There is a text guide. "The requirements are: - Freeboot - Internet connection - GTA 5 (update 1.27) + all DLC (can be downloaded separately; or through the stealth server in the live itself - they they are free) - Stealth Server (take free; for example Tethered) + log into your xbox live account (if you don’t have one, register; in general, it is advisable to create a new one in case of a ban) - Download gtaOG. xex, place it in the root of your hard drive, set it in dashlaunch as a plugin (must be set in a certain order along with the stealth server plugins to avoid crash; different stealth servers may have different plugin names, but in some ways they are the same , we put the order approximately by analogy as indicated in the picture in the discord) - Enter the game while online in your live account and profile, press x when loading (go to gta online); or if you don’t have saves, then go through the prologue and go to gta online from the menu.
There was an error “Rockstar game servers are unavailable” and throws me into a single game - until I installed the stealth server and gtaOG.xex in the dashlaunch plugins. check the settings in the Privacy section”, then character creation (it will not be saved without live) and after that “Could not find session”, throws you into a single player game. It can be solved by logging into your xbox live profile and already on this profile you need to log into the game. There was also a mistake - I accidentally removed Aurora from autostart, replacing launch.ini. There is no need to replace it, just compare your launch.ini with the stealth one and turn on/off those parameters that you consider necessary. (see text comparison online)"
I noticed that serving and counting the serving to the tramps in the statistics only works once per loaded game. Those. loaded, the first time it works, the second time it just throws the “money” object on the ground and the feed function itself does not work. Anyway, it works! Finally, the statistics of "Vagabonds given money" and "Given to the homeless" began to change. Thank you!
Wow, thanks for the feedback. And if you try to check the trailer artict1? So it may conflict with some other mods responsible for the headlights. Or with replacement models.
There is another idea: Animation of jumping into all cars without a roof.
Initial info: "How to edit handling.cfg without replacing: - Open the folder with the game, the data folder, find handling.cfg. - Open it with any text editor, such as Notepad. — Then we find the lines: BANSHEE, BLADE, SAVANNA, BROADWAY. — And we change the parameter 'aj' (Last in it) in each of these lines to 19. - That's all.
I changed the sound file itself through a third-party audio converter (for example, ffmpeg) by normalizing and increasing the volume (dB). You just need to listen to see if there are any distortions.
In one of the GTA SA trailers, you can hear the sound of the train - "GTA San Andreas Official Trailer (Xbox)". Although most of the trailer sounds are most likely just overdubbed and not present in the game, it really is better there. So, a very similar one was used in the GTA IV mission: TBoGT - "For The Man Who Has Everything" [Updated] Here I found it: TBoGT-pc-audio-sfx-EP2_SFX.rpf-EP2_SFX-Y4_MONEY_TRAIN-TRAIN_HORN.wav.
If anything, the mod for trailers in traffic is called "Cars with trailers v4" from TrushinVlad. There are also other mods like this, but this one is easier to customize and change.
Can you please make an adaptation to "Climb over the blocks at the beginning of the game" (if it needs to be done of course)? I just don't know what's changed in the model.
It also works on replaced ones, but working taillights are required - there must be a light and a properly assigned taillights parameter to the texture of the taillights in the models themselves, by analogy with those in the Bonus folder. Otherwise, it will work, but hardly noticeable. If without fixes, in the game, the headlights work properly only for the standard artict1 model.
Replaced models of excluded trailers can also work if there is a dummy in the added headlights. But the trailer will need to be removed from the script exceptions as well.
I tested it myself - everything is normal. True, I did not check it during the passage. I don't know what could go wrong there. I welcome comments on the script.
Additionally: when the button is pressed, the magnet is taken out and removed constantly, MB should loop the button press check after the function is activated. while true if 0AB0: key_pressed 31@ jf break wait 0 end
About flaws, incl. Myths Maker himself (please let someone know who can fix it):
I. Animation 1. The "stumble" animation is played (=bounce if you walk into a mob or if they run into a wall themselves) ped.ifp EV_step, causing four-legged mobs to "squeeze" and fly up - should be replaced with a normal walk when played, or generally replace or remove this animation specifically for mobs. Mostly manifested in neutral mobs: cats, dogs... If you crush them with an object, and then remove it, the same thing happens with the animation of getting up.
2. Attack animation curve (known).
3. Some also have an abnormal state when they lie dead.
II. Technical part
4. Also, after killing the bear, a red marker appeared next to it, when entering it, the marker disappeared, and the bear's carcass began to spin in a circle, depending on where the character was going. The marker also appeared when I drove up and drove away from the bear in a car.
5.
6. Predatory animals sometimes try to kick you out of the car. Hunt for drivers. In theory, they should run away from cars, and car drivers should be in hunting exceptions.
7. Stars are given when killing, incl. in deserted places.
8. Animals are not afraid of shooting, they do not run away if it sounds nearby.
9. Animals are not afraid of other peds, their paths and roads with cars.
10. When hired, dogs can sit on the passenger seat (which causes a jamb with animation), as well as shoot back with a pistol.
11. Neutral mobs (cats, dogs) sometimes do not react to the attack of predators.
III. Settings
12. For some reason, specifically for animals, they did not begin to add functions of immunity to damage, although there are such functions for myths.
13. Traces of blood appear under the chickens when they spawn. Worth the Peds Bleeding mod. Myths also seem to have a function to disable this.
14.
P.S. I myself checked on the Myths Maker Animals Pack from mixes (there is a modified “light version”). In general, a wonderful and cool mod.
"I also had a game crash with melee weapons. But a solution has opened up: the encoding of the text file Loader.txt (or weapon.dat if you add it there) must be ANSI. At the beginning of the line of melee weapons there should be a sign Ј (Or the sign that a melee weapon has in weapon.dat. Depending on your ANSI).
How to change text file encoding:
Show SpoilerHide Spoiler
File -> Open in file window. Then you can choose file encoding. You can save it in the same way. I use Akelpad text editor for it. ANSI is different, the main thing is that this first character is displayed and saved. I have ANSI (cyrillic). In the Junior’s tutorial, you can see that ANSI (latin) is used (“£ DILDO1”). It should work too.
Also, if you want to increase your hit damage, then
Show SpoilerHide Spoiler
1. Enable features in fastman92limitAdjuster_GTASA.ini Enable melee combo type loader = 1 Max number of melee combos = 18 2. You need the melee.dat file. Check if you have it in your modloader, if so, take it as a base. This file is not combined in mods (there should be only one such file in the modloader). If you don't have it, then copy it from the data folder to modloader*your weapons folder*data. Copy one of the combos in this file and paste it down. Rename the STARt_COMBO value to yours. Change the values of the damage column to yours. 3. Go to gtasa_melee_config.dat, add line 17, etc. with your value name from melee.dat. 4. You need a weapon.dat file. Check if you have it in your modloader, if so, take it as a base. If you have several of them, then take the most relevant for you, or you can combine them into one. If you don't have it, then copy it from the data folder to modloader*your weapons folder*data. Add the melee weapon lines from Loader.txt to the bottom of the Melee Weapons section. In Loader.txt, delete these lines. Replace the numCombos value (for example BBALLBAT) with your value name from melee.dat.
In order for non-original things (for example, Hoody "Rockstar" (Old), Hoody "Orange 12") to be displayed, you need to install Fastman92 limit adjuster with the "Clothes directory = 560" setting enabled and increased.
Yes, in principle, so the norm. Of course, you can put it on the other side of the house, although peds also park there , or on the road with a stop on the sidewalk so that they could pass. But whoever wants can set up
By the way, for some reason, parking on Grove Street is not saved after completing a mission, for example, "Sweet's Girlfriend" - there is a function to clear the street from cars, except for those in the original garage and those that are missionary. Actually, I think the same with the rest, where this function is also launched. Also, an additionally useful function of the mod is a message that the car was delivered to the impound lot “storing car on impound lot” (during the missions, cleanings from cars also work, but they take into account your previous car).
In the easy folder there is a version with in-game models, in full - with added ones. Actually, in the description under the heading "Version 5.0" this is described. That's all the difference. When randomly selects 0 money, a pickup truck is still created, with a face value of 0 money, there is no check. When creating a tumbleweed, for some reason, the 11@ effect is played. You can make an exception "only in a sandstorm", or a chance to increase. There is no mission check - they can spawn right during the cutscenes. Spawns too close to the character. To change the id in generic2 and in the script, you need to install the “Useful using of $include” add-on from DK22Pac in SB.
"Added PS2 Beta Shirts" This and other added ones are not put on, the game freezes (or crashes?). Tested on a clean game. Maybe a limit adjuster is needed? In modloader.log it says: "Warning: Too many objects without modelinfo structures".
[Updated] Indeed, you need an installed Fastman92 limit adjuster with the "Clothes directory = 560" setting enabled and increased. Also, among the beta models inside the game, there is a timber.dff model, in this mod, as in others that I checked, it has not been fixed. And yet, there is a flaw - the radar turns off when the menu is opened, and when we exit the menu, it does not turn on. Solution: put 0581 in label 3469: enable_radar 1.
Personally, I sometimes have pedestrians teleported to an exploded car, instead of running up. And in those times when they run up, they stand on fire and light up from another script
You can make them react at least by turning and looking, if you remove 05D3: AS_actor 9@ goto_point 200 ms (after the time expires, the ped teleports, also makes the ped get out of the car), etc. For some reason, cars that run into a burning one at the time of the explosion are teleported.
And what innovations are there that are pleasant and improve the gameplay? - Variation of clothes and accessories on pedestrians - Bullet marks on surfaces - GPS - Weapon wheel and radio - Achievements - Revamped in-game interface - Font - Molotov and grenade rotation when thrown - Small objects have been added to the map in places, for example, in garages May be something else...?
In my opinion, from the mods on the original, you can already collect almost everything the same, provided that you need to save the atmosphere and not add new bugs. All that remains is an outdated engine with some inconveniences and limitations that are not so significant for gameplay. According to the graphics, of course, this level cannot be reached, again because of the outdated engine, but some improvements can still be made. This is in addition to the fact that the original already has a whole bunch of ready-made mods, the release of which does not have to wait -
After the end of the “dawn” timer, the Persian teleports to the street, but the screen starts to flicker constantly, apparently the screen with the safe freezes.
"The requirements are:
- Freeboot
- Internet connection
- GTA 5 (update 1.27) + all DLC (can be downloaded separately; or through the stealth server in the live itself - they they are free)
- Stealth Server (take free; for example Tethered) + log into your xbox live account (if you don’t have one, register; in general, it is advisable to create a new one in case of a ban)
- Download gtaOG. xex, place it in the root of your hard drive, set it in dashlaunch as a plugin (must be set in a certain order along with the stealth server plugins to avoid crash; different stealth servers may have different plugin names, but in some ways they are the same , we put the order approximately by analogy as indicated in the picture in the discord)
- Enter the game while online in your live account and profile, press x when loading (go to gta online); or if you don’t have saves, then go through the prologue and go to gta online from the menu.
There was an error “Rockstar game servers are unavailable” and throws me into a single game - until I installed the stealth server and gtaOG.xex in the dashlaunch plugins.
check the settings in the Privacy section”, then character creation (it will not be saved without live) and after that “Could not find session”, throws you into a single player game. It can be solved by logging into your xbox live profile and already on this profile you need to log into the game.
There was also a mistake - I accidentally removed Aurora from autostart, replacing launch.ini. There is no need to replace it, just compare your launch.ini with the stealth one and turn on/off those parameters that you consider necessary. (see text comparison online)"
Anyway, it works! Finally, the statistics of "Vagabonds given money" and "Given to the homeless" began to change. Thank you!
So it may conflict with some other mods responsible for the headlights. Or with replacement models.
I really don't know how feasible this is.
Animation of jumping into all cars without a roof.
Initial info:
"How to edit handling.cfg without replacing:
- Open the folder with the game, the data folder, find handling.cfg.
- Open it with any text editor, such as Notepad.
— Then we find the lines:
BANSHEE, BLADE, SAVANNA, BROADWAY.
— And we change the parameter 'aj' (Last in it) in each of these lines to 19.
- That's all.
096D: get_car 0@ component_on_slot 7 model_to 17@
https://docs.sannybuilder.com/scm-documentation/sa/vehicle-variations
Comet, stallion, super gt has an open roof"
So, a very similar one was used in the GTA IV mission: TBoGT - "For The Man Who Has Everything"
[Updated] Here I found it: TBoGT-pc-audio-sfx-EP2_SFX.rpf-EP2_SFX-Y4_MONEY_TRAIN-TRAIN_HORN.wav.
- Modernized Keyboard Controls SA by Zolika1351
- Weapon Wheel Mod by Kevin Prestes
- Void Weapon Wheel by G9 | void
If without fixes, in the game, the headlights work properly only for the standard artict1 model.
Replaced models of excluded trailers can also work if there is a dummy in the added headlights. But the trailer will need to be removed from the script exceptions as well.
Additionally: when the button is pressed, the magnet is taken out and removed constantly, MB should loop the button press check after the function is activated.
while true
if
0AB0: key_pressed 31@
jf break
wait 0
end
I. Animation
1. The "stumble" animation is played (=bounce if you walk into a mob or if they run into a wall themselves) ped.ifp EV_step, causing four-legged mobs to "squeeze" and fly up - should be replaced with a normal walk when played, or generally replace or remove this animation specifically for mobs. Mostly manifested in neutral mobs: cats, dogs...
If you crush them with an object, and then remove it, the same thing happens with the animation of getting up.
2. Attack animation curve (known).
3. Some also have an abnormal state when they lie dead.
II. Technical part
4. Also, after killing the bear, a red marker appeared next to it, when entering it, the marker disappeared, and the bear's carcass began to spin in a circle, depending on where the character was going. The marker also appeared when I drove up and drove away from the bear in a car.
5.
6. Predatory animals sometimes try to kick you out of the car. Hunt for drivers. In theory, they should run away from cars, and car drivers should be in hunting exceptions.
7. Stars are given when killing, incl. in deserted places.
8. Animals are not afraid of shooting, they do not run away if it sounds nearby.
9. Animals are not afraid of other peds, their paths and roads with cars.
10. When hired, dogs can sit on the passenger seat (which causes a jamb with animation), as well as shoot back with a pistol.
11. Neutral mobs (cats, dogs) sometimes do not react to the attack of predators.
III. Settings
12. For some reason, specifically for animals, they did not begin to add functions of immunity to damage, although there are such functions for myths.
13. Traces of blood appear under the chickens when they spawn. Worth the Peds Bleeding mod. Myths also seem to have a function to disable this.
14.
P.S.
I myself checked on the Myths Maker Animals Pack from mixes (there is a modified “light version”). In general, a wonderful and cool mod.
How to change text file encoding:
Also, if you want to increase your hit damage, then
It may also be related to crash in some cases."
By the way, for some reason, parking on Grove Street is not saved after completing a mission, for example, "Sweet's Girlfriend" - there is a function to clear the street from cars, except for those in the original garage and those that are missionary. Actually, I think the same with the rest, where this function is also launched.
Also, an additionally useful function of the mod is a message that the car was delivered to the impound lot “storing car on impound lot” (during the missions, cleanings from cars also work, but they take into account your previous car).
Well, well done.
But there are only places where peds park themselves and leave, for example, the house next to Emmett - that's our parking lot
When randomly selects 0 money, a pickup truck is still created, with a face value of 0 money, there is no check.
When creating a tumbleweed, for some reason, the 11@ effect is played.
You can make an exception "only in a sandstorm", or a chance to increase.
There is no mission check - they can spawn right during the cutscenes.
Spawns too close to the character.
To change the id in generic2 and in the script, you need to install the “Useful using of $include” add-on from DK22Pac in SB.
This and other added ones are not put on, the game freezes (or crashes?). Tested on a clean game. Maybe a limit adjuster is needed?
In modloader.log it says: "Warning: Too many objects without modelinfo structures".
[Updated]
Indeed, you need an installed Fastman92 limit adjuster with the "Clothes directory = 560" setting enabled and increased.
Also, among the beta models inside the game, there is a timber.dff model, in this mod, as in others that I checked, it has not been fixed.
And yet, there is a flaw - the radar turns off when the menu is opened, and when we exit the menu, it does not turn on. Solution: put 0581 in label 3469: enable_radar 1.
You can make them react at least by turning and looking, if you remove 05D3: AS_actor 9@ goto_point 200 ms (after the time expires, the ped teleports, also makes the ped get out of the car), etc.
For some reason, cars that run into a burning one at the time of the explosion are teleported.
- Variation of clothes and accessories on pedestrians
- Bullet marks on surfaces
- GPS
- Weapon wheel and radio
- Achievements
- Revamped in-game interface
- Font
- Molotov and grenade rotation when thrown
- Small objects have been added to the map in places, for example, in garages
May be something else...?
In my opinion, from the mods on the original, you can already collect almost everything the same, provided that you need to save the atmosphere and not add new bugs. All that remains is an outdated engine with some inconveniences and limitations that are not so significant for gameplay. According to the graphics, of course, this level cannot be reached, again because of the outdated engine, but some improvements can still be made.
This is in addition to the fact that the original already has a whole bunch of ready-made mods, the release of which does not have to wait -
upd. As I have already been told, it seems so.