Daddynnoob Posted October 1 Share Posted October 1 18 hours ago, Internet Rob said: Version 1.10 - 30th September 2022 Criminals now offer stolen goods in the streets using cut dialogue. Train drivers are restored and can be found at train stations, including Grand Easton. Taxi drivers can be seen on-foot at Francis International Airport. Homeless can be seen begging in the streets to people walking by. Liberty City and Alderney buses have unique paintjobs and locational LED displays. Bus drivers are more varied in appearance, plus they have a new voice and personality. There are several new drug dealers on the streets. All drug dealers can now speak and perform transactions. Beat-up Pedestrians now spawn more reliably but appear in fewer numbers between 00:00 - 05:00. Beat-up Pedestrians appear in alleyways and desolate areas, not just on the sidewalk. LCPD Marksmen (rooftop snipers) are now NOOSE soldiers instead of regular cops. Photography is performed by more appropriate citizens (e.g. tourists, outdoorsy, middle class, etc.), as a consequence it’s less common. Traffic is more diverse, 21 uncommon vehicles have a greater chance of appearing. Cognoscenti, Vincent, President, Intruder, Feroci, Sultan, Stratum, Hakumai, DF8-90, Schafter, Ingot, Primo, Admiral, Oracle, Merit, Premier, Washington, Solair, Pinnacle, Lokus, and Willard. The “pimps and prostitutes” group of pedestrians is more diverse. The “generic” group of pedestrians now drive the correct vehicles (fixed game files typo). FIB agents can now talk (fixed game files typo). Major code optimisations have been made to reduce memory usage (preventing crashes and performance issues). Liberty Rush scenario assets are now streamed in and out. Roman’s Taxis spawn only in Broker and Dukes. Mohammed no longer can be found in the world. Ice Cream Vans are driven by locals and no longer spawn in Algonquin. Limos have less passenger diversity. Buses are driven by train drivers. Liberty Rush scenario vehicles spawn less often. Scandalous limo escorts occur between 9pm - 4am. Several buggy spawning areas have been dead-zoned. A dead-zone mistake preventing vehicle spawns in Dukes has been fixed. TBOGT is now compatible with Liberty Rush (again). Reverted some unnecessary changes in Liberty Rush. Removed additional Latinas (from v1.02), instead use Restored Pedestrians. Removed additional Willards in the world (from v1.02). The “popcycle.dat” file is removed. Improved the compatibility guide and installation instructions. Added an ASI loader to the installation. Enjoy the biggest update to Liberty Rush ever! Check the main page for more details. You can expect v1.11 to release ASAP with improvements and optimisations to the stolen goods scenario. Big thanks to @iiCriminnaaL for his help and inspiration with the drug dealing scenario, NOOSE snipers, typo corrections, and increased traffic diversity. Big thanks to @ItsClonkAndre for his code fixing the drug dealing scenario dialogue and interactions. Big thanks to @MiesThies for his testing of Liberty Rush, making me aware that v1.09 broke TBOGT due to the added pedestrians. Fantastic update! Also, can I request something for the next update? I would like to see the normal security to drive Securicar instead of civilians and taxi can pick up and drop peds if possible? Link to comment Share on other sites More sharing options...
Internet Rob Posted October 1 Author Share Posted October 1 I'm looking into the error message, thanks for the reports everyone. It only allows the added drug dealers to speak and perform transactions so it can safely be avoided, I think. About TBOGT Support @maxbraun, yeah this should allow you to play all three DLCs at the same time - I hadn't really thought about that. But the overall experience is a little bit worse. The difference is that I had to remove most of the added people in peds.ide, which means certain pedestrians have to get force-loaded for Liberty Rush scenarios e.g. m_y_dealer offering stolen goods in Algonquin. When a person gets force-loaded, you may notice they appear in the world more often than others because they're being held in the game's memory instead of getting streamed out. This is fine with an added ped, even if he's a complete duplicate of m_y_dealer, you won't see him spawn anywhere in the world. If I can somehow reduce the total number of added peds to two or below for standard Liberty Rush, I'll absolutely do it, but it may severely limit future updates so we'll see... At the very least I'll keep TBOGT Support updated so there's always that option. maxbraun 1 Link to comment Share on other sites More sharing options...
Internet Rob Posted October 1 Author Share Posted October 1 55 minutes ago, Daddynnoob said: Also, can I request something for the next update? I would like to see the normal security to drive Securicar instead of civilians Thanks mate! I've actually experimented with security driving the Stockade, there seems to be some game code present that strangely messes with it though. But I can probably easily get around it, this would be a great addition for v1.11. Daddynnoob 1 Link to comment Share on other sites More sharing options...
Azhcrove Posted October 1 Share Posted October 1 DO i need to start new game after updating from 1.09? Link to comment Share on other sites More sharing options...
Internet Rob Posted October 1 Author Share Posted October 1 5 minutes ago, Azhcrove said: DO i need to start new game after updating from 1.09? Unfortunately yeah, otherwise your save will corrupt. Link to comment Share on other sites More sharing options...
MiesThies Posted October 2 Share Posted October 2 Wow, massive update! Looking forward to try it out! Internet Rob 1 Link to comment Share on other sites More sharing options...
Chunk Norris Posted October 2 Share Posted October 2 (edited) Also 126 error with the drugdealerfix on 1.0.7.0, otherwise did not notice any issues so far Edited October 2 by Chunk Norris Internet Rob and MiesThies 2 Link to comment Share on other sites More sharing options...
Tomix23 Posted October 2 Share Posted October 2 Does installing Various Pedestrian Actions and Restored Pedestrians add more flavor to this mod? Should I look out for any file in particular that might get replaced? Link to comment Share on other sites More sharing options...
Tomix23 Posted October 3 Share Posted October 3 How about support for 1.0.4.0? Link to comment Share on other sites More sharing options...
Fattypoohbear Posted October 3 Share Posted October 3 Hello, Sorry to bother with this long post, but i have no clue where else to go anymore, ultimate gta is within my grasp but i keep f'ing up for some reason. I am convinced i have a good basis now, but i cannot combine these last 3 mods effectively to get the result i want. Could anyone help? When i break it, i always have this following copy on hand, first i vanilla reinstall, then i copypaste my Stable modded build on top of vanilla to restart my attempt at --Liberty Rush(current version)+Potential Grim+Enhanced Improved Cop with ychop v5. Stable build is modded as followed and seems to run smooth (tested untill "jamaican heat") --Gta complete edition on steam, downgraded to 1.0.7.0, enb+Ice enhancer+Zolika Patch, latest scripthook/.net, commandlines, d3d9.dll Hd textures merged with liberty city textures vol1.7, HD IV weapons, DKT70 roads, HDveg, chose all the extra asset options for the texture packs/more props After troubleshooting i realized i had to remove Tweak All Peds, since it bugged niko's footstep audio. But now i have ran into this issue where my game keeps crashing when trying to combine Potential Grim and Liberty Rush v1.10 And Enhanced Improved Cop/Ychop v5.(but i think the Standard reskin option should not interfere with anything previously mentioned) I know i have to start a new game everytime, but still the game crashes randomly in the beginning 30 minutes of playing. I install Rush, Then Grim, since there is no compat patch in the latest Rush version, i assume they are compatible now? i also checked the manual changes in the compat guide and they are already implemented into Grim files when i checked them? I am doing something wrong with the install, Could i ask someone here to help me with a guide how to install these 2 together or if there is a guide to link me this? After this build, all i have to add are some stable .net scripts,hud mods, cop/copvehicle skins/bloodmods and Of course Realistic Driving to finish it off Anything incompatible here? Thank you very much in advance, i am nearly there! PS: Does a modded main directory affect TBOGT or TLAD? or is all of their modding, including enbs done in their own directories? Grtz T Link to comment Share on other sites More sharing options...
Internet Rob Posted October 3 Author Share Posted October 3 (edited) 54 minutes ago, Fattypoohbear said: I install Rush, Then Grim, since there is no compat patch in the latest Rush version, i assume they are compatible now? They aren't compatible lol 54 minutes ago, Fattypoohbear said: i also checked the manual changes in the compat guide and they are already implemented into Grim files when i checked them? Definitely not, check peds.ide for example. The Liberty Rush code is trying to spawn people in your game that don't exist, that'll crash you, so use my Compatibility Guide to edit all the files that conflict. Quote PS: Does a modded main directory affect TBOGT or TLAD? or is all of their modding, including enbs done in their own directories? Modding IV usually affects EFLC, except that sometimes it's own files will overwrite base IV - e.g. they all have their own independent file for handling car spawns, editing base IV version won't affect EFLC's. Edited October 3 by Internet Rob Link to comment Share on other sites More sharing options...
Internet Rob Posted October 3 Author Share Posted October 3 1 hour ago, Tomix23 said: How about support for 1.0.4.0? Seems to be impossible for now, most of the code is written with IV-SDK which is exclusive to 1070/1080. 5 hours ago, Tomix23 said: Does installing Various Pedestrian Actions and Restored Pedestrians add more flavor to this mod? Should I look out for any file in particular that might get replaced? Why else would I recommend it on the mod page, they're amazing. And yeah they conflict, use the guide! Link to comment Share on other sites More sharing options...
Chunk Norris Posted October 3 Share Posted October 3 1 hour ago, Fattypoohbear said: I am doing something wrong with the install, Could i ask someone here to help me with a guide how to install these 2 together or if there is a guide to link me this? Enhanced cop I think changes the peds.ide and pedvariations file in particular so definitely take a look at the changes there when installing potential grim. As for the compatibility with Liberty Rush there is a whole guide which Rob tirelessly put together so you don't even have to overwrite anything in common/data from potential grim/VPA because if you look at the compat guide it tells you EXACTLY what to edit. Internet Rob 1 Link to comment Share on other sites More sharing options...
Azhcrove Posted October 3 Share Posted October 3 Will the compatibility file in vpa work with 1.10? Link to comment Share on other sites More sharing options...
Fattypoohbear Posted October 3 Share Posted October 3 2 hours ago, Internet Rob said: They aren't compatible lol Definitely not, check peds.ide for example. The Liberty Rush code is trying to spawn people in your game that don't exist, that'll crash you, so use my Compatibility Guide to edit all the files that conflict. Modding IV usually affects EFLC, except that sometimes it's own files will overwrite base IV - e.g. they all have their own independent file for handling car spawns, editing base IV version won't affect EFLC's. Ok i will go over all the changes with a notepad extention after installing grim and the cop mod on top, do a test run with each step. As for the EFLC modding part, so safe to assume that scripts/asi/trainers/enb will affect EFLC, but skins,vehicles, dat-files etc. are unique to each game? I would like to thank you for the swift and clear response, and for the work you put into this gem of a mod, you understand what it is to make gta the best game ever, Rockstar should hire people like you to remake gta4, instead of their lousy iteration that it most definitely will be if they get around to making/outsourcing it. Link to comment Share on other sites More sharing options...
Fattypoohbear Posted October 3 Share Posted October 3 2 hours ago, Chunk Norris said: Enhanced cop I think changes the peds.ide and pedvariations file in particular so definitely take a look at the changes there when installing potential grim. As for the compatibility with Liberty Rush there is a whole guide which Rob tirelessly put together so you don't even have to overwrite anything in common/data from potential grim/VPA because if you look at the compat guide it tells you EXACTLY what to edit. Thank, yes It does change pedvariations, i'll go over it Chunk Norris 1 Link to comment Share on other sites More sharing options...
Chunk Norris Posted October 3 Share Posted October 3 59 minutes ago, Fattypoohbear said: Thank, yes It does change pedvariations, i'll go over it Please do yourself a favor and use notepad plus plus with the compare plugin. It will work wonders and super easy to use. Internet Rob 1 Link to comment Share on other sites More sharing options...
Ellie-H Posted October 3 Share Posted October 3 4 hours ago, Internet Rob said: They aren't compatible lol Definitely not, check peds.ide for example. The Liberty Rush code is trying to spawn people in your game that don't exist, that'll crash you, so use my Compatibility Guide to edit all the files that conflict. Modding IV usually affects EFLC, except that sometimes it's own files will overwrite base IV - e.g. they all have their own independent file for handling car spawns, editing base IV version won't affect EFLC's. hold on a second, potential grim is / has never been compatible with this? Daddynnoob 1 Link to comment Share on other sites More sharing options...
maxbraun Posted October 3 Share Posted October 3 On 10/1/2022 at 4:47 PM, Internet Rob said: I'm looking into the error message, thanks for the reports everyone. It only allows the added drug dealers to speak and perform transactions so it can safely be avoided, I think. About TBOGT Support @maxbraun, yeah this should allow you to play all three DLCs at the same time - I hadn't really thought about that. But the overall experience is a little bit worse. The difference is that I had to remove most of the added people in peds.ide, which means certain pedestrians have to get force-loaded for Liberty Rush scenarios e.g. m_y_dealer offering stolen goods in Algonquin. When a person gets force-loaded, you may notice they appear in the world more often than others because they're being held in the game's memory instead of getting streamed out. This is fine with an added ped, even if he's a complete duplicate of m_y_dealer, you won't see him spawn anywhere in the world. If I can somehow reduce the total number of added peds to two or below for standard Liberty Rush, I'll absolutely do it, but it may severely limit future updates so we'll see... At the very least I'll keep TBOGT Support updated so there's always that option. Thank you very much for the detailed explanation, man! I'll start with IV and TLAD first, then play TBOGT later, as recommended This mod is fantastic! Daddynnoob and Internet Rob 2 Link to comment Share on other sites More sharing options...
Daddynnoob Posted October 3 Share Posted October 3 On 10/1/2022 at 9:56 PM, Internet Rob said: Thanks mate! I've actually experimented with security driving the Stockade, there seems to be some game code present that strangely messes with it though. But I can probably easily get around it, this would be a great addition for v1.11. You're welcome! I hope it works fine in the next update Internet Rob 1 Link to comment Share on other sites More sharing options...
MiesThies Posted October 3 Share Posted October 3 (edited) Fortunately I haven't experienced any crashes so far, which I did a lot before this update! (as you know :P) I also have the "126 error" with the drugdealerfix, but I see you know about that problem already. Just two small suggestions: In carcols.dat, in the line for the zombieb motorcycyle there's a comma missing. See screenshot. Also in vehicles.ide the line for the biff truck has the "big" flag twice in it, see screenshot. Both are only minor oversights but since you change both of those files already anyway, I figured you could correct that as well. In carcols.dat from TBoGT the line of the blade boat has a missing comma as well. https://imgur.com/a/peIOcBL Also thx for mentioning me in the credits, I feel honored Edited October 3 by MiesThies addition Daddynnoob and Internet Rob 2 Link to comment Share on other sites More sharing options...
Internet Rob Posted October 3 Author Share Posted October 3 (edited) 2 hours ago, MiesThies said: Just two small suggestions: In carcols.dat, in the line for the zombieb motorcycyle there's a comma missing. See screenshot. Also in vehicles.ide the line for the biff truck has the "big" flag twice in it, see screenshot. Both are only minor oversights but since you change both of those files already anyway, I figured you could correct that as well. In carcols.dat from TBoGT the line of the blade boat has a missing comma as well. Oooh thanks for the info, always feel free to bring me ideas like this! However I think fixing that Zombie error removes the red wheel design (if I remember right) which I actually prefer so I'm not fixing it 7 hours ago, Ellie-H said: hold on a second, potential grim is / has never been compatible with this? "Dumbest Gamer ever" accurate member title - thank god we finally know why you're crashing though! 10 hours ago, Azhcrove said: Will the compatibility file in vpa work with 1.10? Your safest bet is to just use the compatibility guide I've created, it's probably currently outdated until Attramet updates the mod. 9 hours ago, Fattypoohbear said: As for the EFLC modding part, so safe to assume that scripts/asi/trainers/enb will affect EFLC, but skins,vehicles, dat-files etc. are unique to each game? Thanks for the kind words, yeah scripts/asi/enb files are all safe. Skins are usually safe, vehicles too, even .dat files are often safe. There's just a small number of files that will completely overwrite base IV, instead EFLC's versions of files are usually additive - e.g. check out how vehicles.ide in TBOGT has only TBOGT vehicles within it. Edited October 3 by Internet Rob Link to comment Share on other sites More sharing options...
Ryuichi Posted October 3 Share Posted October 3 Hey Rob, does the mod works even if i put the .ASi and .INI files on the plugins folder? Link to comment Share on other sites More sharing options...
Fattypoohbear Posted October 3 Share Posted October 3 Quick last overview, does anyone see a problem with my A) method B)order of installing before the compat edits? So i have my 1.10 rush stable enb+hd texture build, Then i install Grim, then Enhanced improved cop, responsive plus, VPA , Restored pedestrians, then i do the manual compat edits from Rob. After that i install my hudmods, cop vehiclemods, realistic driving, customizable niko, and my scripts. Do i remove the drugdealer fix for the moment? Have a buddy who always comes to smoke one after the gym, while playing redux gta5 (which is still a piss easy game, how do you make that game harder??),While playing that, he claimed gta4 is an old game "with dull graphics and without any cool features like gta5". Little does he know xD Can't wait to show him how far we have come as a community, what you guys made possible. It's insane top level quality all of this, legit makes me happy because not many games interest me anymore and i've missed my hobby as gamer. Best mobster simulator ever, hands down Internet Rob 1 Link to comment Share on other sites More sharing options...
Internet Rob Posted October 3 Author Share Posted October 3 46 minutes ago, Fattypoohbear said: Then i install Grim, then Enhanced improved cop, responsive plus, VPA , Restored pedestrians, then i do the manual compat edits from Rob. You can't just install all these mods, some files are definitely going to conflict. You're gonna need to manually edit them as you go, hopefully they have a compatibility guide like mine or you get Notepad++ with the comparison plugin. At least three of these mods (including LR) use pedgrp.dat, for example. Daddynnoob 1 Link to comment Share on other sites More sharing options...
Fattypoohbear Posted October 4 Share Posted October 4 19 hours ago, Internet Rob said: You can't just install all these mods, some files are definitely going to conflict. You're gonna need to manually edit them as you go, hopefully they have a compatibility guide like mine or you get Notepad++ with the comparison plugin. At least three of these mods (including LR) use pedgrp.dat, for example. Thanks for that advice, i was overwhelmed by notepad ++ so i played a safer bet But i did it! ENB/Hd text/Rush/Grim/VPA/Realistic driving, bunch of scripts like arrest warrant that you recommended on your yt video, (great video btw!) I drove all over the map, stable high fps, no stutters. Had it crash once randomly. There is 1 thing left and my apologies for asking about unrelated mods, but Real recoil mod is bugged for a controller, it has a strange thing where u cant spray horizontally, it snaps your aim like a robot. Is there a fix? And the zmenu recoil breaks my right stick when trying to aim a gun. Could you or Anyone on this forum show me how to make recoil happen? or a different mod that could work with a controller? I really like to play without a crosshair and a good amount of recoil, makes the game so much more different. Basically trying to make Gta some kind of hardcore, high damage/high difficulty gangster sim That's it then, when i have this i got the version i wanted for the past 10 years Internet Rob 1 Link to comment Share on other sites More sharing options...
Chunk Norris Posted October 4 Share Posted October 4 (edited) 3 hours ago, Fattypoohbear said: but Real recoil mod is bugged for a controller, it has a strange thing where u cant spray horizontally, it snaps your aim like a robot. Is there a fix? I searched far and wide and there aren't any working recoil mods for controllers. I use a controller as well and had to take that out. but you can make the game even more hardcore if you disable the reticle. 1. Open up the hud.dat file in gtaiv/common/data 2.search for the line HUD_WEAPON_CROSSHAIR (for the complex crosshair) or HUD_WEAPON_DOT (for the dot crosshair) 3. modify the second set of numbers in the line to this : 0.000,0.000 4. save file Or you can copy/paste mine if you want: HUD_WEAPON_CROSSHAIR 0.0,0.0 0.000,0.000 HUD_COLOUR_WHITE 240 HUD_WEAPON_DOT 0.0,0.0 0.000,0.000 HUD_COLOUR_WHITE 255 Edited October 4 by Chunk Norris Internet Rob 1 Link to comment Share on other sites More sharing options...
Ellie-H Posted October 4 Share Posted October 4 On 10/3/2022 at 1:09 PM, Internet Rob said: "Dumbest Gamer ever" accurate member title - thank god we finally know why you're crashing though! That wasnt nice Link to comment Share on other sites More sharing options...
Ellie-H Posted October 4 Share Posted October 4 (edited) On 10/3/2022 at 1:09 PM, Internet Rob said: "Dumbest Gamer ever" accurate member title - thank god we finally know why you're crashing though! Also, "Various Pedestrians Actions" recently updated, also updating their Compability options, one of them being "Both for Liberty Rush and Potential Grim" , I had that mod previously installed, and after updating that mod the game no longer crashes So I guess potential grim is indirectly supported, you just gotta install that mod also just because the compability options Edited October 4 by Ellie-H Link to comment Share on other sites More sharing options...
Internet Rob Posted October 4 Author Share Posted October 4 2 hours ago, Ellie-H said: Also, "Various Pedestrians Actions" recently updated, also updating their Compability options, one of them being "Both for Liberty Rush and Potential Grim" , I had that mod previously installed, and after updating that mod the game no longer crashes So I guess potential grim is indirectly supported, you just gotta install that mod also just because the compability options oh hell yeah, that's the trio right there. so the install is ez right now but just wait for criminal to release 500 updates in the next week ahaha FunkFreaka, maxbraun, Ryuichi and 3 others 5 1 Link to comment Share on other sites More sharing options...
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