Big Mouth Prick Posted April 23, 2021 Share Posted April 23, 2021 Hey iiCriminnaaL, big fan of your work ! Quick question, fiddling around with radio downgrading as I just recently noticed my Vladisvostok was a hollow husk of what it used to be. Anyways, might need to replace Responsive Plus gxt's. Since I'm not entirely sure what those do, could you tell me what exacly would I be missing out from this mod from those gxt's? And unrelated, Sweet Autumn's timecyc and timecycmodifiers vs. this mod's timecyc, who would win? lmao iiCriminnaaL 1 Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted April 23, 2021 Author Share Posted April 23, 2021 (edited) 11 hours ago, Big Mouth Prick said: Hey iiCriminnaaL, big fan of your work ! Quick question, fiddling around with radio downgrading as I just recently noticed my Vladisvostok was a hollow husk of what it used to be. Anyways, might need to replace Responsive Plus gxt's. Since I'm not entirely sure what those do, could you tell me what exacly would I be missing out from this mod from those gxt's? Hello, there . The only change the text (gxt) files do in this mod is showing the new prices of weapons and ammo. If you want to replace them, you just have to remember that the prices of weapons and ammo are doubled. You won't have to if you keep the default prices in your game, though, which can be done by avoiding the sco (script) files (or reverting back to the default versions of the files). 11 hours ago, Big Mouth Prick said: And unrelated, Sweet Autumn's timecyc and timecycmodifiers vs. this mod's timecyc, who would win? lmao They're not worse or better than each other. They just depend on which timecycle files you have installed in your game. They're mostly (if not exactly) the same when it comes to lighting, contrast, etc, but they differ in the color correction filters and saturation. Sweet Autumn's version has a unified value of saturation for all interiors (making it consistent with the overworld/outdoor timecycles of the mod), while Responsive Plus' version keeps the default saturation and color correction (filter) values, just like the outdoor timcycles for the mod (and the default game itself) for the most part. Edited April 23, 2021 by iiCriminnaaL Big Mouth Prick 1 My workshop of modifications Link to comment Share on other sites More sharing options...
Big Mouth Prick Posted April 23, 2021 Share Posted April 23, 2021 Thank you so much for the clarifications, I'd probably never notice it on my own ! Now that I know what to look for I'll probably merge your gxt's changes with the radio station downgrade's gxts (if my skill allows). Oh, and keep up the awesome work ! iiCriminnaaL 1 Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted April 23, 2021 Author Share Posted April 23, 2021 4 hours ago, iiCriminnaaL said: The only change the text (gxt) files do in this mod is showing the new prices of weapons and ammo. If you want to replace them, you just have to remember that the prices of weapons and ammo are doubled. You won't have to if you keep the default prices in your game, though, which can be done by avoiding the sco (script) files (or reverting back to the default versions of the files). @Big Mouth Prick I forgot to mention about the magazine/clip size. Given that I adjusted them for some weapons, I also had to update their text lines. They're: Pump-Action Shotgun (from 8 to 4), Combat Shotgun (from 10 to 8), Micro Uzi (from 50 to 32), Automatic/Explosive Shotgun (from 20 to 8), Advanced SMG (from 50 to 30) and M249 (from 200 to 100). My workshop of modifications Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted April 23, 2021 Author Share Posted April 23, 2021 (edited) The increase of weapon prices has been moved to the additional options folder. However, the main version of the modified prices has been made this way compared to the default prices: Price of the baseball bat has been increased from $5 to $50. Moreover, the purchasable amount of ammo per one time has been changed to match the adjusted magazine size of each weapon, namely: Micro SMG (from 50 to 32), Pump Shotgun (from 8 to 4), Combat Shotgun (from 10 to 8), Automatic/Explosive Shotgun (from 20 to 8), Advanced SMG (from 50 to 30) and Advanced MG (from 200 to 100). This also means that it now costs more to fill these weapons. In case you want to get rid of the previous version's effects on weapon prices you'll have to revert your jacob_gun_car.sco (GTA IV) and ability_gun_car.sco (for both TLAD and TBoGT, they're different in each episode) files to the original versions. Edited April 23, 2021 by iiCriminnaaL My workshop of modifications Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted April 23, 2021 Author Share Posted April 23, 2021 1 hour ago, iiCriminnaaL said: Price of the baseball bat has been increased from $5 to $50. Moreover, the purchasable amount of ammo per one time has been changed to match the adjusted magazine size of each weapon, namely: Micro SMG (from 50 to 32), Pump Shotgun (from 8 to 4), Combat Shotgun (from 10 to 8), Automatic/Explosive Shotgun (from 20 to 8), Advanced SMG (from 50 to 30) and Advanced MG (from 200 to 100). This also means that it now costs more to fill these weapons. The script files weren't working for GTA IV. Fixed. My workshop of modifications Link to comment Share on other sites More sharing options...
Big Mouth Prick Posted April 25, 2021 Share Posted April 25, 2021 (edited) Yeah, after some testing I figured those out too ! I am currently trying to find Jacob's gun's text lines but feels like a needle in a haystack EDIT: Found them immediately after lol Edited April 25, 2021 by Big Mouth Prick iiCriminnaaL 1 Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted April 25, 2021 Author Share Posted April 25, 2021 (edited) 7 hours ago, Big Mouth Prick said: Yeah, after some testing I figured those out too ! I am currently trying to find Jacob's gun's text lines but feels like a needle in a haystack EDIT: Found them immediately after lol Don't forget Terry's/Armando's lines in TLAD/TBoGT too . They can be found among the "GUNCAR" list in case you're using X GXT Editor. Edited April 25, 2021 by iiCriminnaaL Big Mouth Prick 1 My workshop of modifications Link to comment Share on other sites More sharing options...
Jeansowaty Posted April 25, 2021 Share Posted April 25, 2021 Kinda off-topic but have you ever tinkered around with the idea to add new police mugshots on the police car database? The files that handle it are policetest.sco and main.sco. I dunno, maybe you can take a look at it. Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted April 25, 2021 Author Share Posted April 25, 2021 4 hours ago, Jeansowaty said: Kinda off-topic but have you ever tinkered around with the idea to add new police mugshots on the police car database? The files that handle it are policetest.sco and main.sco. I dunno, maybe you can take a look at it. I'm can't say for sure if I'll be able to figure out how they work so easily, but I might give it a try soon. What's your plan, though? Jeansowaty 1 My workshop of modifications Link to comment Share on other sites More sharing options...
Big Mouth Prick Posted April 25, 2021 Share Posted April 25, 2021 (edited) 9 hours ago, iiCriminnaaL said: Don't forget Terry's/Armando's lines in TLAD/TBoGT too . They can be found among the "GUNCAR" list in case you're using X GXT Editor. I'm on CE (everyday I ask myself why), so I have to revert some mods to the EFLC version every time I hop on the episodes, and Sneed's CE radio downgrader doesn't mess with episodic GXT's, thank gawd. But thank you for the X GXT pointers anyway, that's very thoughtful. Heres a mod idea, not for you specifically but for whoever wants to pick it up, break up CE into two again lmao, god i hate this system they came up with Edited April 25, 2021 by Big Mouth Prick grammer nezi iiCriminnaaL 1 Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted April 25, 2021 Author Share Posted April 25, 2021 1 minute ago, Big Mouth Prick said: Here's a mod idea, not for you specifically, for whoever want's to pick it up lmao, break up CE into two again, dear god I hate this system they came up with GTA IV and standalone EFLC . I don't mind using them separately, especially since I barely launch TLAD or TBoGT anymore (especially TBoGT), but I'd still prefer to switch between them smoothly. Not to mention that I use ZolikaPatch, which isn't compatible with standalone EFLC. My workshop of modifications Link to comment Share on other sites More sharing options...
Big Mouth Prick Posted April 25, 2021 Share Posted April 25, 2021 Just now, iiCriminnaaL said: GTA IV and standalone EFLC . I don't mind using them separately, especially since I barely launch TLAD or TBoGT anymore (especially TBoGT), but I'd still prefer to switch between them smoothly. Not to mention that I use ZolikaPatch, which isn't compatible with standalone EFLC. I'm not buying 3 diferent versions of GTA 4 lmao Yeah forgot about zolikapatch. Problem is the moment you run mods incopatible with EFLC or with different common files for EFLC you can kiss switching between versions smoothly goodbye iiCriminnaaL 1 Link to comment Share on other sites More sharing options...
Jeansowaty Posted April 26, 2021 Share Posted April 26, 2021 (edited) 9 hours ago, iiCriminnaaL said: I'm can't say for sure if I'll be able to figure out how they work so easily, but I might give it a try soon. What's your plan, though? To tell you the truth, I wanted to add a mugshot for Gennadi, the protagonist of one of my stories, you remember, right? But unfortunately it didn't go too good (it was the first time I was editing sco and I felt like I was doing it while blindfolded). Overall, it would be nice to add profiles for more IV/EFLC characters, just for fun you're more experienced, so who knows, you might have better results. Aside from editing these .scos, you would need to add the picture into pdbstory.wtd in pc/data and also edit the american.gxt to add the names of the characters. Edited April 26, 2021 by Jeansowaty iiCriminnaaL 1 Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted April 26, 2021 Author Share Posted April 26, 2021 Damage power now varies more from weapon to another, becoming especially more remarkable than before between weapons from the same slot. My workshop of modifications Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted April 26, 2021 Author Share Posted April 26, 2021 (edited) Ammo price of the AK-47 has been increased from $80 to $200, and the Carbine Rifle's from $100 to $250. Making them more expensive than the ammo of the SMG ($150). Side-note, they're already more expensive in the friend gun vans of each episode by default, but for some reason not in the underground shops. The doubled weapon prices additional option has been scrapped due to how time consuming it is to update each script and text file in each entry of both versions. Not to mention that ammo prices are already more expensive than in the original game due to the recent changes; bat, ammo of AK-47 and Carbine Rifle, and the fact that some weapons now have smaller clip sizes yet still have the same price for ammo (noting that updating clips size in WeaponInfo.xml doesn't update it in the underground gun shops, but I already updated both regardless). Side-note regarding the second update: in case you still have the doubled prices files, I'd like to inform you that the Spanish text files of GTA IV and EFLC aren't completely updated, as I recently realized that I updated Jacob's prices and forgot to update the underground gun shop prices in those text files. Edited April 26, 2021 by iiCriminnaaL My workshop of modifications Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted April 27, 2021 Author Share Posted April 27, 2021 (edited) Physics Force has been somewhat increased for nearly every weapon, and the differences of Physics Force are now more remarkable from a weapon to another. It now suits the game's exaggerated physics and Euphoria better than before, but it's still much lower than in the original game, keeping it believable enough. Edited April 27, 2021 by iiCriminnaaL My workshop of modifications Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted April 28, 2021 Author Share Posted April 28, 2021 (edited) Max ammo has been reduced for all weapons (less significantly for projectiles and heavy weapons, though, as they were already low enough previously). Moreover, weapons from the same slot now have almost identical max ammo (except for the grenade launcher and explosive shotgun), being only a tiny bit different from each other due to the magazine clip size differences between them. Furthermore, weapon pickups now have less ammo (scripted ones only, not ones falling from NPCs). Edited April 28, 2021 by iiCriminnaaL ult1matum 1 My workshop of modifications Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted May 4, 2021 Author Share Posted May 4, 2021 (edited) The unused arms dealers (M_M_GunNut_01) now replaced the Bohemian bouncers (M_Y_Bouncer_01) as the arms dealers of the underground gun shops of Broker and Alderney. You may check B Dawg's Workshop to get this change without this mod's price and magazine changes (you'll have to avoid this mod's text files in this case, though), as well as other pretty interesting mods, including some that gel pretty well with this, Potential Grim and The Hardcore Lost MC. EDIT: A relevant adjustment I've just added to Potential Grim: The unused arms dealers (M_M_GunNut_01) now take less damage. The reason I made it there instead is because this mod doesn't touch the pedPersonality.dat file, whereas a lot has been done in it in Potential Grim. Edited May 4, 2021 by iiCriminnaaL ult1matum 1 My workshop of modifications Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted May 8, 2021 Author Share Posted May 8, 2021 Adjustments moved from the mod to Potential Grim: Uptown Riders now use their own voice lines for arm wrestling rather than those of the Angels of Death's. Following the events of The Lost and Damned, Billy's face is now damaged in the prisoner version in the mission Get Lost. Several gang members now have more appropriate walk styles that better suit their bodies and personalities. Dimitri Rascalov no longer wears glasses. The blonde variation of the hippie bouncers no longer has a part of the ring textures missing. They can also appear without variations of hair and beard extensions. The unused accessories of the fat LCPD cops and FIB agents have been restored. Fixed FIB agents not having their voice lines used. My workshop of modifications Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted May 9, 2021 Author Share Posted May 9, 2021 (edited) On 4/25/2021 at 8:07 PM, Jeansowaty said: Kinda off-topic but have you ever tinkered around with the idea to add new police mugshots on the police car database? The files that handle it are policetest.sco and main.sco. I dunno, maybe you can take a look at it. It's been quite a time since you asked me to check it out, but you know, I got quite busy with some other scripting issues . So, after taking a look into main.sco, unfortunately it seems very difficult to add new mugshots, as mugshots have their own ID values, not only names. Edited May 9, 2021 by iiCriminnaaL Jeansowaty 1 My workshop of modifications Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted May 9, 2021 Author Share Posted May 9, 2021 (edited) Fixed Zombie B and Hellfury appearing only among The Lost MC's set of vehicles in The Lost and Damned. (they don't in original TLAD, only here, previously) Edited May 9, 2021 by iiCriminnaaL My workshop of modifications Link to comment Share on other sites More sharing options...
Jeansowaty Posted May 9, 2021 Share Posted May 9, 2021 8 hours ago, iiCriminnaaL said: It's been quite a time since you asked me to check it out, but you know, I got quite busy with some other scripting issues . So, after taking a look into main.sco, unfortunately it seems very difficult to add new mugshots, as mugshots have their own ID values, not only names. I see. Well that sucks. Not much we can do about that I suppose. iiCriminnaaL 1 Link to comment Share on other sites More sharing options...
GrandPedik Posted May 30, 2021 Share Posted May 30, 2021 @iiCriminnaaL Hi, thank you for your mods. But the question arose how to combine "Sweet Autumn" and "Responsive Plus". They both change the timecycle files, for the correct "author's" vision from which mod should I take the timecycle? Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted May 30, 2021 Author Share Posted May 30, 2021 3 hours ago, GrandPedik said: @iiCriminnaaL Hi, thank you for your mods. But the question arose how to combine "Sweet Autumn" and "Responsive Plus". They both change the timecycle files, for the correct "author's" vision from which mod should I take the timecycle? It's all about personal preferences. Responsive Plus' version is more of an enhanced and more refined version of the vanilla graphics, whereas Sweet Autumn's adjustments are more extreme. My workshop of modifications Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted June 7, 2021 Author Share Posted June 7, 2021 (edited) The vehicle groups in which the Sultan RS, Tampa and Regina appear in are now mentioned in the OP. Edited June 7, 2021 by iiCriminnaaL My workshop of modifications Link to comment Share on other sites More sharing options...
PCampos94 Posted June 11, 2021 Share Posted June 11, 2021 Hello friend, thanks for the awesome mods. Just a quick check: I've played the main campaign with 2 of your mods installed (Responsive Plus and Potential Grim). After trying to start a new campaing in TLAD, the game crashed, so i'm reisntalling everything. And then this question ocurred to me: which version of the mod shoudl I install? EFLC or GTAIV? Thank you in advance for your answer. iiCriminnaaL 1 Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted June 12, 2021 Author Share Posted June 12, 2021 On 6/11/2021 at 8:33 PM, PCampos94 said: Hello friend, thanks for the awesome mods. Just a quick check: I've played the main campaign with 2 of your mods installed (Responsive Plus and Potential Grim). After trying to start a new campaing in TLAD, the game crashed, so i'm reisntalling everything. And then this question ocurred to me: which version of the mod shoudl I install? EFLC or GTAIV? Thank you in advance for your answer. Hello, there. Thanks . Depends on how your game is installed. If you have the Complete Edition, then you need the files of GTA IV, TLAD and TBOGT, but not the general EFLC files. If you have EFLC as a separate game from GTA IV, then you need GTA IV's files for the main game, and EFLC's for EFLC itself. My workshop of modifications Link to comment Share on other sites More sharing options...
adam9797 Posted June 18, 2021 Share Posted June 18, 2021 Hey dude, i think it's a good idea to change Johnny's alternate bike when hanging out with friend, to diabolus or hellfury,maybe hexer instead of lycan where do i find the specific file for that? thanks Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted June 18, 2021 Author Share Posted June 18, 2021 13 hours ago, adam9797 said: Hey dude, i think it's a good idea to change Johnny's alternate bike when hanging out with friend, to diabolus or hellfury,maybe hexer instead of lycan where do i find the specific file for that? thanks Hello, brother. I just had a look into the game's script files, and unfortunately found nothing specifically related to that. My best assumption is that it's attached to every script file of every activity with each friend, but I could be wrong. I might try to check some other files later on, such as main.sco. My workshop of modifications Link to comment Share on other sites More sharing options...
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