iiCriminnaaL Posted August 22 Author Share Posted August 22 (edited) On 8/17/2022 at 3:19 PM, _ys said: 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. That's a good idea actually. I considered this before by the way, but I'm not sure whether it can be achieved properly without some complex modding and scripting, though. I will most likely not implement this, but I probably will try to do so sometime. Probably doing something similar to TLAD: giving them the gang slot of the gang faction of the Russian Mafia, and perhaps also adding the Russian gangsters to the mob faction of the Russian Mafia (something I might do in TLAD, just maybe). 13 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. 6 hours ago, Chunk Norris said: 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. I agree with what Chunk Norris stated. I'm not certain about the possibility of creating a proper compatibility patch with no issues and crashes with the Actual Complete Edition mod, which (as great as it is) has its own errors to begin with. Edited August 22 by iiCriminnaaL GTA_homie1 and _ys 2 My workshop of modifications Link to comment Share on other sites More sharing options...
_ys Posted August 24 Share Posted August 24 (edited) On 8/22/2022 at 10:14 PM, iiCriminnaaL said: That's a good idea actually. I considered this before by the way, but I'm not sure whether it can be achieved properly without some complex modding and scripting, though. I will most likely not implement this, but I probably will try to do so sometime. Probably doing something similar to TLAD: giving them the gang slot of the gang faction of the Russian Mafia, and perhaps also adding the Russian gangsters to the mob faction of the Russian Mafia (something I might do in TLAD, just maybe). I agree with what Chunk Norris stated. I'm not certain about the possibility of creating a proper compatibility patch with no issues and crashes with the Actual Complete Edition mod, which (as great as it is) has its own errors to begin with. You heard of the restored pedestrians mod, right? The author somehow managed to add new fully working peds into the game without replacing anything. I'm guessing exporting UR peds from TLAD and adding them to the base game should do the trick. Edited August 24 by _ys Link to comment Share on other sites More sharing options...
AngryMeatPie Posted August 24 Share Posted August 24 (edited) Hello again. I have a question about compatibility patches. Let's take this mod as an example (it has the Hardcore Lost MC compatibility), cause certain mods have them for each other as well. Do I get it right that in order to make it compatible with HLMC, I need to: 1) Install the mod's files. 2) Install the files from the "HLMC Compatibility" folder after that and replace what's being asked to. 3) Install HLMC. If I'm wrong, I'll be glad to hear the correct plan of actions, because I'll most likely be installing HLMC at some point and I don't wanna mess smth up. I'm sorry for all my stupid questions on different GTA IV mods, I know I'm probably getting on people's nerves asking obvious stuff. I'm just rather new to this game's mods, and I don't want to mess up my game while modding it and then have to replace a ton of files Anyways, I'd be grateful for help) Edited August 24 by AngryMeatPie Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted August 24 Author Share Posted August 24 (edited) 8 hours ago, _ys said: You heard of the restored pedestrians mod, right? The author somehow managed to add new fully working peds into the game without replacing anything. I'm guessing exporting UR peds from TLAD and adding them to the base game should do the trick. Yeah, I remember that I checked it out before. I'll probably take another look to see how to add new peds without replacing too, although I hope adding new gang slots is possible as well. 55 minutes ago, AngryMeatPie said: Hello again. I have a question about compatibility patches. Let's take this mod as an example (it has the Hardcore Lost MC compatibility), cause certain mods have them for each other as well. Do I get it right that in order to make it compatible with HLMC, I need to: 1) Install the mod's files. 2) Install the files from the "HLMC Compatibility" folder after that and replace what's being asked to. 3) Install HLMC. If I'm wrong, I'll be glad to hear the correct plan of actions, because I'll most likely be installing HLMC at some point and I don't wanna mess smth up. Hello. The Hardcore Lost MC's compatibility files for Potential Grim are the exact files of Potential Grim's compatibility for The Hardcore Lost MC, and that applies to the other compatibilities of the mods I created as well. Meaning that you can install the normal files of my mods at any order, as long as you make sure that you install the compatibility patches at the very end, so that they'll not be overwritten by the normal mod files. So, what you're supposed to in the case of installing Potential Grim and The Hardcore Lost MC is: Installing the normal/main files of both mods at any order. Installing one compatibility patch (THLMC's from PG or PG's from THLMC, no difference) after installing both mods. If you find intersecting files that aren't placed in compatibility patches (such as Billy's prison textures in Potential Grim and The Hardcore Lost MC) then they're the same files, so it's not necessary for them to be added to compatibility patches, and thus installing them at any order shall not make any difference. 55 minutes ago, AngryMeatPie said: I'm sorry for all my stupid questions on different GTA IV mods, I know I'm probably getting on people's nerves asking obvious stuff. I'm just rather new to this game's mods, and I don't want to mess up my game while modding it and then have to replace a ton of files Anyways, I'd be grateful for help) Don't worry about it. You're welcome . Edited August 24 by iiCriminnaaL My workshop of modifications Link to comment Share on other sites More sharing options...
AngryMeatPie Posted August 24 Share Posted August 24 57 minutes ago, iiCriminnaaL said: Yeah, I remember that I checked it out before. I'll probably take another look to see how to add new peds without replacing too, although I hope adding new gang slots is possible as well. Hello. The Hardcore Lost MC's compatibility files for Potential Grim are the exact files of Potential Grim's compatibility for The Hardcore Lost MC, and that applies to the other compatibilities of the mods I created as well. Meaning that you can install the normal files of my mods at any order, as long as you make sure that you install the compatibility patches at the very end, so that they'll not be overwritten by the normal mod files. So, what you're supposed to in the case of installing Potential Grim and The Hardcore Lost MC is: Installing the normal/main files of both mods at any order. Installing one compatibility patch (THLMC's from PG or PG's from THLMC, no difference) after installing both mods. If you find intersecting files that aren't placed in compatibility patches (such as Billy's prison textures in Potential Grim and The Hardcore Lost MC) then they're the same files, so it's not necessary for them to be added to compatibility patches, and thus installing them at any order shall not make any difference. Don't worry about it. You're welcome . All right,I got it, thanks! Two other questions concerning this particular mod. 1) The traffic density. The mod makes the default one higher, as I've figured it out, so there are more cars and peds around. Does the "Traffic Density" slider in the game still work with this mod installed? So can I still use it to decrease the number of peds and cars or should I edit smth in the mod files? I like this addition, but I want to reduce the amount of traffic because it hits my fps and it's like 15-20. 2) Haven't found this on the mod page, I must've been inattentive. Had I better start a new game for all the changes to work or it's not obligatory? Particularly concerning IV (I only installed the mod on IV as a test, didn't touch the episodes). I have only the first mission passed (before the mod) and two cars in my garage (don't think they matter). From what I saw, gang members hassle and then fight each other, and there's more traffic in the the streets, so at least most of it works. What made me ask this question are two things which seemed weird to me, and I want to make sure it's supposed to be like that. 1) Sometimes two rival gang members stand in front of each other and hassle each other for a long time but don't fight (I saw them stand like that for at least a minute or so). Maybe I'm just paranoid and it's supposed to be like that. 2) When two gang members fight, I noticed that no other gang members come to aid their mates. Maybe they just didn't happen to be around, idk. Or it's just scripted like that so only two peds may fight? And the last question, this one's about OpenIV. To replace some files, do deleting the og files and adding new ones, and simply drag& dropping new files differ somehow or is it basically the same action? Cause I want to make sure I replaced the files properly (for one img file I used the first method, for the other I simply drag& dropped new files cause I didn't want to look for all the og files). Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted August 24 Author Share Posted August 24 (edited) 2 hours ago, AngryMeatPie said: All right,I got it, thanks! You're welcome. 2 hours ago, AngryMeatPie said: Two other questions concerning this particular mod. 1) The traffic density. The mod makes the default one higher, as I've figured it out, so there are more cars and peds around. Does the "Traffic Density" slider in the game still work with this mod installed? So can I still use it to decrease the number of peds and cars or should I edit smth in the mod files? I like this addition, but I want to reduce the amount of traffic because it hits my fps and it's like 15-20. 2) Haven't found this on the mod page, I must've been inattentive. Had I better start a new game for all the changes to work or it's not obligatory? Particularly concerning IV (I only installed the mod on IV as a test, didn't touch the episodes). I have only the first mission passed (before the mod) and two cars in my garage (don't think they matter). From what I saw, gang members hassle and then fight each other, and there's more traffic in the the streets, so at least most of it works. The traffic density option is supposed to alter the draw distance of vehicles. The higher it is, the further vehicles can show up on screen. In case you just started a new game recently, then you shall not miss any features of the mod. If you're using a high progress save game, you might miss some of the eventual, mission progress based gang acquaintance changes (the ones that are "not in the original script", as referred to in the main page), but this can be fixed by going close to some safehouses depending on your progress and when the gang acquaintance change is supposed to occur (as I linked most of the gang acquaintance adjustments to the safehouse script). For instance: the Hustlers' friendly acquaintance that shall be acquired upon killing Playboy X can be obtained in old save games in which Playboy X is already dead by going very close to Playboy'x safehouse, the Angels of Death's and Spanish Lords' hostility that shall be acquired post The Snow Storm can be obtained by going close to any unlocked safehouse aside from Bohan's (and obviously Broker's, thus any safehouse that is unlocked after completing the said mission), etc. More information about which gang hostilities can be obtained by going close to which safehouse can be found on the main page. As for the episodes, the mission gang acquaintance changes that are stated as "not in the original script" in the main page will only work in new games and/or save games in which missions where these acquaintances shall occur after completing are not passed yet in the save game (as these acquaintance changes get activated once you pass the mission with the mod installed, but not when they are already completed before, but as I mentioned, only the eventual mission changes, and not the main ones, which on the other hand can work regularly in any save game without any further steps, such as the Spanish Lords' friendly acquaintance to Luis). For TBOGT's case, it's recommended to install the script files after completing the first mission, as for some reason the game usually crashes by the end of the first mission when the mod is installed. Potential crashes can occur later on too in TBOGT, but are much less likely to happen after the first mission. 2 hours ago, AngryMeatPie said: What made me ask this question are two things which seemed weird to me, and I want to make sure it's supposed to be like that. 1) Sometimes two rival gang members stand in front of each other and hassle each other for a long time but don't fight (I saw them stand like that for at least a minute or so). Maybe I'm just paranoid and it's supposed to be like that. 2) When two gang members fight, I noticed that no other gang members come to aid their mates. Maybe they just didn't happen to be around, idk. Or it's just scripted like that so only two peds may fight? And the last question, this one's about OpenIV. To replace some files, do deleting the og files and adding new ones, and simply drag& dropping new files differ somehow or is it basically the same action? Cause I want to make sure I replaced the files properly (for one img file I used the first method, for the other I simply drag& dropped new files cause I didn't want to look for all the og files). I guess you're referring to rival gangs behavior when you're in a mission, as the game's script prevents them from starting fights based on hassles during missions, which doesn't seem to be the case for TBOGT, though. Yeah, this is a part of the game's AI system, unfortunately. They seem to only aid each other against the player, but not NPCs (unless the rival gangster hits other members nearby, this provoked gangster might also join in this case). Minus gun fights, though, as shootouts attract other armed gang members to attack whoever causes trouble in their territory. Gang fights are rarer to occur than fist and melee fights, but they're still possible (yes, even without the player's involvement). In OpenIV just adding the new files automatically replaces the old ones in the game, so you don't have to delete them before adding the new ones, nor replacing them yourself. Once the tool's edit mode is activated, file changes are automatically saved. But don't forget to backup the original files just in case . Edited August 24 by iiCriminnaaL DingoPachinko 1 My workshop of modifications Link to comment Share on other sites More sharing options...
AngryMeatPie Posted August 25 Share Posted August 25 (edited) 8 hours ago, iiCriminnaaL said: You're welcome. The traffic density option is supposed to alter the draw distance of vehicles. The higher it is, the further vehicles can show up on screen. In case you just started a new game recently, then you shall not miss any features of the mod. If you're using a high progress save game, you might miss some of the eventual, mission progress based gang acquaintance changes (the ones that are "not in the original script", as referred to in the main page), but this can be fixed by going close to some safehouses depending on your progress and when the gang acquaintance change is supposed to occur (as I linked most of the gang acquaintance adjustments to the safehouse script). For instance: the Hustlers' friendly acquaintance that shall be acquired upon killing Playboy X can be obtained in old save games in which Playboy X is already dead by going very close to Playboy'x safehouse, the Angels of Death's and Spanish Lords' hostility that shall be acquired post The Snow Storm can be obtained by going close to any unlocked safehouse aside from Bohan's (and obviously Broker's, thus any safehouse that is unlocked after completing the said mission), etc. More information about which gang hostilities can be obtained by going close to which safehouse can be found on the main page. As for the episodes, the mission gang acquaintance changes that are stated as "not in the original script" in the main page will only work in new games and/or save games in which missions where these acquaintances shall occur after completing are not passed yet in the save game (as these acquaintance changes get activated once you pass the mission with the mod installed, but not when they are already completed before, but as I mentioned, only the eventual mission changes, and not the main ones, which on the other hand can work regularly in any save game without any further steps, such as the Spanish Lords' friendly acquaintance to Luis). For TBOGT's case, it's recommended to install the script files after completing the first mission, as for some reason the game usually crashes by the end of the first mission when the mod is installed. Potential crashes can occur later on too in TBOGT, but are much less likely to happen after the first mission. I guess you're referring to rival gangs behavior when you're in a mission, as the game's script prevents them from starting fights based on hassles during missions, which doesn't seem to be the case for TBOGT, though. Yeah, this is a part of the game's AI system, unfortunately. They seem to only aid each other against the player, but not NPCs (unless the rival gangster hits other members nearby, this provoked gangster might also join in this case). Minus gun fights, though, as shootouts attract other armed gang members to attack whoever causes trouble in their territory. Gang fights are rarer to occur than fist and melee fights, but they're still possible (yes, even without the player's involvement). In OpenIV just adding the new files automatically replaces the old ones in the game, so you don't have to delete them before adding the new ones, nor replacing them yourself. Once the tool's edit mode is activated, file changes are automatically saved. But don't forget to backup the original files just in case . Very grateful for your response! In case of savegames, there's obviously nothing to worry about since I don't have any saves in either of my episodes yet. But thanks for clarifying anyway) The gangs behaviour: you're right, it happened during "It's your call", outside of missions seems to work as intended. As for this "aiding in combat" thing, well, just a game limitation. I'm glad it's not a problem on my side. Thanks for the tips on OpenIV, I've backed up all the og files) Gonna enjoy this mod Edited August 25 by AngryMeatPie iiCriminnaaL 1 Link to comment Share on other sites More sharing options...
chadvini Posted August 25 Share Posted August 25 (edited) I can't access the files, not on google drive nor dropbox. Plz help. Edited August 25 by chadvini Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted August 26 Author Share Posted August 26 19 hours ago, chadvini said: I can't access the files, not on google drive nor dropbox. Plz help. What is the problem you're facing exactly? My workshop of modifications Link to comment Share on other sites More sharing options...
AngryMeatPie Posted August 27 Share Posted August 27 (edited) Hello again, @iiCriminnaaL. Sorry for pinging you, I just wanted to clarify a few other things with this mod. 1) "To avoid potential loading crashes in TLAD in the Complete Edition, it's recommended to leave the mod's version of the 'content.dat' file and implement the line "DISABLE_FILE common:/DATA/MAPS/SCENARIOS2.IPL" into your file." What exactly does "leave" mean here? Should there eventually be two content.dat files in the folder (the vanilla one with the mentioned line added and the mod one)? Or does it mean that I should simply avoid using the mod's version of the file and add this line to my version of this file? 2) One of the changes of this mod is "The game's streaming memory has been optimised". Does it mean that you simply added more memory to the stream.ini file in the "pc" folder? Or was there something else done at this step? I'm asking because I've recently given the game more RAM by editing this file (following catsmackaroo's Ultimate GTA IV guide on YT). Your version had 3 Gb everywhere instead of vanilla's 2 Gb, I put 4. So far the game works better, but I just want to make sure I didn't break the mod by editing this file because you made some edits to it too. Edited August 27 by AngryMeatPie Link to comment Share on other sites More sharing options...
Be-Deliver Posted August 27 Share Posted August 27 4 hours ago, AngryMeatPie said: 1) "To avoid potential loading crashes in TLAD in the Complete Edition, it's recommended to leave the mod's version of the 'content.dat' file and implement the line "DISABLE_FILE common:/DATA/MAPS/SCENARIOS2.IPL" into your file." What exactly does "leave" mean here? Should there eventually be two content.dat files in the folder (the vanilla one with the mentioned line added and the mod one)? Or does it mean that I should simply avoid using the mod's version of the file and add this line to my version of this file? What he means by that is to not replace the RGL/Steam's vanilla TLAD's content.dat file with the one provided by the mod, instead open the file and find the following line: DISABLE_FILE common:/DATA/MAPS/SCENARIO2.IPL And replace it with this: DISABLE_FILE common:/DATA/MAPS/SCENARIOS2.IPL Because if you replace TLAD's content.dat file with the mod's version of it from the RGL/Steam's version (or even a downgraded copy which has happened to me), the game will crash when loading into the episode. And if you don't edit the mentioned line above, you'll get an error like this popping up everytime you exit the game: iiCriminnaaL and GTA_homie1 2 Link to comment Share on other sites More sharing options...
chadvini Posted August 27 Share Posted August 27 Sorry, I found out the problem. I couldnt access the files on google drive due to not having permission which needs to be given But on Dropbox I couldnt make an account for some reason, but I found out it was because it had automatically blocked cookies on the website. Link to comment Share on other sites More sharing options...
AngryMeatPie Posted August 27 Share Posted August 27 27 minutes ago, Be-Deliver said: What he means by that is to not replace the RGL/Steam's vanilla TLAD's content.dat file with the one provided by the mod, instead open the file and find the following line: DISABLE_FILE common:/DATA/MAPS/SCENARIO2.IPL And replace it with this: DISABLE_FILE common:/DATA/MAPS/SCENARIOS2.IPL Because if you replace TLAD's content.dat file with the mod's version of it from the RGL/Steam's version (or even a downgraded copy which has happened to me), the game will crash when loading into the episode. And if you don't edit the mentioned line above, you'll get an error like this popping up everytime you exit the game: Thank you, man! So, I simply edit this line in the default version of this file, without replacing anything, and install the mod, and it should work, right? Link to comment Share on other sites More sharing options...
GTA_homie1 Posted August 27 Share Posted August 27 28 minutes ago, AngryMeatPie said: So, I simply edit this line in the default version of this file, without replacing anything, and install the mod, and it should work, right? Yes. iiCriminnaaL and AngryMeatPie 2 Link to comment Share on other sites More sharing options...
AngryMeatPie Posted August 27 Share Posted August 27 (edited) Sorry guys, but I've got a few other things to make clear : 1) There's an EFLC–common–data folder in the mod which contains the same files as IV-common-data except Scenarios.dat and pedVariations if I'm not mistaken. Since there's no EFLC folder in my directory (simply the "common" folder for GTA IV and two folders for DLCs), and since I've already put the files provided by the mod for the original IV into the IV-common-data, will they work for the episodes as well? (Particularly the scenarios and pedVariations. I simply don't know where else to put them since the only "common" folder for both episodes now is the one in the IV folder which is apparently intended for all three games, and the episodes folders have their own "common" folders too, but the mod has files that should be put in them as well. For each episode there are versions of the above mentioned files which go to episodename-common-data, with the exception of Scenarios and pedVariations as it seems they should be common for both episodes. I'm just not sure what to do with the files I mentioned first). 2) In EFLC-pc-models-cdimages in the mod there's a file componentpeds.img which contains pedestrians. The same file with the same contents can be found for IV. Is it necessary to put the contents of this file into the componentpeds.img of every episode or I shouldn't do that? (Asking again cause there's no EFLC folder for me and each episode has its individual pc folder. I have put these files to TLAD's componentpeds so far but idk if that was necessary). Edited August 27 by AngryMeatPie Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted August 27 Author Share Posted August 27 1 hour ago, AngryMeatPie said: Sorry guys, but I've got a few other things to make clear : 1) There's an EFLC–common–data folder in the mod which contains the same files as IV-common-data except Scenarios.dat and pedVariations if I'm not mistaken. Since there's no EFLC folder in my directory (simply the "common" folder for GTA IV and two folders for DLCs), and since I've already put the files provided by the mod for the original IV into the IV-common-data, will they work for the episodes as well? (Particularly the scenarios and pedVariations. I simply don't know where else to put them since the only "common" folder for both episodes now is the one in the IV folder which is apparently intended for all three games, and the episodes folders have their own "common" folders too, but the mod has files that should be put in them as well. For each episode there are versions of the above mentioned files which go to episodename-common-data. I'm just not sure what to do with the files I mentioned first). 2) In EFLC-pc-models-cdimages in the mod there's a file componentpeds.img which contains pedestrians. The same file with the same contents can be found for IV. Is it necessary to put the contents of this file into the componentpeds.img of every episode or I shouldn't do that? (Asking again cause there's no EFLC folder for me and each episode has its individual pc folder. I have put these files to TLAD's componentpeds so far but idk if that was necessary). EFLC's files are the exact files of GTA IV. I just copied them to EFLC's folder in case some players have EFLC separated from GTA IV. So you don't have to add EFLC's files in case you already added GTA IV's. My workshop of modifications Link to comment Share on other sites More sharing options...
AngryMeatPie Posted August 28 Share Posted August 28 (edited) 7 hours ago, iiCriminnaaL said: In EFLC-pc-models-cdimages in the mod there's a file componentpeds.img which contains pedestrians. The same file with the same contents can be found for IV. Is it necessary to put the contents of this file into the componentpeds.img of every episode or I shouldn't do that? (Asking again cause there's no EFLC folder for me and each episode has its individual pc folder. I have put these files to TLAD's componentpeds so far but idk if that was necessary). Thank you! It refers to this one too, right? (Except the ig_billyprison file which is in a separate pc folder for TLAD: EFLC-TLAD-pc-...-componentpeds). So, it's enough to put the componentpeds files for IV into the pc folder of the main directory, and they'll work for IV and the episodes? Edited August 28 by AngryMeatPie Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted August 28 Author Share Posted August 28 (edited) 1 hour ago, AngryMeatPie said: Thank you! It refers to this one too, right? (Except the ig_billyprison file which is in a separate pc folder for TLAD: EFLC-TLAD-pc-...-componentpeds). So, it's enough to put the componentpeds files for IV into the pc folder of the main directory, and they'll work for IV and the episodes? Exactly. There're several files which TLAD and TBOGT load from IV/EFLC's main directory, and the regular GTA IV pedestrian models are among them in componentpeds.img. In these kind of files the episodes only have the additional/episodic parts in their directories (such as the new biker models, new Dominican drug dealer models, etc). Knowing which main GTA IV files the episodes load and which they don't requires checking them up, though. Edited August 28 by iiCriminnaaL My workshop of modifications Link to comment Share on other sites More sharing options...
AngryMeatPie Posted August 28 Share Posted August 28 (edited) 1 hour ago, iiCriminnaaL said: Exactly. There're several files which TLAD and TBOGT load from IV/EFLC's main directory, and the regular GTA IV pedestrian models are among them in componentpeds.img. In these kind of files the episodes only have the additional/episodic parts in their directories (such as the new biker models, new Dominican drug dealer models, etc). Knowing which main GTA IV files the episodes load and which they don't requires checking them up, though. Much appreciated! Then I will just get TLAD's componentpeds file into the original state, add Billy's model to it and call it a day, because the rest of this file's contents have already been installed on IV. I won't be able to check out which files from IV the episodes use though, as I don't know the way to do this. But if they use the same folder for general pedestrian models then it should work fine, and the new ones should be added into Episodes too, judging by what you've explained. I hope that's my last question on this mod as what's left is to install it on TBOGT and test it So far I'm enjoying it, even found a new activity for myself: I walk around a neighborhood and watch gangs fight each other, or brawl with rival gangsters. So far there have even been two shootouts Sad that the devs didn't add this feature in the game, cause like many say, vanilla LC feels way too safe for a crime-ridden city. Edited August 28 by AngryMeatPie GTA_homie1 1 Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted August 28 Author Share Posted August 28 7 minutes ago, AngryMeatPie said: Much appreciated! You're welcome. 7 minutes ago, AngryMeatPie said: I won't be able to check out which files from IV the episodes use though, as I don't know the way to do this. But if they use the same folder for general pedestrian models then it should work fine, and the new ones should be added into Episodes too, judging by what you've explained. That's not a problem as long as you don't add the files or adjust them randomly. The way they're arranged in mods are usually the way they should be installed as well. 8 minutes ago, AngryMeatPie said: I hope that's my last question on this mod as what's left is to install it on TBOGT and test it Don't forget about the notes on the main page, though. For some reason the gang acquaintance adjustments (in script.img) cause the game to crash by the end of the first mission (in Northwood/North Holland, near by Luis' house). Thus, it's recommended to install the script files upon the first mission's completion. Potential crashes might occur later on, but they're seemingly much rarer to happen than in the first mission. 11 minutes ago, AngryMeatPie said: So far I'm enjoying it, even found a new activity for myself: I walk around a neighborhood and watch gangs fight each other, or brawl with rival gangsters. So far there have even been two shootouts Sad that the devs didn't add this feature in the game, cause like many say, vanilla LC feels way too safe for a crime-ridden city. Yeah, I agree. This is something that was missing in a crime-ridden city such as Liberty City, so I'm glad that it's possible through modding now. Have fun! My workshop of modifications Link to comment Share on other sites More sharing options...
AngryMeatPie Posted August 28 Share Posted August 28 (edited) 38 minutes ago, iiCriminnaaL said: Don't forget about the notes on the main page, though. For some reason the gang acquaintance adjustments (in script.img) cause the game to crash by the end of the first mission (in Northwood/North Holland, near by Luis' house). Thus, it's recommended to install the script files upon the first mission's completion. Potential crashes might occur later on, but they're seemingly much rarer to happen than in the first mission. Yeah, I remember that, thanks for remembering) When I get to TBOGT, I'll test it out how it works if installed after the first mission. I don't think that should cause much of a problem. And I sure will be installing it on TBOGT even for the Drug Wars adjustment (Hustlers replacing Spanish Lords, I feel like the former gang doesn't get much attention in the vanilla game) 38 minutes ago, iiCriminnaaL said: Have fun! I sure will! Thanks for all your help, I wouldn't have been able to fully appreciate this mod without it) Edited August 28 by AngryMeatPie iiCriminnaaL 1 Link to comment Share on other sites More sharing options...
AngryMeatPie Posted August 30 Share Posted August 30 Hello, guys! A question concerning gameplay mechanics added by this mod. Do gang members in vehicles react to rival gang members / the protagonist they're hostile to or they just behave as normal drivers? I've seen gangsters on foot hassle those driving vehicles, but I'm curious whether it can happen vice versa. And also, can only aggressive gangsters (those who've just been in a fight or behaved aggressively) try to rescue their gang mates who are being arrested, or can even the "peaceful" gang members (e.g. standing and chatting) try to do this if they witness the arrest? Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted August 30 Author Share Posted August 30 5 minutes ago, AngryMeatPie said: Hello, guys! A question concerning gameplay mechanics added by this mod. Do gang members in vehicles react to rival gang members / the protagonist they're hostile to or they just behave as normal drivers? I've seen gangsters on foot hassle those driving vehicles, but I'm curious whether it can happen vice versa. Gang drivers behave as normal drivers. Gang members who hassle drivers (including the player) won't attack them as long as they're in a vehicle, though, but if they started attacking already then they will throw their enemies out of vehicles from then on. 8 minutes ago, AngryMeatPie said: And also, can only aggressive gangsters (those who've just been in a fight or behaved aggressively) try to rescue their gang mates who are being arrested, or can even the "peaceful" gang members (e.g. standing and chatting) try to do this if they witness the arrest? This applies only to aggressive gangsters. It's a potential behavior, though, not a constant behavior. My workshop of modifications Link to comment Share on other sites More sharing options...
AngryMeatPie Posted August 30 Share Posted August 30 4 minutes ago, iiCriminnaaL said: Gang drivers behave as normal drivers. Gang members who hassle drivers (including the player) won't attack them as long as they're in a vehicle, though, but if they started attacking already then they will throw their enemies out of vehicles from then on. This applies only to aggressive gangsters. It's a potential behavior, though, not a constant behavior. Thank you) I asked about the drivers because I accidentally saw one of the updates of this mod, and it said that after Roman's Sorrow the Russian gangsters will chase Niko in vehicles and perform drive-by's on him, and even get out of their vehicles to beat him up when they get close. I don't know if this mechanic still works or it's the only case where this happens. Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted August 30 Author Share Posted August 30 (edited) 28 minutes ago, AngryMeatPie said: Thank you) I asked about the drivers because I accidentally saw one of the updates of this mod, and it said that after Roman's Sorrow the Russian gangsters will chase Niko in vehicles and perform drive-by's on him, and even get out of their vehicles to beat him up when they get close. I don't know if this mechanic still works or it's the only case where this happens. You're welcome. That was an adjustment that took part in some previous versions, but has been reverted as it made them exaggeratedly notice his presence too quickly and easily (even when he's in a vehicle), even if he's on a building's roof (if it's not too tall). That's an extreme hostility acquaintance that makes NPCs (gangs in this case) notice their enemies from a longer distance, and attack them on sight, even leaving their vehicles if their enemies are on-foot, or chase them if they're in a vehicle. Sometimes I consider re-implementing it, though, but I'll most likely not. But in case I do, it shall not be frustrating to get it to work in old save games. Edited August 30 by iiCriminnaaL My workshop of modifications Link to comment Share on other sites More sharing options...
AngryMeatPie Posted August 30 Share Posted August 30 (edited) 15 minutes ago, iiCriminnaaL said: That was an adjustment that took part in some previous versions, but has been reverted as it made them exaggeratedly notice his presence too quickly and easily (even when he's in a vehicle), even if he's on a building's roof (if it's not too tall). Oh, then it's good it got cut. Can they now see you when you're in a vehicle or they'll simply ingnore you? Edited August 30 by AngryMeatPie Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted August 30 Author Share Posted August 30 9 minutes ago, AngryMeatPie said: Oh, then it's good it got cut. Can they now see you when you're in a vehicle or they'll simply ingnore you? They can notice you when you're close enough, but they'll just keep hassling without attacking as long as you don't leave your vehicle. But as I mentioned, if they're already provoked then they can throw you out of the vehicle. My workshop of modifications Link to comment Share on other sites More sharing options...
AngryMeatPie Posted August 30 Share Posted August 30 1 hour ago, iiCriminnaaL said: They can notice you when you're close enough, but they'll just keep hassling without attacking as long as you don't leave your vehicle. But as I mentioned, if they're already provoked then they can throw you out of the vehicle. Ok, got it, thank you. 1 hour ago, iiCriminnaaL said: That's an extreme hostility acquaintance Actually, it would've been cool if it got added back, provided it works more or less well (gangs don't see you through walls or, like you said, on buildings, or if you're inside some building). However, I don't know for which gangs such hostility would be appropriate, besides Russian gangsters (if we take the original IV). Recalling the storyline, I think it would be appropriate for either all gangs at some point (except Yardies) as Niko mingled with all of them at some point in the story, and it would be triggered at later missions in which these gangs have already suffered a few hits from the protagonist and it would make sense for them to be extremely aggressive to him. For example, with Albanians it would probably be either post the Undertaker or one of the missions for the Irish where Niko kills the members of the Albanian gang (somewhere about "I need your clothes, your boots and your motorcycle"), and so on. Anyway, it's just my thoughts I'm fine with how it is now. Link to comment Share on other sites More sharing options...
iiCriminnaaL Posted August 30 Author Share Posted August 30 (edited) On 8/30/2022 at 3:57 PM, AngryMeatPie said: Ok, got it, thank you. Actually, it would've been cool if it got added back, provided it works more or less well (gangs don't see you through walls or, like you said, on buildings, or if you're inside some building). However, I don't know for which gangs such hostility would be appropriate, besides Russian gangsters (if we take the original IV). Recalling the storyline, I think it would be appropriate for either all gangs at some point (except Yardies) as Niko mingled with all of them at some point in the story, and it would be triggered at later missions in which these gangs have already suffered a few hits from the protagonist and it would make sense for them to be extremely aggressive to him. For example, with Albanians it would probably be either post the Undertaker or one of the missions for the Irish where Niko kills the members of the Albanian gang (somewhere about "I need your clothes, your boots and your motorcycle"), and so on. Anyway, it's just my thoughts I'm fine with how it is now. I considered making hostile gangs eventually become extremely hostile to be fair, but I think that the reasons and motivations the Russian Mafia is after Niko for are seemingly more extreme than those of the other gangs, especially given that he killed Faustin, got betrayed by Dimitri, is wanted by Bulgarin, and also by Kenny Petrovic due to his son's murder. Sided by the Russian Mafia's ruthlessness. In case I re-implement this, I'll most likely make the gang faction of the Russian Mafia become extremely hostile post Hostile Negotiation, so that the regular hostility doesn't evolve too fast (from Russian Revolution to the very next mission, Roman's Sorrow), especially that they (Russian gangsters) also have presence in Bohan (Chase Point), thus making this connect better with the Bellics' move to Algonquin. For TLAD's case, it would most likely be the Angels of Death post Action/Reaction (or alternatively Heavy Toll). Although, it would be less likely to happen, as implementing the extreme hostility acquaintance to a gang vs gang level (given that it's the entire Lost MC and not only Johnny) would be too chaotic for the game's setting. On the flip side, it seemingly doesn't make much sense for TBOGT, as Luis has far less involvement in gang antagonism, with less impact too. Making the Russian Mafia become extremely hostile (or even regularly hostile) to him would be out of place, seeing as his problem is only with Bulgarin's faction (which appears to be among the smallest factions after all). Edited September 1 by iiCriminnaaL AngryMeatPie 1 My workshop of modifications Link to comment Share on other sites More sharing options...
AngryMeatPie Posted September 2 Share Posted September 2 (edited) On 1/30/2020 at 10:08 PM, iiCriminnaaL said: Security guards - [M_Y_Armoured & M_Y_SecurityMan] ; police behavior, braver, & more aggressive. Hello, guys! The change of security guards is really good, but I haven't seen an armoured security guard anywhere in the city. Where can I find them, if they were actually added? (From what I know, armoured security guards and police behaviour for security were also added in Liberty Rush, if I'm not mistaken) Edited September 2 by AngryMeatPie Link to comment Share on other sites More sharing options...
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