Adv
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The Ballad of Gay Tony Modding
Use this guide/tutorial when editing v5.0 or mods based off v5.0, this tutorial can also be used to create mods from scratch.
Below is a in-depth guide of the most commonly modded files in GTA and pretty much every public mod to date.
To get started you will need these modding tools and you will need Mods v5.0 by Brady Mac, I PUN1SHM3NT I and xX ShAdOvV Xx.
You will need to open up the common and DLC.rpfs in Open IV provided in the modding tools above.
You can use Notepad to edit the files.
You can read the text inside all the files to get an even better understanding.
Bypassing Patch
In order to mod after the patch you need to change a few files.
Setup XML (In DLC.rpf)
setup2.xml
Setup files define expansion packs of GTA IV, they gave information on certain core files and directories
Open
setup2.xml with notepad.
Rename content.dat to contenx.dat
Now rename content.dat to contenx.dat.
It doesn't have to be called contenx, it just has to be different from "content" because with the patch applied it won't load a modified content.dat without renaming it.
Content
content.dat (contenx.dat in v5.0)
This file is similar to setup2.xml, it tells the game what the names of the files are to load, example:
The above code is basically saying the "WEAPONINFO" is in the common.rpf in "common/data" and its name is "weaponinfo.xml." More on bypassing the patch below.
Open content.dat with Notepad.
Rename any files you will be modding, examples:
Now rename the corresponding files.
The reason for all this is because after the title update you need to change the names of the files to bypass the patch. If you mod these files without changing their names you will get a looping loading screen. If you get a black screen or it freezes on the loading screens then you need to go back and check that you renamed everything correctly, the file names in the content, setup2, and the file names themselves.
What the patch does is retierives a unique signature (changes if the file has been changed) of each file and compares it with the unmodded signature, if the retreived signature is not equal to the unmodded signature then the file will not load and hence will loop.
Detailed Patch Bypassing Info
Mostly every useful file from the common.rpf has a check on it. In order to change anything from the original file it has to be merged with the identical file in the DLC.rpf. Once all the info is added to the DLC files it can be modded in the DLC.rpf and will override the info that was taken from the files in the common.rpf.
The following useful files from the common.rpf have checks on them:
explosionfx.dat
carcols.dat
cargrp.dat
peds.ide (you can't combine this file with the one in the dlc.rpf, it will cause freezing.)
handling.dat
vehicles.ide (must be deleted from common.rpf in order to overridden with the one in DLC.rpf.)
weaponinfo.dat
The following useful and semi useful files do not have checks on them and can be modded without bypassing:
bloodfx.dat
materialfx.dat
pedfx.dat
vehiclefx.dat
weaponfx.dat
hud.dat
hudcolor.dat
loadingscreens_360.dat
maleplayersettings.dat
femaleplayersettings.dat
scrollbars.dat
taskparams.txt
vehoff.csv
visualsettings.dat
water.dat
American GXT (In both common and DLC.rpf)
american.gxt
These files contain all the text in the game, there are 3 GXTs, one in the common and one in each DLC.
Use the GXT editor provided in the modding tools at the beginning of this guide.
Open your desired .gxt in in the GXT Editor. Depending on your computer, it takes a bit of time to load.
For "Table Name" leave it on "MAIN". Most things in multiplayer are located here along with LOADING and a lot more.
Or if you know the text you want to change just hit CTRL + F, type in what you are looking for, and it will find it.
Edit:
Save, and replace the original.
Time Cycle
timecyc.dat
TO BE ADDED
Blood FX (In common.rpf)
bloodfx.dat
This file contains all the blood effects for each part of your body and each weapon group.
When modding this file be sure to change all the options you want, here is a code from bloodfx.dat:
Here are some others:
MELEE BLUNT
MELEE SHARP
GUNS
SHOTGUN
ect.....
If you want to change the blood spatter from your character when hit by something you can change:
This file is was used to create one of the the "Ghost Rider" mods.
If you want to change the type of effect to something else other then blood spatter then you need to change the "FX_SYSTEM" (see code above) to something else, example:
You can use some effects from entityfx.dat. Here are some examples:
Look in entityfx.dat for more.
These may get annoying after a while and no one else can see them except the fire.
Male Player and Female Player Settings (In common and DLC.rpf)
maleplayersettings.dat and femaleplayersettings.dat
This file contains all the info on your multiplayer character model, different clothes he wears and the level you unlock them at. Here is piece of code:
You can change all numbers under "-LEVEL-" to 1 to unlock all the clothes at a lower level. Make sure to do this for all body parts.
Car Colors (In DLC.rpf)
carcols.dat (carc.dat in 5.0)
This file contains all the colors for each vehicle.
Save this image to your desktop:
That image has all the colors available from both regular GTA IV and TBOGT.
Open carcols.dat with notepad.
You will find a list of all cars:
There are two types of color blocks. car3 and car4.
How do you tell what is what?
car3
1st Digit = Primary Color
2nd Digit = Usually rims and accents
3rd Digit = Two Tone Color
car4 (Based off the SultanRS)
1st Digit = Primary Color
2nd Digit = Stripe
3rd Digit = Roof
4th Digit = Two Tone
Use the image above to make car colors, here is an example:
0,0,27, - 2 tone red and black or just red on some cars.
Note: you cannot change the colors on the APC, AVAN, or any vehicle with a unique paint job like the police car or airport car.
Car Group (In DLC.rpf)
cargrp.dat (carg.dat in 5.0)
This file controls all traffic car spawning and random parked car spawning in the game for both single player and multiplayer. The spawn list is cycled in the order they are mentioned in the list with 4 cars spawning at a time.
These popcycle groups are used in multiplayer.
POPCYCLE_GROUP_COPS
POPCYCLE_GROUP_NETWORK
Some of the gang popcycles are used in MP as well.
To make a vehicle spawn at the police station put the name in here:
Note: you can only spawn one vehicle at the police station with cargrp.dat. You can also spawn helicopters.
The next line down is:
Put the vehicles you want in this popcycle like this:
These vehicles will spawn in whatever order you put them in. You can also put in boats and they will spawn in the water.
ExplosionFX (In DLC.rpf)
explosionfx.dat (explofx.dat in 5.0)
This file contains all the explosion physics in the game.
Open explosionfx.dat with ExplosionFX Editor provided in the modding tools at the beginning of this guide.
Use drop down to All Files to see a renamed explosionfx.dat
Everything in the program is pretty simple and easy to get used to. A few things to pay attention to:
Ragdoll Modifier - The amount of ragdoll the player gets when hit with an explosion.
Cam Shake - The amount of cam shake the player will recieve while near an explosion.
Damage (The entire block) - The damage of the explosions. (You cannot change the damage to affect other players.)
Network player Modifier - A percentage of the base damage that will be dealt to the players in multiplayer.
Network Ped Modifier - A percentage of the base damage that will be done to the peds in multiplayer.
Force Factor - This is how much force is used to push away objects such as players and cars.
Fires - The amount of individual fires the explosions produce on the ground
FX Scale - The size of the explosion effect, 0 being nothing and 1 being the full explosion. Increasing this past 1 can make the explosions larger. This does not affect the damage nor can other players see this.
Just change the values to what you want, preferably 0.
To change the colors and light effects on the explosions just use the ExplosionFX Editor and here are some other light effects that you can play with:
Range - This is how big the colored light will be on the explosion.
Time - This is how long the light stays lit up for in the explosion.
Handling (In DLC.rpf)
handling.dat (hand.dat in 5.0)
This file contains all the handling physics for each vehicle.
This image should be used if you want to make a good handling line:
You should use the handling editor provided in the modding tools at the beginning of this guide if you wish to edit or make a handling line. If you wish to add pre-made lines to the file just use notepad.
The mass is how much the car weighs and does not effect the handling. It is not a good idea to set the same mass for all cars because when you are driving and you hit another car it's like smashing into a brick wall. The best thing to do is to pick some of you favorite cars and set the mass really high, try not to spawn those cars in the road. You can use 10 digits max for mass, do not go past 9999999999, the car will not move.
Center of Mass Z
For most cars in the 5.0 handling file the center of mass Z is different. It is very important that you have the correct center of mass Z. If your car tips it needs a lower center of mass Z, but setting the center of mass Z too low can cause the vehicle to spin out and lose control so it is very important to have it perfected. The center of mass Z in the 5.0 handling file is perfected.
Extended Vehicle Data
Extended vehicle data is for boats, bikes, planes and helicopters. It is basically an extension of the handling line for those types of vehicles. To edit the extended handling line use the handling editor provided in the modding tools at the beginning of the guide. Here is a code for an extended handling line for a boat:
You can play around with different properties. I suggest you use a JTAG or the PC version of GTA to perfect a handling line.
Hud (In DLC.rpf)
hud.dat
This file contains all the colors, sizes, and positions of each item on your HUD. Make sure to change the values for both HDTV and CRT TVs.
Here is an example:
If you want a different color look inside of hudcolor.dat and replace the current. If you want the color to be more transparent, change 255 to a lower number. If you want the a hud element to be bigger change the size. There are lots of other HUD colors in this file have fun and change what you would like. Do not change "HUD_COLOUR_NET_PLAYER1" - "HUD_COLOUR_NET_PLAYER16". It will be confusing because it will only be on your screen.
Hud Color ( In DLC.rpf)
hudcolor.dat (hudcolorx.dat in 5.0)
This file has all the colors of the HUD, these values are in RGB and can be changed to anything. Make sure to change the values for both HDTV and CRT TVs.
Changing this:
To this:
To make health packs white on the map.
To change the health, armor, and damage colors change these values:
You can play around with different HUD item colors.
Material FX (In common.rpf)
materialfx.dat
This file contains all the materials and the amount of damage and the effect done to each material when colliding with another.
This file is used for creating the anti scratch mod for cars.
There isn't much else to be changed in this file but you can experiment.
Ped FX (In common.rpf)
pedfx.dat
This file is used for the effects of the player and peds when walking on different materials and surfaces:
This file is used to create the bloody footsteps mod and the ghost rider mod. To get the bloody footsteps effect while walking or any other effect change "FOOT_FX" and the "WET_FOOT EFFECTS" for the desired surface you want the effect to occur on while walking. Here is a example and a picture:
This is the effect you will get in game when walking on mattress foam if the code above is used:
Some effects like ambient_cockroaches and ambient_fire_generic will stay on forever once the material is walked on that activates it. To get rid of the effects you need to re-spawn some how, just go to one of the base jump points and teleport yourself up to the top and it will get rid of it. Dieing will also get rid of it but going through a base jump door re-spawns you just like dieing does.
Ped Group (In DLC.rpf)
pedgrp.dat (pedgrx.dat in 5.0)
This file contains all the peds that spawn, only change the POPCYCLE_GROUP_NETWORK.
It is good to spawn peds that carry guns so when you kill them they drop a lot of ammo, if you have modded your weapon file correctly or are using the one from v5.0. See peds.ide for info on how to make peds carry weapons.
To change the pedestrians that spawn in multiplayer change this:
Peds IDE (In DLC.rpf)
peds.ide(pedsx.ide in v5.0)
Peds.ide contains all different peds and their properties, similar to vehicles.ide. There isn't much to be changed in this file. The peds.ide in the common.rpf cannot be modded, but it contains all the properties for your multiplayer character such as animations and voice options.
Here are all the properties and an example of a modified one:
The above code is taken from the v5.0 peds.ide file. Johnny and Niko have been modded to carry weapons by changing the "pedtype". The ped types "GANG_RUSSIAN_2" and "GANG_ITALIAN" carry weapons where as "CIVMALE" does not. Different ped types have different weapons.
Ped Personality (In common.rpf and DLC.rpf)
pedpersonality.dat (pedpersonalityx.dat in v5.0)
This file contains all the personality traits of the peds in GTA and can be edited with ped personality editor in the modding tools at the beginning of the guide.
Vehicle FX (In common.rpf)
vehiclefx.dat
This file contains the different effects for when a vehicle is driving on:
WHEN TYRE IS OK ON A DRY SURFACE
WHEN TYRE IS BURST ON A DRY SURFACE
WHEN TYRE IS OK ON A WET SURFACE
WHEN TYRE IS BURST ON A WET SURFACE
Some effects you can play with are:
DISPLACEMANT_FX - Changing this to something different will give the effect you choose while driving on the surface you put it on.
FRICTION_FX - Skid mark effects
You can use loads of different effects to change them to, to find some look in entityfx.dat.
I don't know if this file affects the way the vehicle handles on a wet surface or with popped tires but I'm pretty sure its just for effects.
Vehicles IDE (In DLC.rpf)
vehicles.ide (vehiclesx.ide)
This file contains all the vehicles and their properties, similar to peds.ide.
I will list some of the properties and what they do below:
Model name - Do not change.
TXD name - Do not change.
Type - This is used to change the type of vehicle it is, car, plane, heli, bike, boat, and train are the types of vehicles.
Handling ID - This is used to give the vehicle a specific handling ID from the handling.dat.
Game Name - Can be used to change the engine sounds (BULLET, SULTANRS, FUTO, DUKES.)
Anims - Changes the animation the player uses to get in, out, sit in, and use the vehicle.
Anims2 - Usually used for convertible vehicles and low riders.
DirtDefLevel - Setting these at 0 makes no dirt appear on the vehicle.
Flags - here are some of the flags you can use:
ext_all - Gives the vehicle a body kit or adds something extra to the vehicle if the vehicle can have it.
ext_strong - Putting this on makes the extension that "ext_all" gives stay on and not fall off when crashed.
livery - Gives the vehicle a special paint job or vinyls if possible for the vehicle.
You can play around with different flags for each vehicle and see what they do. Test on PC or JTAG to save discs.
To make a vehicle fly like a plane change:
"A" handling ID is in the file handling.dat in 5.0 if you wish to make any changes, see handling above.
To make a vehicle fly like a helicopter change:
Making a vehicle into a helicopter will cause players to freeze out. If 2 people have the same vehicle flying like a helicopter or plane the other player will not freeze out.
Notes: You shouldn't attempt to change cars into bikes, bikes into cars, boats into bikes, none of these combos work and they all usually end up with a frozen Xbox, except helicopter and plane cars. But even helicopter cars have a downside by freezing out the entire lobby.
Visual Settings (In DLC.rpf)
visualsettings.dat (visualsettingx.dat in 5.0)
This file contains a lot of visual settings, values, and multipliers for different things, some commonly used ones are:
Rain color
Headlight color
Taillight color
Traffic light color
There are others you can mess around and play with but you need to be careful what you change, I suggest you test these out on a PC or JTAG until you get what you desire.
This file is also used to create less motion blur while driving or flying.
Change these values to change the Headlights and Tail Lights:
The higher the number the larger the lights. Intensity has an effect on this too.
To change the color of the rain:
Task Params (In common.rpf)
taskparams.txt
The settings of the Euphoria Natural Motion (NM) engine for your player and peds while performing different tasks such as falling, shooting, jumping out of cars, moving, ect....
Here is an example of code from the file:
There isn't much to be done in this file but you can mess around with all the settings to attempt to make something cool.
Vehoff (In common and both DLC.rpfs)
vehoff.csv
Vehoff has all the vehicle view offsets (camera angles) for every vehicle. It is a very complicated file. Here is an example of code from the file:
This file was used to create the in car view mod.
Loading Screens (In common.rpf and DLC.rpf)
loadingscreens_360.dat in common.rpf and loadingscreens.dat for DLC.rpf
This file contains all the animation images and their options like duration. Here is an example:
Flag - is the image that appears on the screen.
Duration - the time in milliseconds the animation stays on the screen.
This has options for both CRT (Non-Widescreen) and HDTVs(Widescreen.) Be sure to change it for the type of tv you have or both.
Scroll Bars (In common.rpf and DLC.rpf)
scrollbars.dat (scrollbarf.dat in v5.0)
This file has all the text on electric billboards and signs in times square and other buildings around the map.
Put the text you want under these options like so:
Water (In common.rpf)
water.dat
This file is really complicated and has usually has 2 out comes when modding it, flooded or no water.
If you don't want water, just delete everything in water.dat and save.
To raise the water, use this line by davilex:
This will still allow you to get into Annihilators and drive in parts of the city.
If you want to make the water level higher change all the parts containing:
to a higher number.
For example:
If you want to make the water level lower, do the same as above only lowering the number instead. Remember 0 is the default water height. Making the number a negative, will put the water level below the default but not get rid of it.
For example:
WeaponFX (In both common and DLC.rpf)
weaponfx.dat (weapfx.dat in 5.0)
WeaponFX contains all materials and all weapon groups(see weaponinfo.xml) and creates effects for different weapon groups. This file shows what happens to different materials when a projectile hits it.
By setting all them all to 0, nothing can effect the car from weapons. The "MELEE_GENERIC" value is left in because in v5.0 the buzzard is given that weapon group in the weaponinfo.xml so when people are shooting the mini gun at the car there is an effect so the player can see when he is hitting an object or not.
Weapon Info (DLC.rpf)
weaponinfo.xml (weap.xml in v5.0)
This file contains everything to do with the weapons, how they shoot, what they shoot, how much damage they do, ect..
Below I will list the most used and most important things to change and some cool mods that you can do.
Weapon types - This is basically the name of the weapon. You cannot add new weapon types
List of weapon types:
UNARMED
BASEBALLBAT
POOLCUE
KNIFE
PISTOL
DEAGLE
SHOTGUN
BARETTA
MICRO_UZI
MP5
AK47
M4
SNIPERRIFLE
M40A1
RLAUNCHER
GRENADE
ROCKET
MOLOTOV
OBJECT
CAMERA
FTHROWER
MINIGUN
EPISODIC_1 - Grenade Launcher (both episodes)
EPISODIC_2 - Sweeper Shotgun (TLaD)
EPISODIC_3 - (Unassigned)
EPISODIC_4 - (Unassigned)
EPISODIC_5 - Grenade for Grenade Launcher (Both Episodes)
EPISODIC_6 - Sawnoff Shotgun (TLaD)
EPISODIC_7 - Semi-Auto Pistol (TlaD)
EPISODIC_8 - Pipe Bomb (TLaD)
EPISODIC_9 - .44 Mag (TBoGT)
EPISODIC_10- Explosive Shotgun (TBoGT)
EPISODIC_11- Auto Assault Shotgun (TBoGT)
EPISODIC_12- P90 (TBoGT)
EPISODIC_13- Gold Uzi (TBoGT)
EPISODIC_14- M249 LMG (TBoGT)
EPISODIC_15- DSR-1 Sniper (TBoGT)
EPISODIC_16- Sticky Bomb (TBoGT)
EPISODIC_17- Buzzard Rocket Launcher - (TBoGT)
EPISODIC_18- Rocket For Buzzard Rocket Launcher (TBoGT)
EPISODIC_19- Buzzard Minigun (TBoGT)
EPISODIC_20- APC Cannon (TBoGT)
EPISODIC_21- Parachute (TBoGT)
EPISODIC_22-(Unassigned)
EPISODIC_23-(Unassigned)
EPISODIC_24-(Unassigned)
EXPLOSION
UNIDENTIFIED
UNUSED0
ARMOUR
RAMMEDBYCAR
RUNOVERBYCAR
UZI_DRIVEBY
WEAPONTYPE_LAST_WEAPONTYPE
DROWNING
FALL
ANYMELEE
ANYWEAPON
Data slot - This is the slot to carry the weapon in. You can only carry one of each weapon slot on your player. You can mix up the weapon slots if you want to shoot a 2 handed weapon out of the window.
List of data slots:
UNARMED
MELEE
HANDGUN
SHOTGUN
SMG
RIFLE
SNIPER
HEAVY
THROWN
SPECIAL
GIFT
Firetype - Keep this at default unless you're making a gun that shoots projectiles, then put "PROJECTILE."
Damagetype - Always leave this at "BULLET" no matter what, changing this from bullet to something else can cause you to be hurt by that weapon type.
Group - This is what effect your gun uses from the weaponfx.dat.
Target Range - This is how far you can lock on to a target from a distance.
Weapon Range - This is how far your bullets will go. In v5.0 its set at 99999, but your bullets won't actually reach that far when killing normal players.
Clip Size - How big your weapon's clip is. Set at "9999" or "999999" if you set this at "99999" your weapon will be unusable. I don't know what happens if you make it bigger then "999999."
Ammo Max - The max amount of ammo that can go in your gun.. Set at "9999" or "999999" if you set this at "99999" your weapon will be unusable. I don't know what happens if you make it bigger then "999999."
Time Between Shots - Time between shots in milliseconds. (seems to only work on helicopter)
Damage Base - Bullet Damage
FPS - A decimal percentage of the base damage that defines the amount of damage dealt towards NPCs and players while the weapon is shot from the scope
Network Player Mod - A decimal percentage of the base damage that defines the amount of damage dealt towards your player.
Network Ped Mod - A decimal percentage of the base damage that defines the amount of damage dealt towards pedestrians.
Physics Force - Force of bullet when hitting an object. You can set this to nagative force as well.
Reload Time - Time in milliseconds you reload in. Pointless if you have a big clip.
Fast Time - Time it takes you to aim in milliseconds.
Crouch Time - Time it takes you to crouch while holding the weapon.
Aiming Accuracy - This is how accurate the gun is, the lower the number the more accurate it is, the higher the harder it is to aim. Keep this at 0.
Accuracy FPS - The acceracy of a weapon shot from the scope
Offset X Y Z - Determines auto-aim drift on the x,y,z coords
Crouched Offset X Y Z - Determines auto-aim drift on the x,y,z coords while crouched.
Reticule Standing Ducked and Scale - Reticule size while standing and crouched and target scale (zoom).
Rate Of Fire - How fast your weapon will fire
Blind Fire Rate - How fast your weapon will fire while blind fireing from cover.
Projectile creating can be complicated. A projectile uses a weapontype, some examples of projectiles are: ROCKET, GRENADE, EPISSODIC_18
Projectile Type - When creating a projectile you need to choose its type.
Type To Create - This creates a projectile for a gun to shoot. You can make your own projectile types for special special explosions like DIR_WATER_HYDRANT and DIR_FLAME by using an unassigned weapon type. This tends to lag the multiplayer games out though so don't use this method, I'll add a new one below. If you want your weapon to shoot a normal explosion just use the "ROCKET".
Fuse time - The time it takes the projectile to explode in milliseconds
Explosion Type - Determines the explosion type from the explosionfx.dat in your projectile.
Vehicle Velocity - Projectiles speed. 800 is perfect, dont go above 1000.
Assets Model - Weapons model. Can be changed to other model, but there are some that will not work. Don't change it to another weapon, change it to something unique like a jackhammer or a nail gun. Make sure no 2 weapons have the same model type unless it's for weapon replication (will be explained below.)
Commonly used weaponinfo.xml mods
Weapon Replication
Tazer
Mod Killers (outdated)
God mode
Instant Hit/No Lag Projectiles/Superman Mod
More info on weaponinfo.xml coming soon.
END OF TUTORIAL MORE DETAILS COMING SOON. If you have any suggestions PM them to Brady Mac
Creators of this tutorial:
Adv
Brady Mac
I PUN1SHM3NT I
The Ballad of Gay Tony Modding
Use this guide/tutorial when editing v5.0 or mods based off v5.0, this tutorial can also be used to create mods from scratch.
Below is a in-depth guide of the most commonly modded files in GTA and pretty much every public mod to date.
To get started you will need these modding tools and you will need Mods v5.0 by Brady Mac, I PUN1SHM3NT I and xX ShAdOvV Xx.
You will need to open up the common and DLC.rpfs in Open IV provided in the modding tools above.
You can use Notepad to edit the files.
You can read the text inside all the files to get an even better understanding.
Bypassing Patch
In order to mod after the patch you need to change a few files.
Setup XML (In DLC.rpf)
setup2.xml
Setup files define expansion packs of GTA IV, they gave information on certain core files and directories
Open
setup2.xml with notepad.
Rename content.dat to contenx.dat
Code:
<datfile>contenx.dat</datfile>
It doesn't have to be called contenx, it just has to be different from "content" because with the patch applied it won't load a modified content.dat without renaming it.
Content
content.dat (contenx.dat in v5.0)
This file is similar to setup2.xml, it tells the game what the names of the files are to load, example:
Code:
WEAPONINFO common/data/weaponinfo.xml
The above code is basically saying the "WEAPONINFO" is in the common.rpf in "common/data" and its name is "weaponinfo.xml." More on bypassing the patch below.
Open content.dat with Notepad.
Rename any files you will be modding, examples:
Code:
IDE common/data/vehiclesx.ide
WEAPONINFO common/data/weap.xml
EXPLOSIONFX common/data/effects/exploFx.dat
HANDLING common/data/hand.dat
CARCOLS common/data/carc.dat
PEDGRP common/data/pedgrx.dat
CARGRP common/data/carg.dat
CARGRP common/data/carg.dat
HUDCOLOR common/data/hudcolox.dat
WEAPONFX common/data/effects/weapFx.dat
VISUALSETTINGS common/data/visualsettingx.dat
The reason for all this is because after the title update you need to change the names of the files to bypass the patch. If you mod these files without changing their names you will get a looping loading screen. If you get a black screen or it freezes on the loading screens then you need to go back and check that you renamed everything correctly, the file names in the content, setup2, and the file names themselves.
What the patch does is retierives a unique signature (changes if the file has been changed) of each file and compares it with the unmodded signature, if the retreived signature is not equal to the unmodded signature then the file will not load and hence will loop.
Detailed Patch Bypassing Info
Mostly every useful file from the common.rpf has a check on it. In order to change anything from the original file it has to be merged with the identical file in the DLC.rpf. Once all the info is added to the DLC files it can be modded in the DLC.rpf and will override the info that was taken from the files in the common.rpf.
The following useful files from the common.rpf have checks on them:
explosionfx.dat
carcols.dat
cargrp.dat
peds.ide (you can't combine this file with the one in the dlc.rpf, it will cause freezing.)
handling.dat
vehicles.ide (must be deleted from common.rpf in order to overridden with the one in DLC.rpf.)
weaponinfo.dat
The following useful and semi useful files do not have checks on them and can be modded without bypassing:
bloodfx.dat
materialfx.dat
pedfx.dat
vehiclefx.dat
weaponfx.dat
hud.dat
hudcolor.dat
loadingscreens_360.dat
maleplayersettings.dat
femaleplayersettings.dat
scrollbars.dat
taskparams.txt
vehoff.csv
visualsettings.dat
water.dat
American GXT (In both common and DLC.rpf)
american.gxt
These files contain all the text in the game, there are 3 GXTs, one in the common and one in each DLC.
Use the GXT editor provided in the modding tools at the beginning of this guide.
Open your desired .gxt in in the GXT Editor. Depending on your computer, it takes a bit of time to load.
For "Table Name" leave it on "MAIN". Most things in multiplayer are located here along with LOADING and a lot more.
Or if you know the text you want to change just hit CTRL + F, type in what you are looking for, and it will find it.
Edit:
Save, and replace the original.
Time Cycle
timecyc.dat
TO BE ADDED
Blood FX (In common.rpf)
bloodfx.dat
This file contains all the blood effects for each part of your body and each weapon group.
When modding this file be sure to change all the options you want, here is a code from bloodfx.dat:
Code:
#################################################################################################################################################################################################################################################################
# ID DIFFUSE_MAP_A NORMAL_MAP_A TEXTURE INFO PROBE PROBE BOX -SPECULAR-- ---SIZE A---- ---SIZE B---- ---LIFE---- FADEIN ------GROWTH------- FX_SYSTEM SIZE_EVO #
# ROW COL ID DISTA DISTB DEPTH FALLOFF INT MIN MAX MIN MAX MIN MAX TIME MIN MAX #
#################################################################################################################################################################################################################################################################
##############
# MELEE BLUNT
##############
# SMALL
060 - - 1 1 0 0.0 0.0 0.5 0100.0 0.01 0.12 0.4 0.12 0.4 20.0 30.0 0.1 0.05 0.8 0.8 blood_melee_blunt 0.0
060 - - 1 1 0 0.0 0.0 0.5 0100.0 0.01 0.12 0.4 0.12 0.4 20.0 30.0 0.1 0.05 0.8 0.8 blood_melee_blunt 0.0
060 - - 1 1 0 0.0 0.0 0.5 0100.0 0.01 0.12 0.4 0.12 0.4 20.0 30.0 0.1 0.05 0.8 0.8 blood_melee_blunt 0.0
# MEDIUM
070 - - 1 1 0 0.0 0.0 0.5 0100.0 0.01 0.15 0.5 0.15 0.5 20.0 30.0 0.1 0.05 0.8 0.8 blood_melee_blunt 0.2
070 - - 1 1 0 0.0 0.0 0.5 0100.0 0.01 0.15 0.5 0.15 0.5 20.0 30.0 0.1 0.05 0.8 0.8 blood_melee_blunt 0.2
070 - - 1 1 0 0.0 0.0 0.5 0100.0 0.01 0.15 0.5 0.15 0.5 20.0 30.0 0.1 0.05 0.8 0.8 blood_melee_blunt 0.2
# LARGE
080 - - 1 1 0 0.0 0.0 0.5 0100.0 0.01 0.2 0.6 0.2 0.6 20.0 30.0 0.1 0.05 0.8 0.8 blood_melee_blunt 0.4
080 - - 1 1 0 0.0 0.0 0.5 0100.0 0.01 0.2 0.6 0.2 0.6 20.0 30.0 0.1 0.05 0.8 0.8 blood_melee_blunt 0.4
080 - - 1 1 0 0.0 0.0 0.5 0100.0 0.01 0.2 0.6 0.2 0.6 20.0 30.0 0.1 0.05 0.8 0.8 blood_melee_blunt 0.4
# HEADSHOT (BAT)
081 - - 1 1 0 0.0 0.0 0.5 0100.0 0.01 0.2 0.6 0.2 0.6 20.0 30.0 0.1 0.05 0.8 0.8 blood_melee_blunt 0.8
081 - - 1 1 0 0.0 0.0 0.5 0100.0 0.01 0.2 0.6 0.2 0.6 20.0 30.0 0.1 0.05 0.8 0.8 blood_melee_blunt 0.8
081 - - 1 1 0 0.0 0.0 0.5 0100.0 0.01 0.2 0.6 0.2 0.6 20.0 30.0 0.1 0.05 0.8 0.8 blood_melee_blunt 0.8
Here are some others:
MELEE BLUNT
MELEE SHARP
GUNS
SHOTGUN
ect.....
If you want to change the blood spatter from your character when hit by something you can change:
Code:
---SIZE A---- ---SIZE B---- ---LIFE----
MIN MAX MIN MAX MIN MAX
0.12 0.4 0.12 0.4 20.0 30.0
This file is was used to create one of the the "Ghost Rider" mods.
If you want to change the type of effect to something else other then blood spatter then you need to change the "FX_SYSTEM" (see code above) to something else, example:
Code:
FX_SYSTEM
ambient_fire_generic
ambient_fire_generic
ambient_fire_generic
You can use some effects from entityfx.dat. Here are some examples:
Code:
AMB_BUTTERFLIES ambient_butterflies
AMB_CIG_SMOKE_ASHTRAY ambient_ashtray_smoke
AMB_CIG_SMOKE_ATTACHED ambient_cig_smoke
AMB_CIG_SMOKE_CLOUDS ambient_cig_clouds
AMB_COCKROACHES ambient_cockroaches
AMB_DRIPS_WATER ambient_water_drips
AMB_DRY_ICE ambient_dry_ice
AMB_DUST_LIT_WINDOWS ambient_dust_lit_windows
AMB_FIRE_GENERIC ambient_fire_generic
AMB_FLIES_CIRCLING ambient_flies_circling
Look in entityfx.dat for more.
These may get annoying after a while and no one else can see them except the fire.
Male Player and Female Player Settings (In common and DLC.rpf)
maleplayersettings.dat and femaleplayersettings.dat
This file contains all the info on your multiplayer character model, different clothes he wears and the level you unlock them at. Here is piece of code:
Code:
# -------------------------------------------------------------------------------
# -LEVEL- -Slot/Anchor ID- -Drawable/Prop ID- -Texture ID- - ID -
# -------------------------------------------------------------------------------
0 PV_COMP_HEAD 0 0 0
0 PV_COMP_HEAD 1 0 1
0 PV_COMP_HEAD 2 0 2
0 PV_COMP_HEAD 3 0 3
1 PV_COMP_HEAD 0 1 4
1 PV_COMP_HEAD 1 1 5
2 PV_COMP_HEAD 2 1 6
2 PV_COMP_HEAD 3 1 7
3 PV_COMP_HEAD 0 2 8
4 PV_COMP_HEAD 1 2 9
5 PV_COMP_HEAD 2 2 10
6 PV_COMP_HEAD 3 2 11
You can change all numbers under "-LEVEL-" to 1 to unlock all the clothes at a lower level. Make sure to do this for all body parts.
Car Colors (In DLC.rpf)
carcols.dat (carc.dat in 5.0)
This file contains all the colors for each vehicle.
Save this image to your desktop:
Open carcols.dat with notepad.
You will find a list of all cars:
Code:
car3
admiral, 0,0,22,
car4
slamvan 0,0,136,
There are two types of color blocks. car3 and car4.
How do you tell what is what?
car3
1st Digit = Primary Color
2nd Digit = Usually rims and accents
3rd Digit = Two Tone Color
car4 (Based off the SultanRS)
1st Digit = Primary Color
2nd Digit = Stripe
3rd Digit = Roof
4th Digit = Two Tone
Use the image above to make car colors, here is an example:
0,0,27, - 2 tone red and black or just red on some cars.
Note: you cannot change the colors on the APC, AVAN, or any vehicle with a unique paint job like the police car or airport car.
Car Group (In DLC.rpf)
cargrp.dat (carg.dat in 5.0)
This file controls all traffic car spawning and random parked car spawning in the game for both single player and multiplayer. The spawn list is cycled in the order they are mentioned in the list with 4 cars spawning at a time.
These popcycle groups are used in multiplayer.
POPCYCLE_GROUP_COPS
POPCYCLE_GROUP_NETWORK
Some of the gang popcycles are used in MP as well.
To make a vehicle spawn at the police station put the name in here:
Code:
voodoo, # POPCYCLE_GROUP_COPS
The next line down is:
Code:
# POPCYCLE_GROUP_NETWORK
Put the vehicles you want in this popcycle like this:
Code:
tuga, fbi, reefer, rebla, polpatriot, cavalcade2, pmp600, infernus, # POPCYCLE_GROUP_NETWORK
ExplosionFX (In DLC.rpf)
explosionfx.dat (explofx.dat in 5.0)
This file contains all the explosion physics in the game.
Open explosionfx.dat with ExplosionFX Editor provided in the modding tools at the beginning of this guide.
Use drop down to All Files to see a renamed explosionfx.dat
Everything in the program is pretty simple and easy to get used to. A few things to pay attention to:
Ragdoll Modifier - The amount of ragdoll the player gets when hit with an explosion.
Cam Shake - The amount of cam shake the player will recieve while near an explosion.
Damage (The entire block) - The damage of the explosions. (You cannot change the damage to affect other players.)
Network player Modifier - A percentage of the base damage that will be dealt to the players in multiplayer.
Network Ped Modifier - A percentage of the base damage that will be done to the peds in multiplayer.
Force Factor - This is how much force is used to push away objects such as players and cars.
Fires - The amount of individual fires the explosions produce on the ground
FX Scale - The size of the explosion effect, 0 being nothing and 1 being the full explosion. Increasing this past 1 can make the explosions larger. This does not affect the damage nor can other players see this.
Just change the values to what you want, preferably 0.
To change the colors and light effects on the explosions just use the ExplosionFX Editor and here are some other light effects that you can play with:
Range - This is how big the colored light will be on the explosion.
Time - This is how long the light stays lit up for in the explosion.
Handling (In DLC.rpf)
handling.dat (hand.dat in 5.0)
This file contains all the handling physics for each vehicle.
This image should be used if you want to make a good handling line:
You should use the handling editor provided in the modding tools at the beginning of this guide if you wish to edit or make a handling line. If you wish to add pre-made lines to the file just use notepad.
The mass is how much the car weighs and does not effect the handling. It is not a good idea to set the same mass for all cars because when you are driving and you hit another car it's like smashing into a brick wall. The best thing to do is to pick some of you favorite cars and set the mass really high, try not to spawn those cars in the road. You can use 10 digits max for mass, do not go past 9999999999, the car will not move.
Center of Mass Z
For most cars in the 5.0 handling file the center of mass Z is different. It is very important that you have the correct center of mass Z. If your car tips it needs a lower center of mass Z, but setting the center of mass Z too low can cause the vehicle to spin out and lose control so it is very important to have it perfected. The center of mass Z in the 5.0 handling file is perfected.
Extended Vehicle Data
Extended vehicle data is for boats, bikes, planes and helicopters. It is basically an extension of the handling line for those types of vehicles. To edit the extended handling line use the handling editor provided in the modding tools at the beginning of the guide. Here is a code for an extended handling line for a boat:
Code:
; For Boats: (some car handling variables are used for alternate functions in boats)
;
; (J) Bank Force Mult (K) Rudder Turn Force (L) Speed Steer Falloff
; (R) Vertical Wave Hit Limit (S) Forward Wave Hit Brake (V) WaterResistance Volume Mult (W) Water Damping Mult
; (AB) Handbrake Drag Mult (AC) Sideslip Force
;
; '%' identifies this line as boat data for reading
;
; BBoxFwd BBoxSide SampleBottom AqPlaneWfMult AqPlaneWfApp RudderOSet MoveResXY MoveResZDown TurnResY Look_L_R_BehindCamHeight
; ID BBoxBack SampleTop AqPlaneForce AqPlaneWfCap RudderF WaveAudioMult MoveResZUp TurnResX TurnResZ
;
% DINGHY 0.8 0.8 0.7 0.2 0.1 1.40 0.4 3.5 0.002 0.5 0.0 4.0 0.01 0.50 0.10 0.04 0.30 0.04 4.0
You can play around with different properties. I suggest you use a JTAG or the PC version of GTA to perfect a handling line.
Hud (In DLC.rpf)
hud.dat
This file contains all the colors, sizes, and positions of each item on your HUD. Make sure to change the values for both HDTV and CRT TVs.
Here is an example:
Code:
# -HUD ITEM NAME- -POSITION- -SIZE- -COLOUR- -ALPHA-
HUD_AREA_NAME 0.929,0.872 0.358,0.600 HUD_COLOUR_MENU_GREEN 255
HUD_STREET_NAME 0.929,0.912 0.358,0.600 HUD_COLOUR_BLUE 255
HUD_VEHICLE_NAME 0.929,0.832 0.358,0.600 HUD_COLOUR_RED 255
If you want a different color look inside of hudcolor.dat and replace the current. If you want the color to be more transparent, change 255 to a lower number. If you want the a hud element to be bigger change the size. There are lots of other HUD colors in this file have fun and change what you would like. Do not change "HUD_COLOUR_NET_PLAYER1" - "HUD_COLOUR_NET_PLAYER16". It will be confusing because it will only be on your screen.
Hud Color ( In DLC.rpf)
hudcolor.dat (hudcolorx.dat in 5.0)
This file has all the colors of the HUD, these values are in RGB and can be changed to anything. Make sure to change the values for both HDTV and CRT TVs.
Changing this:
Code:
HUD_COLOUR_GREEN 0 147 69 (KEEP AS A GREEN)
Code:
HUD_COLOUR_GREEN 255 255 255 (KEEP AS A GREEN)
To change the health, armor, and damage colors change these values:
Code:
HUD_COLOUR_RADAR_HEALTH 0 0 255
HUD_COLOUR_RADAR_ARMOUR 0 255 0
HUD_COLOUR_RADAR_DAMAGE 255 255 255
You can play around with different HUD item colors.
Material FX (In common.rpf)
materialfx.dat
This file contains all the materials and the amount of damage and the effect done to each material when colliding with another.
This file is used for creating the anti scratch mod for cars.
Code:
#################################################################################################################################################################################################################################################################################################################################################################################
# #
# VOID BRICK_COBBLE SAND CERAMICS LINOLEUM PAPER BUSHES FLOWERS CAR_METAL PED_HEAD TVSCREEN #
# CONCRETE GRAVEL SNOW MARBLE RUBBER MATTRESS_FOAM TREE_BARK_DARK LEAVES_PILE CAR_PLASTIC PED_TORSO VIDEOWALL #
# STONE MUD_SOFT WOOD LAMINATE PLASTIC PILLOW_FEATHERS TREE_BARK_MEDIUM GLASS WATER PED_LIMB #
# PAVING_SLABS DIRT_DRY METAL CARPET_FABRIC CARDBOARD GRASS TREE_BARK_LIGHT WINDSCREEN GENERIC PED_FOOT #
# #
#################################################################################################################################################################################################################################################################################################################################################################################
MTLFX_TABLE_START
CAR_METAL 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
CAR_PLASTIC 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
There isn't much else to be changed in this file but you can experiment.
Ped FX (In common.rpf)
pedfx.dat
This file is used for the effects of the player and peds when walking on different materials and surfaces:
Code:
#########################################################################################################################################################################################################################################################################################################################################################################################################################################################################################
# NORMAL FOOTPRINT -------------------------------------------------------------------------------------------------------------------------------------------------------------------------> BLOOD FOOTPRINT ----------------------------------------------------------------------------------------------------------------------------------------------------------> EFFECTS ------------------------------------------------------------>
# MALE DIFFUSE MAP MALE NORMAL MAP FEMALE DIFFUSE MAP FEMALE NORMAL MAP TEXTURE INFO SPECULAR PARALLAX SIZE MALE DIFFUSE MAP MALE NORMAL MAP FEMALE DIFFUSE MAP FEMALE NORMAL MAP SPECULAR PARALLAX SIZE FEMALE FOOT_FX WET_THRESH WET_FOOT_FX
# ROW COL IDM IDF FALLOFF INT STEEP SCALE MIN MAX FALLOFF INT STEEP SCALE MIN MAX SIZE
#########################################################################################################################################################################################################################################################################################################################################################################################################################################################################################
PEDFX_INFO_START
VOID - - - - 1 2 0 1 0100.0 0.01 0 0.0 0.0 0.0 - - - - 0100.0 0.01 0 0.0 0.0 0.0 0.8 - 0.99 -
CONCRETE - - - - 1 2 0 1 0100.0 0.01 0 0.0 0.0 0.0 footprints_02 footprints_02_normal footprints_02 footprints_02_normal 0100.0 0.01 0 0.0 0.17 0.17 0.8 - 0.3 ped_foot_water
STONE - - - - 1 2 0 1 0100.0 0.01 0 0.0 0.0 0.0 footprints_02 footprints_02_normal footprints_02 footprints_02_normal 0100.0 0.01 0 0.0 0.17 0.17 0.8 - 0.3 ped_foot_water
PAVING_SLABS - - - - 1 2 0 1 0100.0 0.01 0 0.0 0.0 0.0 footprints_02 footprints_02_normal footprints_02 footprints_02_normal 0100.0 0.01 0 0.0 0.17 0.17 0.8 - 0.3 ped_foot_water
This file is used to create the bloody footsteps mod and the ghost rider mod. To get the bloody footsteps effect while walking or any other effect change "FOOT_FX" and the "WET_FOOT EFFECTS" for the desired surface you want the effect to occur on while walking. Here is a example and a picture:
Code:
#########################################################################################################################################################################################################################################################################################################################################################################################################################################################################################
# NORMAL FOOTPRINT -------------------------------------------------------------------------------------------------------------------------------------------------------------------------> BLOOD FOOTPRINT ----------------------------------------------------------------------------------------------------------------------------------------------------------> EFFECTS ------------------------------------------------------------>
# MALE DIFFUSE MAP MALE NORMAL MAP FEMALE DIFFUSE MAP FEMALE NORMAL MAP TEXTURE INFO SPECULAR PARALLAX SIZE MALE DIFFUSE MAP MALE NORMAL MAP FEMALE DIFFUSE MAP FEMALE NORMAL MAP SPECULAR PARALLAX SIZE FEMALE FOOT_FX WET_THRESH WET_FOOT_FX
# ROW COL IDM IDF FALLOFF INT STEEP SCALE MIN MAX FALLOFF INT STEEP SCALE MIN MAX SIZE
#########################################################################################################################################################################################################################################################################################################################################################################################################################################################################################
MATTRESS_FOAM - - - - 1 2 0 1 0100.0 0.01 0 0.0 0.0 0.0 footprints_02 footprints_02_normal footprints_02 footprints_02_normal 0100.0 0.01 0 0.0 0.17 0.17 0.8 ambient_cockroaches 0.3 ambient_cockroaches
This is the effect you will get in game when walking on mattress foam if the code above is used:
Some effects like ambient_cockroaches and ambient_fire_generic will stay on forever once the material is walked on that activates it. To get rid of the effects you need to re-spawn some how, just go to one of the base jump points and teleport yourself up to the top and it will get rid of it. Dieing will also get rid of it but going through a base jump door re-spawns you just like dieing does.
Ped Group (In DLC.rpf)
pedgrp.dat (pedgrx.dat in 5.0)
This file contains all the peds that spawn, only change the POPCYCLE_GROUP_NETWORK.
It is good to spawn peds that carry guns so when you kill them they drop a lot of ammo, if you have modded your weapon file correctly or are using the one from v5.0. See peds.ide for info on how to make peds carry weapons.
To change the pedestrians that spawn in multiplayer change this:
Code:
# POPCYCLE_GROUP_NETWORK
M_M_FatCop_01
M_Y_SWAT
M_M_FatCop_01
Peds IDE (In DLC.rpf)
peds.ide(pedsx.ide in v5.0)
Peds.ide contains all different peds and their properties, similar to vehicles.ide. There isn't much to be changed in this file. The peds.ide in the common.rpf cannot be modded, but it contains all the properties for your multiplayer character such as animations and voice options.
Here are all the properties and an example of a modified one:
Code:
#model props pedtype animgroup gesturegroup gesturephonegroup facialgroup visemegroup flags animfile blendshapefile radio1&2 audiotype firstvoice lastvoice
IG_Johnny2, Null, GANG_RUSSIAN_2, move_m@generic, GESTURES@MALE, GESTURES@M_PHONE, FACIALS@M_LO, visemes@m_lo, 0, move_m@generic, null, 2,9, PED_TYPE_PLAYER, JOHNNY2_PVG, VOICE_PLY_CR
IG_Niko, Null, GANG_ITALIAN, move_gng@generic_c, GESTURES@MALE, GESTURES@M_PHONE, FACIALS@M_LO, visemes@m_lo, 0, move_gng@generic_c, null, 7,11, PED_TYPE_PLAYER, NIKO_E2_PVG, VOICE_PLY_CR
IG_Oyvey, IG_Oyvey_p, CIVMALE, move_m@generic, GESTURES@MALE, GESTURES@M_PHONE, FACIALS@M_LO, visemes@m_lo, 0, move_m@generic, null, 7,11, PED_TYPE_PLAYER, VOICE_PLY_CR, VOICE_PLY_CR
The above code is taken from the v5.0 peds.ide file. Johnny and Niko have been modded to carry weapons by changing the "pedtype". The ped types "GANG_RUSSIAN_2" and "GANG_ITALIAN" carry weapons where as "CIVMALE" does not. Different ped types have different weapons.
Ped Personality (In common.rpf and DLC.rpf)
pedpersonality.dat (pedpersonalityx.dat in v5.0)
This file contains all the personality traits of the peds in GTA and can be edited with ped personality editor in the modding tools at the beginning of the guide.
Vehicle FX (In common.rpf)
vehiclefx.dat
This file contains the different effects for when a vehicle is driving on:
WHEN TYRE IS OK ON A DRY SURFACE
WHEN TYRE IS BURST ON A DRY SURFACE
WHEN TYRE IS OK ON A WET SURFACE
WHEN TYRE IS BURST ON A WET SURFACE
Some effects you can play with are:
DISPLACEMANT_FX - Changing this to something different will give the effect you choose while driving on the surface you put it on.
FRICTION_FX - Skid mark effects
You can use loads of different effects to change them to, to find some look in entityfx.dat.
I don't know if this file affects the way the vehicle handles on a wet surface or with popped tires but I'm pretty sure its just for effects.
Vehicles IDE (In DLC.rpf)
vehicles.ide (vehiclesx.ide)
This file contains all the vehicles and their properties, similar to peds.ide.
I will list some of the properties and what they do below:
Code:
# Model name, Txd name, Type HandlingId Game name, Anims Anims2 Frq MaxNum Wheel Radius DefDirtLevel lodMult
# Front Rear Swankness flags
# cars have two extra fields wheelmodelId and wheel scale
# planes have one extra field model id of low level of detail
admiral, admiral, car, ADMIRAL, ADMIRAL, VEH@STD, NULL, 100, 999, 0.2229, 0.2229, 0, 2, 1.0 -
airtug, airtug, car, AIRTUG, AIRTUG, VEH@VAN, NULL, 100, 999, 0.1104, 0.1104, 0, 2, 1.0 noboot+ext_conv
Model name - Do not change.
TXD name - Do not change.
Type - This is used to change the type of vehicle it is, car, plane, heli, bike, boat, and train are the types of vehicles.
Handling ID - This is used to give the vehicle a specific handling ID from the handling.dat.
Game Name - Can be used to change the engine sounds (BULLET, SULTANRS, FUTO, DUKES.)
Anims - Changes the animation the player uses to get in, out, sit in, and use the vehicle.
Anims2 - Usually used for convertible vehicles and low riders.
DirtDefLevel - Setting these at 0 makes no dirt appear on the vehicle.
Flags - here are some of the flags you can use:
ext_all - Gives the vehicle a body kit or adds something extra to the vehicle if the vehicle can have it.
ext_strong - Putting this on makes the extension that "ext_all" gives stay on and not fall off when crashed.
livery - Gives the vehicle a special paint job or vinyls if possible for the vehicle.
You can play around with different flags for each vehicle and see what they do. Test on PC or JTAG to save discs.
To make a vehicle fly like a plane change:
Code:
Type HandlingId
plane, A,
"A" handling ID is in the file handling.dat in 5.0 if you wish to make any changes, see handling above.
To make a vehicle fly like a helicopter change:
Code:
Type HandlingId
heli, ANNHIL,
Making a vehicle into a helicopter will cause players to freeze out. If 2 people have the same vehicle flying like a helicopter or plane the other player will not freeze out.
Notes: You shouldn't attempt to change cars into bikes, bikes into cars, boats into bikes, none of these combos work and they all usually end up with a frozen Xbox, except helicopter and plane cars. But even helicopter cars have a downside by freezing out the entire lobby.
Visual Settings (In DLC.rpf)
visualsettings.dat (visualsettingx.dat in 5.0)
This file contains a lot of visual settings, values, and multipliers for different things, some commonly used ones are:
Rain color
Headlight color
Taillight color
Traffic light color
There are others you can mess around and play with but you need to be careful what you change, I suggest you test these out on a PC or JTAG until you get what you desire.
This file is also used to create less motion blur while driving or flying.
Change these values to change the Headlights and Tail Lights:
Code:
car.headlight.angle -0.20
# car.headlight.color 1.00 1.00 0.80
car.headlight.color.red 0.00
car.headlight.color.green 2.50
car.headlight.color.blue 5.50
# car.taillight.color 1.00 0.00 0.00
car.taillight.color.red 3.00
car.taillight.color.green 0.00
car.taillight.color.blue 9.00
To change the color of the rain:
Code:
# rain.defaultlight 1.00 1.00 1.00
rain.defaultlight.red 0.00
rain.defaultlight.green 5.00
rain.defaultlight.blue 0.00
Task Params (In common.rpf)
taskparams.txt
The settings of the Euphoria Natural Motion (NM) engine for your player and peds while performing different tasks such as falling, shooting, jumping out of cars, moving, ect....
Here is an example of code from the file:
Code:
NMHFall * {
pdStrengthPlayer 1.0
pdStrengthAI 0.2
hfBodyStiffness 12.0
hfBodyDamping 1.0
hfCutOffVelocity 40.0
hfCatchFallTime 0.3
hfArmsUp 0.1
hfLegRadius 0.3
hfLegAngularSpeed 3.5
hfArmPeriod 1.75
hfArmAmplitude 0.5
hfAimAngle 0.2
hfLegSideDistance 0.25
hfFowardIKOffset 0.15
hfFowardVelCompOnAngle -0.02
hfForwardRoll false
hfOrientateBodyToFallDirection true
hfUseZeroPose
There isn't much to be done in this file but you can mess around with all the settings to attempt to make something cool.
Vehoff (In common and both DLC.rpfs)
vehoff.csv
Vehoff has all the vehicle view offsets (camera angles) for every vehicle. It is a very complicated file. Here is an example of code from the file:
Code:
VEHICLE admiral FIELD BOOT_OPEN POS 0.395271 -2.015236 -0.236938 ANGLES 0.931903 0.249061 2.763178 FOV 55.000000
VEHICLE admiral FIELD BONNET_FWD POS -0.003357 0.525330 0.534668 ANGLES -0.000000 0.000000 0.000000 FOV 72.000000
VEHICLE admiral FIELD BONNET_BWD POS 0.012207 -1.633972 0.564697 ANGLES 0.000011 0.000000 -3.141472 FOV 55.000000
VEHICLE admiral FIELD CINEY_WHEEL POS -1.142974 0.500366 -0.263794 ANGLES -0.000000 0.000000 -0.000000 FOV 55.000000
VEHICLE admiral FIELD CINEY_UNDER POS -0.004993 0.197754 -0.614746 ANGLES 0.001435 0.000000 -0.006133 FOV 55.000000
VEHICLE admiral FIELD CINEY_MISC_1 POS 1.666091 -5.115868 1.159678 ANGLES -0.247697 -0.096343 0.280087 FOV 45.000000
VEHICLE admiral FIELD CINEY_MISC_2 POS -1.000618 -0.340576 0.582031 ANGLES -0.242401 0.202790 -0.524026 FOV 55.000000
VEHICLE admiral FIELD JACKED POS 0.113028 0.452734 0.024910 ANGLES 0.164388 -0.002268 2.035523 FOV 55.000000
VEHICLE admiral FIELD BUSTED POS -0.611092 0.729322 0.312739 ANGLES -0.004803 -0.001562 2.821954 FOV 55.000000
VEHICLE admiral FIELD CARPHONE POS -0.424703 0.751465 0.505859 ANGLES -0.000000 0.000000 -0.000000 FOV 55.000000
VEHICLE admiral FIELD BONNET_L POS -0.575905 0.212281 0.403034 ANGLES -0.002213 -0.000247 1.569418 FOV 55.000000
VEHICLE admiral FIELD BONNET_R POS 0.531583 0.212480 0.408426 ANGLES -0.000901 0.000155 -1.570957 FOV 55.000000
VEHICLE admiral FIELD CINEY_WHEEL_2 POS 1.182246 -1.940674 -0.222046 ANGLES -0.026824 0.325478 0.030861 FOV 55.000000
VEHICLE admiral FIELD CINEY_BACK POS -1.050715 0.531738 0.476196 ANGLES -0.313325 0.146586 -2.850270 FOV 55.000000
VEHICLE admiral FIELD BUMPER POS -0.001305 2.394775 -0.364380 ANGLES -0.000000 0.000000 -0.000000 FOV 55.000000
VEHICLE admiral FIELD AIM_FR POS 0.005809 -0.651989 0.941528 ANGLES -1.561813 0.018036 0.007980 FOV 55.000000
VEHICLE admiral FIELD CINEY_FAR_1 POS -2.330487 -4.419678 0.203369 ANGLES -0.125296 -0.217114 -0.357874 FOV 55.000000
VEHICLE admiral FIELD CINEY_FAR_2 POS 1.722233 -4.022105 0.997437 ANGLES -0.329982 0.153971 0.338355 FOV 55.000000
VEHICLE admiral FIELD CINEY_FAR_3 POS 1.412513 2.774756 -0.314941 ANGLES 0.089658 -0.180722 2.449758 FOV 74.300003
This file was used to create the in car view mod.
Loading Screens (In common.rpf and DLC.rpf)
loadingscreens_360.dat in common.rpf and loadingscreens.dat for DLC.rpf
This file contains all the animation images and their options like duration. Here is an example:
Code:
[16:9]
#
# 1 - Legal Screen
#
[BEGIN]
Flag : LEGAL
Objects : 0
Duration : 6000
Fade : NONE
[END]
Flag - is the image that appears on the screen.
Duration - the time in milliseconds the animation stays on the screen.
This has options for both CRT (Non-Widescreen) and HDTVs(Widescreen.) Be sure to change it for the type of tv you have or both.
Scroll Bars (In common.rpf and DLC.rpf)
scrollbars.dat (scrollbarf.dat in v5.0)
This file has all the text on electric billboards and signs in times square and other buildings around the map.
Put the text you want under these options like so:
Code:
*financial
Your Text Here
*theatre
Your Text Here
*advertising
Your Text Here
*clock
Your Text Here
*urls
Your Text Here
*comedyclub
Your Text Here
*traffic
Your Text Here
*news
Your Text Here
Water (In common.rpf)
water.dat
This file is really complicated and has usually has 2 out comes when modding it, flooded or no water.
If you don't want water, just delete everything in water.dat and save.
To raise the water, use this line by davilex:
Code:
2999.0 -2999.0 6.0001 0.0 0.0 1.0 0.993 -2999.0 -2999.0 6.0001 0.0 0.0 1.0 0.987 2999.0 2999.0 6.0001 0.0 0.0 1.0 1.0 -1600.0 2999.0 6.0001 0.0 0.0 1.0 0.995 5 1.0
If you want to make the water level higher change all the parts containing:
Code:
6.0001
For example:
Code:
2999.0 -2999.0 7.0001 0.0 0.0 1.0 0.993 -2999.0 -2999.0 7.0001 0.0 0.0 1.0 0.987 2999.0 2999.0 7.0001 0.0 0.0 1.0 1.0 -1600.0 2999.0 7.0001 0.0 0.0 1.0 0.995 5 1.0
If you want to make the water level lower, do the same as above only lowering the number instead. Remember 0 is the default water height. Making the number a negative, will put the water level below the default but not get rid of it.
For example:
Code:
2999.0 -2999.0 -2.0001 0.0 0.0 1.0 0.993 -2999.0 -2999.0 -2.0001 0.0 0.0 1.0 0.987 2999.0 2999.0 -2.0001 0.0 0.0 1.0 1.0 -1600.0 2999.0 -2.0001 0.0 0.0 1.0 0.995 5 1.0
WeaponFX (In both common and DLC.rpf)
weaponfx.dat (weapfx.dat in 5.0)
WeaponFX contains all materials and all weapon groups(see weaponinfo.xml) and creates effects for different weapon groups. This file shows what happens to different materials when a projectile hits it.
This file was used in creating the no bullet holes in vehicles mod from v5.0:
Code:
#################################################################################################################################
# #
# PUNCH_KICK PISTOL_SMALL SHOTGUN ROCKET #
# MELEE_WOOD PISTOL_LARGE RIFLE_ASSAULT GRENADE #
# MELEE_METAL PISTOL_SILENCED RIFLE_SNIPER MOLOTOV #
# MELEE_SHARP SMG FIRE #
# MELEE_GENERIC EXPLOSION #
CAR_METAL 0 0 0 0 420 0 0 0 0 0 0 0 0 0 0 0 0
CAR_PLASTIC 0 0 0 0 420 0 0 0 0 0 0 0 0 0 0 0 0
By setting all them all to 0, nothing can effect the car from weapons. The "MELEE_GENERIC" value is left in because in v5.0 the buzzard is given that weapon group in the weaponinfo.xml so when people are shooting the mini gun at the car there is an effect so the player can see when he is hitting an object or not.
Weapon Info (DLC.rpf)
weaponinfo.xml (weap.xml in v5.0)
This file contains everything to do with the weapons, how they shoot, what they shoot, how much damage they do, ect..
Below I will list the most used and most important things to change and some cool mods that you can do.
Weapon types - This is basically the name of the weapon. You cannot add new weapon types
List of weapon types:
UNARMED
BASEBALLBAT
POOLCUE
KNIFE
PISTOL
DEAGLE
SHOTGUN
BARETTA
MICRO_UZI
MP5
AK47
M4
SNIPERRIFLE
M40A1
RLAUNCHER
GRENADE
ROCKET
MOLOTOV
OBJECT
CAMERA
FTHROWER
MINIGUN
EPISODIC_1 - Grenade Launcher (both episodes)
EPISODIC_2 - Sweeper Shotgun (TLaD)
EPISODIC_3 - (Unassigned)
EPISODIC_4 - (Unassigned)
EPISODIC_5 - Grenade for Grenade Launcher (Both Episodes)
EPISODIC_6 - Sawnoff Shotgun (TLaD)
EPISODIC_7 - Semi-Auto Pistol (TlaD)
EPISODIC_8 - Pipe Bomb (TLaD)
EPISODIC_9 - .44 Mag (TBoGT)
EPISODIC_10- Explosive Shotgun (TBoGT)
EPISODIC_11- Auto Assault Shotgun (TBoGT)
EPISODIC_12- P90 (TBoGT)
EPISODIC_13- Gold Uzi (TBoGT)
EPISODIC_14- M249 LMG (TBoGT)
EPISODIC_15- DSR-1 Sniper (TBoGT)
EPISODIC_16- Sticky Bomb (TBoGT)
EPISODIC_17- Buzzard Rocket Launcher - (TBoGT)
EPISODIC_18- Rocket For Buzzard Rocket Launcher (TBoGT)
EPISODIC_19- Buzzard Minigun (TBoGT)
EPISODIC_20- APC Cannon (TBoGT)
EPISODIC_21- Parachute (TBoGT)
EPISODIC_22-(Unassigned)
EPISODIC_23-(Unassigned)
EPISODIC_24-(Unassigned)
EXPLOSION
UNIDENTIFIED
UNUSED0
ARMOUR
RAMMEDBYCAR
RUNOVERBYCAR
UZI_DRIVEBY
WEAPONTYPE_LAST_WEAPONTYPE
DROWNING
FALL
ANYMELEE
ANYWEAPON
Data slot - This is the slot to carry the weapon in. You can only carry one of each weapon slot on your player. You can mix up the weapon slots if you want to shoot a 2 handed weapon out of the window.
List of data slots:
UNARMED
MELEE
HANDGUN
SHOTGUN
SMG
RIFLE
SNIPER
HEAVY
THROWN
SPECIAL
GIFT
Firetype - Keep this at default unless you're making a gun that shoots projectiles, then put "PROJECTILE."
Damagetype - Always leave this at "BULLET" no matter what, changing this from bullet to something else can cause you to be hurt by that weapon type.
Group - This is what effect your gun uses from the weaponfx.dat.
Target Range - This is how far you can lock on to a target from a distance.
Weapon Range - This is how far your bullets will go. In v5.0 its set at 99999, but your bullets won't actually reach that far when killing normal players.
Clip Size - How big your weapon's clip is. Set at "9999" or "999999" if you set this at "99999" your weapon will be unusable. I don't know what happens if you make it bigger then "999999."
Ammo Max - The max amount of ammo that can go in your gun.. Set at "9999" or "999999" if you set this at "99999" your weapon will be unusable. I don't know what happens if you make it bigger then "999999."
Time Between Shots - Time between shots in milliseconds. (seems to only work on helicopter)
Damage Base - Bullet Damage
FPS - A decimal percentage of the base damage that defines the amount of damage dealt towards NPCs and players while the weapon is shot from the scope
Network Player Mod - A decimal percentage of the base damage that defines the amount of damage dealt towards your player.
Network Ped Mod - A decimal percentage of the base damage that defines the amount of damage dealt towards pedestrians.
Physics Force - Force of bullet when hitting an object. You can set this to nagative force as well.
Reload Time - Time in milliseconds you reload in. Pointless if you have a big clip.
Fast Time - Time it takes you to aim in milliseconds.
Crouch Time - Time it takes you to crouch while holding the weapon.
Aiming Accuracy - This is how accurate the gun is, the lower the number the more accurate it is, the higher the harder it is to aim. Keep this at 0.
Accuracy FPS - The acceracy of a weapon shot from the scope
Offset X Y Z - Determines auto-aim drift on the x,y,z coords
Crouched Offset X Y Z - Determines auto-aim drift on the x,y,z coords while crouched.
Reticule Standing Ducked and Scale - Reticule size while standing and crouched and target scale (zoom).
Rate Of Fire - How fast your weapon will fire
Blind Fire Rate - How fast your weapon will fire while blind fireing from cover.
Projectile creating can be complicated. A projectile uses a weapontype, some examples of projectiles are: ROCKET, GRENADE, EPISSODIC_18
Projectile Type - When creating a projectile you need to choose its type.
Type To Create - This creates a projectile for a gun to shoot. You can make your own projectile types for special special explosions like DIR_WATER_HYDRANT and DIR_FLAME by using an unassigned weapon type. This tends to lag the multiplayer games out though so don't use this method, I'll add a new one below. If you want your weapon to shoot a normal explosion just use the "ROCKET".
Fuse time - The time it takes the projectile to explode in milliseconds
Explosion Type - Determines the explosion type from the explosionfx.dat in your projectile.
Vehicle Velocity - Projectiles speed. 800 is perfect, dont go above 1000.
Assets Model - Weapons model. Can be changed to other model, but there are some that will not work. Don't change it to another weapon, change it to something unique like a jackhammer or a nail gun. Make sure no 2 weapons have the same model type unless it's for weapon replication (will be explained below.)
Commonly used weaponinfo.xml mods
Weapon Replication
Tazer
Mod Killers (outdated)
God mode
Instant Hit/No Lag Projectiles/Superman Mod
More info on weaponinfo.xml coming soon.
END OF TUTORIAL MORE DETAILS COMING SOON. If you have any suggestions PM them to Brady Mac
Creators of this tutorial:
Adv
Brady Mac
I PUN1SHM3NT I