan to Original Texture (Cutscreen & Ingame Model to Change) GTAIV&EFLC Patchs GTAIV1.0.0.0~ EFLC1.0.0.0~ (OpenIV Install) Mod to All Version Work (Thanks Picture And Movie to Youtuber whatever57010) https://imgur.com/a/TYzPI (This video is not mine, but it shows the difference.) my GTAIV&EFLC Fixs to DLC Clothes GTAIV Johnny Clothes to Beta Clothes/EFLC Johnny to Final Biker Jacket Clothes Sorry Bad English (Japanese)
  20. Find the first release here: https://www.nexusmods.com/gta4/mods/76/ 4/27 Update 4/22 Update Bowling Screens Finished 4/20 update! WIP all the bowling screens will be replaced. Blue stars for the walls have been modeled and placed in the Alley. Just figured out how to add lights so hopefully I can have some nice new pics soon. Memory lanes Before Result 1 - 4 Result 2 - 4 Result 3 - 4 Reference 1 - 4 Reference 2 - 4 Reference 3- 4 Reference 4 - 4 Ideas and goals 1 - 2 Texted raising wall height and I'm not satisfied yet. Replace Memory Lanes logo with Blue Crown. I'm debating replacing it with the new Memory lanes logo. Blue Stars are being worked on. Ideas and goals 2 - 2 DONE Textures: Base Textures (Done) Blue Stars (Mostly Done) Change out all the pink and green (Mostly Done) Fix mipmap issues (DONE) Models: Render blue stars as wall fixtures to replace neon waves (Done) Flatten out the bowling lane signs (DONE)
  21. thehambone

    GTA IV Pigeon Locator

    GTA IV Pigeon Locator Version 1.2.1 Description To celebrate the 10 year anniversary of GTA IV, I've decided to create a handy little tool that will show all remaining pigeons in a GTA IV save on a map of Liberty City. Features Plots all remaining and exterminated pigeons on a map of Liberty City. Map can be zoomed and panned. Hover over a pigeon blip to display location information. Drag'n'drop save files onto the map to load them. System Requirements .NET Framework v4.6.1 or newer Version Information Version 1.2.1 10 April 2020 Added support for Xbox 360 and PlayStation 3 saves. Minimum required .NET Framework version increased to 4.6.1. Version 1.1.0 27 January 2019 Added support for EFLC saves. Version 1.0.1 25 June 2018 Made the program DPI-aware so it looks nicer on high-resolution displays. Version 1.0.0 29 April 2018 Initial release Special Thanks Special thanks to GTAKid667 for testing and providing feedback during the development process. Download Download on GitHub.com Copyright © 2018-2020 thehambone.
  22. DayL

    iCEnhancer 3.0 Natural by DayL

    iCEnhancer 3.0 Natural by DayL Videos: Screenshots (1080p, 1440p and 4K) : Flickr album Download: Download here Description: This mod aims to make GTA IV more natural, less dark and more vibrant. My inspiration was the never released Icenhancer C by Icelaglace and Natural Vision Remastered by Razed for GTA V. I spent about 300 hours to make this mod. This mod was developed for GTA IV patch but later I decided to add compatibility to patch and also to EFLC. A lot of thanks to BisonSales and Icelaglace who helped me with some issues I had. Also thanks to Icelaglace again for his great Icenhancer 3.0 graphic mod. Without his mod this modified Icenhancer 3.0 version wouldn't be possible obviously. Big thanks goes to donnits who helped me to make iCEnhancer 3.0 compatible for patch and EFLC. About and EFLC version: It's not same as polished and beautiful like the version but it works fine which was my only goal here so please don't complain when your game doesn't look same as good as on my shown screenshots. Foggy and lighting weather are both different in visuals compared to the version but other weathers are almost identical. I still strongly recommend to use the version if you want the best visuals. Screenshots using iCEnhancer 3.0 Natural with patch See here Updates: I would recommend to keep revisiting this mod page sometimes to check for mod updates. I will keep try to improve this mod. You can see any update changes here in the description. Update changes: (August 2019) 1.0: -First mod release (August 2019) 1.0.1: -Updated "Readme.txt" file -More recommended mods added -Disabled Rays by default if not using Project 2DFX -Added enbseries.ini with enabled Rays which is needed for Project 2DFX (September 2019) 1.0.5: -Improved sky colors for extra sunny and sunny weather -Improved Clouds for sunny and sunny windy weather -Added more distance fog for extra sunny, sunny and cloudy weather -Added more optionals (They are really worth to check out!) -Added ingame screenshots for all optinals -Added more recommended mods (September 2019) 1.1: -Completely new sunny windy weather for all daytimes (6am-7pm) -Improved 7pm sun and sky colors for extrasunny, sunny and sunny windy weathers -Improved 7-9am sky colors for extra sunny, sunny and sunny windy weathers -Improved 12am and 6pm sky colors for extra sunny and sunny weathers -Improved lighting strength and colors for extra sunny and sunny weathers for all daytimes (6am-7pm) -Slightly improved clouds for sunny weather -Added better burnt out vehicle texture for "HD Vehicle Textures" inside optionals folder (December 2019) 1.2: -Less saturated and more natural sky colors for sunny and extra sunny weather -Improved 7am, 9am, 6pm, 7pm top sky and azimuth colors for sunny, extra sunny and sunny windy weather -Fog added at 6am for sunny, extra sunny and sunny windy weather -Slightly fog added at 8pm, 9pm and all night times for sunny, extra sunny, sunny windy and cloudy weather -Foggy weather got reduced fog and more fog saturation for better athmosphere at midday -Tweaked fog settings for thunder weather -Slightly more distance fog added for sunny, extra sunny, sunny windy, and cloudy weather -Slightly reduced direct color lighting for 7pm and 7am sunny, extra sunny and sunny windy weather -Reduced far distance gamma for 7pm and 7am sunny, extra sunny and sunny windy weather -Reduced vehicle glass reflections for more naturalism -Slightly improved vehicle reflections for taxis and modern vehicles (December 2019) 1.2 (Hotfix): -Replaced "Doge" meme moon texture from Icelaglace with a better high resolution moon texture. (I didn't noticed it until now lol) -Disabled lightsprite rays by default again from enbseries.ini for users who don't use Project 2DFX. Lightsprite rays are only required to make Project 2DFX work with ENB. (January 2020) 1.3: -New drizzle weather with slightly rain and a bit sunlight that cast soft and natural shadows -Reduced top sky saturation at daytime for extra sunny, sunny and sunny windy weather -Adjusted sky brightness at 7am and 8am for extra sunny, sunny and sunny windy weather -Improved sky colors at 9am for extra sunny, sunny and sunny windy weather -Improved sky colors at 7pm for extra sunny, sunny and sunny windy weather -Slightly reduced sky brightness at night for all weathers -Removed shadows from moonlighting to fix vehicle shadow issues at night (other lights will still cast shadows at night) -Darker clouds at 7am, 7pm and 8pm for sunny and sunny windy weather -Improved sun at 7pm for extra sunny, sunny and sunny windy weather -Improved distance fog color for extra sunny, sunny and sunny windy weather -Improved ambient colors at 6am for extra sunny, sunny and sunny windy weather -Reduced reflections for Algonquins Middle Park entrance and arpartment -More improvements (I can't remember all lol) (February 2020) 1.35: -Reduced bottom sky color height at 9am, 12am and 6pm for extra sunny and sunny weather -Improved bottom sky colors at 7am for extra sunny, sunnny windy and sunny weather -Improved ambient colors at 6am and 12am for extra sunny, sunny windy and sunny weather -Improved sky colors at 6am for extra sunny, sunny windy and sunny weather -Improved ambient colors at 6pm and 7pm for cloudy weather -Slightly reduced lighting strenght and lighting saturation at 7pm for extra sunny, sunny windy and sunny weather -Slightly cloud improvements 6am and 7am for sunny and sunny windy -Reduced lighting saturation at 7am -Reduced adaptation brightness -Slightly more tree ambient amount -Small AO changes -Brighter street lights at night -Brighter vehicle lights at night -Optinal commandline added for graphic memory issues and more -Other minor changes (March 2020) 1.35 (Hotfix): -Tweaked color power -AO settings restored to default iCE 3.0 to fix dark models and interior AO -Skylighting ambient changes (April 2020) 1.4: -Improved sky settings inside enbseries.ini -Reduced chrome reflection intensity on vehicles -Tweaked vehicle specular, vehicle glass specular and wheel specular intensity -Slightly reduced direct lighting at night -Tweaked skylightning ambient settings -Improved sky settings at 6am,7am,9am,12am and 7pm for extra sunny, sunny and sunny windy weather -Adjusted direct color intensity at 12am for extra sunny, sunny and sunny windy weather -Reduced CloudsEdgeIntensity to make clouds more "fluffy" -Many other small improvements have been made (June 2020) 1.45: -Reduced adaptation for less horizon brightness and sky saturation in shadowed areas -Reduced direct lighting at daytime for extra sunny and sunny -Reduced vegetation reflections -Small ambient brightness and color changes for several times and weathers -Fog color changes at 6am, 7am, 9am, 6pm, 7pm and 8pm for foggy weather (June 2020) 1.5: -Decreased midday top sky color for extra sunny, sunny and sunny windy weather -More contrast added for better image depth -Slightly more bloom added for better sun effects -Smaller ambient changes to fit new contrast tweaks -Areas without lights at night are brighter now -Tweaked top sky color at 6am, 7pm and 8pm for extra sunny, sunny and sunny windy weather -Increased global reflections for sunrise, night and sunset times for several weathers for better vehicle reflections -Tweaked sky horizon colors and brightness at 7pm for extra sunny, sunny, sunny windy and drizzle weather -More clouds and less direct lighting intensity for sunny windy weather -Tweaked clouds at 6am, 7am, 7pm and 8pm for sunny and sunny windy weather -Changed water color at cloudy, rainy and drizzle weather to a more greenish tone for more realism -Added clean water option in "Optionals" if you don't like new water changes -Compatibility added to patch and EFLC (Big thanks to donnits) -Many more smaller improvements Contact: -Discord: DayL#3320 -Youtube: www.youtube.com/user/falcogray -Facebook: https://www.facebook.com/officaldayl
  23. 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!
  24. "GTA Chars And Anim Helper" v0.91 Open Beta For those who not very interested in all of this but wonder what is that sh*t from the title picture above ^^^ - it's just one experimental mod. I don't know when it comes out, sorry. But now you can do the same things with "GTA Chars And Anim Helper"! Or any other dope stuff. Combine it with CarRec and you'll get something like Quantum Break plus Uncharted plus Resident Evil plus [insert your Favorite Game]. Now, if you're interested... This is the MaxScript for Autodesk 3ds Max. Description: "GTA Chars And Anim Helper" gives you the ability to skip some boring moments of skinning and animation of the characters for GTA: Vice City and San Andreas. SOME options potentially can be used for GTA 3/4/5 modding, or other games. Installation: Just place "GTACharsAndAnimHelperBeta.ms" into your "3dsmax/scripts" folder. How to use: Point to any button with the mouse cursor to see some extra info. That's all, dudes. Ok, here's the extended description for these buttons: "Char Helper":
  25. If you've noticed, some of Niko's suit & pants textures (as well as Luis default outfit) seem a bit greenish, and artifacted even (both due to the textures themselves being bad as well as DXT1 compression which mostly affects darker colors). With some simple desaturation work and importing the textures in PNG format with A8R8G8B8 compression settings, greenishness and artifacting has been completely eliminated. Current status: Niko: 2 suits and 2 pants fixed (although the pants are duplicates for whatever reason) Luis: Default outfit fixed Will do more if I find any other oddities. Preview images: Download Drag and drop files into pc > models > cdimages > playerped.rpf using OpenIV Updated with extras from iiCriminnaal 49
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