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[IV/EFLC] Potential Grim


iiCriminnaaL
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iiCriminnaaL
2 hours ago, Jeansowaty said:

AOD are racist so it makes some sense for them to be enemies with the Hustlers.

 

Exactly.

 

2 hours ago, Jeansowaty said:

Bratva iirc had problems with Triads and/or Koreans on Multiplayer so it makes sense too.

 

Exactly, which is why I made them hostile to each others 😉.

 

2 hours ago, Jeansowaty said:

Irish Mob and Spanish Lords? Not sure... Elizabeta's and Packie's relationship kinda makes it a bit strange. But that's just me.

Elizabeta doesn't seem to be a part of the Spanish Lords, though. Actually, now that I come to think of it, she had some conflicts with them during the story, namely during Luck Of The Irish and The Snow Storm, affecting Packie too in the former.

 

2 hours ago, Jeansowaty said:

Korean Mob & Spanish Lords? I was always sure they seemed allied, sharing their turf and whatnot. Plus both have a mutual enemy in the Triads.

 

Sometimes I get the intention that they're allies too, but I'm not completely certain about it. I usually wonder if they're really allies or that it only seems that way because R* simply didn't set gangs to be hostile to each others. As for the Triads, though, weren't they allies with the Korean Mob? As far as I know, they had some sort of alliance prior to GTA IV's story up to something between the middle and end of CTW's story.

 

But then again, the Korean Mob and Spanish Lords setting drug deals between each others in TBOGT's drug wars might be a hint to a friendly or at least neutral relationship.

 

 

* Updated:

  • Spanish Lords are no longer hostile to the Irish and Korean Mobs (and vice versa).
  • The Lost MC now appears in Acter Industrial Park everyday rather than only at weekends.
  • The Bratva now appears in East Island City everyday rather than only at weekends.
  • The Triads now appear in Leftwood everyday rather than only at weekends.
Edited by iiCriminnaaL 49
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12 hours ago, iiCriminnaaL 49 said:

Exactly.

 

Exactly, which is why I made them hostile to each others 😉.

 

Elizabeta doesn't seem to be a part of the Spanish Lords, though. Actually, now that I come to think of it, she had some conflicts with them during the story, namely during Luck Of The Irish and The Snow Storm, affecting Packie too in the former.

 

Sometimes I get the intention that they're allies too, but I'm not completely certain about it. I usually wonder if they're really allies or that it only seems that way because R* simply didn't set gangs to be hostile to each others. As for the Triads, though, weren't they allies with the Korean Mob? As far as I know, they had some sort of alliance prior to GTA IV's story up to something between the middle and end of CTW's story.

 

But then again, the Korean Mob and Spanish Lords setting drug deals between each others in TBOGT's drug wars might be a hint to a friendly or at least neutral relationship.

 

 

* Updated:

  • Spanish Lords are no longer hostile to the Irish and Korean Mobs (and vice versa).
  • The Lost MC now appears in Acter Industrial Park everyday rather than only at weekends.
  • The Bratva now appears in East Island City everyday rather than only at weekends.
  • The Triads now appear in Leftwood everyday rather than only at weekends.

I'm not sure but from what I have seen in TBOGT even Russians and Koreans make deals sometimes. I also saw the Russians and Triads doing a deal during that derelict building in Alderney City FIxer Assassination. My guess is that R* didn't care much or there are many subsects. For example I imagine the Ming Family could work with Bulgarin's mob, but they would be enemies with the Rascalov Family. Or the opposite, Jaoming Family would be allied to Rascalov Mob but they would be enemies to the Petrovic Bratva, I dunno, just speculating a bit. Then again the Russians attack Huang during Half Cut in CTW, so Triads being enemies with Russians still makes sense I guess.

 

As for the Triads and Koreans relations, you're right about that. The Koreans were slackers to the Triads before the events of CTW, then they tried to "become daddy" as Weston put it. So I guess you're right. At the very least they should be neutral if not allied. Same goes for the Triads and the AOD I suppose, seeing as the Deadbeats were working with them even in 2008 (This sh*t's Cursed comes to my mind) and they continue their relationship well into 2009. Lost MC and Triads are naturally enemies already though, even in 2009. How about relations between the Triads and the Mafia? I think the Triads are feuding with the Ancelottis? Plus they are allies of the Messinas so I guess they should be kept neutral as well if they aren't.

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iiCriminnaaL
1 hour ago, Jeansowaty said:

I'm not sure but from what I have seen in TBOGT even Russians and Koreans make deals sometimes. I also saw the Russians and Triads doing a deal during that derelict building in Alderney City FIxer Assassination. My guess is that R* didn't care much or there are many subsects. For example I imagine the Ming Family could work with Bulgarin's mob, but they would be enemies with the Rascalov Family. Or the opposite, Jaoming Family would be allied to Rascalov Mob but they would be enemies to the Petrovic Bratva, I dunno, just speculating a bit. Then again the Russians attack Huang during Half Cut in CTW, so Triads being enemies with Russians still makes sense I guess.

 

Yeah, I believe it has to do with the fact that there're several Russian mob families. The Koreans and Triads had conflicts with the Petrovic Bratva in GTA IV's multiplayer mode, but we don't have clear information of which families they're friendly or at least neutral with, and if they have rivalries with another one, so this isn't a problem, as it applies to the Albanians too anyway, as well as The Lost MC, who had a business relationship with the Petrovics according to the MP mode, but cross lines with the Bratva in TLAD's Gang Warfare. It might also be that it's just, as you said, R* not paying too much attention to subsects regarding the Drug Wars and what gangs they'd implement in the side-mission.

 

1 hour ago, Jeansowaty said:

As for the Triads and Koreans relations, you're right about that. The Koreans were slackers to the Triads before the events of CTW, then they tried to "become daddy" as Weston put it. So I guess you're right. At the very least they should be neutral if not allied. Same goes for the Triads and the AOD I suppose, seeing as the Deadbeats were working with them even in 2008 (This sh*t's Cursed comes to my mind) and they continue their relationship well into 2009. Lost MC and Triads are naturally enemies already though, even in 2009. How about relations between the Triads and the Mafia? I think the Triads are feuding with the Ancelottis? Plus they are allies of the Messinas so I guess they should be kept neutral as well if they aren't.

Yeah, Triads have been suppliers to the AOD, and they seem to keep a not so bad relationship with them in 2009, CTW. As for the Mafia, though, it's more complex, given the family differences, even more than the Bratva. The Triads had a deal with Rocco, but that most likely turned negatively after Chinese Takeout. And as you said, they're allies of the Messinas on the other hand.

 

I haven't touched the relationships of the Mafia and Russian Mob faction since quite a while by the way, as it doesn't seem right for them to occasionally have random fights with other gangs in the streets.

Edited by iiCriminnaaL 49
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what would be a good number to set the vehicle density at? also, will i need to start a new game after every update? Thanks again!

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iiCriminnaaL
16 hours ago, deathdealer said:

what would be a good number to set the vehicle density at?

I don't get what you mean by "vehicle density", since the mod doesn't have anything to do with vehicles.

 

16 hours ago, deathdealer said:

also, will i need to start a new game after every update?

You don't have to start a new game anymore. If the update has to do with territories and ped densities, you just have to replace the popcycle.dat file, whereas gang relationship changes are about the script files. I also update the Relationships.dat file when I change the acquaintances in the script files, but you don't need to replace it.

 

16 hours ago, deathdealer said:

Thanks again!

You're welcome 😉.

Edited by iiCriminnaaL 49
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iiCriminnaaL
  • The Triads can now be seen in Alderney City at night and early morning.

Alderney City is now the only district where four gangs have a daily and not too small operation in, but that's not out of place given the district's size and how Alderney is divided. It's also more interesting given the big number of alleyways out there, in which you can witness some gang fights in many of them.

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  • 3 weeks later...

i managed to make this mod work for a complete edition user with the hostility of gta 4 but without crashing TBoGT,

 

for do this i had to paste EFLC Relationships.dat into TBoGT and modify Content.dat and put this lines

 

DISABLE_FILE common:/data/relationships.dat
PEDRELATIONSHIPS common/data/relationships.dat

 

with this, it will disable GTA IV relationships and instead, use EFLC relationships only in TBoGT, while it keeps the gang hostility in GTA IV and TLAD

Edited by DragonYisusXD
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  • 4 weeks later...

interesting i didn't know that rockstar f*cked up the gang behaviors, weird since they had all the time to fix it. Since they were suppose to be hostile, I always knew it wasn't right story progression wise.

 

Edited by Glovenfun21
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  • 2 weeks later...
Dimitry Rascalov
On 8/14/2020 at 4:58 PM, iiCriminnaaL 49 said:
  • The Triads can now be seen in Alderney City at night and early morning.

Alderney City is now the only district where four gangs have a daily and not too small operation in, but that's not out of place given the district's size and how Alderney is divided. It's also more interesting given the big number of alleyways out there, in which you can witness some gang fights in many of them.

I've read through all your progress on this mod and i must say im impressed as i didnt even know it existed. Do you think you could make some realist edits to the Turf Wars mod? It has so much potential but its huge and outdated. It would be cool to join and work for different criminal organizations around the city, dealing drugs with them and to them, steal cars for them and other various crimes. He made a good mod and I think it would go hand in hand with this mod.

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  • 5 weeks later...

I just wanna confirm something (working on something and I don't want to misinform people), when you install the mod to Complete Edition (1.2.0.43 [garbage] downgraded to 1.0.8.0/1.0.7.0 I mean) with the 'EFLC' option, what is lost in terms of features for the Original (Niko) version?

I'm pretty sure it's just the progression system for Niko's story that'll be lost but I'm not entirely sure.

Also I meant progression system as in the changes for gang hostilities and stuff

 

I ask this because if you install the 'IV' version onto a CE copy the game crashes when loading DLCs, I could be doing something wrong, which if I am, my bad, but either way, I'm curious.

Edited by catsmackaroo
Further explained 'progression' thing that i mentioned
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  • 2 weeks later...
On 10/15/2020 at 6:22 AM, Dimitry Rascalov said:

I've read through all your progress on this mod and i must say im impressed as i didnt even know it existed. Do you think you could make some realist edits to the Turf Wars mod? It has so much potential but its huge and outdated. It would be cool to join and work for different criminal organizations around the city, dealing drugs with them and to them, steal cars for them and other various crimes. He made a good mod and I think it would go hand in hand with this mod.

I'm glad that you're interested in it.

 

I appreciate your suggestion, but I have no plans to make something similar to Turf Wars. It doesn't gel too much with this mod's direction and goals, as well as requires some complex scripting and high experience.

 

On 11/14/2020 at 11:27 AM, catsmackaroo said:

I just wanna confirm something (working on something and I don't want to misinform people), when you install the mod to Complete Edition (1.2.0.43 [garbage] downgraded to 1.0.8.0/1.0.7.0 I mean) with the 'EFLC' option, what is lost in terms of features for the Original (Niko) version?

I'm pretty sure it's just the progression system for Niko's story that'll be lost but I'm not entirely sure.

Also I meant progression system as in the changes for gang hostilities and stuff

 

I ask this because if you install the 'IV' version onto a CE copy the game crashes when loading DLCs, I could be doing something wrong, which if I am, my bad, but either way, I'm curious.

I can't say for sure, as I haven't installed the Complete Edition before, but I don't think there's a problem with that, especially for 1.0.7.0/1.0.8.0. If you haven't already, try to install the mod on an unmodded game to see if it works.

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  • 1 month later...

Hey, thank you for making this mod, I am currently testing it and so far I really love it. I have a question though, so some pedestrians now act as "criminals", right, but I'm not completely sure what that means. Like the biker security guards for example, does it just mean there's a chance to see one being chased by a cop every now and then, or will they do things like steal vehicles? 

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7 hours ago, Rob_ said:

Hey, thank you for making this mod, I am currently testing it and so far I really love it. I have a question though, so some pedestrians now act as "criminals", right, but I'm not completely sure what that means. Like the biker security guards for example, does it just mean there's a chance to see one being chased by a cop every now and then, or will they do things like steal vehicles? 

Glad to hear that 😉.

 

It only means that they can be seen chased by cops (on-foot only, though). I tried to figure out if there're some unused script codes that make them steal vehicles, but unfortunately found nothing.

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19 hours ago, iiCriminnaaL 49 said:

Glad to hear that 😉.

 

It only means that they can be seen chased by cops (on-foot only, though). I tried to figure out if there're some unused script codes that make them steal vehicles, but unfortunately found nothing.

Thanks for clearing that up mate, appreciate it. 👍

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  • 2 weeks later...

Hey, I don't know coding very and I just wanted to know how did you get gangs to turn against the player after certain missions? I wanna do the same too, just without gangs the additional changes from this mod.

Edited by Panzermann11
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Hello icriminal, would it be possible to upload your mods to something other than dropbox? I can only access dropbox with VPN and it takes a long time to load. I manage to download your mods but it takes so much longer than it could have. But I guess if I'm the only one having this issue there is no sense for you to bother uploading files on some other platform right?

P.S. Thank you for your mods I like them so far

Edited by yaroslaviy
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Also I don't understand how to install Potential grim well: there is folder that has IV files and folder that has EFLC files, they both replace files inside common>data>cdimages>script.img, but if I choose IV I have to replace 4 files (including main.sco) while if I choose EFLC I have to replace 1 file (only main.sco). Are these 2 main.sco files the same?

I have CE 1.2.0.43, how can I rest assured that I've installed everything correctly, what would be the correct order? Should I just test it and hope that it won't start crashing?

Thanks

Update: I've installed the mod and started a new game in all three episodes, IV and TBoGT worked normal but TBoGT crashed while finishing first mission. I really think that installation instructions weren't very clear

Update 2: I've only backed up that files that the mod replaced and they weren't enough to fix crashes so I'm redownloading the game

Edited by yaroslaviy
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imho your mod should have folder called CE as well because it only has IV and EFLC so it's unclear how to properly install it on CE

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On 2/9/2021 at 3:00 PM, yaroslaviy said:

imho your mod should have folder called CE as well because it only has IV and EFLC so it's unclear how to properly install it on CE

if you have CE, just install the ones inside TLAD and TBoGT

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Hi, ive downloaded this mod and for the life of me cant find any installation instructions. Could anyone help me with a walkthrough as im desperate to play this mod but im awful at modding. Thank you in advance. (im playing the complete edition btw)

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Such a great mod. Liberty City feels alive and dangerous like never before.

On 2/17/2021 at 3:00 PM, Miiike47 said:

Hi, ive downloaded this mod and for the life of me cant find any installation instructions. Could anyone help me with a walkthrough as im desperate to play this mod but im awful at modding. Thank you in advance. (im playing the complete edition btw)


As stated by the mod creator, OpenIV is all you need in order to replace and add the files. 

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ilovebbqchicken69

Hey @iiCriminnaaL, I am on version 1.0.4.0. When i try to install potential grim, Missions in GTA IV do not load anymore. Furthermore I am unable to start a new game because it freezes on the "starting new game" screen. Do i have to install potential grim on a fresh copy.... then start a new game? Requesting assistance with installation of your mod on 1.0.4.0. Thanks :)

MIssions icons do not appear. and i cannot call anyone for missions..... unrelated to your mod?

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ilovebbqchicken69

@reeversky what version are you playing on? After i use OPENIV to replace files.... my game gets stuck on "Starting a new game" screen.

Edited by ilovebbqchicken69
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14 hours ago, ilovebbqchicken69 said:

@reeversky what version are you playing on? After i use OPENIV to replace files.... my game gets stuck on "Starting a new game" screen.


I play the 1.0.7.0. version. Maybe you should try to test this mod on a different patch like 1.0.7.0/1.0.8.0, because I'm not sure if it's supposed to work on 1.0.4.0.

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Is it possible to make it so more than 2 gang members of the same gang can fist fight you at the same time? I noticed that if you try to attack a third gang member while you have 2 of them, the third one will run away.

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FriedNoodles2
On 2/19/2021 at 9:02 AM, ilovebbqchicken69 said:

Hey @iiCriminnaaL, I am on version 1.0.4.0. When i try to install potential grim, Missions in GTA IV do not load anymore. Furthermore I am unable to start a new game because it freezes on the "starting new game" screen. Do i have to install potential grim on a fresh copy.... then start a new game? Requesting assistance with installation of your mod on 1.0.4.0. Thanks :)

MIssions icons do not appear. and i cannot call anyone for missions..... unrelated to your mod?

I have the same problem too. Already confirmed by uninstalling and reinstalling the mod. I suspect it's just incompatible with 1.0.4.0., which sucks, really. I went through the trouble of downgrading because I was recommended to do so when using iCEnhancer 3.0. but then some mods (like this one) are only compatible with 1.0.7.0. I guess there's no consensus in the modding community over which patch is best. Hopefully the creator would add 1.0.4.0. compatibility sometime soon. Would really suck to miss out on the improvements this mod could bring.

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