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[IV/EFLC] Potential Grim


iiCriminnaaL
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iiCriminnaaL
Posted (edited)
  • Instead of showing up from evening (20:00) to mid morning (10:00), gang members and homeless pedestrians now have presence from late afternoon (18:00) to noon (12:00) in the meant districts.
Edited by iiCriminnaaL
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Appreciate the mod. However, I'm experiencing crash during the first mission in TBoGT as well. Please fix this issue.

 

 

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FloraMoon
21 hours ago, yungsufoto said:

Appreciate the mod. However, I'm experiencing crash during the first mission in TBoGT as well. Please fix this issue.

 

 

Yea. Crashes after dropping Armando and Henrique.

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iiCriminnaaL
Posted (edited)
  • Hustlers now show up from late afternoon to noon rather than all day in South Bohan.
     
  • Spanish Lords now show up from late afternoon to noon rather than all day in Firefly Projects and North Holland.
     
  • Drug dealers now sell their merchandise only from mid afternoon to early morning.
     
  • The task of the police snipers unit is now performed by NOOSE soldiers in behalf of regular police officers.
     
  • Technicians now show up with construction/road worker models, and their working hours now cover mid morning up to evening rather than only a few noon/afternoon hours.
     

  • Postman working hours now cover all morning hours. The environmental range of possible occurrence has also been decreased to allow higher postman presence within the area.
     

  • A lot of the citizens' environment interactions are now timed, moving on when satisfied rather than interacting continuously.
     
  • Local citizens can now be witnessed taking photos in addition to tourists. The environmental range of possible occurrence has also been slightly increased to avoid exaggerated interaction within the area.
     
  • Witnessing pedestrians picking up available payphones is now possible.
     

  • Witnessing citizens using binoculars is now possible from morning up to midnight rather than only to early evening. The environmental range of possible occurrence has also been decreased to allow more binoculars to be used by citizens within the area.
     

  • Security guards - [M_Y_Armoured & M_Y_SecurityMan] ; police behavior, braver, & more aggressive.
     
  • Caucasian road/construction workers - [M_Y_Construct_01] ; added to the road workers population group.
     
  • Prisoners are no longer silent. They now share the voice lines of the Irish drug dealers.

 

On 7/29/2022 at 11:03 AM, yungsufoto said:

Appreciate the mod. However, I'm experiencing crash during the first mission in TBoGT as well. Please fix this issue.

 

 

17 hours ago, FloraMoon said:

Yea. Crashes after dropping Armando and Henrique.

Indeed. Unfortunately, I still didn't manage to fix it yet.

 

Until I figure out a way, I recommend delaying the installation of ambsavebed.sco until the completion of the first mission, as the game seems to run pretty well afterwards (which might need a confirmation, though).

Edited by iiCriminnaaL
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FloraMoon

Pretty cool update..esp for the security guards. Love it..infact i love all your mods.😍 

Will you be updating Hardcore Lost MC and Responsive Plus anytime soon? Just wondering coz i was about to start playing again right from the very beginning with all these mods installed.

Edited by FloraMoon
Edited for clarification
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iiCriminnaaL
Posted (edited)
13 hours ago, FloraMoon said:

Pretty cool update..esp for the security guards. Love it..infact i love all your mods.😍 

Will you be updating Hardcore Lost MC and Responsive Plus anytime soon? Just wondering coz i was about to start playing again right from the very beginning with all these mods installed.

Thanks 😁.

 

I have no plans at the moment. But even if I did I believe they shall not mess any save game, so you wouldn't have to start a new game again.

 

 

UPDATE:

I implemented a few minor updates to the time cycles in Responsive Plus.

Edited by iiCriminnaaL
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GTA_homie1

Any plans for adding back the unused voices of TLAD cops? 🤔

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iiCriminnaaL
Posted (edited)
45 minutes ago, GTA_homie1 said:

Any plans for adding back the unused voices of TLAD cops? 🤔

  • The unused police voice lines in TLAD have been restored, and they now play alongside the original ones.
Edited by iiCriminnaaL
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iiCriminnaaL
  • Several outlaw bikers and street gang members, as well as hipster bouncers now have the possibility to show up without additional hair, beard, hat and accessory models. So be more careful from bumping into the wrong people, as differentiating between street gang members and regular citizens has become even more tricky!
     

  • Some misplaced jacket textures for the Hustlers have been restored.

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Chunk Norris

Big ups for all these updates

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iiCriminnaaL
On 7/31/2022 at 12:26 PM, iiCriminnaaL said:
  • Several outlaw bikers and street gang members, as well as hipster bouncers now have the possibility to show up without additional hair, beard, hat and accessory models. So be more careful from bumping into the wrong people, as differentiating between street gang members and regular citizens has become even more tricky!
  • A forgotten adjustment for The Hardcore Lost MC's compatibility has been made.
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Be-Deliver
On 7/30/2022 at 8:15 PM, iiCriminnaaL said:

Indeed. Unfortunately, I still didn't manage to fix it yet.

 

Until I figure out a way, I recommend delaying the installation of ambsavebed.sco until the completion of the first mission, as the game seems to run pretty well afterwards (which might need a confirmation, though).

I did try to insert the mod's ambsavebed.sco after completing I Luv LC, the game still crashes not immediately when I exit Luis' apartment but shortly afterwards when I drive out of or into North Holland. Though the chances of this occuring is random unlike the crash at the first mission.

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iiCriminnaaL
  • Druggie homeless citizens now show up in groups rather than individuals.
     
  • Gang members, drug dealers, pimps, prostitutes, and homeless citizens are no longer in touch with the photographing activities.
     
  • Dominican Drug Dealers (TBOGT) - [M_Y_DomDrug_01 & M_Y_DomGuy_02] ; gang behavior, higher potential of buying drugs, potential to insult homeless citizens, more aggressive, added to the Spanish Lords population group, & removed from the African-American & Latin population groups. | [M_Y_DomGuy_01] ; higher potential of buying drugs, potential to insult homeless citizens, more aggressive, added to the Spanish Lords population group, & removed from the African-American & Latin population groups.
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Recently reinstalled the mod but the biker gundealer model hasn't changed at all. Am I doing smth wrong or this feature was removed ? 

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iiCriminnaaL
Posted (edited)
46 minutes ago, yungsufoto said:

Recently reinstalled the mod but the biker gundealer model hasn't changed at all. Am I doing smth wrong or this feature was removed ? 

Are you referring to the replacement of the redneck/biker arms dealer with the intentional, unused arms dealer? Because that feature is rather a part of Responsive Plus. The reason why his health setting is increased in this mod instead is due to the fact that the pedpersonality.dat file adjustments take place here.

 

If you're referring to the model adjustment of the redneck/biker bouncers/arms dealers in this mod, what it does is making it possible for them to show up without hair or hats, as well as a horseshoe facial hair style besides to the goatee, given that the goatee has its own separate model that is originally forced to always load, whereas the facial hair style in the basic head model is a horseshoe mustache.

Edited by iiCriminnaaL
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41 minutes ago, iiCriminnaaL said:

Are you referring to the replacement of the redneck/biker arms dealer with the intentional, unused arms dealer? Because that feature is rather a part of Responsive Plus. The reason why his health setting is increased in this mod instead is due to the fact that the pedpersonality.dat file adjustments take place here.

 

If you're referring to the model adjustment of the redneck/biker bouncers/arms dealers in this mod, what it does is making it possible for them to show up without hair or hats, as well as a horseshoe facial hair style besides to the goatee, given that the goatee has its own separate model that is originally forced to always load, whereas the facial hair style in the basic head model is a horseshoe mustache.

thank you for the quick response. I'm referring to this model.

4bJbj6S.png

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iiCriminnaaL
29 minutes ago, yungsufoto said:

thank you for the quick response. I'm referring to this model.

4bJbj6S.png

You're welcome.

 

As I mentioned, this feature is a part of Responsive Plus.

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26 minutes ago, iiCriminnaaL said:

You're welcome.

 

As I mentioned, this feature is a part of Responsive Plus.

strange. i have it installed as well, but I have never seen them. 

EDIT: reinstalling RP fixed this, all good

Edited by yungsufoto
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AngryMeatPie

Hello everyone! Sorry for probably repeating the same question again and again (I'm sure someone asked it already many times), I wanted to ask about the compatibility of the mods. In "Complementary modifications highly recommended to install" there are a few mods and then a line, for example "This mod already includes The Hardcore Lost MC compatibility." Is it possible to install ALL mods that are provided in "Complementary modifications" for this mod (in this case, there are Hardcore Lost MC, Responsive Plus and Disaster of Tony Prince) or only Hardcore Lost MC because it's compatible with it, according to the note above? 
I get it that from all this pack of mods the Improved Animations Pack is compatible with all the other mods (except probably Responsive+, which makes changes to weapons??) but all the rest change quite a lot of the content, that's why I would like to install maybe 1-2 of the mods without them interfering with each other. Will be glad to receive your response.

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Chunk Norris
30 minutes ago, AngryMeatPie said:

Hello everyone! Sorry for probably repeating the same question again and again (I'm sure someone asked it already many times), I wanted to ask about the compatibility of the mods. In "Complementary modifications highly recommended to install" there are a few mods and then a line, for example "This mod already includes The Hardcore Lost MC compatibility." Is it possible to install ALL mods that are provided in "Complementary modifications" for this mod (in this case, there are Hardcore Lost MC, Responsive Plus and Disaster of Tony Prince) or only Hardcore Lost MC because it's compatible with it, according to the note above? 
I get it that from all this pack of mods the Improved Animations Pack is compatible with all the other mods (except probably Responsive+, which makes changes to weapons??) but all the rest change quite a lot of the content, that's why I would like to install maybe 1-2 of the mods without them interfering with each other. Will be glad to receive your response.

i had to look up the disaster of tony prince because I dont play EFLC with mods but looking at it's files it  will be compatible with literally every mod maybe aside from fusion fix because that also changes rotterdam tower coloring?

As for the other mods what I personally do is look at which files are being overwritten by them. If a specific file gets overwritten by a different mod as well then obviously you won't get the benefits of one of the mods UNLESS the author made a compatibility patch or you edit them together yourself.

 

- Responsive plus and potential grim and lost MC are 100% compatible with each other with included comp. patches.

- Various Ped Actions are also compatible if you don't use the scenarios.dat file and only the ambient.dat (or you can just edit the changes you want from scenarios into potential grim)

-Liberty Rush is not compatible unless you make some modifications but there is a great compatibility guide.

 

There are some other mods as well that are worth installing  but these are the big ones that touch the same files and its nice to have all of them in the game.

Edited by Chunk Norris
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AngryMeatPie
2 hours ago, Chunk Norris said:

i had to look up the disaster of tony prince because I dont play EFLC with mods but looking at it's files it  will be compatible with literally every mod maybe aside from fusion fix because that also changes rotterdam tower coloring?

As for the other mods what I personally do is look at which files are being overwritten by them. If a specific file gets overwritten by a different mod as well then obviously you won't get the benefits of one of the mods UNLESS the author made a compatibility patch or you edit them together yourself.

 

- Responsive plus and potential grim and lost MC are 100% compatible with each other with included comp. patches.

- Various Ped Actions are also compatible if you don't use the scenarios.dat file and only the ambient.dat (or you can just edit the changes you want from scenarios into potential grim)

-Liberty Rush is not compatible unless you make some modifications but there is a great compatibility guide.

 

There are some other mods as well that are worth installing  but these are the big ones that touch the same files and its nice to have all of them in the game.

Oh, thanks for your response, mate! Much appreciated! I'm not actually very big into GTA IV mods, I'm interested in the first group you've mentioned, but still thanks for the tip on different other mods) So, if the mods are compatible, there's no difference in which order they can be installed, right? (In some games it just so happens that, if I'm not mistaken, if you install a few mods, you have to install them in a certain order).

Edited by AngryMeatPie
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iiCriminnaaL
Posted (edited)
4 hours ago, AngryMeatPie said:

Is it possible to install ALL mods that are provided in "Complementary modifications" for this mod (in this case, there are Hardcore Lost MC, Responsive Plus and Disaster of Tony Prince) or only Hardcore Lost MC because it's compatible with it, according to the note above? 

Yes. I actually didn't mention the compatibility of the other mods given that they don't interfere with each other. Time cycle adjustments in Responsive Plus and The Disaster of Tony Prince are exceptions, as this is more about preference than feature combination.

 

49 minutes ago, AngryMeatPie said:

So, if the mods are compatible, there's no difference in which order they can be installed, right? (In some games it just so happens that, if I'm not mistaken, if you install a few mods, you have to install them in a certain order).

Indeed. But don't forget to install the compatibility files from each mod upon installing the mod's regular files, and not just the latter.

Edited by iiCriminnaaL
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AngryMeatPie
20 minutes ago, iiCriminnaaL said:

Yes. I actually didn't mention the compatibility of the other mods given that they don't interfere with each other. Time cycle adjustments in Responsive Plus and The Disaster of Tony Prince are exceptions, as this is more about preference than feature combination.

 

Indeed. But don't forget to install the compatibility files from each mod upon installing the mod's regular files, and not just the latter.

All right, thank you! Anyway, I'll be checking the files each mod replaces to avoid interference when I decide to install them, because now I'm just looking through the pages of the mods without looking at the files. Thanks for reminding to install the compatibility files and huge thanks for your mods too) I haven't tried anything besides Improved Animations yet  (which you worked on, as far as I know) but your mods seem very promising, so I'll try them out ASAP. These mods look like a real improvement to the game, not smth unnecessary or irrelevant in this game's context.

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iiCriminnaaL
Posted (edited)
4 minutes ago, AngryMeatPie said:

All right, thank you! Anyway, I'll be checking the files each mod replaces to avoid interference when I decide to install them, because now I'm just looking through the pages of the mods without looking at the files. Thanks for reminding to install the compatibility files and huge thanks for your mods too) I haven't tried anything besides Improved Animations yet  (which you worked on, as far as I know) but your mods seem very promising, so I'll try them out ASAP. These mods look like a real improvement to the game, not smth unnecessary or irrelevant in this game's context.

Thanks! 😄

 

I didn't work on Improved Animations Pack to be fair, but B Dawg and I provide compatibility patches for each other's mods. Although, the Responsive Plus compatibility is most likely outdated in Improved Animations Pack at the moment, but you can get the latest version of both mods from the Improved Animations Pack compatibility that's provided in Responsive Plus.

Edited by iiCriminnaaL
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AngryMeatPie
4 minutes ago, iiCriminnaaL said:

Thanks! 😄

 

I didn't work on Improved Animations Pack to be fair, but B Dawg and I provide compatibility patches for each other's mods. Although, the Responsive Plus compatibility is most likely outdated in Improved Animations Pack at the moment, but you can get the latest version from the Improved Animations Pack compatibility that's provided in Responsive Plus.

Thanks, I'll check it out in future, I'm sure some questions will arise and it's okay if I ask them)

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GTA_homie1
10 minutes ago, AngryMeatPie said:

These mods look like a real improvement to the game, not smth unnecessary or irrelevant in this game's context.

The speciality of these mods is that once we start using them, we can't unuse them. 😁 

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 I think it'd be cool to see uptown riders in north holland too. I know they're not present in IV at all & that's why this feature can be tricky to implement, but still.

Edited by _ys
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rejtély3mr

@iiCriminnaaL, you heard the actual complete edition your mod was compatible, but we need change something about ambsavebed.sco, probably main.sco too, i guess.

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Chunk Norris
7 hours ago, rejtély3mr said:

@iiCriminnaaL, you heard the actual complete edition your mod was compatible, but we need change something about ambsavebed.sco, probably main.sco too, i guess.

is that mod even stable?  I'm not sure it will work together with any other mods really as it seems like it changes  almost everything. I don't even see how it's possible to add EFLC weapons to IV without replacing them. I see a lot of potential for crashes with that mod installed alone so I never bothered.

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