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Spaceeinstein's All In One Mod

spaceeinstein
Posted on 19 Jul 2005, 6:10pm
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Joined: 17 Jul 2003
Group: Modders

Uhh, is this separate from GTAForums? Discuss my mod here. Everything will be updated later on since I'm new to this.

Sharkey
Posted on 20 Jul 2005, 6:18am


Joined: 28 May 2003
Group: Modders

great work putting this all together.
its the only one ill ever need, thanx.:)

Avarion
Posted on 20 Jul 2005, 10:06pm


Joined: 20 Jul 2005
Group: Members

Is there any chance to add code to finish a mission without doing it? I hate this dancemissions.

Edit: Make the Steed-mod triggerable. Game isnt playable with this mod allways on.

Verc102
Posted on 21 Jul 2005, 5:46pm


Joined: 16 Jul 2005
Group: Members

 QUOTE (Avarion @ 16:06, Yesterday)
Is there any chance to add code to finish a mission without doing it? I hate this dancemissions.

Edit: Make the Steed-mod triggerable. Game isnt playable with this mod allways on.



Those are 2 nice features I'd also like to see. [EDIT : Steed-Mode trigger included in version 0.2]


A few other notes :

. I can't get "PCJ Transport" to work - "AIM + G" doesn't do anything for me, nor does "Bullet Time" (AIM + H).

. You call that a "heavy car" ?:D I just went through GTA3 & GTA:VC with LithJoe's "heavy car" trainers, and *those* are heavy cars ! Nothing like sending trucks halfway across the map with an Infernus...

Avarion
Posted on 21 Jul 2005, 8:32pm


Joined: 20 Jul 2005
Group: Members

 QUOTE (Verc102 @ 11:46, Today)

. I can't get "PCJ Transport" to work - "AIM + G" doesn't do anything for me, nor does "Bullet Time" (AIM + H).


Aim + G is working but tricky. you have to simultanously press the Aim-button (Right mouse button) and G and have to be outside of any vehicle.

Verc102
Posted on 21 Jul 2005, 9:39pm


Joined: 16 Jul 2005
Group: Members

 QUOTE (Avarion @ 14:32, Today)
Aim + G is working but tricky. you have to simultanously press the Aim-button (Right mouse button) and G and have to be outside of any vehicle.



1.
In reference to my post above, I had version 0.1 installed, and was reading the v0.2 features


2.
I still can't get "AIM + G" to work on v.02, but "AIM + H" (Bullet Time) works very nicely.


Smithers
Posted on 22 Jul 2005, 12:23am
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Joined: 01 Dec 2003
Group: Modders

 QUOTE (spaceeinstein @ 12:10, Jul 19 2005)
Uhh, is this separate from GTAForums? Discuss my mod here. Everything will be updated later on since I'm new to this.


Totally seperate to GTAForums other than the accounts, yes.
Let me know if you need anything.:p

daewalka
Posted on 22 Jul 2005, 4:08pm


Joined: 17 Jun 2005
Group: Members

did you fix that problem where the missions stop after the og loc missions??

Avarion
Posted on 22 Jul 2005, 8:02pm


Joined: 20 Jul 2005
Group: Members

 QUOTE (Verc102 @ 15:39, Yesterday)

2.
I still can't get "AIM + G" to work on v.02, but "AIM + H" (Bullet Time) works very nicely.


Found some more: You have to be barehanded. No weapons in hand.

Verc102
Posted on 23 Jul 2005, 8:46am


Joined: 16 Jul 2005
Group: Members


In the Los Santos part of the walkthrough, I've come to bullet 22, "Sweet's Girl". After this should come bullet 23, "High Stakes, Low End".

The problem is, when I finish "Sweet's Girl", no marker appears on the map to initiate "High Stakes, Low End".


First solution :
I used the "Mission Chooser" to choose mission 36 (according to the "MyMissionNumbers.txt" provided with the Mod) - and the game crashes.

Second solution :
I figured I'd skip "High Stakes, Low End", and proceed as follows :
"Home invasion"
(I skipped "Burglar";)
"Catalyst"
"Robbing Uncle Sam"
"OG Loc"
"Running Dog"
"Wrong Side of The Tracks"
"Just Business"
"Life's a Beach" **
"Madd Dogg's Rhymes"

At this point, the "CV" marker still hasn't appeared on the map yet, and I have no more mission markers !!
** END OF GAME ** :/

Anyone else had the same problem ?

spaceeinstein
Posted on 24 Jul 2005, 5:55pm
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Joined: 17 Jul 2003
Group: Modders

If you want to unlock other missions after passing a mission using the Mission Chooser, you have to replay the missions a certain amount of times to unlock it. That's why I said the Mission Chooser is f*cked up.

To unlock "High Stakes, Low-rider", complete the mission "Cesar Vialpando".

The "Heavy Car" mod really makes the car heavier than normal but not to the extreme as seen in trainers. I don't know how to set a car's mass through coding.

So how y'all like the 8 track stadium TV?

I am so busy with my mod at the same time finding new mods to convert while being sad and mad at the government and ESRB.

Verc102
Posted on 24 Jul 2005, 11:05pm


Joined: 16 Jul 2005
Group: Members


Regarding the "heavy car" mod :

I'm not sure what you did, but the cars behave differently when in "heavy mode". They tend to flip over easier when taking a turn then when they're "normal". That's especially true on cheap cars that behave like boats (soft & wobbly suspensions).
I suspect the added weight you give to the car raises the center of gravity of the vehicle, and the physics of the suspension makes me take almost all turns on 2 wheels.

Avarion
Posted on 25 Jul 2005, 12:23pm


Joined: 20 Jul 2005
Group: Members

Is it not possible make a hotkey to finish a running mission without doing it?

DeeJayMC
Posted on 26 Jul 2005, 6:07am


Joined: 27 Oct 2004
Group: Members

If you put the Driver mod, and the Weapon Select mod on there you'd have one killer of a mod. Anyhow I'm downloading it now, hope it's as good as people say it is.

spaceeinstein
Posted on 27 Jul 2005, 4:44pm
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Joined: 17 Jul 2003
Group: Modders

Version 0.3 released! Please post any glitches. Most minigames (gamble, dancing) somehow crashes the game. Most cellphone calls doesn't work. I do not know why that happens.

spaceeinstein
Posted on 28 Jul 2005, 6:44am
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Joined: 17 Jul 2003
Group: Modders

Version 0.4 released! Fixed phone calls and minigames errors plus some other mods that should provide hours of retarded fun.

zeecron
Posted on 01 Aug 2005, 5:20am


Joined: 01 Aug 2005
Group: Members

I downloaded your mod and started messing with it the give and take rocks. Also liked the speedometer. One thing you should add is car spawner its a must i used the sa v1.0 car spawner with your mod while im playing but it would rock if you just added it in. Also this would rock.TransFender Fix (by OffRoader23). Lets you mod all cars. Fuel Tank & Petrol Stations (by Viper187)You have fuel in your car. That and the car spawning was the only difference between you and Vonsid that i think made much of a difference. You should make the fueling optional though if you can like in mod shopd turn it off and on. Im sticking with your mod over vonsid i think you got more skillz. He just added a few different mods. Oh one last thing that would make your mod awsome super awsome and double whammy awsome. Make is so you can hotkey your car to invincible and make it so you dont have to have self invincibility turned on to turn on car invicibility. I love driving around in a car that cant be dented or burnt. But i cant stand not being able to get shot at bye cops and stuff. You should hotkey it:) Plus having to drive to mod shop to turn it on and off kinda sucks. Oh one more thing you should give san andreas place manager a look its a pretty cool tool. You throw all the things i listed in your mod bro and i dont think theres anything left other then what your crazy imagination can conjure up.

yournamehere
Posted on 01 Aug 2005, 10:27pm


Joined: 28 Jul 2005
Group: Members

For a car spawner, use this:
http://www.gtagarage.com/mods/show.php?id=242
It's what I use. Basically, you can spawn any car you like either via (searchable) menu or by hotkey.

zeecron
Posted on 02 Aug 2005, 3:38am


Joined: 01 Aug 2005
Group: Members

Sweet i dl that carspawner much better then the one i have. The ultimate carspawn ive seen so far is the one added in noob mod or whatever it is cause it has the cars listed in categorys plus you just hit a button to bring up menu in the game. The only downfall is noob mod sucks lol. You cant play missions and nothing shows up on map. Whats crazy about moding is nobody really ever makes a mod that just completely rocks cause some tard always makes a good part for a mod but wont let anybody else throw in one giant kick ass mod. Like lets just say the guy who made the driver mod where you can have a heli and a car take you from location to location is a stubborn mule and he wont let einstein throw it in his mod. Well his mod rocks but it doesnt rock enough to keep fliping your main.scm file back and fourth just to get driven around a few times so he never gets full due credit for a sweet ass mod. But if it gets added to something like space's mod well then everybody is gonna be using it alot over and over and seems like space gives full due credit to the mods that get added into his mod so then those moders get alot more attention i think. One good mod is fun but 50 good mods wraped up into one is almost like playing the game for the 1st time again. I had the 1st max payne and i thought it sucked horrible but i downloaded a matrix mod for it and it added all kinds of stuff to the game new guns, kung fu moves, better skins and cool hand held weps also. Made me actually play the game and like it. They moded the bulletime and made it 100% better. Oh ya and the bulletime mod rocks for SA. O and if anybodys matrix freaks get ready cause Path of Neo is coming out. Supposed to be pretty tight i scoped out some vids of it. If you get any stubborn modders space send em to my post maybe they will look at sh*t in a perspective of the player and not the modder:). Cause i play i dont mod and people like space make the games more enjoyable after they have already been beaten.

Claym
Posted on 02 Aug 2005, 5:42am


Joined: 01 Aug 2005
Group: Members

I crash after getting my hair cut...

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