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  1. All 3 cities in one map! Hey guys here is a project I have been working on the past couple of months. I shared a video about it in fastmans limit adjuster topic a while back and now I'm finally ready for a public release. In a couple of weeks I wont really have much time to work on it anymore, so I figured I might as well release it before it goes to waste. I do not like writing long posts so I'll get straight to the point. GTA SAxVCxLC V1.1 HAS BEEN RELEASED !!! Below is a link to GTA SAxVCxLC V1.1 DOWNLOAD Before installing, please read the ReadMe. Make sure you have 'gta_sa.exe' version 1.0 US HOODLUM (14 383 616 bytes). Below is a link to radio stations from GTA III / GTA VC. They can be added optionally. GTA III / GTA VC RADIO STATIONS Below is a link to radio stations from GTA LCS / VCS. They can be added optionally and used simultaneously with radio stations from GTA III / GTA VC. GTA LCS / GTA VCS RADIO STATIONS SAxVCxLC V1.1 CHANGELOG: - added law enforcement for higher levels (3, 4, 5 and 6 stars) - added unique license plates for Liberty City and Vice City vehicles - added VC submissions for the new firetruck models - added LC and VC hidden packages to their original locations (it doesn't support save file for now) - added Liberty City and Vice City police helicopter megaphone - added LOD files to Long Island and LC seabed - added folder with optional mods (also includes CLEO v4.1) - added ability to disable individual functions of mod (in CLEO/SAxVCxLC.ini) - radio stations are available for download in a separate file - improved paths - fixed behavior of security guards in LC and VC - improved LC culls - The Sunshine Autos windows now render correctly on both sides - VC shops glass are breakable - added fuel pumps at LC gas station - fixed multiple collision surface properties for procedural grass - some other LC and VC map fixes - improved save icons script Have fun ☺️ Out of date GitHub versions: About: SAxVCxLC basically adds Vice City and Liberty City into the San Andreas map with the use of fastman92's limit adjuster. In addition to adding VC and LC, I have also created a new seafloor to cover the much larger map and there is now a temporary land addition north of Liberty City. Maybe eventually I will make something up there but for now its just there so that the LC cliffs do not just abruptly end. The mod works with an original main.scm, although I have only tested the first couple of missions. Since it doesn't change any of the original game files, I don't see why it would not work throughout the whole story line. Important Note: I do not intend to have this mod be competition for SOL/Underground. We have two different goals. SOL/Underground intends to create a much more immersive mod, while the intention of my release is to provide modders with a base to build their own mods. This mod is intended to be free for anyone to use. If you wish to use these files to create your own mod, feel free to do so, all I ask is that you give credit. Media(Screenshots/Videos): I'm sure most of you have already seen all of the cities in this mod, but here are a few screenshots of how VC and LC look in this mod. San Andreas has been left untouched, so no point of showing it. Album available here: http://imgur.com/a/D2Io8/all Map Videos: Original Author: PlatinumSerb Current Lead Developers: @artginPL @chaosbginwenrealityend @Jack Credits/Special Thanks: @fastman92- Limit Adjuster, IMG Console, Debugging @goodidea82 - Infrastructure, Installation @HeicoDE - Development 8.5+ inan.ahammad - added garages in VC, testing/bug reporting artginPL - ENEX/Interior Markers, Patches, Conversion of music for radio @Swoorup - PathMover, COLRenamer(old program ), Conversion of LC and VC paths GTA: Liberty City Team - Use of GTA:LC map OpenVice(@NTAuthority) - Use of Vice City map @Silent - ASI Loader and Extended Gangs ASI F - use of GTA VC cars Converted to SA @cj2000 - use of GTA VC and III vehicles Kam - Kam's Max Scripts Deniska - 3dmax script pack x-men - 3dmax scripts/IMG Manager @Seemann - CLEO @ThirteenAG - Project2dfx @Beckerbrasil- testing/bug reporting @Junior_Djjr - Overhaul of CLEO scripts @ZAZ - some of his CLEO mods were crucial for debugging/getting around the map. X-Seti - original concept of combining GTA III era cities so he deserves a shout out Squad - testing/bug reporting, map fixes @Crspy - ModLoader installation fix @DK22Pac - for his 2dfx tools which helped immensely in the making of the LC ped attractors as well as lighting and smoke effects. The compiler/decompiler is crucial for this. @gold_fish - for his new and improved Kams 3ds Max Scripts which helped immensely in the making of the new LC port to SA. @DexX - for 3ds max scripts sa_tools which also helped in the creation of 2dfx effects @santosvagos - Testing and bug reporting. @TKat - Testing and bug reporting. This mod wouldn't be possible without these great people/mods. Thank you. Thank you Rock* Games Latest Download: For the latest download of the mod please visit our GitHub Page. Download Links Stable Build: https://github.com/goodidea82/SAxVCxLC/tree/master Experimental Build: https://github.com/goodidea82/SAxVCxLC/tree/Experimental
  2. nonamenoname

    SAMP Addon

    SAMP Addon 2.6 Download installer Download rar - features missing in rar version: Map with transparent map mods 0.3DL It's possible now on SA-MP 0.3DL to connect to 0.3.7 servers! More FPS In SA-MP: Ping decreased average by 4 (from 0 to 8 (from 0 to 2 in DL)) It's possible to use loading models for pickups Bugs fix SA-MP: Fixed server objects interaction bugs: Crashfix SA-MP: SA-MP 0.3.7R1/DL changes: SA-MP 0.3.7R1/DL crashfix: Improves SA-MP: SA-MP 0.3.7/DL samp.img: New models: More FPS: Fixed FPS issues: Graphic: Improves: Multimonitor: Audio plugin from incognito for SA-MP Bugs fix: Crashfix: Fixes in other mods: Changes need to server owners: From public install russian version was deleted HD map, tuning mod, wheels, textures and effects due to forum rules
  3. SlingShot753

    SlingShot753's Workshop

    Hello everyone! Welcome to my Workshop. Here you will find Skins, Weapons, Clothes and more. Check it out below, and enjoy!
  4. WARNING: DON'T DOWNLOAD AS THERE ARE SO MANY ISSUES You could also call this 'Things To Do In San Andreas: Lite Edition' Storyline Enhancement Mod aims to expand the main storyline in San Andreas with many dialogue, text and model tweaks for the purposes of fleshing out relationships, atmosphere and overall presentation in a lightweight (as much as it can be) and mod friendly fashion. Deezire's wonderful 'Things To Do In San Andreas' mod is one of, if not the best, mods out there. However there were many design choices that, while they were ingenious in their implementation, I did not fully agree with. I cannot take full credit for the majority of the code in this mod, as Deezire can be attributed to that. My part in this is simply adding tweaks, cleaning up and fixing some bugs that were leftover in the base game and TTDISA itself. New characters added throughout the missions do not affect free-roam pedestrians and as such, only appear in select missions. This is to ensure compatibility with other mods. SCREENSHOTS PROGRESS Los Santos - 100% - COMPLETE Countryside / Badlands - 100% - COMPLETE San Fierro - 100% - COMPLETE Desert - 100% - COMPLETE Las Venturas - 100% - COMPLETE Return to Los Santos - 100% - COMPLETE FEATURES Los Santos Countryside / Badlands San Fierro Desert Las Venturas Return to Los Santos Side Missions Misc REQUIREMENTS A downgraded (1.0) version of the game An IMG Editor RECOMMENDED SilentPatch (Fixes a lot of outstanding issues with the game and is generally required to have a sane playthrough) Modloader (Highly recommended. You never have to replace a single original file in the game with this, so if you don't like the mod you can just delete it easily) DOWNLOAD BETA_1 BETA_2 Please note that any save files you might have won't work with this mod installed, so you must start a new game UPDATE LOG INSTALLATION (If you have Modloader installed) Drag and drop the modloader file into your San Andreas game directory (If you don't have Modloader installed) Extract the contents of the 'Storyline Enhancement' folder to the game directory and overwrite, insert the contents of 'gta3.img' into the gta3.img archive using an IMG editor of choice (IMPORTANT) Insert the contents of the 'anim' folder into the cuts.img archive using an IMG editor of choice REPOSITORY https://github.com/Laremi/GTASA-SEM CREDITS Deezire (For creating TTDISA and the majority of this code) Rockstar Games (For this masterpiece and all the leftovers that have been re-enabled) Various modders (who made the character models and supporting TTDISA further) Laremi Story (Further tweaks, bugfixing, compiling everything) IMPORTANT NOTE If the original creators of above have a problem with this modification and the contents inside, feel free to throw me a PM or a request. I would like to emphasise that my involvement in this is a very small part; I am only building on the foundations of what these creators have made and do not take credit for the full code.
  5. Updated and improved version of KAM's scripts. Based on the original Kam's scripts. This script was tested in 3ds max 2009 and 2012, 2017 and 2020 Complete with the script there is a fixed and updated GTA Material Download the latest version of the script https://yadi.sk/d/DQMt4tMM3TTV5e or https://drive.google.com/open?id=1hjKlZzNjxilEBfDGrSIN2iJF-1xSwVxU Changes and updates: - - - - - - - - - - - [ DFF IO ] - - - - - - - - - - - - - - - - - What was added: (17.05.2020) - checkbox 'Mesh Fix', necessary if polygons are mixed after exporting the model (28.10.2019) - choice of material before you import the DFF (GTAMat or standard) (17.03.2018) - mass import and export DFF's - import / export Night prelight - import / export Vertex Alpha - import / export UV2 channel - import / export 2dfx (only light sources) - optional interface for configuring 2dfx - additional locking dff (new) (23.03.2018) - import / export Bump maps - import / export Dual maps - import / export Normal Map and Reflection (Adaptation for Normal map Plugin from DK) - auto-save the interface settings DFF IO after each change What's been fixed: (17.05.2020) - 2DFX setup interface - export of materials - minor fixes and updates to the script code (20.11.2019) - import of multiclamp models (with clump UV Anim section) - other minor code fixes and improvements (28.10.2019) - import 2dfx (fixed a critical bug) - import map IO texture extension - UPDATED map IO script and improved its compatibility with the latest version of the DFF importer - updated script interface - other minor code fixes and improvements (01.09.2019) = compatibility with MAP IO (17.03.2018) - exporting a hierarchy of models - export of normals - import of color from light sources 2dfx (23.03.2018) - export models of characters - importing a model hierarchy - general script code repair Additionally: (31.05.2020) - additional tools have been added to the GTA Tools menu (for a list of all available tools in the KAM script, click here https://vk.com/page-99725313_54168827 ) (17.05.2020) - added the script 'Vehicle Scale Helper' in the GTA Tools menu (script for changing the scale of transport) - Added a script 'Object Explode' in the GTA Tools menu (script for dividing the landscape into even parts) (20.11.2019) - added checking the dimensions of the model before exporting to the script of mass export of collisions in CST(export_steve_col_script.ms) - added more warnings and tips when exporting - added export log ( F11 listener) - updated and improved script interface - added optional UV2 coordinate compression - added additional tools to work with the model - added progress-bar and fixed script freezes - added default settings for exporting prelite - added menu GTA tools scripts in the top menu bar 3ds max ( ) - - - - - - - - - - - [ Map IO ] - - - - - - - - - - - - - - - - - What was added: (31.05.2020) - additional tools have been added to the GTA Tools menu (for a list of all available tools in the KAM script, click here https://vk.com/page-99725313_54168827 ) (20.11.2019) - added mass IPL import - added import of map models with any (custom) texture extension - added the ability to select model material when importing - added binary ipl import (when importing, you must specify the path to gta.dat of your mod / game) - added the ability to select IPL sections for import (you need to put a checkmark in front of the desired section) - added the ability to fake map import (instead of map models, planes will be created) - added button to launch EMAPTool script of the latest version, designed for easy export of map mapping to IPL / IDE - added a detailed log when importing a map - added progress bar when importing map - added statistics of loaded map mapping - the script code has been improved, now it is more likely that the script will not crash due to an error, but will issue warnings in the log (F11) and continue its work - added more warnings and tips to help identify most of the errors on the part of the user - EMAPTool officially became part of the KAM script and is located in the '/ scripts / GTA_Tools (GF) /' folder (it is recommended to check for an update of this script in the VK site of the script author group) What's been fixed: (31.05.2020) - [EMAPTool] added more decimal places to model coordinates when exporting to IPL (17.05.2020) - [EMAPTool] added more decimal places to model coordinates when exporting to IPL (20.11.2019) - improved and redesigned script interface - improved and revised map import code - fixed import of multi-clamp models (with clump UV Anim section) - fixed the problem when import was stopped due to incorrect IPL / mapping - IPL import with comments has been fixed (all comments in Cyrillic should be at the beginning of the file BEFORE the INST section!) -------------------------------------------------------------------------------------------------- Additional utilities: - Prelit Tools the script for mass configuration prelite - Fix models pivot script for mass alignment of the pivot position of the model to integer coordinates before exporting the mapping - Align pivot to center script for mass equalization of pivot in the center - Col Export (mass) script for mass export of col (cst) [COL IO] - not changed [iFP IO] - not changed Authors ========================= - 19.12.05 - Kam, Odie, Pioneer Official post on the forum: - 17.03.2018 - Goldfish - [email protected] / https://vk.com/vk.goldfish Updating the script: 31.05.2020 (v 0.3.7) For questions and suggestions, write here (support): https://vk.com/topic-99725313_37821803 ================================================================= Script features:
  6. Announcement: Wanted Level Editor version 1.03 for SaxVCxIII version 1.0 (published on 24.09.2020) - The code has been tested and appears to be stable, - Settings are adjusted for SaxVCxIII (all models are already set by zones): Vigilante missions for the obvious police vehicles (for example VC_BPOLICE) are automaticly enabled. Those you choose to put in the pursuit will have it as well. Since this is the 1st mod release for SaxVCxIII version 1.0 some mod features are not functional (they are present in the menu though). Also: Support for the latest version of GTA Underground (snapshot 3.3.11) available for download. Many mod features are not functional yet (although they are present in the menu). Here's the list of settings that do work: - ground vehicles and their occupants can be completely edited (including occupant weapons), - number of stars on the interface... This mod version is for testing purposes, unfinished and therefor unstable. Use it at your own risk. However it has been tested on GTA Underground snapshot 3.3.10.4. Please report issues or bugs so I can speed up the work on the mod version. WANTED LEVEL EDITOR Go down for download links. - Wanted Level Editor is a mod which allows the player to edit a lot of stuff related with the Wanted Level while in game, - Originally it was build up in scm language, now in c++ environment by using plugin-sdk developed by DK22Pac All of the options of this mod are stored inside the xml file and they can be edited either through the in game menu: or directly within the xml file. List of new options which come with this mod version: - Ground vehicle occupants can be completely edited now. That includes skins and weapons: In this particular case we have 4 diferent cop skins inside the vehicle, altough they all have the same weapons but that can be changed too so that they can have 4 diferent weapons as well. Since you can have 6 diferent vehicles per star - that means you can have 24 diferent ped skins and 24 diferent weapons per star (6*4). Aircrafts and boats however do not have this extended option. - Vehicle occupants option has been extended as well (including aircrafts and boats). Besides the standard 1, 2 or 4 occupants, you can now have: a) TWO_OCCUPANTS_ONE_GUNMAN, b) FOUR_OCCUPANTS_ONE_GUNMAN, c) THREE_OCCUPANTS, d) TWO_OCCUPANTS_10_GUNMAN (requires limits exceeding), e) TWO_OCCUPANTS_4_GUNMAN (requires limits exceeding), f) TWO_OCCUPANTS_2_GUNMAN. - By selecting the "Other stuff" option from the start menu we have: To activate the menu use these keys: Projects used to build up this mod: - https://github.com/DK22Pac/plugin-sdk - https://github.com/leethomason/tinyxml2 Install instructions: - extract WantedLevelEditor folder to modloader folder of your gta san andreas directory. Note: Please remember that this mod puts already added vehicles in the police pursuit (it can not be used to add the new vehicles to the game itself), Once the vehicle is added - first you need to check if it works by using some car spawner and then use the Wanted Level Editor. To make the already added vehicle present in the police pursuit and have vigilante mission - use Wanted Level Editor. Wanted Level Editor v1.03 for SAxVCxIII Wanted Level Editor v1.02 for SAxVCxIII Wanted_Level_Editor v1.0 for GTA_Underground snapshot 3.3.11 Wanted Level Editor 2.15 for San Andreas (the latest) Wanted Level Editor for San Andreas v2.13 Wanted Level Editor for San Andreas v2.12 WantedLevelEditor for Vice City v2.7 [MVL Support] WantedLevelEditor for gta3 v2.1 WantedLevelEditor for gta3 v2.0 Source Code for gta3 (github)
  7. savidge

    $HODY Used Autos

    $HODY USED AUTOS INTRODUCTION Welcome to $HODY Used Autos! Here, you can find all manner of vehicles once cherished by people across the state of San Andreas that now seek a new home (the vehicles, not their previous owners). You can also find other, non-vehicular modifications here if the aforementioned doesn't particularly take your fancy. All vehicles aim to be lore-friendly (as to not look out-of-place) and always utilise textures found within the 3D-era titles' IMG archives to ensure faithfulness and consistency are tantamount. Please take a look at our current listings below (click on thumbnail images to open full-sized variant): VEHICLES BF MICROBUS ONE FORMER OWNER! DECLASSE CADRONA DECLASSE PREMIER [NEW!] VAPID SPEEDO VAPID SPEEDO JOURNEY MISCELLANY PLATEBACK & PLATECHARSET REVAMP RADAR ICON REVAMP ACEHUD HUDSETTING BILLBD1_LAE REVAMP CE_ROADS37 REVAMP DISCLAIMER I'm fine with my modifications being uploaded to other websites as long as I'm credited. Thanks! CREDITS @Crack Yo' Neck for teaching me how to export properly @A.G., @AlexGRFan97, @Baka San, @direct, @RacingFreak, @Razor440, @RM76, @Thunderhead, @VictorSE, and everybody in The Warehouse for their continued feedback!
  8. Junior_Djjr

    VehFuncs

    VehFuncs is a asi mod for GTA SA which aims to bring new functions to vehicle mods similar to Improved Vehicle Features and Active Dashboard thus replacing my old mod Enhanced Functions. VehFuncs won at the GTA Annual Awards 2019 in the category "Best Script/Plugin". See the disclosure post here. Since the mod focuses on 3D modelers, I will leave here only a summary of each function. To better understand what it is and how it works, click on the links below: Recursive Extras - featured New extra variation system that uses recursive logic to create part variations for cars, bikes etc. The new system breaks all old limits, as well as providing new controls on how the model will vary. It's possible to vary almost the entire model using this, including wheels, including conditions like map region, weather etc. Characteristics Possibility to apply personalized characteristics inside the vehicle's .dff, for example paintjob, occupants, dirt level etc. This is super powerful when used in conjunction with Recursive Extras, for example applying a paintjob if an extra is applied. Digital Speedometer You can create digital speedometers on dashboard of the car, bikes etc. This is the first speedometer for GTA SA that uses real calculation based on wheel rotation. [video] Digital Odometer You can create digital odometers on dashboard of the car, bikes etc. Engine/exhaust vibrating You can make a engine, exhaust or other part vibrate with the engine. The vibration uses perlin noise for a natural effect and suffers reactions with acceleration [vídeo] Part rotating with pedals Formerly known as "enh_scoop", but now supporting configurable XYZ rotation. It's a part that rotates with the gas or brake pedal, being useful for several cases. Bike footpegs Footpegs opening/closing if someone is riding or on the rump. Fix: Material Colors Stop using that textures colors "black", "white", "red" etc!!! Fix: Vehicles adapted to IVF You don't use ImVehFt but downloaded a car adapted to it and got colored lights? VehFuncs will fix this for you. Functional Hitch Hitch that works on any vehicle (not on bikes, yet? The rest wasn't tested). No bugs; No limitations (like other mods); Compatible with other mods like this; No additional files. Spinning Parts You can add parts that rotates with engine rotation, or fans. Police and taxi lights Sets the police and taxi lights position and color. You can also enable siren and lights on any vehicle. Position for taxis. Paintjobs on digit-terminated vehicles Sets the police lights position and color. You can also enable siren and lights on any vehicle. "Pop-up" headlights A completely new and configurable system for the famous pop-up headlights, like ZR-350 (RX-7). Fix for tuning spoilers Now you can create cars with spoiler, and when you install a new tuning spoiler, the original will be removed. Animation for various cases Animation that is reproduced by some condition. This makes it possible to create folding mirrors, spoilers that deploys with speed and brake, among other things that may come. Steering wheel Functional steering wheel; no dummy required. Includes backward compatibility with "movsteer" and "steering" for cars adapted to IVF and Active Dashboard mods. Windshield wipers Functional wipers; no dummy required. Includes backward compatibility for cars adapted to Active Dashboard, but works in a much better way. LOD (Level Of Detail) Level of detail system for disappearing or changing parts depending on how far the car is from the camera, thus optimizing the weight of your model in a extremely simple way. Additional vehicle.txd files You can have more than 1 vehicle.txd file for generic textures. Useful for vehicle packs that use the same textures, so you can have for example "vehicle2.txd" with additional generic textures (to decrease the load and memory usage of the game) and still be able to install mods of "vehicle.txd". See the complete wiki: How to adapt a vehicle to VehFuncs? VehFuncs uses GSX (Garage Save eXtender) by @fabio3 to save the additional information in the garage, which is also in the testing phase. f_shake + f_gas + f_gear = Uses: - download the tractor and cart here, great for learn how they were made - This mod DOESN'T cause cheating on SAMP! Question servers that banned this mod! It is necessary to have VehFuncs installed on your GTA SA in order to use cars adapted to it. Thanks to plugin-sdk contributors for making this much easier to do. Check upcoming functions. Author: @Junior_Djjr Mod GSX, helps, Hitch: @fabio3 Thanks to: DK22Pac, _F_, Avant, M4k3, xXKenBlockXx, dxivilea, recoil, Zeneric Version: v2.1.1 beta (08/09/19 - DD/MM/YY) (DOWNLOAD) Official thread on my forum (portuguese) Source code
  9. AlphaBit

    [SA|REL] PedTweaks

    PedTweaks Features Restored SF and LV Cop Bikers instead of having only one biker (LS Biker) in all states. Added LVPDM1 to Cop Wheels and Breaking the Bank at Caligula's missions. Restored Desert sheriff to Bone county and an unused county deputy to Red county and Flint county. The county deput spawns like the police bikers only when the wanted level is 2 or less. Soldiers now spawn in restricted areas instead of normal cops and they are equipped with M4. Introduced a new sync system for taxi drivers where the variety of drivers can be seen even without interchanging towns. Added back the unused LS taxi driver (WMYCD2) to LS and counties and his voice lines are working properly. Restored two drug dealers: Hispanic dealer in LS & SF and biker in desert towns. The hispanic, white and black dealers now spawn together in the same zones. Noodles and Ice cream vendors now spawn in there respective carts. Restored the 'Home Brains' script, you can now see bums sitting and scratching (can be turned off in the ini file). The ability to add second officer & cop biker models to each city by typing their IDs in the .ini file. Restored an unused guard, he can now spawns at the same locations of the existing security guard. Restored unused airport workers, so now there are three workers instead of one. Restored the psycho ped who acts as a criminal (carjack, get chased by cops, etc...). Restored a unique LV variant (pink clothes) of the normal Hispanic girl. Restored voice lines for pimps and security guard so they aren't mute anymore. Pimps can now be seen on the streets instead of only appearing in missions. Mechanic ped can now be also seen in SF and LV instead of LS only. The male lifeguard now spawns as a beach ped instead of only appearing in SF gym. Restored two cutscene Grove Street members seen in Los Sepulcros. Restored an unused SF ped and he now spawns in SF Average group. Restored two unique peds from the mission 'Madd Dogg' to SF and LV. Restored the Italian mafia, they now have turfs in LV. Restored the two texans, they will spawn in desert towns. Note: Bolded features are available in 'More Peds' add-on. Download Requires CLEO library and a limit adjuster.
  10. TJGM

    Weapon Coronas

    Weapons Coronas What is it? Rockstar decided to remove the coronas from dropped weapons when San Andreas came around, it was a nice feature in III/VC that gave the game atmosphere. This mod adds coronas to weapons similar to III/VC, although not perfect, I think it suits the game and looks pretty good. Download: GTAGarage Installation: Download Mod Loader and drag and drop the "Corona Weapons" folder to the Mod Loader folder. Bugs: Sun flares may be replaced by the weapon corona as seen here. Installing SilentPatch fixes this. Screenshots:
  11. 'stote

    'Stote Workshop

    Hi there and welcome to my workshop ! Here you can find lua scripts exclusively made for GTA San Andreas. Diving mod Helmet Damage System Weapons on the floor
  12. Gangster SWAT Fix About: Ever noticed how the highly trained SWAT operatives use Micro SMGs like true gangstas? Always wanted a fix but never found anything good enough anywhere in the interwebs? Well look no further! This little CLEO script changes the SWAT members default Micro SMG to an MP5, effectively removing them from thug life! Pics: Before After DOWNLOAD Source: {$CLEO .cs} 0A8C: write_memory 6151585 size 1 value 29 virtual_protect 1 0A8C: write_memory 6151594 size 1 value 29 virtual_protect 1 0A93: end_custom_thread
  13. Mysterdogg

    Mgg's Workshop

    Nominated as one of the best Workshops of 2018! Hey everyone, Mysterdogg here! well, I know what you're saying "but Mysterdogg, you already had a workshop..." and yeah, you're almost right, I used to have one but I was never satisfied with the result and due to my personal life, decided to request its removal. After a while, I've made a new one, this time focused on sharing my old stuff, but also new releases! Notes: (Revisited on November 05, 2019) Old Stuff! (Made prior the creation of the workshop) CLEO Scripts (Updated! November 05, 2019) Misc Vehicles (Updated! November 05, 2019) Weapons (Updated! November 05, 2019)[Under Imrpovements] Guides (Updated! November 05, 2019) New Stuff! (Made after the creation of the workshop) CLEO Scripts (Updated! August 06, 2020) Misc (Updated! May 27, 2019) Guides (Updated! May 27, 2020) Newer Stuff! (Made with the newest modding methods) (Updated! August 06, 2020) Non-GTA Stuff! Mgg's GTA: (A list with almost all the mods I use for playing) Currently 43 mods released here!
  14. ANNOUNCEMENT!! This mod is discontinued. The reason is this mod runs on CLEO script, which is very not suitable for things this mod does. I've pushed many CLEO's limits with this mod which resulted in more errors than i could handle. If i ever maintain this mod again, likely i'll had to learn basic programing. (Was never a programmer to begin with, Sanny's coding simplifies a lot of things.) So hard warning, this mod has bugs and unstable. One last note, i have retired from GTA modding entirely. (Likely obvious, it's been a year already). And i don't check GTA sites often anymore, so don't expect me to answer bug reports. Especially this mod. =================================================================================== Advanced Customizable Elements HUD, or Ace HUD is a CLEO HUD script featuring extensive customization via config file. There are two different mods, Ace HUD v2.0.1 and Ace Statbox v1.2. You can use them separately. CUSTOMIZATION Many properties of each HUD elements can be adjusted including position, size, color or font type. PRESET & SCREENSHOT The extensive customization allows many display layout variations which can be unique to each other. Below are example of custom HUDs made by modifying config file, which is included in the mod file. DOWNLOAD ACE HUD v2.0.1 - ACE Statbox v1.2 REQUIRED newOpcodes.cleo 2-PLAYER SUPPORT An add-on to for second player is available in development stage, but so far works fine. Feedbacks and issue reports would be appreciated since i can't test it myself. ACE-2P v1.3.1 (old version) BUGS AND ISSUES - Using other HUD mod with this mod might cause glitch or crash - HUD might not displayed properly in SAMP. Using Modloader or SAMP FXT Fix will solve this problem - Vehicle Name might crash the game if used with limit adjuster. The cause is hacked DFF limit, which mostly only used in map mods. - Textures goes behind every other sprites on-screen. While it's not serious, still counts as bug since weapon icons even displayed behind sniper crosshair. - Latest Widescreen Fix update results in bugged Ace HUD interface. You can install older version of Widescreen Fix + wshps.asi instead. - As stated at top of post, this mod is unstable. So it likely crash. Testing was fine thoroughly on my end, so crashes on other's game are beyond my capability. VERSION HISTORY
  15. TheMuscle01

    Muscle Customs

    Welcome to my workshop, here I make "Improvements" on existing cars and maybe ones made from scratch in the future. For these mods I suggest using VehFuncs. Here is what Muscle Customs offers: Year 1 Vehicles Year 2 Vehicles
  16. MrFinger

    Beta Leftovers Fix - SA

    This mod fixes beta leftovers, which were left in the final game. Changelog: - Added Solarin Industries marking to benson, - Remaked renders inside driving school and otto's autos, - Remaked Sweet & Kendl photo, - Remaked Elegant billboard, - Added final San Fierro map in driving school, - Added final police biker texture to chop cop, - Added final bullet and turismo to thrust magazine, - Remaked RC Zero vehicles models, - Added final map to Toreno's ranch and in Lil'Probe'Inn bar, - Remaked some radar textures, - Remaked current RT maps, - Changed VLA tag color to turquoise, - Changed cutscene Emmet and Ryder texture to in-game one, - Changed glock17 to colt45 in cutscenes, - Added final vmaff4 texture to cspunter, - Changed lod texture with xenon billboard to final xoomer, - Changed valet's shirt texture to that same as CJ one, - Added final wheels textures to the Glensh*t, - Changed beta clothes from the interiors, to the final ones, - Added new wheels to the Forklift and to the RC Bandit, - Added final weapons to cutscenes, - Changed logos in these textures (in first pic there was gta 3 logo and in second gta vc logo), - Fixed collision here (thanks to Kalvin), - Fixed police biker tank top, - Fixed rhino lod (thanks to Kalvin), - Fixed Ranger front lamp and added "SAPD" marking to Enforcer (thanks to Hellen), - Added final vehicles to cutscenes (thanks to Hellen), - Added final peds to cutscenes (thanks to @Jeansowaty and @Brooklynzsmac), - Changed Grove St. and San Fiero tattos, - Changed map inside Arena 51, - Changed maps inside the trashcans, - Changed OGF tags to GSF, - Changed wheels on this building (thanks to @Kalvin for collision), - Changed Bee Bee Gone! texture to the Let's Get Ready to Bumble, - Changed Jim's Sticky Ring to the Rusty Brown's, - Changed car wrecks, - Changed Walton wreck, - Replaced Heat billboards with jogger, - Changed Zip ad with the women, - Replaced Python with Desert Eagle at the Ammu-Nation building in Los Santos, - Changed hippy statue at the Hashbury,  - Changed map on this sign at Santa Maria Beach, - Changed Big Smoke statue at the Crack Palace, - Changed Sweet cutscene model, - Changed Kendl in game model (thanks to @ermaccer for fixing the rig), - Added 2D sterring wheels to all cars, - Removed helicopter landing from the radar at the Easter Basin Naval Station, - Fixed Sprunk cane rotation, - Changed logo on cutscene Maccer, - Changed Dodo wheels, - Changed OGF graffiti from the B dup's house, - Changed road from the intro cutscene to the one from LS Airport, - Fixed in-game Rosenberg glasses, - Added many (but many) textures from Manhunt and GTA VC with higher quality (not all of them are shown on the screens), - Fixed untextured objects inside Michelle's house, ProLaps store, guard houses at the airports and at the boat school (thanks to @Kalvin for fan), - Changed Hotknife in the Loco Low Co. garage, - Retextured LS Tower and some parts of Santa Maria Beach with textures from gta 5 (it was a experiment but i decided to implement it to the mod), - Changed icons of micro uzi, sniper, pistol, silenced pistol, tec9 and parachute (thanks to @Brooklynzsmac for sniper and uzi), - Fixed untextured windows inside Wheel Arch Angels and changed beta grove wheel in Loco Low Co, - Changed calender with Blade at the bomb shops, - Changed inscription on the jump ramp, - Fixed braking and lightson texture on all motorbikes, Quad, Kart and Combine Harvester, - Added windows to the bus stop, - Fixed this building UV map and night windows, - Changed car toy boxes in Berkley's RC Van, - Improved trains a lot (added horns, seats, more lights, colors, more numbers etc..Thanks to @Son Of Big Boss for mapping texture on horns), - Made the Dozer, Dumper(+addded damage parts), Bandito, HPV1000, Combine Harvester(+added damage parts) and Baggage colorable, - Added damage parts to all helicopters (+made the sparrows, Hunter, Cargobob and Raindance colorable), - Made the Rhino, Patriot, FBI Truck, Barracks, SWAT Van and Hydra colorable and added setting for them so they will appear in more colors, - Fixed unshotable DFT-30 windshield and fixed Hotdog door, windshield and trunk damage parts, - Fixed Caddy unbreakable windshield and fixed damaged version of rear bumper, - Fixed Ryder's untextured objects. - And much more stuff. Downloads: Download link for version 0.5 (stuff from "Added Solarin Industries marking to benson" to "Changed VLA tag color to turquoise"), Download link for version 0.6 (stuff from "Added Solarin Industries marking to benson" to "Added final weapons to cutscenes"), Download link for version 1.0 (stuff from "Added Solarin Industries marking to benson" to "Added final peds to cutscenes"), Download link for version 1.1 (stuff from "Added Solarin Industries marking to benson" to "Changed Jim's Sticky Ring to the Rusty Brown's"), Download link for version 1.2 (stuff from "Added Solarin Industries marking to benson" to "Changed calender with Blade at the bomb shops"), Download link for version 1.3 (everything from the changelog). Thanks To: Brooklynzsmac, Kalvin, Hellen, Jeansowaty, ermaccer, Son Of Big Boss - for help, frankandbeans, CoolMods, Napoleone, Matt1010 - for suggestions. Like a mods like that? Check out the III and VC version.
  17. Wakka387

    City of Chicago

    What is this?: This mod ports the Driver 2 Chicago map to GTA San Andreas along with multiple other facets in order to create a living, breathing world Team: Vincedark - Mapping, Radar, Porting, Bugfixes Wakka387 (Me) - Scripting, Zoning, Audio bibidibabidibu - Retexturing Media: Pictures: Discord BETA 1.5 Download [159MB] HD Texture Pack (6/21/2018) [29MB] Special Thanks: Reflections Entertainment - For making Driver 2 Vincedark - For reviving my Interest in Driver 2's maps Xtreemo - For the Driver 2 Loading Screens James_UK - For fixing the missing models from Chicago's Map Skylabh - For helping me export the maps with the level extractor Krishty - For Developing the Driver 2 Level extractor LSRP Community - For making the skins used in this mod Cohex17 - for the Banner
  18. This is a type of trainer that hasn't been made before for 3D era games (at least not to my knowledge), very similar to a typical trainer for GTA IV, but with many more features, such as editing handling and weapons in real time, triggering gang wars, executing any opcodes you want, etc. Controls: F7 - open/close menu Num5 - enter menu Num0 - exit menu Num2/8 - scroll Hotkeys: RCTRL + Num1 - Fix Car RCTRL + Num2 - Flip Car RCTRL + Num3 - Clean Car RCTRL + F2 - Toggle Special Godmode Semicolon - Infinite Ammo 0 - Always Godmode Apostrophe - Move forward through door Square bracket left - Never Wanted Square bracket right - Car Speedup Backslash - Car Superbrake F6 - Airbreak DOWNLOAD HERE (REWRITE 1.7) Download old version (20.0 pre-rewrite) Screenshots:
  19. thalilmythos

    Unarmed gangs fix

    This is a simple mod that aims to do what it says. Features: -Gangsters armed: every unarmed member of a gang will pull a gun out if they see you have one yourself, no more ballas running away from you, this is also a work around, for the broken panic system of the gangs, they won't run away scared and then stop after 5 seconds. https://www.mediafire.com/file/ktsbonpz955a1a5/RE_unarmed_gang_final.7z/file
  20. WARNING: THIS MOD CONTAINS BUGS So like the title says, i just ported the Xbox 360 version of CJ (Every DFF, and TXD) to the PC version of San Andreas so it includes the separated fingers for CJ. If im honest it was a little bit of a pain in the ass because i have to rename every PNG to match the PC files and create new folders with their respective name too. I tested it days ago hoping that would work and it does, but it has some graphical bugs that you can see in the images below. Im uploading it for anyone who wants to use it or fix it if you have some experience editing png images (i tried to fix it using photoshop but i just dont have enough knowledge about how to edit a PNG or how to soften the edges of the images so i gave up) Anyway, here are the links to download the mod and the PNG's if you want to edit them, just let me know if you were succesfull at fixing them. MOD DOWNLOAD PNG's - THIS IS ONLY FOR TEXTURE EDITING Credits: - Rockstar Games - War Drum Studios - Me (Templar793) For extracting and converting the files to PC. ****Excuse me if there is any misspelling in my english (it is not my native language)****
  21. Reflections like in the mobile version of GTA San Andreas I did not own this mod, it is belongs to Akash Babu Mods, profile link: https://www.blogger.com/profile/10058289087887385383 i just want to make it more popular and downloads, this is a very cool mod! it is not an ENB, it is an asi. Download: Here images: https://imgur.com/a/I7w8ZGT https://imgur.com/a/x7jBKjc https://imgur.com/a/pe7jlOL https://imgur.com/a/mPMX0gl https://imgur.com/a/4T9C4Aa https://imgur.com/a/UNRWBGl comparison: With Mod: https://imgur.com/a/YrEbD5K Without Mod: https://imgur.com/a/RNQFvds requirements: Pixel shader 2.0 128 graphis card 30 Fps This mod will drop some fps (1 - 5 fps)
  22. cardboardbox1230

    [LUA|MoonLoader] Weapon Recoil

    Recoil for Grand Theft Auto: San Andreas This is a script written in LUA, causing weapons to recoil when shot. Works with all weapons that can be aimed. Features: Install Instructions: Adapting / Editing Weapons Settings: Download link: V8 - V7 - V6 - V5 - V4 - V3 - V2 - V1 Credits: Changelog: (Also given in archive)
  23. skatefilter5

    Hard Mode for Story Mode or DYOM

    Hard mode will make the gangs harder with tweaks for accuracy, and his temper. They have duel weapons for SMGs/sawnoffs, no flinching, kickboxing fighting style and money worth for $5000 for killing them. Even it mission didn't task you to kill them to run to the checkpoint if they saw you they will kill so you gotta be ready to kill these guys in your path. For those who played MTA/SAMP, they will kill them all without dying. You really need professional skill level from the cheat menu, it's recommended for moving while shooting https://www.gtagarage.com/mods/show.php?id=16581 To enable this type "hardmode". To disable this type it again to revert back to normal. Any story missions or DYOM will make the actors on hard mode. When your facing boss battle you might need to run towards him and punch him down or use a melee weapon. It won't let me upload in GTA garage due to unknow error since the site was upgrading link to GTA inside instead: http://www.gtainside.com/en/sanandreas/mods/120174-hard-mode-on-story-missions-or-dyom Stats changes Accuracy is set to 85 Fire rate is set to 97 Fighting style is set to kickboxing Weapon is set to duel smgs (only pistols, smgs & sawnoffs) Money is set to $5000 No Flinches (Rifles, Snipers or Mini-gun recommended) Here the hard mode behaviors in DYOM
  24. The topic has been moved because it was in the wrong section -SkyGTA_User
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