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Liberty Rush


Internet Rob
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Daddynnoob
40 minutes ago, Internet Rob said:

False alarm, after I re-installed Liberty Rush on a fresh directory I no longer experience any crashes.

 

 

No, I've been aware of the issue though and I guess now I can fix it! Any advice for editing .sco appreciated.

 

I intended police to be apart of this update but it's not currently possible due to limitations with the code.

That's weird, but it's okay

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Daddynnoob
33 minutes ago, Chunk Norris said:

I actually modified the .ini a bit because I wanted to see if its possible to spawn the police bike and the police buffalo from EFLC and they spawn quite nicely.  You will need to have the EFLC vehicles added for this to work of course.

 

[24]
Vehicle=policeb
Driver=M_Y_Cop
Passenger1=empty
Passenger2=empty
Passenger3=empty
Frequency=121
Chance=33
MinTime=0
MaxTime=24
Island=-1
NotWantedOnly=0
EnableSirens=0

 

I used it like this and I've seen them spawn into traffic but since I did not want them to be too frequent I just copied your ambulance code and modified it a little bit. It's still experimental but I haven't seen anything wrong with it as of yet.

 

Also I have some questions regarding how the frequency,chance and time settings work:

Frequency and chance: Does this mean that the game tires every x(frequency) seconds to spawn in the vehicle with an y(chance)?

 

Also the mintime and maxtime are those in ingame hours or minutes? And do they mean that  minimum x and maximum y time will need to pass before it tries to spawn the vehicle again?

Interesting. Thanks for this

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Internet Rob

I was actually considering police bikers around v1.05 but once again it's too limited by the code, like stealing the bike won't result in a wanted level.

Oh and here, if you want them to wear head protection then give M_Y_Cop a helmet in pedprops and add "ForceHelmet=1" :D

 

24 minutes ago, Chunk Norris said:

Frequency and chance: Does this mean that the game tires every x(frequency) seconds to spawn in the vehicle with an y(chance)?

Also the mintime and maxtime are those in ingame hours or minutes? And do they mean that  minimum x and maximum y time will need to pass before it tries to spawn the vehicle again?

Yep exactly. And mintime/maxtime is when they will appear by the hour (e.g. 9 to 24 is from 9am to midnight).

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elad4002
12 hours ago, Chunk Norris said:

I actually modified the .ini a bit because I wanted to see if its possible to spawn the police bike and the police buffalo from EFLC and they spawn quite nicely.  You will need to have the EFLC vehicles added for this to work of course.

 

[24]
Vehicle=policeb
Driver=M_Y_Cop
Passenger1=empty
Passenger2=empty
Passenger3=empty
Frequency=121
Chance=33
MinTime=0
MaxTime=24
Island=-1
NotWantedOnly=0
EnableSirens=0

 

I used it like this and I've seen them spawn into traffic but since I did not want them to be too frequent I just copied your ambulance code and modified it a little bit. It's still experimental but I haven't seen anything wrong with it as of yet.

 

Also I have some questions regarding how the frequency,chance and time settings work:

Frequency and chance: Does this mean that the game tires every x(frequency) seconds to spawn in the vehicle with an y(chance)?

 

Also the mintime and maxtime are those in ingame hours or minutes? And do they mean that  minimum x and maximum y time will need to pass before it tries to spawn the vehicle again?

Does the m_y_cop ped spawn on the Police Bike for you? Because the ped isn’t spawning on it for me and I have absolutely no clue what I’m doing wrong.

Edited by elad4002
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Chunk Norris
3 hours ago, elad4002 said:

Does the m_y_cop ped spawn on the Police Bike for you? Because the ped isn’t spawning on it for me and I have absolutely no clue what I’m doing wrong.

Yes I have no issues with the policebike. But you dont get a wanted level if you pull the cop off. The cop will still chase if you have arrest warrant installed tho. And if you shoot the cop you will get 3 stars like normal. If the bike is not spawning just make the chance 100 and lower the frequency so it is guaranteed to spawn. Also as you can see frrm my numbering I have more than a few other cars spawning  in addition to Rob's original vision including a taxi3 model the old model that Rob featured in one of his older videos.

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Hi, Just wanted to know why when i deleted Scenariosmod. scenariosmod.asi and ScenariosBlockzone my game works perfectly fine i start a new game still crashes i did compitability with potential grim too.

 

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Internet Rob
23 minutes ago, xTMM said:

Hi, Just wanted to know why when i deleted Scenariosmod. scenariosmod.asi and ScenariosBlockzone my game works perfectly fine i start a new game still crashes i did compitability with potential grim too.

Did you have an ASI loader installed? 

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yes i have

 

7 minutes ago, Internet Rob said:

Did you have an ASI loader installed? 

Yes i Have

 

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elad4002
17 hours ago, Chunk Norris said:

Yes I have no issues with the policebike. But you dont get a wanted level if you pull the cop off. The cop will still chase if you have arrest warrant installed tho. And if you shoot the cop you will get 3 stars like normal. If the bike is not spawning just make the chance 100 and lower the frequency so it is guaranteed to spawn. Also as you can see frrm my numbering I have more than a few other cars spawning  in addition to Rob's original vision including a taxi3 model the old model that Rob featured in one of his older videos.

I managed to figure out what was wrong in the end. The EFLC police vehicles were in POPCYCLE_GROUP_ONLY_IN_NATIVE_ZONE in cargrp.dat which resulted in either them driving themselves or them being driven by a random ped. So I removed them from there and lo and behold, the EFLC police vehicles spawned with M_Y_Cop driving them. Only problem being is that they would also spawn with random peds driving the EFLC police vehicles as well as the cops. So I decided to add the EFLC police vehicles to POPCYCLE_GROUP_COPS and now the cop cars+bike will spawn with only the police driving them. Added the Benefactor Stretch E as well using the described method, and that works great as well.

 

22 minutes ago, xTMM said:

Hi, Just wanted to know why when i deleted Scenariosmod. scenariosmod.asi and ScenariosBlockzone my game works perfectly fine i start a new game still crashes i did compitability with potential grim too.

 

Did you use the file labelled "4. Potential Grim Compatibility" or did you use the Compatibility Guide?

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3 minutes ago, elad4002 said:

I managed to figure out what was wrong in the end. The EFLC police vehicles were in POPCYCLE_GROUP_ONLY_IN_NATIVE_ZONE in cargrp.dat which resulted in either them driving themselves or them being driven by a random ped. So I removed them from there and lo and behold, the EFLC police vehicles spawned with M_Y_Cop driving them. Only problem being is that they would also spawn with random peds driving the EFLC police vehicles as well as the cops. So I decided to add the EFLC police vehicles to POPCYCLE_GROUP_COPS and now the cop cars+bike will spawn with only the police driving them. Added the Benefactor Stretch E as well using the described method, and that works great as well.

 

Did you use the file labelled "4. Potential Grim Compatibility" or did you use the Compatibility Guide?

Potential Grim compatibility

BTW: Do u have discord where we can talk and if u can help me fix it?

 

 

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elad4002
3 minutes ago, xTMM said:

Potential Grim compatibility

BTW: Do u have discord where we can talk and if u can help me fix it?

 

 

That's your problem. Potential Grim Compatibility is currently outdated. You're most likely going to have to replace your "common", "pc", "TBoGT" and "TLAD" files with backup files if you have any and then follow the Compatibility Guide as closely as possible.

 

Also I don't really have a Discord, sorry.

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7 minutes ago, elad4002 said:

That's your problem. Potential Grim Compatibility is currently outdated. You're most likely going to have to replace your "common", "pc", "TBoGT" and "TLAD" files with backup files if you have any and then follow the Compatibility Guide as closely as possible.

 

Also I don't really have a Discord, sorry.

Ohh now i know what is the problem bcs of potential grim compatibility,

Thanks btw ❤️

 

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MonkeyFlyFish

Hello - 

Forgive me for the dumb question, but I am wondering if the Diversity Fix included in this pack is meant to be used on its own or together with simple traffic loader/TrafficFlow. I am somewhat newer to modding and am not sure how exactly they function, but it seems to me like they seem to perform overlapping functions. 

Thanks in advance.

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Chunk Norris
7 hours ago, MonkeyFlyFish said:

Hello - 

Forgive me for the dumb question, but I am wondering if the Diversity Fix included in this pack is meant to be used on its own or together with simple traffic loader/TrafficFlow. I am somewhat newer to modding and am not sure how exactly they function, but it seems to me like they seem to perform overlapping functions. 

Thanks in advance.

Simple traffic loader/traffic flow is just a bandaid for a bigger problem. They perform a similar function like Rob's Scenarios.asi mod which is to inject specific vehicles into traffic at set/random intervals. These mods only inject cars into traffic which are specified in their respective .ini files.

 

RIL budgeted is a true fix which expands the game's ped and vehicle budget memory allocation so every car that is in the games common/data/cargrp.dat file will spawn correctly as per intended. This fix is mostly only necessary if you notice that the traffic is very stale and you see the same model of car repeating all the time. For example if you use added cars it's almost always necessary to use this fix.

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iiCriminnaaL
On 8/4/2022 at 3:58 PM, Internet Rob said:

No, I've been aware of the issue though and I guess now I can fix it! Any advice for editing .sco appreciated.

 

My apologies for the late reply.

 

In order to assign the dealer script to a model hash in SCO ToolBox, you'll have to insert the following formula in the startup.sco file (preferably below the original ones for the Latin dealer):

Spoiler

PushString "ambdealer"
Push MODELHASH
PushS 100
PushD 1
CallNative ALLOCATE_SCRIPT_TO_RANDOM_PED 4 0

 

  • These are the necessary codes for the drug dealers you added:

PushString "ambdealer"
Push 0xB380C536
PushS 100
PushD 1
CallNative ALLOCATE_SCRIPT_TO_RANDOM_PED 4 0
PushString "ambdealer"
Push 0xB73D062F
PushS 100
PushD 1
CallNative ALLOCATE_SCRIPT_TO_RANDOM_PED 4 0

 

But since the startup.sco file (as indicated by its name) is only a startup file, you'll need to insert the codes in a script that loads up in save games too, which is why I also have them implemented to ambsavebed.sco as well (just above PushString "[email protected]").

 

An ASI plugin may also be a preferable alternative, albeit I don't know how to create them.

Edited by iiCriminnaaL
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Internet Rob

Thank you for all the amazing info @iiCriminnaaL - since you made me aware this was possible with an ASI plugin, @ItsClonkAndre has written the code to make which has fixed this long-time issue with my mod.

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Internet Rob

Have you ever tried going over the apparent 32 ped limit in pedgrp? @iiCriminnaaL

More photographers in the world is nice but it's a little strange to see gang members and tough guys getting in touch with their creative side lol

 

I came up with a list of ~40 people and it seems to be working, if you know of any issues it causes though then I'd appreciate a heads up. 

ka3D5YU.png 

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iiCriminnaaL
5 hours ago, Internet Rob said:

Have you ever tried going over the apparent 32 ped limit in pedgrp? @iiCriminnaaL

More photographers in the world is nice but it's a little strange to see gang members and tough guys getting in touch with their creative side lol

 

I came up with a list of ~40 people and it seems to be working, if you know of any issues it causes though then I'd appreciate a heads up.

ka3D5YU.png 

 

Yeah, I thought so too 😆.

 

I'm not aware of whether it's possible or not (or rather how), but this is how I broke the limit of blocking NPCs in scenarios:

 

Spoiler

HangOut_ProjectCourtyard        StartEnd(0, 24)        Task(Group) BlockModel(M_Y_GBIK_HI_01) BlockModel(M_Y_GBIK_HI_02) BlockModel(M_M_GBIK_LO_03)
HangOut_ProjectCourtyard        BlockModel(M_Y_GANGELS_01) BlockModel(M_Y_GANGELS_02) BlockModel(M_Y_GANGELS_03) BlockModel(M_Y_GANGELS_04) BlockModel(M_Y_GANGELS_05) BlockModel(M_Y_GANGELS_06)
HangOut_ProjectCourtyard        BlockModel(F_Y_GANGELS_01) BlockModel(F_Y_GANGELS_02) BlockModel(F_Y_GANGELS_03)

 

Just starting the line over again, and it seems to work. Should work the same way for other NPCs and scenarios too.

 

I guess I'm about to block gang members, drug dealers, pimps and prostitutes from taking photos in Potential Grim as well, and probably old citizens too, as I think it makes more sense that they're less likely to be in touch with photography and such. I'm not sure whether it's possible to witness homeless citizens taking photos, but I might as well block them just in case.

Edited by iiCriminnaaL
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Internet Rob
19 minutes ago, iiCriminnaaL said:

This is how I blocked the Angels of Death bikers from hanging out in courtyards of housing projects:

I know about the blocking method in scenarios.dat but I honestly think that most people shouldn't be taking photos, I really don't want to blacklist HUNDREDS of pedestrians if it's not necessary.

The scenarios file says "block a specific model from using the scenario, allowed up to 8" which we know is not true, hopefully pedgrp is also wrong! Thanks for your time Criminal.

 

P.S. I think in some areas the older citizens look very appropriate taking photos. Especially in Hove Beach filled with criminals, there's fewer options so I'd suggest using the younger eastern euro women and the elderly.

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Hey,

 

Thank you for all your amazing work on this mod! I really admire your dedication to this game!

 

I noticed one small bug. It seems that many of the benches have these stop barriers blocking them. For example, outside the City Hall in Algonquin there are rows of barriers blocking the benches on either side of the arches:

 

spacer.png

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Chunk Norris
13 minutes ago, P650SE said:

Hey,

 

Thank you for all your amazing work on this mod! I really admire your dedication to this game!

 

I noticed one small bug. It seems that many of the benches have these stop barriers blocking them. For example, outside the City Hall in Algonquin there are rows of barriers blocking the benches on either side of the arches:

 

spacer.png

It's not a bug. It's any unsuspecting modders worst nightmare: a corrupted save. Got to start a new game, there is no way around it. This usually occurs if you modify vehicles.ide and load up a save that had a different state. But other things can cause it as well.

Edited by Chunk Norris
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Internet Rob
20 minutes ago, P650SE said:

It seems that many of the benches have these stop barriers blocking them.

Yep it's a corrupted save, Liberty Rush needs to be used on a New Game as it says in the notes. And thanks for the kind words mate, it's my pleasure. 

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Ah, thanks to you both! I missed that bit in the notes where it said about starting a new game. I never realised this sort of thing could happen with corrupted saves. It likely explains another issue I had been having where Niko appears invisible when loading the game initially, I have to re-load 2 or 3 times before he appears. Thanks for explaining!

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Internet Rob
28 minutes ago, P650SE said:

It likely explains another issue I had been having where Niko appears invisible when loading the game initially, I have to re-load 2 or 3 times before he appears.

I experience the same thing 😅 but actually that isn't a corrupted save, do you have ZMenu or ZPatch installed? It's a more recent bug that I think is caused by one of those. 

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37 minutes ago, Internet Rob said:

I experience the same thing 😅 but actually that isn't a corrupted save, do you have ZMenu or ZPatch installed? It's a more recent bug that I think is caused by one of those. 

 

Oh, yes that will definitely be the cause of the character problem then! That's the same menu I have installed. Glad to know I'm not the only person with that issue haha.

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AngryMeatPie

Hello, everyone! Could someone tell me whether this mod will work on the latest version of GTA IV Complete Edition from Steam? I'd like to install it but I'm not sure whether it'll work since the versions in the notes are different (or I'm misunderstanding something). 

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Internet Rob

@AngryMeatPie Liberty Rush is meant for version 1080 and 1070, downgrading is easy:

 

 

I think about 50% of features will work on the Complete Edition, almost none of the Traffic stuff. 

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AngryMeatPie
On 8/16/2022 at 10:01 PM, Internet Rob said:

@AngryMeatPie Liberty Rush is meant for version 1080 and 1070, downgrading is easy:

 

 

I think about 50% of features will work on the Complete Edition, almost none of the Traffic stuff. 

Thanks a lot! I'm guessing, many of the mods for GTA IV are intended for downgraded versions of the game. 

Edited by AngryMeatPie
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JoshTheSweatLord

Hi, for some reason this mod causes Hotdog vendors to disappear. Specifically the peds.ide file. However, Whenever I try to remove that file and replace it with the default peds.ide It causes my game to crash. Is there any possible way to experience this mod whilst also retaining the vendors?

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