4. Hydraulics xD (i edited carmods.dat and this unwanted hydraulics option appeared automatically and cant be removed coz i think its hardcoded in .exe application although game doesnt crash when selecting and installing it and it seems to have no effect at all (obviously lol) other than the waste effect on your money with power of 1500. If one can help me to remove this option then welcome.)
1. My problem is that the loco shed or empty garage at sobell rail yard has no lights in the night and its completely dark. So i want light which is present in tunnel just before sobell rail yard in all those 4 garages there so that they are well lit enough to see engines at night inside garage. How to add lighting to garage shed ?
Sobell rail yard has a lot of empty tracks & 2 of them have a loco shed.....so what I plan is, I will make an .ini file in which the values will be stored once I install mods on the locomotive (like 0 or 1) & when a new game is loaded I can spawn the same ID locomotive on the track in that shed with a script & make the script read the values from .ini & make it reinstall those modifications back on the train.......
Out of those 2 garages, 1 will be a save garage & 1 for just spawning (or purchasing) a new brown streak or freight engine with the option to chose the orientation (direction of travel) & number or carriages......if 0 carriages, it will spawn in garage or if carriages >0 then it has to be moved from shed to a certain point on the track nearby so that there will be space to spawn the carriages......
So I'm trying to restore the garage in Doherty and I really need someone's help. All the strings for this garage are left and acording to them, this garage had to work as all others(of safehouse). I bringed back the interior and eventually removed one of the doors(the one which is listed in the data files through, wich you would be entering the garage - hbgdSFS). Because everything for this garage was left I tought that you could save vehicles in it, but sadly seems to be impossible. I think that the problem is that I removed the door, because it makes no sense this garage not work properly when everything is wrote in the way like all other garages of safehouses, so maybe this door has to stay there and when a vehicle is putted in the garage it's closing and vehicle/s is/are staying in there, saved.
However here is the main thing I'm writing this post about - how to make this garage door open like all others(when player is approaching it's opening, then when player is away it's closing). I tried by putting the door name in object.dat, but without success. Maybe a cleo script will help or there is an easier way. Please help with this - it's important.
It's possible to alter the garage's camera, and any other property of a garage, using memory write functions in cleo. I've got notes on the procedures should it become necessary, but when learning and testing, the IPL strategies and new game starts are much easier to work with.
You should be able to make that garage save vehicles by changing it's type to that of a save garage using opcode 02FA:. However, since all 20 save garages are already in use, you'll need to give up an existing save garage or the contents of duplicate garage types get lost when the other is opened. Garage editors have a difficult time placing vehicles if you move the location of the garages.
Ok if someone can now help me by telling me why this is not saving the vehicle putted in it, will be very greatful. As I already said it's listed everywhere like a garage but it doesn't work like a garage - vehicles in it are dissapearing after some time, or after loading a save game.
I used a script but wrote it in the MAIN. Did it like this since I'm not very good with CLEO scripting and because I want this garage to get open after unlocking San Fierro. I'll probably now add the line ''Garage.Open'' so garage stays open all the time after unlocking SF. Anyway, thank you again so much. Both of you have a lot of knowledge about everything for this game so keep helping people, they will appreciate it! And you know, you don't have those helpfulness awards for nothing haha.
I figured one change at a time would make it easier to pick out the required changes. I don't know much about the properties of the extra Doherty garage. I messed with a lot of SA's garages but left that one alone due to potential conflicts with the game scripts.
Really? You want to do this? Save file patches are relatively easy to implement using cleo, but I've never been able to generate much interest in the topic. I've got tried and true codes that can completely rewrite a garage in memory. IIRC, I barely had enough local script variables to get the job done on Cleo for Android; on PC I use a custom mission to make managing the variables easier. My current strategy uses garage indexes to calculate the required memory offsets, but this procedure can probably be updated to call for the starting address of a particular garage by name.
My strategy for garage modifications is to implement the changes through IPL for initial testing. If things work out I copy the hex data into existing saves for more testing. To implement with cleo I transpose the hex data into something Sanny can easily write to memory. Garage data in memory is much different than the IPL lines, so I always start with IPL modifications and work with the data produced in the save.
In GTA San Andreas, each garage opens at certain times in the storyline, due to the islands being locked, or, in Los Santos' case, the mission has not been reached. The same applies with properties.
Many items can be purchased and/or upgraded at these garages; Paint Jobs, Vents, Hood, Exhaust, Spoilers, Lights, Nitros, Roof, Wheels, Stereo, and Hydraulics. Most items will vary depending on the vehicle, but wheels cost $620 to $1560, custom paint jobs are $500, stereo upgrade is $100, and a hydraulics system is $1500. A Nitrous system is available in 3 different "strengths", 2, 5, and 10 (these options indicate how many times you would be able to use a nitro "boost").
Wheel Arch Angels specializes in six street racing vehicles; these are the Elegy, Flash, Jester, Stratum, Sultan, and Uranus. Unlike the other two modification garages, the available options among these vehicles are largely the same. You can choose between three custom paint jobs, Alien and X-Flow brand exterior mods in six areas of the car, ten types of tires/hubcaps, nitrous, stereo boost, and hydraulics.
In GTA V and GTA Online, there are two types of mod garages: the Los Santos Customs chain and the independent Beeker's Garage. However, both Los Santos Customs and Beeker's Garage are functionally exactly the same and offer the same vehicle modifications. These mod garages unlock after the completion of Father/Son in GTA V, while they are first introduced and made available to the player after Learning the Ropes in GTA Online.
The enhanced version of GTA Online also features another mod garage called Benny's Original Motor Works, which offers performance, aesthetic and interior upgrades to selected vehicles. It becomes available after Lamar Davis calls the player and asks him or her to visit the garage, watching a cutscene, and optionally completing the first of Lamar's missions.
Global Mod Tuning Mod v3.0.1 for GTA San Andreas.
This modification provides a wide possibility of tuning the car. You can add literally any model to any car. The part can be arranged anywhere. Tuning Mod is more than just the zmodeler in the game. MOD allows you to make almost any changes or even create new cars from scratch.
To properly operate this mod, you need to install SilentPatch 1.1.
Features:
- The ability to add any detail to any car (any game object, any weapon, you can download or create new parts, you can even use parts of one car in another);
- The part can be placed anywhere, there is the ability to rotate, stretch, change size, flip, mirror and even deform;
- A function similar to Autosculpt as in Need For Speed games;
- The number of parts is unlimited and can be placed anywhere in the vehicle (doors, wheels, etc.);
- You can control all the details as in modeling programs (hide, delete, rename and apply different functions);
- You can use the RGB color model using the GUI (with your mouse);
- You can choose the color of the headlights;
- You can install scissor doors, change control, engine sound and even text on the sign;
- You can change the position of the driver and the exhaust smoke, the position of the wheels, as well as the bonnet and doors;
- You can lower or lift the suspension of the car, change the rigidity of the springs and the size of the wheels;
- You can install a turbo-supercharged sound Blow Off, new brakes and tires (all this changes the physics and characteristics of the car, and the tires have realistic wear);
- All machines now contain statistics with a lot of information.
Management:
- To start tuning, you need to visit one of the garages (look at the location of garages in the screenshot);
- To start tuning right away, dial the "TM555" command;
- To see the characteristics of the car, click "TAB" (when you're inside the car);
- To save the car, click "T+M";
- To download the car, click "T+L".
Main control in the garage:
- To apply or move forward in the menu, click "Y";
- To undo or move back to the menu, click "N";
- To move the part forward, click "Up";
- To move the part back, click "Down";
- To move the part to the left, click "Left";
- To move the part to the right, click "Right";
- To move the item up, click "PageUp";
- To move the item down, click "PageDown";
- To rotate the part, click "CTRL";
- To stretch the part, click "S";
- To center the part, click "X";
- To invert the part, click "z";
- To slow down the action, press "TAB";
- To speed up the action, click "SHIFT."
See the screenshot for a more detailed description of the controls. In the garage itself there is a huge number of control tips almost anywhere on the menu. To call for hints, just click "J."
Download the Mod Tuning Mod v3.0.1 at the links below. Just run our automatic installer or install this mod manually.