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Misson start in the water?


Vilespring
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I have only one mission left to do, and by looking on wikis, it's "Madd Dogg," but I cannot start it because the mission start is in the middle of a river. I swim into it, nothing, I take a boat there, get out, and walk on the boat inside of it, nothing.

 

The rest of my game has been flawless, other than that.

is there a solution to this, or should one of you guys just do the mission for me?

well, here's the link for the savegame...

https://www.mediafire.com/?vzdeg21s8zi3219

 

EDIT: Maybe my Main.scm is messed up, but I didn't modify it at all.

Edited by Vilespring
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HeroBrineR007

Upload it to http://gtasnp.com/next time please. I don't have SA on my PC so i can't help you, but there are many people here who can.

Edited by HeroBrineR007
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ah, thanks. I'll keep that in mind for the future.

Oh, things to note about the save game, I used CLEO mods for weapon spawns, explains the high ammo guns, and in my hangar is a BP Maverik. The tractor is actually for me a large towtruck, which is the only real mod I have.

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Any mod(s) might make it impossible for a helper to do the mission(s) unless the helper happens to have the Same mod(s) in his/her game.

Mod(s) might also be the cause of your problem.

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Your mission marker is not suppose to be in the water. I would guess that some of your global variables have been altered by careless cleo mods. Fixing the marker location is a pain and will only help a little; the markers don't actually do anything other than mark the position. If you stand in the correct position in front of a small casino along the strip there's a reasonable chance the mission will actually start for you and the next marker might be correct, maybe. I suggest finding a YouTube video for this mission that will clearly identify the correct mission start. Go there, stand in the spot, walk around a little - the mission should trigger.

Edited by OrionSR
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I found a little time to look a little closer at your save and the mission scripts. The global variable controlling the Y coordinate for the mission start and icon location has been changed from 1451.0 (a floating point value) to an integer value of 92, which is basically 0.0 when read as a float. You might be able to trigger the mission if you can stand on a boat or something that is 9.8 units above the surface of the water but the stand in the real mission start location suggestion will not work unless you reset the global variable to the correct value.

0005: $Y_Royal_Casino = 1451.0 // $617

If you are able to use cleo to fix the global variable then it's also pretty easy to fix your icon position too.

0164: disable_marker $584 // get rid of the misplaced icon first02A7: $584 = create_icon_marker_and_sphere $icon_MadDog at $X_Royal_Casino $Y_Royal_Casino $Z_Royal_Casino 

It may be a while before I can work on fixing your save. You might be able to find some help in the modding forums; I think this is a pretty easy fix for anyone experienced with cleo scripting, I just don't have time right now.

 

Please make the effort to track down which script is causing this problem and notify the author of the problem, or warn potential users of the glitch. You can use SASE to check the value of the global variables. (I don't trust SASE as an editor, but it's an outstanding save viewer.)

 

GTA:SA Save Game Editor v1.0 by Ryosuke: http://gtasamod.web.fc2.com/tool/sase/index.html

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Strange, what program do I use to make/edit/look at CLEO scripts?

I'm rather new to modding GTA (as noted by my other topic) and this game was not made to mod! :lol:

Well, I really hope I don't have to start a new game, I put too much time into that game...

 

OH! another thing, all the save disks that are outside (hideout, Doherty Garage...) have VANISHED!

I would actually be okay with starting a new game but keeping all the vehicles stored in my garages, because I spent way too much time on those.

 

(random comment slipping in: Why do I have "Player Hater" in my profile to the left?)

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HeroBrineR007

It's a member title, you can change it.

And i think you should start a new game.

Cause, why not? And you can always get new cars. For exanple a AP Sebtinel or Sabre, it's fun to mess around with

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Your $Total_Available_Save_Pickups variable ($885) has been changed to 12. 13 is standard for a beginning game, but a setting of 12 should act the same as 13. It should be set at 18 for a High Noon save.

 

These are very strange errors. Both of these variables have defined names, so they are very unlikely to be altered by careless scripting. If you want to learn more about this problem we'd better take the conversation to the modding forums. From a player's perspective, I'd diagnose your save as totally screwed up. If these are the types of things that you can notice while playing there is bound to be a lot of other corruption that's not so easy to see.

 

However, your suggestion of keeping the vehicles stored in your garages is a pretty easy trick if you know how to handle a hex editor; just copy, paste, and fix the checksum. Again, we need to move the discussion to the modding forum but this time I can give you a link to a specific topic. The recent discussion is mostly about SA Mobile saves but for the most part the strategies are the same, and the PC save documentation is a lot more complete.

 

http://gtaforums.com/topic/719440-introduction-to-sa-chain-game-style-save-editing-mobilepc/

Edited by OrionSR
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Strange. Is it possible then that my main game is messed to cause this?

 

I might now a cause. I have a CLEO script that adds a bunch more guns to Emmulat's place, no there's not just a 9mm there. Am I supposed to load the game with the script, then remove it? Because I've left it installed for a long time now.

Edited by Vilespring
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Anything is possible. I have my doubts about getting to the bottom of it all. Reinstalling is a really good idea, but I can't think of any way to test if it helps or not. Examining any cleo scripts for signs of the trouble we've identified is the only practical idea I can think of. If we don't find anything then reinstall and hope for the best.

 

Again, to be more specific we must take the conversation to the modding forums. Either start a new topic and post a link to follow or report your own topic have ask to have it moved.

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  • 2 months later...
Ganesh Sharma

 

0005: $Y_Royal_Casino = 1451.0 // $617
If you are able to use cleo to fix the global variable then it's also pretty easy to fix your icon position too.

 

0164: disable_marker $584 // get rid of the misplaced icon first02A7: $584 = create_icon_marker_and_sphere $icon_MadDog at $X_Royal_Casino $Y_Royal_Casino $Z_Royal_Casino
How do you open the file main.SCM with notepad or some software? Could you tell please? &also how do edit the global variables of gta sa game? So i will download that software at softpedia or filehippo sites

Depends on what reply you give, i will search that software all over google.

Edited by Ganesh Sharma
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Ah, so you didn't need the pep talk in the player's forum after all. Good. But I've got to reinforce that the goal here is to identify the glitchy mod. I have my doubts about fixing the save without it. But if we find the mod we can try to isolate everything it's messed with and put them back the way they should be, if we can. Without that piece of the puzzle you'll never be able to find everything simply by looking around in-game.

Have you checked to see if you are missing the outdoor save disk? I'll include that in the snippet but I'm not sure if these problems are connected.

Below is a code snippet to use as an example. This isn't enough to be a full cleo script that can be compiled and executed. We'll add this to that template later.

0004: $Total_Available_Save_Pickups variable = 18 // $8850005: $Y_Royal_Casino = 1451.0 // $6170164: disable_marker $584 // get rid of the misplaced icon first02A7: $584 = create_icon_marker_and_sphere $icon_MadDog at $X_Royal_Casino $Y_Royal_Casino $Z_Royal_Casino 

The first two lines show examples of setting a global variable. The opcode 0004: is used to set integer values, 0005: is used to set floating point values. The numbers or custom labels preceded by $ are the global variables, variables that can be saved and accessed by any thread, mission, or script using the same numbering system. The globals with custom labels are actually numbered as well. You can look up their values in Sanny's customvariables.ini, but I included them in the end-line (//) comments for easy reference.

Warning, don't make up you own custom variable names or even use global variables without careful consideration.
(Or you might cause problems like the one you are having now.)

The last two lines are an easy way to move the marker, but aren't really necessary. The mission should trigger if you stand in the right spot after fixing the Y coordinate even if the sphere is still in the canal. But now that the Y is fixed simply disable the old marker using the global variable that remember's which marker it is, and put it back using the code swiped from the original script.

If you don't identify and remove the glitchy mod even a proper fix may not work.

You can decompile main.scm into a text file you can read with Sanny Builder 3. You may already have that when you got Cleo. The main scripts will be a handy reference for what the settings should be, but we won't need to edit anything for this project. I recommend that you Save As.. something like Unmodified.Main.v1.txt in an easy to access location so you don't accidentally recompile some misplaced keystrokes into your main game.

Please use Sanny to decompile each script in your SA/cleo folder and search for the global variables included in the snipped above. Sanny should apply the custom names by default. In general, the use of any global variable in a cleo script besides $OnMission, $Player_Char, or $Player_Actor are cause for some concern but they can be used safely in some situations. Make note of any but $Y_Royal_Casino is the primary focus of the search.

The spoiler includes a complete but untested cleo script. You should be able to compile it with Sanny and run it with cleo in SA. I prefer that my test scripts don't do anything unless I tell them to so a key press template was wrapped around the snippet. A message is displayed so it's easy to tell if the script actually did anything, and if you forget to remove the script you'll at least get a warning that is editing stuff.

 

 

 

{$CLEO .cs}//F7Test.txt0000:wait 10while true  wait 0  if    0AB0:   key_pressed 0x76    // F7  then    :Wait    wait 0    if      0AB0:   key_pressed 0x76    // F7    then      jump @Wait    end//-------------- Test Codes Start Here --------------------------// Test Fix for Madd Dogg Mission Start in Water0004: $Total_Available_Save_Pickups variable = 18 // $8850005: $Y_Royal_Casino = 1451.0 // $6170164: disable_marker $584 // get rid of the misplaced icon first02A7: $584 = create_icon_marker_and_sphere $icon_MadDog at $X_Royal_Casino $Y_Royal_Casino $Z_Royal_Casino //---------------- Test Codes End Here --------------------------    00BB: show_text_lowpriority GXT 'FESZ_LS' time 2000 flag 1  // Load Successful.  endend

 

 

Check out some of the local tutorials on cleo. There is a lot you should know that I can't cover here and I want to make sure you pick up some of the basics and gain a strong overview.

Edited by OrionSR
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Ganesh Sharma

 

Have you checked to see if you are missing the outdoor save disk?

....................

 

I Understand, I opened the main.scm with Sanny Bluider 3 as you said, but what lines should be replace with your codes?

ok, instead of all this editing etc, can i solve this glitch by simply downloading main.scm from google, replace it, will that work?

 

I opened main.scm with Sanny Bluider 3 but i didn't find any line you mention above:

0004: $Total_Available_Save_Pickups variable = 18 // $8850005: $Y_Royal_Casino = 1451.0 // $6170164: disable_marker $584 // get rid of the misplaced icon first02A7: $584 = create_icon_marker_and_sphere $icon_MadDog at $X_Royal_Casino $Y_Royal_Casino $Z_Royal_Casino

so i searched for $584 then i find this line:

Marker.Disable($584)$584 = Marker.CreateIconAndSphere($ICON_MADDOG, $X_ROYAL_CASINO, $Y_ROYAL_CASINO, $Z_ROYAL_CASINO)

so i should replace this lines with this:

0164: disable_marker $584 // get rid of the misplaced icon first02A7: $584 = create_icon_marker_and_sphere $icon_MadDog at $X_Royal_Casino $Y_Royal_Casino $Z_Royal_Casino

 

 

Edited by Ganesh Sharma
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Nope, downloading a new main.scm won't help, and you don't want to edit this one either. It's just there for reference, and well used so far, btw. Check the formatting options in Sanny and check the Custom variable names option. And check the Mode at the bottom-right and make sure GTA SA is active. Try decompiling main.scm again and it should give you the variable names this time. It's handy to have both versions for reference, but the variable names make the scripts a lot easier to read so I use them most of the time. My codes look a little different because I like to use the Write Opcode option.

 

Editing the main.scm is a pain in the butt and isn't necessary any more. Cleo is much easier to use. It runs on top of what ever main.scm is currently active and can operate on game variables. Open the spoiler tag in the previous post and copy everything within the code tags and paste it into a new Sanny document. Save it using the suggested filename in the comment. Compile and copy the script. Load a save and it should be active. Press F7 and a Load message appears. Game might be fixed, might not. Hopefully the mission will start.

 

So, what about the outdoor disks? 4 Dragons, Catalina, Angel Pine, Doherty, Ranch House. They working before the fix?

 

I get the impression you aren't going to track down the glitchy mod. The other guy said something about more weapons at Emmet's. Sound familiar?

Edited by OrionSR
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Ganesh Sharma

Hey man your code it worked, I even completed madd Dogg, but now D mark appeared at casino, but now cut throat business mission not starting, what should I do?

 

Thanks for code for madd Dogg mission.

Edited by Ganesh Sharma
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I am very very confused. It looks like you're pretending to be me. How did you have the Madd Dogg problem? You have the same issue, or you using my save? I have totally abandoned my damaged save game for 2 reasons, 1, it's destroyed, and 2, I have a new Main.scm.

 

(I'll add a profile pic to lower confusion)

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Yep, I figured it wasn't going to be so easy.

what should I do?

You should track down which mod is causing this trouble. Compare notes with Vilespring, maybe you can narrow the search. Decompile your active scripts using Sanny. Look for anything with lots of global variables. If you find something suspicious then post the variables used and a link to the mod. If you find the mod then maybe we can fix the save. Maybe, maybe not, but at least you (and everyone else, please) will know which mod is causing this problem so it can be avoided.

 

You should post a list or screenie of the scripts in your cleo folder for the next guy to use for reference before you get distracted by other things.

 

You should read ZAZ's Cleo Script Tutorial to get a more well thought out introduction to cleo than I was able to offer in those notes intended to get you started.

Edited by OrionSR
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Ganesh Sharma

 

thank you right now i am playing "End of a Line", Actually i completed all mission except last mission, but still D mark on map, i though D mark is related to cut throat business, that's why previous replies i said cut throat business mission not starting, anyway cut throat business mission mark appeared on diffirent location,

 

Million thanks to OrionSR.... he helped me so much in removing glitches of gta sa....

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HeroBrineR007

 

 

 

thank you right now i am playing "End of a Line", Actually i completed all mission except last mission, but still D mark on map, i though D mark is related to cut throat business, that's why previous replies i said cut throat business mission not starting, anyway cut throat business mission mark appeared on diffirent location,

 

Million thanks to OrionSR.... he helped me so much in removing glitches of gta sa....

Could you please tell which mods you are using? Maybe one of them could be the cause. And it would help other players too, if they don't download the mod.

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I have a good idea what mod it was.I bet, like other games, save files have a limited size. I have a CLEO mod that adds more weapons to the Emmet's place. The cleo mod adds them to the save every time the game is loaded. I installed it wrong, I'm supposed to run it once, and then remove it. I left it there, and it kept adding, and adding, and adding.... so it probably started removing save data.

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HeroBrineR007

I have a good idea what mod it was.I bet, like other games, save files have a limited size. I have a CLEO mod that adds more weapons to the Emmet's place. The cleo mod adds them to the save every time the game is loaded. I installed it wrong, I'm supposed to run it once, and then remove it. I left it there, and it kept adding, and adding, and adding.... so it probably started removing save data.

Could you share it with me? I could try it out

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@#$%^& I knew this was going to happen. I don't want your thanks. I don't fix saves that screwed up by bad cleo mods. The only reason I helped you was I need your help tracking down this glitchy mod. Aaah! Okay, I'm going to replace the spoiler code with "Find the glitchy mod first." Come on, dude. Don't leave us hanging. If you won't open the scripts yourself then at least post a list.

 

An Emmet's weapons mod doesn't sound like the sort of thing that would need global variables. But checking it is a much better strategy than checking every mod that has ever existed. Help us out; narrow the list. What are the filenames in your cleo folder? Just the stuff with a .cs extension?

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Coincidence! Paranoia? ,,, and he's been a member longer than you. Impersonation can get someone into trouble. You don't want your comments to be misinterpreted.

 

Thanks for the link.

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Ganesh Sharma

Coincidence! Paranoia? ,,, and he's been a member longer than you. Impersonation can get someone into trouble. You don't want your comments to be misinterpreted.

 

Thanks for the link.

 

I am using this MODS

Teleport Cleo Mod.

GTA SA Crazy Trainer +151

Vehicle Health meter Cleo Mod.

I edited 1 vehicle texture also by using GTA IMG Tool, sorry, i forget the name of the vehicle, it is used to lift items , sounds like floker.

i think this above MODS are responsible for Madd Dogg mission mark misplaced.

& also i never used anybody "saves", i think it is no need, because of i used above mods & gta sa youtube mission walkthrough videos.

 

i providing you this details, so is there any upgrading for my profile?

Edited by Ganesh Sharma
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There's nothing I can do about profile upgrades but you've earned a Like from me and gained my respect. Thanks for the list.

 

Cars and textures aren't likely to cause this problem in your game, transmit through the save, or crop up in a different player's game.

Teleport mod by ZAZ is not suspect. Is there another?

I haven't used Crazy Trainer but it is too widely used to have save errors that haven't crossed my desktop by now. I'll bet it's safe.

 

Vehicle Health? Who wrote that? It doesn't sound likely but what else is there to check? Sound familiar Vile?

 

Send me a PM if you've got a mod you'd rather not list.

Edited by OrionSR
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