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DragonYisusXD

The Complete Liberty City (GTA IV + EFLC map mix)

Recommended Posts

Sgautam

Just tell the door model names I'll do it

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Kubigz

Personally I don't think it's an issue. Just don't explore these locations. And since some of them are closed in TLAD and TBOGT for most of the time, it's nice to have ability to visit them again in IV.

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Sgautam
1 hour ago, Kubigz said:

Personally I don't think it's an issue. Just don't explore these locations. And since some of them are closed in TLAD and TBOGT for most of the time, it's nice to have ability to visit them again in IV.

Yes I like the lost club house rampage in the roof

 

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DragonYisusXD
6 hours ago, Philips_27 said:

Great to know that you fixed those issues. :)

But I found out one thing - we need an option of Rotterdam Tower's lights. Both IV & EFLC version are technically cannon, so why not? I feels weird now when I see IV's light in EFLC. So, please, make an option. Anyway, great job!

And I must remind you, that you mod still have one problem - opened EFLC interiors in IV. So, you probably need to write 'BUGS Found: 1' and get some script support.

yeaaaaah, i was thinking that too, however i prefer the Original Rotterdam Lights but hey, maybe i can put it as optional

3 hours ago, Sgautam said:

simple for opening doors , create a script and put the door models name like : world.setdoorstate("<door model name>", Player.Character.Position.Around(100), False, 0)

Use 0 for closed 1 for open

Trust me, i wanted to lock those doors but i can't make SCO Toolbox works in my game (idk why) if you can, please, contact me if you are interested, and i can put it in my mod if you manage that

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DragonYisusXD
7 hours ago, Philips_27 said:

Great to know that you fixed those issues. :)

But I found out one thing - we need an option of Rotterdam Tower's lights. Both IV & EFLC version are technically cannon, so why not? I feels weird now when I see IV's light in EFLC. So, please, make an option. Anyway, great job!

And I must remind you, that you mod still have one problem - opened EFLC interiors in IV. So, you probably need to write 'BUGS Found: 1' and get some script support.

technically TLAD also had IV Rotterdam Lights

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DragonYisusXD
5 hours ago, Sgautam said:

Just tell the door model names I'll do it

 

4 hours ago, Kubigz said:

Personally I don't think it's an issue. Just don't explore these locations. And since some of them are closed in TLAD and TBOGT for most of the time, it's nice to have ability to visit them again in IV.

i can make an optional that those interiors can be opened

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DragonYisusXD
6 hours ago, Sgautam said:

Just tell the door model names I'll do it

hey man, thanks for helping me with this, there's the models name for those doors (i'm lefting you also the coordenates): 

 

For GTA IV and TLAD

 

1- (this doors is the rooftop door from In the Crosshair, yes, it's open) -148.721, -254.8098, 35.94179, 0, 0, 0, 1, CJ_LD_MET_DOOR_L, 384, -1, -1, -1

2- (Gay Tony's Door) -75.27241, -222.2218, 14.99219, 0, 0, 0, 1, CJ_EXT_DOOR_1, 384, -1, -1, -1

3- (maisonnete 9 door) E2_Maisondoor18, 12.8298, -0.784336, 3.32019, -0, -0, 0.707107, -0.707107, 0, 384,

4- (hercules door) P_E2_HercDoorExt, -6.72291, 1.66942, 1.25345, -0, -0, 0.707107, -0.707107, 0, 384,

5- (bahamas mamas door) P_E2_BM_DOOR, -7.33509, 7.45866, 9.55894, -0, -0, 0.707107, -0.707107, 0, 384,

6- (Fighting club Door) CJ_EXT_DOOR_16, -11.2025, -22.0389, 6.87746, 7.39403e-006, 1.54965e-005, -1, -9.82721e-005, 0, 384,

7- (MeTV Rooftop door) CJ_EXT_DOOR_17, 11.26, -17.0195, 7.00317, -0, -0, -0.707107, -0.707107, 0, 384,

8- (Luis House Door) CJ_EXT_DOOR_1, -2.45374, -5.74391, 1.2504, -7.3808e-005, -7.32002e-005, 0.707107, -0.707107, 0, 384,

 

For GTA IV only:

 

1- (Lost Clubhouse door 1) CJ_LOST_DOOR, 1.018, 7.547, 1.07379, -0, -0, -1, -7.54979e-008, 0, 384,

2- (Lost Clubhouse door 2) CJ_LOST_DOOR, -3.2181, -8.4636, 1.24213, -0, -0, 0.707107, -0.707107, 0, 384,

3- (Lost Clubhouse rooftop door) CJ_EXT_DOOR_11, 1.96468, -23.6668, 17.3176, -0, -0, 0.707107, -0.707107, 0, 384,

4- (Angel of Death Doors) CJ_ANGEL_DOOR_L, -1.59874, 8.74141, 1.25049, -0, -0, -1, 7.54979e-008, 0, 384,

                                          CJ_ANGEL_DOOR_R, -5.21873, 8.75488, 1.25049, -0, -0, -1, 7.54979e-008, 0, 384, 

5- (Brian House Door) CJ_EXT_DOOR_1, -3.4729, 8.42841, 1.25, -2.38419e-007, 7.15256e-007, -1.7053e-013, -1, 0, 384,

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Philips_27

I might add Dragon Heart Plaza's door. From 'Chinese Takeuot'.

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DragonYisusXD
10 minutes ago, Philips_27 said:

I might add Dragon Heart Plaza's door. From 'Chinese Takeuot'.

that place is already opened in TBoGT as a public space, yeah, i checked 

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Sgautam
Posted (edited)

I don't use sco tool box.

It flows above my head to understand

So I'll use simple MSVB Visual Basic Script Language

Using scriphookdotnet

I think I need to port the map to IV on my own because your mod works only on patch 8.

I think it will take at least1 months to do.

Sorry for bad English and Late Work Progress

Edited by Sgautam

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DragonYisusXD
56 minutes ago, Sgautam said:

I don't use sco tool box.

It flows above my head to understand

So I'll use simple MSVB Visual Basic Script Language

Using scriphookdotnet

I think I need to port the map to IV on my own because your mod works only on patch 8.

I think it will take at least1 months to do.

Sorry for bad English and Late Work Progress

it's ok, i have no hurry

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Philips_27
On 8/27/2020 at 8:08 PM, Sgautam said:

I think I need to port the map to IV on my own because your mod works only on patch 8.

This mod works on 1.0.7.0. And we really need SCO script, not .NET. I don't think we all like 'rain in interiors' bug caused by .NET Script Hook.

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jsoba77
6 hours ago, Philips_27 said:

This mod works on 1.0.7.0. And we really need SCO script, not .NET. I don't think we all like 'rain in interiors' bug caused by .NET Script Hook.

Bro is there a fix for the rain bug via scripthook and also how did you get this mod to work 1.0.7.0

Thanks in advance 

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Philips_27
20 minutes ago, jsoba77 said:

Bro is there a fix for the rain bug via scripthook and also how did you get this mod to work 1.0.7.0

Thanks in advance 

There is no fix yet, sadly. Creators of .NET Script Hook don't really want to fix it. So if you want a fix badly, you need to push them.

What's the problem with this mod on 1.0.7.0? Same system, same files.

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DragonYisusXD
12 hours ago, Kubigz said:

Hey guys, has any of you noticed issue with missing collision on road next to Brian safehouse? So far it's just this location. I'm using previous version of this mod, adjusted to EFLC as DLC mod. Can I fix it by some edits in content.dat?

 

https://drive.google.com/file/d/1WkJ5lvzDFNZAu-V6B-hcHzwnSBWgsxS3/view?usp=sharing

idk why u still using old version but don't think that's the problem, all roads have collition

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Sgautam
15 hours ago, Kubigz said:

Hey guys, has any of you noticed issue with missing collision on road next to Brian safehouse? So far it's just this location. I'm using previous version of this mod, adjusted to EFLC as DLC mod. Can I fix it by some edits in content.dat?

 

https://drive.google.com/file/d/1WkJ5lvzDFNZAu-V6B-hcHzwnSBWgsxS3/view?usp=sharing

Hey keep this in mind that when you update your game from patch 6 to 7 then to 8 the update installer never replace or over write any map files

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Kubigz
7 hours ago, DragonYisusXD said:

idk why u still using old version but don't think that's the problem, all roads have collition

Because you said that new version of the mod requires to remove save games again and I am currently very far with 100 % completion.

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DragonYisusXD

it's coming a new update for part 3, part 4, eflc and dlc

 

hints:

  • no bikers in russian country
  • afros likes the north
  • please smoke outside of the club
  • that building is very pink but my friend says it's like USA flag (color blind)
  • space ranges are rare nowdays
  • you thought russian are running away from liberty city, but it was me DIO 
Edited by DragonYisusXD
  • Like 1

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DragonYisusXD

guys, one question, someone has used this mod in GTA IV steam version (without downgrading) and tell me if it works perfectly

Edited by DragonYisusXD

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GJGamingBro

idk if it has been adressed but you've forgotten to include TBOGT's navmeshes.img it allows ppl to walk in the DLC interiors, to fix this simply load TBOGT's navmeshes.img via IV.

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DragonYisusXD
11 hours ago, GJGamingBro said:

idk if it has been adressed but you've forgotten to include TBOGT's navmeshes.img it allows ppl to walk in the DLC interiors, to fix this simply load TBOGT's navmeshes.img via IV.

i haven't tried since i didn't know which files allowed to do that but i will try eventually

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BoubouV12

Can we enter all the houses of the game in your mod?

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BoubouV12

You should add landmarks on the map in TLAD and TBOGT visitable locations in GTA IV because it's really not easy to find them.

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DragonYisusXD
4 hours ago, BoubouV12 said:

You should add landmarks on the map in TLAD and TBOGT visitable locations in GTA IV because it's really not easy to find them.

yeah well, you can easily find them in youtube or in google, sorry if i'm not in the mood of put map location

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Sgautam
3 hours ago, DragonYisusXD said:

yeah well, you can easily find them in youtube or in google, sorry if i'm not in the mood of put map location

lol

 

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BoubouV12
6 hours ago, DragonYisusXD said:

yeah well, you can easily find them in youtube or in google, sorry if i'm not in the mood of put map location

Very good if you don't add these landmarks on the map your mod has no use because 80% of the players will never visit these places in GTA IV!

On 9/24/2020 at 9:53 PM, DragonYisusXD said:

guys, one question, someone has used this mod in GTA IV steam version (without downgrading) and tell me if it works perfectly

Yes your mod works on version v1.2.0.32.

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DragonYisusXD
6 hours ago, BoubouV12 said:

Very good if you don't add these landmarks on the map your mod has no use because 80% of the players will never visit these places in GTA IV!

half of those place are easily noticeable, only places that are kinda hiding are alleyway but whatever

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GJGamingBro

Are you also planning on placing music in TBOGT nightclubs? you can use EFLC Audio Patch V2 to load DLC sounds in IV.

Edited by GJGamingBro

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DragonYisusXD
5 hours ago, GJGamingBro said:

Are you also planning on placing music in TBOGT nightclubs? you can use EFLC Audio Patch V2 to load DLC sounds in IV.

i tried that, but that patch never worked with me, also, the mussic for maisonette are scripted for 21:00 PM to 6:00 AM, i'm not that good scripting

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