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Girlfriend cars missing after completing the game


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64serialkiller

Great thing. But I started a new game without TTDISA but still the game has no custom plates for the gf cars for me. New save without TTDISA

https://gtsnp.com/HDGIXg

As for the testing, I'll help you. I'm gonna backup my save and then start a new game again and try to reach 50% with a gf. Furthermore does the new Repair GTA fixes already corrupted save files? 

64serialkiller

@OrionSR So I used the new Repair GTA in my game without TTDISA and achieved 50% progess with Denise and her was unlocked and spawns normally. However what caught me by surprise was that the car spawned has a custom license plate HOMEGIRL. Thanks Orion for taking this issue to Junior and thanks Junior for fixing it quickly. Here is my save file using the new Repair GTA 

https://gtasnp.com/s5e5j6

Edited by 64serialkiller
Sent message too soon without completing it
6 hours ago, 64serialkiller said:

New save without TTDISA

https://gtsnp.com/HDGIXg

This link is broken, and if I fix the missing "a" in gtasnp.com the link still doesn't work. Also, I didn't understand your description of this save. What am I looking for? Was this with the old RepairGTA?

 

5 hours ago, 64serialkiller said:

Here is my save file using the new Repair GTA 

https://gtasnp.com/s5e5j6

I can confirm that there are 208 cargens in this save; the expected number for a normal game. Nice work.

Did you get the new RepairGTA from the GitHub source or through the MixedMods download?

 

BTW, it's uncommon to actually trace a glitch to it's source, and extremely rare for the author to fix the problem. I think this is only the second time in 15 years of glitch hunting that this has happened.

 

The 201Fix script is progressing slowly, mostly because it's too hot to code during the day.

64serialkiller
1 hour ago, OrionSR said:

Did you get the new RepairGTA from the GitHub source or through the MixedMods download?

Well I got it from Mixmods because I was confused by the layout of GitHub. But why the game doesn't spawn the cars with the custom plates when it is locked(before 50%)? Is it always like that or something's wrong? Btw I tried my corrupted save with the new Repair GTA but turns out the cars are gone forever. Apologies for the broken link and ignore it. Well what I wanted you to check was that why the cars (before 50%) don't have a custom numplate? I remember in mobile they spawn with custom plates and immediately after reaching 50% the car is unlocked and I can take it. Whereas on PC for me the cars' numplates are randomised and I can't drive the car which was spawned during the just-shy-of 50% progess date(49%) After the date was completed the car is still locked and I can't take it right away after reaching 50%. However if I return again then the actual gf car spawns(with custom numplate) and it is no longer locked. 

6 hours ago, 64serialkiller said:

Is it always like that or something's wrong?

What you've described, in rather exquisite detail, is exactly what I'd expect when the girlfriend cars are working properly. The process is the same for all version of SA. TTDISA has a minor exception, the unlocked cars don't have special plates. Another exception; in the custom Chain Game saves, the 100% door lock chance has been disabled for the locked GF vehicles and replaced by a very high alarm chance.

 

I'm using the term "unlocked" to describe the standard door status of the cars created by the car generators. Unlocked is commonly used to describe a game feature that has been enabled by game progress, which can be a little confusing in this situation. I'm using the term "displayed" (as opposed to "hidden") to describe the enabled feature.

 

Note that if the girlfriend progress is altered by external tools, a date, or possibly just a missed date or phone call, is required for the game to update the display status of the vehicles. When a date changes the display status of the girlfriend's car generator, the vehicle that was created by the cargen before the change was made will still be present, and will block the current cargen from spawning a new vehicle until you leave and return.

  • Solution

201 Cargen Glitch Fix - 201Fix.cs

 

This cleo script will display a status report on the cargen pool, and if you don't have any added custom car generators, it should detect the glitch and prompt the user to type "201FIX" (like a cheat code) to begin the repair. The script will still try to fix the glitch if you have added custom car generators. Any car generator occupying the required slots will be removed. 

 

@Freeman39 Here's a link to a fixed version of your End of the Line save. https://gtasnp.com/5WM6Rp
 

Edited by OrionSR
Updated link to latest file version.
  • Like 2
5 hours ago, 64serialkiller said:

can you fix this save for me

No, I can't load a TTDISA save to run the script. However, I'm expecting the 201Fix script to work for TTDISA without any unexpected issues.

 

Update: I took a closer look at your save and it looks like the current version of the 201Fix script isn't going to work properly for TTDISA. The unlocked girlfriend cars missing, but the Greenwood isn't missing. It was replaced by a Washington at Toreno's Ranch - looks like it gets unlocked at some point as missions progress. 201Fix will replace this Washington with a Greenwood at the Jefferson Hotel, which could potentially get displayed by TTDISA progress.

 

 

Edited by OrionSR
3 hours ago, OrionSR said:

201 Cargen Glitch Fix - 201Fix.cs

 

This cleo script will display a status report on the cargen pool, and if you don't have any added custom car generators, it should detect the glitch and prompt the user to type "201FIX" (like a cheat code) to begin the repair. The script will still try to fix the glitch if you have added custom car generators. Any car generator occupying the required slots will be removed. 

 

@Freeman39 Here's a link to a fixed version of your End of the Line save. https://gtasnp.com/5WM6Rp

So it was RepairGTA after all.. Thank you to to anyone who contributed into finding a solution. 😎

 

I really appreciate the savefile  @OrionSR how ever as I mentioned before that is not my real/official savefile. I just posted those as samples so the bug could be detected. That 201fix.cs is a like universal script that fixes the bug? Do I run it with Sanny? I don't know   🥲

Edited by Freeman39
1 hour ago, Freeman39 said:

That 201fix.cs is a like universal script that fixes the bug?

Not quite universal. The current version isn't completely compatible with the Chain Game saves. It'll probably fix the girlfriend cars but it'll break something when it replaces the Greenwood, which was replaced by something else in the Chain Game saves. It'll probably work with TTDISA, All-In-One and HC scripts since they contain most of the original content and variables.  The more modified the save, the less likely it'll work without breaking something else. Also, if a player has added a lot of custom cargens there's a good chance the 201Fix script will delete some of them.

 

Sanny Builder is the tool I use to write, edit, compile and decompile scripts. Sanny isn't required to use the script. All you really need is the Cleo Library. Installing Sanny will prompt you to also install Cleo, but you could download the stand alone library. Installing Sanny is pretty straight forward; I don't remember ever installing Cleo without it. (The 201Fix script can be decompiled with Sanny; the source code is included. Coders could fix issues or add features I didn't think of, or make sure it safely does what it says. @ArmanCan might want to dig through the code for snippets or functions that could be used in other scripts.)

 

Once Cleo is installed, you can download the script and move it to the CLEO folder in SA's program folder - you might need to create the folder, Sanny always makes it for me when I compile a script. Several seconds after loading a save a cargen status report will be displayed, so you know it's working, and will be reminded to remove it when the repair is complete. If it detects the glitch, another message will be displayed with instructions to begin the fix - type "201FIX" on the keyboard like you would a standard button cheat code. If it doesn't detect the glitch, perhaps because you have added cargens, it won't display a prompt but will wait for the cheat string anyway, and execute the repair if entered.

 

Edited by OrionSR
7 hours ago, OrionSR said:

@ArmanCan might want to dig through the code for snippets or functions that could be used in other scripts.)

i'm always ready to help you or test some stuff but i didn't understand what my objectives are.. 🤔

 

By the way.. it seems you've prepared a great fix for us again.. 🙂  you should open a new content under proper topic so more people can benefit from it.. 😉

1 hour ago, ArmanCan said:

i'm always ready to help you or test some stuff but i didn't understand what my objectives are.. 🤔

There are no particular objectives for you, but you might pickup a new trick or two for managing cargens by reviewing the code. I was mostly posting examples of how players might use Sanny Builder.

 

I think I've got a good plan for dealing with exceptions for TTDISA, CG and any other saves with repurposed Jefferson Hotel cargens. Once I finish coding that, I would appreciate your observations on tests with slightly modified saves. Nothing too challenging, but another set of eyes checking the results would improve my confidence before I post a definitive fix script on Jr's GitHub page.

 

(What do you think? Should a load up my script with constant names for the variables like I usually do?)

 

 

Edited by OrionSR
64serialkiller
On 8/16/2023 at 11:18 AM, OrionSR said:

No, I can't load a TTDISA save to run the script. However, I'm expecting the 201Fix script to work for TTDISA without any unexpected issues.

 

Update: I took a closer look at your save and it looks like the current version of the 201Fix script isn't going to work properly for TTDISA. The unlocked girlfriend cars missing, but the Greenwood isn't missing. It was replaced by a Washington at Toreno's Ranch - looks like it gets unlocked at some point as missions progress. 201Fix will replace this Washington with a Greenwood at the Jefferson Hotel, which could potentially get displayed by TTDISA progress.

 

 

So you're workin' on a fix compatible with TTDISA 1.6.3? 

35 minutes ago, 64serialkiller said:

So you're workin' on a fix compatible with TTDISA 1.6.3? 

Yes. It's working, but I need to make a few more passes to improved the documentation of the source script. I'm trying to make this one the final version - barring any bug reports. I added some safeties to prevent the placement of the Greenwood unless the previous vehicle is also a Greenwood (TTDISA, Chain Game), and it won't replace the unlocked GF cargens if the locked Hustler isn't found as expect (highly modified main.scm).

 

Sorry it's taking so long. I'd be done by now if it wasn't so miserably hot. We should break out of the excessive heat warning tomorrow though.

On 8/15/2023 at 9:41 PM, OrionSR said:

201 Cargen Glitch Fix - 201Fix.cs

 

This cleo script will display a status report on the cargen pool, and if you don't have any added custom car generators, it should detect the glitch and prompt the user to type "201FIX" (like a cheat code) to begin the repair. The script will still try to fix the glitch if you have added custom car generators. Any car generator occupying the required slots will be removed. 

This cleo script works like a charm on GTA SA pc 1.0. Thank you to all !!! Specially to @OrionSR & @ArmanCan 😍 I tested it on a modded game and a vanilla no asi. 0 mods game.  For anyone who wants to use it here's the process, very easy and super fast: Copy paste the "201Fix.cs" file to the CLEO folder of your GTA SA game. (Install CLEO if you don't have it) Run your save game, a couple of seconds after your save game begins an automatic message will appear scanning for the 201glitch. If the glitch is present an alert message will appear prompting you to type "201fix" to begin auto fix. The automatic repair only takes a few seconds, after the repair is done make sure to save your newly fixed game! 

 

 

Scanning for the 201 glitch

X9YK1Hh.png

 

201 glitch detected, type: "201fix" (lowercase) to begin automatic repair.

yxaE0LV.png

 

ZkLEFvj.png

 

Repairing...

xqW4O98.png

 

201 glitch fixed :)  Save your newly fixed game!

G3UOO7x.png

 

After the repair, cargens are 208 and not 201 anymore. If the 201 glitch is not present only this message will appear.

Nh5HVvw.png

 

 

 

I don't know if this is normal and if it affects the 201fix process. "Used Slots" appear different when the 201 glitch scanning is done indoors and outside. Inside scan "used slots" are 35 less, outside scan "used slots" are 35 more. Does this affect the repair if done indoors or outside?  

I did my repair outside of safehouse.

 

Scanning indoors with the 201 glitch present. Used Slots indoors= 201. Used Slots outdoors= 236

fDRgDsD.png

 

Scanning indoors with the 201 glitch repaired. Used Slots indoors= 208. Used Slots outdoors= 243

1qN7M0f.png

 

https://imgur.com/a/Y7HLiHG 

 

Both have a 35 "used slots" difference.

 

Edited by Freeman39
  • Like 2
1 hour ago, Freeman39 said:

I don't know if this is normal and if it affects the 201fix process. "Used Slots" appear different when the 201 glitch scanning is done indoors and outside. Inside scan "used slots" are 35 less, outside scan "used slots" are 35 more. Does this affect the repair if done indoors or outside?  

I did my repair outside of safehouse.

First of all. Awesome summary of the 201Fix script. Please keep an eye on this topic for a day or two. I've got an updated version of the script that needs a few more tweaks, but the only major change for vanilla games is that the cargen report is generated at end of the process as well as the beginning, which is exactly what you showed in the images, so no changes to your documentation is necessary. Except, it would be a good idea to suggest saving the fixed save in a different slot, or making a backup of the original, just in case.

 

The updated version is coming soon. I've added support for game versions like TTDISA and Chain Game saves that repurposed the hidden Jefferson Hotel vehicles for something else, and simple detecting of the GF cars in case the game is highly customized. (Don't want to fix things that aren't broken.) The sticking point is testing the proper handling of games that use Extended IPL from fastman92's Limit Adjuster (FLA) - which should make the script as Neapolitan as possible. I would prefer that that version of the script is marked as the solution. 

 

201Fix is designed to work indoors or outdoors. An important part of the script is to put the replacement cargens back into the same slots as originally created so the custom plates work properly. I was aware that cargens added by area "streams", the files that load map objects and other elements as CJ moves about the map, might add an unknown number of temporary car generators, so the script adds or removes cargens as needed for proper slot alignment.

 

Cargen Slots = Maximum number of possible car generator slots as read from game memory. Normally 500 on PC and Mobile; 400 on PS2.

Used Slots = Number of active car generators of all types.

Streamed Slots = Number of car generators added by binary IPL streams. Varies greatly.

No_Save Cargens = Car generators can be added by mods using special commands that prevents them from being saved.

Saved Cargens = This is the most important stat. Normally 208. 201 triggers the glitch detection messages.

 

Inexperienced coders often include car generators in their cleo scripts without realizing that every time they save and reload their script will add another car generator in the exact same spot. Eventually these add up and fill all slots in the pool, which doesn't leave any room for the streamed car generators. The 201Fix script can't fix this type of problem, but coders and mod users could use the cargen report as an early warning system.

 

201Fix.cs - repairs the 201 Cargen Glitch

A cleo script that replaces the car generators removed by old versions of [SA] RepairGTA.

If your girlfriend's cars are missing after reaching 50% progress then this script will replace them.

 

For more details on how to install and use this script, see Freeman39's excellent documentation posted above.

Freeman39 was using an older version of the 201Fix, but it's basically the same.

 

Type "201Info" to redisplay the car generator report that pops up when the script first starts.

Type "201Fix" to begin the repair.

  • 201Fix should be safe to use on saves with added car generators, but it won't detect the glitch.
  • 201Fix might permanently remove your custom car generators if they happen to occupy the required slots. 
  • 201Fix is safe to use with scripts that create "No_Save" car generators. It might remove some temporarily, but they'll return if you save and reload.
  • 201Fix should be compatible with enhanced versions of the original script, like TTDISA, All-In-One, and Chain Game saves.
  • 201Fix supports the extended car generators implemented by fastman92's Limit Adjuster.

Use with appropriate caution: This script will make permanent changes to your saved game. The repair will persist after removing the script. It would be wise to create a backup of your save before applying the fix.

 

Edited by OrionSR
  • Like 4
On 8/20/2023 at 12:21 AM, OrionSR said:

201Fix.cs - repairs the 201 Cargen Glitch

A cleo script that replaces the car generators removed by old versions of [SA] RepairGTA.

If your girlfriend's cars are missing after reaching 50% progress then this script will replace them.

Wow amazing job @OrionSR  , this script is much more versatile.😎 You say its necessary to save in a different slot and not overwrite the corrupt one? In that case I will slightly update the previous post I made. Should I use this new script or with the previous one is fine? Apparently the GF cars spawn normally. 

Should I mark this one as the solution instead of previous? I'll be testing this one also. 

48 minutes ago, Freeman39 said:

You say its necessary to save in a different slot and not overwrite the corrupt one?

Necessary isn't the correct word, it won't change how the script works. More like, strongly recommended. 201Fix is an aggressive script that will make permanent changes to saved data. It's only common sense to keep a backup, just in case.

 

1 hour ago, Freeman39 said:

Should I use this new script or with the previous one is fine?

Nah, the first script was fully functional for vanilla saves like yours. I appreciate your efforts to verify and document the newer script, but there is no need to re-fix your save.

 

1 hour ago, Freeman39 said:

Should I mark this one as the solution instead of previous?

Yes please. I actually updated the link in the earlier post, but the more recent post includes better warnings and documentation.

  • 1 year later...

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