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iiCriminnaaL 49

[IV/EFLC] Responsive Plus

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iiCriminnaaL 49
21 minutes ago, FranTheftAutoLOL said:

Oh sorry for the late response. I've been finishing up some college stuff after i got off at work. Yeah, it should make them spawn like it should in the first place. It just feels like it's a hardcoded thing like ONLY_IN_NATIVE_ZONE which means that putting any vehicles on this group will limit that specific vehicle to spawn in the scripted area. For example, the Ripley won't spawn anywhere else other than the airport. I thought Boring_saloons would be like the Ignore Class from the 3d games but they still spawn sometimes, just super rare. I'm so glad I saw vehicles like the Willard and Hakumai again.

Thanks 😉.

 

  • Fixed some vehicles not appearing in an intended group due to being named improperly ("POPCYCLE_GROUP_RUSSIAN" rather than "POPCYCLE_GROUP_GENERIC"). Hakuchou's issue in TBOGT has been fixed as well.

     

  • Fixed some vehicles appearing too rarely (by removing them from the "POPCYCLE_CAR_GROUP_BORING_SALONS" group).

     

  • Sultan RS can now be seen in some rich districts.

     

  • The "sports" flag has been added to Banshee and Sultan RS.

     

  • Fixed Zombie B and Blade not appearing with the colors they're intended to spawn with.

     

  • Besides the Lycan, The Lost MC bikers now ride each of Revenant, Diabolus, Hellfury and Zombie in The Lost and Damned (moved from Potential Grim).

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FranTheftAutoLOL
Posted (edited)

No problem. There are still some errors if you didn't see, TBOGT's cargrp.dat has some weird ass typos in some of the groups like POPCYCLE_GROUP_GANG_RUSSIA2 and not POPCYCLE_GROUP_GANG_RUSSIAN_2 like it originally is and the Biff still has the extra big flag.

 

I did forgot to mention a few things though. I only added Sultan RS with the bohemian group since the wiki page for it said it "Very rarely spawns in south Algonquin while driving Roman's Taxi or an Esperanto" So I thought I could just add it in there. The other areas seem fine too since from the same site, it makes the Sentinel XS spawn more, which is a gang vehicle, since they are both tuned racing cars. So I like those spots better. At first, I felt like the sultan RS should've just stayed as a bonus vehicle in dat area in Westdyke but there isn't really any reward behind it like the Super Drop Diamond. Another thing is the Yankee never spawned in traffic so I just put them next to the Benson. I still feel like the towtruck should spawn in the Factory and Docks area since the towtruck would spawn in the Workers+Factory groups in GTASA instead of let's say, CASUAL_POOR. I can't wait to see how you are going fix that Fashion and Shopping_Rich issue along with the vehicle.ide tweaks since so many vehicles are a bit too common imo. I think i'll try to find more areas for Fashion and Shopping_Rich later on but yeah.

 

EDIT: Also what the heck happened in the carcols.dat? I'm comparing them with the default one vs yours and yours is like all out of place? I saw a freakin blista spawn some yellow color which looked fine but I saw a lokus in this weird ass neon green color. The TLAD and TBOGT file is fine but IV's just quirky.

Edited by FranTheftAutoLOL
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iiCriminnaaL 49
Posted (edited)
1 hour ago, FranTheftAutoLOL said:

No problem. There are still some errors if you didn't see, TBOGT's cargrp.dat has some weird ass typos in some of the groups like POPCYCLE_GROUP_GANG_RUSSIA2 and not POPCYCLE_GROUP_GANG_RUSSIAN_2 like it originally is and the Biff still has the extra big flag.

The Russian group issue has been fixed.

 

What's wrong with the extra big flag, though? It seems like Biff is supposed to have it to me.

 

Oh, I got your point. It had two "big" flags for some reason. The duplicated flag has been removed.

 

1 hour ago, FranTheftAutoLOL said:

Another thing is the Yankee never spawned in traffic so I just put them next to the Benson. I still feel like the Towtruck should spawn in the Factory and Docks area since The towtruck would spawn in the Workers+Factory groups in GTASA instead of let's say, CASUAL_POOR. I can't wait to see how you are going fix that Fashion and Shopping_Rich Issue along with the vehicle.ide tweaks since so many vehicles are a bit too common imo.

Good points 😉. I'll see what I might do about them as well.

 

1 hour ago, FranTheftAutoLOL said:

EDIT: Also what the heck happened in the carcols.dat? I'm comparing them with the default one vs yours and yours is like all out of place? I saw a freakin blista spawn some yellow color which looked fine but I saw a lokus in this weird ass neon green color. The TLAD and TBOGT file is fine but IV's just quirky.

Yeah lol. I just realized that I had a modified version of the file. I guess I would've never noticed 😜.

 

Fixed.

Edited by iiCriminnaaL 49

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FranTheftAutoLOL
Posted (edited)

There is a bit more, not just that. I think the African American Gang has the issue too. I'm about to sleep so i'll post anymore typos I found when I wake up. I mean the flag seems to have no issues but I don't know why Rockstar added two big flags for the same vehicle unlike the other ones with just one flag. I don't know if it will mess up the code flag or something but it just seems unnecessary to have two of the same flag.

 

Yeah. I wish though the busses could spawn with the unused bus driver ped like taxis and their taxi drivers but I don't know how to do that stuff. I do like the vehicle spawns like the new Schafters that I added but the only vehicle I think i'll leave alone is the Brickade since this mod seems to add spawns in TBOGT https://www.gtagaming.com/gta-iv-unobtainable-vehicle-spawns-f31197.html. However I think this caused some map issues where the vendors are gone and benches had these weird gate closers while I was playing TLAD so I have no idea really. Plus the brickade is a beta vehicle but it has everything except a purpose in the game. 

 

My only other thing really is like I said a few posts ago that the Regina, (which was added unannounced in that grim mod) and F620 don't have their own handling line so Regina uses the solair handling while the F620 uses the Super GT handling. I just feel like you could use that beta vehicle Robin's handling and have the f620's own handling since it seems not necessary to tweak a beta car's handling with nothing in the game except it's own handling line. That's up to you though since the regina was originally a mission only vehicle and the F620 looks like the Super GT but R* did gave their own handling line in V so 🤷‍♂️

Edited by FranTheftAutoLOL
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iiCriminnaaL 49
Posted (edited)

  

1 hour ago, FranTheftAutoLOL said:

There is a bit more, not just that. I think the African American Gang has the issue too.

Fixed

  

1 hour ago, FranTheftAutoLOL said:

My only other thing really is like I said a few posts ago that the Regina, (which was added unannounced in that grim mod) and F620 don't have their own handling line so Regina uses the solair handling while the F620 uses the Super GT handling. I just feel like you could use that beta vehicle Robin's handling and have the f620's own handling since it seems not necessary to tweak a beta car's handling with nothing in the game except it's own handling line. That's up to you though since the regina was originally a mission only vehicle and the F620 looks like the Super GT but R* did gave their own handling line in V so 🤷‍♂️

I didn't know that. I'll see what I can do about it.

 

  • Tampa can now be seen in the same groups it was placed in in The Ballad of Gay Tony in The Lost and Damned.
     

  • Regina can now be seen in some poor districts in The Lost and Damned (same groups as previous version, with addition to "BLACK_POOR").
     

  • Following the events of The Lost and Damned, Billy's face is now damaged in the prisoner version.
Edited by iiCriminnaaL 49

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Jeansowaty

Speaking of handling lines, the Wayfarer, despite having a new handling line, actually handles the exact same as the Angel. I can't put my fingers on it, but that's according to @B Dawg. If you're going to try tweaking handling lines for those cars, perhaps you can also do something to this one. Also, the Hexer has a tagged out handling line. It's a little bit different. I'm using it for the original IV Hexer, meaning that Johnny's is a pimped up version :)

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FranTheftAutoLOL
Posted (edited)
7 hours ago, iiCriminnaaL 49 said:

  

Fixed

  

I didn't know that. I'll see what I can do about it.

 

lol. Yeah, some vehicles felt a bit funny for me in GTAIV to be honest. Like how the Sentinel gets XS badges when the modified version appears but the Oracle just has the XS badge modified or not despite it just being just Oracle in the first place before R* just says "lol nah, let's leave it as Oracle XS in GTAV". Same thing with the Schafter's V12 badges since the modified version being the Brabus E V12 and the Serrano too which has it's own AMG vehicle. It still feels kinda sad though there isn't any handling improvement from the gang vehicles like it was back then. I did saw though on the wiki, the V8 Turbo has a higher top speed then the original DF8-90? I'm not entirely sure though.

 

Anyway here are the last two typos I wanted to add.

 

POPCYCLE_GROUP_EASTEREUROPEAN to POPCYCLE_GROUP_EASTERN_EUROPEAN

 

and

 

POPCYCLE_GROUP_ONLY_INATIVE_ZONE to

POPCYCLE_GROUP_ONLY_IN_NATIVE_ZONE

 

Also i'll admit, I had some crazy dream last night about this mod lol. It had something to do with traffic I think and I saw like screenshots. I suck at remembering dreams though so who knows. :(

6 hours ago, Jeansowaty said:

Speaking of handling lines, the Wayfarer, despite having a new handling line, actually handles the exact same as the Angel. I can't put my fingers on it, but that's according to @B Dawg. If you're going to try tweaking handling lines for those cars, perhaps you can also do something to this one. Also, the Hexer has a tagged out handling line. It's a little bit different. I'm using it for the original IV Hexer, meaning that Johnny's is a pimped up version :)

Huh. I looked into the files and yeah you are right lol. They both have the same stats. Same with Bati Custom. I feel like the only handling "difference" for the Regina, F620, Wayfarer, and Bati Custom is the weight based on the design and not the mass handling line really lol. Meanwhile every vehicle listed except for the Wayfarer have their own unique handling in GTAV. And yeah. I have that for me too with IV's Hexer. Feels so much better.

 

EDIT: Actually though, Johnny's Hexer doesn't even have the 6-speed gearbox lol. I just drove his again and I realized it only goes up to five gears. Like what Jeansowaty did, I just put IV's Hexer in TLAD using it's actual civilian hexer handling.

Edited by FranTheftAutoLOL
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Jeansowaty
2 hours ago, FranTheftAutoLOL said:

lol. Yeah, some vehicles felt a bit funny for me in GTAIV to be honest. Like how the Sentinel gets XS badges when the modified version appears but the Oracle just has the XS badge modified or not despite it just being just Oracle in the first place before R* just says "lol nah, let's leave it as Oracle XS in GTAV". Same thing with the Schafter's V12 badges since the modified version being the Brabus E V12 and the Serrano too which has it's own AMG vehicle. It still feels kinda sad though there isn't any handling improvement from the gang vehicles like it was back then. I did saw though on the wiki, the V8 Turbo has a higher top speed then the original DF8-90? I'm not entirely sure though.

 

Anyway here are the last two typos I wanted to add.

 

POPCYCLE_GROUP_EASTEREUROPEAN to POPCYCLE_GROUP_EASTERN_EUROPEAN

 

and

 

POPCYCLE_GROUP_ONLY_INATIVE_ZONE to

POPCYCLE_GROUP_ONLY_IN_NATIVE_ZONE

 

Also i'll admit, I had some crazy dream last night about this mod lol. It had something to do with traffic I think and I saw like screenshots. I suck at remembering dreams though so who knows. :(

Huh. I looked into the files and yeah you are right lol. They both have the same stats. Same with Bati Custom. I feel like the only handling "difference" for the Regina, F620, Wayfarer, and Bati Custom is the weight based on the design and not the mass handling line really lol. Meanwhile every vehicle listed except for the Wayfarer have their own unique handling in GTAV. And yeah. I have that for me too with IV's Hexer. Feels so much better.

 

EDIT: Actually though, Johnny's Hexer doesn't even have the 6-speed gearbox lol. I just drove his again and I realized it only goes up to five gears. Like what Jeansowaty did, I just put IV's Hexer in TLAD using it's actual civilian hexer handling.

I'm using both the IV variants and TLAD variants in my modded IV. The IV ones are civilian variants that spawn normally in traffic whereas the modded ones don't, or just spawn ridden by The Lost or by the AOD. I also have far more custom bikes, but I did not release them... yet ;)

 

Speaking of gang vehicles, the VERY FIRST carcol in the line is the one that is technically used if the car is a gang variant. This means that you can for example make the Chavos blue with a gray roof as the first carcol, put it into the Korean cargrp and it won't spawn in traffic with that particular color, but only in Korean hoods.

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FranTheftAutoLOL
Posted (edited)

Oh ye I remember you telling about that in the Grim page. Nice lol. omg though. Now that is amazing lol. So wait though, does it need the ext-gang flag too or it just has to be in the gang groups for it to spawn? If so, that sounds so cool. The only issue though is the voodoo is the only vehicle that will be used twice since the Yardies used it in GTAIV and Hustlers in Chinatown Wars. Nice though, going add the chinatown wars gang vehicles to my game now lol.

Edited by FranTheftAutoLOL
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Jeansowaty
14 hours ago, FranTheftAutoLOL said:

Oh ye I remember you telling about that in the Grim page. Nice lol. omg though. Now that is amazing lol. So wait though, does it need the ext-gang flag too or it just has to be in the gang groups for it to spawn? If so, that sounds so cool. The only issue though is the voodoo is the only vehicle that will be used twice since the Yardies used it in GTAIV and Hustlers in Chinatown Wars. Nice though, going add the chinatown wars gang vehicles to my game now lol.

I have a question, do you have Discord? Iirc I had your Discord too @iiCriminnaaL 49 but I'm not sure. We could meet up there and discuss more about modding and whatnot :3

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FranTheftAutoLOL
Posted (edited)

Oh nah I don't. Sorry. :( Plus I don't think i'll be playing GTAIV a lot soon anyway since I have finished all three stories with his mods. I literally made this account usable again just to experience this and grim in it's full potential. I'll still play it once in awhile but yea.

Edited by FranTheftAutoLOL
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ceaton88
On 5/15/2020 at 3:58 AM, iiCriminnaaL 49 said:

Thanks 😉.

 

  • Fixed some vehicles not appearing in an intended group due to being named improperly ("POPCYCLE_GROUP_RUSSIAN" rather than "POPCYCLE_GROUP_GENERIC"). Hakuchou's issue in TBOGT has been fixed as well.

     

  • Fixed some vehicles appearing too rarely (by removing them from the "POPCYCLE_CAR_GROUP_BORING_SALONS" group).

     

  • Sultan RS can now be seen in some rich districts.

     

  • The "sports" flag has been added to Banshee and Sultan RS.

     

  • Fixed Zombie B and Blade not appearing with the colors they're intended to spawn with.

     

  • Besides the Lycan, The Lost MC bikers now ride each of Revenant, Diabolus, Hellfury and Zombie in The Lost and Damned (moved from Potential Grim).

Which mod has had these changes? I want to make sure I re-download the right one :)

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iiCriminnaaL 49
Posted (edited)
59 minutes ago, ceaton88 said:

Which mod has had these changes? I want to make sure I re-download the right one :)

The mentioned changes have been done to this specific mod, Responsive Plus. Albeit, some of them were included in The Hardcore Lost MC due to some files being changed there too.

 

If you have the two installed (and/or Potential Grim in addition to them anyway), you can either re-install this and then The Hardcore Lost MC, or if you don't want to re-install the latter as it takes more time to download, you can keep The Hardcore Lost MC's files, and copy the cargrp.dat, carcols.dat and vehicles.ide files from here.

 

There're some differences in The Lost MC's bike colors in The Hardcore Lost MC compared to the default ones that were left as they are here in Responsive Plus, though, but this isn't really a big deal.

 

There're some updates I've just done to The Hardcore Lost MC by the way, as I mentioned in its own post. I forgot to update the Hexer's color variations in TBOGT in the latter, though, so you can simply take its carcols.dat file from this mod and replace the Hexer's line with the one from The Hardcore Lost MC's TLAD line until I update it.

Edited by iiCriminnaaL 49
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iiCriminnaaL 49
Posted (edited)
  • Max speed has been briefly increased for all vehicles, including the subway and cable car.
Edited by iiCriminnaaL 49
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iiCriminnaaL 49
  • Prices of weapons, ammo, armor vests and parachutes (in TBOGT) have been increased.
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iiCriminnaaL 49
Posted (edited)
  • Ammo limit has been tweaked and balanced for the majority of weapons (mostly reduced).
  • Fire range and accuracy have been increased further for all weapons.
  • Damage has been briefly increased for the majority of weapons.
Edited by iiCriminnaaL 49
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ceaton88
1 hour ago, iiCriminnaaL 49 said:
  • Ammo limit has been tweaked and balanced for the majority of weapons (mostly reduced).
  • Fire range and accuracy have been increased further for all weapons.
  • Damage has been briefly increased for the majority of weapons.

 

What are the added text files in common/text?

 

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iiCriminnaaL 49
Posted (edited)
8 hours ago, ceaton88 said:

 

What are the added text files in common/text?

 

They have the texts of prices updated to match the new ones (referring to the pre-last update).

Edited by iiCriminnaaL 49

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iiCriminnaaL 49
  • Ammo limits have been minorly changed.
  • The magazine clip size has been updated for Micro Uzi, Pump-Action Shotgun and Combat Shotgun in the underground gun shops. Text lines belonging to them were also updated, both for underground gun shops and gun vans. Additionally, text lines belonging to the Auto Shotgun, Assault SMG and Advanced MG have been updated for Armando's gun van in TBOGT. Sold clip size wasn't touched, though, as gun van clip sizes rely on the gun's own clip size, and it's not scripted like in the underground gun shops.

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iiCriminnaaL 49
  • Foggy weather is no longer extremely bright at 7 AM and 6 PM. Additionally, the blue background color has been reduced at 6 PM.

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iiCriminnaaL 49
  • Aiming accuracy has been reduced a bit for nearly every weapon.

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iiCriminnaaL 49
  • Physics Force has been reduced further for all weapons, including helicopter miniguns and APC cannon projectiles.

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iiCriminnaaL 49
Posted (edited)
  • Vehicles now take far less damage from weapons, especially the NOOSE Enforcer, Annihilator, Buzzard and to a lesser extent the APC.
  • Weapons now deal somewhat more damage.
Edited by iiCriminnaaL 49

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iiCriminnaaL 49
Posted (edited)
  • Damage power has been briefly decreased for the majority of weapons.
  • Weapon ranges have been reverted back to default, with minor changes to those of the Automatic 9mm and Grenade Launcher.
Edited by iiCriminnaaL 49

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iiCriminnaaL 49
Posted (edited)

I highly recommend you to install B Dawg's Improved Animations Pack mod. To be mentioned, though, it's necessary to make sure that it doesn't overwrite this mod's version of WeaponInfo.xml in order for this to work properly and entirely. I already made a version of WeaponInfo.xml that's completely compatible with AI Firerate Fix by the way.

Edited by iiCriminnaaL 49
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iiCriminnaaL 49
  • The Annihilator's minigun now have regular shells rather than explosive in TLAD and TBOGT.
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B Dawg
Posted (edited)
On 7/1/2019 at 7:14 PM, iiCriminnaaL 49 said:

The edges of the world's objects (more noticeably fences and leaves) now look smoother.

Is this what the stipple texture file is for? I found out the changes have a negative effect on hair & beards in regards to transparency.

Pick your poison (mod vs vanilla) :p

pIJa4Yv.png

Edited by B Dawg

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iiCriminnaaL 49
On 7/28/2020 at 8:21 PM, B Dawg said:

Is this what the stipple texture file is for? I found out the changes have a negative effect on hair & beards in regards to transparency.

Pick your poison (mod vs vanilla) :p

 

Spoiler

pIJa4Yv.png

 

This is weird. I checked it out in my game and it looks just fine.

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