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GTA Vice City - Updated SCM


niltwill
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UpdatedSCM is an SCM mod for GTA: Vice City to enhance the gameplay a bit, while also fixing little bugs. It has things like MC Tommy, some beta cell phone conversations, more ped variety in certain missions, mission corrections, improved 'Supply & Demand' mission, skippable intro help messages, skippable phone calls...

 

Download the latest version here.

(Yes, this includes everything now.)

 

...And check out its changelog to get more idea about what it does.

 

Besides the main variation's SCM, there are also two other SCMs, depending on your need:

  1. Save-Friendly SCM: this has most of the changes from the main variation up until a certain point that does not necessitate a new game. (The changes you do not see here compared with the main edition are all those which require a new game and thus would crash the game while trying to load it.) So you can use this with your old saved files. (Still: be cautious and beware that your save files might become corrupted if you overwrite them, so at least save in a different slot or backup your save files if you use a new SCM.)
  2. Without MC Tommy SCM: the only difference between the main variation and this one is that this does not contain the MC Tommy model addition.

 

Only the latest version's changelog is included here (which applies to both the "main variation SCM" and "without the MC Tommy SCM" file - the save friendly SCM's changelog is in the download):

 

 

 

v2.0b

  • Removed the buggy option to leave vehicles in ambulance, firefighter and taxi sidemissions
  • Removed randomized races in Sunshine Autos
  • Included the spanish translation now, as well as the extra 'no MC Tommy outfit' SCM file in one package
  • Vercetti's Gang car changed to Banshee from Stallion
  • In 'The Driver', Sentinel is changed to Sentinel XS, and Hilary's car speed is reverted to default
  • In 'Jury Fury', damaging the Admiral will now make the jury enter the car instead of just doing nothing
  • The bike in 'G-Spotlight' is now damage-proof
  • Fixed Juju Scramble clothes text for alternative SCM (without MC Tommy)
  • Removed alarm from ambulance and vigilante vehicles
  • Cubans entering your vehicle at the start of 'Cannon Fodder' now takes longer than two seconds
  • The third Cuban should also die now if he somewhat gets stuck while charging at the sniper running to his doom
  • Rico should now fade away at end of 'Cannon Fodder' (and also unkillable by the player during that time, since he is vital to the upcoming storyline)
  • In 'V.I.P.', fixed looped arrow marker (that's the reason behind why it seemed standstill) and delivering him with the rival taxi will no longer fail the mission
  • Fix phone glitch while picking up the call with different weapons (now should revert to fists when you answer the phone)
  • You can now skip mobile phone calls (just press the action [TAB] button while the call is ongoing)

 

 

Edited by niltwill
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Glad to see you made your own thread for this.

BTW it's Spand Express not Spank Express(kinky)

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This is amazing :lol: , oye, don't mind the name, the "GTA Vice City..." it's more than enough to call the attention of the people...

 

 

 

everybody loves Vice City :whistle:

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Is Pizzaboy spawn at the Vercetti Estate fixed?

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Which are the list of fixes for the modified SCM for savegames instead of the one which needs start a new game?

Post updated.

 

Glad to see you made your own thread for this.

BTW it's Spand Express not Spank Express(kinky)

Aye, I have these mistakes every now and then.

 

This is amazing :lol: , oye, don't mind the name, the "GTA Vice City..." it's more than enough to call the attention of the people...

 

 

 

everybody loves Vice City :whistle:

Thanks, hope you guys like it..

 

Is Pizzaboy spawn at the Vercetti Estate fixed?

Yes, also, I should add it in for the stripped SCM.

 

Lastly, will soon look into the mentioned crash that happens at mission Trojan Voodoo. Must have been another mistake that happens when doing this too-late-at-night..

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Is Pizzaboy spawn at the Vercetti Estate fixed?

Yes, also, I should add it in for the stripped SCM.

 

Am I right that 'stripped' scm is the one that works with old savegames?

Edited by Marsi4eg
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Am I right that 'stripped' scm is the one that works with old savegames?

 

Yes, I call it 'stripped'. In Linux we can strip the libraries and executables from debugging symbols when compiling from source. Or is there a better word for this in English? (Not my first language.)

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Ah yes, that one.

 

Also, here is a little update (OP also updated), it fixes the ugly crash at Trojan Voodoo mission after the cutscene. Also added a few CLEO scripts (for the Spand Express, Ambulance, Hotrings, Pizzabike) to use with the stripped save-friendly SCM. And replaced the word 'stripped' with your suggestion.

Edited by niltwill
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Protip - disable Add extra info to SCM as right now you're embedding the source for both CLEOs and the SCM inside compiled files itself.

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Niiiiiice, cleo scripts is a great workaround

BTW, what about not using full gxt file but to create .fxt file with those some fixed lines of text?

 

P.S. Pizzaboy spawns green, I think it supposed to be red

Edited by Marsi4eg
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P.S. Pizzaboy spawns green, I think it supposed to be red

Heh, I did that intentionally. Kind of makes it special, even though it's the same exact bike.

Sort of like that green blue pizzaboy in SA seen during 'Ice cold killa'

 

Pizzaboy-GTASA-IceColdKilla-front.jpg

 

Edited by BeckermannDewitt
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Protip - disable Add extra info to SCM as right now you're embedding the source for both CLEOs and the SCM inside compiled files itself.

 

Okay, did not explore too much in the options.

 

BTW, what about not using full gxt file but to create .fxt file with those some fixed lines of text?

 

I considered doing that before. But wouldn't that make it dependent on CLEO?

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On top of my ignorance, I believe it would be easier to make a .asi plugin of all "old save compatible" changes

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On top of my ignorance, I believe it would be easier to make a .asi plugin of all "old save compatible" changes

uh-uh

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P.S. Pizzaboy spawns green, I think it supposed to be red

Heh, I did that intentionally. Kind of makes it special, even though it's the same exact bike.

Sort of like that green blue pizzaboy in SA

 

What blue pizzaboy in SA?

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What color is that unfixed pizzaboy? If this is a fix so color have to be original :)

or if it's a special thing of this mod - make it yellow, green looks weird with that red pizza-box at the back

Edited by Marsi4eg
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What color is that unfixed pizzaboy? If this is a fix so color have to be original :)

or if it's a special thing of this mod - make it yellow, green looks weird with that red pizza-box at the back

 

Reuploaded the file. Is it OK now? I tried some yellow variations, but that original seems to be the best choice.

Edited by niltwill
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gtaplayer02012

This is a interesting add on to the game. I was wondering though if San Andreas and 3 will be getting a similar treatment. I know there is a mod called TTDISA for SA but that has like liberty city stories / vice city stories updates into them and it would not make sense to add them since they came out after San Andreas.

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Now there's a minor update to v1.3c, download link updated in OP.

  • Updated the american.gxt file with more text corrections.
  • Tommy's clothes are no longer reverted to his default one when entering missions 'Riot', 'Four Iron', 'No Escape?', 'Cop Land'.

And to remain consistent with two cutscenes' dialogue referring to him in 'suit', I also did the following (hope you don't mind this):

  • At the Boatyard asset purchase, Tommy will now wear his Soiree outfit (or Mr. Vercetti if you already bought the Pole Position Strip Club) as he is being referred in the cutscene as a 'suit dude'.
  • In 'Keep Your Friends Close' mission, Tommy can wear either Soiree or Mr. Vercetti outfit to match the Lawyer's cutscene words of how you ruined your suit...
Edited by niltwill
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Great mod, very nice to coincide with my replaying of VC :p

Although I have a problem with the story not advancing - the phone call from Kent Paul that starts 'Death Row' never comes. Wondering if anyone else has this problem or it's just something on my end that I need to figure out.

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Great mod, very nice to coincide with my replaying of VC :p

 

Although I have a problem with the story not advancing - the phone call from Kent Paul that starts 'Death Row' never comes. Wondering if anyone else has this problem or it's just something on my end that I need to figure out.

 

Yeah, I noticed Sonny's call after Jury Fury also does not happen. Plus the assassin calls do not happen either. No idea which other calls are lost due to the new ones. Perhaps this is why the extra phone calls got removed, as the game may have a limit on how many calls you can receive. Either that or I did something wrong.

 

Well, I think it's to time to reset to the original phone calls or game becomes 'impractical' and cannot be completed. I'll try to keep in the ones I can, and until then, use the save-compatible SCM.

 

Edit: I reuploaded v1.3c - at least Sonny's phone call works now and the first assassin call also happened. I did not remove any calls. Try testing this one.

Edited by niltwill
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the game may have a limit on how many calls you can receive.

No such thing, and if something like this exists then it's inside SCM, and thus adjustable.

Edited by Silent
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No such thing, and if something like this exists then it's inside SCM, and thus adjustable.

 

Sorry, it was my mistake. Try with the reuploaded one, the phone calls ought to work now.

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[/] Sometimes the "Vice City Docks" scene loads instead of jumping to the end of all cutscenes, when skipping with "Shift". That scene then will be lacking in details.

What's with this?

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What's with this?

 

Dunno why that happens. The game may not have loaded a thread or two yet and that could happen...Assumption. Any idea how to fix it? I couldn't tackle this insurmountable wall.

Edited by niltwill
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@niltwill, fixed the stretch at last. Solved the issue of it crashing into the fence by adding a stopping point.

Avery_Limo.png

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What's with this?

Dunno why that happens. The game may not have loaded a thread or two yet and that could happen...Assumption. Any idea how to fix it? I couldn't tackle this insurmountable wall.

 

For starters, where is this code? I tried to find your custom changes but it's not trivial to find anything in a 5mb big .txt and I'm not sure if you're commenting the code properly and using high level syntax.

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