Gentlemen of Steelport v0.1 Released!

The Gentlemen of Steelport v.01 Initation Station Super Sliders alpha has been released!

The new super sliders mod greatly extends the range of the character creation sliders for the Initiation Station.

WARNING! Please do not upload any characters created with it to the Volition community site, as they will not work properly for anyone who downloads them and doesn’t have this mod.


Backup and replace the following file with the modded one in this archive:
..\steam\steamapps\common\saints row the third – initiation station\packfiles\pc\cache\misc_tables.vpp_pc
Have fun and post some screenshots! (just not to Volition’s community page, please)

33 Responses to “Gentlemen of Steelport v0.1 Released!”

  1. Reaper says:

    Will it be possible to add a texture selector in the future? When you change the body’s build the textures change to show more toned muscles, but with the change in the sliders, max (normal) muscle is not toned at all.

  2. rudemaker says:

    So does SRTT work the same way that SR2 does?

  3. InnocentSam says:

    Room for an extra modder when I get back? ;D

  4. T says:

    Awesome work! I love you for this, IdolNinja!

  5. T says:

    Also, would it be possible in the future to include a more advanced ‘build’ mode? As it stands in the game I find it quite limited. What if I want less broad shoulders? Or a bigger belly? Or thinner arms? Could this be done?

  6. Mkdo says:

    You think would it be possible to add more clothes options, like in SR2. For exemple an option “socks” … =D

    Anyway good job ! I loved what you did in SR2, I can’t wait to see what you can do to SRTT.

    Sorry for my bad english, i’m french ^^

    • IdolNinja says:

      It may be possible, but it won’t be easy. It would mean porting over the meshes/textures from SR2 (or creating our own) and building new menus and slots from scratch. The fact that we don’t have the tools for meshes is probably the biggest hurdle to overcome.

  7. Happysuns84 says:

    This is such good news. I am so exited for November 15th but more so I am even so much more excited for the release of Gentlemen of the Row/Port for Saints Row The Third. This makes the waiting for official release so much harder ><. I am now crying tears of Joy!

  8. Gandalf says:

    Are the new tools going to be released for IS?

    • IdolNinja says:

      They already are, but are in a very early alpha state and don’t work correctly for many of the files. Gibbed and Minimaul are working together to get everything functioning the way it should. If you do want to mess around with them, current binaries are available here but I would recommend waiting on an official release once they are stable:

      • Gandalf says:

        Thanks,downloaded them and trying to get at the textures but it’s no luck so far.Oh well it’s not like the game’s coming out tomorrow. :)

  9. Collieboy says:

    Is it possible to remove the censor blur?

  10. Cora says:

    First, I want to thank IdolNinja (and apparently I should thank Sam for his sandwich fetching too). I came late to to SR2, about a month ago in fact. So I am way, way behind in modding, my previous endeavors were in Fallout 3 and New Vegas, so this has been new to me.

    Poking through the GotR files got me more or less pointed in the right direction and I’m muddling through Lua syntax. I’ve still to figure out all the inter-relationships between various tables and so forth … which makes debugging my stuff so much fun when things go boom! Is it a lua thing, an xml thing? Keep up the great stuff you all contribute (and no, I don’t do sandwiches, guys, sorry!), and I’ll keep learning.

    I look forward to more great stuff for SR3 and at least this time I won’t be (as far) behind the curve in modding. Who knows, I might even surprise myself and contribute something (just not sandwiches).

    • IdolNinja says:

      Good luck on your modding, and feel free to ask any questions that come up. Always happy to lend a hand.

      As much as we like to give Sam a hard time, he has contributed to the mod in many significant ways that might not be readily apparent. Many of his discoveries have paved the way forward for others’ work, (despite his inherent knack for crashing and breaking the game in new and interesting ways.) ;)

      • Cora says:

        Thanks IN. Breaking things is an art! Especially when it’s in new and interesting ways, so keep up the good work Sam! And boy did you open a can of worms saying that “feel free to ask questions” thing, I have more than a few but I’ll save those for a more appropriate blog to post in. Especially whatever insights you have as to what gets loaded script-wise globally and what doesn’t. So thanks in advance for the help and I’ll try my darnedest to find a way to contribute at least something. Those are life’s good kinds of paybacks. :)

        • IdolNinja says:

          If you have powertools, you can do lua logging. First, make sure to grab the newest beta:

          In Powertools.ini set consolebuffer to a number higher than 0. I usually set it to 100. Also, set loglua to true:
          consolebuffer = 100
          loglua = true

          The consolebuffer will open a command window with the last 100 lines, and the loglua will output all that info to Powertools.log

          You can also add debug_print(“print this string”) in any of the lua to help see what functions are running.

          Finally, here’s a list of of files that never get loaded in single player or coop. (Some of them may be multiplayer though.)

          Hope that helps a bit.

          • Cora says:

            Wow does it ever! Thanks … and amazingly quick reply! Coding tools are always good to have, especially for a language not used before (like I needed another on top of Java, C#, VB not to mention all those darn C variants? lol). All of the above will be immediately helpful. :) Thanks!

          • IdolNinja says:

            @Cora Got any experience with meshes and modeling? Specifically reverse engineering formats? We desperately need someone with those skills to work on the SR3 (and SR2) mesh format.

          • Cora says:

            IN: Not a whole lot, way back I looked at some mesh things in Oblivion and some in FO3, but I’m hardly an expert at it. The only tools I have for that sort of thing are the free ones, and seems I recall reading something recently about free 3DSMax plug-in not working with the newer version. I’m not entirely sure on that, so I”ll check more into it. Mostly I like coding, it started out a therapeutic thing and it’s stuck with me since. But if you need a look-see at meshes I’d be happy to at least see if what all I have will work with those from SR2/3 … and if they do, maybe I can try some. I’m no expert though, just to warn you in advance :)

  11. Sahfur says:

    Amazing job! I really appreciate the work on the slider mod, I kept telling people on the forums you are the best hope we have for getting more customization out of the next game, but had no idea you ALREADY had made a mod. Way to go!

    Would it be possible to change the sex appeal sliders to have a lower minimum as well? Like, completely flat. I ask because until the shoulders are able to be made much narrower, its really hard to make an assassin type build for the male mesh. Thanks very much!

    • IdolNinja says:

      It’s likely, but the scripts that control sex appeal are included in a streaming file (str2_pc). While we can unpack it, the tools will not repack correctly. Until those are working there is no way to test our theories other than reviewing the existing code.

  12. Cora says:

    A question specific to the SR3 Initiation Station did occur to me (of course, just as I was about to head away from the keyboard — it’s always something drawing me back). From the bit I looked at it (and uploaded online), how do you then save any creation made with the sliders in this mod locally … since as you noted, not to upload them.

    • IdolNinja says:

      You can’t. At least not yet. Most of the IS stuff is controlled via lua that are archived inside of streaming files. i.e. str2_pc files. Gibbed’s repacker doesn’t work with them yet since the engine seems to be looking for them in a certain order within the archive. Gibbed is currently working on revising his tools to accommodate this. Until then, we can really only look at the lua and try to see what it’s doing in preparation for the new tools.