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Link2012
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You're expecting it to work with GTAV while it ain't working with GTA IV? Think.

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I hope, but Link/2012 needs (more) time to make a modloader for HD-era gta (gta iv & gta v), which may will be very difficult. We should wait.

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Igor Bogdanoff

but III's and VC's aint still finished. When cuts.img support and radio files support? HMMMMMM?

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  • 2 weeks later...

i cant get it to work on gta3 V1.0 BECAUSE IT ASKS ME TO INSERT A DISK I DONT HAVE i have it on steam

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But did u use SilentPatch for III, which fixes this CD disk-require issue?

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hello! sorry if it was asked

 

if I add a car mod as a new car, not replacing existing cars, using limit adjuster. is there any way to add line to cargrp.dat with modloader and not editing cargrp.dat, just like with handling.cfg or something?

Edited by 0rangeGhost
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Add the cargrp.dat line using a txt file. cargrp_line.txt for instance.

so i make a txt file in modloader folder and it content should look like this? :

 

club2 # POPCYCLE_GROUP_CLUBBERS

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  • 2 weeks later...

Hey guys, first-time Mod Loader user here with the question... Is it possible to load partial (or full) *.DAT, *.IDE & *.CFG files through Mod Loader? If yes, do I have to put these into "data" sub-folder, or just drag them & drop into randomly-named subfolder within Mod Loader itself? (let's say root\ModLoader\New Vehicles)

 

Here, I'll give you a working example... I've added new vehicles, through the old-fashioned way (by writing down all the new data in vehicles.IDE, carcols.DAT, handling.CFG, etc) so what I'd like to know is how to load these through Mod Loader, rather than having to replace the existing files, is that even possible?

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Hey guys, first-time Mod Loader user here with the question... Is it possible to load partial (or full) *.DAT, *.IDE & *.CFG files through Mod Loader? If yes, do I have to put these into "data" sub-folder, or just drag them & drop into randomly-named subfolder within Mod Loader itself? (let's say root\ModLoader\New Vehicles)

 

Here, I'll give you a working example... I've added new vehicles, through the old-fashioned way (by writing down all the new data in vehicles.IDE, carcols.DAT, handling.CFG, etc) so what I'd like to know is how to load these through Mod Loader, rather than having to replace the existing files, is that even possible?

 

This link teaches how to use ModLoader correctly, but it's in Portuguese.

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Thanks! I translated the page to English & it (kinda) makes sense, I guess... Will give it a try & see if it loads or crashes the game.

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Can I install every mod using this mod loader (with the exception of CLEO scripts and Silent's ASI loader Mod Loader depends on)? Do all .asi mods work?

Edited by Binding of Isaac
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Almost the mods, and depending on mod files (Cleo, asi, txd, dff, data files, col...) some mods work all well, but some not.

A few details: Cleo, asi, all data files(dat,cfg,ide,ipl...), effects mods, txd, dff, txt, gxt,... and even the sound mods,... those can be played in modloader generally.

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What is so hard?

All you need to do is to just drag'n'drop files to main folder (if you have ASI Loader installed).

If you want to install new mods, create a new folder in modloader, named after mod name (e.g. Hiper Duper Weapons).

Next, put all files from the mod archive into that folder.

Enjoy.

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  • 2 weeks later...

Hi,

 

I'm using (or at least trying to use) modloader to load and change maps dynamically, but i'm having trouble with nodes.dat. Basically i've found in this same thread, at this page, that you cannot add nodes.dat outside img file because modloader will not replace gta3.img nodes.dat, but will replace unused data\paths\nodes.dat, so in order to replace real nodes.dat i have to store them inside img file.

 

But that's a problem if i want to change map ingame, because once engine loads an IMG file, it never drops it, unless you exit game... So modloader doesn't switch IMG files dynamically. For what i want to do, I NEED to switch maps ingame.

 

Is there any other way to change the nodes.dat dynamically? Or i must propose a change in the modloader that ignores data\paths\nodes.dat? Anyway, if SA ignores completelly those files, why modloader bothers replacing them instead of gta3.img/nodes.dat? :/

 

 

 

EDIT: i'm just realising gta.DAT, and *.IPL files cannot load dynamically, just like IMG files. So modloader cannot switch maps ingame :cry:

Edited by Sloth-
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You are correct, nor maps nor nodes can be switched on the fly, that's a big complication. Although, you can insert nodes into img files by Mod Loader, just insert it inside a directory that ends in .img, for instance modloader/my mod/gta3.img/nodes??.dat

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So I take it you cannot replace ads and radio songs with this mod? I think SAAT is too buggy to use in that regard so I'm kinda screwed.

The Audiophile Thread

 

XB271HU | TESORO Gram XS | Xtrfy MZ1 | Xbox Elite v2 | Hifiman Sundara | Fiio K9 Pro

i7 4790K 4.4 GHz | GTX 1080 Ti | 32 GB Crucial DDR3 | ADATA 256GB | Samsung 860 PRO 2TB

Xbox | Xbox 360 | Xbox Series X | PS2 | PS3 | Google Pixel 6 Pro

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Will this modloader be ever improved cuz sometimes my game takes about from 3 to 5 seconds to load models unlike when I use gta3.img to replace the models they load instantly .

Epic mod by the way.

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  • 2 weeks later...
PowerSlaveAlfons

Alright, so I've replaced a lot of peds, and about half of the vehicles, but after that new mods refrain from showing up. Also, if I try to enter a Faggio, which I haven't even replaced yet, the game crashes. What could be going wrong?

 

Game version: GTA SA 1.0 US
Unhandled exception at 0x006E3D9C in gta_sa.exe (+0x2e3d9c): 0xC0000005: Access violation reading location 0x00001C1C.
Register dump:
EAX: 0x00001C0C EBX: 0x0000000A ECX: 0x00000000 EDX: 0x00000000
EDI: 0x00C1D2A0 ESI: 0x00000167 EBP: 0x00000000 EIP: 0x006E3D9C
ESP: 0x0177F4C8 EFL: 0x00210202 CS: 0x00000023 SS: 0x0000002B
GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B
Stack dump:
0x0177F4C8: 00000060 00000167 0A77FBC0 00B2B244 0064EB14 0177F518
0x0177F4E0: 00000000 00000000 0A77FBC0 00000000 00000000 C4FB7118
0x0177F4F8: C4FB7118 0A77E790 41D45000 3EF90000 00000000 00000000
0x0177F510: 3F800000 BD7FE3BE 00C10000 0A77CC00 00000000 00652928
0x0177F528: 0177F558 0A77FBC0 0000000A 0A7E7F7A 0A77FBC0 0A7337C4
0x0177F540: 00000000 0A7F32A8 0177F54C BAB86E80 BDDAC7F8 3E83D2F8
0x0177F558: C4FCD915 432D21F2 41E504D2 0053426F 0177F570 09E36820
0x0177F570: 0056F700 0A7337C4 0A77FBC0 0177F5C0 0177F594 00000013
0x0177F588: 00B7CD98 0000003F 00000013 00000000 00B7CD98 C4FCDC46
0x0177F5A0: 432D18B2 41E6B0A5 C144B580 41B98660 00000000 00000100
base: 0x01580000 top: 0x0177F4C8 bottom: 0x01780000
Backtrace (may be wrong):
=>0x006E3D9C in gta_sa.exe (+0x2e3d9c)

 

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Guest Member6813571

@LINK/2012

Hello
What is "Log Maximum Size" for?
It is always in 5MB, but I know it can reach 100MB.
A greeting.
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Minhkute360

Is the max size (in MB) of the modloader.log file created & modified when you start your game.

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Guest Member6813571

Is the max size (in MB) of the modloader.log file created & modified when you start your game.

 

What happens if I edit it up to 100mb?

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Minhkute360

I didn't try yet, but that's not such a problem, leaving 5mb as default should be ok for almost cases. But if your game contains so so manyyy mods... thus causing increase on modloader.log size because it has to track many info of your mods... then you probably want to increase this value or the tracking log of some of your mods in modloader.log will be cut.

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DwayneDutch

Is there some type of memory leak? After playing for a good amount of time (sometimes a few hours, sometimes less) memory usage for GTA_SA will reach somewhere around 1,600MB in Task Manager and it'll say "Unable to save screenshot". You also might crash when tabbing back IG if you tab out at this point. I just spawned IG and the memory usage is currently at 181MB.

Edited by DwayneDutch
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  • 2 weeks later...

I Mean, I Use the mod loader and use the HUME Look there are bug on menu

neXaQQv.pngAnd.. My Menu mod is not full

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Igor Bogdanoff

stop using old broken ass mods and asking for support for them.

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