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TrafficPlus


internet_rob

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Traffic+ is a lightweight mod that enhances GTA IV's traffic design without the use of code.

Every file is standalone; you can pick and choose what to install. 

Compatible with every version of GTA IV.

 

What the goal of this mod?

  • Enhance the traffic configuration for fresh, fun, realistic gameplay.  
  • Provide the optimal versions of the files below which can be used as a base for further modding.

 

 

 

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This file determines where vehicles can be found by assigning them to specific pedestrian groups. For example, the "taxi" is driven by "POPCYCLE_GROUP_TAXI."

 

New Stuff

  • The Bus has been added to the entire map.
  • The Infernus super car has been added to the Bohemian population.  
  • The Comet and SuperGT have been added to Rich Businessmen population.
  • The Dillitante has been added to the Low Businessmen population.
  • The Yankee truck has been added Docks population.
  • The Willard has been to the Eastern European population. 

 

Traffic Configuration 

  • Overall variety has been increased; the following vehicles are no longer blacklisted: Cognoscenti, Presidente, Intruder, Stratum, Hakumai, DF8-90, Ingot, Primo, Admiral, Oracle, Washington, Solair, Pinnacle, Lokus, Willard, Merit, Vincent, Feroci, Sultan, Schafter, and Premier.


Fixes

  • A duplicate PMP600 entry in the rich shopping population has been removed to prevent it from overspawning. This group is unused in the vanilla game, but restored in several available mods.   
  • Corrected a mistake that may have prevented the generic population from using their intended vehicles.

 

 

 

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This file basically configures the nature of each vehicle. For example, the "faggio" is a "bike" that uses "VEH@BIKE_SCOOTER" animations.

 

Traffic Configuration

  • Some vehicles have been blocked from spawning more than once at a time, so they are fewer in numbers. This makes finding them more rewarding and realistic, and it prevents them from spawning with you everywhere you drive. This includes the Comet, Infernus, SuperGT, Banshee, Coquette, Turismo, SultanRS, and Stretch. 
  • All motorbikes have a much higher spawn frequency. 

 

Fixes

  • The sports flag has been added to the Banshee and SultanRS.

 

 

 

___________________________________________________________________________________________

 

Traffic+ Expanded is an optional extension which adds new parked vehicles around the world. 

This may conflict with other map edits, like Various Fixes.

 

 

 

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The SultanRS is not only hidden in Alderney, but now Broker and Algonquin too. Go find em.   

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The Police Stockade (used only in the mission: Tunnel of Death) can be found at the station near Alderney State Correctional Facility.    

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This is an awesome way to play vigilante mode.

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The Romero hearse now spawns at three cemetaries in the game. Previously only available in the mission: Undertaker. Sorry Frankie.

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Helicopters have been added to unused helipads.

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You can borrow Brucie's chopper if you can find a way onto the roof.  

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The Police Maverick can be stolen from LCPD helipads. 

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As well as the Civilisation Committee if you can fight your way past the cops.

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The Hellfury can be found at the Angels of Death clubhouse and (only sometimes) outside the Burger Shot in Beechwood City.  

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DOWNLOAD

Update #4 (16.03.25)

Created by Internet Rob

 

My Workshop

Edited by Internet Rob
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I think this is a good start but it's not going far enough. First of all we need a reliable way to put ALL EFLC vehicles into the base game (without bugs missing engine sounds when too many different models are loaded), then add things like the caddy through wpl and the superd2 or the swift, skylift via .wpl editing as well.

 

I think the modding community should strive to have all dynamic gameplay elements  from EFLC (so cars, peds, weapons, radios basically) put into the base game for a full(er) experience.

Now obviously TACE exists but a more LITE version of it would suffice for most people.

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1 hour ago, Chunk Norris said:

I think this is a good start but it's not going far enough. First of all we need a reliable way to put ALL EFLC vehicles into the base game (without bugs missing engine sounds when too many different models are loaded), then add things like the caddy through wpl and the superd2 or the swift, skylift via .wpl editing as well.

 

I think the modding community should strive to have all dynamic gameplay elements  from EFLC (so cars, peds, weapons, radios basically) put into the base game for a full(er) experience.

Now obviously TACE exists but a more LITE version of it would suffice for most people.

This. Basically a more modern and less broken version of that old unified lore mod is what i want for IV.

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13 hours ago, Chunk Norris said:

I think this is a good start but it's not going far enough. First of all we need a reliable way to put ALL EFLC vehicles into the base game (without bugs missing engine sounds when too many different models are loaded), then add things like the caddy through wpl and the superd2 or the swift, skylift via .wpl editing as well.

 

I think the modding community should strive to have all dynamic gameplay elements  from EFLC (so cars, peds, weapons, radios basically) put into the base game for a full(er) experience.

Now obviously TACE exists but a more LITE version of it would suffice for most people.

I really appreciate the honest advice. I am actually considering integrating EFLC vehicles which would take this project a few steps further. I like the idea of a lite version of TACE, maybe I could cover the vehicles part of the deal. Anyways just depends on how badly I want to do it, the scope of the mod is smaller for now. 

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12 hours ago, Daddynnoob said:

Can you replace the Annihilator on LCPD with police Maverick on East Holland police station and add FIB Buffalos on the FIB Building?

I had the same idea, but I don't think so. It looks like some spawns are not in the wpl files you would expect (I think they are linked to your save file). Also what FIB building? 

edit: well sh*t, I never knew that existed. I may just do that. 

Edited by Internet Rob
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So the cargrp and vehicles.ide files in the update folder overwrites the existing cargrp and vehicles.ide file in the GTA IV common/data folder? Does that mean I have to edit these new files if I were to add new cars to the game such as the libertyrush vehicles?

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17 hours ago, Boomerbang31 said:

So the cargrp and vehicles.ide files in the update folder overwrites the existing cargrp and vehicles.ide file in the GTA IV common/data folder? Does that mean I have to edit these new files if I were to add new cars to the game such as the libertyrush vehicles?

That's exactly right. You will have to edit cargrp and vehicles.ide in the update folder so long as they are there. Remove them and the game will load the originals in common/data. 

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Update! Check out the main post. 

 

Please share any ideas you have for the mod, here's some of the other stuff I've been testing:  

 

Gracie Ancelloti's Feltzer

ceejeUS.png

 

Hidden NRG900

hsPi6Xa.png

ymOmsc5.png

 

Beechwood City Sanchez

PjYHC0G.png

 

FIB Buffalo (this is technically an FIB building 🤷‍♂️)

inlFMhx.png

 

 

 

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4 hours ago, Internet Rob said:

That's exactly right. You will have to edit cargrp and vehicles.ide in the update folder so long as they are there. Remove them and the game will load the originals in common/data. 

But atm there's no installation method for older versions or copies that don't have fusion overloader installed? What if I just drop the traffic plus files into my common data folder? Would it give my game more diverse traffic but without the new vehicle spawn locations?

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4 minutes ago, Boomerbang31 said:

But atm there's no installation method for older versions or copies that don't have fusion overloader installed? What if I just drop the traffic plus files into my common data folder? Would it give my game more diverse traffic but without the new vehicle spawn locations?

I'm using FusionFix on version 1080, it's not exclusive to CE. Or install TrafficPlus manually by finding and replacing every individual file I provided (or just cargrp.dat and vehicles.ide for the main changes listed at the top).

Edited by Internet Rob
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3 minutes ago, Internet Rob said:

I'm using FusionFix on version 1080, it's not exclusive to CE. Or install TrafficPlus manually by finding and replacing every individual file I provided (or just cargrp.dat and vehicles.ide for the main changes listed at the top).

But where do I put the traffic+ expanded folder with the IMG file inside?

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I use this mod with Potential Grim (PG). Because of the increased presence of gang member with PG, I decided to remove all the cars used for gang cars (schafter, cavalcade, intruder, etc.) in the cargrp except for the gang groups. And those cars are still often appear in the traffic. I guess gang cars are affected by gang areas and not just by cargrp

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42 minutes ago, iMORGON said:

I use this mod with Potential Grim (PG). Because of the increased presence of gang member with PG, I decided to remove all the cars used for gang cars (schafter, cavalcade, intruder, etc.) in the cargrp except for the gang groups. And those cars are still often appear in the traffic. I guess gang cars are affected by gang areas and not just by cargrp

The vehicles under each gang in cargrp.dat will show up wherever that gang is located. It doesn't limit it to just gang members. Once the vehicle is in the memory pool, pretty much anyone can be seen driving it.  

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12 hours ago, Internet Rob said:

Update! Check out the main post. 

 

Please share any ideas you have for the mod, here's some of the other stuff I've been testing:  

 

Gracie Ancelloti's Feltzer

ceejeUS.png

 

Hidden NRG900

hsPi6Xa.png

ymOmsc5.png

 

Beechwood City Sanchez

PjYHC0G.png

 

FIB Buffalo (this is technically an FIB building 🤷‍♂️)

inlFMhx.png

 

 

 

Nice work! How about you try to replace the police cars on roadblocks when each borough is locked to the player with either NOoSE Cruiser or Patriot since it more makes sense to deal with terrorist threats? Also, this one is not for this mod but can you test to add FIB agents on its building?

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It looks good, it complements the map pretty good and reminds me a bit of the responsive plus mod, only without the increased difficulty

Just ask, are you planning to make a version for EFLC with changes, for example, so that cars like the tampa and  the regina from TLAD appear in traffic or being able to find the police motorcycle and the police buffalo parked at police stations in TBOGT

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