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GTA Trilogy - The Definitive Edition Modding


TheLandstalker
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Spider-Vice
Message added by Spider-Vice,

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

GTAForums Mod Showroom - mind the mod forums rules at the top - and remember ShareMods or paid links aren't allowed!

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3 hours ago, AlexCA7 said:

Thanks. All that's left is to make the right path for .pak

Yup pretty easy, just follow the existing path in FModel

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So, Cleo scripts are coming back, weapon mods are on fire, Audio modding is easier, Fog is back, water is fixed, Rain is fixed, and aside from that, the games look Phenomenal in Unreal engine.

Despite the messy release, and all the complaints about the definitive edition, it seems it may not be the definitive edition for PLAYING

But for modding, it seems like it will be.

As soon as map modding becomes a thing and they start fixing the models that could be interacted (Like the punching bag in the gym which doesn't visibly move, but you can tell it's collision does.)

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1 minute ago, thalilmythos said:

So, Cleo scripts are coming back, weapon mods are on fire, Audio modding is easier, Fog is back, water is fixed, Rain is fixed, and aside from that, the games look Phenomenal in Unreal engine.

Despite the messy release, and all the complaints about the definitive edition, it seems it may not be the definitive edition for PLAYING

But for modding, it seems like it will be.

As soon as map modding becomes a thing and they start fixing the models that could be interacted (Like the punching bag in the gym which doesn't visibly move, but you can tell it's collision does.)

I was saying this since before release. I'm really glad it's coming true! 
Yes.png

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3 minutes ago, thalilmythos said:

So, Cleo scripts are coming back, weapon mods are on fire, Audio modding is easier, Fog is back, water is fixed, Rain is fixed, and aside from that, the games look Phenomenal in Unreal engine.

Despite the messy release, and all the complaints about the definitive edition, it seems it may not be the definitive edition for PLAYING

But for modding, it seems like it will be.

As soon as map modding becomes a thing and they start fixing the models that could be interacted (Like the punching bag in the gym which doesn't visibly move, but you can tell it's collision does.)

I wonder if it's going to be possible to fix the non-existent AI in 3/VC (its somewhat tolerable in SA). I think VC AI is somehow the worst cause theres flat out peds not reacting to getting shot sometimes

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Just now, lolleroz said:

I wonder if it's going to be possible to fix the non-existent AI in 3/VC (its somewhat tolerable in SA). I think VC AI is somehow the worst cause theres flat out peds not reacting to getting shot sometimes

Crazy Enough, I fixed the AI in SA in an unreleased mod that I've been having for years now, but haven't brought myself to finally putting it out, I think I'm going to wait it out and convert it to whatever DE does with cleo.

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why the folder GTA Vice City - Definitive Edition is read only and if i try to make not no read only it reverts back to it.....

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3 minutes ago, Quinn_flower said:

why the folder GTA Vice City - Definitive Edition is read only and if i try to make not no read only it reverts back to it.....

Get this registry edit so you can take full ownership of files by right-clicking them and doing "Take Ownership" in the menu. If you scroll to the very bottom of this article theres a download for a registry file that automatically does what the article shows you, or you can do it manually. Just run it / do the edits and take ownership of the folder then it should stop resetting when you set it.

https://www.howtogeek.com/howto/windows-vista/add-take-ownership-to-explorer-right-click-menu-in-vista/

Edited by Veggum
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47 minutes ago, AlexCA7 said:

I did everything according to the manual, but the shirt remains the same. Can you see what I did wrong?

https://drive.google.com/file/d/1KYsdlXYcIq3cFgzxBwa3P7BgMkd19bng/view?usp=sharing

There is a "Content" folder between Gameface and SanAndreas

 

So the correct path would be Gameface > Content > SanAndreas > Textures > player

 

> Capture.png

 

other than that everything looks fine to me (Nice texture btw :kekw:)

Edited by PinbaII
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Quick question, has anyone found a way to batch extract the content of multiple (129 076 to be precise) .uassets please ? :)

It was pretty easily doable for the .TXDs of the original game, but I found nothing for the .uassets of the remake :dontgetit:

Edited by PinbaII
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5 minutes ago, PinbaII said:

Quick question, has anyone found a way to batch extract the content of multiple (129 076 to be precise) .uassets please ? :)

It was pretty easily doable with .TXDs but I found nothing for .uassets :dontgetit:

Umodel cant extract multiple uassets? i think it does

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3 minutes ago, RafaStunter said:

Umodel cant extract multiple uassets? i think it does

 

Trying right now, hopefully it'll work :)

(Else I found that : https://github.com/DerPopo/UABE which can apparently do it)

Just now, Veggum said:

MOD REQUEST
Disable the new GPS system in all games.

 

Set alpha channel for the GPS "path" to 0 so that it becomes transparent, job done ? Will still be there but you wont see it :yee:

(Gotta find out how I can do that, if I can I will definitely do it !)

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6 hours ago, PinbaII said:

 

The non-upscaled ones ? Definitely, but I dont see who would spend their time doing that :ph34r:

You better wait for something like ROSA to be ported for the DE version (in my opinion) :)

All the textures would need bump maps making for them, which would take a while, at least we can have the road lines accounted for in the bump maps if someone does do this though as that was the first very obvious issue I noticed GSG had made.

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20 minutes ago, RafaStunter said:

Umodel cant extract multiple uassets? i think it does

 

Didnt worked, gives an error no matter what I do :/

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Can someone tell me how can I edit the audio path of cars and weapons? Let's say I want to seperate the Desert Eagle from the 9 mm (in the game, DEagle uses the 9mm sound but with a lower pitch). Is there a way I can configure a completely new, unique sound for the Desert Eagle? I want to create an audio overhaul, and would like to add different sounds for each weapon.

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Here is a 4k video of a short drive around Vice City I put together to better show what it looks like with the Cine effects (DoF and Motion Blur disabled)

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57 minutes ago, PinbaII said:

Между Gameface и SanAndreas есть папка Content.

 

Итак, правильный путь: Gameface> Content> SanAndreas> Textures> player.

 

> Capture.png

 

кроме этого все выглядит нормально (кстати, хорошая текстура : kekw:)

Thanks bro, I appreciate your help 🙏

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3 minutes ago, Nebucha said:

 

Here is a 4k video of a short drive around Vice City I put together to better show what it looks like with the Cine effects (DoF and Motion Blur disabled)

 

Is there a huge FPS drop between Cine and Ultra settings ? Because it looks pretty nice  :)

Edited by PinbaII
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12 minutes ago, Nebucha said:

 

Here is a 4k video of a short drive around Vice City I put together to better show what it looks like with the Cine effects (DoF and Motion Blur disabled)

Could you share your ini files please?

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Here's  a video of my first mod. It's a sound replacement for the Deagle. Let me know if you want me to upload it, make a full weapon pack or any other mods. Thanks to everyone in this forum for the help, I've been reading this topic since the start and only just got round to actually doing it now my birds gone home and I have a day off work lol.

 

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36 minutes ago, PinbaII said:

 

Trying right now, hopefully it'll work :)

(Else I found that : https://github.com/DerPopo/UABE which can apparently do it)

 

Set alpha channel for the GPS "path" to 0 so that it becomes transparent, job done ? Will still be there but you wont see it :yee:

(Gotta find out how I can do that, if I can I will definitely do it !)

https://forum.mixmods.com.br/f49-tutoriais/t7232-gta-de-como-modificar-cores-de-materiais

 

Here

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16 minutes ago, PinbaII said:

 

Is there a huge FPS drop between Cine and Ultra settings ? Because it looks pretty nice  :)

 

Not that I've noticed, but I haven't thoroughly tested the performance difference. I'm running it at 4k with DLSS set to Quality on an RTX 3070 and mostly keeping to 60 fps except when things get very dense or effect-heavy.

 

  

5 minutes ago, DarkShingo said:

Could you share your ini files please?

 

Refer to this post.

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8 minutes ago, texet7 said:

Here's  a video of my first mod. It's a sound replacement for the Deagle. Let me know if you want me to upload it, make a full weapon pack or any other mods. Thanks to everyone in this forum for the help, I've been reading this topic since the start and only just got round to actually doing it now my birds gone home and I have a day off work lol.

 

Be sure to use Sound Classes in your mod, otherwise it will not follow the audio volume ingame.

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Is it possible to edit CS models? everytime I try putting in a CS Tommy to go with my Tommy port it crashes even though I did the same import as the ingame model lol

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3 minutes ago, R1fast said:

How about the rediculous low poly clouds?  Is there any way to HDify these through config files or .pak?

i second this, volumetric clouds look weird and the material GSG used isnt great

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1 hour ago, Pinkyo said:

All the textures would need bump maps making for them, which would take a while, at least we can have the road lines accounted for in the bump maps if someone does do this though as that was the first very obvious issue I noticed GSG had made.


Luckily bump maps can be done in bulk if you know how to use Photoshop. I made bump maps for all 430 NDHT textures in about 15 minutes.

BFVyJBj.jpg

Edited by Dingleman
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