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[IV/EFLC] The Hardcore Lost MC


iiCriminnaaL
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iiCriminnaaL
22 minutes ago, B Dawg said:

For future reference if you end up messing with the mod/peds again, you can make certain heads only apply to certain body parts if you want to (thought we couldn't when trying to do bouncer head to bouncer torso only, etc...). You just have to look up M_Y_Gangels_02's texture file for an example. He has a hair model that never gets applied to his bald and white haired variant.because they have different extensions (head texture ends in _lat but there are no _uni or _lat hair textures so the model doesn't get applied).

That would be very interesting to try.

 

I was planning to add the extra beard model from M_Y_Bouncer_01 (suse_000) to M_Y_GLost_04, but wanted it to only attach to the second head model.

 

Might try it out very soon.

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iiCriminnaaL
8 hours ago, B Dawg said:

For future reference if you end up messing with the mod/peds again, you can make certain heads only apply to certain body parts if you want to (thought we couldn't when trying to do bouncer head to bouncer torso only, etc...). You just have to look up M_Y_Gangels_02's texture file for an example. He has a hair model that never gets applied to his bald and white haired variant.because they have different extensions (head texture ends in _lat but there are no _uni or _lat hair textures so the model doesn't get applied).

There's also a model that is written to not attach with another is the vest's model (suse_001). It only attaches with uppr_001, but never with uppr_000. I've tried to do the same with the beard's model (suse_000 from Bouncer but renamed to teef_001), but for some reason it still applies to both head models, not only head_001.

 

Edit: I've done various changes to their values in pedVariations.dat. I managed to make the beard model load randomly, instead of loading in every Lost ped that spawns. Still didn't manage to disable it from head_000.

 

It worked. I renamed the extensions of the first head model to _lat. It works well in free roam, but not with the arm wrestling bikers. There you can see Lost 01's hair model attached to a bald head, and Lost 04's beard model attached to the first head model. And while Lost 01 is re-skinned Angel 02, the latter doesn't seem to have any issues in the arm wrestling minigame. Not sure what causes that, but I'm sure it's related to arm_wrestling.sco or some script.

 

I also disabled the long black hair from attaching to the blonde and white bearded Lost 04 peds since it feels out of place with them.

Edited by iiCriminnaaL 49
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On 3/15/2019 at 8:26 PM, iiCriminnaaL 49 said:

It worked. I renamed the extensions of the first head model to _lat. It works well in free roam, but not with the arm wrestling bikers. There you can see Lost 01's hair model attached to a bald head, and Lost 04's beard model attached to the first head model. And while Lost 01 is re-skinned Angel 02, the latter doesn't seem to have any issues in the arm wrestling minigame. Not sure what causes that, but I'm sure it's related to arm_wrestling.sco or some script.

The script maybe doesn't apply any randomization/just applies 1st/default model/texture of everything to the arm wrestlers I guess? You can get around that by swapping the places/numbers of the two hair models maybe (no hair model as 000, hair as 001, etc...), same with the beard on the other guy.

Edited by B Dawg
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iiCriminnaaL
6 hours ago, B Dawg said:

The script maybe doesn't apply any randomization/just applies 1st/default model/texture of everything to the arm wrestlers I guess? You can get around that by swapping the places/numbers of the two hair models maybe (no hair model as 000, hair as 001, etc...), same with the beard on the other guy.

Could be. But what surprises me is that the same model (different ped ID of course) in the Angels of Death's arm wrestling location doesn't have that problem.

 

I'll see if swapping their numbers solves the problem.

 

Tried that out. It made them don't load at all for some reason, even though I renamed them properly in .wdd, .wtd and pedVariations.dat.

 

I actually prefer them without that hair model anyway, but again, they add some more variety. Thinking of cutting them out, but still not sure...

 

Decided to do so. It's already done. Also, since I previously created black versions of the hair and facial hair textures in Lost 02, I renamed the extensions of its head textures to _whi, duplicated them but with _bla, and separated the extensions of the black versions from the brown ones. This will disable the model from loading two different hair colors (ex: brown hair and black goatee) in the same ped.

Edited by iiCriminnaaL 49
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  • 2 weeks later...
iiCriminnaaL

Updated:

  • Reverted the brown eagle logo of The Lost MC back to normal, meanwhile without blood effects nor red eyes. The brown part is kept a little redder than default, beak and leg were desaturated a little. That affects Billy, Jim, Terry, LostBuddy_08, LostBuddy_10, LostBuddy_11M_Y_GLost_03, M_Y_GLost_04, M_Y_GLost_06, F_Y_GLost_03, F_Y_GLost_04, M_Y_Bouncer_01, Billy's separate vest (WaistCoat in map properties and cutscenes files), The Lost's outdoor doors and The Lost's glass (only used in cutscenes).
  • Improved the lightning textures of Johnny's mustache, enhanced the mustache's texture to look more realistic and more appropriate to its lightning textures, and reverted his eyes' color to green.
  • Scrapped the hair model from M_Y_GLost_01. Scars on the old biker were also reduced, again. Additionally, scrapped the helmet textures that have The Lost MC's logo painted on them. It looks better when it's blank.
  • Disabled M_Y_GLost_02 from loading two different hair colors in the same ped (ex: brown hair and black goatee). In addition, the shirts that are attached to the leather jackets are now blank.
  • Disabled the white and blonde bearded M_Y_GLost_04 bikers from loading the black long hair, and added M_Y_Bouncer_01's beard model to attach with the head model that was copied from the later to the former just recently.
  • Created a white hair texture for the white haired biker of M_Y_GAngels_02.

Among the enhancements I've been doing just recently, you might've noticed that a couple of them were back-offs. That's only because I'm trying to make everything polished, appropriate and in place, as much as possible.

Edited by iiCriminnaaL 49
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Looks like you mixed up the hair textures for 05, no hair texture applies to hair model and actual hair textures to no hair model (howd u mess that up when it was correctly done in the last version) 😛

 

Edit: Turns out 04 doesn't display texture on the long hair, thought it would be just OpenIV because of the _extensions

 

Edit 2: This could possibly apply to another biker but I'll have to test

Another thing regarding 05, you gave him a clean black shirt (uppr_diff_000_c_uni), but since the normal and specular have 69 on them, the number will shine on the shirt, so you'll need to remove it off the normal/specular. This is not as noticeable with the shirt variant that has the eagle and the flag on it.

ZZxtwkD.png

Edited by B Dawg
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iiCriminnaaL
25 minutes ago, B Dawg said:

Looks like you mixed up the hair textures for 05, no hair texture applies to hair model and actual hair textures to no hair model (howd u mess that up when it was correctly done in the last version) 😛

Yeah, you're right lol. Damn, I switched the numbers of the hair models and textures, but forgot to include the .wdd file in the archive.

 

25 minutes ago, B Dawg said:

Edit: Turns out 04 doesn't display texture on the long hair, thought it would be just OpenIV because of the _extensions

I think it does. It has two textures, but I duplicated them; two with _whi and two with _lat, so that they won't apply to the white and blonde bearded bikers, which I made end with _bla. The _lat extension applies to a black bearded biker from the second head model, whereas _whi applies to the first head model (M_Y_Bouncer_01's, since I also added its beard with the extension _whi).

 

Btw, do you know if there's any other extension apart from _uni/whi/lat/bla? There's _chi. Might be useful. I'm thinking of renaming the white bearded M_Y_GLost_04 biker's extension to _chi, and create a white long hair with the same extension to attach to it.

Edited by iiCriminnaaL 49
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Oh wait I see the problem, turns out its another hair texture mixup just like with 05. No hair textures for hair model, hair textures for no hair.

Also edited the post regarding some other stuff.

Edited by B Dawg
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iiCriminnaaL
28 minutes ago, B Dawg said:

Another thing regarding 05, you gave him a clean black shirt (uppr_diff_000_c_uni), but since the normal and specular have 69 on them, the number will shine on the shirt, so you'll need to remove it off the normal/specular. This is not as noticeable with the shirt variant that has the eagle and the flag on it.

ZZxtwkD.png

Yeah, I noticed that. I'm not sure if it'll be possible to properly remove the number from the normal texture, but I'll see what I can do.

 

2 minutes ago, B Dawg said:

Oh wait I see the problem, turns out its another hair mixup. No hair textures for hair model, hair textures for no hair.

Also edited the post regarding some other stuff.

aeIYgNG.png

Yeah. I guess I forgot to include the new .wdd that I had after reversing the numbers. I'll fix it soon.

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23 minutes ago, iiCriminnaaL 49 said:

Yeah, I noticed that. I'm not sure if it'll be possible to properly remove the number from the normal texture, but I'll see what I can do.

I tried it, isn't perfect but looks fine in game:

https://www.dropbox.com/s/fz08ij41a7yoioc/glost05newnormalspec.zip?dl=0

 

Edited by B Dawg
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iiCriminnaaL
On 3/25/2019 at 8:15 PM, iiCriminnaaL 49 said:

Yeah. I guess I forgot to include the new .wdd that I had after reversing the numbers. I'll fix it soon.

  • Fixed.
  • Re-added the scars onto the bald biker of M_Y_GLost_01, albeit faded out a little.
  • Scrapped the hats with the Confederate flag and skull card plots from M_Y_GLost_03, and kept a blank black one.
  • Re-named the number of the specular and normal jacket textures of LostBuddy_11 from 001 to 000, as it should be to load.
  • Desaturated the skin color of M_Y_GAngels_01 since it's too reddish, and scrapped the scars and the skull tattoo from the head texture that has them, as well as the reddish brown haircut.
  • Scrapped the brutal scars of M_Y_GAngels_02.
  • Enhanced the hand's skin color of M_Y_GAngels_03 to fit more with the arm textures.
  • Scrapped the first head model of M_Y_GAngels_05.
  • Desaturated the skin color of M_Y_GAngels_06 since it's too reddish, and scrapped the brutal scars from the head texture that has them.
  • Already done in the last update, but forgot to mention it: changed the color of the health bar to green, just like in standard GTA IV.

Now both clubs are more consistent to their roots in standard GTA IV. The Angels of Death used to be the cleaner gang when it comes to scars, and they were way less redneck than they are in default TLAD. The Lost on the other hand were known to be the more redneck styled out of the two, except that they're a little more modern fashioned when it comes to clothes.

 

I guess they wanted to give the Angels of Death some more redneck vibe with The Lost and Damned since they're known to be originated from San Fierro, but went too far with it by creating too reddish skins with overdone scars. Talking about overdone scars, sometimes they feel like zombies, especially with the scars on their mouths 😛

Edited by iiCriminnaaL 49
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iiCriminnaaL
  • Replaced the head model of LostBuddy_11 with the second model of M_Y_GBik_Lo_02 from standard IV.
  • Replaced M_Y_GLost_03 with an enhanced version of M_Y_GBik_Lo_02 from standard IV. The black hat that's attached to the second head model doesn't tend to blue anymore, and the texture with the painted fire has been slightly enhanced. The shirt model has been scrapped since both textures have the beta names of The Lost MC written on them, and one of them is in low quality. I also didn't like the chain that's a part of the model neither. On the other hand, I've done some changes to the jacket textures and created two additional ones for some more variety. The jeans' texture was also refined, since the developers accidentally attached a texture that doesn't belong to the model. More textures with different colors were created for more variety as well. (both the appropriate texture and the one that's similar to this were originally created for M_Y_Shady_02)
  • Removed the dirts off the Angel Burrito.
  • Desaturated the skin color of the Angel lieutenant who appears during 'Angels In America'.
  • Hugely reduced the dirts off M_Y_GAngels_01's vests and pants.
  • Modified the facial hair style of the M_Y_GAngels_02 head texture with the horseshoe mustache and small haircut to be more urban styled.
  • Desaturated the skin color of M_Y_GAngels_03, and reduced the scars from the head texture that has them.
  • Replaced M_Y_GAngels_05's pants with cleaner ones and reduced the scars from the head texture that has them.
Edited by iiCriminnaaL 49
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  • 3 weeks later...
iiCriminnaaL

It's been a year since I've made this mod.

 

Here are some new updates:

  • Reverted Johnny's shirt back to green, albeit darkened and desaturated. In addition, the eye pupil texture has been reverted back to default. Similarly, reverted the pants and boots back to their default models, simply because any other pants model becomes visually bugged as Johnny walks, runs or sprint while it's attached to him, which also makes it a necessary to bring back the default boots as they also rely on the pants to fit well. As for the textures, pants are still black leather, and boots are darker than default. Lastly, and again, improved the mustache texture to fit better with its lightning texture (_normal extension).
  • Brightened Jim's pants to grey instead of black.
  • Reverted Brian's pants back to default, albeit slightly darkened.
  • Reverted Jason's jeans texture back to the default blue color instead of black.
  • Reverted the leather jacket textures of M_Y_GLost_02 back to denims for some more variety, albeit grey and brown have been darkened.
  • Reverted the Zombie's seat color back to grey.
Edited by iiCriminnaaL 49
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iiCriminnaaL
On 4/20/2019 at 12:55 AM, iiCriminnaaL 49 said:

Reverted Johnny's shirt back to green, albeit darkened and desaturated. In addition, the eye pupil texture has been reverted back to default. Similarly, reverted the pants and boots back to their default models, simply because any other pants model becomes visually bugged as Johnny walks, runs or sprint while it's attached to him, which also makes it a necessary to bring back the default boots as they also rely on the pants to fit well. As for the textures, pants are still black leather, and boots are darker than default. Lastly, and again, improved the mustache texture to fit better with its lightning texture (_normal extension).

I forgot to mention that I've restored the missing "_spec" and "_normal" textures of the default boots. They're the same textures of Brian's and Dave's boots.

 

Anyway:

  • Johnny's neck part of the "_spec" and "_normal" head textures now matches its original look in the "_diff" textures.
  • Enhanced the "_normal" textures of several Lost MC jackets and vests. This includes LostBuddy_03, LostBuddy_05, LostBuddy_08, M_Y_GLost_02 and M_Y_GLost_05, which also applies to the last's "_spec" textures.
Edited by iiCriminnaaL 49
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  • 2 weeks later...
iiCriminnaaL
  • Several low quality in-game ped textures that are related to The Lost MC's main members have been replaced with higher quality. This includes BillyJimBrianTerryClayJason and Dave. Some were simply copied cutscene textures, and some were manually remade, which includes refining Billy's and Terry's hand colors to fit with their original skin colors.
  • Johnny's jacket textures are now based on the default one that has the President badge, since it's slightly brighter than the one with the Vice President badge. Still slightly enhanced so it won't tend to blue, though. Additionally, his pants were also slightly brightened to stay unified with the jacket.
  • Enhanced the injury on the head texture of Billy's prison model to look more realistic.
  • Unified the color of Clay's vest and jacket to black, since his vest doesn't fit with a different color to the jacket it's put on.
  • Reverted the color of Ashley's bandana back to red.
Edited by iiCriminnaaL 49
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Jeansowaty
22 hours ago, iiCriminnaaL 49 said:
  • Several low quality in-game ped textures that are related to The Lost MC's main members have been replaced with higher quality. This includes BillyJimBrianTerryClayJason and Dave. Some were simply copied cutscene textures, and some were manually remade, which includes refining Billy's and Terry's hand colors to fit with their original skin colors.
  • Johnny's jacket textures are now based on the default one that has the President badge, since it's slightly brighter than the one with the Vice President badge. Still slightly enhanced so it won't tend to blue, though. Additionally, his pants were also slightly brightened to stay unified with the jacket.
  • Enhanced the injury on the head texture of Billy's prison model to look more realistic.
  • Unified the color of Clay's vest and jacket to black, since his vest doesn't fit with a different color to the jacket it's put on.
  • Reverted the color of Ashley's bandana back to red.

You might want to talk to @Jinx. about resizing ped textures and the likes, if some are low quality :) nice work on the new update! :D 

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DhF4CUK7S5mrQmZkTLK8DA.png

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  • 1 month later...

A little unofficial add-on, similarly to Player Outfit Texture Fixes, this removes the artifacting/greenishness off the torsos from Billy, Brian, Jim, Clay, Terry & Johnny (even though it was barely noticeable for Johnny unless you looked really close, + pants included for him).

Edited by B Dawg
old, not necessary
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iiCriminnaaL
1 hour ago, B Dawg said:

A little unofficial add-on, similarly to Player Outfit Texture Fixes, this removes the artifacting/greenishness off the torsos from Billy, Brian, Jim, Clay, Terry & Johnny (even though it was barely noticeable for Johnny unless you looked really close, + pants included for him).

I appreciate it, bro.

 

That moment when I realize that most of the mod's textures are somewhat corrupted...

 

By the way, what's the method you follow to make sure that they don't get corrupted? Is it from and through OpenIV (both ways)? Do you export/import them as DDS? In what settings do you save them (in case you modify them using Photoshop)?

Edited by iiCriminnaaL 49
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Export as DDS with OpenIV (export option between DDS or PNG doesn't make any difference I guess), open in Photoshop, save as PNG, then when importing them with OpenIV, I select Texture Format (Compression) A8R8G8B8, and that guarantees no quality loss.

 

It seems that both saving as DDS in photoshop downgrades image quality a bit (at least with DXT, I don't use Photoshop's 32bit ARGB as it makes the image pretty big, so I go with PNG), as well as trying to use any compression setting other than A8R8G8B8/X8R8G8B8 when importing a PNG with OpenIV.

Simple export and import of unmodified DDS seems fine. Don't know how paint.net handles DDS. I mostly stuck to Photoshop because it was a requirement for another game.

 

That being said, I also wouldn't bother/worry about artifacting on non story peds, since it's unlikely you'll be looking at them up close to even notice anything. I only did it for the story characters since you get close ups in cutscenes (it's even noticeable on some with vanilla textures lol).

Edited by B Dawg
how many edits did i make lol
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  • 4 weeks later...
iiCriminnaaL

Fortunately, since the original textures that I worked on are saved in my folders, I've found a way that fixes their corrupted colors without having to start all over. I'll take a while to apply that to every texture I worked on, but at least it's possible.

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iiCriminnaaL
On 7/30/2019 at 3:35 PM, iiCriminnaaL 49 said:

Fortunately, since the original textures that I worked on are saved in my folders, I've found a way that fixes their corrupted colors without having to start all over. I'll take a while to apply that to every texture I worked on, but at least it's possible.

Updated.

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  • 2 weeks later...
Datalvarezguy

A thing I'm a bit confused about. You seem to have put a lot of references to the Confederancy to the Lost, I've heard that some midwest biker gangs are, unsurprisingly, very redneck and still wearing the old flag, but I never saw the Lost as being that confederate, specially Johnny, whose best friend is quarter Irish and quarter Latino, and who is also good friends with a black man, y'know? Also, LC is NYC, I'd get if it was a midwestern chapter, or members of one, but ain't John an Alderney Local? Just curious on your reasoning, that's all, the mod looks good af.

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iiCriminnaaL
13 minutes ago, Datalvarezguy said:

A thing I'm a bit confused about. You seem to have put a lot of references to the Confederancy to the Lost, I've heard that some midwest biker gangs are, unsurprisingly, very redneck and still wearing the old flag, but I never saw the Lost as being that confederate, specially Johnny, whose best friend is quarter Irish and quarter Latino, and who is also good friends with a black man, y'know? Also, LC is NYC, I'd get if it was a midwestern chapter, or members of one, but ain't John an Alderney Local? Just curious on your reasoning, that's all, the mod looks good af.

Actually, I didn't really dig on it that much, but as far as I know, most Lost bikers carried the flag in vanilla IV, including Jason. And according to Johnny's jacket texture with the "_normal" extension, the white skull patch was intended to be a Confederate flag icon.

 

Some people claim that the Confederate flag isn't necessary connected to racism, but anyway, I don't really have that much knowledge about it, apart from it being used as a sign of rebellion.

 

I'm glad that you liked the mod 😉.

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  • 2 months later...

This should probably be my last post in regards to improvements to the mod.

Add mip-maps to all the new textures, even player ones (OpenIV, open .wtds, Properties, Mip-Map levels, at least 4 should do, won't downgrade image quality*), because:

- Anyone with weaker rigs might potentially have performance issues because highest quality textures are always loaded regardless of distance;

- Said highest quality textures look bad at a distance and/or when moving. they sort of have this aliasing effect to them, this is noticeable on Johnny's jacket Lost MC Logo and details when riding a bike, here's a technical screenshot on the subject and link No Mip Maps vs Mip Maps:

mipmap1.png?w=584

Only (negligible) downside is the download size of the mod and files is going to grow a bit.

Edit: won't downgrade image quality on A8R8G8B8 textures *

Edited by B Dawg
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11 hours ago, B Dawg said:

This should probably be my last post in regards to improvements to the mod.

Add mip-maps to all the new textures, even player ones (OpenIV, open .wtds, Properties, Mip-Map levels, at least 4 should do, won't downgrade image quality), because:

- Anyone with weaker rigs might potentially have performance issues because highest quality textures are always loaded regardless of distance;

- Said highest quality textures look bad at a distance and/or when moving. they sort of have this aliasing effect to them, this is noticeable on Johnny's jacket Lost MC Logo and details when riding a bike, here's a technical screenshot on the subject and link No Mip Maps vs Mip Maps:

Spoiler

mipmap1.png?w=584

Only (negligible) downside is the download size of the mod and files is going to grow a bit.

Yeah, I noticed that on Johnny's jacket, especially when it comes to The Lost MC's logo. Didn't know that mip-map levels were relevant to this issue.

 

I might do that sometime soon.

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  • 5 months later...
iiCriminnaaL
  • Changes irrelevant to the mod's objective have been scrapped (GTA IV's time cycles, green health bar, gangs being more hostile to Johnny, etc). You can find some of those features in Potential Grim and Responsive Plus (extended and improved as well), where they belong to.
     
  • The mod is now somewhat connected to the mods Potential Grim and Responsive Plus. You would find some elements borrowed from them in some data files.
     
  • The health of the gang war backup, including Jim, Terry and Clay has been decreased. Still buffed from default, though.
     
  • Female outlaw bikers and strippers affiliated to them no longer act as members their respective motorcycle club.
     
  • Innovation is no longer used by The Lost MC in free roam.
Edited by iiCriminnaaL 49
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"If you have the recommended mods installed along with this, you should make sure that neither of them replaced files of The Hardcore Lost MC, as it maintains their features and changes in addition to its own."

 

So what you're saying is, if using all 3 mods make sure to copy and paste the Lost MC last so that it overwrites the other files which overlap?

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iiCriminnaaL
4 hours ago, ceaton88 said:

"If you have the recommended mods installed along with this, you should make sure that neither of them replaced files of The Hardcore Lost MC, as it maintains their features and changes in addition to its own."

 

So what you're saying is, if using all 3 mods make sure to copy and paste the Lost MC last so that it overwrites the other files which overlap?

Exactly. This way you'll have every feature/change from the three mods.

 

EDIT:

 

Well, I forgot something. I updated some of The Hardcore Lost MC's content in my files, but still didn't update it in the download link.

 

I'm going to do that as quick as possible, but until then you may use Potential Grim's version of TLAD's pedPersonality.dat file.

 

Updated.

 

If you don't want to download it all over again, you can simply use the version before this very recent update with Potential Grim's version of TLAD's pedPersonality.dat, and remove F_Y_GLost_01 from TLAD's pdegrp.dat.

Edited by iiCriminnaaL 49
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