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Liberty City - The Leftovers Fix


Sneed

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  • 2 months later...

I'm not sure if this has been included in the fix but I fixed it last night in my copy of III so I'd like to share it to anyone interested.

 

In the ped.grp the "south area" and "south area" night are unused by any zone in the game if you open the scm up and find the lines:

 

0324: set_zone_pedgroup_info "SHOPING"  1 (day)  21
0324: set_zone_pedgroup_info "SHOPING"  0 (night)  22

 

and change them to

 

0324: set_zone_pedgroup_info "SHOPING"  1 (day)  13
0324: set_zone_pedgroup_info "SHOPING"  0 (night)  14

 

It will restore them both to Bedford point

 

The ped group is made up of higher class looking businessmen and women. there are peds not present in any other group by default so it restores 4 unused peds (B_man2, B_man3, B_wom2 and B_wom3) the male models are technically used as Marty chonks and the Bobcat Driver from Evidence Dash but not as random peds.

 

I'd assume its a mistake on rockstars part as Bedford point is refered to as "shoping" in the code and the ped group "shoppers" are enabled in this zone incorrectly as that group is used in com_eas which is newport where they are meant to be used and there is no logical upper class "south area" they would possibly fit into the game besides Bedford Point which is the business district

Edited by Village Idiot
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  • 2 weeks later...
On 12/31/2018 at 1:19 AM, Village Idiot said:

I'm not sure if this has been included in the fix but I fixed it last night in my copy of III so I'd like to share it to anyone interested.

 

In the ped.grp the "south area" and "south area" night are unused by any zone in the game if you open the scm up and find the lines:

 

0324: set_zone_pedgroup_info "SHOPING"  1 (day)  21
0324: set_zone_pedgroup_info "SHOPING"  0 (night)  22

 

and change them to

 

0324: set_zone_pedgroup_info "SHOPING"  1 (day)  13
0324: set_zone_pedgroup_info "SHOPING"  0 (night)  14

 

It will restore them both to Bedford point

 

The ped group is made up of higher class looking businessmen and women. there are peds not present in any other group by default so it restores 4 unused peds (B_man2, B_man3, B_wom2 and B_wom3) the male models are technically used as Marty chonks and the Bobcat Driver from Evidence Dash but not as random peds.

 

I'd assume its a mistake on rockstars part as Bedford point is refered to as "shoping" in the code and the ped group "shoppers" are enabled in this zone incorrectly as that group is used in com_eas which is newport where they are meant to be used and there is no logical upper class "south area" they would possibly fit into the game besides Bedford Point which is the business district

All these years I was wondering which was the model/texture that they used for Marty :D THanks

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On 12/30/2018 at 4:19 PM, Village Idiot said:

I'm not sure if this has been included in the fix but I fixed it last night in my copy of III so I'd like to share it to anyone interested.

Spoiler

 

In the ped.grp the "south area" and "south area" night are unused by any zone in the game if you open the scm up and find the lines:

 

0324: set_zone_pedgroup_info "SHOPING"  1 (day)  21
0324: set_zone_pedgroup_info "SHOPING"  0 (night)  22

 

and change them to

 

0324: set_zone_pedgroup_info "SHOPING"  1 (day)  13
0324: set_zone_pedgroup_info "SHOPING"  0 (night)  14

 

It will restore them both to Bedford point

 

The ped group is made up of higher class looking businessmen and women. there are peds not present in any other group by default so it restores 4 unused peds (B_man2, B_man3, B_wom2 and B_wom3) the male models are technically used as Marty chonks and the Bobcat Driver from Evidence Dash but not as random peds.

 

I'd assume its a mistake on rockstars part as Bedford point is refered to as "shoping" in the code and the ped group "shoppers" are enabled in this zone incorrectly as that group is used in com_eas which is newport where they are meant to be used and there is no logical upper class "south area" they would possibly fit into the game besides Bedford Point which is the business district

 

 

Could you upload this fix, please?

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  • 1 month later...

Fixed peds>kenji.dff its messed up

 

Also data files in PS2 Feels III Edition it's crashing the game, doesnt work with neither a 1.0 exe and 1.1 exe. Does not run in a clean game.

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Is it just me or does this mod make the FBI cars darker than they should be when they first spawn via the wanted levels until you take to a Pay n' Spray? This happened from using a vanilla installed that was patched with the LCLF core pack and ped fixes (both official and unnofficial fix for Kenji).

2 hours ago, Fabrix199 said:

Fixed peds>kenji.dff its messed up

 

Also data files in PS2 Feels III Edition it's crashing the game, doesnt work with neither a 1.0 exe and 1.1 exe. Does not run in a clean game.

I also had this problem too, with or without the Leftovers Fix, and it seems even worse on the latter where Claude's skin textures go missing and the game crashes after the opening cutscene.

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There's a weird texture issue here and I'm not sure what's causing this: 

 

vqzZhfh.png

 

I can confirm it also happens in vanilla GTA III as well, and I'm not sure if there are anymore more missing textures or building model issues like this in other places. Also is there a way to properly install the Xbox character peds with Leftovers Fix? I have tried using the character models from the Xbox HD mod and they always failed to be implemented when I packed them in using IMG Factory and just use the vanilla models with bizarre results sometimes (like Claude's skin not rendering properly until I found out I forgot to copy over the skin files too).

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1) broken model

2)

 

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  • 2 weeks later...
On 2/18/2019 at 5:33 PM, zerosaber75 said:

There's a weird texture issue here and I'm not sure what's causing this: 

Spoiler

 

vqzZhfh.png

 

I can confirm it also happens in vanilla GTA III as well, and I'm not sure if there are anymore more missing textures or building model issues like this in other places. Also is there a way to properly install the Xbox character peds with Leftovers Fix? I have tried using the character models from the Xbox HD mod and they always failed to be implemented when I packed them in using IMG Factory and just use the vanilla models with bizarre results sometimes (like Claude's skin not rendering properly until I found out I forgot to copy over the skin files too).

 

 

 

On 2/19/2019 at 11:13 AM, George Costanza said:

1) broken model

2)

The model is fixed in the PS2 feels pack:

Spoiler

7GvfsCx.jpg

 

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On 2/28/2019 at 5:56 PM, gts. said:

 

The model is fixed in the PS2 feels pack:

  Hide contents

7GvfsCx.jpg

 

Which model do I need from the PS2 Feels pack to port into the PC version to fix the building model, as well as this sidewalk missing its texture in Harwood?

 

Spoiler

jXmuLXD.png

 

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  • 5 months later...
Quote

CorePack - Last Update: 24/12/2016

Ped fix

(since i forgot to pack it in corepack)

@George Costanza Can you please merge the pedestrian fix to the main download? As far as I can see you must also know the destination paths, the majority of users only dump the files to the main GTA III directory.

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I'll admit that I haven't been able to install the mod. "Unhandled exception" appears after moving the main mod directory to Mod Loader and as I said I have no idea what to do with the "peds" fixes. I don't know if I have to merge the data to GTA III's IMG files or if there are dependencies...  😵

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  • 2 months later...
  • 2 weeks later...

Anybody looking for a solution with kenji, you need to restore the original model and textures in the GTA and txd img files from your original install.

 

1) rename GTA3 folder so it won't get deleted

2) reinstall GTA3

3) run the clean GTA3; load a save or start a new game so the txd.img can be generated

4) open the clean GTA img with imgfactory and export the kenji.dff kenji.txd and kenjih.dff kenjih.txd files

5) do the same for the clean txd img file but you're only exporting the kenji.txd and kenjih.txd this time (save it to a different folder so it won't overwrite the GTA img ones)

6) open the modded GTA.img file with imgfactory and replace all the Kenji files in the img with the ones you just exported and rebuild the img

7) do the same for the modded txd img file (don't copy the dffs to the modded txd img just the kenji.txd and kenjih.txd you exported from the clean txd img file)

 

I was having issues with Kenji posing sideways in cutscenes and this fixed it.

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  • 3 weeks later...

Hello everyone. I've retextured Mugetsuga's fixed Dodo from his Fixed Vehicles pack, now the flaps are present on the wingspan in both sides and bottom part again. As the default Dodo model. Remember that Mugetsuga's fixed Dodo has its unused damaged parts restored, and the flaps on the wingspan have been removed. Since those are supposed to be on the cutted parts of the wings according to Mugetsuga's vision of the Dodo, hence why his Dodo looks like untextured but isn't like that. Also, some people didn't like that back then, so I retextured it again because I had a free time and nothing better to do. :p

 

Comparison ahead...

 

Mugetsuga's fixed Dodo:

Spoiler

rSBsB6D.png

 

Spoiler

USiIwuM.png

 

Mugetsuga's fixed Dodo with the flaps on the wingspan restored:

Spoiler

XO42zbo.png

 

Spoiler

mrMJuFo.png

 

Download

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  • 2 months later...

Hello..been a while huh? Some generic map fixes

snap-1581759597.png

height of roof behind bomb defusal garage

 

snap-1574515576.png

wall underneath Staunton Island underpass

 

snap-1568638479.png

grass by porter tunnel entrance

 

snap-1556380854.png

restaurant awning texture in wuhan chinatown

Edited by B_Smiles
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On 2/22/2020 at 4:12 AM, B_Smiles said:

Hello..been a while huh? Some generic map fixes

snap-1556380854.png

restaurant awning texture in wuhan chinatown

Lolwat. I thought this one was bad uv. But is just txd issue, nice fix.

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28 minutes ago, Inadequate said:

Lolwat. I thought this one was bad uv. But is just txd issue, nice fix.

Lol it got me too until I looked at the texture and realised it was rotated 90 degrees for some reason

(GOOD WORK R*)

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  • 1 month later...

Has anyone noticed after the bridge explodes during the cutscene in the first mission...the police enforcer and car is clipped through the road but it disappears after the cutscene

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  • 2 months later...
On 3/2/2019 at 8:31 PM, zerosaber75 said:

Which model do I need from the PS2 Feels pack to port into the PC version to fix the building model, as well as this sidewalk missing its texture in Harwood?

 

  Reveal hidden contents

jXmuLXD.png

 

I know I'm over a year late, but the model for the building fix is broadwaybuild.dff from PS2FEELS.img

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  • 1 month later...

I've extracted mission scripts .VAGs from PS2 version to be used with VBDec. .INIs for each .VAG are included. Only 6 files are missing:

door_1

door_2

door_3

door_4

door_5

door_6

I'll try to find them and update the pack.

Download (updated)

Edited by firedihm
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  • 2 weeks later...
On 6/19/2020 at 4:12 PM, spockthewok said:

I know I'm over a year late, but the model for the building fix is broadwaybuild.dff from PS2FEELS.img

I have just tried that and it's not fixing it for me. I'm not sure if it's the wrong file or I'm doing something wrong with taking the "broadwaybuild.dff" from the PS2FEELS.img file.

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  • 2 weeks later...
  • 3 weeks later...
  • 2 months later...

i wasnt one who did PS2 feels, it was mugetsuga, who seems to be inactive for very long time

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