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Link2012
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Well, I don't know what to say other than check my posts in the SA Fixes and Improvements topic, because this sh*t is ridiculous.

"Unhandled exception at 0x03e89cfc in "???": 0xC0000005: Access violation reading location 0x0000000a."

Where do these addresses point exactly?

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According to Link it does that...

Not saying it doesn't, just saying it's a completely optional feature and you're still able to do it manually if you're in any doubts.
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GTASA\modloader\MyCAR\mycar.dffGTASA\modloader\MyCAR\mycar.txdGTASA\modloader\MyCAR\data\carcol.txtGTASA\modloader\MyCAR\data\carmods.txtGTASA\modloader\MyCAR\data\handling.txtGTASA\modloader\MyCAR\data\vehicle.txt

Wll, a will try that but i think i already tried it and didn't work...Also Link said Modloader reads the data lines from readmes and those txts files are separated. The work would be the same as modifiing the original files...

 

Edit: Tried it and didn't work...

 

 

ML actually reads .txt files which is awesome. It should keep the effort lower than editing original .dat files and considering synthax etc by yourself. You could even put a readme.txt containing a few handling lines plus some garbage inside the same directory where your DFFs are stored and ML will find and use it.

You or youre system is doing something wrong then. It does work.

Try copying your game to some other place like "C:\Games". Modern Windows' somehow tryes to protect your programs from being hacked if located in "C:\Program files".

Maybe you have to disable DEP (and UAC while you're at it).

 

[also, you might try to put an additional empty line at the end of your text files.]

 

For me, ML does pretty much everithin automagically (Win7 x86).

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KawakSallas

Mr. Link, modloader does make use of any MS C++ redistributables? (2005, 2008, 2010 and so on) Cause I'm having a crash when spawning vehicles via trainer (Runtime Error R6002 floating point not loaded) it MIGHT have some to do with modloader, because when I removed your plug in, crash was gone.

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@alayanrole
Sure it's related to ML and not some mod you installed in it?
In any case, wait for the next version¹²³

@juanma_16
Yes, it detects data lines in txt files

@RM76
This address point to no where at all, for that reason the "???", it couldn't find a module within this address bounds...
Next version will have a better detailed crash log.

@KawakSallas
Nope, just the VC6 runtime (msvcrt.dll) that comes with all Windows versions.

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NTAuthority

Nope, just the VC6 runtime (msvcrt.dll) that comes with all Windows versions.

Windows is not a Microsoft Visual C/C++ Run-Time delivery channel

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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@NTA

I continue to be amazed at the level of effort Microsoft go to in order to accommodate other people's stupid design and implementation choices.


@KawakSallas
The trainer is spawning the vehicle when it's not loaded in memory at the moment, not sure why this happens when ML is used but looks like the trainer assumes something that it shouldn't...

Edited by LINK/2012
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How would I install a retexture mod that has multiple folders in it?

I've got it like this:

Whatever way you want. I'd suggest creating a folder "GTA V Roads" and placing the three folders there.

 

, but nothing happpens ingame.

modloader.log please.

 

 

 

 

This is my log:

http://pastebin.com/vk1FzNeJ

Edited by Furjiply
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It's working for the stuff it shows on the log, but is the directory different from the screenshot? Because it's not seeing the roads mods there for example...

Also, I've found a bug there!!!!!!

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You mentioned before that the next update will include support for custom timecyc in SA-MP, will it be possible to also load a custom vehicle.txd?

jYzLR2j.png

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You mentioned before that the next update will include support for custom timecyc in SA-MP, will it be possible to also load a custom vehicle.txd?

Wasn't it possible before?

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atheoang3l0_old

Hey, I think I may have found a bug.

I tested a mod that replaces one of the hat models, caprimup.dff, with a hood. This model has 3 diff. textures, each belonging to a brand. The mod only comes with one custom texture; it's 4 MB in size and 1024x1024 in resolution, and it replaces one of ProLaps' green caps (capgangup.txd). When I load up the ProLaps cap, it freezes. But when I load up the umodded brands/textures, it loads up just fine. I didn't have this problem before when I used to import it to player.img. Is it because of the resolution and/or file size?

 

The log says "Warning: Failed to load abstract model file capgangup.txd; error code: 0x3E6".

I also can't seem to load a modded weapon.dat. Is this yet to be implemented?

Edit: Okay, so I just tried downsizing the texture from 1024x1024 to 512x512, so the TXD is now 1 MB. And it finally loaded. So it's either the resolution or the file size.

Edited by Darchang310
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Pretty sure Link is aware of the bugs regarding mods that change things in player.img, should be fixed in the next version.

 

weapon.dat support hasn't been added yet either.

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I am using this mod and it's pretty amazing. I like the idea of deleting a folder instead of reinstalling the game when I want to have it clean. So I was just wondering, could this mod be implemented for Vice City too? Installing mods is hard, I know MVL but I would like to have something just like this. Thanks for your time.

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I am using this mod and it's pretty amazing. I like the idea of deleting a folder instead of reinstalling the game when I want to have it clean. So I was just wondering, could this mod be implemented for Vice City too? Installing mods is hard, I know MVL but I would like to have something just like this. Thanks for your time.

ThirteenAG is working on porting Mod Loader in his free time for Vice City, he's currently waiting for Link to finish the next version before he does any major work on it. :)

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What about III? ;_;

YYIvrot.png

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I am using this mod and it's pretty amazing. I like the idea of deleting a folder instead of reinstalling the game when I want to have it clean. So I was just wondering, could this mod be implemented for Vice City too? Installing mods is hard, I know MVL but I would like to have something just like this. Thanks for your time.

ThirteenAG is working on porting Mod Loader in his free time for Vice City, he's currently waiting for Link to finish the next version before he does any major work on it. :)

 

 

 

What about III? ;_;

Awesome. Yeah, would be great for III too

Edited by Bubino
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What about III? ;_;

Not sure about that, I know Vice City is currently being worked on. TAG may or may not do it for III, heck even Link might work on the III version once he's done with SA.

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atheoang3l0_old

Pretty sure Link is aware of the bugs regarding mods that change things in player.img, should be fixed in the next version.

 

weapon.dat support hasn't been added yet either.

I see. Thanks for the info.

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But III has the txd.img and gta3.img dilemma. How would that work?

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But III has the txd.img and gta3.img dilemma. How would that work?

The game uses the txd's in txd.img, the ones in gta3.img just get ignored. Shouldn't be a problem.

Edited by TJGM
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Hey everyone. I am getting a strange error" Warning! CLEO couldn't register opcode handler". How to fix?

Edited by Bubino
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This address point to no where at all, for that reason the "???", it couldn't find a module within this address bounds...

 

All I can say is...how do I fix it? "It" being the crash. I've tried everything already.

 

 

 

Edited by RM76
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I dunno, might be some mod CLEO or ASI mod doing something wrong (even Mod Loader itself).

We won't know exactly without the great crash log the next release produces.

 

Oh great, everything is on the next release. I truly hate to say that because it's not out yet!

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JSBOfficial

@Link/2012

 

I think modloader cannot detect one of the coach.txd in one of the imgs (player and gta3). I said I think, because I tried to install "Tattoo Retextured mod", and it somehow crashes my gta, but when I add coach.txd in gta3 it doesnt crash anymore.... by the way, it is the only file I think that needs to be the same resolution/size with both imgs.

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GWAsjkC.png

 

What is it?

 

San Andreas Mod Loader is an ASI Plugin for Rockstar's Grand Theft Auto San Andreas that adds an extremely user-friendly and easy way to install and uninstall your modifications, without even messing around anything in your game installation.

 

The usage is simple, you just have to create one or more folders inside modloader folder and drop the mod contents there. It is recommended to have one folder for each modification you have.

 

Highlights

  • Just extract a mod content, you've just installed a mod.
  • Just delete the mod folder, you've just uninstalled a mod.
  • Do not replace ANY original file, never, really.
  • Data files mixing. Therefore you can for example have 70 handling.cfg files at modloader and they'll work perfectly fine.
  • It reads readme files in search for data lines for replacement.
  • Replace sound effects without bugs and artifacts!
  • Reloadable models. Just click new game or load game, very useful for modders.
  • And more, take a look at the readme file ;)

 

Download

Modloader will always get updated thought GTAGarage

http://www.gtagarage.com/mods/show.php?id=25377

 

The source code is available under the GPL license, take a look at the project on GitHub

 

Man This Thing is Crashing The Game Did You Not Read My Topic?

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@Link/2012

 

I think modloader cannot detect one of the coach.txd in one of the imgs (player and gta3). I said I think, because I tried to install "Tattoo Retextured mod", and it somehow crashes my gta, but when I add coach.txd in gta3 it doesnt crash anymore.... by the way, it is the only file I think that needs to be the same resolution/size with both imgs.

Put the coach.dff/txd inside a folder named player.img (e.g. modloader/Tattoo Retextured mod/player.img/coach.dff) and it will work.

 

@Hacker379

I have no idea what you're talking about

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Will it be possible to overcome the limit of collision files as we discussed some months ago? To recall, the idea was to load collision files as if they were contained in one collision file archive.

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