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Remove the "priority" of Ocean View Hotel save icon from the radar?


Nico
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I think this is getting too nitpicky for me in my obsession with fixing things of the game, but even after you finished the game the only highlighted icon on the radar is still the cassette icon of the Ocean View Hotel, which is supposed to be important early in the game when you don't have any other safehouses, but obviously no longer once you become the kingpin of the city. Is there some mod or script that de-emphasizes this icon so it only shows on the radar when I'm close to it?

Did you see the frightened ones? Did you hear the falling bombs? Did you ever wonder...

CslLPae.png

...why we had to run for shelter when the promise of a brave new world unfurled beneath a clear blue sky?
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It's not recommanded to manipulate stuff of main.scm by cleo, because it can mess up the storable data pool

Edit main.scm is just a tiny change
search for $221
to find 02A7: $221 = create_icon_marker

then just change the opcode infront
02A7: ->  0570:

0570: $221 = create_asset_radar_marker_with_icon 19 at 219.8 -1273.5 11.0

In this case it needs to Start New Game


If you don't wanna Start New Game and want continue using existing savegames instead
Then it needs first to delete the marker and create it by the other opcode

 

0164: disable_marker $221
0570: $221 = create_asset_radar_marker_with_icon 19 at 219.8 -1273.5 11.0


 

put these codes inside a submission script of main.scm
then play this submission
then save it

 

Or make a cleo script and hope that it works fine

{$CLEO}
thread 'VCMARK'
0164: disable_marker $221 
0570: $221 = create_asset_radar_marker_with_icon 19 at 219.8 -1273.5 11.0
0A93: terminate_this_custom_script

 

 

 

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This was useful, thanks!

 

I have another question, do you know which part of the main.scm controls the spawning of the peds that come out of buses at bus stops? It's a very well known issue that, the passengers coming out of the buses are always the same skin (male01) and I would like to fix that if possible. I saw a major mod including a lot of scripts, and the readme file claimed it fixes this bug along many others. But I couldn't identify any individual script in that mod that fixed this particular bus issue, so I suppose perhaps it was done via editing the scm itself. I did find a script that fixes the male01 skin being used exclusively in car accidents where a driver gets out of their car to see the dead person they just ran over.

Did you see the frightened ones? Did you hear the falling bombs? Did you ever wonder...

CslLPae.png

...why we had to run for shelter when the promise of a brave new world unfurled beneath a clear blue sky?
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I found codes that spawn 3 actors on passenger seat 1,2 and 3

0561: $1189 = create_random_ped_in_vehicle $1185 passengerseat 1
0561: $1190 = create_random_ped_in_vehicle $1185 passengerseat 2
0561: $1191 = create_random_ped_in_vehicle $1185 passengerseat 3

 

create_random_ped means that the model is not specified

the game choose 3 actors by random selection

in practise in choose random models of current active model pool

you often can observe that just a part of the ped models (car models also) is used in traffic

 

To have better variety, it needs to write an "own random selection" from a bigger model pool

please read this here

 

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I got a script that fixes the variety issue of the pedestrians run over accidentally by AI drivers. I wonder if it's possible to modify it so it can also work for the pedestrians getting out of the bus. As usual I'm a bit clueless.

 

{$CLEO}
0000: NOP
thread 'MALEOIA'

while true
wait 0
0AA7: call_function 0x53B070 num_params 2 pop 2 0 0 [email protected]
if
0248: model [email protected] available
then 
0A8C: write_memory 5485694 size 1 value [email protected] vp 1
end
end

 

Did you see the frightened ones? Did you hear the falling bombs? Did you ever wonder...

CslLPae.png

...why we had to run for shelter when the promise of a brave new world unfurled beneath a clear blue sky?
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AI drivers in cars of traffic is given by gta-vc.exe

The bus passenger are given by the main.scm script

yes of cours by a hardcoded random function

but i bet, it's a different mem adress

 

memory coding is not my field, especially finding adresses, sorry

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I did some testing with the script I posted, turns out the only thing it does is pick a random pedestrian at the beginning, but then will only use such pedestrian as a dead victim every time an accident is spawned. So I guess there's no real fix to make this fully random, and maybe the same applies to the bus.

Did you see the frightened ones? Did you hear the falling bombs? Did you ever wonder...

CslLPae.png

...why we had to run for shelter when the promise of a brave new world unfurled beneath a clear blue sky?
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