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WedaSan
16 hours ago, Gordon Gameman said:

Yes. Version 2. I fixed the lights around the stadium billboards. No you don't need modloader to use SkyGFX. modloader is separate mod.  

 

By the way with LCS animations, you can run also.

https://www.gtainside.com/en/vicecity/mods/170252-stories-animation-pack-complete-set/

Just don't copy the data folder (weapon.dat and fistfite.dat) it gives error while using Uzi also it's already VC's weapon.dat. Also you need modloader to use this LCS animations mod.

SkyGFX is cleo/cs or asi mod?

 

About that sprint, I just put ForceSprint.asi inside script folder and that's it. No need to mess with pef.ifp or weapon.dat.

Initially I just wished he could at least sprint while carrying melee weapon such as baseball bat which is the only melee weapon before post-game unless you use cheat.

 

Speaking of pef.ifp, I also wish Claude could also use his iconic mid-finger like in original III whenever he is in front of a vehicle with someone inside. 

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WedaSan
On 5/5/2025 at 7:53 PM, Gordon Gameman said:

Yes. Version 2. I fixed the lights around the stadium billboards. No you don't need modloader to use SkyGFX. modloader is separate mod.  

 

By the way with LCS animations, you can run also.

https://www.gtainside.com/en/vicecity/mods/170252-stories-animation-pack-complete-set/

Just don't copy the data folder (weapon.dat and fistfite.dat) it gives error while using Uzi also it's already VC's weapon.dat. Also you need modloader to use this LCS animations mod.

BTW how did you (and luk) upload your own files? You need mediafire account to do it?

 

I was thinking of sharing this game but with few modifications/addons of my own. So other people who'd also play it don't need to search for addons on their own.

 

Though some modifications I did was remodeling some vehicles into LCS counterparts and some addons for better gameplay experience.

 

Even addon like this which you can destroy (moving) Airtrain with rocket launcher or Hunter's missiles like you'd do to Deaddodo. Of course use the one for VC here.

I'm still looking for a mod where I can collide with moving Airtrains like in LCS (both on foot and in a vehicle).

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Gordon Gameman
On 5/6/2025 at 7:21 AM, WedaSan said:

SkyGFX is cleo/cs or asi mod?

 

About that sprint, I just put ForceSprint.asi inside script folder and that's it. No need to mess with pef.ifp or weapon.dat.

Initially I just wished he could at least sprint while carrying melee weapon such as baseball bat which is the only melee weapon before post-game unless you use cheat.

 

Speaking of pef.ifp, I also wish Claude could also use his iconic mid-finger like in original III whenever he is in front of a vehicle with someone inside. 

Put skygfx.asi, skygfx.ini to scripts folder.  Put "neo" folder to the main game folder.

 

9 hours ago, WedaSan said:

BTW how did you (and luk) upload your own files? You need mediafire account to do it?

 

I was thinking of sharing this game but with few modifications/addons of my own. So other people who'd also play it don't need to search for addons on their own.

 

Though some modifications I did was remodeling some vehicles into LCS counterparts and some addons for better gameplay experience.

 

Even addon like this which you can destroy (moving) Airtrain with rocket launcher or Hunter's missiles like you'd do to Deaddodo. Of course use the one for VC here.

 

I'm still looking for a mod where I can collide with moving Airtrains like in LCS (both on foot and in a vehicle).

I uploaded them anonymous without using any account.

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WedaSan
On 5/1/2025 at 5:35 AM, Gordon Gameman said:

 

I am following your work. Thank you. You are doing the hard work. Your works are awesome. I was using VCLodLights before you posted this and there is something you forgot. You need to use the contents of IIILodLights.dat file instead of VCLodLights.dat. In that file there are %modelnames and relative offsets coordinates for corona lights. They are important because without them you won't see the some of corona lights from a long distance. Let's look at to the airport from a long distance...

 

GTA:LC with VCLodLights.dat:

  Reveal hidden contents

DMewrfS.jpeg

 

GTA:LC with IIILodLights.dat:

  Reveal hidden contents

vqFyeMP.jpeg

 

Anyway. For make things easier I am sharing my own LCLodLights.dat file adapted from GTA:III to GTA:LC. In this file I changed the coordinates of %additional_coronas because those additional coronas are independent from the model coordinates. They are the exact coordinates, not offsets like the others. The others are dependent to the %modelname's coordinates. So I shifted their position by (-335, 0 ,5) because GTA:LC's map is shifted by (-335, 0 ,5).

 

Here's the updated LCLodLights.dat. 

Version 1 (old): https://www.mediafire.com/file/01b7073rmyeo503/LCLodLights.dat/file

Version 2 (new): https://www.mediafire.com/file/ajbyp15lpmnw86g/LCLodLights.dat/file

 

There is a section #place you coronas here at the bottom of the file. I added my own corona lights there. There are some extra lights at the police station. I placed them very carefully. If you don't like them you can delete them. I will add more corona lights in the future. I opt-out orange corona light on the skyscraper (look at line #1265) because I thought It looks ugly. Here's a screenshot from the police station. Helipad red and white corona lights are blinking. 

 

  Reveal hidden contents

Tiq2BDH.jpeg

 

Thank you again for your hard work. I appreciate it.

If I try to replace Dodo model (replacing its dff & txd files), the model will become glitched where Dodo becomes four-wheeled instead of three-wheeled. Even if I replace both files back with original Dodo, it will still stay four-wheeled.

 

This is strange since remodeling other vehicles don't have such glitch.

 

I just want to remodel Dodo into its full wings version and also with proper rotor.

 

Good thing I made up backup file so I can "undo" the change like before I remodeled it.

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Gordon Gameman
Posted (edited)
11 hours ago, WedaSan said:

If I try to replace Dodo model (replacing its dff & txd files), the model will become glitched where Dodo becomes four-wheeled instead of three-wheeled. Even if I replace both files back with original Dodo, it will still stay four-wheeled.

 

This is strange since remodeling other vehicles don't have such glitch.

 

I just want to remodel Dodo into its full wings version and also with proper rotor.

 

Good thing I made up backup file so I can "undo" the change like before I remodeled it.

Interesting. I don't have such problem. I use OnePiece's HQ Vehicles TriPack. There's a HQ Dodo model.

 

Spoiler

0uDvtQC.jpeg

 

By the way, you can use modloader instead of replacing models.

 

https://www.gtagarage.com/mods/show.php?id=4166

 

I also tried this mod, the original dodo, full winged, it works fine.

Edited by Gordon Gameman
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13 hours ago, Gordon Gameman said:

Interesting. I don't have such problem. I use OnePiece's HQ Vehicles TriPack. There's a HQ Dodo model.

 

  Reveal hidden contents

0uDvtQC.jpeg

 

By the way, you can use modloader instead of replacing models.

 

https://www.gtagarage.com/mods/show.php?id=4166

 

I also tried this mod, the original dodo, full winged, it works fine.

Dodo's extended wings can also collide with objects?

 

I never succeeded using modloader. Awhile ago I tried to add seafloors in VC or add some VCS landmarks through modloader but seems like it won't work.

 

Applying mods through modloader is complicated compared to installing CLEO's cs files or script's asi files.

 

Maybe I put the mod files in the wrong folder within modloader folder. I have no idea about managing mod files inside modloader folder.

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If I knew to use modloader, maybe I don't need to go all the way remodel some vehicles by messing the original gta3.img file with IMGtool. The problem is I have no idea in which subfolder inside modloader folder I should put .dff & .txd files if say...I want to remodel vehicles using modloader.

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On 5/1/2025 at 1:47 PM, Gordon Gameman said:

Thanks, I will update the download when I have the time.

 

On 5/1/2025 at 1:47 PM, Gordon Gameman said:

By the way, I played your LC'98 mod and I saw that yellow searchlight at rainy weather is actually matching to the street lights. Interesting. But getting that RGB value from an .ini file would be good actually.

While I think it would be interesting to allow custom colors, honestly I'm not that interested in correcting it, since that's the way ThirteenAG envisioned it... And I don't really understand his formula 😅 (it doesn't take RGB like you would expect) 

And the thing you mention with LC98... the SkyGFX Leeds filter applies a color overlay on top of entire image, so that's prolly what creates the illusion of a corrected searchlight color. Or maybe there's something else going on? I'm not going to pretend I understand it fully, so I'll just leave it at that.

 

-------------

 

On 5/2/2025 at 7:43 PM, WedaSan said:

I also once tried to replace Airtrain and Train models with LCS ones, only to find out they became messed up.

So I reverted the change.

Apparently, that Airtrain model is adjusted for an older LC build? The older versions had the model shifted up so it could land properly on the airport, like spaceeinstein details here. So the model needs to be corrected manually... I would like to look at it, but I can't promise anything as I don't have the time 😅 but it should be a simple fix.

As for the train, keep in mind GTA:LC doesn't use the "real" train model from GTA 3, so any "official" train models (such as Xbox or LCS models) need to be adapted manually.

 

On 5/7/2025 at 8:01 AM, WedaSan said:

BTW how did you (and luk) upload your own files? You need mediafire account to do it?

I made an account, it's a lot easier to keep track of your stuff, but if you don't care, you can just upload anonymously, like Gordon Gameman does.

 

On 5/14/2025 at 6:06 PM, WedaSan said:

If I knew to use modloader, maybe I don't need to go all the way remodel some vehicles by messing the original gta3.img file with IMGtool. The problem is I have no idea in which subfolder inside modloader folder I should put .dff & .txd files if say...I want to remodel vehicles using modloader.

Using modloader is easier than it looks. Start by downloading it from here:
https://github.com/thelink2012/modloader/releases/tag/v0.3.7

Place "modloader.asi" in your scripts folder, and the modloader folder in your GTA:LC root.


Now, to get it to load stuff, you need to create a folder inside the modloader folder, something like, "mymods", and place dff and txd files in there. You can set the priority of your "mymods" folder in the modloader.ini file, with a configuration like this...

[Profiles.Default.Priority]
; Defines mods priority (which mods should go into effect if both replaces the same file)
; The priority should be between 1 and 100, where 100 overrides 1, additionally priority 0 makes be ignored (just like IgnoreMods)
; The default priority is 50!
mymods=100

There's a lot more interesting stuff you can do with it, but for basic usage this will do.

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7 hours ago, luk234 said:

  

Thanks, I will update the download when I have the time.

 

While I think it would be interesting to allow custom colors, honestly I'm not that interested in correcting it, since that's the way ThirteenAG envisioned it... And I don't really understand his formula 😅 (it doesn't take RGB like you would expect) 

And the thing you mention with LC98... the SkyGFX Leeds filter applies a color overlay on top of entire image, so that's prolly what creates the illusion of a corrected searchlight color. Or maybe there's something else going on? I'm not going to pretend I understand it fully, so I'll just leave it at that.

 

-------------

 

Apparently, that Airtrain model is adjusted for an older LC build? The older versions had the model shifted up so it could land properly on the airport, like spaceeinstein details here. So the model needs to be corrected manually... I would like to look at it, but I can't promise anything as I don't have the time 😅 but it should be a simple fix.

As for the train, keep in mind GTA:LC doesn't use the "real" train model from GTA 3, so any "official" train models (such as Xbox or LCS models) need to be adapted manually.

 

I made an account, it's a lot easier to keep track of your stuff, but if you don't care, you can just upload anonymously, like Gordon Gameman does.

 

Using modloader is easier than it looks. Start by downloading it from here:
https://github.com/thelink2012/modloader/releases/tag/v0.3.7

Place "modloader.asi" in your scripts folder, and the modloader folder in your GTA:LC root.


Now, to get it to load stuff, you need to create a folder inside the modloader folder, something like, "mymods", and place dff and txd files in there. You can set the priority of your "mymods" folder in the modloader.ini file, with a configuration like this...

[Profiles.Default.Priority]
; Defines mods priority (which mods should go into effect if both replaces the same file)
; The priority should be between 1 and 100, where 100 overrides 1, additionally priority 0 makes be ignored (just like IgnoreMods)
; The default priority is 50!
mymods=100

There's a lot more interesting stuff you can do with it, but for basic usage this will do.

Thanks. There may be modloader folder already when I added swimming mod for Vice City (using it here in LC will make the game crash).

https://www.moddb.com/mods/gta-vice-city-stories-style-swimming/downloads/gta-vice-city-stories-style-swimming2

 

And that's it. I still failed to understand how apply more modloader mods. So each individual mod need to have its own folder just under modloader folder?

 

Then is it possible to add vehicles through modloader too? Since MVL won't work here.

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14 hours ago, WedaSan said:

Thanks. There may be modloader folder already when I added swimming mod for Vice City (using it here in LC will make the game crash).

https://www.moddb.com/mods/gta-vice-city-stories-style-swimming/downloads/gta-vice-city-stories-style-swimming2

 

And that's it. I still failed to understand how apply more modloader mods. So each individual mod need to have its own folder just under modloader folder?

 

Then is it possible to add vehicles through modloader too? Since MVL won't work here.

modloader.asi file goes to scripts folder and there will be modloader folder near the other folders like audio, data, movies etc.

 

In modloader folder you will create new folders for each mod. Let's say you want to use hunter.txd and hunter.dff from LCS Vehicles mod.

Create a new folder let's say called "LCSHunter". You can name whatever you want. In that folder you will imitate the file hierarchy.

In "LCSHunter", create "models" folder. In that "models" folder create "gta3.img" folder and copy "hunter.txd" and "hunter.dff" to there.

 

scripts/modloader.asi

modloader/LCSHunter/models/gta3.img/hunter.dff

modloader/LCSHunter/models/gta3.img/hunter.txd

modloader/AnotherMod1/...

modloader/AnotherMod2/...

...

 

You can put all vehicle models together or you can seperate them folder by folder. It's all your choice.

Edited by Gordon Gameman
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8 hours ago, Gordon Gameman said:

modloader.asi file goes to scripts folder and there will be modloader folder near the other folders like audio, data, movies etc.

 

In modloader folder you will create new folders for each mod. Let's say you want to use hunter.txd and hunter.dff from LCS Vehicles mod.

Create a new folder let's say called "LCSHunter". You can name whatever you want. In that folder you will imitate the file hierarchy.

In "LCSHunter", create "models" folder. In that "models" folder create "gta3.img" folder and copy "hunter.txd" and "hunter.dff" to there.

 

scripts/modloader.asi

modloader/LCSHunter/models/gta3.img/hunter.dff

modloader/LCSHunter/models/gta3.img/hunter.txd

modloader/AnotherMod1/...

modloader/AnotherMod2/...

...

 

You can put all vehicle models together or you can seperate them folder by folder. It's all your choice.

You're right! It worked!

NOW this is the answer I need about using modloader.

It clears my confusion about which subfolders I should put. Seems like I can name each mod "main" folder whatever I want.

 

I put it on test by redownloading the clean LC "model" folder in the state before I first touched its gta3.img file using IMGTOOL (bikes still used VC models and every vehicle in III models).

This time I remodeled some vehicles with modloader instead of IMGTOOL and it worked!

 

VC bikes to LCS bikes and also the Hunter

image.thumb.png.7ddc6c966f0a3dea6e3a7508e0b563ea.png

 

Some LCS vehicles that look a bit/a lot different to their own III counterparts

image.thumb.png.9e1bce464c370efe06cdc6277f37e50b.png

 

And just in case if I ever want to revert the changes, just remove the model files (dff+txd) inside modloader.

No need to make backups of "model" folder anymore everytime I want to remodel vehicles, unlike when using IMGTOOL.

 

 

Edited by WedaSan
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Gordon Gameman
4 hours ago, WedaSan said:

And just in case if I ever want to revert the changes, just remove the model files (dff+txd) inside modloader.

No need to make backups of "model" folder anymore everytime I want to remodel vehicles, unlike when using IMGTOOL.

 

In modloader folder, there is a modloader.ini file. You can also use that config file to ignore the mods. Find the "[Profiles.Default.IgnoreMods]" line and write there which mod to ignore.

 

Example:

[Profiles.Default.IgnoreMods]
GTA LCS Vehicles

 

Then "GTA LCS Vehicles" mod will be ignored.

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1 hour ago, Gordon Gameman said:

 

In modloader folder, there is a modloader.ini file. You can also use that config file to ignore the mods. Find the "[Profiles.Default.IgnoreMods]" line and write there which mod to ignore.

 

Example:

[Profiles.Default.IgnoreMods]
GTA LCS Vehicles

 

Then "GTA LCS Vehicles" mod will be ignored.

Wow...so I can disable certain mod without having to remove it from modloader folder.

 

Normally I'd compress that mod into zip then delete that file after compressing. Should I need it again, I'd just unzip that file. 

 

You said you remodeled Hunter into LCS version. What about the other helicopters?

Edited by WedaSan
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Gordon Gameman
10 hours ago, WedaSan said:

Wow...so I can disable certain mod without having to remove it from modloader folder.

 

Normally I'd compress that mod into zip then delete that file after compressing. Should I need it again, I'd just unzip that file. 

 

You said you remodeled Hunter into LCS version. What about the other helicopters?

I am too picky about vehicle models. I grab them from here and there. There are lots of vehicle mods. Xbox Vehicles, OnePiece's TriPack HQ Vehicles etc. I select them one by one generally. Let's say I like VC BF Injection, LCS Angel motorcycle so I select them one by one and combine them.

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1 hour ago, Gordon Gameman said:

I am too picky about vehicle models. I grab them from here and there. There are lots of vehicle mods. Xbox Vehicles, OnePiece's TriPack HQ Vehicles etc. I select them one by one generally. Let's say I like VC BF Injection, LCS Angel motorcycle so I select them one by one and combine them.

I guess I am too picky about vehicle models either but with different reason, which is I always see LC as LCS sequel instead of its own game. That's why some cars with same names but different models between LC and LCS always bothered me, and I think LCS version is more updated one, for example LCS Flatbed has its own unique model instead of similar to Barracks OL.

 

The same goes to bikes, LC is III if bikes were never banned, so of course it would more make sense (at least for me) if the bikes keep their LCS models instead of changing to VC models. I even messed handling.cfg for Angel, Freeway and PCJ600 "ae" number as their LCS versions have only one exhaust instead of two (no left exhaust).

 

I was even desperate trying to add LCS new vehicles that wasn't in III, as using MVL didn't work. Even if I got Re:LCS, I still have no idea how to copy those new vehicles data to LC. I guess I have to give up on this one...

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