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GTA Trilogy - The Definitive Edition Modding


Spider-Vice
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Much like previous game releases, you may not directly share unmodded files directly from the game in this topic, thanks!

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10 minutes ago, Irastris said:

Been porting DshGames' Amazing Player Female Remastered. Default clothes are done.

 

  Reveal hidden contents

S4OTNBQ.png

 

How did u set the materials correctly? I tried to convert some weapons but I never get the textures to show ingame :(

Edited by ThePedro004

I'd like to fix crappy upscaled textures, menu sounds and re-add radio stations (if I can find out how that works at all). I couldn't find out how to extract VC files with UEViewer, so if someone can give an explanation on extracting/repacking files I'm willing to make any required mods.

Edited by KunoRaccoon
sankalppateriya

I hope atleast someone from you guys already have backup of DE files from Switch and PC before they were removed from the store, not saying post those here but might help with modding and stuff!

Edited by sankalppateriya
sankalppateriya
1 hour ago, Sorrow446 said:

Found a bunch of inis.

Documents\Rockstar Games\GTA Vice City Definitive Edition\Config\WindowsNoEditor

%localappdata%\Rockstar Games\GTA Vice City Definitive Edition\Saved\Config\WindowsNoEditor

nvm9SYL.png

Apparently you can edit everything graphics related in UE4 by editing ini files and finding out what's the largest number for each text string and what it does!

1 hour ago, Irastris said:

Been porting DshGames' Amazing Player Female Remastered. Default clothes are done.

 

  Reveal hidden contents

S4OTNBQ.png

 

nice, do you mind to do a tutorial or a short explanation about how to do mods like this?

6 hours ago, sixpence said:

 

 

I noticed that in order to actually change the lenght of the audios, the RADIO_CLASS file "Duration" must be edited. I am attempting to restore removed audio from Double Cleff FM and ran into the cut song being overwritten by CLASS_2. How would I go forward with overwriting RADIO_CLASS script, should I simply save a .txt file in Unreal Engine and do the same process, or is there a difference?

 

LrAwpkc.png

Idk for now. I think it's an unreal editor class inherited from SoundCue and it has SoundWaveAssets array as property there we can add SoundWave elements. Maybe someone know how to write class with same name and properties to emulate interface and then it can be exported to correct uasset.

So I found out how to extract files, although most files just crash and not extract at all, but..

 

They didn't just throw all of the Anniversary Edition android button files... did they

j8EO8cv.png

 

EDIT: by god they did.

SFfVjbH.png

Edited by KunoRaccoon
sankalppateriya
1 minute ago, KunoRaccoon said:

So I found out how to extract files, although most files just crash and not extract at all, but..

 

They didn't just throw all of the Anniversary Edition android button files... did they

j8EO8cv.png

Obviously this game is getting android port, it is probably for that

1 minute ago, sankalppateriya said:

Obviously this game is getting android port, it is probably for that

It's most likely getting an android port, but the 10th Anniversary logo is still there, as well as other old files that aren't even supposed to be there to begin with. 

 

They definitely ported the android version to PC instead of using the original one and forgot to delete the files lol

Here are some of the mods I made for GTA 3 so far.

 

Better Wasted Screen:

Spoiler

1-1636780243-110473981.png

 

Better Busted Screen:

Spoiler

2-1636781945-342395969.png

 

 

Maria Menu Screens (Instead of Misty):

Spoiler

3-1636784717-121104698.png

 

 

Better Rain (A bit less "fake rain" effect, looks better in motion now, TBH Screenshot doesn`t do it justice):

Spoiler

4-1636786894-1704789411.png

 

 

All of the mods are uploaded on Nexus mods, they should be live soon (Well as soon as Nexus adds the game to their list 😛)

 

Much more to come, to all 3 games.

So there are in total of 70 unique Stunt Jumps in GTA San Andreas. These are the ones that are not used

 

That would be 88 stunts in total

nEwKezV.png

Edited by Havi
  • Like 1

Has anyone found the encryption key. I'm assuming they're using a traditional AES key. If you have it could you point me to the offset in the executable?

 

The .pak format looks pretty trivial from first glance. Offset 9-12 should be a uint32 indicating table size. Table starts around offset 72

Lock n' Stock

Just wondering about the juicy stuff that was cracked open in the PC and Switch versions, any of that which will benefit modding the games? Would be hilarious if it did tbh.

Edited by Lock n' Stock
1 minute ago, Lock n' Stock said:

Just wondering about the juicy stuff that was cracked open in the PC and Switch versions, any of that which will benefit modding the games? Would be hilarious if it did tbh.

If the tweet is true, they would help a lot. The Rockstar script compiler along with rockstar script sources. Should be easy to create/modify missions with that

  • Like 1

Guys, I have already asked, but in 7 hours I could not achieve anything. UnrealEngine doesn 't cook .uexp and .ubulk files, of any size, a variety of types, but only .uasset and that's it. I tried 4.62.2 and 4.7.1, there is no difference, despair is already coming, maybe someone knows

11 minutes ago, Lock n' Stock said:

Just wondering about the juicy stuff that was cracked open in the PC and Switch versions, any of that which will benefit modding the games? Would be hilarious if it did tbh.

 

😏😏😏

 

Anyway. Looks like GTA San Andreas used to have a bunch of Health Pickups which are disabled. Teleported to these locations but indeed, description matches but no health pickups

r6c96fF.png

nikkomonogatari
10 minutes ago, MimoKroko said:

Guys, I have already asked, but in 7 hours I could not achieve anything. UnrealEngine doesn 't cook .uexp and .ubulk files, of any size, a variety of types, but only .uasset and that's it. I tried 4.62.2 and 4.7.1, there is no difference, despair is already coming, maybe someone knows

had the same problem earlier. turned out there's a separate folder for cooked contents.  it should be on /YourProject/Saved/Cooked.

 

Thanks again for the help. elpapimejor  

 

  • excuseme 2
GTATrilogyMods

Hi! I'm a bit confused about what I am doing incorrectly.

I am trying to change a single texture as a test mod, but it's not working.

I notice other texture mods have 3 file types: .uasset, .ubulk, and .uexp. I can only export the .uasset file which gives me a PNG.

When I cook the PNG through Unreal Engine it only gives me a .uasset file. After editing the PNG how do I get new .ubulk and .uexp files? Do I need to? Is changing a single texture actually this complicated?

 

Sorry I'm new to Unreal Engine and would like to learn but it's been overwhelming.

 

Nevermind I saw the post above and that worked! What is the most efficient way to do this? Seems very long lol.

Edited by GTATrilogyMods
Just now, GTATrilogyMods said:

Hi! I'm a bit confused about what I am doing incorrectly.

I am trying to change a single texture as a test mod, but it's not working.

I notice other texture mods have 3 file types: .uasset, .ubulk, and .uexp. I can only export the .uasset file which gives me a PNG.

When I cook the PNG through Unreal Engine it only gives me a .uasset file. After editing the PNG how do I get new .ubulk and .uexp files? Do I need to? Is changing a single texture actually this complicated?

 

Sorry I'm new to Unreal Engine and would like to learn but it's been overwhelming.

Check if asset saved (* symbol on asset miniature show if not).

  • Like 1

if anyone is willing to take a request, just to test if it's possible, can someone remove self-centering camera And make the slow vertical camera as smooth as the horizontal camera?

  • Like 5
Lock n' Stock
7 hours ago, Precursors Fun World said:

I wonder how Rockstar's response was to GSG, seeing how they seemed so supportive of the community modding the games, this is what I found in one of the .ini files of the config folder

 

"; Hello Friends! Hope you are having a nice day. Place any console variables you want to
 ; explicitly override regardless of the user settings in this file. Have fun! Love, GSG"

 

The remasters might be of a very questionable quality , but GSG truly are very friendly developers with the community

Another reason why GSG shouldn't be blamed for this disastrous launch, in spite of the DE's many problems.

  • Like 8

Any way someone can make a mod where CJ doesn't take eight years to close a vehicle door before running away after exiting a car? Slows things down annoyingly so. You have to wait for him to close the door before you can run off.

49 minutes ago, homework said:

Anyone think Cleo will eventually be a port to this version?

Possibly, but if the games are based on the mobile ports, then it may be the mobile version of Cleo that is ported. If that is correct (and I don't know if it is) then a lot of the existing Cleo scripts for pc will need to be modified, because the mobile and pc versions have different opcodes. You would also have to change references to widgets on mobile Cleo scripts to certain keys on pc. 

  • Like 3

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