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TrafficPlus


Internet Rob

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Internet Rob
15 hours ago, Cacahuete said:

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

Responsive Plus and the other work done by @Lord Criminal is a big inspiration for this mod. 

 

Yes, full EFLC support is on its way :evilgrin: I'm just getting started with TLAD now.  

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Internet Rob
On 2/17/2025 at 4:04 AM, iMORGON said:

I love cargrp mods like this. If you don't mind, can you make a Liberty City map with all the car groupings? I was wondering if the Korea-town in Alderney uses the Jersey group or Chinese/Japanese group.


I went ahead and did it, check it out: 


P.S. That's Alderney City and it uses the Korean gang, as well as a few other groups. 

 

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iMORGON
9 hours ago, Internet Rob said:


I went ahead and did it, check it out: 


P.S. That's Alderney City and it uses the Korean gang, as well as a few other groups. 

 

Thank you so much and I appreciate how in-depth this guide is.

 

I recommend to everyone if you use TrafficPlus with Potential Grim to remove all the cars that are used as gang cars (Cavalcade, Huntley, Feroci, Intruder, etc.) and put them in Boring Saloons group to reduce overpopulation of said cars. Since Potential Grim greatly increases the volume of gang members and gang areas.

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Internet Rob
9 hours ago, iMORGON said:

I recommend to everyone if you use TrafficPlus with Potential Grim to remove all the cars that are used as gang cars (Cavalcade, Huntley, Feroci, Intruder, etc.) and put them in Boring Saloons group to reduce overpopulation of said cars. Since Potential Grim greatly increases the volume of gang members and gang areas.

That's a great tip, thanks mate. 

 

 

5 hours ago, dobrogodnamamavideo said:

Will it also work for TBoGT or will it need a seperate file?

It might work for TBOGT in its current state, but you could also wait for TBOGT support which is coming in the future. 

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Internet Rob
6 hours ago, Haxogone said:

Why do some map changes break in EFLC?

Because I haven't made proper EFLC support yet. The car placements are for IV only, so here's what you can do: Go to update > TrafficPlus in your game directory, create an "IV" folder, and place "TrafficPlus.img" into it.  

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Internet Rob
Posted (edited)
2 hours ago, iMORGON said:

Hi, @Internet Rob. Can you tell us more about the Editable Car Placements folder and the .opl files? So can we create our own spawn points for other cars too?

Yeah, I've got a few tips.

 

I provided those .opl files mainly to make merging my edits with other mods easier, like Various Fixes. Originally they were .wpl files, which aren't editable in a text file, so I extracted in OpenFormat using OpenIV. 

You can convert an .opl back to a .wpl in OpenIV through New > Import OpenFormats. You can convert a .wpl to an .opl by right-clicking on it. 

 

Forget about the files I provided, the info below will help you edit any .wpl you need to.  

 

Once you find a spot to place a car, you have to know your where you are based on Rockstar's zoning system. This map is invaluable: 

image.jpeg.5cb4ac2b86e51f51e37f15f42370f252.jpeg

 

This will point you to the right .img file in pc > data > maps (such as bronx_e2.img). Once you open that .img in OpenIV, you will have to search through every each one of its stream .wpl files (there's usually at least 10) until you find the one which has the most similar co-ordinates to your custom spawn. This tool will give you those coords: https://github.com/Cowboy-69/CarGeneratorWPL 

 

You can learn a lot from Thunder's post, but the coords tool by cowboy will let you skip most of these steps.

 

 

Here's a typical entry with added spaces for clarity: 859.3877,   1440.68,   3.579484,   0.018,   -7,   3,   sultanrs,   -1,   -1,   -1,   -1,   1633,   0,   0

  • The first three sets of numbers are your coordinates, likely no need to edit these after using cowboy's tool. 
  • The seventh bit, "sultanrs," is your chosen vehicle. You can write the hash or simply the name (the way the game refers to internally, such as "rom" for Roman's Taxi).  
  • The twelth number, "1633," determines the spawn type. This number makes the vehicle spawn no matter AND without influencing the traffic nearby.

There are many other spawn types, I personally would love to see some info on this.    

 

 

Edited by Internet Rob
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