ElYisusKing Posted July 19, 2021 Share Posted July 19, 2021 On 7/19/2021 at 12:26 AM, iiCriminnaaL said: That makes sense. This seems to be a mistake in the GTA Mods website Thanks for your help, brother, I really appreciate it . The chief lieutenant of the East Holland Hustlers now uses a high-ranking Hustler model rather than a regular African-American pedestrian model in the mission Lure. damn mate, i also had Lure modded for the map mod Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted July 19, 2021 Author Share Posted July 19, 2021 (edited) On 7/19/2021 at 8:18 AM, DragonYisusXD said: damn mate, i also had Lure modded for the map mod I can implement the update to it if you upload your francis4.sco file. Edited July 19, 2021 by iiCriminnaaL My workshop of modifications Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted July 25, 2021 Author Share Posted July 25, 2021 The Irish Mob and Korean Mob are no longer friendly to each other. (ambsavebed.sco) The Lost MC and Uptown Riders no longer become friendly to each other post Hit The Pipe. (jim4.sco) The Uptown Riders now become friendly towards Johnny post Heavy Toll rather than Hit The Pipe. (elizabeta2.sco) The Hustlers are no longer hostile to Luis. (ambsavebed.sco) A reversion script file for old save games. My workshop of modifications Link to comment Share on other sites More sharing options...
Be-Deliver Posted July 27, 2021 Share Posted July 27, 2021 Hi, first time posting here, installed PotentialGrim along with ResponsivePlus and Improved Animation and the game runs perfectly. But I'm encountering one problem with the mod. Everytime I load into TLAD; the game crashes at the loading screen. This issue doesn't occur with IV and TBoGT. I attempted troubleshoot by installing the game with the other mentioned mods and TLAD loaded with no issue. So I reinstalled PotentialGrim and the game crashed again. So I did some messing with the files and have concluded the Content.dat file is the cause of the crash. I uninstalled and reinstalled the mod without replacing Content.dat and the game successfully loaded in, but when I exit the game it gives me this error: Other than that, the mods installed ran with no issues in IV and TBoGT and I'm liking the changes done giving the game a new breathe of air. I'm running the Complete Edition of the game from Steam. Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted July 27, 2021 Author Share Posted July 27, 2021 (edited) On 7/27/2021 at 7:08 AM, Be-Deliver said: Hi, first time posting here, installed PotentialGrim along with ResponsivePlus and Improved Animation and the game runs perfectly. But I'm encountering one problem with the mod. Everytime I load into TLAD; the game crashes at the loading screen. This issue doesn't occur with IV and TBoGT. I attempted troubleshoot by installing the game with the other mentioned mods and TLAD loaded with no issue. So I reinstalled PotentialGrim and the game crashed again. So I did some messing with the files and have concluded the Content.dat file is the cause of the crash. I uninstalled and reinstalled the mod without replacing Content.dat and the game successfully loaded in, but when I exit the game it gives me this error: Spoiler Other than that, the mods installed ran with no issues in IV and TBoGT and I'm liking the changes done giving the game a new breathe of air. I'm running the Complete Edition of the game from Steam. The way I got it, it seems that the mod isn't compatible with TLAD's content.dat file in The Complete Edition. Surprisingly, though, as it seemed to run smoothly with ThePianoNailer. In order to implement the mod's adjustment for content.dat, you need to look for: IPL common/data/maps/SCENARIO2E1.ipl And place the following line below it:DISABLE_FILE common:/DATA/MAPS/SCENARIOS2.IPL Edited July 27, 2021 by iiCriminnaaL Be-Deliver 1 My workshop of modifications Link to comment Share on other sites More sharing options...
Be-Deliver Posted July 27, 2021 Share Posted July 27, 2021 I went back to content.dat file and replaced the line you've provided, and now the game exits with no error. Thanks! It would be nice to add a reminder for CE users to add that line in TLAD's content.dat for future reference in case more people come here having the same issue. iiCriminnaaL 1 Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted July 28, 2021 Author Share Posted July 28, 2021 The Albanian Mob and Russian Mafiya are no longer hostile to each other. The Angels of Death MC and Hustlers are no longer hostile to each other. The Irish Mob and Triads are no longer hostile to each other. The Irish Mob and Spanish Lords are no longer hostile to each other. My workshop of modifications Link to comment Share on other sites More sharing options...
yeetboi Posted August 10, 2021 Share Posted August 10, 2021 Is it possible to use this mod on 1.0.4.0? It isn't listed as compatible but I just want to try it out so much and 1.0.4.0 is really the most convenient version for me modding wise. Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted August 11, 2021 Author Share Posted August 11, 2021 16 hours ago, yeetboi said: Is it possible to use this mod on 1.0.4.0? It isn't listed as compatible but I just want to try it out so much and 1.0.4.0 is really the most convenient version for me modding wise. Not really. The script files in 1.0.4.0 have differences from those of later versions, thus the mod's script files aren't compatible with it. The other files should work properly as far as I'm concerned, but it's highly recommended to backup your files before replacing any of them. yeetboi 1 My workshop of modifications Link to comment Share on other sites More sharing options...
Chunk Norris Posted August 27, 2021 Share Posted August 27, 2021 (edited) This is an Awesome mod, I've been using it with 1.0.7.0 but just switched to 1.0.4.0 because it gives me about 30% more fps. I found that most of the .sco files load fine with that version but main.sco, ambsavebed.sco and startup.sco cause crash when starting a new game or loading. How hard would it be to convert these to 1.0.4.0? Is this something that's even possible? furthermore when I try to inspect the above mentioned modified .sco files even openiv crashes so I was not able to put these into a text editor to compare the difference between them and the unmodded versions edit2: Played around with sco toolbox a littlebit to see if I can spot what has changed but I am unsure as 1.0.4.0 and 1.0.7.0 sco files vastly differ in layout. When I take an unedited 1.0.7.0 sco file and compare it to your modded one the difference is clear as day but the lines do not match between 1.0.4.0 and 1.0.7.0 unfortunately. Can you please tell me if this is even possible, I would glady create a patch for this on 1.0.4.0 but I lack the scripting know-how. Edited August 27, 2021 by Chunk Norris Link to comment Share on other sites More sharing options...
ElYisusKing Posted August 28, 2021 Share Posted August 28, 2021 10 hours ago, Chunk Norris said: How hard would it be to convert these to 1.0.4.0? Is this something that's even possible? idk if this works but just use SCOtoolbox and choose any of the sco files, then the toolbox let you choose between 1.0.7.0 or 1.0.4.0 choose 1.0.4.0, and then click in Open Code Editor, once is open select the option Save SCO File (Encoded) and that should make it compatible with 1.0.4.0, again, idk if this works but try it at least Link to comment Share on other sites More sharing options...
Chunk Norris Posted August 28, 2021 Share Posted August 28, 2021 I tried this and also to manually make the same changes that make the 1.0.7.0 modded and vanilla files different in 1.0.4.0 but it crashes. I think it's because it does not unhash some values properly and it compiles them in a wrong fashion but idk. Link to comment Share on other sites More sharing options...
ElYisusKing Posted August 28, 2021 Share Posted August 28, 2021 16 minutes ago, Chunk Norris said: I tried this and also to manually make the same changes that make the 1.0.7.0 modded and vanilla files different in 1.0.4.0 but it crashes. I think it's because it does not unhash some values properly and it compiles them in a wrong fashion but idk. well, then you need ZalikaPatch, if i remember good, Zalika have an option which allows to load any sco files in any version or any DLC Link to comment Share on other sites More sharing options...
nothasuke455 Posted September 21, 2021 Share Posted September 21, 2021 wow this mod looks like a lot of effort was put into it congratulation dude (btw please talk with me on discord we have not talked there for such a long time and i want to ask talk and show you some cool stuff i find) iiCriminnaaL 1 Link to comment Share on other sites More sharing options...
Eljay171 Posted September 23, 2021 Share Posted September 23, 2021 Hi Ive downloaded the mod and at the moment its partially working, gangs such as the albanians are aggroing towards me, but gangs arent aggroing on each other and fighting in the streets. Any ideas why this might be?? Thanks. Link to comment Share on other sites More sharing options...
Datalvarezguy Posted October 15, 2021 Share Posted October 15, 2021 (edited) Two things I've noticed on the latest version: "Jermaine Andrews now uses a Hustler model in the mission Easy Fare." Tried it, and sadly not, Jermaine is still that scrawny black guy he's always been. And also, the Albos no longer fight the Russians, is there a way to bring it back? It gave Hove Beach such an atmosphere boost. Edited October 15, 2021 by Datalvarezguy typo Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted October 15, 2021 Author Share Posted October 15, 2021 (edited) 7 hours ago, Datalvarezguy said: "Jermaine Andrews now uses a Hustler model in the mission Easy Fare." Tried it, and sadly not, Jermaine is still that scrawny black guy he's always been. I just checked the mission, and he does have a Hustler model. Have you checked the mission with the mod's version of roman5.sco installed? 7 hours ago, Datalvarezguy said: And also, the Albos no longer fight the Russians, is there a way to bring it back? It gave Hove Beach such an atmosphere boost. Yeah, I reverted that rivalry previously, as they don't seem to be enemies canonically. The only confirmed conflict between them is that with Petrovic, but that occurred only in the multiplayer's story (which seems to take time post the main story), and even there it doesn't seem that they were enemies before. Moreover, the LCPD database states that Dardan, Bledar and Kalem have associations to Russian criminals in Hove Beach. I made the gang hostility circle sort of tight, but you can change that through the SCO ToolBox. Here's a tutorial for using it. I originally explained the method of changing gang acquaintances in previous posts as well: On 5/19/2021 at 3:26 AM, iiCriminnaaL said: This is how you implement the codes (1.0.7.0): Reveal hidden contents Personally, I prefer to implement them to the ambsavebed.sco file. More specifically, just above PushString "[email protected]". So: PushD 0 CallNative SET_PLAYER_CAN_BE_HASSLED_BY_GANGS 2 0 PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 5 PushD 4 PushD 16 CallNative SET_RELATIONSHIP 3 0 PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 5 PushD 5 PushD 16 CallNative SET_RELATIONSHIP 3 0 PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 5 PushD 6 PushD 16 CallNative SET_RELATIONSHIP 3 0 PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 5 PushD 7 PushD 16 CallNative SET_RELATIONSHIP 3 0 PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 5 PushD 8 PushD 16 CallNative SET_RELATIONSHIP 3 0 PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 5 PushD 9 PushD 16 CallNative SET_RELATIONSHIP 3 0 PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 5 PushD 10 PushD 16 CallNative SET_RELATIONSHIP 3 0 PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 5 PushD 11 PushD 16 CallNative SET_RELATIONSHIP 3 0 PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 5 PushD 12 PushD 16 CallNative SET_RELATIONSHIP 3 0 PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 5 PushD 13 PushD 16 CallNative SET_RELATIONSHIP 3 0 PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 5 PushD 14 PushD 16 CallNative SET_RELATIONSHIP 3 0 PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 5 PushD 15 PushD 16 CallNative SET_RELATIONSHIP 3 0 So, what do the codes refer to? PushD 0 ('0' means deactivate, '1' means activate) CallNative SET_PLAYER_CAN_BE_HASSLED_BY_GANGS 2 0 This stops gangs from hassling the protagonist when he stays close to them for a while (but they'll still hassle him when he harasses them). This is necessary, as activating gang hostilities along with this causes crashes. PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 5 (Acquaintance ID - '5' is 'Hate') PushD 15 (Subject/first pedtype ID - '15' is Spanish Lords) PushD 16 (Object/second pedtype ID - '16' is 'DEALER') CallNative SET_RELATIONSHIP 3 0 Those codes make the Spanish Lords "hate" any pedestrian with the 'DEALER' pedtype. The reason I made the gangs "hate" the 'DEALER' pedtype is due to the fact that the 'Dislike' acquaintance won't work properly if the pedtype doesn't have a 'Hate' acquaintance activated, and fortunately, sided by the 'CRIMINAL', 'BUM' and 'PROSTITUTE' pedtypes, the 'DEALER' pedtype is among the unused ones in-game, as GTA IV handles drug dealers, criminals, homeless pedestrians and prostitutes in a different way to the 3D era. In order to implement additional ones to be activated after certain missions, you'll find something of the sort: JumpFalse @Label725 (numbers might differ from mission to another) PushS 9921 (numbers might differ from mission to another) GlobalVar CallNative REGISTER_MISSION_PASSED 1 0 You'll have to place the codes below the "JumpFalse" line. For instance, this makes the Spanish Lords hostile to Niko post Undress To Kill: JumpFalse @Label725 Pop PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 3 PushD 15 PushD 0 CallNative SET_RELATIONSHIP 3 0 PushS 9921 GlobalVar CallNative REGISTER_MISSION_PASSED 1 0 Yet again, remember that numbers of "@Label" and "PushS" can differ from mission to mission. You just have to place the codes below "JumpFalse @LabelX" that's located somewhat above "CallNative REGISTER_MISSION_PASSED 1 0". For "Pop", though, I'm still not sure why I added it in the first place, but I recommend you to add it when you modify mission scripts, just in case. Pedtype IDs 0: Player 4: Albanian Mob 5: Angels of Death MC 6: The Lost MC 7: Italian Mafia 8: Russian Mob 9: Russian Gang / Uptown Riders in TLAD 10: Irish Mob 11: Yardies 12: Hustlers 13: Korean Mob 14: Triads 15: Spanish Lords 16: Dealers Acquaintance IDs: 0: Respect 1: Like (different to the one in Relationships.dat, less defensive than Respect) 2: Neutral 3: Dislike 4: Incomplete Dislike 5: Hate You don't need to copy any codes from there. Just change the acquaintance ID of the relationships between the Albanian Mob (4) and Russian Mafia (8 - Mob, 9 - Gang) from 2 (Neutral) to 3 (Dislike) in ambsavebed.sco, and make sure you change it for all perspectives (Albanians to Russian Mob, Albanians to Russian Gang, Russian Mob to Albanians, and Russian Gang to Albanians). But keep in mind that the gang faction of the Russian Mafia was replaced with the Uptown Riders in TLAD, so it shall be only two perspectives in TLAD. So, in short: Spoiler Replace these lines: PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 2 PushD 4 PushD 8 CallNative SET_RELATIONSHIP 3 0 PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 2 PushD 4 PushD 9 CallNative SET_RELATIONSHIP 3 0 ... PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 2 PushD 8 PushD 4 CallNative SET_RELATIONSHIP 3 0 ... PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 2 PushD 9 PushD 4 CallNative SET_RELATIONSHIP 3 0 With these: PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 3 PushD 4 PushD 8 CallNative SET_RELATIONSHIP 3 0 PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 3 PushD 4 PushD 9 CallNative SET_RELATIONSHIP 3 0 ... PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 3 PushD 8 PushD 4 CallNative SET_RELATIONSHIP 3 0 ... PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 3 PushD 9 PushD 4 CallNative SET_RELATIONSHIP 3 0 But keep the acquaintance IDs from and towards pedtype ID 9 unchanged in TLAD. Edited October 15, 2021 by iiCriminnaaL Datalvarezguy 1 My workshop of modifications Link to comment Share on other sites More sharing options...
nothasuke455 Posted October 15, 2021 Share Posted October 15, 2021 wow this mod looks pretty impressive good job (btw why are you not on discord anymore ? we have not talked in such a long time and i really want to talk with you) iiCriminnaaL 1 Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted October 15, 2021 Author Share Posted October 15, 2021 (edited) 8 minutes ago, nothasuke455 said: wow this mod looks pretty impressive good job (btw why are you not on discord anymore ? we have not talked in such a long time and i really want to talk with you) Thank you . I'll contact you in PM. Edited October 15, 2021 by iiCriminnaaL My workshop of modifications Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted October 15, 2021 Author Share Posted October 15, 2021 On 9/23/2021 at 7:49 PM, Eljay171 said: Hi Ive downloaded the mod and at the moment its partially working, gangs such as the albanians are aggroing towards me, but gangs arent aggroing on each other and fighting in the streets. Any ideas why this might be?? Thanks. Hello, there. Have you tried to check encounters between rival gangs? As gangs aren't set to be hostile to every other gang. You may check the original post to see which gangs are enemies (or allies) to which, in which neighborhoods they regularly confront each other, and when. My workshop of modifications Link to comment Share on other sites More sharing options...
Datalvarezguy Posted October 15, 2021 Share Posted October 15, 2021 3 hours ago, iiCriminnaaL said: I just checked the mission, and he does have a Hustler model. Have you checked the mission with the mod's version of roman5.sco installed? Yeah, I reverted that rivalry previously, as they don't seem to be enemies canonically. The only confirmed conflict between them is that with Petrovic, but that occurred only in the multiplayer's story (which seems to take time post the main story), and even there it doesn't seem that they were enemies before. Moreover, the LCPD database states that Dardan, Bledar and Kalem have associations to Russian criminals in Hove Beach. I made the gang hostility circle sort of tight, but you can change that through the SCO ToolBox. Here's a tutorial for using it. I originally explained the method of changing gang acquaintances in previous posts as well: You don't need to copy any codes from there. Just change the acquaintance ID of the relationships between the Albanian Mob (4) and Russian Mafia (8 - Mob, 9 - Gang) from 2 (Neutral) to 3 (Dislike) in ambsavebed.sco, and make sure you change it for all perspectives (Albanians to Russian Mob, Albanians to Russian Gang, Russian Mob to Albanians, and Russian Gang to Albanians). But keep in mind that the gang faction of the Russian Mafia was replaced with the Uptown Riders in TLAD, so it shall be only two perspectives in TLAD. So, in short: Hide contents Replace these lines: PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 2 PushD 4 PushD 8 CallNative SET_RELATIONSHIP 3 0 PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 2 PushD 4 PushD 9 CallNative SET_RELATIONSHIP 3 0 ... PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 2 PushD 8 PushD 4 CallNative SET_RELATIONSHIP 3 0 ... PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 2 PushD 9 PushD 4 CallNative SET_RELATIONSHIP 3 0 With these: PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 3 PushD 4 PushD 8 CallNative SET_RELATIONSHIP 3 0 PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 3 PushD 4 PushD 9 CallNative SET_RELATIONSHIP 3 0 ... PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 3 PushD 8 PushD 4 CallNative SET_RELATIONSHIP 3 0 ... PushD 1 CallNative ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND 1 0 PushD 3 PushD 9 PushD 4 CallNative SET_RELATIONSHIP 3 0 But keep the acquaintance IDs from and towards pedtype ID 9 unchanged in TLAD. Thanks for the feedback, I managed to fix Easy Fare. Dunno why the replacement didn't go thru the first time, oh well! As for the code, this will be very useful, I'll touch it up as soon as I can. Thanks! iiCriminnaaL 1 Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted October 17, 2021 Author Share Posted October 17, 2021 The Albanian Mob and Russian Mafiya are now hostile to each other. The Irish Mob and Triads are now hostile to each other. Datalvarezguy 1 My workshop of modifications Link to comment Share on other sites More sharing options...
nothasuke455 Posted October 17, 2021 Share Posted October 17, 2021 4 minutes ago, iiCriminnaaL said: The Albanian Mob and Russian Mafiya are now hostile to each other. The Irish Mob and Triads are now hostile to each other. good job also excuse me if im asking this too much you seem like a chill out dude who does not have a problem with but yeah still sorry but please check your private messages i sent again btw can you post your corrected rifa textures for ttdisa on the site ? okay thanks mister criminal Link to comment Share on other sites More sharing options...
producerofdestruction Posted October 19, 2021 Share Posted October 19, 2021 Does this mod work with 1.0.4.0 version? Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted October 19, 2021 Author Share Posted October 19, 2021 (edited) 1 hour ago, producerofdestruction said: Does this mod work with 1.0.4.0 version? Nope, not entirely. The script files have different natives in 1.0.4.0, but you can install the other parts of the mods, such as the territory, population, traffic and pedestrian trait adjustments, etc. Moreover, you can install the Relationships.dat files, albeit the relationship adjustments there aren't as complete as they are in the script files, especially in EFLC (as the file is shared between TLAD and TBOGT), due to the replacement of the gang faction of the Russian Mafiya with the Uptown Riders in TLAD, which isn't the case with TBOGT. Moreover, this way relationship adjustments won't work on old save games, as the game loads Relationships.dat only at the start of a new game. Furthermore, the 'Like' acquaintance works differently in the Relationships.dat compared to the script files, and given that I assigned it to the mob faction (GANG_RUSSIAN) of the Russian Mafiya towards the gang faction (GANG_RUSSIAN_2) in the script files (to make it less defensive to the gang faction than the latter is to the former), I preferred to leave it in the data file, albeit I did assign the 'Respect' acquaintance to the gang faction towards the mob faction, just like in the script files. But you can alternatively assign the 'Respect' acquaintance to the mob faction towards the gang faction in the data file as well, albeit doing so in EFLC will mix up the relationships with the Uptown Riders in TLAD, given that (as I mentioned) they replace the gang faction of the Russian Mafiya there. Personally, I recommend installing 1.0.7.0 or higher versions, since, as far as I'm aware, many (if not most) script related mods aren't compatible with 1.0.4.0. Edited October 19, 2021 by iiCriminnaaL My workshop of modifications Link to comment Share on other sites More sharing options...
nothasuke455 Posted October 19, 2021 Share Posted October 19, 2021 excuse me for this being totally off-topic but please check your last private message mr.kane i would highly appreactice it Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted October 19, 2021 Author Share Posted October 19, 2021 2 minutes ago, nothasuke455 said: excuse me for this being totally off-topic but please check your last private message mr.kane i would highly appreactice it No problem, but please don't post off-topic replies . My name isn't Kane by the way. That previous username of mine was simply named after Kane from San Andreas . My workshop of modifications Link to comment Share on other sites More sharing options...
catsmackaroo Posted October 25, 2021 Share Posted October 25, 2021 Howdy partner - So this mod and Various Pedestrian Actions conflict! They both use a file, Scenarios.dat, in common>data. Will you make a compatibility patch or anything? I think that mod is so good it should be in complimentary mods to install! MaveriX 1 Link to comment Share on other sites More sharing options...
yxngicyx Posted November 15, 2021 Share Posted November 15, 2021 Can someone properly explain/ do a tutorial how exactly to install this mod for Complete Edition, in proper english, with proper references & easy to follow. Link to comment Share on other sites More sharing options...
Buzy Posted November 16, 2021 Share Posted November 16, 2021 Hi, I want to install both this mod and the Complete Liberty City map mod. But I do not know which version of the scenarios2.ipl file to copy. Can you recommend me which one to use? Thanks! Link to comment Share on other sites More sharing options...
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