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Model Variations


cjfan_
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pFdoYxB.png

 

 

id0bwutt7bwtkz49g.jpg

 

An ASI mod that allows you to add many different model variations to peds and vehicles.

Best used with added peds and vehicles. Tutorial on how to add (not replace) peds/vehicles/weapons.

 

 

DOWNLOAD

Important: Read the instructions file (even if you update from a previous version).

 

 

Please report any bugs you find.

If you don't have an account, report bugs here.

 

 

 

Known bugs:

Objects floating in the air appear when enabling clone remover - Confirmed

 

Streaming problems after playing some time (like only 2 models of cars spawning) - Unconfirmed

 

Saving while having added peds as drug dealer variations may break the save game If you remove the added peds - Fixed in v7.1

Gang wars are triggered when you enter an enemy territory without killing anyone - Fixed in V7.3 Fixed in V7.6

Crash when opening garages (possible incompatibility with gsx.asi) - Fixed in V7.4

Using model names instead of IDs may not work properly - Fixed in V7.7

Rhino variations have low health - Fixed in V8.1

Edited by cjfan_
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An excellent mod, everything is carefully thought out and does not cause conflicts or incompatibilities with anything, very convenient and simple settings, there is no need to rewrite anything.
Just wondering how to get, for example, ordinary cops to use the entire arsenal of weapons prescribed by them, or how to choose the main weapon? There is a good mod Change Police Weapons v0.1, but there is not a lot of choice, though it will work well with cops_incars_fire.cs and CopsDriveBy.cs

What is the chance make this also for vehicles of public service and police cars?😋

Edited by ural
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13 minutes ago, ural said:

An excellent mod, everything is carefully thought out and does not cause conflicts or incompatibilities with anything, very convenient and simple settings, there is no need to rewrite anything

Actually there is incompatibility with PedFuncs. When I play with both installed PedFuncs doesn't seem to work.

15 minutes ago, ural said:

Just wondering how to get, for example, ordinary cops to use the entire arsenal of weapons prescribed by them, or how to choose the main weapon?

Probably you need to change the AI. If I allow the mod to add an AK for example the cops won't use it.

16 minutes ago, ural said:

What is the chance make this also for vehicles of public service and police cars?😋

Maybe I'll do it.

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@GrGTaGamer: Just tested it by adding the SF cop model as a variation to the LS cop model and it works as smooth as butter, nice work!👍 Although there's just one little problem: I've noticed a weird, short stutter when lots of cops were around at 4+ wanted stars. I filled all 20 variation slots with the IDs 281 and 280.

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24 minutes ago, H-G said:

@GrGTaGamer: Just tested it by adding the SF cop model as a variation to the LS cop model and it works as smooth as butter, nice work!👍 Although there's just one little problem: I've noticed a weird, short stutter when lots of cops were around at 4+ wanted stars. I filled all 20 variation slots with the IDs 281 and 280.

The stuttering is probably due to the weapons variation check. I will fix it. It should only happen when new peds are created otherwise it's not due to my mod.

You don't have to fill all slots if you only have 2 models (unless you want to give a model more chances). If you add just id 281 the cops will spawn with id 280 and 281.

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19 hours ago, GrGTaGamer said:

Actually there is incompatibility with PedFuncs.

It is impossible to make full compatibility with all existing mods, I think that the ability to add  of full value models is much more interesting than just textures, by the way, if my memory serves me, a little-known mod "extex" by Ryosuke  was taken as a basis for PedFuncs. I tried PedFuncs, I'm not interested, VehFuncs causes me bugs and  plugin  FixMALE01.SA.asi periodically causes the game to crash.

 

19 hours ago, GrGTaGamer said:

Probably you need to change the AI

I haven't figured with this yet, but I remembered some more scripts: swatM4 and GangsterSWATFix

 

19 hours ago, GrGTaGamer said:

Maybe I'll do it.

That would be great!

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Calvin.linardi

Great mod, but is it possible for make vehicle variations in the future?
like more police car, ambulances, firetrucks spawn?
it would be great to merge it to this mod.

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  • 2 weeks later...

Game crash after entering and exiting Caligula's Casino several times.
0x00464C27
ModLoader also mention PedVariations.asi in crashlog.


Nah, forget it. It was World Beyond the Limit cleo script lol.

Edited by UnitedMel
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Tested it out for myself. Got some variations on Emergency Vehicles, finally!

This mod's become a real game-changer :D

Knz6gEI.png

 

Wonder if it would be possible to set certain variations to spawn in specific zones in future updates? 

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Calvin.linardi

Excellent, now unused Firetruck and copcar I added on game finally got a job.

Nice!

 

  • Like 3
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On 12/9/2021 at 4:04 AM, Calvin.linardi said:

Excellent, now unused Firetruck and copcar I added on game finally got a job.

Nice!

 

Be careful with Firetrucks and Ambulances. They may crash the game. It's something to do with their seats. You can add the firetruck to an ambulance (so there will be a chance that a firetruck will spawn as an ambulance, not useful but it's funny) but added cars as ambulances or firetrucks may crash.

Fixed

Edited by GrGTaGamer
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Fantastic idea for mod!

I have a question - how to import different models of same vehicles and have them in game simultaniusly? In which subfolder of modloader should I place them?

 

For example I want to add VC variant of Comet and also to have the one from SA...

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Calvin.linardi
4 hours ago, nick323f said:

Fantastic idea for mod!

I have a question - how to import different models of same vehicles and have them in game simultaniusly? In which subfolder of modloader should I place them?

 

For example I want to add VC variant of Comet and also to have the one from SA...

 

You should add it as normal vehicles, this mod doesn't required if you want to do that,
just grab a fastman limit adjuster, grab some VC comet mods that already converted to SA, add it to game using this tutorial, and add the vehicle name to cargrp.dat placed on data folder.

Modloader are optional but really recommended to install the models.

 

18 hours ago, GrGTaGamer said:

Be careful with Firetrucks and Ambulances. They may crash the game. It's something to do with their seats. You can add the firetruck to an ambulance (so there will be a chance that a firetruck will spawn as an ambulance, not useful but it's funny) but added cars as ambulances or firetrucks may crash.

 

So fire truck and ambulances are unstable at this moment,
I wonder what's that got to do with the "seats" you mentioned.

is it because the vehicle really required to have four seats or have van type handling flag to be ambulances?

 

 

 

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2 hours ago, Calvin.linardi said:

So fire truck and ambulances are unstable at this moment

 

I haven't tried making them spawn to respond to emergencies, but so far Ambulance Variants do spawn in-game while parked

I'm guessing the crashes happen only when they're responding?

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3 hours ago, XG417 said:

 

I haven't tried making them spawn to respond to emergencies, but so far Ambulance Variants do spawn in-game while parked

I'm guessing the crashes happen only when they're responding?

Fixed in V1.1

  • Like 3
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I signed up to say that this is an awesome mod! Hope this gets more attention!

I used this so I could get the rid of the PedTweaks mod since I had some problems with it.

 

I have a question, are Taxi variations in the plans yet? It would be really cool. I know there is a cleo script for it, but afaik it breaks the taxi sign light and it would be better having everything in one package.

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Great mod so far, works flawlessly for most vehicle models. However, my game is crashing while reaching 6-star wanted level and I'm using both Barracks and Rhino entries, maybe you could replicate what I did?

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33 minutes ago, Fenton said:

Great mod so far, works flawlessly for most vehicle models. However, my game is crashing while reaching 6-star wanted level and I'm using both Barracks and Rhino entries, maybe you could replicate what I did?

What where you doing when it crashed? Where you driving a Barracks or a Rhino? What models did you add to these?

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1 hour ago, GrGTaGamer said:

What where you doing when it crashed? Where you driving a Barracks or a Rhino? What models did you add to these?

I put added vehicles inside both of these vehicles within the .ini file, it doesn't matter whether I'm inside any of these vehicles or not, the game still crashes sometime after reaching 6-star wanted level.

Edited by Fenton
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7 minutes ago, Fenton said:

I put added vehicles inside both of these vehicles within the .ini file, it doesn't matter whether I'm inside any of these vehicles or not, the game still crashes sometime after reaching 6-star wanted level.

Remove the Rhino variations and see if it crashes again. Also if you can install CrashInfo and save the log and post it here, else fastman92 limit adjuster and modloader both save logs post them here. 

 

How long does it take to crash? I am testing with standard game models replacing Rhino and Barracks and it seems to be ok.

Edited by GrGTaGamer
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8 minutes ago, GrGTaGamer said:

Remove the Rhino variations and see if it crashes again. Also if you can install CrashInfo and save the log and post it here, else fastman92 limit adjuster and modloader both save logs post them here. 

 

How long does it take to crash? I am testing with standard game models replacing Rhino and Barracks and it seems to be ok.

Spoiler
GTA SA 1.0.0.0 US
Unhandled exception at 0x0068FB5C in gta_sa.exe (+0x28fb5c): 0xC0000005: Access violation writing location 0x000003BA.
    Register dump:
        EAX: 0x00000000  EBX: 0x10C66F44  ECX: 0x139595E8  EDX: 0x139595E8  
        EDI: 0x00000003  ESI: 0x139595E8  EBP: 0x13959768  EIP: 0x0068FB5C  
        ESP: 0x0177F3B8  EFL: 0x00010246  CS: 0x00000023   SS: 0x0000002B   
        GS: 0x0000002B   FS: 0x00000053   ES: 0x0000002B   DS: 0x0000002B   
        
    Stack dump:
        0x0177F3B8:  000002C0 10BC18F8 00000003 139595E8 10C66F44 FFFFFFFF
        0x0177F3D0:  00000000 00681AAF 0068193B 10BC18F8 00000003 10C66F44
        0x0177F3E8:  13959700 00681D1A 139595E8 10BC18F8 10C66F40 00000100
        0x0177F400:  47C34F00 00000001 006082B7 06100000 10BC18F8 005E92E2
        0x0177F418:  138D4EF0 10BC18F8 0177F508 00000800 06102000 00000100
        0x0177F430:  005E4CC5 BFC9C940 005DE16D 005DE194 10BC18F8 3F7FC7E4
        0x0177F448:  00000000 BFC9C940 00000000 005E94A0 10BC20BC 005E9529
        0x0177F460:  10BC20BC 0073DB6A 00000000 00000001 138D48C0 10BC20BC
        0x0177F478:  0177F508 00000800 005DDC2B 10BC20BC 10BC20BC 00568642
        0x0177F490:  00000001 00000000 00000000 0053C09A 044C7EF0 044C7EF0
        base: 0x01580000   top: 0x0177F3B8   bottom: 0x01780000
        
    Backtrace (may be wrong):
        =>0x0068FB5C _ZN20CTaskComplexCopInCar17CreateNextSubTaskEP4CPed+0x10c in gta_sa.exe (+0x28fb5c) (0x0177F3D0) 
          0x00681AAF _ZN12CTaskManager22ParentsControlChildrenEP5CTask+0x2f in gta_sa.exe (+0x281aaf) 

1/2 minutes before the game finally crashes, the CrashInfo said it's related to the police AI.

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I added an extra police car, but somehow the 2d light effect doesn't work. I tried then replacing the San Fierro police car (copcarsf) and the lights show up since it has the lightbar dummies.

 

Do I need to use ImVehFt? I looked at the readme file but by siren lights I guess you meant the lit up lightbar textures (ala head/rearlights), which my model doesn't feature, not the 2DFX effect - right?

 

Thanks.

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5 hours ago, Area 69 said:

I added an extra police car, but somehow the 2d light effect doesn't work. I tried then replacing the San Fierro police car (copcarsf) and the lights show up since it has the lightbar dummies.

 

Use fastman92 Limit Adjuster's model_special_features.dat.

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V2 Update

 

• Fixed cops appearing in army roadblocks
• Added per city variations

 

Y'all have to change your INIs.

Edited by GrGTaGamer
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Man this mod just keeps getting better and better! So much of my unused Emergency Vehicles are getting their time to shine now :D

A couple more questions:

 

  • Does vehicle variations work for Emergency Vehicles only, or does it also work for Civilian vehicles too?
  • -Now that Per-City variations have been added, is it possible to narrow the filter down to really specific zones? Like for example, a certain vehicle variation only spawns in "Whetstone" or "Back o' Beyond" or something like that?

Keep up the good work, dude!

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