sirebire999 Posted September 1 Share Posted September 1 (edited) Is there any currently working method to add new weapons to GTA 4 (without replacing) with its own stats while using Zolika trainer? For instance, I wanted to add a hidden AK pistol variant from the TLAD files as an SMG for drive by use. I'm using downgraded 1.0.8.0 There was an older thread going into how on a native trainer, but i still want to use Zolika. The menu shows slots for addon weapons, but no one has figured out how to use them? pic of the pistol AK variant Edited September 1 by sirebire999 typo Link to comment Share on other sites More sharing options...
sirebire999 Posted September 1 Author Share Posted September 1 (edited) 18 hours ago, sirebire999 said: Is there any currently working method to add new weapons to GTA 4 (without replacing) with its own stats while using Zolika trainer? For instance, I wanted to add a hidden AK pistol variant from the TLAD files as an SMG for drive by use. I'm using downgraded 1.0.8.0 There was an older thread going into how on a native trainer, but i still want to use Zolika. The menu shows slots for addon weapons, but no one has figured out how to use them? pic of the pistol AK variant I figured out a way to make the AK an SMG using this texture. It looks funky inside a car though but fine on a motorcycle. Might release it as my first mod soon. Although I'd rather be able to add the short AK as its own separate weapon whilst keeping the standard AK rifle in its data slot would still be great if anyone knows how for Zolika trainer. Maybe even a proper way of making it so that short AK can remain rifle (replaced or even separate) but can also use in drive by. Adding the drive by flag in weaponinfo.xml seems to not do anything for rifles. Only pistols, SMG's and shotguns seem more coded for drive by. Edited September 1 by sirebire999 :P Link to comment Share on other sites More sharing options...
Cinaro Posted September 2 Share Posted September 2 Hello. Always make sure to back up your game file's before modifying it. I think what you're doing is great, by adding more weapons to the game as standard. But i would say if you try to add them with "native trainer" and it works, then why would it not work with the other trainer like Zolika? the are similar coding as scripts but fancier and newer that's all. Cin Link to comment Share on other sites More sharing options...
sirebire999 Posted September 5 Author Share Posted September 5 On 9/2/2022 at 4:39 PM, Cinaro said: Hello. Always make sure to back up your game file's before modifying it. I think what you're doing is great, by adding more weapons to the game as standard. But i would say if you try to add them with "native trainer" and it works, then why would it not work with the other trainer like Zolika? the are similar coding as scripts but fancier and newer that's all. Cin Do you know of any solid updated guide on how to add new weapons? Like before I would even try to get it to work with Zolika by the end of it? I know it'll get a little complicated but I feel there's a practical method. Link to comment Share on other sites More sharing options...
Cinaro Posted September 8 Share Posted September 8 On 9/6/2022 at 1:29 AM, sirebire999 said: Do you know of any solid updated guide on how to add new weapons? Like before I would even try to get it to work with Zolika by the end of it? I know it'll get a little complicated but I feel there's a practical method. Hello. Have you read this yet. https://gtaforums.com/topic/442961-adding-weapon-to-gta-iv-without-bugs/ Cin Link to comment Share on other sites More sharing options...
sirebire999 Posted September 9 Author Share Posted September 9 (edited) 7 hours ago, Cinaro said: Hello. Have you read this yet. https://gtaforums.com/topic/442961-adding-weapon-to-gta-iv-without-bugs/ Cin Yes I've looked into that thread for some time as a guide for what files are at play. I figured out how to add the weapons with Zolika FINALLY...but my hurdle now is now adding sound.. ..and i don't know if I can add new separate sounds with the IVAUD loader without replacing. Looking into the trainer config files was a bonus at least which has brought me this far. I just need sound somehow. I first experimented with a Glock 18 model with its own unique one handed animation, although that was using the unused0 slot, which I assume would have been silenced pistol slot. That thing was fun to use in first person camera lol. This was before I resolved the zolika addon weapon feature, same problem tho, no sound. My first addon weapon was an HD AKs74u model I classifed to an smg, its utilizing the reloading and impact sound but no shot.wav's heard. I know I'm missing some other step involving the trainer or files. If I have to create a new separate IVAUD file the trainer can use as reference or something?...no clue. I don't code but I'm doing the best within my limits. I may write a more thorough guide on what I've done at some point or upload a show how video. I'll look deeper to see if I can resolve this sound issue which would also be monumental. Will post any new developments. This topic deserves more attention, there's so much more to play around with this game more than ever. Edited September 9 by sirebire999 :P Cinaro 1 Link to comment Share on other sites More sharing options...
Cinaro Posted September 9 Share Posted September 9 14 hours ago, sirebire999 said: Yes I've looked into that thread for some time as a guide for what files are at play. I figured out how to add the weapons with Zolika FINALLY...but my hurdle now is now adding sound.. ..and i don't know if I can add new separate sounds with the IVAUD loader without replacing. Looking into the trainer config files was a bonus at least which has brought me this far. I just need sound somehow. I first experimented with a Glock 18 model with its own unique one handed animation, although that was using the unused0 slot, which I assume would have been silenced pistol slot. That thing was fun to use in first person camera lol. This was before I resolved the zolika addon weapon feature, same problem tho, no sound. My first addon weapon was an HD AKs74u model I classifed to an smg, its utilizing the reloading and impact sound but no shot.wav's heard. I know I'm missing some other step involving the trainer or files. If I have to create a new separate IVAUD file the trainer can use as reference or something?...no clue. I don't code but I'm doing the best within my limits. I may write a more thorough guide on what I've done at some point or upload a show how video. I'll look deeper to see if I can resolve this sound issue which would also be monumental. Will post any new developments. This topic deserves more attention, there's so much more to play around with this game more than ever. Hello. Great progress i see. So you got a model working a sap rate weapon, with a trainer called "Zolika" without any replacement correct? Maybe you can try to add the stock weapon sound to that model or path of file or in the line of code, see if it works. and go from there to replace that added sound to one of your liking. Let me know if that works. Cin Link to comment Share on other sites More sharing options...
sirebire999 Posted September 9 Author Share Posted September 9 (edited) I was dead tired yesterday. This is what I have done so far more clearly. I went into my GTA IV directory through openIV and looked into the ZolikaPatch.ini (in config text section). I scroll through seeing options inside the file that can be enabled/disabled with corresponding values 1 and 0. I see two options: "IncreaseWeaponLimit=0 ; increase weaponinfo.xml to 256 weapons (after ANYWEAPON, the weapon names are ADDONWEAPON_(number)) (patch 5 and up only) " and "IncreaseWTDLimit=0; increase the amount of WTDs that can be in the game files" I enable both with value 1. I head into common/data. I make the new addonweapon stats within the base game's weaponinfo.xml. I switched the "unused0" slot I wrote for my G18 (an empty weapon slot seen in the trainer menu) into silenced pistol with stats. My G18 has its own new separate animation I took from the one handed animation mod, I just renamed one of the custom gun animations to [email protected] and add it to pc/anim/anim.img. I have the ak47 rifle remain a rifle with the new seperate ak74u as an smg in data slot but also using ASSAULT_RIFLE in the group stat. I made ak rifle an ak74m instead with replaced sounds so the ak74u maybe use the same sound. I add the new separate wdr and wtd files. I edit the default.ide and animgrp.dat to make sure the new guns are recognized within the game for the trainer to spawn. Example In default.ide: ############################################################################### weap ############################################################################### *downscroll # sub-machineguns w_uzi, w_uzi, [email protected], 1, 30, 0 w_mp5, w_mp5, [email protected], 1, 30, 0 w_e2_p90, w_e2_p90, [email protected], 1, 50, 0 w_e2_uzi, w_e2_uzi, [email protected]_UZI, 1, 50, 0 (just a note w_g18, w_g18, [email protected], 1, 30, 0 <---ADDONWEAPON_1 w_mac10, w_mac10, [email protected], 1, 30, 0 <---ADDONWEAPON_2 w_aks74u, w_aks74u, [email protected], 1, 50, 0 <---ADDONWEAPON_3) *downscroll end ############################################################################### amat ############################################################################### *downscroll w_uzi,0,CM_WEAPONS_SMG w_mp5,0,CM_WEAPONS_SMG w_e2_p90,0,CM_WEAPONS_P90 w_e2_uzi,0,CM_WEAPONS_GOLD_UZI (note w_g18,0,CM_WEAPONS_SMG <---ADDONWEAPON_1 w_mac10,0,CM_WEAPONS_SMG <---ADDONWEAPON_2 w_aks74u,0,CM_WEAPONS_AK47 <---ADDONWEAPON_3) w_ak47,0,CM_WEAPONS_AK47 Example of animgrp.dat: *downscroll #------------------------------------------------------------------- # Weapon groups # o WeaponGroup( (Resident/Streaming), groupname ) #------------------------------------------------------------------- *downscrol WeaponGroup( Streaming, [email protected] ) WeaponGroup( Streaming, [email protected] ) WeaponGroup( Streaming, [email protected] ) WeaponGroup( Streaming, [email protected]_UZI ) (note WeaponGroup( Streaming, [email protected] ) <---ADDONWEAPON_1) WeaponGroup( Streaming, [email protected] ) Addon weapons don't use any shooting sounds but still have impact and reload sound. The slienced pistol is very bugged and takes some trainer spawn and controller trickery to use, no shot sound for that too but reload sound works. When i try to switch to another weapon it doesn't appear anymore and it gives it 9999 ammo. Might try to copy and rename a deagle animation to see if that works for it. For some reason my G18 wasn't working at first when classified as a pistol, so I changed it to an smg for now. The G18 was working before as an an auto pistol when I had it in the "unused0" slot I wrote in weaponinfo.xml. All addon weapons float mid air when throwing an empty ammo gun at the moment too. Gonna read through this thread further as I go Edited September 14 by sirebire999 :P Link to comment Share on other sites More sharing options...
sirebire999 Posted September 9 Author Share Posted September 9 ADDONWEAPON in Weaponinfo.xml example: <!-- AKS74U --> <weapon type="ADDONWEAPON_3"> <data slot="SMG" firetype="INSTANT_HIT" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="60.0" weaponrange="150.0" clipsize="30" ammomax="480" timebetweenshots="133"> <damage base="59" networkplayermod="2.0" networkpedmod="1.0"/> <physics force="54.0"/> <reload time="2066" fasttime="1166" crouchtime="2066"/> <aiming accuracy="0.5"> <offset x="0.16" y="1.0" z="0.55"/> <crouchedoffset x="0.1" y="1.0" z="0.12"/> <reticule standing="0.6" ducked="0.5" scale="0.3"/> </aiming> <pickup regentime="480000" ammoonstreet="80"/> <controller> <rumble duration="90" intensity="0.1"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>2HANDED</flag> <flag>CAN_BE_USED_AS_DRIVEBY</flag> </flags> </data> <assets model="w_aks74u"> <anim group="[email protected]"> <rates firerate="1.6" blindfirerate="1.9"/> </anim> <effects> <muzzle fx="muz_machine"/> <shell fx="weap_ejected_rifle"/> </effects> </assets> </weapon> (I am using Improved animations mod pack which is why firerate may seem off to those using vanilla gun animations) Link to comment Share on other sites More sharing options...
sirebire999 Posted September 9 Author Share Posted September 9 (edited) 6 hours ago, Cinaro said: Hello. Great progress i see. So you got a model working a sap rate weapon, with a trainer called "Zolika" without any replacement correct? Maybe you can try to add the stock weapon sound to that model or path of file or in the line of code, see if it works. and go from there to replace that added sound to one of your liking. Let me know if that works. Cin Separate weapons spawn with working animations on Zolika trainer yes. I'm stuck on the sound issue still. I have no clue at this point how to "path" the in game shot sounds. IVAUD loader only allows replacing which is bummer Maybe there is a workaround with Zolika trainer that I'm not aware of yet and I could maybe replace some unused sound in the WEAPONS.ivaud/soundbank, but i'm just wondering if there are deeper or hard encrypted files blocking my way as well. Edited September 9 by sirebire999 :P Link to comment Share on other sites More sharing options...
sirebire999 Posted September 28 Author Share Posted September 28 (edited) Man I really wish I could rename the individual weapon collision files within weapons.wbd I copied in the newweapon.img I made. I feel like that would save a lot of unnecessary trouble IF OpenIV f*ckING ALLOWED IT. Been trying to experiment with this older method more while still using zolika trainer to try to give the addon guns collision and thus working sound I am guessing. Hasn't really worked properly though thus far. The base game weapons will either override the addonweapons slots but using the separate newweaponinfo.xml stats or not spawn at all. One weird thing is that a saiga 12 auto shotgun I have as an addon weapon seems to work sound and collision wise in tandem with the with the AA12 its based off of but both weapons are using a blank white saiga 12 texture and AA12 icon... Both seem to use their own separate weapon stats but the default AA12 reverted back to its vanilla fire rate, somehow. So there is some kind conflict the weapon files are running into probably due to having the same names my addon weapons are basing off of. But if I change the addonweapon wdr/wdt names to something else they won't utilize the very collsion files in the newweapons.img, which is the same problem I was at before I further toyed with this method. Renaming the the wbd files in the collision directory section to eg. "newweapon.wbd" didn't change anything. Which is why I'm thinking if one wants GTA 4 to have true new separate weapons (working sound and all) you need to have individual gun collision files within the .wbd you can copy/extract and rename to associate with whatever addon weapons you wish. But I am guessing that would require something like 3dsmax which I really don't want to buy or get a trial of... I wish I could do it through Blender somehow since its free, but this seems to be inconveniently something hard coded blocking me or its a zolika trainer issue. The base weapons.img easily allows you to create a few "addon" guns (eg. revolver or silenced pistol) already because you can utilize the unused/cut beta weapon collision and texture files at disposal. I'm just wondering if I missed a step or another feature in the trainer that I'm not aware of. I just wish this could all work right already. Will experiment more to see if I've made some mistakes or further confirm the suspicion of my limits. Edited September 28 by sirebire999 x_x Link to comment Share on other sites More sharing options...
batmanrules17 Posted September 28 Share Posted September 28 2 hours ago, sirebire999 said: Man I really wish I could rename the individual weapon collision files within weapons.wbd I copied in the newweapon.img I made. I feel like that would save a lot of unnecessary trouble IF OpenIV f*ckING ALLOWED IT. Been trying to experiment with this older method more while still using zolika trainer to try to give the addon guns collision and thus working sound I am guessing. Hasn't really worked properly though thus far. The base game weapons will either override the addonweapons slots but using the separate newweaponinfo.xml stats or not spawn at all. One weird thing is that a saiga 12 auto shotgun I have as an addon weapon seems to work sound and collision wise in tandem with the with the AA12 its based off of but both weapons are using a blank white saiga 12 texture and AA12 icon... Both seem to use their own separate weapon stats but the default AA12 reverted back to its vanilla fire rate, somehow. So there is some kind conflict the weapon files are running into probably due to having the same names my addon weapons are basing off of. But if I change the addonweapon wdr/wdt names to something else they won't utilize the very collsion files in the newweapons.img, which is the same problem I was at before I further toyed with this method. Renaming the the wbd files in the collision directory section to eg. "newweapon.wbd" didn't change anything. Which is why I'm thinking if one wants GTA 4 to have true new separate weapons (working sound and all) you need to have individual gun collision files within the .wbd you can copy/extract and rename to associate with whatever addon weapons you wish. But I am guessing that would require something like 3dsmax which I really don't want to buy or get a trial of... I wish I could do it through Blender somehow since its free, but this seems to be inconveniently something hard coded blocking me or its a zolika trainer issue. The base weapons.img easily allows you to create a few "addon" guns (eg. revolver or silenced pistol) already because you can utilize the unused/cut beta weapon collision and texture files at disposal. I'm just wondering if I missed a step or another feature in the trainer that I'm not aware of. I just wish this could all work right already. Will experiment more to see if I've made some mistakes or further confirm the suspicion of my limits. fastman limit adjuster would be needed to add more weapons without replacing i think sirebire999 1 Link to comment Share on other sites More sharing options...
sirebire999 Posted September 29 Author Share Posted September 29 (edited) On 9/27/2022 at 9:30 PM, batmanrules17 said: fastman limit adjuster would be needed to add more weapons without replacing i think Already have it but I'm just currently stuck on it. Instructions to do so aren't as clear as I'd like them to be. Edited September 29 by sirebire999 xox Link to comment Share on other sites More sharing options...
sirebire999 Posted October 2 Author Share Posted October 2 I have a better guide to get addonweapons working here Link to comment Share on other sites More sharing options...
Fleenz Posted October 11 Share Posted October 11 in terms of weaponry sounds, have you attempted to use RAGE audio toolkit? if you feel discouraged in adding new sounds, someone made a vehicles pack from the game's episodes with their original sounds using aforementioned tool. perhaps you can use the pack as a blueprint Link to comment Share on other sites More sharing options...
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