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[IV/EFLC] Potential Grim


iiCriminnaaL
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iiCriminnaaL
19 minutes ago, ceaton88 said:

Hey so I have this mod installed and started a new save, I am a fair way into the game now (just killed Playbox X) but can't say I've noticed a great change in ped behaviour or witnessed any gang fights etc. Is there anything in particular I can look out for to know the mod is installed correctly and working?

About gang hostilities, maybe you spent more time in districts with neutral gangs? As it differs from a neighborhood to another, as gangs are set to be hostile only to canonically rival gangs.

 

You may try to spend some time in Hove Beach, Firefly Projects, Schottler, Cerveza Heights, Chase Point, Little Bay, South Bohan, East Holland, North Holland, Northwood, Acter or Leftwood.

 

In most of them, though, one of the two rival gangs can be seen mostly at night to early morning, and almost rarely in midday hours to around evening. They meet most frequently in South Bohan and Northwood.

 

You can also check if the gangs that are meant to be hostile towards Niko act properly. Try to go to any district that's influenced by Albanian or Russian mobsters (as Albanians turn hostile after Bleed Out, as do the Russians after Russian Revolution), The Lost (after No Way On The Subway) and Koreans (after Dining Out). Same with Johnny with the Angels of Death (after Clean And Serene) and Triads (after This Sh*t Is Cursed).

 

As for ped behavior in general, it's the same. It's just that I added the "+criminal" flag to various peds, which increases the on-foot police chases to criminals, and set a bunch of them to have more possibility to defend themselves while attacked. I also set the Hispanic drug dealers to appear among the Hispanic pedestrian group *South American group in the files).

 

You can find more detailed information about NPC related changes in the OP, including gang rivalries, territories, and more.

Edited by iiCriminnaaL 49
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OK so I'm thinking the best way to make sure all is well is to go to an area controlled by the Albanians late in the night / early morning, thanks.

 

Also, I wanted to install this mod over the top of yours which replaces the popcycle.dat file, is this going to cause an issue?

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iiCriminnaaL
1 minute ago, ceaton88 said:

Also, I wanted to install this mod over the top of yours which replaces the popcycle.dat file, is this going to cause an issue?

Replacing the popcycle.dat file reverts the gang territory changes.

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2 minutes ago, iiCriminnaaL 49 said:

Replacing the popcycle.dat file reverts the gang territory changes.

Damn ok so its one or the other, thats a shame but can't have it all I guess. Thanks for responding :)

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iiCriminnaaL
  • Some members of various gangs are now more professional and aggressive in combat. That includes at least one member of almost every gang, including the majority of story gang members and the gang war Lost backup in The Lost and Damned.

It was already the case with some story characters, police (all units), Italian and Russian mobsters, as well as high-ranking members of the Gang faction of the Bratva and Triads in the previous versions of the mod.

 

What I already noticed since then is that there are three levels of combat experience: "move_rubbish", "move_tough" and "move_melee" (from worst to best respectively). The higher the level is, the more professional, tactical and aggressive the character is. Crouching, moving and taking cover more noticeably, as well as punching, kicking and shooting more frequently and rapidly.

 

"move_melee" was originally assigned only to the player. Now it's used for various other NPCs.

Edited by iiCriminnaaL 49
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  • 2 weeks later...
iiCriminnaaL
  • "move_melee" is now assigned to far less NPCs other than the player: story characters with high gang ranks, NOOSE soldiers, FIB agents, high-ranking members of the Mafia and Mob faction of the Bratva, some high-ranking members of the Gang faction of the Bratva and Triads, and the majority of The Lost MC gang war backup.
Edited by iiCriminnaaL 49
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iiCriminnaaL
  • The rich shopping group of pedestrians can now be seen in Easton.
     

  • The fashion group of pedestrians can now be seen in Middle Park East and The Exchange.

Edited by iiCriminnaaL 49
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FranTheftAutoLOL

lol it's me again. I was recently playing some GTAV with World of Variety and was just browsing it's history and all that and I saw this mod https://www.gta5-mods.com/misc/gangs-of-los-santos-oiv. Apperantly LDNENG & Pr0trikk did this edit where "Gang members no longer constantly spawn in traffic, they will only spawn in their assigned vehicles to create a more realistic feeling". I was thinking of trying to ask him when I can how did he do this but I wanted to hear your thoughts about it first. I feel like though it might be impossible since GTAIV has a older engine then GTAV's so I don't know how possible it's going to be.

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iiCriminnaaL
52 minutes ago, FranTheftAutoLOL said:

lol it's me again. I was recently playing some GTAV with World of Variety and was just browsing it's history and all that and I saw this mod https://www.gta5-mods.com/misc/gangs-of-los-santos-oiv. Apperantly LDNENG & Pr0trikk did this edit where "Gang members no longer constantly spawn in traffic, they will only spawn in their assigned vehicles to create a more realistic feeling". I was thinking of trying to ask him when I can how did he do this but I wanted to hear your thoughts about it first. I feel like though it might be impossible since GTAIV has a older engine then GTAV's so I don't know how possible it's going to be.

Hey.

 

The fashion and rich shopping groups now show in-game 😜.

 

So, does it mean that they won't drive vehicles not listed in their vehicle group, or that they won't walk on-foot?

 

I assume it's the first, then that would be great.

Edited by iiCriminnaaL 49
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FranTheftAutoLOL

Oh yee I saw. Nice nice. I've been working a lot recently so I should be able to test it out hopefully tomorrow. I was thinking of trying to find more locations for them to spawn in but seeing I think Shopping_Average has like two spots, I guess it's fine for now. Yeah the first one. They still spawned on foot but it was just cool to see them only spawn in their designed gang vehicles. I'll try to message them tomorrow too if I can.

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iiCriminnaaL
1 hour ago, FranTheftAutoLOL said:

was thinking of trying to find more locations for them to spawn in but seeing I think Shopping_Average has like two spots, I guess it's fine for now.

Yeah, ShopA has like one or maximum two locations only. That's why I didn't add the ShopR in many spots.

 

I can think of some places that would fit ShopR and Fashion, I'll see if they would fit later on

 

I didn't think of ShopA yet, but I guess it's better off the way it is, as average shopping peds were also set to appear among some other groups. Most likely that's why R* didn't give them too many spots.

 

 

EDIT:

 

I just realized that there's only two peds in the Fashion group. I also checked its vehicle group. Every vehicle assigned to it is also used in at least one other group. I think I'm going to disable it from the spots I added it to appear in.

 

The female pedestrian's first upper model doesn't seem to be completely finished (the chest part to be more specific). As for the alcoholic man, based on his files, I think that he wasn't meant to appear in the streets. More like a unique NPC that was planned to be used (or maybe already used) in a scripted scenario.

Edited by iiCriminnaaL 49
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FranTheftAutoLOL

Yeah Fashion seems pointless I guess. I wish it was more like GTASA where instead of having those "HARLEM, BRONX, UPTOWN,SOUTH AMERICAN, CHINESE_JAPANESE" It would just be like Casual_Rich, Casual_Poor, Casual_Average and then for each of the districts that have those people in it, like Little Italy, it could have a group with Casual_Rich Vehicles with a (Italian) setting on it.

So like  POPCYCLE_GROUP_CASUAL_AVERAGE (Asian)

POPCYCLE_GROUP_CASUAL_AVERAGE (Latino)

POPCYCLE_GROUP_CASUAL_AVERAGE (Italian). I don't know though if GTAIV would do that but I feel like it could work somehow since Alderney State Troopers spawn in Alderney and not LCPD peds

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iiCriminnaaL
3 minutes ago, FranTheftAutoLOL said:

Yeah Fashion seems pointless I guess. I wish it was more like GTASA where instead of having those "HARLEM, BRONX, UPTOWN,SOUTH AMERICAN, CHINESE_JAPANESE" It would just be like Casual_Rich, Casual_Poor, Casual_Average and then for each of the districts that have those people in it, like Little Italy, it could have a group with Casual_Rich Vehicles with a (Italian) setting on it.

So like  POPCYCLE_GROUP_CASUAL_AVERAGE (Asian)

POPCYCLE_GROUP_CASUAL_AVERAGE (Latino)

POPCYCLE_GROUP_CASUAL_AVERAGE (Italian). I don't know though if GTAIV would do that but I feel like it could work somehow since Alderney State Troopers spawn in Alderney and not LCPD peds

Yeah, that would've made for more variety of groups within the same race.

 

Updated:

  • The fashion group of pedestrians has been removed from Middle Park East and The Exchange.
  • The rich shopping group of pedestrians has been added in The Exchange.
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FranTheftAutoLOL

Yeah. I can try to do something tomorrow or tuesday to imitate this feeling, I think I have an idea. For now though, I just messaged LDNENG about that change so hopefully he should respond soon.

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Jeansowaty

The Fashion group can be reused somewhere else, like for another pedgrp. Just saying :) I'm using it to add a semi-new gang.

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FranTheftAutoLOL

Oh god, actually I just realized when you said that. What if Russian_2 gets brought back in TLAD by replacing Fashion so both UR and the Russian Gang group are in TLAD? 😳

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iiCriminnaaL
8 hours ago, FranTheftAutoLOL said:

Oh god, actually I just realized when you said that. What if Russian_2 gets brought back in TLAD by replacing Fashion so both UR and the Russian Gang group are in TLAD? 😳

That's exactly what I've been thinking about. They'll share the ped type ID, but that's not a problem, since they won't meet up in any regular situation, nor will they meet each others' rival gangs, which means that gang relationships will still work properly.

 

The only problem I thought of is that they won't appear in the Gang Wars side-mission, as opposed to Drug Wars in TBOGT (where both Russian factions appeared). And while I don't think that's really that big of an issue, it breaks immersion in my opinion, as it makes the gang feel kind "incomplete" or underused, if that makes sense.

 

I'll think about it nonetheless.

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FranTheftAutoLOL
3 hours ago, iiCriminnaaL 49 said:

That's exactly what I've been thinking about. They'll share the ped type ID, but that's not a problem, since they won't meet up in any regular situation, nor will they meet each others' rival gangs, which means that gang relationships will still work properly.

 

The only problem I thought of is that they won't appear in the Gang Wars side-mission, as opposed to Drug Wars in TBOGT (where both Russian factions appeared). And while I don't think that's really that big of an issue, it breaks immersion in my opinion, as it makes the gang feel kind "incomplete" or underused, if that makes sense.

 

I'll think about it nonetheless.

Oh yeah I see I see. Ok that's fine then unless there is a way to make both factions appear. I feel like it's some hardcoded thing but I ain't really sure tbh. That's fine though, good point you brought up. For now tho, I haven't heard back from LDNENG yet. Hopefully soon.

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FranTheftAutoLOL

Alright. Here is my idea. I might have missed a few peds but https://docs.google.com/document/d/1ElK3Dzc0TvRakFwJpb2y5W-fMXLxin2f3jUXGuWMBh8/edit?usp=sharing here is it. I took every ped from the districts like Harlem, Bronx. Then I tried to remove the peds that are also from the other "special groups" i'll call them like BLACK_POOR being the specific african americans peds like Italian, Eastern_European, etc. Then I just put them in CASUAL groups relating to their DRIVES_____CAR flag in pedpersonality.ymt and removed the ones that had criminals in it so that would have it's own group instead like GTASA. I feel like this is not perfect but that's my best try really :(

 

EDIT: Changed up some stuff like I forgot to mention I added vehicles to it too based on prices along with some tweaks I find personally better like the Schafter, Huntley, Oracle, being high-end prices, gets offered meh prices like $25k for a schafter lol. I could go for a realistic approach at it if you want me to based on the irl equivalent of them but I guess it follows GTA's logic or something. like the earlier one was more on par with it but idk.

I did notice though some interesting flags like the ABS ones, OLD_PHYSICS, LOW_RIDER, STREET_RACER, HALOGEN_LIGHTS. They are from the older gta games tho so I don't think some of them like the halogen lights flag works since it would be cool to see them on the high-end cars but I can't seem to find a difference.

 

EDIT 2:

The modder seems to be inactive in the site since his last post was from February 13, 2020 so I decided to take a look. It seems the scenarios file made that work was adding new scenario vehicle info for the events where they would spawn in the cars and the gang models were forced to it. like the BMX spawns. That I think explains how he got to do that since it's now not just BMX riders. That sucks though but I guess it makes sense they spawn based on Scenarios and not based on their own popgroup like IV. Speaking of scenarios though, yeah you are right about the poor alcoholic ped but it just looks like he never spawned in the file so prob some beta ped.

 

I did found some unused peds in pedgrp though. I wonder if they have the same issue as F_Y_Cdress_01 but here are the Generic peds that never spawned.

 

F_M_PLatin_02, F_Y_PCool_01, F_Y_PLatin_02, F_Y_PLatin_03, F_Y_PManhat_03, M_Y_BoHo_01, M_Y_chopshop_01

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iiCriminnaaL
On 5/26/2020 at 9:53 AM, FranTheftAutoLOL said:

Alright. Here is my idea. I might have missed a few peds but https://docs.google.com/document/d/1ElK3Dzc0TvRakFwJpb2y5W-fMXLxin2f3jUXGuWMBh8/edit?usp=sharing here is it. I took every ped from the districts like Harlem, Bronx. Then I tried to remove the peds that are also from the other "special groups" i'll call them like BLACK_POOR being the specific african americans peds like Italian, Eastern_European, etc. Then I just put them in CASUAL groups relating to their DRIVES_____CAR flag in pedpersonality.ymt and removed the ones that had criminals in it so that would have it's own group instead like GTASA. I feel like this is not perfect but that's my best try really :(

They seem like really good changes 😉.

 

Personally, I think I'll leave them with the game's default way of categorizing, though.

 

On 5/26/2020 at 9:53 AM, FranTheftAutoLOL said:

The modder seems to be inactive in the site since his last post was from February 13, 2020 so I decided to take a look. It seems the scenarios file made that work was adding new scenario vehicle info for the events where they would spawn in the cars and the gang models were forced to it. like the BMX spawns. That I think explains how he got to do that since it's now not just BMX riders. That sucks though but I guess it makes sense they spawn based on Scenarios and not based on their own popgroup like IV. Speaking of scenarios though, yeah you are right about the poor alcoholic ped but it just looks like he never spawned in the file so prob some beta ped.

Thanks for asking him. I really appreciate it 😉.

 

On 5/26/2020 at 9:53 AM, FranTheftAutoLOL said:

I did found some unused peds in pedgrp though. I wonder if they have the same issue as F_Y_Cdress_01 but here are the Generic peds that never spawned.

 

F_M_PLatin_02, F_Y_PCool_01, F_Y_PLatin_02, F_Y_PLatin_03, F_Y_PManhat_03, M_Y_BoHo_01, M_Y_chopshop_01

I don't know if they were used in missions or some specific scenarios, but I checked them all.

 

F_Y_PCool_01 seems to have an unfinished haircut, the only thing that kinda feels off about F_Y_PLatin_03 is the look of the shadow in the chest part of the first upper model (not sure how it looks in-game, though), F_Y_PManhat_03 has a clearly non-detailed chest in the second upper model, and the first haircut looks kinda weird (complete, but something just feels off about it), and M_Y_BoHo_01 has only one model of each clothing part, and only one head texture as well, suggesting that it's used or was intended to be used only in certain scenarios/missions.

 

The rest look cool, but scrapping them felt kinda suspicious. I'll look them up more to be sure.

 

 

A new update:

 

So, looking back at the popcycle.dat file, I realized that every change I've done to it could've been done more properly. The sum of the density values of all pedestrian groups (including gangs, albeit excluding taxi) should be 100 - not more or less. What I previously did was simply adding density value for other gangs or whatever pedestrian group without changing the others, which led to imbalance.

 

I fixed this issue. I also noticed that some districts have some imbalance when it comes to density values by default as well, and thus fixed them too. Additionally, I added bums to appear at night and early morning in Leftwood.

 

I might as well take a look at the file again and see if there're more more density values that need to be balanced later on.

Edited by iiCriminnaaL 49
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FranTheftAutoLOL

Okie that's fine, I agree too tbh. I didn't really like it near the end of my progress to be honest. I was thinking of just the casual groups spawning both cars and peds and the ethnicity groups had their own casual group but it just felt confusing of how it was going work since GTASA's popcycle was based on cities with it's SF and LV variety and not ethnicity districts like russians, asians, italians, etc.

 

No problem. I wish I knew about that before asking him since I forgot they even don't spawn in traffic at all and only by scenarios. Oh well :(

 

I was assuming they would be having some issues like Cdress but unlike the alcoholic, they were general/background peds so idk. Maybe though, idk.

 

Yeah the popcycle stuff needs to be 100 for everything listed to spawn, can't be overloaded it seems. I remember when I was trying to make simple improvements in the traffic in GTAV, I made a "RARE" group based on WOV's mod and made it that they would spawn 1/100 chance in the richest districts that had over 50% Rich group in it but it didn't spawn at all despite it's rare percent so instead of it being like 101, I had to reduce rich's group by one in order for the total to be 100 and it worked fine. The group was like cars over $100k like infernus and Super Diamond cause it felt funny that Little Seoul, a working class korean place had high-end cars spawned supercars so I liked that change more.

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iiCriminnaaL
4 minutes ago, FranTheftAutoLOL said:

Yeah the popcycle stuff needs to be 100 for everything listed to spawn, can't be overloaded it seems. I remember when I was trying to make simple improvements in the traffic in GTAV, I made a "RARE" group based on WOV's mod and made it that they would spawn 1/100 chance in the richest districts that had over 50% Rich group in it but it didn't spawn at all despite it's rare percent so instead of it being like 101, I had to reduce rich's group by one in order for the total to be 100 and it worked fine. The group was like cars over $100k like infernus and Super Diamond cause it felt funny that Little Seoul, a working class korean place had high-end cars spawned supercars so I liked that change more.

That explains a lot I guess.

 

I remember adding 1 density value for some gangs in certain areas but not seeing them spawn not even once. I guess I'll try to check if they'll spawn if I give them 1 again and reduce it from another group 😉.

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FranTheftAutoLOL

Yeah that sounds good. I bet it's kinda tricky choosing which one to reduce sometimes due to the unique amount of groups compared to GTAV's where it was just POOR-RICH, haulage, utility, freeway, the countryside (which had a weird off-road group but that's another story), and surprisingly the lost in Slab City where that one spot would just rarely spawn only them despite having a 100 value.

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iiCriminnaaL
9 minutes ago, FranTheftAutoLOL said:

Yeah that sounds good. I bet it's kinda tricky choosing which one to reduce sometimes due to the unique amount of groups compared to GTAV's where it was just POOR-RICH, haulage, utility, freeway, the countryside (which had a weird off-road group but that's another story), and surprisingly the lost in Slab City where that one spot would just rarely spawn only them despite having a 100 value.

Yeah, I had to watch out which to reduce and how much to reduce from each group when I did the last update.

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FranTheftAutoLOL

Oof. Welp I guess some sacrifices have to be made for improvements. Something like that. 🤷‍♂️

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iiCriminnaaL
Just now, FranTheftAutoLOL said:

Oof. Welp I guess some sacrifices have to be made for improvements. 🤷‍♂️

I guess yeah 😜.

 

Nothing big, though. I reduced some values just a little to add some for a gang or two, and if there's a gang in the district already, I reduce its value if it's high enough.

 

I noticed that in the default file, gang density values don't exceed 30. It's usually 10 in daytime hours, but there're some exceptions (still not over than 30). And if there's more than one gang in a territory, it's split between them, like how The Lost had 10 at night while Hustlers had 20 when it comes to Acter. They definitely affect how much the other groups will spawn, but I guess R* didn't give them too much density so that there won't be too many gang members in comparison to regular citizens.

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FranTheftAutoLOL

lol yup. I forgot how much the gangs spawned in gta3 but i'm glad in the later games, especially with this mod too which not only improved the spawns in a more reasonable but balanced way, some gangs all don't go berserk at you like the freakin mafia with the shotguns after a certain mission. Gives me the shivers sometimes when I think of playing it again lol.

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