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TaazR

Adding props to interiors

Recommended Posts

TaazR

I have discovered 3 natives in the interior section that relate to props inside interiors. These props are what are added/removed from the player safehouses as the player progresses through the story in GTA V. They are also used for other things. However as some of you know, when you load the GTA Online map in single player, the props from the player safehouses disappear. These natives can fix that.

 

Example pictures:

Before (without props on GTA Online map):

SESg5ck.jpg

After (with props added on GTA Online map):

TORXRX5.jpg

 

I have renamed these natives on nativeDB to:

_ENABLE_INTERIOR_PROP(int interiorID, char *propName)_DISABLE_INTERIOR_PROP(int interiorID, char *propName)_IS_INTERIOR_PROP_ENABLED(int interiorID, char *propName)

Here are the list of prop names I've found in the scripts (there may be more though):

//Michael's house (v_michael):V_Michael_M_itemsV_Michael_D_itemsV_Michael_S_itemsV_Michael_L_ItemsV_Michael_M_movedV_Michael_D_MovedV_Michael_S_items_swapV_Michael_L_MovedV_Michael_M_items_swapV_Michael_FameShameV_Michael_JewelHeistMichael_premierV_Michael_plane_ticketburgershot_yogaV_Michael_bed_MessyV_Michael_bed_tidy//Michael's garage (v_michael_garage):V_Michael_Scuba//Franklin's aunt's house (v_franklins):V_57_GangBandanaV_57_SafariV_57_FranklinStuffV_57_Franklin_LEFT//Franklin's house (v_franklinshouse):showhome_onlyfranklin_unpackingfranklin_settledprogress_tshirtbong_and_wineprogress_flyerprogress_tuxlockedunlocked//Strip club (v_strip3):V_19_Trevor_Mess//Floyd's house (v_trevors):swap_clean_aptlayer_mess_Alayer_mess_Blayer_mess_Clayer_sextoys_alayer_wade_sh*tswap_wade_sofa_Alayer_debra_piclayer_tortureswap_sofa_Aswap_sofa_Blayer_whiskeyswap_mrJam_Aswap_mrJam_Bswap_mrJam_C//Hospital (v_hospital):HospitaldoorsanimHospitaldoorsfixed//Simeon's dealership (v_carshowroom):csr_beforeMissioncsr_afterMissionAcsr_afterMissionBcsr_inMissionshutter_openshutter_closed//Trevor's trailer (v_trailer / v_trailertidy / v_trailertrash):V_26_Trevor_Helmet1V_26_Trevor_Helmet2V_26_Trevor_Helmet3V_24_Trevor_Briefcase1V_24_Trevor_Briefcase2V_24_Trevor_Briefcase3V_26_Michael_Stay1V_26_Michael_Stay2V_26_Michael_Stay3//Lester's sweatshop (v_sweat):Jewel_GasmasksV_53_Agency _OverallsV_53_Agency_BlueprintV_35_KitBagV_35_Body_ArmourV_35_Fireman//High end original GTA Online apartment (these are beta props, I don't think they're ever used ingame):Apart_Hi_Strip_AApart_Hi_Strip_BApart_Hi_Strip_CApart_Hi_Booze_AApart_Hi_Booze_BApart_Hi_Booze_CApart_Hi_Smokes_AApart_Hi_Smokes_BApart_Hi_Smokes_C//Mid end GTA Online apartment (these are beta props, I don't think they're ever used ingame):Apart_Mid_Strip_AApart_Mid_Strip_BApart_Mid_Strip_CApart_Mid_Booze_AApart_Mid_Booze_BApart_Mid_Booze_CApart_Mid_Smoke_AApart_Mid_Smoke_BApart_Mid_Smoke_C//Low end GTA Online apartment (these are beta props, I don't think they're ever used ingame):Studio_Lo_Strip_AStudio_Lo_Strip_BStudio_Lo_Strip_CStudio_Lo_Booze_AStudio_Lo_Booze_BStudio_Lo_Booze_CStudio_Lo_Smoke_AStudio_Lo_Smoke_BStudio_Lo_Smoke_C//Stilt houses:Stilts_Kitchen_Window//Fib buildings:V_FIB03_door_lightV_FIB02_set_AH3bV_FIB03_set_AH3bV_FIB04_set_AH3b//Low end clothes shop: ClothesLowCHEAP//Mid end clothes shop:ClothesLowHipster//Ammunation with firing range:GunClubWallHooks//Regular ammunation:GunStoreHooks

Remember to put the ID of the interior that actually contains the prop or the game might crash. You MUST use INTERIOR::REFRESH_INTERIOR after you add/remove the props, or else they won't appear.

 

I have already fixed the prop issue regarding the safehouses when the Online map is enabled in Open All Interiors v4, but this might be useful for anyone who might want to manipulate the props or test out the beta ones for the apartments. This may also get us closer to figuring out how to get the GTA Online apartments bong/drinks/bed to work in single player.

Edited by TaazR
  • Like 6

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sjaak327

Hi Taazr, great find, works great, allthough Michael's safehouse is still missing the bed :)

 

at each start or re-load of a save, I detect which of the 14 props are enabled, and once MP maps is enabled I re-enable those, but the bed never re-appears.

 

NVM, found V_Michael_bed_Messy

and V_Michael_bed_tidy as well.

Edited by sjaak327
  • Like 1

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TaazR

Hi Taazr, great find, works great, allthough Michael's safehouse is still missing the bed :)

 

at each start or re-load of a save, I detect which of the 14 props are enabled, and once MP maps is enabled I re-enable those, but the bed never re-appears.

Oops, I must've forgot to add that one. The props for the bed are:

V_Michael_bed_tidy

V_Michael_bed_Messy

I'll edit the OP.

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nkjellman

I wonder if we can find the props for anything here and use them in SP. When the bongs are enabled they even work, so this might help with bringing some Online features to SP.

-The props that show up in the planning room as you play through Heists. When you get something in a prep mission, it shows up in there, along with the map and planning board itself.

-The Christmas trees that spawn in the apartments and downtown.

-The yacht props (radios, hot tub water, cups and cigars around hot tub, etc...)

-The working lifts at the construction site (The non working ones have to be disabled)

Edited by nkjellman

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sjaak327

The trouble is, those objects are made interactive by a script. They are not interactive out of themselves. The telescope for instance, works in SP, probably because the script that makes it interactive runs in SP. As there are some telescopes in SP that need to work.

 

For instance the bathroom has a script, but it only runs in MP. I tried running it in SP, which in fact it did, but nothing at all happened after requesting the script. probably because it checks if player is in an MP session, and it would only actually execute code if the player is in an MP session, executing nothing when the player is not.

 

Also, this method of 'restoring' save houses is dead simple, each time the game starts or loads a save, you ask the game which sets of objects are enabled, and which sets are disabled. You can than act upon that information. In my case, I run the restoration once, when the player actually enters the interior.

 

For most of the stuff you talk off, more code would be needed. And it would have to run constantly.

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TaazR

The trouble is, those objects are made interactive by a script. They are not interactive out of themselves. The telescope for instance, works in SP, probably because the script that makes it interactive runs in SP. As there are some telescopes in SP that need to work.

 

For instance the bathroom has a script, but it only runs in MP. I tried running it in SP, which in fact it did, but nothing at all happened after requesting the script. probably because it checks if player is in an MP session, and it would only actually execute code if the player is in an MP session, executing nothing when the player is not.

 

Also, this method of 'restoring' save houses is dead simple, each time the game starts or loads a save, you ask the game which sets of objects are enabled, and which sets are disabled. You can than act upon that information. In my case, I run the restoration once, when the player actually enters the interior.

 

For most of the stuff you talk off, more code would be needed. And it would have to run constantly.

I have a feeling that the BRAIN namespace may have a function that can enable the interactive props in SP. Have a look at standard_global_init.c4

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sjaak327

Taazr, how do you reset the objects ? constantly ?

 

I was hoping to get away with reading the state of objects once every game load, then setting the missing ones once until the next game save.

 

this works fine, unless you do missions in between, as you guessed it, the game resets everything back and the missing objects become missing again.

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TaazR

Taazr, how do you reset the objects ? constantly ?

 

I was hoping to get away with reading the state of objects once every game load, then setting the missing ones once until the next game save.

 

this works fine, unless you do missions in between, as you guessed it, the game resets everything back and the missing objects become missing again.

I assume the majority of the people who use my mod have completed the game, so I just load all the props that should be loaded after the game is completed every time my mod starts. But if you wanted to specifically check for each prop that is there for each user; then maybe whenever a player starts a mission, you could save their current props for each safehouse to the .ini file, and then after they complete the mission, load them up again.

Edited by TaazR

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sjaak327

 

Taazr, how do you reset the objects ? constantly ?

 

I was hoping to get away with reading the state of objects once every game load, then setting the missing ones once until the next game save.

 

this works fine, unless you do missions in between, as you guessed it, the game resets everything back and the missing objects become missing again.

I assume the majority of the people who use my mod have completed the game, so I just load all the props that should be loaded after the game is completed every time my mod starts. But if you wanted to specifically check for each prop that is there for each user; then maybe whenever a player starts a mission, you could save their current props for each safehouse to the .ini file, and then after they complete the mission, load them up again.

 

Yeah, I now run the check in tick once MPmaps=disabled, but not sure if I get around the mission problem this way. At least after the change, I didn't have missing objects after doing a few missions. Will have to see what happens. in any case, disabling and re-enabling mp maps will bring them back.

 

It does work correctly at game start (as I enable MP maps at the end) so the detection works, stores stuff in an array and based upon that array re-enables or removes objects that were detected as enabled / disabled.

 

On save load it also works, even to a point where an older save brings in different objects. The trouble is once mp maps is enabled, it also messes up the detection. I suppose once you start a mission, finish it, the game does stuff, but since MP maps is enables it sets everything to disabled. Hence no way to re-enable it again.

 

Maybe when I detect a mission I would save it to a different array and use that to re-enable the objects.

Edited by sjaak327

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nkjellman

I am not entirely sure, but is this the way the decor is changed in the Biker Clubhouses, 60 car garages, and vehicle warehouses in GTA Online?

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SNIDER-58

Hello everyone, I am currently facing a fairly recurring problem, I can not find the props's names of interiors dlc bikers (HQ biker and drug labs ...), please someone knows them ???

Edited by SNIDER-58

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Alex106

Hello everyone, I am currently facing a fairly recurring problem, I can not find the props's names of interiors dlc bikers (HQ biker and drug labs ...), please someone knows them ???

 

Here they are

 

 

//Clubhousemod_boothno_mod_boothwalls_01walls_02furnishings_01furnishings_02decorative_01decorative_02mural_01mural_02mural_03mural_04mural_05mural_06mural_07mural_08mural_09gun_lockerno_gun_lockermeth_stash1meth_stash2meth_stash3coke_stash1coke_stash2coke_stash3weed_stash1weed_stash2weed_stash3cash_stash1cash_stash2cash_stash3id_stash1id_stash2id_stash3counterfeit_stash1counterfeit_stash2counterfeit_stash3//Second Clubhousewalls_01walls_02furnishings_01furnishings_02decorative_01decorative_02mod_boothno_mod_boothmural_01mural_02mural_03mural_04mural_05mural_06mural_07mural_08mural_09gun_lockerno_gun_lockercash_smallcash_mediumcash_largecounterfeit_smallcounterfeit_mediumcounterfeit_largeid_smallid_mediumid_largeweed_smallweed_mediumweed_largecoke_smallcoke_mediumcoke_largemeth_smallmeth_mediummeth_largelower_walls_default//Meth Warehousemeth_lab_upgrademeth_lab_basicmeth_lab_productionmeth_lab_security_highmeth_lab_setupmeth_lab_empty//Weed Warehouseweed_dryingweed_standard_equipweed_upgrade_equipweed_growtha_stage1weed_growtha_stage2weed_growtha_stage3weed_growthb_stage1weed_growthb_stage2weed_growthb_stage3weed_growthc_stage1weed_growthc_stage2weed_growthc_stage3weed_growthd_stage1weed_growthd_stage2weed_growthd_stage3weed_growthe_stage1weed_growthe_stage2weed_growthe_stage3weed_growthf_stage1weed_growthf_stage2weed_growthf_stage3weed_growthg_stage1weed_growthg_stage2weed_growthg_stage3weed_growthh_stage1weed_growthh_stage2weed_growthh_stage3weed_growthi_stage1weed_growthi_stage2weed_growthi_stage3weed_security_upgradeweed_productionweed_set_upweed_hoseaweed_hosebweed_hosecweed_hosedweed_hoseeweed_hosefweed_hosegweed_hosehweed_hoseilight_growtha_stage23_standardlight_growthb_stage23_standardlight_growthc_stage23_standardlight_growthd_stage23_standardlight_growthe_stage23_standardlight_growthf_stage23_standardlight_growthg_stage23_standardlight_growthh_stage23_standardlight_growthi_stage23_standardlight_growtha_stage23_upgradelight_growthb_stage23_upgradelight_growthc_stage23_upgradelight_growthc_stage23_upgradelight_growthd_stage23_upgradelight_growthe_stage23_upgradelight_growthf_stage23_upgradelight_growthg_stage23_upgradelight_growthh_stage23_upgradelight_growthi_stage23_upgradeweed_low_securityweed_chairs//Coke Warehouseset_upsecurity_lowsecurity_highequipment_basicequipment_upgradeproduction_basicproduction_upgradetable_equipmenttable_equipment_upgradecoke_press_basiccoke_press_upgradecoke_cut_01coke_cut_02coke_cut_03coke_cut_04coke_cut_05//Counterfeit Cash Warehousecounterfeit_standard_equipcounterfeit_upgrade_equipcounterfeit_setupcounterfeit_standard_equip_no_prodcounterfeit_upgrade_equip_no_prodcounterfeit_low_securitycounterfeit_securitycounterfeit_cashpile10acounterfeit_cashpile10bcounterfeit_cashpile10ccounterfeit_cashpile10dcounterfeit_cashpile20acounterfeit_cashpile20bcounterfeit_cashpile20ccounterfeit_cashpile20dcounterfeit_cashpile100acounterfeit_cashpile100bcounterfeit_cashpile100ccounterfeit_cashpile100ddryera_offdryerb_offdryerc_offdryerd_offdryera_ondryerb_ondryerc_ondryerd_ondryera_opendryerb_opendryerc_opendryerd_openmoney_cutterspecial_chairs//Documents Forgery Warehouseequipment_basicequipment_upgradeproductionsecurity_highsecurity_lowset_upclutterinterior_basicinterior_upgradechair01chair02chair03chair04chair05chair06chair07 

 

 

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SNIDER-58

Thank's .Alex., do you now the interiors ID too ?

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Alex106

Thank's .Alex., do you now the interiors ID too ?

 

Yes

Clubhouse = 246273Second Clubhouse = 246529Meth Warehouse = 247041Weed Warehouse = 247297Coke Warehouse = 247553Counterfeit Cash Warehouse = 247809Documents Forgery Warehouse = 246785

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SNIDER-58

Thank you so much i love you !

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SNIDER-58

You have a complete list of ID interiors ?

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Flying Scotsman

You have a complete list of ID interiors ?

 

You can use:

INTERIOR::GET_INTERIOR_AT_COORDS(x, y, z);

To get the IDs. The coords are the coords of the interior you want (so if it's an IPL - the IPL coords you use to teleport there etc). The coords don't seem to matter, as long as the coords are inside the room - it'll work.

Edited by Zemanez

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LeeC22
On 12/12/2017 at 9:46 PM, Flying Scotsman said:

The coords don't seem to matter, as long as the coords are inside the room - it'll work.

It will work from outside as well. I have a CCTV watching mod and if I use the coordinate of the CCTV camera outside Tequi-La La, it gives me the interior ID of inside, same with any shop like the barbers, Binco etc...

 

You can use the _ARE_COORDS_COLLIDING_WITH_EXTERIOR Native (0xEEA5AC2EDA7C33E8) to see if you are inside or outside the interior but if the coord is too high while you are inside an interior, it will return false. I think it must rely on you using the player coordinates, which are at a safe height for it to return the correct value.

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LeeC22
On 1/11/2020 at 3:12 AM, DurtyFree said:

Hey guys. just wanted to drop my dump of all currently available entity sets / interior props for all IPLs.

 

https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ipls.json

In this IPL dump, where does the information like this come from?

    "ExtraData": {
      "Name": "Live Invander Lobby",
      "GroupName": "Live Invader",
      "Category": "Live Invader"
    }

That's obviously all wrong but I don't want to correct it in the json file, if it reflects what's in the game.

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DurtyFree
Posted (edited)
16 hours ago, LeeC22 said:

In this IPL dump, where does the information like this come from?

    "ExtraData": {
      "Name": "Live Invander Lobby",
      "GroupName": "Live Invader",
      "Category": "Live Invader"
    }

That's obviously all wrong but I don't want to correct it in the json file, if it reflects what's in the game.

Hey. The extra data is just from some quick research by me, I will update the dump soon with the most recent Informations I got.

Everything besides the extra data is auto generated from GTA files.

Feel free to create a Issue or Pull Request in order to fix / add extra data.

Edited by DurtyFree
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LeeC22
1 hour ago, DurtyFree said:

Hey. The extra data is just from some quick research by me, I will update the dump soon with the most recent Informations I got.

Everything besides the extra data is auto generated from GTA files.

Feel free to create a Issue or Pull Request in order to fix / add extra data.

No problem, I was just looking for Lifeinvader yesterday which wasn't straight forward given that the word Life isn't used in that data. I actually found it by searching for "face" as I knew they had used it in one of the files.

 

There are so many things like that in the game files though, so I had to make sure... like Jimmy De Santa's model files are called jimmydisanto. :D

 

The whole dump is really useful though, I collect and dump info myself, so it's always good to find other people putting this much effort into providing information. Your work is very much appreciated.

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DurtyFree
17 minutes ago, LeeC22 said:

No problem, I was just looking for Lifeinvader yesterday which wasn't straight forward given that the word Life isn't used in that data. I actually found it by searching for "face" as I knew they had used it in one of the files.

 

There are so many things like that in the game files though, so I had to make sure... like Jimmy De Santa's model files are called jimmydisanto. :D

 

The whole dump is really useful though, I collect and dump info myself, so it's always good to find other people putting this much effort into providing information. Your work is very much appreciated.

Thank you appreciating it very much. I improved all my dumps (& added a lot more) locally, I will push those updates to the github days the coming days.
I am trying to create one useful place for all those modding related data.

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