Hack Features:
- Customize your save game with all the stats and features YOU want! No more save games that don't fit your needs!
- All versions of the game are supported: PS2, PSP, Android, and iOS.
- Edit various player attributes including outfit, max health and armor, weapons, spawn point, and perks, including perks not used in the vanilla game like fast reload!
- A comprehensive garage editor that lets you change many aspects of your saved vehicles. Edit vehicle model, color, extra parts like rollbars or liveries, vehicle orientation, and special properties like BP/CP/FP/EP and more! You can even spawn unused vehicles like the Maverick or Hunter.
- A stats editor/viewer that lets you change any statistic in the game as well as preview how that change will look in the in-game Stats menu.
- A global variables editor that gives you total control of the game state.
- A collectible map to help you find remaining Hidden Packages, Rampages, and Unique Stunt Jumps.
- Edit many other aspects of the game, including game settings, weather, time, and even some unused features to spice up your Liberty City experience.
- Built-in updater so you'll get the latest feature updates as soon as they're available.
NOTE: It is highly suggested that you backup your original save game before replacing them with these modified ones. If you have any questions or problems, read our Frequently Asked Questions topic. If you still haven't found a solution, post your issue down below and we'll do our best to help! If the editor does work for you, post your feedback below and help out other fellow members that are encountering issues.
THIS EDITOR IS NOT MINE - I AM JUST FORWARDING THE ORIGINAL CONTENT FOR EASE OF ACCES. THE EDITOR WAS ORIGINALLY MADE BY @thehambone AT GTAFORUMS.COM THE LINKS ARE DOWN BELOW! -gta-liberty-city-stories-save-editor/
It'd be very easy to saddle up on my gigantic building-straddling horse and fire rockets down at Rockstar for the bloodless cash-in exercise that is Grand Theft Auto: Vice City Stories. Five and a half years (and five games) down the line, and barely a technical improvement worth a damn. This is a game that's not only showing its age, but begging for loose change.
It's also quite reasonable to take a more forgiving view of the return of an old friend. This is, after all, a reworking of one of our all-time favourite games, released at a tempting price. Sure, it unapologetically recycles the Vice City environments, but spruces it up with 59 new missions, a fresh storyline to work through, new characters to meet, and includes probably the finest soundtrack ever to grace a videogame. What's not to like?
I guess the answer to that is simple: Rockstar has been stubbornly resistant to change. Back in 2001 and 2002 when free-roaming sandbox games were revolutionary, we could forgive slightly dodgy combat, an unhelpful camera system and downright annoying inability to checkpoint progress or autosave after a successful mission. The rest of the game was so breathtakingly fresh and ambitious compared to what was out there that such issues were somewhat glossed over.
But in early 2007, Rockstar has some serious competition to contend with, and even some of the lesser contenders have managed to fix all of the problems we've just mentioned. Take your pick: The Godfather, Saints Row, Mercenaries, Scarface, Crackdown. They might not have the personality of the GTA games, but they all do the gameplay basics far better now, and going back to The Way Things Were is a horribly jarring experience.
Although it's fair to say that playing Vice City Stories on a PS2 is a slightly more pleasurable experience than on the PSP, the controls still feel hobbled in many of the areas that matter. The on-foot controls feel disappointingly out of touch with what we'd expect from a modern videogame, with an unforgivably rubbish auto aim system that routinely gets you into trouble. If it's not merrily targeting innocents whenever you hit R1, it's yanking the camera behind you to follow someone entirely irrelevant to what's going on. Taking manual aim might be the solution, if it weren't such a complete faff to do so. Name another game that makes you auto target with R1 first and then requires you to click down L3? It's beyond horrible. And worse still, even when you do manage to activate manual aim, the glacial pace at which the reticule moves across the screen renders it completely redundant when four Cholo goons are charging at you with bats. All Rockstar had to do was implement a standard two stick manual aiming system by default, with R1 for lock on like everyone else and the whole game improves in an instant.
Also, exactly how hard can it be to checkpoint progress mid-mission, or auto save after finishing one, or let you simply retry a failed mission? To force the player to laboriously waste ages driving back to a safe house to save a game is bad enough. But to make players go through the same bits of a mission over and over (and often over and over and over and over) again when all you need to do is that final annoyingly tough bit is just a bloody minded, thoughtless game design choice in 2007. We've come to expect games to checkpoint since well before even GTA III came out, so for Rockstar to expect us to put up with it these days is asking a lot. It's like this generation's equivalent of the one-hit-kill, and there's no place for it in such a high profile game.
And so, if your love of GTA knows no bounds and you can still tolerate such fundamental issues, then you'd still expect the pros to outweigh the cons. We came to this really expecting to love it, warts and all, but didn't quite appreciate how many of the little things would annoy me. Yet, even when you force yourself to grind your way through the missions, it's hard not feel disappointed at the general dip in quality on show in most other areas of the game. Not only do many (most?) of the missions lack flair, but the characters and storyline woven into the action feels uninspired compared with previous GTAs. In the past, GTA could charm us into submission with the kind of top notch voice work and razor sharp writing that, frankly, embarrassed other games by comparison. Vice City Stories, though, feels like a bad cover version, full of grotesque caricatures with grudges that make little sense for you to get involved with. If they were funny, it would help, but they're mainly just objectionable idiots with annoying accents and bad lines.
GTA stories are hardly known for their plausibility, but Vic Vance's spiral into a life of criminal activities, gratuitous violence and wanton destruction feels like a petty join-the-dots exercise to get you to kill an awful lot of people for the sake of it. Kicking off in an army barrack on the western edge of the two islands, you're drawn into running errands for money that soon get you kicked out. From there, the kind of missions on offer just descend into GTA clich: mass murdering rampages and tiresome fetch quests simply because some disfunctional low-life said so.
One mission midway through just summed up the pointlessness of it all for me: a woman tells you that she has employed some heavies to bump off a welfare officer - so you're basically tasked with bumping them off to solve the problem. Hey, how about just telling them that it's all been a terrible mistake and not to bother? There's no real sense of purpose for furthering your criminal career because it inevitably results in more of these idiots coming out of the woodwork to give you more cut and paste missions.
Vice City Stories uses a familiar Grand Theft Auto free-roaming world, offers an array of story missions and optional tasks, and features several returning Vice City characters, including Phil Cassidy and Lance Vance (brilliantly voiced by Gary Busey and Phillip Michael Thomas respectively). Plus, you get to save the aforementioned Phil Collins from assassins!
Exit the barracks and follow the marked location on your radar to find Martinez. Head north and enter the billet to speak against with the Sergeant. Receive your $50 reward for completing the mission.
The maze of debris and crates is becoming worse. Go a few rows above the boomshine and move all the way to the right to reach the correct column. Deliver the third box--now the warehouse is almost completely trashed. You will have to move to the very northern end of the warehouse to move around the fallen debris. Navigate the crates and to the back right end of the warehouse and turn toward the last box of boomshine. Get the fourth back to the truck before the heat meter rises fully to complete the task and receive $250.
Phil and Sergeant Martinez are waiting for you in Viceport. Despite double-crossing you to save his own skin, Martinez has a job for the two of you--he has some guns he can sell but you need to retrieve them first. Get into the car and take a ride with Phil...time to get some backup.
Marty turns you loose against the goons outside the shop. Target the nearest enemy and unleash your punch attacks. Finish off the second then head into the shop. The clerk inside is being threatened by more goons--one with a baseball bat and another with a gun. Attack the closest enemy with punch attacks. Quickly eliminate the second before suffering too much damage.
Grab another car and head to the next Cholo van. Perform the same actions: run over the two guards then drop a grenade in front of the marked van. Run off and find another vehicle. Get into one quickly because the Cholos have upped the ante and will now pursue you in one of their Sabres.
Drive the final van as quickly as possible. Run over the two guards. You can try ramming the final van until you detonate your own car (escape quickly!) or wait for the pursing Cholos to get out of range briefly while you exit the car, drop a grenade, and take cover behind a nearby building. Destroying the third van instantly completes the mission and donates $500 into your account.
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