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Recommended Posts

LINK/2012

can I use ML to load ENBZ by MartyMcFly? If so, how please? because there are lots of files and I have no idea how to use ML to load them

ENBs aren't support at all at the moment, so I don't think so.

 

Does anyone know why I sometimes get "Warning: Model X wouldn't load in time"

Anyway to make loading stuff faster?

Who gives that error? There's no such error on Mod Loader... maybe it's "Warning: Failed to load abstract model file %s; error code: 0x%X"?

 

EDIT: Ok I see, it's a SAMP warning.

Nothing I can really do atm.

Edited by LINK/2012

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Snowshoe

I got a lot of crashes and "wouldn't load in time" on SAMP using some vehicle fix mods. Try uninstalling them, and it should work OK.

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JosephIdris

I got a lot of crashes and "wouldn't load in time" on SAMP using some vehicle fix mods. Try uninstalling them, and it should work OK.

Those are skin mods that I'm having problem with.. I don't think they're the problem, something else is wrong, and I don't think it has anything to do with ML either, because I was playing the other day, with those skin mods, and I got no error/crash/freeze nothing at all.. dunno what happened

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GODOFGAME

It Works With GTA SA v1.0 [uS] HOODLUM No-CD Fixed EXE (14383616 bytes) :D

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ToyGT_one

Why when starting San andreas an CLEO ERROR Appeared saying "Waring! CLEO couldn't register opcode handler." then press ok then it also appears for couple times before it start the game. The game seems working find for couple Min but then CRASH.

 

Any Help?

BTW I wish there's a mod like this for III, VC, IV and V in the future...

 

Edit: removed The ENB and the error disappeared.

Edited by ToyGT_one

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R4gN0r0K

a III VC version would be awesome!

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SarahPilko

Can someone help me here? When I try to start the game, I get an error that says:

 

Modloader could not detect your game executable version.

 

I removed vorbisHooked.dll from the game directory and it now works but I cannot use 1920x1080 resolution (as it is linked to exdisp.asi). Also, the biggest problem is my game crashes after loading. I cannot even start a new game.

 

This is a screenshot of my game directory:

 

nxca5bs.jpg

 

I have a few mods which are vehicle replacements; Infernus, Sandking, Elegy and Cheetah. I also have Ultra Thing (a graphic enchancement mod like ENB) and Extended Display ASI plugin as my native resoluton is 1920x1080 and I want to play the game in that resolution.

 

I haven't even added anything in modloader yet.

 

I apologise if this has been asked before but I skimmed through the first seven pages and cannot find anything similar to my problem.

 

EDIT: I removed exdisp.asi and it still crashes :/ I also don't have a .log file, where can I find it? I am using latest Silent's ASI loader by the way.

Edited by Sayrawr

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TJGM

Log file is inside the Mod Loader folder..

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SarahPilko

Log file is inside the Mod Loader folder..

I only see .data and modloader.ini.

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TJGM

 

Log file is inside the Mod Loader folder..

I only see .data and modloader.ini.

 

Because your Mod Loader isn't even starting up. What version of the game do you have?

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SarahPilko

 

 

Log file is inside the Mod Loader folder..

I only see .data and modloader.ini.

 

Because your Mod Loader isn't even starting up. What version of the game do you have?

 

Yeah I figured that :( I have GTA SA v2.0 but downgraded to v1.0, and using a no CD patch.

I can install cleos, asi and mods in general manually.

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dimitrirock

I install RoSa project,was working fine,then after day,my GTA SA started loosing objects,I dont know why,like the script fall down,help please!

 

And tutorial for timecyc if possible! The RoSa has 2gb of files I think D:

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dxivilea

My gta was crashing for a while and I could not figure why... Had to check so much sh*t and I found out it was crashing (totally random) when a coach was spawning when I tried to spawn it, it was because of a conflict of files. Both player.img and gta3.img have a file called coach.dff and I was using the hd cj mod so these files were interfering. Is it possible to go around this?

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uokka

try to put coach.dff in either

..\modloader\whatever\gta3.img\coach.dff

or

..\modloader\whatever\player.img\coach.dff

respectively.

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LINK/2012

The following should be enought

 

..\modloader\whatever\player.img\coach.dff

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goodidea82

Does ML do correctness checks? For example checking for

-duplicate model IDs

-duplicate dffs

-missing cols

-etc?

It it doesn't it would be a very useful feature. In particular, adding model IDs is currently a matter of luck.

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LINK/2012

Does ML do correctness checks? For example checking for

-duplicate model IDs

-duplicate dffs

-missing cols

-etc?

It it doesn't it would be a very useful feature. In particular, adding model IDs is currently a matter of luck.

Currently it doesn't...

 

Duplicate DFFs, I don't see the advantage, I think it'd be hard for someone to create a dff with the same name as another person. Currently when it finds two or more DFFs with the same name (e.g. cheetah.dff) it justs chooses one (based on the priority / order of reading).

 

Duplicate model ids, definitely, I'll look into it, previously I couldn't do something like that since the backend wasn't flexible enough, but now I'll be looking into this. If two map mods use the same id, one of them will have it's id relocated. But this may cause problems as well, mainly if scripts references those models by id.

 

Missing cols... Hm... I'll think about that.

Edited by LINK/2012

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uokka

That'd be luxurious!

I can't believe youre actually 'thinking' about making installation of mods even more easy.

 

 

not a response to your 'click' (;

 

 

Edited by uokka

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goodidea82

 

Does ML do correctness checks? For example checking for

-duplicate model IDs

-duplicate dffs

-missing cols

-etc?

It it doesn't it would be a very useful feature. In particular, adding model IDs is currently a matter of luck.

Currently it doesn't...

 

Duplicate DFFs, I don't see the advantage, I think it'd be hard for someone to create a dff with the same name as another person. Currently when it finds two or more DFFs with the same name (e.g. cheetah.dff) it justs chooses one (based on the priority / order of reading).

 

I was thinking about the problem of uokka with the coach.dff in gta3.img vs. player.img. I have assumed that ML has an index with all files in gta3.img, player.img, and inside subarchives (e.g. col). I guess that assumption was wrong. In this case checking the dffs and cols would be out of scope of ML.

 

 

Duplicate model ids, definitely, I'll look into it, previously I couldn't do something like that since the backend wasn't flexible enough, but now I'll be looking into this. If two map mods use the same id, one of them will have it's id relocated. But this may cause problems as well, mainly if scripts references those models by id.

If duplicate IDs occur, then ML should definitly give an error message to the user and not relocate them Silently. However, instructing the user how to change the problematic ID would be a cool feature (it may involve several files). If the folder of the mod contains a script, then the message could be extended with further explanation (e.g. to decompile and replace constants, or change them in an .ini file if provided by the mod (this is how I do it)).

 

Thanks!

Edited by Silent

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Silent

Maybe a Do you want Mod Loader to fix the problem for you? prompt, offering an optional resolve of ID conflicts? Real idiotproof solution.

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dimitrirock

I install RoSa project,was working fine,then after day,my GTA SA started loosing objects,I dont know why,like the script fall down,help please!

 

And tutorial for timecyc if possible! The RoSa has 2gb of files I think D:

Bump anyone?

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iDash

Hello,

 

I got an error trying to install Project Oblivion 2010. The game starts and crashes and the log of Mod Loader says...

Loading vehicle upgrades file "modloader\.data\cache\std-data\\data_0\carmods.dat"Unhandled exception at 0x005d5ca2 in "[...]Rockstar Games\GTA San Andreas\gta_sa.exe": 0xC0000005: Access violation reading location 0x146b8000.Calling loader.Shutdown();Shutting down modloader...

Before that it loads everything just fine. Can anyone tell me what to do?

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Asdf92

Hello,

 

I got an error trying to install Project Oblivion 2010. The game starts and crashes and the log of Mod Loader says...

Loading vehicle upgrades file "modloader\.data\cache\std-data\\data_0\carmods.dat"Unhandled exception at 0x005d5ca2 in "[...]Rockstar Games\GTA San Andreas\gta_sa.exe": 0xC0000005: Access violation reading location 0x146b8000.Calling loader.Shutdown();Shutting down modloader...

Before that it loads everything just fine. Can anyone tell me what to do?

Try to move the game folder somewhere, or...

 

Use original gta_sa.exe. Do not replace it with PO provided.

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Gramps

Well that first line looks weird to me with the double backslash after std-data. Dunno if that has anything to do with it though.

Edited by Methical

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Blackbird88

I am using iOS Radar mod from here and for some reason parts of the radar randomly don't load leaving a hole in the Radar and Map.

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Silent

I am using iOS Radar mod from here and for some reason parts of the radar randomly don't load leaving a hole in the Radar and Map.

 

 

 

Hope the next update brings stream speed improvements. HQ radar mods is a good example, it sometimes disappear in game.

Maybe not the next, but it will be improved.

btw, what about that ASI I sent to load the entire radar so there won't be this problem?

 

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Blackbird88

Oh I just jumped in the thread so I didn't notice that. Silent is here to fix my mistake :D

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Reyks

Link i see you are working a lot on modloader to make it even better, can we expect a new update in the near future?

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