Attramet Posted April 2, 2023 Share Posted April 2, 2023 (edited) Attramet's Workshop Welcome to my workshop. Here you can find things that I made for GTA IV & EFLC. Main Releases Here I have included mods for which I've made separate topics and, well, I just consider them to be the main ones. Quote Grand Theft Auto IV & EFLC Beta Mod My first mod ever, in which I tried to restore various beta content, thanks to it the following mods were created. More Visible Interiors A mod that was initially aimed at restoring beta look of interiors, but now also brings an alternative look of places that may look better than the vanilla one. Various Fixes A mod in which I experimented with various things and tried to fix something, now it has grown into a whole pack of fixes, which also includes work of other people. Various Pedestrian Actions My least favorite mod, like More Visible Interiors it was taken from the beta mod, and it was mainly aimed at restoring beta content of pedestrian actions, however various improvements were made while working on it. Fun fact: this mod used to be called More Various Pedestrian Actions, I even saved a link to its early logo along with other stuff. New Grass Height A small mod, which fixes height of the grass, I should have add it to Various Fixes back then, but for some reason decided to release it separately. Restored Pedestrians & Restored Pedestrian Assets Simple mod, which for some reason no one has done before, in which unused or almost unused pedestrians were restored, it also restores unused and removed pedestrian assets. Restored Trees Position Another simple mod, but it became simple as soon as the right tool came out, anyway this mod restores trees to the places from which they were most likely removed. Beta Cops This mod restores beta look of the cops, not perfectly tho. Winter Pedestrians Pedestrians have always been the weak part of winter mods, so I decided to correct this situation,however there is still work that needs to be done. TV Restoration I was aware that the quality of TV shows is better on PS3 back in 2022, but released the mod itself only in 2024, however after release the mod was heavily improved by @Magic_Al, which is a good thing. Restored Unused Character Assets My first "serious" work with .sco scripts, which required not only editing already written lines of code, but also having a slightest idea of how scripts work, still a simple mod that nobody has done before for whatever reason. Unfinished stuff Here I have included mods that either will never be finished, or that are in a long development and have not made any progress yet. These mods may contain bugs, so I recommend you to make backups. Quote Unfinished and removed content from MVI Something from the mod was removed as it was updated, something was simply unfinished, or was done at the suggestion of other people, and these things ended up here. DOWNLOAD The second part of unfinished and removed content from MVI. DOWNLOAD Unused Biff's Curtains neon sign This mod restores unused Biff's Curtains neon sign with not really proper way, but at least it works. DOWNLOAD More Props This mod adds props to places where there are either not enough of them or none at all, I tried to match the level of South Slopes in terms of filling with props, where almost all the sidewalks are crowded with them. Unfortunately not everything is perfect with this mod, since its cannot be used for game walkthrough, because it causes the game to crash when starting missions for certain characters (at the moment I have only found out a problem with missions for Ray and Jon Gravelli, but there's could be more). DOWNLOAD Animated Plants (experimental) (works only with Fusion Fix or Fusion Shaders) This mod makes most of the plants animated, meaning that they can now sway a little, like leaves on trees. It includes both PC and console grass models and other plants that located in procobj.img DOWNLOAD Workshop Releases This is why I made the workshop for, all sorts of minor mods will be posted here. Quote Console Fences For whatever reason R* decided to change fence textures on PC version, the reason for such change is unknown, but anyway this mod restores fences look from consoles. Credits to @RecklessGlue540 for a more detailed approach to the mod and finding high-res fence textures from consoles. DOWNLOAD Replaced Esperanto by Roman's Taxi in cab depot I was wonder why not make Roman's Taxi appears in his cab depot instead of black Esperanto's, so I've done it. DOWNLOAD I want to warn you that this mod can cause a problem with missing textures, I haven't encountered this personally, but author of the Liberty Rush mod did, and for that reason, this mod didn't make it there. Beta Clothes Textures This mod restores beta look of clothes, textures of which were left in the props of clothing stores. Many of these clothes doesn't have much differences, they just looks more wrinkled or dark, so I made a comparison of all the clothes that are changed in mod. DOWNLOAD New Outlook Park Trees This mod replaces trees in Outlook Park with something close to what might have been in beta. I recommend using it with console visuals, since mod was made with trees from there. DOWNLOAD Console Pedestrians This mod adds (or changes, depends on which option you choose) textures of pedestrians that are different from PC (comparison 1; comparison 2). DOWNLOAD Fixed Carwash Price Text This mod fixes bug with price in the car wash hint if you try to drive up to it on a second taxi model. Mod also has an option where this fix is applied on Roman's taxi (not on Cavalcade model). DOWNLOAD Beta Props Mod in which I tried my best to restore missing props that were featured on beta screenshots, renders, trailers, ingame TV programs. I also restored couple completely unused props that were left in files (NY steam pipe and table with accessories), there is no evidence where exactly they were supposed to be placed, so I used my imagination. DOWNLOAD Edited August 29 by Attramet LCenjoyer, Jinx., gtaHI and 22 others 22 3 Link to comment https://gtaforums.com/topic/989680-attramets-workshop/ Share on other sites More sharing options...
catsmackaroo Posted April 2, 2023 Share Posted April 2, 2023 Frickin' AWESOME!!! Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072115451 Share on other sites More sharing options...
Attramet Posted April 3, 2023 Author Share Posted April 3, 2023 34 minutes ago, TheGodDamnMasterReturns said: Why dont you like the Various Pedestrian Actions? That's actually one of my favorites. Great stuff! It's had a rough start since its release, I didn't like everything - screenshots, name of the mod, and content of the mod itself had like no real changes from beta mod. But besides this, mod also took a lot of time just for testing, I could work on one action for about an hour, and reason for that is randomness of when pedestrian wants to reproduce the action. catsmackaroo 1 Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072115861 Share on other sites More sharing options...
Attramet Posted April 3, 2023 Author Share Posted April 3, 2023 3 hours ago, 2L8 said: @Attramet not sure if this is the correct topic to suggest you this mod idea but whatever. While I was playing EFLC I noticed that some (not all) gangs have different appearances then in their IV counterpart, these are The Lost MC, The Angels of Death and The Libtery City Triads (maybe more then I remember so correct me if I'm wrong) I opened OpenIV and compared both IV and EFLC models and as a matter of fact, they're are different alongside being varied and unique so a mod idea I have is porting the EFLC gang models for IV. Does it needs to be done? I mean you can take the EFLC peds from Grand Theft Auto IV - The Actual Complete Edition and leave only gang members, if you can work with common-data files Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072116049 Share on other sites More sharing options...
Attramet Posted April 16, 2023 Author Share Posted April 16, 2023 update Beta Clothes Textrues This mod restores beta look of clothes, textures of which were left in the props of clothing stores. Many of these clothes doesn't have much differences, they just looks more wrinkled or dark, so I made a comparison of all the clothes that are changed in mod. for some reason, PC exclusive Perseus clothes also have differences, but I don't know can it be called PC beta or something, anyway they also included in mod As proof that this is a beta clothes, I compared one of them Unfinished and removed content from MVI pt.2 The second part of unfinished and removed content from MVI. 24\7 diner doors was removed from 1.5 update for some reason which I was forgot already. Better version of Pegorino's house was meant to be in 1.6 update, but I absolutely don't like the way I made it, also here's an alternative screenshot which was made back then. Dwayne's apartment are also planned to be in 1.6, but it was never finished, and this is the best result I've done at the moment. Unused Biff's Curtains neon sign This mod restores unused Biff's Curtains neon sign with not really proper way, but at least it works. This was done as a demonstration in one of my posts on IV beta hunt, all info about it is there. The plans were to remake this neon on final sign of the store, and also to do it in a proper way, not using .wpl and other things. New Outlook Park trees This mod replaces trees in Outlook Park with something close to what might have been in beta. Since at that time there was no mod that would port trees from console to PC, models were chosen approximately similar to those shown on the beta footages. Mod could have come out even then, but due to fact that I broke lods when replaced trees (lods is disabled now), I had to cancel it. here some more screenshots I took back then Spoiler Pepsi Man, Magic_Al, Lukakion and 6 others 9 Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072122698 Share on other sites More sharing options...
Attramet Posted May 4, 2023 Author Share Posted May 4, 2023 (edited) update Console Pedestrians Textures This mod doesn't changes textures for all pedestrians, only adds those that are different from PC. At the moment, there is not much pedestrians with such differences, when more of these changes going to be found, then mod will be updated. New Outlook Park trees have been revised and reworked, and now it's a complete mod without lod problems I hope so. Quote I recommend using it with console visuals, since mod was made with trees from there. "Fixed" lamppost glass Idk what exactly causes this problem with lamppost glass, but I've done this "fix" by changing it's shader, only problem is it now looks different during the night. If you don't care about night look, then try it. Added mipmap version for concole fences, in case if you don't like version without mipmaps. Edited June 30, 2023 by Attramet Golden Saddle, catsmackaroo, Pepsi Man and 4 others 7 Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072132799 Share on other sites More sharing options...
Attramet Posted May 28, 2023 Author Share Posted May 28, 2023 (edited) Nothing really new, just Console Pedestrians and Replaced Esperanto by Roman's Taxi in cab depot mods were updated. For the first, more pedestrians have been added, for the second, added support for patch 1.0.4.0. Edited May 28, 2023 by Attramet Zhunter 96 1 Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072146807 Share on other sites More sharing options...
Attramet Posted June 30, 2023 Author Share Posted June 30, 2023 Update: Restored bracelet texture for M_M_Securityman, and added him to console pedestrians mod. Fixed some broken LODs for New Outlook park trees mod. "Fixed" lamppost glass mod was removed, because problem related to shaders, not the models. Magic_Al, Internet Rob and Ash_735 3 Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072170173 Share on other sites More sharing options...
Libertonian23 Posted July 28, 2023 Share Posted July 28, 2023 Hi Attramet ! I have installed most of your worshop mods, great stuff Could you upload just the "fixed" lamppost glass mod on it's own ? Or tell me what shaders you substituted ? (I can do that myself via OpenIV) Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072185507 Share on other sites More sharing options...
Attramet Posted July 28, 2023 Author Share Posted July 28, 2023 3 hours ago, Libertonian23 said: Hi Attramet ! I have installed most of your worshop mods, great stuff Could you upload just the "fixed" lamppost glass mod on it's own ? Or tell me what shaders you substituted ? (I can do that myself via OpenIV) Thanks, here's the link https://drive.google.com/file/d/1C9gGyPoICu0gqn21bXza0tc-fJ_cv8cc/view?usp=sharing but like I said, this problem related to shaders, not the models, to be more specific it's a gta_default shader, and that's all I can say about it Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072185724 Share on other sites More sharing options...
Libertonian23 Posted July 28, 2023 Share Posted July 28, 2023 1 hour ago, Attramet said: Thanks, here's the link https://drive.google.com/file/d/1C9gGyPoICu0gqn21bXza0tc-fJ_cv8cc/view?usp=sharing but like I said, this problem related to shaders, not the models, to be more specific it's a gta_default shader, and that's all I can say about it Thanks for such a quick response (and the files) - they look so much better ! Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072185763 Share on other sites More sharing options...
Attramet Posted August 13, 2023 Author Share Posted August 13, 2023 (edited) Update: Vegetation Project REMOVED Okay, this is something that I've been working on in 2021 and the only thing comes out from it is New Grass Height, while the main part of the mod was canceled due to critical bugs caused by it. So, this mod adds more vegetation to places that in my opinion looks empty, on which there is nothing else except grass texture. At the moment only Broker and Dukes have received more bushes and grass still WIP but anyway, however trees have been placed all over the map (especially in Alderney). If you have found some bugs or have any suggestions for this mod, then write about it, because some parts in this mod seems kinda bad to me Quote Also I recommend you to use New Grass Height, Restored Trees Position and Console Trees with this mod, maybe even New Outlook Park trees but it's up to you. Edited June 28 by Attramet Michael_Pro_X, gunziness, catsmackaroo and 2 others 5 Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072196358 Share on other sites More sharing options...
Attramet Posted October 4, 2023 Author Share Posted October 4, 2023 Update Fixed pedestrian reactions This "fix" disables some weird pedestrian reactions in my opinion, these are: 1. Reaction on "running ped". Reason for disabling is because joggers often stop and watch that one of them is running, which is looks odd and wrong. 2. Reaction on driving on grass, sand, ground. It would be fine if reaction didn't force pedestrians to run away like there was some explosion or something, which again looks odd and wrong I guess. 3. Reaction on reckless driving. In most cases, this reaction is triggered in the most ordinary moments, like when player is driving a scooter, or simply tries to drift, just like previous reaction this one also caused pedestrians to run away. Restored Unused Cutscene Accessories This mod restores unused cutscene accessories for some characters in some cutscenes. The mod is a bit unfinished, as these accessories needs to be restored for in-game models, which I haven't been able to do at the moment. However, I restored these accessories in cutscenes where the character does not appear during gameplay except of Gracie and Sara, such as Dave Grossman in the mission "It's War" or tramp in mission "Clean Getaway" (btw, if you are using More Visible Iinteriors you should replace vla3_a file, otherwise this mod will not work). Restored Unused Cutscene Clothes This mod restores unused cutscene clothes for some characters in some cutscenes. At the moment, only Yusuf's shirt in the "Sexy Time" cutscene and Tony's jacket in the "Not so Fast" cutscene have been restored. Special thanks to @Golden Saddle for explaining me how to work with cutscene model variations. Ghastly Man, Magic_Al, Afowlia and 3 others 6 Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072225218 Share on other sites More sharing options...
Magic_Al Posted October 4, 2023 Share Posted October 4, 2023 Nice to have that Tony outfit! Attramet 1 Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072225308 Share on other sites More sharing options...
ALI ABDUL KAREEM Posted October 19, 2023 Share Posted October 19, 2023 On 10/4/2023 at 2:45 PM, Attramet said: At the moment, only Yusuf's shirt in the "Sexy Time" cutscene and Tony's jacket in the "Not so Fast" cutscene have been restored. Special thanks to @Golden Saddle for explaining me how to work with cutscene model variations. how does the cutscene model variation work? Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072235205 Share on other sites More sharing options...
Attramet Posted October 20, 2023 Author Share Posted October 20, 2023 12 hours ago, ALI ABDUL KAREEM said: how does the cutscene model variation work? An example of lilj2_a.cut [VARIATION] 0 0 0 0 0 1 0 0 0 2 0 0 0 5 0 0 2 0 0 0 2 1 1 0 2 2 0 0 2 5 0 0 [/VARIATION] [SECTION_START] [MODELS] 0 CS_Badman CS_Badman_0 cs_badman_head_0 1 player player_0 player_head_0 2 CS_LilJacob_B CS_LilJacob_B_0 cs_liljacob_B_head_0 3 csJacobsSofa csJacobsSofa_0 4 csSpliff csSpliff_0 5 csJacobsSofa csJacobsSofa-1_0 6 csIntercom csIntercom_0 7 csbadmanknife csbadmanknife_0 8 csJacobsFlatDoors csJacobsFlatDoors_0 [/MODELS] 2 1 1 0 The 1st number (2) is the number of the ped listed under the MODELS section, which is CS_LilJacob_B The 2nd number is the component to control, which is uppr (1) The 3rd number is which of the uppr components to use (1) The 4th number is the texture to use ALI ABDUL KAREEM 1 Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072235463 Share on other sites More sharing options...
ALI ABDUL KAREEM Posted October 20, 2023 Share Posted October 20, 2023 thanks bro Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072236046 Share on other sites More sharing options...
ALI ABDUL KAREEM Posted November 24, 2023 Share Posted November 24, 2023 On 10/4/2023 at 2:45 PM, Attramet said: Update Fixed pedestrian reactions This "fix" disables some weird pedestrian reactions in my opinion, these are: 1. Reaction on "running ped". Reason for disabling is because joggers often stop and watch that one of them is running, which is looks odd and wrong. 2. Reaction on driving on grass, sand, ground. It would be fine if reaction didn't force pedestrians to run away like there was some explosion or something, which again looks odd and wrong I guess. 3. Reaction on reckless driving. In most cases, this reaction is triggered in the most ordinary moments, like when player is driving a scooter, or simply tries to drift, just like previous reaction this one also caused pedestrians to run away. Restored Unused Cutscene Accessories This mod restores unused cutscene accessories for some characters in some cutscenes. The mod is a bit unfinished, as these accessories needs to be restored for in-game models, which I haven't been able to do at the moment. However, I restored these accessories in cutscenes where the character does not appear during gameplay except of Gracie and Sara, such as Dave Grossman in the mission "It's War" or tramp in mission "Clean Getaway" (btw, if you are using More Visible Iinteriors you should replace vla3_a file, otherwise this mod will not work). Restored Unused Cutscene Clothes This mod restores unused cutscene clothes for some characters in some cutscenes. At the moment, only Yusuf's shirt in the "Sexy Time" cutscene and Tony's jacket in the "Not so Fast" cutscene have been restored. Special thanks to @Golden Saddle for explaining me how to work with cutscene model variations. also jimmy pegorino has unused texture for his suit Attramet 1 Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072271621 Share on other sites More sharing options...
Attramet Posted November 25, 2023 Author Share Posted November 25, 2023 Update I've done a second research on console pedestrians, but this time I decided to review the textures from PS3, which turned out to be a little better than those from XBOX, and damn, how much did I miss due to simple laziness when I reviewed them for the first time, I recommend to check the new comparison I made, because it took the most time from me However, this mod is still WIP, as it turns out there is one pedestrian on consoles (M_Y_Business_01), who has a completely different suit model, and since it is not possible yet to port pedestrian models from consoles, this mod can't be finished (although I found a very similar model of this suit, but I can't do anything about it because I don't have any modeling tools, and this suit requires some corrections). Here's a couple comparison screenshots from update (left - PC, right - consoles) DingoPachinko, Internet Rob, ALI ABDUL KAREEM and 2 others 4 1 Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072271896 Share on other sites More sharing options...
Attramet Posted March 21 Author Share Posted March 21 (edited) Update Animated Plants (experimental, works only with Fusion Fix or Fusion Shaders). This mod makes most of the plants animated, meaning that they can now sway a little, like leaves on trees. It includes both PC and console grass models and other plants that located in procobj.img As cool as this sounds, this thing is not really noticeable, especially if you gonna check it with extra sunny and just sunny weather, so I'd recommend you to check how it works with sunny windy or rainy weathers. In addition to the wind function, all edited models are also affected by the "TreeFX" option in Fusion Fix, I guess it can be called a bonus. Fixed Carwash Price Text This mod fixes bug with price in the car wash hint if you try to drive up to it on a second taxi model. Mod also has an option where this fix is applied on Roman's taxi (not on Cavalcade model). Once again console pedestrians have been updated, but this time only TLAD ones (link with comparison, left - PC, right - consoles). Edited May 30 by Attramet gtaHI, _GTA_, Internet Rob and 5 others 8 Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072360885 Share on other sites More sharing options...
RecklessGlue540 Posted May 24 Share Posted May 24 (edited) On 3/21/2024 at 3:21 PM, Attramet said: Fixed Carwash Price Text This mod fixes bug with price in the car wash hint if you try to drive up to it on a second taxi model. Mod also has an option where this fix is applied on Roman's taxi (not on Cavalcade model). I personally think this fix could be included in FusionFix... But "fix" seems weird for this tbh. It honestly sounds more like an oversight, no? This taxi being the only model that's charged less for washing... I dunno Edited May 24 by RecklessGlue540 Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072385389 Share on other sites More sharing options...
Attramet Posted May 24 Author Share Posted May 24 37 minutes ago, RecklessGlue540 said: I personally think this fix could be included in FusionFix... And I thought the same thing, initially I shared this fix with Fusion Team, but because of the part with Cavalcade, which becomes Roman’s taxi during the walkthrough, some disagreements arose and the fix remained with me, which is why I decided to release it here (animated plants also were shared with Fusion Team members, and since after a while no one released a similar mod anywhere, I decided to do it myself) 39 minutes ago, RecklessGlue540 said: But "fix" seems weird for this tbh. It honestly sounds more like an oversight, no? This taxi being the only model that's charged less for washing... I dunno Wdym? this is the only taxi that show a price of $5 in the help box, while after washing game takes $3 or I misunderstood your question? Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072385399 Share on other sites More sharing options...
RecklessGlue540 Posted May 24 Share Posted May 24 2 minutes ago, Attramet said: Wdym? this is the only taxi that show a price of $5 in the help box, while after washing game takes $3 or I misunderstood your question? I mean, are there any other vehicles in the game that actually take 3 bucks from you when washing them? It feels like this fix should have been made so that the vehicle should cost 5 bucks to wash just like all the others? The help box message being correct but the game taking 3 bucks being the actual problem? Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072385405 Share on other sites More sharing options...
Attramet Posted May 24 Author Share Posted May 24 10 minutes ago, RecklessGlue540 said: I mean, are there any other vehicles in the game that actually take 3 bucks from you when washing them? It feels like this fix should have been made so that the vehicle should cost 5 bucks to wash just like all the others? The help box message being correct but the game taking 3 bucks being the actual problem? Isn’t it a game feature that the price for washing taxi costs 3$ while all other vehicles costs 5? some car washes even have signs saying this, I don't see any point in removing this feature with a discount RecklessGlue540 1 Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072385411 Share on other sites More sharing options...
RecklessGlue540 Posted May 24 Share Posted May 24 2 minutes ago, Attramet said: Isn’t it a game feature that the price for washing taxi costs 3$ while all other vehicles costs 5? some car washes even have signs saying this, I don't see any point in removing this feature with a discount ah alright, if it's a feature, good then. I thought it's an oversight lol Attramet 1 Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072385412 Share on other sites More sharing options...
Magic_Al Posted May 25 Share Posted May 25 Unless there's a way to detect when a Cavalcade is in taxi mode, it's not included in the discount which would be inconsistent, so a logical way to qualify the car wash price is the discount being only for medallion taxis (yellow cars) but not for livery cars (black cars) like Roman's service or stretch limos the player might steal. The medallion on the hood of yellow cabs would be the visible ticket for the discount. IRL the practical difference is medallion cabs have the exclusive city license to pick up any fares on sight; Roman's service is a livery car only available by prearranged pickup by phone. Being different business groups could justify the unequal arrangement with the car wash. Ash_735, Attramet and RecklessGlue540 2 1 Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072385667 Share on other sites More sharing options...
Ash_735 Posted May 25 Share Posted May 25 21 hours ago, RecklessGlue540 said: ah alright, if it's a feature, good then. I thought it's an oversight lol It IS an oversight, the bug is that the discount is only applied to "taxi", when the taxi has two models, taxi and taxi2, so this corrects that by having taxi2 also get the discount, ...huh does cabby get the discount too? Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072385680 Share on other sites More sharing options...
RecklessGlue540 Posted May 25 Share Posted May 25 (edited) 54 minutes ago, Ash_735 said: It IS an oversight, the bug is that the discount is only applied to "taxi", when the taxi has two models, taxi and taxi2, so this corrects that by having taxi2 also get the discount, ...huh does cabby get the discount too? Lmao, it gets even deeper lol. So, in theory, we should have all normal yellow taxis take 3 bucks, both in the help box and from the actual pockets. I take it taxi is fine, taxi2 has the help box bugged (which was fixed here) and cabby? needs to be checked I guess... It's fine too Roman's taxi is easy to add to that check since it has it's own vehicle model. The Cavalcade on the other hand.... Does the one Mohammed drive even have extras such as that red sign on the trunk, or the "taxi" badges? or does he drive the default model as is? Edited May 25 by RecklessGlue540 Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072385688 Share on other sites More sharing options...
Magic_Al Posted May 25 Share Posted May 25 Roman's Cavalcades look stock except for their color and having a taxi meter when Mohammed is driving them, and Stevie will pay $21,000 if they haven't been resprayed but only $7,000 otherwise. The Stevie payout suggests there's a way to tell the difference from other Cavalcades, but if it can't be included in the car wash discount I think including just yellow taxi, taxi2 and cabby is some kind of consistency. Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072385701 Share on other sites More sharing options...
RecklessGlue540 Posted May 25 Share Posted May 25 2 minutes ago, Magic_Al said: I think including just yellow taxi, taxi2 and cabby is some kind of consistency. Yeah this is reasonable imo. Anyway, those who also prefer Roman's Taxi to be included can at any time come here and download the adapted script right? Link to comment https://gtaforums.com/topic/989680-attramets-workshop/#findComment-1072385703 Share on other sites More sharing options...
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