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Simple Trainer for GTAV


sjaak327
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@sjaak327

That' look very cool !

will you add a option to save the model skin & clothe ? since actualy we can only save clothe, would be nice to have both :)

( Any plan for improoving the navigation in the menus ? or for keybinding ? :)

 

As always, excellent work :)

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@wootwoots, time is not something I have in abundance unfortunately. The navigation is going to take some time, so will not be in the next version. Saving the ped is not really adding any functionality, it just spares one step.

 

I want to get this stuff done for next version, there will be little time left to add other stuff.

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@sjaak327: I found this thread which contains code for Online character creation. (More advanced than just spawning the model.

http://gtaforums.com/topic/832559-creating-online-character/

 

I was wondering if this could be added to the trainer since now there is code to work with.

Ok, I have added those features. I hope I have everything in. Maybe you would like to test it, and possibly name some of the features and categories correctly ?

 

mpmodel.jpg

 

Sure thing. I'll test it.

 

By the way, can you change the skin color too?

 

Also, comparing this to Skin Control, it looks like your missing face shaping features, like the broken nose, lip shaping, jaw shaping, etc...

 

But yes, regarding Online Character customization, we are only missing three things:

1. The shirt logos (Menyoo has it, but only the three dev logos. They might be able to give you the natives if you are interested in adding them. You might be able to add them on other character models too.)

2. Being able to detect these options so people can go into Director Mode and bring their GTA Online Characters to Single Player.

3. Changing the colors of the crew t-shirts.

 

Edit: If you want to add the ability to move the camera simulating sea motion when on board the yachts, check this out. You could add it to the Heist Yacht and Carrier too if you wanted.

http://gtaforums.com/topic/821781-v-pc-shake-cam-types/

 

Yes you can change the skin color as well.

 

The shaping stuff is the last option, there are 21 different shaping options, named face features, after the native. I need you to name them for me :)

 

As in regards to point two, I can already detect 80% of this, the only thing that cannot be detected are the colors of the lipstick and other stuff (hair color =detectable) and the shaping features. The rest can all be detected.

 

Ok, I have added a "detect MP model" option in the above menu. The idea is to go to the Director Mode, run the detection (which will save stuff to MPMODEL slot in ini.

The second option would be to load the mp model (same menu), this can be done once back in the game (MP models only of course) or using a bodyguard right in director mode.

 

Now the result isn't 100% because I cannot detect:

 

The color of the 12-13 options you see in the screenshot (stuff like lipstick, beard and so on)

The hair color

The Eye color

 

and more importantly, the shape features. There are 21 face shape features (nose, chin and so on) I cannot detect those, so those will lead to the model not being exactly the same.

 

I believe that if we discover the shape feature "get" nature, we would be virtually done bringing MP character to SP. The 12-13 color options is probably also a single native. Hair and eye color probably two more natives.

 

4 natives to go :)

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Pearls are an additional (extra) color, and those are not RGB but values ranges from 1 to 160. In other words, not possible.

Really? Well that's sad. I've found this "void SET_VEHICLE_EXTRA_COLOURS(Any p0, Any p1, Any p2) // 0x515DB2A0" but I guess it's not relevant then

 

 

Edit - gtaforums quoting system is not on their best days...

Edited by El Dorado
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Ok, I have added a "detect MP model" option in the above menu. The idea is to go to the Director Mode, run the detection (which will save stuff to MPMODEL slot in ini.

The second option would be to load the mp model (same menu), this can be done once back in the game (MP models only of course) or using a bodyguard right in director mode.

 

Now the result isn't 100% because I cannot detect:

 

The color of the 12-13 options you see in the screenshot (stuff like lipstick, beard and so on)

The hair color

The Eye color

 

and more importantly, the shape features. There are 21 face shape features (nose, chin and so on) I cannot detect those, so those will lead to the model not being exactly the same.

 

I believe that if we discover the shape feature "get" nature, we would be virtually done bringing MP character to SP. The 12-13 color options is probably also a single native. Hair and eye color probably two more natives.

 

4 natives to go :)

 

 

 

I've been trying to 'get' the online character yesterday. For the head blend data, you can use the native _GET_PED_HEAD_BLEND_DATA. It returns whether the ped has blend data & a pointer to a structure. I came up with this, but the offsets are probably incorrect.

 

 

 

[structLayout(LayoutKind.Explicit)]    public struct HeadLayout    {        [FieldOffset(0)]        public int shapeFirstId;        [FieldOffset(8)] // 4 Padding        public int shapeSecondId;        [FieldOffset(16)]        public int shapeThirdId;        [FieldOffset(24)]        public int skinFirstId;        [FieldOffset(32)]        public int skinSecondId;        [FieldOffset(40)]        public int skinThirdId;        [FieldOffset(48)]        public float shapeMix;        [FieldOffset(56)]        public float skinMix;        [FieldOffset(64)]        public float thirdMix;        [FieldOffset(72)]        public bool isParent;    }

 

 

 

As for the head/beard color, it has something to do with 0xF41B5D290C99A3D6 & adjacent boolean natives. In the decompiled scripts they loop through 0-_GET_NUM_HAIR_COLORS and if that native returns true for i, they use it. 0x3E802F11FBE27674 seems to work for beards. The problem is they return true for multiple ids, but it certainly changes when I change the hair color myself.

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Ok, I have added a "detect MP model" option in the above menu. The idea is to go to the Director Mode, run the detection (which will save stuff to MPMODEL slot in ini.

The second option would be to load the mp model (same menu), this can be done once back in the game (MP models only of course) or using a bodyguard right in director mode.

 

Now the result isn't 100% because I cannot detect:

 

The color of the 12-13 options you see in the screenshot (stuff like lipstick, beard and so on)

The hair color

The Eye color

 

and more importantly, the shape features. There are 21 face shape features (nose, chin and so on) I cannot detect those, so those will lead to the model not being exactly the same.

 

I believe that if we discover the shape feature "get" nature, we would be virtually done bringing MP character to SP. The 12-13 color options is probably also a single native. Hair and eye color probably two more natives.

 

4 natives to go :)

 

 

I've been trying to 'get' the online character yesterday. For the head blend data, you can use the native _GET_PED_HEAD_BLEND_DATA. It returns whether the ped has blend data & a pointer to a structure. I came up with this, but the offsets are probably incorrect.

 

 

 

 

[structLayout(LayoutKind.Explicit)]    public struct HeadLayout    {        [FieldOffset(0)]        public int shapeFirstId;        [FieldOffset(8)] // 4 Padding        public int shapeSecondId;        [FieldOffset(16)]        public int shapeThirdId;        [FieldOffset(24)]        public int skinFirstId;        [FieldOffset(32)]        public int skinSecondId;        [FieldOffset(40)]        public int skinThirdId;        [FieldOffset(48)]        public float shapeMix;        [FieldOffset(56)]        public float skinMix;        [FieldOffset(64)]        public float thirdMix;        [FieldOffset(72)]        public bool isParent;    }

 

 

As for the head/beard color, it has something to do with 0xF41B5D290C99A3D6 & adjacent boolean natives. In the decompiled scripts they loop through 0-_GET_NUM_HAIR_COLORS and if that native returns true for i, they use it. 0x3E802F11FBE27674 seems to work for beards. The problem is they return true for multiple ids, but it certainly changes when I change the hair color myself.

 

Hi there, GET_PED_HEAD_BLEND_DATA is working 100% over here with this struct definition:

 

 

struct Blend{	int s1;	char Padding1[4];	int s2;	char Padding2[4];	int s3;	char Padding3[4];	int sk1;	char Padding4[4];	int sk2;	char Padding5[4];	int sk3;	char Padding6[4];	float f1;	char Padding7[4];	float f2;	char Padding8[4];	float f3;	char Padding9[4];	bool b1;	char Padding10[4];};struct Blend BlendData;
The colors aren't the biggest issue I think, it is the inability to detect those 21 shaping features that prevent the get MP char from being 100% correct.

 

Edit, that native for beards doesn't make any sense to me, it Always returns true.

Edited by sjaak327
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Is there a way to set the 'Lower Vehicle' feature to every vehicle that you've spawned? If not, would this be something that you could add to the trainer in one of the future versions?

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Is there a way to set the 'Lower Vehicle' feature to every vehicle that you've spawned? If not, would this be something that you could add to the trainer in one of the future versions?

As far as I know it works that way already. You set the feature, and it should then work in any vehicle you are driving in.

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Is there a way to set the 'Lower Vehicle' feature to every vehicle that you've spawned? If not, would this be something that you could add to the trainer in one of the future versions?

As far as I know it works that way already. You set the feature, and it should then work in any vehicle you are driving in.

 

 

Yes, it does work that way but what I meant is that once you spawn another car, you would also have them lowered. So for example, if you have 10 cars spawned with the feature enabled, all of them would be lowered, even if you're not driving them

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Is there a way to set the 'Lower Vehicle' feature to every vehicle that you've spawned? If not, would this be something that you could add to the trainer in one of the future versions?

As far as I know it works that way already. You set the feature, and it should then work in any vehicle you are driving in.

 

Yes, it does work that way but what I meant is that once you spawn another car, you would also have them lowered. So for example, if you have 10 cars spawned with the feature enabled, all of them would be lowered, even if you're not driving them

 

Ok, do you mind if I don't really see the use of that ? Remember I need to keep track of those cars and apply force to it constantly. Not worth the cycles IMHO.

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Ok, do you mind if I don't really see the use of that ? Remember I need to keep track of those cars and apply force to it constantly. Not worth the cycles IMHO.

 

 

Yeah, it's fine. It was just a suggestion :)

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Pearls are an additional (extra) color, and those are not RGB but values ranges from 1 to 160. In other words, not possible.

Really? Well that's sad. I've found this "void SET_VEHICLE_EXTRA_COLOURS(Any p0, Any p1, Any p2) // 0x515DB2A0" but I guess it's not relevant then

 

 

Edit - gtaforums quoting system is not on their best days...

 

That IS the native being used to apply pearls and rim color. parms are vehicle, extracolor 1 and extracolor 2. There is no native known to me that would set those two extra colors as RGB.

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HeySlickThatsMe

the mp customization is good

we just need the like "bar" thing that can specify how much "things" we can get from parrents
eg: change face colour by changing mother "bar"

change face look by changing father "bar"

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This is shaping up nicely. Fortunately I remember what I changed on my character. I kept most of the face shaping features at default for my male character as he already looked good. As for my female character, I changed a lot more, in the struggle to get her not to have a Katlyne Jenner ish face,trying to make it look more like a woman.

 

Anyways, hopefully you can add the shirt logos. I could ask them on their forum if you like.

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@wootwoots, time is not something I have in abundance unfortunately. The navigation is going to take some time, so will not be in the next version. Saving the ped is not really adding any functionality, it just spares one step.

 

I want to get this stuff done for next version, there will be little time left to add other stuff.

 

well it spare more than one spet when you search between all the model ^^

But sure, i totaly understand its not your current priority dont worry :)

 

 

@nkjellman

Well all online playable female are just ugly from the start, in the best scenario, you have a "not too awfull female character" xD

+

the female torso is kinda bad since its more or less just a male torso with tiny breast.. ( too manly female.. )

I mean, when you look at the good looking female npc, its pretty much flagrant :p

Edited by wootwoots
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What about an 'added peds' list for people who add new peds to the game, similar to the added vehicles menu?

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Hey Sjaak, my personal request are:

1. Do not switch back to default player model after death.

2. Make LS Customs available when player model is not default.

 

Is it possible? Please :)

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Hey Sjaak, my personal request are:

1. Do not switch back to default player model after death.

2. Make LS Customs available when player model is not default.

 

Is it possible? Please :)

Maybe in the future.

1. Switching back to the default player model is a crash workaround.

2. If LS Customs worked, you wouldn't be able to buy anything as technically you have no money when you aren't Michael, Trevor, or Franklin. There is no data field for the money.

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Hey Sjaak, my personal request are:

1. Do not switch back to default player model after death.

2. Make LS Customs available when player model is not default.

 

Is it possible? Please :)

Maybe in the future.

1. Switching back to the default player model is a crash workaround.

2. If LS Customs worked, you wouldn't be able to buy anything as technically you have no money when you aren't Michael, Trevor, or Franklin. There is no data field for the money.

 

I just was going to say that it would be great to wash your car or buy drinks, I didn't know about money, is it hard to code? Or even possible?

 

And one more thing - the distance between player and bodyguard is too big I think

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Hey Sjaak, my personal request are:

1. Do not switch back to default player model after death.

2. Make LS Customs available when player model is not default.

 

Is it possible? Please :)

Maybe in the future.

1. Switching back to the default player model is a crash workaround.

2. If LS Customs worked, you wouldn't be able to buy anything as technically you have no money when you aren't Michael, Trevor, or Franklin. There is no data field for the money.

 

I just was going to say that it would be great to wash your car or buy drinks, I didn't know about money, is it hard to code? Or even possible?

 

And one more thing - the distance between player and bodyguard is too big I think

 

I sure hope that someone can figure it out. I know that money is an issue. If you try and ride the rides at the Del Perro Pier, or use any telescopes, it will tell you that you have insufficient funds.

 

Not to mention that many of those scripts deactivate when you switch your model, probably because of the peyote plants. All of the shops lock.

 

It might be possible to call the Online script. However in that case you might have to put up with bull sh*t black listed vehicles, and vehicles being too hot. Not to mention that there is no value for the Online money in Single Player. But if you can get the Make Everything Free tunable running in Single Player, that might just fix the money issue. However, it will probably require the Online scripts for the shops to be running.

Edited by nkjellman
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When trying to spawn vehicles by their model name, or applying a custom rgb color, I noticed a considerable delay between pressing enter until the trainer executes the requested action, sometimes I need to press enter several times. Is it normal behaviour?

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When trying to spawn vehicles by their model name, or applying a custom rgb color, I noticed a considerable delay between pressing enter until the trainer executes the requested action, sometimes I need to press enter several times. Is it normal behaviour?

No, over here both options execute instantly. No delay whatsoever

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Hey Sjaak, my personal request are:

1. Do not switch back to default player model after death.

2. Make LS Customs available when player model is not default.

 

Is it possible? Please :)

Maybe in the future.

1. Switching back to the default player model is a crash workaround.

2. If LS Customs worked, you wouldn't be able to buy anything as technically you have no money when you aren't Michael, Trevor, or Franklin. There is no data field for the money.

 

I just was going to say that it would be great to wash your car or buy drinks, I didn't know about money, is it hard to code? Or even possible?

 

And one more thing - the distance between player and bodyguard is too big I think

 

I sure hope that someone can figure it out. I know that money is an issue. If you try and ride the rides at the Del Perro Pier, or use any telescopes, it will tell you that you have insufficient funds.

 

Not to mention that many of those scripts deactivate when you switch your model, probably because of the peyote plants. All of the shops lock.

 

It might be possible to call the Online script. However in that case you might have to put up with bull sh*t black listed vehicles, and vehicles being too hot. Not to mention that there is no value for the Online money in Single Player. But if you can get the Make Everything Free tunable running in Single Player, that might just fix the money issue. However, it will probably require the Online scripts for the shops to be running.

 

I see that any other player selector has the same issue, this is really need to be fixed, cause you have absolutely NOTHING to do, when not Franklin, Michael or Trevor. :(

I don't remember IV having this problem, I'm totally noob in this, but isnt it the same Rage engine? We even can't do things that do not cost anything, like darts for example

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It might be possible to call the Online script. However in that case you might have to put up with bull sh*t black listed vehicles, and vehicles being too hot. Not to mention that there is no value for the Online money in Single Player. But if you can get the Make Everything Free tunable running in Single Player, that might just fix the money issue. However, it will probably require the Online scripts for the shops to be running.

 

Not a good idea. Enforces tons of restrictions + can be volatile since it's part of O. Iit's possible via ASI, but FiveM is the only thing to utilize it thus far - and that was used for it's purpose.

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What about an 'added peds' list for people who add new peds to the game, similar to the added vehicles menu?

Yeah I could do that, any example so that I can test ? Not sure if that will be in the next version though as that one is finished. For now you can spawn them with the spawn by name function.

 

Changes from 3.1

-Set model by name in Select model menu, for bodyguards/peds.

-Thanks to Taazr, we can now delete the exteriors of the Apartment Buildings and Stilt Houses for a better view, MP maps should be enabled.

-Again Thanks to Taazr, the missing props when MP maps are enabled is fixed. This will work at game start and when you load a save, but

may not work whilst progressing on missions. All that is needed in this case is disable and then enable MP maps and the props will be back.

-Added MP Customization menu in clothes menu. This allows customization of the 2 MP characters, several features, shape features and color and opacity things.

The trainer can detect the Head Shape and color data, it can detect the several head features, but not their color or opacity. However once set by trainer,

all of these options can be saved or loaded using the existing clothes save/load slots.

-Added T-shirt overlays, Hair and some missing Tattoos in the Tattoos, Hair and T-shirt Overlays Menu (previously called Tattoos Menu).

-Added cutscenes from DLC into the mission menu, cutscenes option.

 

 

It might be possible to call the Online script. However in that case you might have to put up with bull sh*t black listed vehicles, and vehicles being too hot. Not to mention that there is no value for the Online money in Single Player. But if you can get the Make Everything Free tunable running in Single Player, that might just fix the money issue. However, it will probably require the Online scripts for the shops to be running.

Not a good idea. Enforces tons of restrictions + can be volatile since it's part of O. Iit's possible via ASI, but FiveM is the only thing to utilize it thus far - and that was used for it's purpose.

 

I doubt online scripts would do anything anyway. I tried calling the 'shower' script, it did start but didn't do anything whatsoever. To be honest, R practically hardcoded all interative stuff for the three player CHARS in SP, and getting around that would be quite a bit of work, as one would duplicate the scripts but without restrictions on those three CHARS.

Edited by sjaak327
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@sjaak327, I encountered few strange issues with your trainer and I have no CLUE how to resolve them...

 

1. When loaded SP (I'm playing as Franklin), when I pickup cash pickup from dead peds, my game usually shows a two numbers - an white number of total cash I currently having, and a green one below that shows what number of cash I'm getting from every single money pickup. However, sometimes after while, for some reason game completely stops to show total cash I'm having! When I get money pickup from any dead peds, only the green amount about how many money I'm getting from separate pickups still displayed normally, but the white number for total money I'm having is NOT SHOWN at all, and it is just not displaying in ANY WAY... If I enter a shop, bring menu here, and then exit menu and the shop / barber, total cash display when I get money pickup start appearing normally again. I'me getting this since I've purchased my retail copy;

2. "Set Nearest Ped on Fire" (O + Num 2) seems to be broken partially now, it works almost all the time, but it's happen in my game, when I use that feature via it's shortcut, corresponding message appears, but nearest peds are NOT set on fire and are just completely unaffected, activating just has no effect on them at all! I'm getting this twice since latest version of game (1.0.573.1), on previous two patches (1.0.505.2 and 1.0.463.1) feature worked for me 100% all of time;

3. "Exploding Nearest Car" (/? key) works with any civilian vehicle. But I found a bug with that feature when applied on service vehicle - it works on firetrucks and ambulances, but does NOT WORK AT ALL with police cars (tried to activate it while near a cop car and it just won't explode at all);

4. I have strange glitch - I was enabled "MPMap" by default and result is Franklin for some reason stopped playing ache sounds (most when he falls from large height). However, tried to restore these sounds by putting "MPMap" back to disabled by default, but Franklin stills WON'T play aches sounds at all, really when he falling from bigger height he is just silent, I have no idea how to fix this;

5. Please, if you're going or can fix any of these, please you to also from clothing menu, to remove ALL costumes and masks for MP freemale / freefemale ped from Festive Surprice Update, because they was temporary available until January 5th, and seems R* has removed them from the game. Reference here https://support.rockstargames.com/hc/en-us/articles/215599218-Missing-Saved-Outfits-with-Festive-Surprise-Items-in-GTA-Online. I think @sjaak327 should remove them because if someone want to customize a spawned MP character, your trainer might crash game in case player attempt to put any of the temporary Christmas clothing from Festive Suprprise update on her/ his MP character via Clothes menu of your trainer.

Edited by 65536
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1) Not an issue with the trainer, I don't handle money pickups, the game does.

2) That's inherent on the method used to get the nearest ped. Not sure how this could ever be fixed.

3) Again, same method, and that method has never been able to get police cars. Maybe I will change both methods to use the ped/vehicle pool instead.

4) me neither, did you select another voice for him in the voice menu maybe ?

5) I cannot remove anything from the clothes menu. I ask the game what is available, and take it from there. Naturally it would be impossible to do it any other way (unless you believe I have plenty of time to check out clothes for over 700 peds !

 

I doubt stuff that is removed by R would be available in the clothes menu.

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It might be possible to call the Online script. However in that case you might have to put up with bull sh*t black listed vehicles, and vehicles being too hot. Not to mention that there is no value for the Online money in Single Player. But if you can get the Make Everything Free tunable running in Single Player, that might just fix the money issue. However, it will probably require the Online scripts for the shops to be running.

Not a good idea. Enforces tons of restrictions + can be volatile since it's part of O. Iit's possible via ASI, but FiveM is the only thing to utilize it thus far - and that was used for it's purpose.

 

 

I doubt online scripts would do anything anyway. I tried calling the 'shower' script, it did start but didn't do anything whatsoever. To be honest, R practically hardcoded all interative stuff for the three player CHARS in SP, and getting around that would be quite a bit of work, as one would duplicate the scripts but without restrictions on those three CHARS.

 

Yeah I was looking through the online script for the bed and one of the first things that it checks is if the player is in a GTA Online session, if the player isn't in one then the script terminates itself. I assume it's the same for all of the other ones in the apartments too (the bong, whiskey, beer, green juice, TV, shower, and radio). Sadly, I don't think it'll ever be possible to get these to activate in single player because of this.

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