Well there is a reason why I release two versions together at 12.5 can only be used when you start a new game or use the saves that I have made available.
Certain folders need to be outside the modloader, as they cause problems when in the modloader. your main problem is that you are using the wrong version you should be using version 12
Well uh, there goes a lot of time I guess, mind me asking the reason why they would not work with a vanilla-ish save? I mean all I have that can leave a mark in the savefile is the mullholland beta house map tbh, at least as far as Im aware, does it have something to do with the turf mini game alerady being played in Doberman?
EDIT: Oh also no Save Editor support even for ur saves, . hhmp, thought it was just me, can the new car scripts fix be used in V12 version? I suppose thats my only shot. but im not sure how much has changed since and if the changes are important or not.
I had forgotten to mention in this topic the reason and the difference between the versions with and without .5, the versions without .5 use the info.zon standard of gta sa and use the standard zones to work.
the .5 versions use an info.zon made by me to make checking areas more efficient, the problem is that to do that this version needs to create the new zones and this only happens with a new game so whenever I publish a version .5 it comes with a save game of mine for those who do not want to do the whole game from the beginning. it comes in a package so you can come back at any point in the game's history.
The save Game editor does not work because version 12.5 creates new zones.
As for the car scripts, for version 12 I'm doing them right now, I need to test everything before I put it here, to ensure that the problems do not continue or new problems arise.
I see, so this issue with info.zon is what caused my game to not be able to progress past that mission? Because I really want to try out V12 now but Im a bit scared now that it will happen again or something, should I try or should I just beat the game without the mod from my saved backups from SF and activate the mod once im done with the story?
V12 still breaks the mission sequence and mission markers for me at least specifically the missions "Snail Trail" and "Yay Ka Boom Boom" are not showing up markers in SF, you can still walk to the mission point and receive it, but no way to advance the storyline past Grove 4 Lyfe , even with V12...
EDIT 3 : So I ended up kickstarting Riot with Cheat Menu and im not sharing my experience with that but I can say it sort of worked but now im 100% sure this mod is leaving stray flag icons all over the map... idk what is it about "wars" that take place over the map, but sometimes the icons just stay even if the war ends, I tend to save a lot on exterior save spots like Doherty's Garage, the beta mulholland house and so on.. not sure if it has something to do with saving when one of these "wars" is in progress, but right now there are 5 stray flag icons on my radar im pretty sure this should not be happening, it wasn't before starting Riot and the sequence of the story getting bugged.
If you go to those places , no war is really taking place there what so ever anymore, but I can confirm at some point there "was" a war going on on those spots because I got notifications for them, the icons just never went away after they ended, and im pretty sure they did.
Version 12.5 only works with info.zon from 12.5.
The new cars scripts for version 12.5 were made for version 12.5
unfortunately the fixes do not work for you to load a save while in the game you will need to exit the game and open the game again, I am trying to solve this, but so far I have no way to solve the problem.
as for the icons on the radar always try to save in the original save locations of the game to ensure that the icons will disappear and before saving type globalw so you guarantee that the icon will disappear and you can save. the mix mods have a mod to remove icons from the radar you can use it to clear your map.
Hey just thought I'd tell you the new car scripts do fix the issue with loading saves but now I get a rare crash that can happen when saving cars on garages, it doesnt always happen but it started happening after the new scripts. As soon as the garage door is closing once you put a car on it, the game CTD
Also its been 2 times I crash and it says the last file to load was tdb9.txd from gta3.img from your mod's folder, is something wrong with this tex? I took a peek in TXDWorkshop , as soon as I opened it up an error came up but im not sure what it means, I could see the texture, and I think I've never seen it before in game..
Is your script name "car" or something like that? I have a reproducable crash that keeps happening sometimes when I trigger the mission to rob the bank for Catalina, sometimes I crash, sometimes I don't , last thing in SCR logger is a car script :
I noticed the last scripts have the same lines so maybe it is conflicting with the other mods ? I know for sure the script_watchd is from a watch dogs mod I installed like 3 days ago , aflyjus must be "Awesome Flying Justice" which spawns swat soldiers in the helicopters
Yeah I deleted every car script and am only using the newest ones, they're still a bit unstable for me apparently, everytime I CTD modloader says the last files loaded where from Big Gangster mod, not sure if im just "running out of memory" per say, or just some incompatibility with another CLEO mod
I solved most of my crashes apparently it was a conflicting mod all along, I still get them VERY rarely, like in the past week I've only crashed once or twice and thats a huge improvement, so sorry for marking this mod as guilty too quick, apparently it was the watch dogs mod I added recently along with BIg Gangster.
Still the past 2 crashes were related to this mod at the very least, since they were both during an attack on a hood, one near a barn in the county and the other one in LS, both with the same exception code : 0x004C9691.
Removing the info.zon you provided with your mod makes the crash go away when starting a new game, my guess is it tries to generate new enemy turfs at the beginning of the game and assign them but since the map is so heavily modded by GTA SA Beta Mod it somehow fails to recognize some area therefore causing a crash?.
Anyway, you can circumvent it by removing the info.zon right? but the game still hangs randomly with the same exception code , it can happen every few hours, when starting missions, its just random, and its not reproduceable like the one that happens when starting a new game, which crashes everytime I start a new one after 10 seconds or so. but like I said, the exception address its the very same, I recognize the numbers due to how many times I've seen it and tested now.
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