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Liberty Alive


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LibertyAliveLogo2.thumb.png.f1cc010b6a2d37c16c703451533d0658.png

 

To Live and Die in the Worst City in America!

Liberty Alive revitalizes Grand Theft Auto IV's Liberty City by adding new interiors to previously empty building-shells, adding new features to places where there previously weren't any enhancing the immersion of GTA IV. Currently, new interiors have been added to most RON gas stations thoroughout LC, and a new interior has been created for the Suffolk Police Station. This will be expanded upon in the future, just as the features inside the interiors will be evolved as well.

 

Technical Details

Tested and optimized for GTA IV on patches 1.0.8.0, 1.0.7.0 and CE/EFLC. 

 

Download 

Newest version - V2 - February 3, 2025

Download here: https://drive.google.com/file/d/1rcGykXFgZm9AexO8TDZizZJ1r8mkBUL5/view?usp=drive_link

 

Update log

 

Spoiler

February 3, 2025

  • Support for FusionFix/FusionOverloader
  • Performance optimizations
  • Support for EFLC/CE
  • New interior added for the Suffolk police station in Algonquin
  • Improved textures and lighting all RON and Terroil gas stations with added interiors
  • Removed all parking spaces, as they were non-functional too often

 

March 10, 2024

  • Navmesh support for RON East Hook
  • Additional props in RON Hove Beach

 

February 29, 2024

  • New interior for the Terroil Gas Station in Algonquin
  • New props in some of the other interiors
  • Object count in the .ide's has been fixed, so objects inside the interiors spawn correctly now
  • Portals now have the right flags and the right objects connected to them

Liberty Alive V1 Refuel.png

 

Known bugs: 

  • Props on the shelves easily fall from the shelves. Niko is too strong to shop at RON, it seems
  • Props hover above the ground if moved

 

Vision for future releases:

  • Blips on the radar and map for each gas station. 
  • Compatibility with LCPDFR.

 

Screenshots 

Spoiler

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LA5.thumb.png.7cfbd1c544c0dd9f1a59efc11b104a79.png

 

Edited by nabo45
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universetwisters

Congrats!!!!!! Nice to see this finally be released yo

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This is awesome. I'd love to see the 24/7 stores get an interior too, most of them share the same exterior building shell.

 

My GTA IV is heavily modded though and I'm probably having a bunch of incompatibilities, but do you think you might know why it crashes when I add the lines to images.txt?

 

EDIT - crashes due to the IMG limit breaking when combined with Unified Lore. Thanks for clarifying in DM

Edited by donnits
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Thanks for all the kind feedback, guys! 

@Datalvarezguy Would be so cool to match this mod up with a fuel mod, and it probably will be no problem at all, as the IV fuel mods typically just include scripts, and don't change the geometry around the gas stations. 

 

@donnits True, and that may come in a later release. Who knows? 😉 Anyway, it's either a question of IV's limits or your images.txt being corrupted. If you DM me your images.txt file I will have a quick look at it to see if I can figure out why it crashes. 

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Golden Saddle

Epic! Lovely to see new interiors in IV I wonder what other interiors and places you have planned for the mod. Are some of the props the new interiors used from 7_11.img (pc/data/maps/props/commercial) or are they all the newly added ones? I hope the savegame issues are fixed somehow, maybe something to do with editing images.txt but I don't know editing which files exactly would corrput the saves or what won't. 

 

14 hours ago, Datalvarezguy said:

Could be nice to tie it with a refuel mechanic but that may be complicated as all hell

That and the Molotov Making from Chinatown Wars.

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universetwisters
12 hours ago, Golden Saddle said:

That and the Molotov Making from Chinatown Wars.

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100 dollars for gas? The f*ck kind of inflation does the GTA Universe have?

  • KEKW 2
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On 8/26/2023 at 2:40 PM, marco886 said:

Amazing, will there be versions for EFLC as well?

Thank you. I actually have never modded EFLC, so I don't know how to, however, I will give it a a go to see if I can make it work on TBoGT and TLaD as well. I will keep you posted. 🙂

 

On 8/30/2023 at 8:55 AM, crocket88 said:

this is awesome! it would be great if there was the possibility to order food/drink soda to add some interactivity and purpose to the store :) looking forward to the next releases! well done!

Thank you too for the kind words. We talked about that, however so far we haven't yet found a solution to making a script that makes the player able to buy stuff (soda or food to replenish health). I was also thinking it would be cool to have some sort of robbery script work with this mod, so the player can rob the store of more than what is in the register, and get a higher wanted level from doing so. Kinda like in GTA V. 

 

If there are any scripters out there that have experience with this and would like to help, please reach out to me. 🙂

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  • 5 weeks later...
  • 1 month later...
  • 3 weeks later...
  • 1 month later...

Apologies for the late reply.

 

On 11/14/2023 at 10:33 PM, Chunk Norris said:

I figured out what was added in game.dat16 so you can duplicate the sounds yourself using  Rage audio toolkit

@nabo45 Was there anything else added to the game.dat16 file besides RON_INTERIOR , RON_INTERIOR_B , RON_INTERIOR_M , and RON_EAST ?

 

As far as I know, there isn't anything else added to the game.dat16 besides what you mentioned. However, it was @Scott1 who edited that file, so he might be able to give you a more in depth answer. I only know to do things related to modeling, texturing and importing it into the game. 🙂

 

On 12/2/2023 at 1:10 PM, lilg3145 said:

Trying to install this with MVI and Cluckinbell Norwood + Comedy Club, but it just keep crashes when I go near the gas station. Any tips or solutions?

 

My best bet would be to delete your savedata (use the method mentioned in the readme) and try again. Make sure that all files are installed correctly, and that you have updated all relevant files (images.txt, gta.dat). If you have other mods installed, you might be affected by GTA IV's limits. These can be adjusted using fastman's limit adjuster. 

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  • 2 weeks later...
TaylorSwiftDies2038

Great mod!

 

If this mod ever gets another update, it would be so cool to enter Katz Delicatessen (parodied as Fudz in the game). It's one of the most iconic restaurants in New York and the USA and has been featured in countless movies/TV shows.

 

Theophilus-_252B-Katzs-019_0

 

Imagine Roman and Niko going in for a delicious sandwich!

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On 1/25/2024 at 5:29 AM, TaylorSwiftDies2038 said:

Great mod!

 

If this mod ever gets another update, it would be so cool to enter Katz Delicatessen (parodied as Fudz in the game). It's one of the most iconic restaurants in New York and the USA and has been featured in countless movies/TV shows.

 

Theophilus-_252B-Katzs-019_0

 

Imagine Roman and Niko going in for a delicious sandwich!

Thanks man. Yeah that would be pretty cool, and who knows, I might get around to doing that sometime.

 

The next update, however, will hopefully include the Algonquin police station if I can get it working. It seems that the game is hardwired to only spawn a fixed number of models for this interior at the same time, so I am not able add anything to the interior without something else then disappears. Super annoying. If anyone has an idea how to fix this, please reach out to me. :D

 

My plan was to expand the interior a little bit, and hopefully make Francis McReary's office enterable as well. The outside looks like this so far:

 

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So, if I am succesful, Liberty Alive V2: BUSTED! might get released at some point. 😅

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TaylorSwiftDies2038

Yeah, as soon as I saw the interiors, I was like woah! It's crazy how these interiors make a city feel a lot more functioning. Like we see all these businesses and services keeping the city well alive and running.

 

Plus while GTA IV was a great game, I do feel like if R* added more of these types of interiors, even if not functioning that much, would've given a lot more feel to Liberty City. So many great NYC landmarks that can't be entered. I get it but still.

 

Keep up the great work dude! :D

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20 hours ago, nabo45 said:

Thanks man. Yeah that would be pretty cool, and who knows, I might get around to doing that sometime.

 

The next update, however, will hopefully include the Algonquin police station if I can get it working. It seems that the game is hardwired to only spawn a fixed number of models for this interior at the same time, so I am not able add anything to the interior without something else then disappears. Super annoying. If anyone has an idea how to fix this, please reach out to me. :D

 

My plan was to expand the interior a little bit, and hopefully make Francis McReary's office enterable as well. The outside looks like this so far:

 

spacer.pngspacer.png

 

So, if I am succesful, Liberty Alive V2: BUSTED! might get released at some point. 😅

Wow!! I wonder how heavy this kind of mods are on game memory, and how well they get along with mods such as more visible interiors. Plus, do you think we still need to start a new game when you will add any update such as this one? Keep it up anyway!!

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I don't know how much memory this mod eats up of the game, but with modern computers it shouldn't be a problem, I think. I have tested this mod together with e.g., More Visible Interiors, Liberty Rush, Potential Grim, and many added vehicles, and I haven't run into any major performance issues yet. :D

 

The Francis McReary Police Station: I can't seem to get the game to spawn more objects than what is apparently pre-defined, so I have abandoned the idea of making the cutscene interior enterable. Instead, I have started modeling an interior from scratch for another Algonquin Police Station. So far it looks pretty empty, and for some reason the visible of the peds that spawn inside is unstable. However, I think it is slowly turning into something. I hope to finish modeling the interior, and add some functionality to it. What that will be, however, I don't know yet.

 

I hope you guys like it :D

 

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12 hours ago, crocket88 said:

This is awesome! And thanks for the reply :) as an idea for the future, interiors for 24/7 supermarkets would also be amazing. Perhaps those can be borrowed from GTA V too 

Thanks! Actually, someone made a 24/7 interior mod some time ago. I don't know if it was ever finished and released though. Unfortunately, I don't think so.

 

The police station interior is slowly getting there. The main shell and most props are pretty much done, on the to-do list now is:

  • Finish dirt maps
  • Make shadow maps
  • Prop placement
  • Pickup placement (guns? armor? hidden packages?)
  • Fix ped spawning issues (how? I don't know yet. Can someone help me? 😅)

The big thing is still functionality. The interior should have a purpose. The RON gas stations are meant to be a place to get health replenished and to be robable (here I also thought of the possibility to have a real robbery script implemented, but I am not that good). The police staion has no real purpose right now, other than it is enterable. Should it be a spawn place for police work mods? Should the player be able to steal weapons and armor from the armory? Should the player be able to go down to the police station jail to free criminals or get side quests? I am still very unsure.

 

Do you guys have any ideas?

 

Here is how it looks so far:

 

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Indica_Inhaler

So this looks so awesome and I'm excited to see what is next for this mod.

 

Unfortunately, I installed it because it sounds awesome, however none of my interiors load, and if attempt to enter the interior, I fall through the map. I do not know what happened because I followed the readme to a t, I'm running 1.0.7.0. I had a couple of script mods installed so i removed them, deleted saves again, but the problem persisted.

 

I'm going to go through the steps a 3rd time to make sure I didn't miss anything.

 

At this point I'm not 100% sure what to do, any help is welcome.

 

 

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This might be a dumb question, but didn't the LCPD station that Francis's office is at already have an entryway in a cutscene? 
I think you can see it at the beginning of this mission here: 

Ahh I misread! Your version is looking better than the cutscene version in my opinion anyway haha

Edited by Kajjy
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3 hours ago, Indica_Inhaler said:

So this looks so awesome and I'm excited to see what is next for this mod.

 

Unfortunately, I installed it because it sounds awesome, however none of my interiors load, and if attempt to enter the interior, I fall through the map. I do not know what happened because I followed the readme to a t, I'm running 1.0.7.0. I had a couple of script mods installed so i removed them, deleted saves again, but the problem persisted.

 

I'm going to go through the steps a 3rd time to make sure I didn't miss anything.

 

At this point I'm not 100% sure what to do, any help is welcome.

 

 

Hey! Thanks for the feedback. Actually, I have silently updated my files with some bugfixes since the first release, and I haven't tested those on 1.0.7.0. Also, a lot has happened on the GTA IV modding scene since then, especially regarding FusionFix etc. Later today I will test the mod on a clean version of 1.0.7.0 and perhaps also with FusionFix installed (if that is possible). I will let you know if I run into any obstacles. 👍

 

Script mods by the way shouldn't interfere with map/mlo mods like this. However, GTA IV is weird in that regard. 😅

 

Edit: Just as a side note, the minimal needed files to make the interiors appear ingame are: images.txt (which links to the new .img's), gta.dat (which links to the new .ide's), the folders containing the new interiors and the new props, and finally the files that are to be added to various .img's. The rest of the files in this mod do not alter whether the interiors spawn or not. 

 

Please write to me if you still experience bugs. 

 

1 hour ago, Kajjy said:

This might be a dumb question, but didn't the LCPD station that Francis's office is at already have an entryway in a cutscene? 
I think you can see it at the beginning of this mission here: 

Ahh I misread! Your version is looking better than the cutscene version in my opinion anyway haha

Indeed! In the cutscene there is a visible entry way with two doors that look like they are enterable from the outside. However, these doors (and some other stuff in the interior) can only be loaded by the game during cutscenes and is therefore not visible in free roam. Furthermore, the doors from the cutscene does not align with the building shell. Neither does the interior actually. That's why I had to remake some of it from scratch. But seeing as GTA IV doesn't seem to want me to mod it, I abandoned this idea and made my own instead. 😅

Thank you for the kind words :D

Edited by nabo45
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Indica_Inhaler
19 hours ago, nabo45 said:

Hey! Thanks for the feedback. Actually, I have silently updated my files with some bugfixes since the first release, and I haven't tested those on 1.0.7.0. Also, a lot has happened on the GTA IV modding scene since then, especially regarding FusionFix etc. Later today I will test the mod on a clean version of 1.0.7.0 and perhaps also with FusionFix installed (if that is possible). I will let you know if I run into any obstacles. 👍

 

Script mods by the way shouldn't interfere with map/mlo mods like this. However, GTA IV is weird in that regard. 😅

 

Edit: Just as a side note, the minimal needed files to make the interiors appear ingame are: images.txt (which links to the new .img's), gta.dat (which links to the new .ide's), the folders containing the new interiors and the new props, and finally the files that are to be added to various .img's. The rest of the files in this mod do not alter whether the interiors spawn or not. 

 

Please write to me if you still experience bugs. 

Thank you so much for the speedy reply! I have since started fresh modding my game because it appears as though I borked something up. I have not yet added this into the modlist yet so I have not experienced anything else. I will absolutely be keeping an eye on this mod however.

 

Good to know about whats happened with the modding scene, thank you. I am not new to modding, however I am rather new to modding R* games. I still consider myself a novice to modding in general. I will probably try the minimals like you suggested!

 

Thanks again, and good luck with this project!

 

Edit: I thought it worth mentioning that I am using a mod that changes outside textures of buildings, and I am not sure if that caused the problem either. The mod I'm mentioning is alagga 4k2k graphics mod.

Edited by Indica_Inhaler
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6 hours ago, Indica_Inhaler said:

Edit: I thought it worth mentioning that I am using a mod that changes outside textures of buildings, and I am not sure if that caused the problem either. The mod I'm mentioning is alagga 4k2k graphics mod.

Okay, it sounds like this could be a problem. I don't know the specific mod, however, if this mod replaces whole .img archives with new ones, this might be what causes the game not to load the interiors. For this mod, the Algonquin RON interior is placed ingame with the "manhat03_stream7.wpl" file, which is added to the manhat03.img archive. If the alagga graphics mod is replacing the whole manhat03.img archive with a new one (with improved textures), then the RON interior placement file is no longer there. I hope this is what causes it, because then the fix is easy. :D

 

I suggest that you install the graphics mod first, then install this mod afterwards, and then it should all work as intended. If it still doesn't work, please let me know. :)

 

I will update the files in this mod shortly with some additional stability/compatibility fixes. 👍

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