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General OpenIV Discussion and Announcements


GooD-NTS
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Even in past GTAs not all versions were full modable. The standard version for mods in GTA San Andreas was 1.0 and for GTA IV Modding the standard version was 1.0.4.0

Edited by Nayrox
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Even in past GTAs not all versions were full modable. The standard version for mods in GTA San Andreas was 1.0 and for GTA IV Modding the standard version was 1.0.4.0

 

Yeah, it chafed my hole that I had to forego Vertelvis's home's just so I could get the rest looking like NYC proper in IV. Pretty sure I'm not even going to buy 5 until they settle down with patches, & I'm having a difficult time even justifying that considering their attitude towards modding of late. Equating modding with online cheats... :facedesk:

 

I ought to wait for it to hit the $5 bargain bin for that load of...

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Red Dead Rebel

Information about RPF editing:

Rockstar a step ahead of us. In latest patch they not just make ScriptHook not workable but also cut a half of ways to mod the game, we even don't release anything but they already patch it.

 

Before the latest patch game was able to load unencrypted archives, now it crashes.

And load even doesn't mean you can actually mod the game, it load archives but refuses to use files in it.

 

The decrypted archives was one of the way we develop to get modding. Now they cut this way. We still have few ways which we continue to develop.

 

Rockstar really hates modding those days. We did not give up yet.

 

 

Why don't you downgrade the game? And let that be the standard for modding? It's even better because no one will play online with an unupdated game so no one can cheat.

I haven't updated the game yet and I can share the unpatched files with you If you want.

 

 

Thank you for not giving up!

Edited by Alsharad
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Rizaki Koizumi

 

Now I'm getting worried... Something told me Rockstar was gonna tie up some loose ends when it came to modding, and we can't even edit the RPFs yet. I'm gonna call it right now - Rockstar is not gonna let us mod GTA V, and will keep patching the EXEs every chance they get. This is gonna kill the GTA modding community and this'll likely be the last GTA I will play if this happens, but I'll keep hope.

These things take time. The game has been out for what now? 3 weeks? ...It took 2 years to get player/ped mods working for IV.

 

I think the best thing to do is focus on one specific update instead of trying to keep up with Rockstars code changes. All these updates they have released are focused on fixing loopholes modders are exploiting. They haven't fixed anything game wise. So if a method was progressing in a previous patch I think it would be best to just stick with that. This way we won't have to keep playing catchup. Only those who want to mod Online will have a problem with this strategy.

 

That's why I'm keeping hope, bro. GTA V is still in its infancy on the PC platform and the patches are gonna keep rolling in for a bit. I just hope that 6 months down the road we'll be able to edit GTA V in so many ways. Tbh, this is the GTA I've been waiting to mod. GTA IV is a buggy unoptimized mess (which we all know is a big fat no sh*t), and GTA SA is getting too old and so are the tools, which makes modding that on modern hardware finicky.

 

I'm gonna wish the OpenIV team the best of luck in their findings. Good luck, GooD-NTS. I'll hang tight for the modding to truely come.

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OrangeAgent

 

Information about RPF editing:

Rockstar a step ahead of us. In latest patch they not just make ScriptHook not workable but also cut a half of ways to mod the game, we even don't release anything but they already patch it.

 

Before the latest patch game was able to load unencrypted archives, now it crashes.

And load even doesn't mean you can actually mod the game, it load archives but refuses to use files in it.

 

The decrypted archives was one of the way we develop to get modding. Now they cut this way. We still have few ways which we continue to develop.

 

Rockstar really hates modding those days. We did not give up yet.

 

 

Why don't you downgrade the game? And let that be the standard for modding? It's even better because no one will play online with an unupdated game so no one can cheat.

I haven't updated the game yet and I can share the unpatched files with you If you want.

 

 

Thank you for not giving up!

 

I could be wrong, but I don't think OpenIV group will just "give up" and settle in the previous patch. The years of effort that they put in to these tools show us their determination.
I wonder, however, what will be R* next move. Unleash their hordes of lawyers against them?
Edited by OrangeAgent
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its hilarious how much of a heart pain this is for them. i post something talking bout this issue, they delete it, never replying never even telling if i should post again or not. they just ignore the posts instead of intelligently talking about those. if next gta even gets released after 10+ release date changes, i wont buy, no matter how good the base game is. i just love modding too much to buy unmoddable games.

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vithepunisher

Any update on replacing the edited handling files yet for gta v??

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ClaudeGnome

Information about RPF editing:

Rockstar a step ahead of us. In latest patch they not just make ScriptHook not workable but also cut a half of ways to mod the game, we even don't release anything but they already patch it.

 

Before the latest patch game was able to load unencrypted archives, now it crashes.

And load even doesn't mean you can actually mod the game, it load archives but refuses to use files in it.

 

The decrypted archives was one of the way we develop to get modding. Now they cut this way. We still have few ways which we continue to develop.

 

Rockstar really hates modding those days. We did not give up yet.

Thank you for not giving up. Rockstar is seriously starting to piss me off.

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nkjellman

 

Now I'm getting worried... Something told me Rockstar was gonna tie up some loose ends when it came to modding, and we can't even edit the RPFs yet. I'm gonna call it right now - Rockstar is not gonna let us mod GTA V, and will keep patching the EXEs every chance they get. This is gonna kill the GTA modding community and this'll likely be the last GTA I will play if this happens, but I'll keep hope.

These things take time. The game has been out for what now? 3 weeks? ...It took 2 years to get player/ped mods working for IV.

 

I think the best thing to do is focus on one specific update instead of trying to keep up with Rockstars code changes. All these updates they have released are focused on fixing loopholes modders are exploiting. They haven't fixed anything game wise. So if a method was progressing in a previous patch I think it would be best to just stick with that. This way we won't have to keep playing catchup. Only those who want to mod Online will have a problem with this strategy.

 

Regarding Open IV, mods to an RPF on one patch should work on all patches. You just would need the exe from the patch that Open IV supports. The RPF's haven't changed at all during the updates. The only one is the update.rpf. The only thing is, we have to consider the fact that Rockstar may put security checks on the patches.

 

Somebody ought to make something for this game that would make modding nice and easy. I guess this would look something like this.

Mod Launcher

-Based off the original day one patch. (As that one runs the best)

-Runs in a separate directory.

-Locates original GTA V install and reads RPF's from that so we don't need a copy of them.

-Script hook and asi's would be installed in the Mod launcher folder.

-There would be a mods folder.

#In the Mods folder, we put folders in as the root for mods. The folder hierarchy inside the mods folder resembles the games hierarchy. Basically, any files in there would be loaded instead of the one in the games directory.

-In the launcher, we can customize which mods load by ticking a box. We also set the priority of the mods.

 

Basically it would be a separate launcher which would load the default game files, but any files for the mods will be loaded instead of the default file. Something like this would have the following benefits.

-Keeps the GTA V install clean.

-Still works when Rockstar patches the game, as it would only be loading the unmodded RPF files from the game directory.

-Would allow for easy mod management.

-Would allow us to only have the mods files, with out needing copies of the unmodified files.

 

Something like this would be nice. It would kinda be like the Technic launcher for Minecraft.

Edited by nkjellman
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Realblue1

 

Now I'm getting worried... Something told me Rockstar was gonna tie up some loose ends when it came to modding, and we can't even edit the RPFs yet. I'm gonna call it right now - Rockstar is not gonna let us mod GTA V, and will keep patching the EXEs every chance they get. This is gonna kill the GTA modding community and this'll likely be the last GTA I will play if this happens, but I'll keep hope.

These things take time. The game has been out for what now? 3 weeks? ...It took 2 years to get player/ped mods working for IV.

 

I think the best thing to do is focus on one specific update instead of trying to keep up with Rockstars code changes. All these updates they have released are focused on fixing loopholes modders are exploiting. They haven't fixed anything game wise. So if a method was progressing in a previous patch I think it would be best to just stick with that. This way we won't have to keep playing catchup. Only those who want to mod Online will have a problem with this strategy.

 

IV was made with a totally new engine,V uses the same engine and it's moddable on ps3-xbox360 now (you can check out on youtube) so there is no reason for years of waiting, except rockstar's protections.

Edited by Realblue1
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LinkAndZheka

 

 

Now I'm getting worried... Something told me Rockstar was gonna tie up some loose ends when it came to modding, and we can't even edit the RPFs yet. I'm gonna call it right now - Rockstar is not gonna let us mod GTA V, and will keep patching the EXEs every chance they get. This is gonna kill the GTA modding community and this'll likely be the last GTA I will play if this happens, but I'll keep hope.

These things take time. The game has been out for what now? 3 weeks? ...It took 2 years to get player/ped mods working for IV.

 

I think the best thing to do is focus on one specific update instead of trying to keep up with Rockstars code changes. All these updates they have released are focused on fixing loopholes modders are exploiting. They haven't fixed anything game wise. So if a method was progressing in a previous patch I think it would be best to just stick with that. This way we won't have to keep playing catchup. Only those who want to mod Online will have a problem with this strategy.

 

Regarding Open IV, mods to an RPF on one patch should work on all patches. You just would need the exe from the patch that Open IV supports. The RPF's haven't changed at all during the updates. The only one is the update.rpf. The only thing is, we have to consider the fact that Rockstar may put security checks on the patches.

 

Somebody ought to make something for this game that would make modding nice and easy. I guess this would look something like this.

Mod Launcher

-Based off the original day one patch. (As that one runs the best)

-Runs in a separate directory.

-Locates original GTA V install and reads RPF's from that so we don't need a copy of them.

-Script hook and asi's would be installed in the Mod launcher folder.

-There would be a mods folder.

#In the Mods folder, we put folders in as the root for mods. The folder hierarchy inside the mods folder resembles the games hierarchy. Basically, any files in there would be loaded instead of the one in the games directory.

-In the launcher, we can customize which mods load by ticking a box. We also set the priority of the mods.

 

Basically it would be a separate launcher which would load the default game files, but any files for the mods will be loaded instead of the default file. Something like this would have the following benefits.

-Keeps the GTA V install clean.

-Still works when Rockstar patches the game, as it would only be loading the unmodded RPF files from the game directory.

-Would allow for easy mod management.

-Would allow us to only have the mods files, with out needing copies of the unmodified files.

 

Something like this would be nice. It would kinda be like the Technic launcher for Minecraft.

 

Word.

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reece22345

Mod managers to the extent you describe (i.e. Nexus MM, Technic, etc) take considerable work. You've outlined a fairly stock template for what a good mod manager should be able to do, and we'll likely have one written by the end of this year (possibly early next year, depending on our schedules). I'll just flag right now to everyone - please don't expect this in the short-term. Some simple mod managers are floating around - use these in the interim if you have to.

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Information about RPF editing:

Rockstar a step ahead of us. In latest patch they not just make ScriptHook not workable but also cut a half of ways to mod the game, we even don't release anything but they already patch it.

 

Before the latest patch game was able to load unencrypted archives, now it crashes.

And load even doesn't mean you can actually mod the game, it load archives but refuses to use files in it.

 

The decrypted archives was one of the way we develop to get modding. Now they cut this way. We still have few ways which we continue to develop.

 

Rockstar really hates modding those days. We did not give up yet.

 

We are no hurry, take your time, it will not take 2 years to mod this game, you are the most advanced team who can break this, not for cheatin but for modding.

 

I can understand that R* protect the online game cause there is money engaged and players can buy shark cards, so thats why it will be a little bit difficult, but most of PC gamers just dont care about ONLINE mod cause there will be private servers where we would play as 50 to 100 players or more,

 

theres enough money to do with PS4/PS3 and XBOXs, so please let us mod this amazing game

 

the only thing is that Rockstar games should know that we need mods, GTA without mods is like a room without a roof, cause am not happy to hear they close these gate...

 

if somebody find a closed door, you will find somebody who will open it, no matters how, when, but he will do it

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nkjellman

After reading through this, lets have a little flashback to... lets say 2009. The days when it was just GTA IV on PC, and we didn't have EFLC.

-On one of the patches for GTA IV, I believe the game wouldn't work when you modded any of the files.

-On a few of them, you were not able to get into Free Mode.

-They would keep on patching, but yet modders would come out with file check fixes.

Now we fast forward to 2010 when EFLC released.

-They decided to put modders in separate lobbies. In these lobbies, they could only play unranked matches. Players without mods installed were able to play the game without modders, and they could play ranked matches.

 

The moral of the story here is, Rockstar has tried to stop modding on PC before. They tried to stop it in the early days of GTA IV modding, yet modders still got around any security they put in. Now if we go back even further to 2005, they tried to patch GTA San Andreas so it couldn't have any mods installed as well. I believe this was a different reason though. It was due to the Hot Coffee controversy, and not MP.

 

I predict that one day, we will be able to mod this game without issues. GTA Online will have good security on it. It will practically be as good as other MMORPG's like World of Warcraft (idk how easy it is to mod this as I don't play it, but I hear that it is practically impossible without getting banned). We will have Five M to do our Online modding in. We will be able to mod in SP with many car, map, total conversion, etc... just like on every other PC GTA title.

 

Rockstar will realize that they won't be able to stop modders, just like they did with GTA IV, so they will come up with a method of allowing modding, while trying to keep a legit GTA Online experience.

Edited by nkjellman
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PacketOverload_x64bit

There's alot to be said for contributing your time and being allowed and blessed to do whatever you feel like / whatever you want. They don't want to do it, probably because it would also take many hours to just to release it to, for a reason they personally don't believe in.

Who wants to do a hard thing that should be fun, or anything for that matter, when you don't want to or have to? That's a joy kill.

 

As to other factors, I appreciate Rockstar's zealousness on the GTAO, but honestly, I'm already prepping to work around the "required internet connection," and constant patching in favor of modding tools, mods and the GTA modding community.

Great job Good-NTS and team. Looking forward to hearing/reading/having more in the future.

Edited by PacketOVerload_x64Bit
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nkjellman

You guys could possibly make a custom launcher and exe which have the following features.

-GTA Online disabled

-Folder called Mod. Modded RPF's go in here and if an RPF is missing from here, then it's loaded from the regular location. Heck instead of RPF's, it could just be files in folders.

-update.rpf in mod folder.

 

This could help protect GTA Online but allow us to mod. It would also stop patches from being a problem.

 

Keep up you're hard work. Don't give up! This game has a lot of modding potential.

Edited by nkjellman
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Realblue1

 

 

it's happening (Read the description and comments below).

Edited by Realblue1
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nkjellman

 

 

it's happening (Read the description and comments below).

Nice.

Odd thing about vehicle colisions in this game normally:

-Other vehicles have more mass than you. Eventually, you won't be able to push a vehicle any further unless you gain speed.

-AI's die easily from the littlest crash (with the exception of cops, swat, FIB, military, and gang members)

-The player doesn't loose much health.

-I noticed that the female AI's have worse reaction time when driving. I will say that they definitely run into you more.

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C-h-a-r-l-y

 

 

it's happening (Read the description and comments below).

Hahaha, lots of fun.

 

five-o:D

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LinkAndZheka

 

 

Nice.

Odd thing about vehicle colisions in this game normally:

-Other vehicles have more mass than you. Eventually, you won't be able to push a vehicle any further unless you gain speed.

-AI's die easily from the littlest crash (with the exception of cops, swat, FIB, military, and gang members)

-The player doesn't loose much health.

-I noticed that the female AI's have worse reaction time when driving. I will say that they definitely run into you more.

 

And every car rides on coil-overs. Basically, there is little to no suspension allowing most cars to do insane turns at high speeds. I miss GTA IV handling. It was a bit overdone, but, a nice medium would work so well for this game.

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nkjellman

What the heck does this error mean when trying to import a WDR?

"[filename].mesh(Line1): Not supported format version, actual "12", but expected "13"." Does it mean that 3D Max 2012 isn't supported?

Edit: Never mind. Updating GIMS fixed it.

Edited by nkjellman
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If this video is true and the handling file has been modified successfully, this is a major step to GTA V modding! Looking forward to more info.

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If this video is true and the handling file has been modified successfully, this is a major step to GTA V modding! Looking forward to more info.

 

Ye, one thing that's weird is that their is no official news or updates about this.

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OrangeAgent

 

Ye, one thing that's weird is that their is no official news or updates about this.

 

Doesn't surprise me. Taltigolt was, in fact, the first to show a car mod on GTA IV back in 2009.

Here's what he wrote: "it still feels like a dream for me. In a couple of weeks this game will be packed with awesome cars and walking robots space ships driving dogs and so on."

Well, he was not wrong. XD

Edited by OrangeAgent
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I noticed that the female AI's have worse reaction time when driving. I will say that they definitely run into you more.

 

 

As designed, no need for alteration. Realism levels achieved already there.

Edited by Daynja
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El Dorado

Well, where are the developers to confirm if this is true or not?

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Igor Bogdanoff

If I understand their message enough (on Facebook), they got working custom czech translation + custom fonts via ASI

 

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inadequate

 

 

it's happening (Read the description and comments below).

 

lol. Looks amazing.

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I did never doubt :)

Now I just need some progress with the audio files pls <3

Edited by reditec
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@Tomasak

Czech language, nice! I would like to play with that. How did they read custom files via ASI?

HHnErXC.png


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