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TaazR

Open All Interiors

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SNIT01

No mission row police station?

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TaazR

This is why I like the PC version of the game, great work, I know from past experience that it would have taken you quite some time to figure this all out, and for that you deserve a recommendation :)

Thanks man, I look forward to your Simple Native Trainer release!

 

so the old gen consoles no have enough procesing power to handle all this interiors... at same time and for that reason they are hided/unused...

 

amazing mod

I think that they do have enough processing power, especially since interiors are unloaded when you get far away from them (I have done the same in my mod, so I don't overload people's RAM). I really don't know why R* did not put these interiors in. I can't think of any good reason, and plus they did it similar for GTA IV, except that in that game there were a lot more interiors and they were all opened in multiplayer anyway.

 

Great mod. I love it! There are interiors that I didn't even know existed in this game. Anyways, I have some ideas for things you could add to make this even better.

-See if there is a way to get the heist aircraft carrier and heist yacht in Single Player. (It definitely should be possible now, considering the fact that RPF's can be edited.)

-See if you can get the lifts to work at the construction site.

-Open up the Union Depository.

-Teleport into Solomon's office. (You can as Michael I believe after a certain point in the Murder Mystery missions, at certain times of the day.)

-Unlock the doors at the front entrance airport. They are open in Online. In there, you can put a marker which allows you to go to North Yankton. (And North Yankton would have the vehicle paths working along with snow and radar)

-See if you can get the mod working in director mode. (I use director mode so I can play as my Online character and still mod. Waiting for a mod that lets you use you're Online character in Single Player.)

 

These are just some ideas for you encase you're planning on doing an updated version.

Thanks for the suggestions. I don't know much about RPF file editing but I'll look into it as I did want to have them in the mod, but I couldn't get it to work. I did manage to open the underground part of the Union Depository, but sadly the gate doesn't open (I could try to delete it I guess). As for director mode, I think it's the ScriptHook itself that prevents mods from working in it, so it's not something I can fix for now, sorry (you can just use a trainer instead).

 

No mission row police station?

I'll open the underground part in the next version.

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topeira

ooh. sounds interesting. gonna test it soon.

 

1. Can you please make the markers appear by default and only be turned off if you really want to? so when you boot up the game the markers on the map are already there.

 

2. can you provide a config file so we can change the hotkey? using the F keys is done by most mods and most of them are already taken. pressing F7 for this mod is probably gonna turn on\off another mod....

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lexo1000

Great mod thank you !

In some interiors I fall through the map.

Also can you remove the marker for open interiors?

It would be great to only have the market markers..

Thanks

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TaazR

ooh. sounds interesting. gonna test it soon.

 

1. Can you please make the markers appear by default and only be turned off if you really want to? so when you boot up the game the markers on the map are already there.

 

2. can you provide a config file so we can change the hotkey? using the F keys is done by most mods and most of them are already taken. pressing F7 for this mod is probably gonna turn on\off another mod....

 

1. Yeah that's already the case.

2. Maybe. I wanna keep the mod as simple as possible, so I'll probably just change it to a lesser used key.

 

Great mod thank you !

In some interiors I fall through the map.

Also can you remove the marker for open interiors?

It would be great to only have the market markers..

Thanks

Can you please tell me which interiors you fall through the map so I can look into it?

And yeah I'll probably fix the markers in the next version

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MADRIZONABRUTA

I can not enter the house madrazo,the doors open but does not go

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topeira

 

ooh. sounds interesting. gonna test it soon.

 

1. Can you please make the markers appear by default and only be turned off if you really want to? so when you boot up the game the markers on the map are already there.

 

2. can you provide a config file so we can change the hotkey? using the F keys is done by most mods and most of them are already taken. pressing F7 for this mod is probably gonna turn on\off another mod....

 

1. Yeah that's already the case.

2. Maybe. I wanna keep the mod as simple as possible, so I'll probably just change it to a lesser used key.

 

no one is forced to edit a config file. give a default key that you think other mods dont use (and a key that isnt missing from a laptop keyboard. i know plenty of gamers here hate it when it's a numpad key) but also provide a way to edit it. if some ppl wish to edit the key (since everyone can configure their keys in the settings than almost any key can be problematic to some ppl) can do so.

 

and thanks for listening :)

 

great job, mate.

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Corky McButterpants

Could this potentially be the first Rockstar Verified Mod?

Excellent work :D

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imakuni1995

k

Edited by imakuni1995

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Failure

If the mod disables interiors during missions, what happens to the interiors which you should go inside during certain missions (FBI HQ, LifeInvader Office, IAA HQ etc.)? Will they be locked as well?

 

It looks like a nice mod! I'll try it sometime soon.

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teisco

Would love to go into the observatory like in Mafia II.

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topeira

Im reporting one interior that is somewhat buggy.

it's a night club\bar\pub that is on the west. it's the closest one to the ferris wheels and slightly to the north east of it.

it's south of one of the movie theaters.

the doors dont function and it's buggy to go in and out. also once i got into that place a yellow blip appeared on the map. strange.

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imakuni1995

After having it tried out for a while, I have to say great work! Though I think some interoriors, particularly those that are too buggy and may cause the player to fall out of the map, should be removed (or maybe be included in an optional file.) Also, is there a way to replace the burned down floor in the FIB building with the normal, non damaged one? Same question for the hospital and Simeons car dealership.

Lastly, as some people have already pointed out, replacing those "destination" marks with something more appropriate would be neat.

 

No mission row police station?

Isn't that one always accessable?

Edited by imakuni1995

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jm2025

Thank you so much!

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Krysalis

There are still some smaller problems, looking forward for more improvement. It would be cool to buy drinks in Taqui La La too and maybe rob them, hopefuly its possible.

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TaazR

If the mod disables interiors during missions, what happens to the interiors which you should go inside during certain missions (FBI HQ, LifeInvader Office, IAA HQ etc.)? Will they be locked as well?

 

It looks like a nice mod! I'll try it sometime soon.

It shouldn't lock them, but I haven't tested it much during missions.

 

Im reporting one interior that is somewhat buggy.

it's a night club\bar\pub that is on the west. it's the closest one to the ferris wheels and slightly to the north east of it.

it's south of one of the movie theaters.

the doors dont function and it's buggy to go in and out. also once i got into that place a yellow blip appeared on the map. strange.

It's not buggy, that's an interior that was cut from the game, so there were never doors there in the first place! I just made it possible to teleport inside and explore, and the yellow blip tells you to teleport back out.

 

After having it tried out for a while, I have to say great work! Though I think some interoriors, particularly those that are too buggy and may cause the player to fall out of the map, should be removed (or maybe be included in an optional file.) Also, is there a way to replace the burned down floor in the FIB building with the normal, non damaged one? Same question for the hospital.

Lastly, as some people have already pointed out, replacing those "destination" marks with something more appropriate would be neat.

There are no buggy interiors that cause the player to fall out of the map except for the comedy club. To get to the non-burnt FIB building, go through the first elevator, the second elevator brings you to the damaged part. As for the hospital, there is no non-damaged version of it, so there's nothing I can do.

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Heist83

This is absolutely amazing !!!

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Mr.Arrow

man those beta interiors has a lot of detail despite having non functional door

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imakuni1995

 

If the mod disables interiors during missions, what happens to the interiors which you should go inside during certain missions (FBI HQ, LifeInvader Office, IAA HQ etc.)? Will they be locked as well?

 

It looks like a nice mod! I'll try it sometime soon.

It shouldn't lock them, but I haven't tested it much during missions.

 

Im reporting one interior that is somewhat buggy.

it's a night club\bar\pub that is on the west. it's the closest one to the ferris wheels and slightly to the north east of it.

it's south of one of the movie theaters.

the doors dont function and it's buggy to go in and out. also once i got into that place a yellow blip appeared on the map. strange.

It's not buggy, that's an interior that was cut from the game, so there were never doors there in the first place! I just made it possible to teleport inside and explore, and the yellow blip tells you to teleport back out.

 

After having it tried out for a while, I have to say great work! Though I think some interoriors, particularly those that are too buggy and may cause the player to fall out of the map, should be removed (or maybe be included in an optional file.) Also, is there a way to replace the burned down floor in the FIB building with the normal, non damaged one? Same question for the hospital.

Lastly, as some people have already pointed out, replacing those "destination" marks with something more appropriate would be neat.

There are no buggy interiors that cause the player to fall out of the map except for the comedy club. To get to the non-burnt FIB building, go through the first elevator, the second elevator brings you to the damaged part. As for the hospital, there is no non-damaged version of it, so there's nothing I can do.

 

I see. What about Simeon's store?

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KingKamina

I kinda hoped having access to Simeons showroom would enable the random event that I missed. Oh well I'll just have to get it on the second playthrough. Brilliant work and hope to see some additional area although I can't think of any to add haha. Maybe with some dlc we'll get more interiors to unlock.

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Rented

Amazing and quality mod! I like how not only the doors work properly but the whole model was replaced to feature see through windows!

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FixingG00D

Brilliant!

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aaronjoepearson

Nice, I'm having an issuing disabling the blips on the minimap though. :(

F7 (holding or pressing) won't work.

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YESYESYES

This is the one mod I've always wanted! Amazing!

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lipskamafia

 

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redleouf

Nice, I'm having an issuing disabling the blips on the minimap though. :(

F7 (holding or pressing) won't work.

 

Same here. It also disable the Ammu-nation and Los Santos Custom markers on the map.

 

It is a great mod though! Fix thoses bugs and it will be perfect! Thank you for your work

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MR.GREY

Please Fix some Bugs like Ammu-Nation and Los Santos Custom Markers are gone....

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Frstwlf

Well, this fixes (most of) the glaring flaw in GTA V. Incredible work, thanks.

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Metalz

I just can't get in Madrazo's house

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Frstwlf

 

28. Madrazo's ranch (doors open, but R* put an invisible wall there :\ )

 

There is an invisible wall.

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