Last comments
Mod update to version 1.2!
One person is engaged in speedran of the game, and discovered a mission that is very difficult to pass.
Therefore, I updated the mod so that the complexity of that mission again becomes like in the original game.
Please download the new version of the mod, and update your files "main.scm" and "script.img"
If you have already started playing with the old version of this mod,
Your save files will be supported.
One person is engaged in speedran of the game, and discovered a mission that is very difficult to pass.
Therefore, I updated the mod so that the complexity of that mission again becomes like in the original game.
Please download the new version of the mod, and update your files "main.scm" and "script.img"
If you have already started playing with the old version of this mod,
Your save files will be supported.
Quote: SDRBB
It’s a pity that I’m already passing GTA SA (the missions on Lok should take place). I don’t really want to go through first. Or is the mod worth it?
If you are coming in for the first time, then it is probably worth leaving this mod for a walkthrough in order to evaluate what kind of game the developers intended.
If the game has already passed before, then the mod is worth it.
The thrill of the game will be different. It will be harder and harder in places. )
Plus, many side missions that in the original game made a profit not worth the time spent on them, now bring adequate profit.
Well, some corrections / improvements for the original game specified in the mod description will be interesting.
I'm not talking about a much wider set of awards for 100% passage. ))
-----------
By the way, I recommend everyone to try this mod bundled with my other mods:
HD Map with add. tags
Bonuses from suits
Bug fix with transparency for Racer Costume
InvisibleMan 03/30/2020, 2:52:05 PM
Quote: SDRBB
It’s a pity that I’m already passing GTA SA (the missions on Lok should take place). I don’t really want to go through first. Or is the mod worth it?
If you are coming in for the first time, then it is probably worth leaving this mod for a walkthrough in order to evaluate what kind of game the developers intended.
If the game has already passed before, then the mod is worth it.
The thrill of the game will be different. It will be harder and harder in places. )
Plus, many side missions that in the original game made a profit not worth the time spent on them, now bring adequate profit.
Well, some corrections / improvements for the original game specified in the mod description will be interesting.
I'm not talking about a much wider set of awards for 100% passage. ))
-----------
By the way, I recommend everyone to try this mod bundled with my other mods:
HD Map with add. tags
Bonuses from suits
Bug fix with transparency for Racer Costume
InvisibleMan 03/30/2020, 2:52:05 PM
Quote: SDRBB
It’s a pity that I’m already passing GTA SA (the missions on Lok should take place). I don’t really want to go through first. Or is the mod worth it?
If you are coming in for the first time, then it is probably worth leaving this mod for a walkthrough in order to evaluate what kind of game the developers intended.
If the game has already passed before, then the mod is worth it.
The thrill of the game will be different. It will be harder and harder in places. )
Plus, many side missions that in the original game made a profit not worth the time spent on them, now bring adequate profit.
Well, some corrections / improvements for the original game specified in the mod description will be interesting.
I'm not talking about a much wider set of awards for 100% passage. ))
-----------
By the way, I recommend everyone to try this mod bundled with my other mods:
HD Map with add. tags
Bonuses from suits
Bug fix with transparency for Racer Costume
InvisibleMan 03/30/2020, 2:52:05 PM
Quote: Game Scripter
And the suit of the croupier, bdsm, and lackey?
For them, I could not come up with anything interesting. ))
But at least they are used according to the plot of the game.
But the other five costumes were generally useless gifts)
Update!
The mod was updated because the ammo limit for one of the weapons turned out to be buggy.
Using the file download link in the main topic, you can now download the corrected mod!
Please re-download it and update your "main.scm" and "script.img" files
If you have already started playing with the old version of this mod, do not worry.
You will NOT have to start a new game.
Your save files will be supported!
because this fix will not affect it.
-----
The cartridge limit system was the last thing realized in this mod,
therefore, it has not been tested enough times,
which led to the fact that one of the weapons turned out to be buggy ...
But now every weapon has been additionally tested, and everything works as it should.
I apologize for the inconvenience!
----------------------
Territory wars work as in the original game.
(And all the mods associated with them also work).
Is this critical if they are not disabled? )
By the way, now to access the final missions in the game you will need to capture at least 35%, as it was in the original game, but at least85% from all territories.
This is more logical, according to the plot of the game. )
(It has always been like this: if you come to the marker of the final mission, they can say that first you need to capture more territories if they are less than a certain percentage).
InvisibleMan 03/30/2020, 11:07:50
The mod was updated because the ammo limit for one of the weapons turned out to be buggy.
Using the file download link in the main topic, you can now download the corrected mod!
Please re-download it and update your "main.scm" and "script.img" files
If you have already started playing with the old version of this mod, do not worry.
You will NOT have to start a new game.
Your save files will be supported!
because this fix will not affect it.
-----
The cartridge limit system was the last thing realized in this mod,
therefore, it has not been tested enough times,
which led to the fact that one of the weapons turned out to be buggy ...
But now every weapon has been additionally tested, and everything works as it should.
I apologize for the inconvenience!
----------------------
Quote: TranceMusicFan
Territory wars disabled?
Territory wars work as in the original game.
(And all the mods associated with them also work).
Is this critical if they are not disabled? )
By the way, now to access the final missions in the game you will need to capture at least 35%, as it was in the original game, but at least85% from all territories.
This is more logical, according to the plot of the game. )
(It has always been like this: if you come to the marker of the final mission, they can say that first you need to capture more territories if they are less than a certain percentage).
InvisibleMan 03/30/2020, 11:07:50
Update!
The mod was updated because the ammo limit for one of the weapons turned out to be buggy.
Using the file download link in the main topic, you can now download the corrected mod!
Please re-download it and update your "main.scm" and "script.img" files
If you have already started playing with the old version of this mod, do not worry.
You will NOT have to start a new game.
Your save files will be supported!
because this fix will not affect it.
-----
The cartridge limit system was the last thing realized in this mod,
therefore, it has not been tested enough times,
which led to the fact that one of the weapons turned out to be buggy ...
But now every weapon has been additionally tested, and everything works as it should.
I apologize for the inconvenience!
----------------------
Territory wars work as in the original game.
(And all the mods associated with them also work).
Is this critical if they are not disabled? )
By the way, now to access the final missions in the game you will need to capture at least 35%, as it was in the original game, but at least85% from all territories.
This is more logical, according to the plot of the game. )
(It has always been like this: if you come to the marker of the final mission, they can say that first you need to capture more territories if they are less than a certain percentage).
InvisibleMan 03/30/2020, 11:07:50
The mod was updated because the ammo limit for one of the weapons turned out to be buggy.
Using the file download link in the main topic, you can now download the corrected mod!
Please re-download it and update your "main.scm" and "script.img" files
If you have already started playing with the old version of this mod, do not worry.
You will NOT have to start a new game.
Your save files will be supported!
because this fix will not affect it.
-----
The cartridge limit system was the last thing realized in this mod,
therefore, it has not been tested enough times,
which led to the fact that one of the weapons turned out to be buggy ...
But now every weapon has been additionally tested, and everything works as it should.
I apologize for the inconvenience!
----------------------
Quote: TranceMusicFan
Territory wars disabled?
Territory wars work as in the original game.
(And all the mods associated with them also work).
Is this critical if they are not disabled? )
By the way, now to access the final missions in the game you will need to capture at least 35%, as it was in the original game, but at least85% from all territories.
This is more logical, according to the plot of the game. )
(It has always been like this: if you come to the marker of the final mission, they can say that first you need to capture more territories if they are less than a certain percentage).
InvisibleMan 03/30/2020, 11:07:50
Update!
The mod was updated because the ammo limit for one of the weapons turned out to be buggy.
Using the file download link in the main topic, you can now download the corrected mod!
Please re-download it and update your "main.scm" and "script.img" files
If you have already started playing with the old version of this mod, do not worry.
You will NOT have to start a new game.
Your save files will be supported!
because this fix will not affect it.
-----
The cartridge limit system was the last thing realized in this mod,
therefore, it has not been tested enough times,
which led to the fact that one of the weapons turned out to be buggy ...
But now every weapon has been additionally tested, and everything works as it should.
I apologize for the inconvenience!
----------------------
Territory wars work as in the original game.
(And all the mods associated with them also work).
Is this critical if they are not disabled? )
By the way, now to access the final missions in the game you will need to capture at least 35%, as it was in the original game, but at least85% from all territories.
This is more logical, according to the plot of the game. )
(It has always been like this: if you come to the marker of the final mission, they can say that first you need to capture more territories if they are less than a certain percentage).
InvisibleMan 03/30/2020, 11:07:50
The mod was updated because the ammo limit for one of the weapons turned out to be buggy.
Using the file download link in the main topic, you can now download the corrected mod!
Please re-download it and update your "main.scm" and "script.img" files
If you have already started playing with the old version of this mod, do not worry.
You will NOT have to start a new game.
Your save files will be supported!
because this fix will not affect it.
-----
The cartridge limit system was the last thing realized in this mod,
therefore, it has not been tested enough times,
which led to the fact that one of the weapons turned out to be buggy ...
But now every weapon has been additionally tested, and everything works as it should.
I apologize for the inconvenience!
----------------------
Quote: TranceMusicFan
Territory wars disabled?
Territory wars work as in the original game.
(And all the mods associated with them also work).
Is this critical if they are not disabled? )
By the way, now to access the final missions in the game you will need to capture at least 35%, as it was in the original game, but at least85% from all territories.
This is more logical, according to the plot of the game. )
(It has always been like this: if you come to the marker of the final mission, they can say that first you need to capture more territories if they are less than a certain percentage).
InvisibleMan 03/30/2020, 11:07:50
After all, the ideal is unattainable. Everyone has different tastes too.
In fact, the mod I originally made for myself,
but simply decided to share it with others to whom he may be interested.
Finding a balance is harder than it sounds, because the labels are sewn into the texture of the map, not dynamic, which means that when the map is scaled, they also change.
The size of the tags had to be made relatively large so that they could be seen on the radar. Indeed, on the radar, the original dynamic tags look larger than the ones I added.
The smallest marks: stars for removing the wanted level, made as such, since there are too many of them and would look bad on the map.
I had to make some compromises.
In fact, the mod I originally made for myself,
but simply decided to share it with others to whom he may be interested.
Some icons are too large compared to the original, and some are small on the contrary.
Finding a balance is harder than it sounds, because the labels are sewn into the texture of the map, not dynamic, which means that when the map is scaled, they also change.
The size of the tags had to be made relatively large so that they could be seen on the radar. Indeed, on the radar, the original dynamic tags look larger than the ones I added.
The smallest marks: stars for removing the wanted level, made as such, since there are too many of them and would look bad on the map.
I had to make some compromises.
Alex Mercer, thank!
Well, there are only 12 such marks, since there are not many secret buildings or places in the game that you simply could not guess about, but it might be interesting for someone to explore them.
Basically, they mean only places where you can go inside, or "teleport" to the top.
If there were much more of them, I would consider it unnecessary to add them, and so, just a pleasant trifle.
And added overall neat and minimalistic after all. )
Well, there are only 12 such marks, since there are not many secret buildings or places in the game that you simply could not guess about, but it might be interesting for someone to explore them.
Basically, they mean only places where you can go inside, or "teleport" to the top.
If there were much more of them, I would consider it unnecessary to add them, and so, just a pleasant trifle.
And added overall neat and minimalistic after all. )
But I want to slightly adjust the information about my fashion:
"Single Game Rebalancing and Bonuses v1.2"
The description is not quite correct.
In fact, the mod just makes the game harder and more interesting to pass, rather than making it easier at the beginning with bonuses.
More interesting bonuses the player just gets for passing the game, after the final mission.
Well, there are still some fixes for the game developers, for example with the spawns of some vehicles after school.
In general, if you go to the mod page, there is more detail in the full description. :)