GraphiX 33 Posted January 20, 2020 Share Posted January 20, 2020 5 hours ago, SYㅤGaming said: Hey GraphiX, try this on a Clean Install of VC: ➤Download the SY_Modloader.zip from the following link. ➤Paste that zip in your Vice City Root Directory (where the gta-vc.exe is located). ➤Right Click the zip > Click Extract Here. You're done!!! You've successfully installed Modloader + CLEO Now make a new folder inside the modloader folder > Paste your .dff and .txd files inside this folder. Test the changes in game. I tested. Nothing changes. Link to post Share on other sites
Delmor_S 1 Posted January 21, 2020 Share Posted January 21, 2020 9 hours ago, GraphiX said: I tested. Nothing changes. Ok, may be you can give us dff/txd of the mod you are trying to install? I will test it on my config. Link to post Share on other sites
zokaa 0 Posted January 21, 2020 Share Posted January 21, 2020 When I install effects mod, it doesn't change in game :O Link to post Share on other sites
ZAZ 691 Posted January 21, 2020 Share Posted January 21, 2020 7 hours ago, zokaa said: When I install effects mod, it doesn't change in game give better information which game? and what files did you store where to install effect mods? Link to post Share on other sites
Self-Destructive Man 1,781 Posted January 23, 2020 Share Posted January 23, 2020 I have been out of the modding scene for a long time, so i'm kinda lost here. Can someone tell me what files can be loaded in the modloader in each of the 3 games, like dff, txd, etc. The Op states that you don't need to replace any original file, and while that seems to be true for SA, I'm still not sure about III and VC. Link to post Share on other sites
SYㅤGaming 30 Posted January 24, 2020 Share Posted January 24, 2020 22 hours ago, Self-Destructive Man said: I have been out of the modding scene for a long time, so i'm kinda lost here. Can someone tell me what files can be loaded in the modloader in each of the 3 games, like dff, txd, etc. The Op states that you don't need to replace any original file, and while that seems to be true for SA, I'm still not sure about III and VC. I know about VC. You can load dff, txd, map mods, dat, cfg, asi, cleo mods (should be inside CLEO Folder ie modloader/mod_name/CLEO/cleo_script.cs), etc.... Almost every mod excluding Audio Files. And yes, you don't need to replace any files. Just place the files inside a folder in the modloader folder. You can place a mod inside modloader while the game is running and the mod will be seen in the game instantly (if that setting is true in the ini file I guess). 1 Link to post Share on other sites
devmode.lua 2 Posted February 11, 2020 Share Posted February 11, 2020 (edited) I have issue with loading dff's from some old mods for Vice City. Game crash on middle of loading, when these mods load from modloader folder. Mod files inside mod folder organize correctly. And on the regular 'classic' mod installation all is fine, mods work. 'Update' of mod files by re-exporting models with The Hero's plugin and rebuilding TXD's doesn't help. FLA log: Quote Current process ID: 102604 Current thread ID: 156776 Last file to be loaded: NUL Last library loaded: C:\Windows\system32\user32.dll Exception address: 0x00660E3D ("gta-vc.exe"+0x260E3D) Exception code: 0xC0000005 (EXCEPTION_ACCESS_VIOLATION) Inaccessible memory address: 0x10 For the sample, IMG content from GTA Lost Heaven City mod: https://mega.nz/#!sKhAjArY!Y8wkQYQUDC2bNQ0GaqgpCEnvu69o76ZD7pUjNWlqLQo Edited February 11, 2020 by devmode.lua Link to post Share on other sites
wooZbr 0 Posted February 15, 2020 Share Posted February 15, 2020 Eu vi a versão 0.3.8 em um site e vim aqui verificar. Link to post Share on other sites
Crokey 10,456 Posted February 15, 2020 Share Posted February 15, 2020 1 hour ago, wooZbr said: Eu vi a versão 0.3.8 em um site e vim aqui verificar. Quote I saw version 0.3.8 on a website and came here to check it out Welcome newbie, please use English on this site Bem-vindo, novato, use inglês neste site 1 Link to post Share on other sites
Evil empire 2,717 Posted February 18, 2020 Share Posted February 18, 2020 (edited) I can't get this utility to work on 3 and VC but I guarantee this is the kind of tool not to miss if you mod SA. With it I don't have to risk messing up my gta3.img, installing replacer dff & txd's is largely faster and I can install more mods with a less important loss of loading areas speed. My only regret with this wonderful utility is I didn't discover it earlier. Edited February 21, 2020 by Evil empire 2 Link to post Share on other sites
Staunton Assassin 2,455 Posted February 18, 2020 Share Posted February 18, 2020 28 minutes ago, Evil empire said: I can't get this utility to work on 3 and VC but I guarantee this is the kind of tool not to miss if you mod SA. With it I don't have to risk messing up my gta3.img, installing replacer dff & txd's is largely faster and i can install more mods with a less important loss of loading areas speed. My only regret with this wonderful utility is I didn't discover it earlier. You must have the Ultimate ASI Loader installed to make it work on III and VC: https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases You are very welcome. 1 Link to post Share on other sites
SYㅤGaming 30 Posted February 18, 2020 Share Posted February 18, 2020 4 hours ago, Evil empire said: I can't get this utility to work on 3 and VC but I guarantee this is the kind of tool not to miss if you mod SA. With it I don't have to risk messing up my gta3.img, installing replacer dff & txd's is largely faster and i can install more mods with a less important loss of loading areas speed. My only regret with this wonderful utility is I didn't discover it earlier. On 1/20/2020 at 4:16 PM, SYㅤGaming said: Hey GraphiX, try this on a Clean Install of VC: ➤Download the SY_Modloader.zip from the following link. ➤Paste that zip in your Vice City Root Directory (where the gta-vc.exe is located). ➤Right Click the zip > Click Extract Here. You're done!!! You've successfully installed Modloader + CLEO Now make a new folder inside the modloader folder > Paste your .dff and .txd files inside this folder. Test the changes in game. @Evil empire You may try the above steps to make it work with VC. I've zipped all the required files, you just need to extract them in you main VC directory. Link to post Share on other sites
Sora94 10 Posted February 24, 2020 Share Posted February 24, 2020 (edited) Guys I need help. ModLoader has been behaving very strange and Im already at a loss and Ive been through a lot of headaches trying to fix it without help, I just can't. The thing is literally crazy, I spent tons of hours enabling/disabling mods because the game was working fine 2 days ago but yesterday it began to randomly crash and then it begin to crash whenever I try to enter a car, I thought I nailed it down to another mod (HUME Hook + GTA V Loadscreens) because everytime I removed that mod folder from modloader folder I would be able to get inside vehicles with no crash, but when I turned on my pc again, it started doing the same, but the mod was not getting loaded anymore! so I deactivate another mod and launch the game and now it works again, but I close the game, I dont touch anything, I come back, and It crashes again, WTH IS GOING ON? If its not any mod, WHAT IS CAUSING THIS? I spent hours trying to backtrace it to a mod only to find out its just random when it happens.. This is the last thing ModLoader says in the log: Finishing injected cleo script search 14872370... Loading default decision maker "m_empty.ped" Loading script sprite "modloader\watch_dogs hax fixed-ish\models\txd\wd_sa.txd" Quote Game version: GTA SA 1.0 US Unhandled exception at 0x0156CD5C in gta_sa.exe (+0x116cd5c): 0xC0000005: Access violation reading location 0x05A4FDCB. Register dump: EAX: 0x00000001 EBX: 0x00000001 ECX: 0x05A9DC10 EDX: 0xFFFB21BB EDI: 0x10E23690 ESI: 0x10E23690 EBP: 0x0177F4FC EIP: 0x0156CD5C ESP: 0x0177F3E0 EFL: 0x00010286 CS: 0x00000023 SS: 0x0000002B GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B Stack dump: 0x0177F3E0: 00489EF0 00000000 10E23690 10E23690 0177F4FC 00000001 0x0177F3F8: 00000000 00000000 00000000 00000018 22EF36B8 00000027 0x0177F410: 0177F43C 10E23690 10E23690 10E23690 00000001 00469B0C 0x0177F428: 00000001 10E23690 10E23690 0177F4FC 10E23690 10E23690 0x0177F440: 0177F4FC 00000001 004667AC 00000001 10E23690 10E23690 0x0177F458: 10E23690 00000000 6B2FD238 0177F450 6B303FB8 0177F4F0 0x0177F470: 00838478 FFFFFFFF 00469FF7 00000432 10E23690 00000000 0x0177F488: 6B2C057F 10E233E0 10E23690 0046A220 00000000 00000000 0x0177F4A0: 0177F4FC 01B00D6C 00000018 0177F4F0 0083C528 FFFFFFFF 0x0177F4B8: 0053BFCC 0177F504 01B00D6C 01B00D6C FFFFFF00 0177F4FC base: 0x01580000 top: 0x0177F3E0 bottom: 0x01780000 Backtrace (may be wrong): =>0x0156CD5C in gta_sa.exe (+0x116cd5c) (0x0177F4FC) 0x59187AA5 in sa_gps.asi (+0x7aa5) (0x0177F54C) 0x591845E0 in sa_gps.asi (+0x45e0) (0x0177F570) 0x59183C98 in sa_gps.asi (+0x3c98) (0x0177F66C) 0x0053E986 in gta_sa.exe (+0x13e986) (0x0177F684) 0x6B17B8E9 in modloader.asi (+0x1b8e9) (0x0177F6CC) 0x6B17FC02 in modloader.asi (+0x1fc02) (0x0177F6E0) 0x6B17E267 in modloader.asi (+0x1e267) (0x0177F6FC) 0x6B180246 in modloader.asi (+0x20246) (0x0177F870) 0x6B18013C in modloader.asi (+0x2013c) (0x0177F87C) 0x0053ECC2 in gta_sa.exe (+0x13ecc2) (0x0177F884) 0x00619B71 in gta_sa.exe (+0x219b71) (0x0177F898) 0x00748DA0 in gta_sa.exe (+0x348da0) (0x0177F938) 0x6B17FB94 in modloader.asi (+0x1fb94) (0x0177F958) 0x6B17DE46 in modloader.asi (+0x1de46) (0x0177F988) 0x6B17B83B in modloader.asi (+0x1b83b) (0x0177F9DC) 0x6B17FBBB in modloader.asi (+0x1fbbb) (0x0177F9FC) 0x6B17E202 in modloader.asi (+0x1e202) (0x0177FA2C) 0x6B1807BB in modloader.asi (+0x207bb) (0x0177FBB8) Shutting down Mod Loader... Shutting down filesystem watcher... Shutting down menu... Unloading plugin "gta3.std.fx" Unloading plugin "gta3.std.asi" Unloading plugin "gta3.std.bank" Unloading plugin "gta3.std.data" Unloading plugin "gta3.std.movies" Unloading plugin "gta3.std.scm" Unloading plugin "gta3.std.text" Unloading plugin "gta3.std.tracks" Unloading plugin "gta3.std.sprites" Unloading plugin "gta3.std.stream" Mod Loader has been shutdown. I thought it was the GPS mod too but I deleted the folder as well and the game still hangs while entering vehicle, WEIREDER ENOUGH I CAN LAUNCH THE GAME WITHOUT MODIFYING ANYTHING AT ALL, JUST LIKE IT IS NOW (Broken) AND SOMETIMES I WILL BE ABLE TO GET INTO CARS WITHOUT CTD AND SOMETIMES I CANT, and its the same save and same settings, please help this mod is very strange its crazy and I can swear sometimes it has a will and mind of its own and it just plain doesn't like me and does not want me to play at all lol 😢 Edited February 24, 2020 by Sora94 Link to post Share on other sites
𝓦𝓸𝓵𝓯 524 Posted February 24, 2020 Share Posted February 24, 2020 (edited) Link2012 job the google? Edited February 24, 2020 by 𝓦𝓸𝓵𝓯 Link to post Share on other sites
AlbatRaozTR 17 Posted March 18, 2020 Share Posted March 18, 2020 Does this mod have version 0.3.8? Some sites release 0.3.8 version of this mod. There is version 0.3.7 in Github and GTAgarage. Link to post Share on other sites
Reameb 792 Posted March 18, 2020 Share Posted March 18, 2020 iirc that version is unofficial Link to post Share on other sites
AlbatRaozTR 17 Posted March 18, 2020 Share Posted March 18, 2020 On 12/30/2013 at 8:11 AM, LINK/2012 said: What is it? Mod Loader is a plugin for Grand Theft Auto III, Vice City and San Andreas that adds an easy and user-friendly way to install and uninstall modifications into the game, as if the game had official modding support. No changes are ever made to the original game files, everything is injected on the fly, at runtime! The usage is as simple as inserting the mod files into the modloader/ directory. Uninstalling is as easy as that too, delete the mod files and you are done. Hot swapping mods while the game is running? By using Mod Loader you can! Still not sure? Check out this nice video from Ivey. Features: Do not replace any original file, all the mods are installed by injection on the fly. Instant mod swapping, you can refresh mods on the go without closing the game. Game menu for configurations, providing an even easier management of mods. Bug-free audio modding. When installing sound mods with Mod Loader, you'll no longer encounter this bug. Mod Loader will automatically read data lines from readme (.txt) files. If you have several of the same .dat files, Mod Loader will merge them together for you. Allows you to link mods to profiles, which is very useful for installing total conversions, isolating them completely from the rest of your mods. Mod Loader allows you to use command line arguments, you can find information on them here. Download Mod Loader will always get updated thought GTAGarage, with stable enough releases: http://www.gtagarage.com/mods/show.php?id=25377 Although you can also find the latest, maybe unstable, release on GitHub (recommended) https://github.com/thelink2012/modloader/releases Screenshots Source Code The source code is available under the MIT license, take a look at the project on GitHub is 0.3.8 a official version of modloader? Some websites releases 0.3.8 but github and gtagarage shows last version 0.3.7. Link to post Share on other sites
Maks_Grain4 28 Posted March 19, 2020 Share Posted March 19, 2020 Author. Due to MODLOADER 0.3.7. , crashes while listening to a user radio station! In my modloader, there is only one folder with one file! And after starting the game, including custom radio station in the car, it crashes! If you remove the modloader, the failure disappears. What to do? Link to post Share on other sites
Sora94 10 Posted March 30, 2020 Share Posted March 30, 2020 Ok some one help me please, im losing my patience here, explain me why this weird ass mod completely refuses to load an entire folder just by changing its name, the contents and structure are still the same and NO, there are no specific rules for the folder on any profiles like Exclusive Mods and what not, it just plain and simple don't want to load some asi files I have on that folder if I give it the name I want to use, example I want to rename it to : My Mod [ Mod Notes here ] But it only loads the files inside when its only called My Mod , and no, im not trying to use the [] at the beginning of the folder name, i know it causes issues, the folder starts with a normal alphabetical letter and has no spaces before it, its the weirdness of this modloader which is causing it.. also all my other mods are tagged and organized like this and they get loaded with no issues, its just this specific folder giving issues for some damned reason it just doesn't like the name I want to give to the mod, and no its not "too big" for windows explorer either... its a small name. Link to post Share on other sites
-Anti- 308 Posted March 30, 2020 Share Posted March 30, 2020 first thing you should do is look in the modloader log file (a .txt in the modloader folder) to see whether modloader acknowledges of your folder. Link to post Share on other sites
LaDiDa 827 Posted March 30, 2020 Share Posted March 30, 2020 I'm fairly certain it doesn't like symbols & russian text that aren't very common in usage. But instead of it not loading that usually just crashes my game 😛 1 Link to post Share on other sites
pep legal 299 Posted March 31, 2020 Share Posted March 31, 2020 (edited) Hey Link...are you stil around ? Need some help on reading your Abstract CD (...honestly I'm a little lost in Modloader source code). Currently I'm reading a TXD (not using streaming process) by calling "CdStreamRead" and "CdStreamSync" (picking the IMG handle from an array at 0x8E4010) It works for files inside GTA3.IMG...but NOT for replaced files (in any modloader folder). I see you store replaced files handles into a big list (which I don't have access)...and to make things worst, there are very few exported functions. I've tried to use "ReadFile" and "GetOverlappedResult" instead...but again, I don't have the replaced file handle (only the IMG files handles). So...basically...How to convert IMG's sector position and sector size into the replaced file handle ? Any direction would be kind. Thanks. Edited March 31, 2020 by pep legal Link to post Share on other sites
Link2012 1,631 Posted March 31, 2020 Author Share Posted March 31, 2020 (edited) 1 hour ago, pep legal said: Hey Link...are you stil around ? Need some help on reading your Abstract CD (...honestly I'm a little lost in Modloader source code). Currently I'm reading a TXD (not using streaming process) by calling the original "CdStreamRead" and "CdStreamSync" (picking the IMG handle from an array at 0x8E3FFC) It works for files inside GTA3.IMG...but NOT for replaced files (in any modloader folder). I see you store replaced files handles in a big list (which I don't have access)...and to make things worst, there are very few exported functions. I've tryed to use "ReadFile" and "GetOverlappedResult" instead...but again, I don't have the replaced file handle (only the IMG files handles). Any direction would be kind. Thanks. Hi pep. Yes, I'm around. Not doing much GTA-related work, but I'm glad to answer any technical questions regarding past projects. To understand why calling CdStreamRead directly does not read modloader/ files, let's see in reverse order how Mod Loader manages to load a custom file. The CdStreamRead call, as you may know, places a reading request (including a file handle, size and offset) in a queue for CdStreamThread. Mod Loader replaces the code of this thread and looks at the file handle sent in the request and if it's an abstract handle, it replaces the size and offset of the request to fit the custom file associated with the handle [1]. An abstract handle replaces a normal handle in any CdStreamRead call [2] [3] [4] that happens around CStreaming::RequestModel [5] if the model being loaded is a custom one. Look at the modloader variables iModelBeingLoaded and iNextModelBeingLoaded, they are key in this process. This latter variable is set in the middle of CStreaming::RequestModel [6] [7] where the model index is known. The implications of this is that Mod Loader is only capable of reading models that have an associated index (remember that even special models are given an index before loading). By consequence, the request will be intercepted only through a call to CStreaming::RequestModel or if you set the iModelBeingLoaded variable directly before calling CdStreamRead, which isn't possible without source code access. I wonder what is your use case for this (i.e reading the bytes of a resource instead of producing the engine side-effects of loading said resource) if you don't mind answering. Edited March 31, 2020 by LINK/2012 1 Link to post Share on other sites
pep legal 299 Posted March 31, 2020 Share Posted March 31, 2020 (edited) Really appreciated your attention on this case ! I called this feature : SelfLOD...and it's working good (but only for IMG files...not with Modloder replacements). Basically the model draw distance was extended to...let's say...1500mts. But after 300mts I exchange model textures by reloading its very same TXD...but this time...during Dictionary creation, I pick only the the Mipmap level that fits my purpose (nativeTextureRead function was properly replaced). When the model gets closer...I reload the original dictionary, without any "reduction". So the video memory usage is still low (important if you have 8 gigabytes of textures) but now I have a high quality LOD. (Stream memory measurement are updated properly, whether it's the original TXD...or its reduced version.) Currently only using this for all the static models (building and dummies)...not Vehicles or Peds. Edited March 31, 2020 by pep legal Link to post Share on other sites
pep legal 299 Posted April 1, 2020 Share Posted April 1, 2020 (edited) Ok...as far I can see...all I need is to access TryOpenAbstractHandle with a model index (hFile is not really necessary). Hmm...sh*t...it's not even a static method...hard to hack Modloader...better recompile it. Just in case...you don't have a spare solution file (.sln) lost is any corner of your Hard Disk...do you ? 😁(VS2017 preferable) . Edited April 1, 2020 by pep legal Link to post Share on other sites
Link2012 1,631 Posted April 2, 2020 Author Share Posted April 2, 2020 (edited) 55 minutes ago, pep legal said: Ok...as far I can see...all I need is to access TryOpenAbstractHandle with a model index (hFile is not really necessary). Hmm...sh*t...it's not even a static method...hard to hack Modloader...better recompile it. Just in case...you don't have a spare solution file (.sln) lost is any corner of your Hard Disk...do you ? 😁(VS2017 preferable) . I don't have one. Are you having trouble in setting up a solution? You are correct. Performing this call and forwarding the resulting handle to CdStreamRead would work. But if I can make a suggestion, I think it'd be more elegant to export a function called CdStreamRead2 that receives an additional argument(the model index) and does this. The code would be something along the lines of: extern "C" __declspec(dllexport) int32_t CdStreamRead2(int32_t channel, void* buffer, uint32_t sector_offset, uint32_t sector_count, uint32_t resource_id) { iModelBeingLoaded = iNextModelBeingLoaded = resource_id; const auto result = CdStreamRead(channel, buffer, sector_offset, sector_count); iModelBeingLoaded = iNextModelBeingLoaded = -1; return result; } Thie streaming plugin already exports a few functions (one of which is for SilentPatch) so another one is no big deal. By the way, when compiling, try building only the std.stream plugin and replacing the resulting std.stream.dll in modloader/.data/plugins (is that it? I don't remember). Recompiling the whole project would take a while because of the hackish template meta-programming performed in std.asi and std.data. Edited April 2, 2020 by LINK/2012 2 Link to post Share on other sites
pep legal 299 Posted April 2, 2020 Share Posted April 2, 2020 1 hour ago, LINK/2012 said: Performing this call and forwarding the resulting handle to CdStreamRead would work. To tell you the truth...I'm more inclined to call ReadFile directly. As I said, I'm not even getting close to the game streaming process (for a lot of reasons). I was actually calling CdStreamRead with the flag ms_bIsInitialised disabled. I've created a separated thread to read the TXDs when it's necessary, to pick the proper mipmap level, create the textures/ dictionaries and just when everything is done, I interfere with the game's thread to do the replacements. This has shown to be much more stable than my first attempt to use streaming. Anyway...thanks for your assistance my friend. You gave a nice summary of Modloader streaming operation. Link to post Share on other sites
elfoxygamer15 0 Posted April 3, 2020 Share Posted April 3, 2020 Hi , help me with this modloader crash ========================== Mod Loader 0.3.7 ========================== Game version: GTA SA 1.0 EURO Loading basic config file modloader/.data/config.ini Parsing command line Game version: GTA SA 1.0 EURO Unhandled exception at 0x6E7BA34E in modloader.asi (+0xa34e): 0xC0000005: Access violation reading location 0x03BF0624. Register dump: EAX: 0x03BF0624 EBX: 0x01A7E480 ECX: 0x01A857D8 EDX: 0x00000000 EDI: 0x01A857D8 ESI: 0x03BF0624 EBP: 0x0177F86C EIP: 0x6E7BA34E ESP: 0x0177F860 EFL: 0x00210216 CS: 0x00000023 SS: 0x0000002B GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B Stack dump: 0x0177F860: 01A857D8 01A857D8 01A7E480 0177F898 6E7BA458 03BF0624 0x0177F878: 00B72F20 6E7BE3EC 01A857D8 6E857070 01A857D8 0177F8B0 0x0177F890: 6E822B48 00000000 0177F8BC 6E7BE487 01A6DC28 6E857070 0x0177F8A8: 6E857070 01A857D8 0177F8C8 6E822BFE FFFFFFFF 0177F8D4 0x0177F8C0: 6E7C224E 01A857D8 0177FBD4 6E823022 00000000 0177FBE0 0x0177F8D8: 6E7CF671 01A553DC 6E857070 FFFFFFFF 555C3A43 73726573 0x0177F8F0: 6D64415C 6C617269 7365445C 706F746B 2D2D2D5C 2D2D2D2D 0x0177F908: 54475C2D 61532041 6E41206E 61657264 54475C73 41532041 0x0177F920: 444F4D20 4F444145 4154475C 6E615320 646E4120 73616572 0x0177F938: 01A7A700 0177F9C8 76FFB095 0000006E 00000020 01A6F814 base: 0x01580000 top: 0x0177F860 bottom: 0x01780000 Backtrace (may be wrong): =>0x6E7BA34E in modloader.asi (+0xa34e) (0x0177F86C) 0x6E7BA458 in modloader.asi (+0xa458) (0x0177F898) 0x6E7BE487 in modloader.asi (+0xe487) (0x0177F8BC) 0x6E7C224E in modloader.asi (+0x1224e) (0x0177F8D4) 0x6E7CF671 in modloader.asi (+0x1f671) (0x0177FBE0) 0x6E7CDEAC in modloader.asi (+0x1deac) (0x0177FC00) 0x6E7CB83B in modloader.asi (+0x1b83b) (0x0177FC54) 0x6E7CFBBB in modloader.asi (+0x1fbbb) (0x0177FC74) 0x6E7CE202 in modloader.asi (+0x1e202) (0x0177FCA4) 0x6E7D07BB in modloader.asi (+0x207bb) (0x0177FE30) 0x6E7D0188 in modloader.asi (+0x20188) (0x0177FE48) 0x00824731 in gta_sa.exe (+0x424731) (0x0177FF70) 0x74CD6359 BaseThreadInitThunk+0x19 in KERNEL32.DLL (+0x16359) (0x0177FF80) 0x77027B74 RtlGetAppContainerNamedObjectPath+0xe4 in ntdll.dll (+0x67b74) (0x0177FFDC) 0x77027B44 RtlGetAppContainerNamedObjectPath+0xb4 in ntdll.dll (+0x67b44) (0x0177FFEC) xe4 in ntdll.dll (+0x67b74) (0x0177FFDC) 0x77027B44 RtlGetAppContainerNamedObjectPath+0xb4 in ntdll.dll (+0x67b44) (0x0177FFEC) Loading default vehicles handling "HANDLING.CFG" Loading default surface adhesion limits "data\surface.dat" Loading default surface infos "data\surfinfo.dat" Loading default surface audio infos "data\surfaud.dat" Loading default ped stats "DATA\PEDSTATS.DAT" Loading default decision maker "RANDOM.ped" Loading default decision maker "m_norm.ped" Loading default decision maker "m_plyr.ped" Loading default decision maker "RANDOM.grp" Loading default decision maker "MISSION.grp" Loading default decision maker "GangMbr.ped" Loading default decision maker "Cop.ped" Loading default decision maker "R_Norm.ped" Loading default decision maker "R_Tough.ped" Loading default decision maker "R_Weak.ped" Loading default decision maker "Fireman.ped" Loading default decision maker "m_empty.ped" Loading default decision maker "Indoors.ped" Loading default decision maker "RANDOM.grp" Loading default decision maker "RANDOM2.grp" Loading default time cycle properties "TIMECYC.DAT" Loading custom population cycle properties "modloader\traffic & travel\(optional)\data\popcycle.dat" Game version: GTA SA 1.0 EURO Unhandled exception at 0x00748CFC in gta_sa.exe (+0x348cfc): 0xC0000005: Access violation reading location 0x516A96E5. Register dump: EAX: 0x00000007 EBX: 0x00000000 ECX: 0xA7B80000 EDX: 0x00C8CF88 EDI: 0x00000001 ESI: 0x00000001 EBP: 0x00000007 EIP: 0x00748CFC ESP: 0x0177F8A8 EFL: 0x00010293 CS: 0x00000023 SS: 0x0000002B GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B Stack dump: 0x0177F8A8: 00000001 018F39A6 0177F958 FFFFFFFF 017D2508 00000001 0x0177F8C0: 03A30ED8 00000008 00000100 00000008 00000102 442AC000 0x0177F8D8: 43C00000 00000000 00000000 00000556 00000300 00000000 0x0177F8F0: 6D64415C 008406A2 00000202 00000000 02FF03C6 0318B895 0x0177F908: 000003C6 000002FF 0000002C 61657264 54475C73 41532041 0x0177F920: 444F4D20 4F444145 4154475C 6E615320 646E4120 73616572 0x0177F938: 0193C300 6E7CFB94 00400000 00000000 018F39A6 00000001 0x0177F950: 01915CDC 0177FA34 0177F988 6E7CDE46 0177F9B8 0177F9BC 0x0177F968: 0177F9C0 0177F9C4 0177F990 0177FA34 01915CDC 0177F9D0 0x0177F980: 6E823B58 00000000 0177F9DC 6E7CB83B 6E828AB8 01912418 base: 0x01580000 top: 0x0177F8A8 bottom: 0x01780000 Backtrace (may be wrong): =>0x00748CFC in gta_sa.exe (+0x348cfc) (0x0177F938) 0x6E7CFB94 in modloader.asi (+0x1fb94) (0x0193C300) Shutting down Mod Loader... Shutting down filesystem watcher... Shutting down menu... Unloading plugin "gta3.std.fx" Unloading plugin "gta3.std.asi" Unloading plugin "gta3.std.bank" Unloading plugin "gta3.std.data" Unloading plugin "gta3.std.movies" Unloading plugin "gta3.std.scm" Unloading plugin "gta3.std.text" Unloading plugin "gta3.std.tracks" Unloading plugin "gta3.std.sprites" Unloading plugin "gta3.std.stream" Mod Loader has been shutdown. Link to post Share on other sites
93simoon 0 Posted April 8, 2020 Share Posted April 8, 2020 Hi guys, I am trying to mod a radio station with my custom songs through modloader. I had success in changing the siren sound effect by putting the audio file in the folder modloader/sounds/GENRL/bank#/sound.wav, as aknowledged in the log with Quote Found file [0x005802206E87C067] "GENRL\bank_068\sound_011.wav" with handler "gta3.std.bank" Because of this i thought maybe I could do something similar with the songs so I extracted the files with Alci's audio tools, replaced the tracks keeping the original file name and put them in the folder modloader/sounds/CR/originalname.ogg. However this doesn't seem to be working, the log says Quote No handler or callme for file "CR\originalname.ogg" Was anybody able to mod the radio stations? I would really love to use this approach instead of replacing the packed station file. Link to post Share on other sites
Link2012 1,631 Posted April 8, 2020 Author Share Posted April 8, 2020 17 minutes ago, 93simoon said: Hi guys, I am trying to mod a radio station with my custom songs through modloader. I had success in changing the siren sound effect by putting the audio file in the folder modloader/sounds/GENRL/bank#/sound.wav, as aknowledged in the log with Because of this i thought maybe I could do something similar with the songs so I extracted the files with Alci's audio tools, replaced the tracks keeping the original file name and put them in the folder modloader/sounds/CR/originalname.ogg. However this doesn't seem to be working, the log says Was anybody able to mod the radio stations? I would really love to use this approach instead of replacing the packed station file. Unfortunately Mod Loader only handles the replacement of entire audio streams. 1 Link to post Share on other sites