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Enterable Hidden Interiors


artginPL

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Can someone help me?

I installed the mod, but when I try to load a save it loads halfway then crashes. Does anyone know why this is happening? I have the right CLEO library, as far as I'm aware, and I have an ASI loader.

Describe which mods and tools you use and which versions. Does the crash also happen when you remove the mod? Perhaps the savegame has been corrupted by some mod.

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Can someone help me?

I installed the mod, but when I try to load a save it loads halfway then crashes. Does anyone know why this is happening? I have the right CLEO library, as far as I'm aware, and I have an ASI loader.

Describe which mods and tools you use and which versions. Does the crash also happen when you remove the mod? Perhaps the savegame has been corrupted by some mod.

 

When I remove the mod it doesn't crash. Also, I have CLEO 4.3.20, and Silent's ASI loader 1.3. I have no other mods installed, and I replaced the files in gta3.img and gta_int.img with IMG tool 2.0.

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  • 5 weeks later...

YES!
FINALLY WORKED
mod-4.jpg

Solution: Fastman92 Limit Adjuster :p

You should leave it as an alternative for those who took issue with the EHI.asi

; IPL: enex (400)Entry exits = 500
Edited by Junior_Djjr
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When I published in my blog I remastered your logo.

 

 

 

[...]

I hope you like.

 

Logo remastered by you looks like drawn from the Simpsons. :lol:

 

 

simpsons.jpg

 

 

 

YES!

FINALLY WORKED

 

Finally :lol:

Edited by artginPL
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Junior, could you please now check out Ammu-Nation on The Market ? I tried that limit adjuster, but that Ammu-Nation still does not have exit marker :facedesk:

This?

mod-4.jpg

 

Other interiors worked? Like the glassed building in downtown?

And if increases to 600 instead 500?

Edited by Junior_Djjr
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Yes, Junior, this, thank you very much!

And it is still not working. I tried increasing that limit up to 10000.

Does this log tell something about possible reason?

Game detected: GTA SA 1.0 HOODLUM 14383616 bytesGlobal expection handler has been registered.------------------------------------------------------------------------------------------Modified limit of IPL:Entry exits to: 10000---------------------------------------------Error reporting going to be applied.GTA_ERROR_ATTEMPT_TO_LOAD_OBJET_INSTANCE_WITH_UNDEFINED_ID enabled.GTA_ERROR_MODEL_DOES_NOT_HAVE_COLLISION_LOADED enabled.GTA_ERROR_IMG_ARCHIVE_NEEDS_REBUILDING enabled.Error reporting is applied now.---------------------------------------------Number of memory changes made: 16---------------------------------------------

Yes, inadeqaite, wierd as hell. I have never had this mod working correctly :( I love EHI, but EHI does not love me. f*cking illuminati...

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I really don't know...

Maybe other Limit Adjuster is decreasing the limit?

 

 

Your problem is was so strange, I don't have any limit adjuster installed and EHI works correctly on my game. :blink:

EHI.asi increases the number of interiors

If doesn't worked, will be unable to enter in some interiors like glassed building in downtown, but other interiors (like sweet house) still really working

So... don't need any limit adjuster, only if EHI.asi not solve :p

Edited by Junior_Djjr
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I really don't know...

Maybe other Limit Adjuster is decreasing the limit?

 

No, first of all I always test EHI on clean 1.0 US game.

 

So... don't need any limit adjuster, only if EHI.asi not solve :p

 

The Author does not seem to care about it. It will never happen I think.

Anyway thank you, Junior, for your attempt to help!

 

This is where I give up. EHI definitely worth every hour I spent trying to make it work. There is nothing I can do anymore :cry:

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  • 2 months later...
  • 1 month later...

Inadequate and I have just solved the mystery of unexitable Market Ammu-Nation.

The exit marker will appear right AFTER completing the Doberman mission. That means you will stuck inside Ammu-Nation if you enter it DURING the mission. This problem was quite stupid, but I'm happy to finally figure it out.

 

Now it would be great to have some way to lock that Two-floor Ammu-Nation before the Doberman mission. Because now its a half-bug / half-cheat.

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Now it would be great to have some way to lock that Two-floor Ammu-Nation before the Doberman mission. Because now its a half-bug / half-cheat.

The best thing it's avoid use the Market - AmmuNation (for now) before and during Doberman mission or you will stuck forever into it, you can use some teletransport script too, and you will fine. Anyway it's not a annoying thing, the trick it's avoid that AmmuNation like I said previously. However someone will want that fixed so... would be great if you can fix that, artginPL.

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how many interior are missing? It's been a while and i don't really remember how many (cut-scene or mission only) they were.

Plus, why there is a locked door in the caligula's basement (with some room behind)?

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Hey artginPL why not make this:

2isbf55.jpg


 


The file is sfse_12.col, in "Sfse_hublockup" section (for the Sfse_hublockup.dff).

Edited by Minhkute360
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Inadequate and I have just solved the mystery of unexitable Market Ammu-Nation.

The exit marker will appear right AFTER completing the Doberman mission. That means you will stuck inside Ammu-Nation if you enter it DURING the mission. This problem was quite stupid, but I'm happy to finally figure it out.

 

Now it would be great to have some way to lock that Two-floor Ammu-Nation before the Doberman mission. Because now its a half-bug / half-cheat.

 

Thanks for this information. I'll fix it in the next release, together with other small bugs.

 

 

Hey artginPL why not make this:

2isbf55.jpg

 

The file is sfse_12.col, in "Sfse_hublockup" section (for the Sfse_hublockup.dff).

 

 

I'll try to add it in the next version, together with garage in the Madd Dogg's Mansion.

Edited by artginPL
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  • 1 month later...

Thanks, and I forgot that plz also make the garage which CJ gets in to get the wired Tampa in the mission "Yayka BoomBoom" openable.

and also restore this gate and add commands to control it:

 

 

 

keji3l.jpg

 

 

 

 


I found two bugs in your current v3.0 caused by the EHI.cs file (I detected)! First, the interior of LS Ammu is still original, not "two-floors" like in previous version (2.5). Second, there're two yellow markets at the Ammu entrance.

So I tried to use the v2.5 EHI.cs in v3.0 and... it restores the LS two-floors ammu int fine!

 

Please don't forget to fix this in the next version.

Edited by Minhkute360
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I found two bugs in your current v3.0 caused by the EHI.cs file (I detected)! First, the interior of LS Ammu is still original, not "two-floors" like in previous version (2.5). Second, there're two yellow markets at the Ammu entrance.

So I tried to use the v2.5 EHI.cs in v3.0 and... it restores the LS two-floors ammu int fine!

OK, I've found the solution to fix this: just set the EHI priority higher in modloader. :) Edited by Minhkute360
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  • 4 weeks later...

For some reason I can't get into Sweet's house. The marker Isn't there and When I walk to the door CJ goes in it like the interior was gonna load, but then it just spawns me outside again. Using mod loader if that helps.

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  • 3 weeks later...
  • 1 month later...

Currently I create enex markers for this mod:

 

SAxVCxLC

 

I recommend it :r*:

  • Like 3
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Damn, Underground advertisement is EVERYWHERE. :v

 

Anyways, artginPL, if you have Skype, please add me. I would like to discuss some stuff and if you could give me and my team a little hand here and there creating enex-markers in some new places. Thanks in advance. (PM me for my Skype)

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