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Add peds


RBJoeR43
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I have a few skins for gang members that I want to add to the game rather than replace old ones so that I have more than just 3 gang members to recruit. If i wanted to manually add a ped what would I have to do? would it require more than just adding their info to the peds.ide file in data?

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smashwallace
you cant add new members by peds.ide

however you can add peds

Is there any way at all to add new "recruitable" peds

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smashwallace
recruitable..!!! what do mean?

as in "gang members" like is there any way to make other peds recruitable to fight with you and such.

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Yes. You can add up to 2 additional peds to SA. If you want another gang member, do the following:

 

1. Open peds.ide

- Create line 265 and use similiar data to what your existing gang members use

2. Open pedgrp.dat

- Find this line: "FAM1, FAM2, FAM3"

- Add new gang member to it (should now look like: "FAM1, FAM2, FAM3, NEW")

3. Make sure the name you gave it in peds.ide line matches the name in pedgrp.dat

4. Add your texture (.txd) and model (.dff) files to your gta3.img file and rebuild archive

 

Repeat steps (create line 266) if you have another homie to add.

 

Now your new homie should spawn with your other homies. wink.gif (Unless I forgot something but I don't think I did. tounge.gif)

 

 

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smashwallace

 

Yes.  You can add up to 2 additional peds to SA.  If you want another gang member, do the following:

 

1. Open peds.ide

- Create line 265 and use similiar data to what your existing gang members use

2. Open pedgrp.dat

- Find this line: "FAM1, FAM2, FAM3"

- Add new gang member to it (should now look like: "FAM1, FAM2, FAM3, NEW")

3. Make sure the name you gave it in peds.ide line matches the name in pedgrp.dat

4. Add your texture (.txd) and model (.dff) files to your gta3.img file and rebuild archive

 

Repeat steps (create line 266) if you have another homie to add.

 

Now your new homie should spawn with your other homies. wink.gif (Unless I forgot something but I don't think I did.  tounge.gif)

Thanks man^^^ I appreciate the information, I'll try that out now.

 

Are you sure you can only add 2?,, and do those steps apply for adding other peds to other gangs? Just want to be sure.

 

Thanks Again

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You can technically add another two as well;-

 

VBMOCD and BMOCD are identical in appearance so you can replace one of those with a new one.

 

BIKDRUG and BIKERA are identical in sounds and appearance so you can replace one of those with a new one too.

 

I added 14 new ones altogether without losing any you see in the normal game, but that requires editing main.scm as well as peds.ide and pedgroup.dat.

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smashwallace
You can technically add another two as well;-

 

VBMOCD and BMOCD are identical in appearance so you can replace one of those with a new one.

 

BIKDRUG and BIKERA are identical in sounds and appearance so you can replace one of those with a new one too.

 

I added 14 new ones altogether without losing any you see in the normal game, but that requires editing main.scm as well as peds.ide and pedgroup.dat.

14 new gang members? and they spawned all in the same areas?????

 

wow that sounds really cool, it would kind of take some of the redundancy out of just having the same 3 "actors" with you all of the time.

 

If it's not to much would you be willing to go some more in depth of how you accomplished this

 

Thanks In Advance..

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Are you sure you can only add 2?,, and do those steps apply for adding other peds to other gangs? Just want to be sure.

Using the method I described above, yes - only two empty slots available. You'll notice some cutscenes feature Grove St. homies that aren't spawning anywhere during normal gameplay.

 

 

VBMOCD and BMOCD are identical in appearance so you can replace one of those with a new one.

BIKDRUG and BIKERA are identical in sounds and appearance so you can replace one of those with a new one too.

Good lookin out. I always wondered about that. icon14.gif

 

 

I added 14 new ones altogether without losing any you see in the normal game, but that requires editing main.scm

I was under the impression that even if adding in main.scm, we still have to define in peds.ide etc. For example, when I wanted the mission "Burning Desire" to call Denise model #2, I still had to define this in peds.ide or my game crashed. Are you using the "special actor" slots to add more?

 

 

14 new gang members?

No... 14 peds total. wink.gif Still impressive though. biggrin.gif

 

 

If it's not to much would you be willing to go some more in depth of how you accomplished this

I would appreciate this also DeeZire, if you don't mind. smile.gif

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OK, its complicated and takes time but heres the basic of it.

 

First, you can add two new ones anyways as detailed above. You can then replace some duplicates - theres the two above, other duplicates for example are WBDYG2 and BMYPOL1 (they look the same) and WMOTR1 and SWMOTR4 (they are the same) so thats now 6.

 

My trick was to edit main.scm so that some of the useless actors are loaded as 'special actors' instead of normal peds. If you look through peds.ide, you will see that theres some actors in there that are only ever used once in certain missions. Some examples are;-

 

WMYVA2 (the naked Valet)

WMOPJ (Colonel Fuhrburger whose house you rob)

WFYSEX (the Sex Shop assistant)

WFYCRK (Crack Factory girl)

OMOBOAT (the boat school guy)

BMYCG (Crack Factory guy)

MAFBOSS (unused)

 

And there are more if you look through....

 

If you edit main.scm to find any references to those actors, and load them as special actor numbers that not already used in that particular mission instead of normal actors, then you can replace them in peds.ide with another actor of your choice and still get them as normal in the missions wink.gif

 

If you follow what I've said here, thats 13 new actors in peds.ide already but theres more you can do.

 

You can also use some unused ones or replace them - add HMYDRUG to the DEALERS list in pedgroup.dat as he never gets used otherwise, else you can replace him with another (thats 14) and you can replace DSHER with another one (an unsed desert Sheriff, thats 15), then theres BMOSEC (old Security Guard, thats 16) - and you can keep going if you look hard enough! I think Ive now squeezed more than 20 more actors in without the player losing anything, as you still get to see all the other actors in the missions as you should smile.gif

 

BTW, to add more homies just add FAM4 and FAM5 to peds.ide for the two new Grove members you see in cutscenes and dont forget to put them in pedgroup.dat for your gang - they will then act exactly the same as other homies and can be recruited.

 

With all my work, I've now squeezed every single ped from the game files into the game at some point - have a look at this screenie for the first 14;-

 

http://files.gtanet.com/gtagarage/screenshot.php?id=2682

 

Finally (phew!) once youre done making use of unused actors, there a load of unused actor voices you can use too - change the WMYSGRD voices to VOICE_GEN_WMYSGRD and BMYPIMP voices to VOICE_GEN_BYMPI (originals are typos) to give them some voices, VOICE_GEN_VWMYAP and VOICE_GEN_SOMYAP can be given to the Firemen so theyre no longer silent etc etc smile.gif

Edited by DeeZire
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That's absolutely awesome, thank you!! icon14.gif

 

One request, can you please post a single example of a coding change to your main.scm... Specifically, the before/after of a ped changed to a special actor? I'd like to get it right (do it correctly) the first time around. biggrin.gif

 

Many thanks for your time! smile.gif

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