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Link2012
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Good work.

 

"Support for Fastman92 Limit Adjuster 32 bit id limits."

 

Anyone who tries uses fastman92 limit adjuster now for GTA III or GTA VC, should refrain from using ModLoader however.

The new version 3.4 will be fully be compatible with this. Coming soon.

Edited by fastman92
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Anyone who tries uses Mod Loader now for GTA III or GTA VC, should refrain from using fastman92 limit adjuster however.

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Astonishlingy, the VC version works fine even on VCMP (although I had to use slightly downgraded one) and how smoothly it works is suprising - I changed my colt replacement and the model changed as soon as I switched my weapon! I know this is a retarded request, but is there any chance we could make like, a variance .ini that would switch between our replacements at some time intervals?

For example, say instead of putting just colt45.txd and .dff I also put colt45_1.txd colt45_1.dff colt45_2.txd colt45_2.dff and modloader circles between them each few minutes or so? would be amazing for feeling of a fresh game, cheating the lack of variety away. I realize the request is retarded however, so it's understandable if you just ignore it :p

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plsdeletemyprofileN0r0k

wouldnt it be much simpler having the mod menu where you can decide which mods are turned on?

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Greetings. LINK!
There is something I wanted to ask about for a long time.

I LOVE the ML in-game menu. But there is one thing that maybe could make it even better. It is good to be able to toggle mods from menu, but the way it is done is not really comfortable. There are no visual indicator that says if mod on or off, especially if I want to toggle many of them. I have to look through every folder in menu or alt-tab and open ini to check out.

Propositions:

1. Make inactive mods highlighted with color.

2a. Add a possibility to quick-toggle mods with some additional button, like SPACEBAR or SELECT on gamepad.

2b. If ^ is impossible than you could add a cross (X) mark in front of every folder to quickly toggle mod with mouse.

3. Would be good to see the mod's priority without entering every folder or looking through the ini.

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Blackbird88

wouldnt it be much simpler having the mod menu where you can decide which mods are turned on?

Silent says III/VC menu system is awful to modify and I believe it so I'd have low hopes :D

Edited by Blackbird88
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I just tried to change the priority of a mod ingame while using a profile and found a bug there.

 

 

I loaded profile XXX (shortcut to default exe with -modprof XXX added)

What happens than is that no priority is changed (like the readme says) but in the default config file

[Folder.Config]Profile = Default

is changed to

[Folder.Config]Profile = XXX

So that profile XXX is loaded when I start the game with the default exe.

 

 

 

And what is the point of not beeing able to save changes to the in the profiles ingame?

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wouldnt it be much simpler having the mod menu where you can decide which mods are turned on?

Yes it would but that kinda kills the purpose doesnt it? :p I'd like the mods to cycle between themselves automatically, I guess it would be too buggy with car mods but with weapon and skin mods it would be great.

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  • 2 weeks later...

Hey Link/2012!

 

I am trying to use the Mod Loader for GTA SA, but it does not want to work in game. I followed the read me file and I used Silent's ASI loader and followed his read me file too. I am sure that the issue is the Mod Loader. I am at a loss and I do not know what to do. Here are some screenshots of how I have everything set up.

http://i.imgur.com/8glAVI0.png

http://i.imgur.com/xgmiOnj.png

http://i.imgur.com/VPkhnq0.png (I am trying to use Silent's GInput mod and I thought that the way the mod was inside of the folder was the issue. Just did some trial and error stuff)

 

Give me a hand dude! I really want your Mod Loader to work!!!

Edited by Degree23
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Igor Bogdanoff

First: you are missing models folder by the asi, that comes with ginput

Second: seems like you use steam version. Have you downgraded?

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Hey Link/2012!

 

I am trying to use the Mod Loader for GTA SA, but it does not want to work in game. I followed the read me file and I used Silent's ASI loader and followed his read me file too. I am sure that the issue is the Mod Loader. I am at a loss and I do not know what to do. Here are some screenshots of how I have everything set up.

http://i.imgur.com/8glAVI0.png

http://i.imgur.com/xgmiOnj.png

http://i.imgur.com/VPkhnq0.png (I am trying to use Silent's GInput mod and I thought that the way the mod was inside of the folder was the issue. Just did some trial and error stuff)

 

Give me a hand dude! I really want your Mod Loader to work!!!

Put modloader.asi in the scripts folder.

It's named "scripts" From Silents ASI loader.

 

Edit: I see that the Scripts folder for ASI loader is missing. Fix that and then do as said above.

Edited by Davve95
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Put modloader.asi in the scripts folder.

It's named "scripts" From Silents ASI loader.

 

Edit: I see that the Scripts folder for ASI loader is missing. Fix that and then do as said above.

 

I still get this issue

http://i.imgur.com/zeKOKxL.png

 

You said that Silent's scripts folder was missing. I made a new folder and named it scripts and I put the .asi file into it.

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Put modloader.asi in the scripts folder.

It's named "scripts" From Silents ASI loader.

 

Edit: I see that the Scripts folder for ASI loader is missing. Fix that and then do as said above.

 

I still get this issue

http://i.imgur.com/zeKOKxL.png

 

You said that Silent's scripts folder was missing. I made a new folder and named it scripts and I put the .asi file into it.

 

You need to downgrade your game to 1.0, do it by using this.

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  • 2 weeks later...
Solid Squirrel

Can someone help me? I followed all the istructions, but the mod doesn't work in Vice City...

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Why modloader have no support for GTA 3 V1.1 ?

It's best to use the 1.0 version of the game anyways, it also has compatibility with the skygfx xbox water droplets and countless other scripts, so it's worth it to downgrade.
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Who needs xbox droplets when 1.1 has scripts to add infinite number of peds and cars (even with sounds and stuff like taxi missions).

Edited by ermaccer
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I have a problem:

f7qb9NX.png

 

I have 1.0 US version EXE, Silent's ASI Loader and lastest CLEO version...so why not working?

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For what game you try ML?

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For GTA San Andreas.

Use this to downgrade your game to the 1.0 version, it pretty much nukes any remnants of you using another version.

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A little help here, please. When you say modloader is incompatible with Ryosuke's bullet hole and shell mods, does this mean the mods can't be installed in the modloader folder or the mod can't be installed in your gta game alongside modloader. I'm saying this because I installed the bullet hole mod in the GTA SA root folder and then I installed Modloader for other mods and the bullet hole mod has no effect. I'll appreciate any helpful reply. Thanks

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If you install Bullet Hole on the main game directory, it should work fine, as the message box says.

But indeed, Bullet Hole and Shell are known, even before Mod Loader, to not work for some people.

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Thanks, LINK/2012. I appreciate that. Can you please recommend another bullet hole or shell mod for me?

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I'm not sure if this has been brought up before, but it seems with added clothing in San Andreas using Mod Loader, the game will hang or the model won't load (will be invisible) when loading the model/texture (say, when choosing it in a clothing store or wardrobe).

 

However, the game will run fine if the files necessary for the clothes (e.g. new.dff/new.txd) are in the actual player.img.

 

Is there a way around this, or will you try to fix this? It isn't really a problem, but for mod installation it would be a bit bothersome for lazy people. Say they want to install a mod via Mod Loader, but they have to get some IMG opening tool and add some files to an IMG archive as well to get it to work.

Edited by Kalvin
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I'm not sure if this has been brought up before, but it seems with added clothing in San Andreas using Mod Loader, the game will hang or the model won't load (will be invisible) when loading the model/texture (say, when choosing it in a clothing store or wardrobe).

 

However, the game will run fine if the files necessary for the clothes (e.g. new.dff/new.txd) are in the actual player.img.

 

Is there a way around this, or will you try to fix this? It isn't really a problem, but for mod installation it would be a bit bothersome for lazy people. Say they want to install a mod via Mod Loader, but they have to get some IMG opening tool and add some files to an IMG archive as well to get it to work.

It's because ModLoader doesn't "add" models to IMGs, it just replaces the existing ones.

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Eh, sorry to plug the thread with support but it'd be nice if someone could decode this error so I can find out what's causing the crash on my game - happens during or just a little bit after 'Ryder'.

 

Game version: GTA SA 1.0 USUnhandled exception at 0x0047F519 in gta_sa.exe (+0x7f519): 0xC0000005: Access violation writing location 0x0000000C.    Register dump:        EAX: 0xFFFFFFFF  EBX: 0x00000000  ECX: 0x00A46D54  EDX: 0x42419FBE          EDI: 0x00A8F330  ESI: 0x00A8F170  EBP: 0x00000000  EIP: 0x0047F519          ESP: 0x0028F8BC  EFL: 0x00210203  CS: 0x00000023   SS: 0x0000002B           GS: 0x0000002B   FS: 0x00000053   ES: 0x0000002B   DS: 0x0000002B               Stack dump:        0x0028F8BC:  FFFFFFFF 00000000 00A8F330 00A8F170 00000000 00000001        0x0028F8D4:  00000001 00A8F330 00A8F170 0000001C 090EF94C 00000001        0x0028F8EC:  00000000 00000000 0028F980 00837D3B FFFFFFFF 00469FF7        0x0028F904:  0000029B 00A8F170 00000000 0046A220 00000000 039804A0        0x0028F91C:  0028F974 FFFFFFFF 00000021 FFE1E1E1 80808080 FF000000        0x0028F934:  5EC9C646 00000000 0053BFCC 01949A40 019BB898 FFFFFFFF        0x0028F94C:  00561C5D 3FD55333 47D8DA80 5EC9C5F8 019BB898 0053E986        0x0028F964:  5E39DCCA 019BB898 5E39E130 00000001 0028F98C 5E39C643        0x0028F97C:  0028F9AC 0028F9C4 5E3EA858 00000000 0028F9B4 5E39E06E        0x0028F994:  5E3EFAB0 01949A40 5E39316D 00000000 0028F994 0028F9CC        base: 0x00090000   top: 0x0028F8BC   bottom: 0x00290000            Backtrace (may be wrong):        =>0x0047F519 in gta_sa.exe (+0x7f519)

SCM command by the name of CREATE_OBJECT_NO_OFFSET executed.

Argument of model ID was negative (-309) and pointed into an array of CTheScripts::UsedObjectArray.

CTheScripts::UsedObjectArray[309].dwModelIndex = -1; however

 

Model as defined by the name in main.scm for -309 index is not registered in your game.

 

 

The same problem keeps crashing my game. Can somebody tell me how to fix it in a non "programing-chinese" way ?

 

(Also if I choose Windows 98 Mode, the game won't start for some reason)

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atheoang3l0_old

Is there a way around this, or will you try to fix this?

Try creating a folder named "player.img" and placing the models and textures there. It's what I did for the clothing mods.

Edited by atheoang3l0
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  • 2 weeks later...

Modloader can't replace (not yet) audio files (mp3/wav) for GTA III? At least on my game installation aren't replacing them.

 

EDIT:

VC as well. :D

Edited by Inadequate
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