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[SA] Dillimore garage not working/opening


releveu
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Go to solution Solved by OrionSR,

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Well, I am sure some of you already are aware of this issue...

As @OrionSR stated in his topic about San Andreas' garages and impound lot systems, this game has a limit for how many cars you can store (I think around 77). But here's the issue - I never reached that limit to begin with.
Yes, I am using some mods, but whatever mods I may be using I haven't had this issue before. I have been using this garage for a long time and I have played this game with a lot of mods, even total conversions like GTA: Underground, and it was still working flawlessly. But now, for some reason, this garage will not open no matter what I'm doing. I tried using Air-Break to cheat my way into it in hopes it will open - nothing; I tried using Garage Editors like San Andreas Control Center to fill up the garage in hopes it will open if it has any cars inside - nothing; I tried going to all the other garages and safehouses I had around the map in hopes that it will somehow magically open - nothing; I tried saving, loading and reloading in hopes it will finally open by some dark magic - nothing; I kept my PC AFK with Carl staying in front of that one garage for hours - nothing. EDIT: I also have tried to use various mods that edit the opening/closing functions in hopes that they will finally be able to open this garage too - nothing. And now, out of desperation and in hopes that I will, at least, get an answer, I have decided to start this topic.

I am using Community Map Fixes, a mod for SA that fixes a lot of map issues and adds two new safehouses, which is a great mod and I love it. I was using it before and this garage worked, but now, when I've decided to start a new game and 100% it again, when I reached Badlands and decided to buy all the other properties, this one garage simply refused to open for me.

I am out of ideas and I don't know what can I do, I can even provide my save file along with screenshots of every mod I am using, in hopes that I will at least get an answer. Please, help me, because this issue is very scary and I am afraid to progress further, since God knows what other garage may be broken in the same manner.

Edited by releveu
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Post your save. I have save editing tools that can verify the status and location of garages.

 

If your map mods include a safehouse with a save garage, it could be that your Dillimore garage was repurposed and moved to that location.

 

IIRC, it's possible to tell the difference between a garage door that's inactive or just another IPL map object, and one that's been taken over by an active garage, just by looking at them. But I can't remember the fine details; should be easy for you to test on a new save.

 

Can you create and compile simple cleo scripts if I post code segments for testing?

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I have multiple save files from all around Los Santos, from the first mission and up until The Green Sabre (at the start of Badlands), so I uploaded an archive on Google Drive, (https://drive.google.com/file/d/1rFosETAl011HUUVA3hHjPNEglH8SsE8Y/view?usp=sharing);

Alternatively, here's the last save file, with the Dillimore garage bought (https://gtasnp.com/hd4o7c). If you can't find any solution to have this bug fixed, an answer for this would be much appreciated.

Thank you.

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  • Solution

One of your mods added a time bomb garage (bshopsf). The coords appear to match Woozie's garage in SF. Adding a garage, instead of simply modifying the unused garage already in place, pushed the Dillimore garage beyond the 50 garage limit. It's dead; the data is corrupt and is likely corrupting the following structure.

 

Repairing this save would be very difficult. The quicker option would be to start over with a better set of mods.

 

Edited by OrionSR
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Well, if I am to show you what mods I use, would you please try and find out what's the one causing this issue? Or if it's Script Fixes or Community Map Fixes' fault for this f*ckery. I really want to replay San Andreas, but I don't know what to do and I don't know what to remove.

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No. I did the save analysis and identified the problem. Ask someone else how to find the crappy mod.

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Okay, thank you anyways. Guess this was solved now.

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