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Sameshine2k18's Workshop

Enviado: 03 Jun 2021, 06:40
por Sameshine2k18
I make a few mods here and there (not usually full time, just when i feel a mind)
This is my profile page: alright, i'll post that afterwards; below ;)

Looking to give some stuff away.. I don't know where else to post them as i don't do much online so i just decide to post them here..
These aren't my own mods, just a few unofficial edits that might be useful to somebody i guess.. if you don't wan't your mod here, tell me, or the Admin, likely it will be removed, no problem dude ;P

If the originals aren't we'll known i will give an edit to this post some time soon to state the right name and where they're from (but, things like active dashboard and so forth i just feel that everyone already knows those mods as to who they belong to)



Alright first we've got  Active dashboard
Let's just face it :) Nobody has that much time to correct everything in the mod especially since you're not the original developer in terms of keeping track of what is what.. But, by and by we can at least improvise..


Now, i have heard that people had a lot of issues with this mod but i personally haven't had that much problems. I don't know, maybe because i never used all the other functions.. I mainly just use the mod for the speed meter in the vehicles... Hence i just use "-1" to ommit everything in the control_keys.cfg file.

One main issue i had with the mod is that with some vehicles.. Either the bobcat, the yosemite (or both?) does this thing where when you exit the vehicle the player does not close the vehicle door afterward. As an alternative fix for this issue the way i've set it up is stemming from the fact that you should not be replacing cars in the game anyway so we can set the script to only operate for vehicles with an id that is higher than 611  (611 is ID for the highest default vehicle in the game)

Furthermore, vehicles with the "is Big" value stated in the handlings.cfg file, those are the one which the player tends to leave without closing the door. So we'll use the opcode to filter those type of vehicle from the list, in order to avoid this bug issue (the not closing the door issue)


Custom vehicle id 6666 is also filtered from the list because i had a certain vehicle i did not want to operate with the script at the time.

Some other minor things have been added (Statements i believe and some complication the mod itself causes with other vehicle mods)

444, 557 and 556 are also ommited though the first check is to be cleared, but that is just the way the script was edited at that time by myself and i just don't bother to recompile it.

But also bear in mind that these veichles 444, 557, 556 are the monster truck type vehicles and by the nature of the game itself, the player just does not tend to close these high vehicles whenever he leaves them, he just leaves the door open  (this is not a problem from the active dashboard mod)


I believe Djjr already made an unofficial upload for this active dashboard mod but if you want, here is another alternative..k


..The fuel script (benzin) is removed (non-essential and not quite reliable)


Here's a link to the file:: https://sharemods.com/vwsnzzdf1aei/Acti ... s.rar.html


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The hancock flying mod
 
Comes with a few changes, I don't remember all i did but stuff like reverse flying and so forth was removed from the mod..


Press G+H to enable

or  H+T to enable after having jumped out of a plane or helicopter... because for some reason or the other I believe whenever he has on the parachute from that way the game then begins saying that the player is not actually in the air ...lmao

A to slow down D to speed up


H to disable

Here's a link to the file:: https://sharemods.com/18h9ow5dorzr/Hanc ... t.rar.html

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Anywhere transfender mod  (I forget the real name right now)
Many things changed to make the mod better ..Including the removal of the incremental mission counter (Whenever you used the mod it would add a count to your save game data about the amount of missions you've done in the game)


... T+F to activate when in  a vehicle
Enter key/Exit/enter vehicle   to exit

Here's a link to the file:: https://sharemods.com/rpxntfyucwrj/Tran ... s.rar.html

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In vehicle cam FPV  (the one i been using)
The original author was seemignly already in favour with future edits from future developers by what is stated in the sorce code where prior to the main author there is an area to state your name if you made an edit to the script...
Edits for a few stuff to make it better and overall removed some what I view as unnecesary stuff, it's more straight forward now.. some might like it this way.


Press S+2 to go in free cam view
D+2 to restore the view to the default


Press S+2 to go back to the normal in game view

Here's a link to the file:: https://sharemods.com/qp0m85vpeuaq/In_v ... s.rar.html

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Clothes changing mod
Changed from the weird camera setup and stuff


G+N to launch

Ctrl to exit

Here's a link to the file:: https://sharemods.com/f1y5w5p8izm7/Clot ... s.rar.html

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fasman92 vehicle spawner
As it is, f5 to launch the mod.
But you should probably change the modloader refresh key, not sure but i think f5 was the default.


ctrl to exit



You can now set in the ini file if you want the menu to auto open when launched.

If the same key you use to select the vehicle you want to spawn and that key is the same key you use for the tooting of the horn, the horn will not auto sound anymore when you choose to place the player in the vehicle whenever a vehicle is spawned.

Here's a link to the file:: https://sharemods.com/r6zaokvnk0bd/Fast ... s.rar.html

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Dressed to kick ass
Brings quite a few new stuff to the script.. just check it out, i believe you'll like it.
I had initially updated it to go along with a ped spawner mod I had made.

Also fixes a problem where the player clothes would have been kept if viewed in the store wardrobe ..even if it was not bought. This is because the script kept on saving the player's clothing at all times but it needed not to do so but instead that it should only save the player's clothing whenever he or she is to change for a certain event.

Here's a link to the file:: https://sharemods.com/ps6e4lw8bhch/Dres ... s.rar.html

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Quick vehicle spawner
Changed a few stuff to make it better.. Not everything i can remember but for example, the tab/action key would not go back to the main menu.


; to launch

ctrl to exit

Here's a link to the file:: https://sharemods.com/9m4py5twupde/Quic ... r.rar.html

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Quick weapon spawner
Change some other things which i now not rember, but also built a new table for utilities and moved a few items there from where they were at first


key 6 to launch

ctrl to exit

Here's a link to the file:: https://sharemods.com/rgwq156t7353/Quic ... s.rar.html

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Auto remove marker from map
A mod, originally made by Djjr

This unnoficial edit adds an option for which to auto clear the marker on game load if present

Here's a link to the file:: https://sharemods.com/k3mcp53je391/Auto ... s.rar.html

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Take weapon from opponent
A mod originally made by Junior Djjr.. Being an andvanced developer i know he may not bother to waste time giving a update for every single mod, so i decide to give an update for it for myself. The script by and by is almost a full different script in a way by how it operates (in a sense) nevertheless the original mod is his so i don't fully claim it i just made it for myself. Adding it to the workshop if you want it.

While aiming at a ped, press T to get the actor's weapon

Here's a link to the file:: https://sharemods.com/59up5m0oxofp/Take ... s.rar.html

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Hide weapon in vehicle
A mod i usually use, originally made by Junior Djjr.. Being an andvanced developer i know he may not bother to waste time giving a update for every single mod, so i decide to give an update for it for myself. The script by and by is almost a full different script in a way by how it operates (in a sense) nevertheless the original mod is his so i don't fully claim it i just made it for myself. Adding it to the workshop if you want it.


You can hide or show weapon when in vehicle by pressing the Tab/Action key (?)  >> Lol, i'm a lazy person most times so i didn't bother checking which key it is exactly.

A  and  X  can also be used to enable or disable the mod directly.. So that, if disabled, when you press tab, nothing happens.
(takes effect even if the game is reloaded)

Here's a link to the file:: https://sharemods.com/a69cuxk2bqiz/Hide ... s.rar.html

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Also, this is the hud I use and how i got it setup: https://sharemods.com/jmd14yzuhiba/Dk22 ... p.rar.html
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Anyhow, i don't have unlimited internet so i be a bit offline for now.. Well, either way I mostly use the Mixmod site itself though and not the forum but there's quite a good amount of stuff around here

Aside from all this, here's my profile where I make other miscellaneous type mods: https://www.gtainside.com/user/sameshine2k18

Re: Sameshine2k18's Workshop

Enviado: 03 Ago 2021, 04:26
por Sameshine2k18
fasman92 vehicle spawner

..Second update, no more expected here.

Not quite recommended because other mods 'might' be conflicting if not fully setup, but, the script will now not go into an infinite loop in the event it bumps into a vehicle that is removed from the list.. (example: if your total vehicles id is 6676 but you remove vehicle 6671 from the game) ..operates in a clock-wise / counter clock-wise direction. Not specific for the last vehicle id though, which is already controllable by specifying where the ranges end; in the ini file.

This is a foreseeable thing so I believe the original author just did not bother to add it in the script... Useful anyhow in case you can't bother with a certain vehicle and you can't bother to find a space filler for the removal.

Here's a link to the file:: https://sharemods.com/s26fpjc0c5vu/Fast ... r.rar.html

Re: Sameshine2k18's Workshop

Enviado: 03 Ago 2021, 04:44
por Sameshine2k18
Anywhere transfender mod
I believe this mod was made by someone name > DaDude

..Second update, no more expected here.


The mod itself is somewhat just as a replica of what is already from the SCM tailored to fit into the game otherwise...Changed a few of the .fxt info stuff so they are now custom items because the text was not so much an accurate description with the key and stuff.. unfortunately, the same was found to be in the original i guess..

Here's a link to the file:: https://sharemods.com/8qchj9wji1y1/Tran ... A.rar.html

Re: Sameshine2k18's Workshop

Enviado: 27 Jan 2022, 04:17
por Sameshine2k18
Just an extra quick but necessary update
to the Auto remove marker from map script that was posted before in this thread.
Here's a link to the file::
Here


A mod, originally made by Djjr

 
The aim of the first unofficial edit was just to add an option for which to auto clear the marker on game load if present.


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Also, unrelated to the above, i don't know if you want this but surprisingly enough at least according to what i see, the cars in the game usually don't tend to drive well over 125 kmh? I've always normalizes them all to 125 or so, except for maybe some extra faster type vehicle like some sports car or so. The brake intensities are also set to not be so sudden since i never like hearing the scraping sound that the brakes make whenever the vehicles would come to an abrupt stop...

With all that being said, you must note though that you should not be using these edits for any type of "missions" where you do certain form of racing and stuff because the time that would have been given to complete certain races might not be achievable simply because the speed for most of the vehicles have been significantly reduced. Just making sure to state that even though you might already know that.

This is what it would look like: Here

I had replaced only the bus , coach, clover car, the bullet vehicle and made possibly a slight edit for the moped bike (scooter)
Everything else is newly added vehicles thus they are below all the default one so you can easily remove the ones you don't want from the list..

Link to the actual mod