@I_Robin_Dude This has been possible for as long as Scripthook has been out pretty much. It's just that it doesn't work too well with the third person animations, and there is already a third person mode that works properly. I get why though you'd want it, so I'll look into making it work.
amazing mod! im having a bug where the camera isn't in the right position ex. the funeral in the beginning of the game camera is in a grave plot next to the fake funeral no where near michael and the first cutscene with michael and his therapist the camera is stuck looking out the window for the whole cinematic. is this a known bug? or is this something on my end possibly? also i thought a good idea would be to add the ability to freecam in the cinematics so you control what the character is looking at and not have to watch the scripted movements this might fix the choppy movement of the camera aswell just a suggestion not a modder so i have no idea if its possible still gonna use the mod with the bug or not great work thanks!
Please, help! Cutscenes are not recorded! Tell me how to enable recording during cutscene? I know it is possible! I'm desperate. There is no information anywhere. I'd like to edit cutscenes like Duggy
Good news for the cutscene recorder fans, someone brought it to my attention this mod still existed and I have recreated the patch as a proper asi now. It should work without problems like before again. Happy recording!
This mod doesn't have compatibility issues in between b2802 and b2944. You can find memory patterns used in this mod in those versions (use ILSpy or some similar tool to extract). No Rockstar Editor Restrictions is to blame in the compatibility issues.
Works for me as of 2024 on the criminal enterprises update, but it has the limitation of character facial animations not working fully as only the mouth and eyes are able to move, but i think that's a game limitation.
I love this mod, but In the .ini your open menu keycode doesn't match the normal keybord codes(The "delete" keycode should be 75,but in your .ini its 178), so the key will change to the wrong one all the time. Also this key forced to binded with controller too,so that means (in your default settings) everytime I playing with controller when I push"Y"botton(XBOX ONE) the menu will pup up, would be nice to add a switch to turn on/off for the controller binding,cuz even I changed the keycode,it'll changed on controller too, hope you could fix this in the next update? thx! really love your mods!
@Razor jaw86 Maybe check your LemonUI see if its outdated? For me this mod is works fine but it's key forced Joypad binded are way too annoying,I hope HKH191 could add a switch to turn this off or just made it keyboard only at next update still,love your mods!! @HKH191
@HKH191 idk if anyones said this yet because i cba reading all the comments lmao, BUT the greatest thing or well...handiest thing is that you gave it a description of what cutscene is what! the addition to chnage the character models is also amazing :D
@HKH191 I noticed that there are "invisible" people appearing in the way when the cutscene is over, and can you help it not repeat in the online part? It has 2 cutscenes repeating alike each other ( in the dialogue ) so I guess 1 in 2 scenes for fm/m But I don't want 2 different scenes but repeated together
@ArcadeProductions You will need another mod called "Cutscene Recorder" so you can record cutscenes, however i must warn you that Rockstar editor is not very good at recording cutscenes as it was not meant to do that. Subtitles won't be captured and you may notices some facial glitches tho its not very noticable.
The fact that you're using unused voice lines makes this extra special. Little details like that are what really make mods like this my favorite kind. I mean, the cutscene already was pretty cool, but the fact that you're utilizing unused assets to make it work better is amazing!
@MonoChrome213
1. I'll add the dot when I can.
2. I'm planning on disabling the blips, I know the blips are a problem for the amount of restaurants, But I need to make EVERY restaurant usable before I can remove the blips, otherwise you wouldn't know which ones you can eat in.
3. I might add that too.
Sometimes the player model already turns around after "walking in" to the store as the fade-in happens; perhaps a small pause or having the fade-in start sooner could fix this. Either way, this is a really nice mod and once again, love that you've implemented it to match vanilla as closely as you could.
@Dock-6 Yeah, I hate that turning around, it's very random, I tried to fix it, but it's randomness makes it hard to test if anything I do to fix it works, nevertheless I like to think, someone might be coming out already of the restaurant or the character is just angling itself to open the door, haha, I don't think I'll fix it soon
Once we can get rid of the blips, this will be great, Usually I like blips, but here it feels like something that should only be visible when you are close by. We dont need to know where all of them are, just the nearest one
A cutscene is a break-away camera shot, often with ensuing dialogue, that depicts events in a Grand Theft Auto game storyline over which the player has no control. Cutscenes generally appear at the beginning of the game, at the beginning of missions, and at important milestones in the game. Cutscenes can also be shown at several points throughout a mission, usually in a long mission with many sections. The purpose of the cutscene is to inform the player as to developments in the plot that are important to gameplay, and to provide a cinematic representation of occurrences throughout the story. Cutscenes can generally be skipped if the player wishes to do so, and only rarely is this option unavailable.
Cutscenes were first used in Grand Theft Auto in a very limited manner. When the player completes any of two primary objectives in each city to acquire a certain amount of money, the player is directed to head to a specific location, thereby triggering a cutscene that employs game art with very limited animation, and depicts a specific crime boss speaking to the player on their achievements or their next course of action. This feature is absent in Grand Theft Auto 2.
Full-motion cutscenes were introduced in Grand Theft Auto III, having been integrated into various storyline-based missions and taking advantage of the game's new 3D game engine. Often, cutscenes are played the moment the player triggers a mission, introducing the player and player character to the mission in hand. When involving main characters, cutscenes in the game often take place in specialized interiors and exteriors, and also usually utilize character models with more facial detail and improved facial expressions than in actual gameplay. Other cutscenes used to illustrate gameplay-specific elements often make use of in-game environments, pedestrians and objects. Since GTA III, cutscenes have fundamentally remained unchanged aside the choices of locations selected when depicting characters, which have more recently extended to include common, street-level exteriors more frequently. Cutscenes since GTA III were never pre-rendered, meaning that the cutscenes took place in real time in the game using in game environments with everything still functioning in outdoor environments such as pedestrians acting as normal and vehicles still in the background without interrupting the main scene featured in the cutscene. Time and weather condition prior to entering mission points may be retrospectively applied in the cutscene.
Cutscenes for Grand Theft Auto Advance and Grand Theft Auto: Chinatown Wars were simplified due to the limited capabilities of the portable systems. They are unique for having comic book-styled cutscenes, containing only sprites and text but no models or spoken dialogues. In addition, players have a choice to skip sentences rather than the entire cutscene.
In Grand Theft Auto V, cutscenes are more fluent. This means that the characters in the cutscenes usually get straight on with it. The camera also looks more realistic as it is like a camera man is following the characters with his camera. Mission cutscenes are also not as much activated by walking into a red circle, the characters are normally at the location waiting for the player. There are also short cutscenes that are being played when switching characters, usually depicting what that protagonist is doing before the player can take control, such as Trevor lying on alleyways or even railways (at this point, Trevor was able to successfully dodge a Train before it could hit him) drunk or on his stomach wearing only his underwear on the side barrier of a bridge, annoying a tourist in Vinewood by blocking her camera view, yelling a man playing a guitar by grabbing that man's guitar and telling that man to play a saxophone, fighting with some muscle men in Vespucci Beach, leaving a casino arguing with some guards, or having tied an NPC wearing a business suit onto a post underneath the Del Perro Pier; Michael in his house having arguments with some members of his family, sitting near his pool while smoking and drinking wine, sitting on a bench near a canal while smoking or chatting with some people at a cafe; Franklin doing some pull-ups in Vespucci Beach or leaving a bar or a store.
You definitely add all cutscenes names to the cutscene list. No one wants to enter cutscenes names manually, part due to having other scripts that activate upon keys pressed. Good idea, just needs full list!
Set the NPC's Hotspot's Interaction source field to Asset File - you can then assign ActionList Assets, instead of scene-based Interaction objects, for each of their interactions. That way, these can be set in prefabs and will be retained when spawned in the scene.
If the day is stored in a Global Variable, you can use the Variable: Check or Variable: Popup switch (if a PopUp) Actions at the start of the ActionList to then run a different ActionList depending on what day it is.
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