Open versions of all 3 build types are now available for Gentlemen of the Row v1.9 BETA 7a.
The Open versions are cheat/free versions. Everything costs $1 and is immediately available for purchase, cheats don’t flag your save, and you get almost infinite respect for just driving against oncoming traffic allowing you to play missions right away without having to bother with activities.
I was originally going to save these builds until the final release, but got quite a few requests from players so pushed them out early.
You can grab them on the beta download page if cheatin’ and rampagin’ is yo thang. Enjoy!
Thanks much!
@DeVr0
I didn’t know you were a dirty cheater! *gasp
@IdolNinja
O_O noooo
Ix5
It’s a joke xD
I play legal
I do not like cheating -.-’
I want to be pro
I want play on steam but i need the original game -.-
Forever Alone
Is there any way to remove the stupid spikes from custom cars?
@Proto
You mean the kneecappers on the tires? Sure, just visit the mechanic and change the option for kneecappers to None. It’s in the Performance menu I believe.
Is crashing at cutscenes supose to happen? Because ever since I used this or the older version the game crashes. I tried a new game and it crashed also… other than that the mod works fine… but no more missions?
The mod works perfectly with cutscenes. One thing that will definitely cause a crash though is if you are using an NPC morph cheat when trying to watch a cutscene. Also, Powertools can cause crashes if you have outdated Direct X libraries. You can updated them here:
http://www.microsoft.com/downloads/details.aspx?FamilyId=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&displaylang=en
In rare cases, some users also need to run windowed with Powertools instead of fullscreen to avoid crashes.
You may also want to consider verifying integrity on Steam.
Keep in mind that both Powertools and the mod will only work with the encrypted Steam version of Saints Row 2. Pirated versions or outdated patch levels like the Games for Windows Live version at v1.1 (instead of the final v1.2) will have crashing problems and other issues.
Ohhhh…. Lol mine is pirated and I do run it windowed cuz its ultra slow when its 1366×768, damn, good thing I kept a back up guess no more random fun until I finish the game. Thanks tho Ronin… since ur a ninja. Can I keep the handling mod tho… matter a fact I’ll try to see which file specifically crashes the game and replace it.
@BaySiQk
Please let me know if you can isolate the problematic files. It would certainly help the GFWL users who are stuck on 1.1 with no patch coming from Volition.
Hmm… it might be the misc slots that were added in 1.8 as part of the new clothing. I had to do a ton of lua tweaking for how the wardrobe and store is scripted. I can upload the older v1.7 if you want to give that a try?
@Idol
haha oooh that explains what kneecappers are, thank you for explaining that, I always just upgraded everything
Yea, I hate the kneecappers as well
@Miko19
I think kneecappers suck on the sports cars. I do like using them on bigger cars like the Compton though. I’ll go cruising up to some dude’s car and slowly merge over towards them until their tires pop. Then I chase after them while they drive all crazy with blown out tires and screaming…
Because I’m a jerk.
I just want the 360 Icons on screen and powertools, the rest could wait until I finish the game. Anyway of getting me a compatible file where I could get the on screen commands and possibly the car handling. All the files in both 1.8 n 1.9b crash the cutscenes. If its not that then its powertools. Still gotta do some testing with those files though. If 1.7 may work then I’ll be glad to try it.
@BaySiQk
Well, let me know first if it still crashes without Powertools installed. If so, I’ll reupload 1.7. I’m thinking it’s likely Powertools that’s the culprit though.
lol I thought the kneecappers (before I knew thats what caused the spinny things) was a way of showing it was a custom car, It took me forever to figure out they poped tires cause I was such a bad driver I figured it was the car
@IdolNinja
Try the kneecappers on a monster truck
@IdolNinja
Also, what do you say we do some coop some time?
@Miko19
Sure man. We can tear some shit up sometime. My Steam ID is also IdolNinja.
@IdolNinja
Mine is Miko19, hah.
When you have time?
I’m available almost all day round
@IdolNinja
Or wait, no, hah!
I got an alt account for SR2.
Meewosh is the name xD
HAPPY NEW YEAR!!!
@IDOLNINJA
HAPPY NEW YEAR
Thanks for all the contributions to SR2 without your help would not be the same
Does anyone know where can I mod helicopters?
@Miko19
There is no Helicopter mechanic and no way to mod helicopters at this time. They are strangely different from cars, planes, or boats and the triggers do not work.
@Idol,
)
Is there some kind of tool that makes it easier to change the mods I make over? Ex: I changed the customization_stores.xtbl to sell the Trail Blazing suit at Lets Pretend (I use the Open version), and so I had to do alot of Winmerge to update the REST of the file to v1.9b7a. Is there a tool that takes three files (patchOld, patchNew, and modified) and changes the modified file where it is the same as patchOld, and diff. from patchNew?
BTW, if u don’t understand, I realize why (I’m not good at explaining
Also, do you know how to make an NPC spawn at a particular place (like the prison guards in the tower near the dock, or the security in the courthouse)?
@Cpast
If there is a better way, then I haven’t found it yet. WinMerge is still the best tool for something like that despite all the manual work.
The way the game spawns things is really screwed up. You can force specific npcs to spawn at certain coords outside of missions, but it causes some serious issues. For example, every npc you force spawn in a cts means one less random npc spawns there. Force spawn 10 guards and no one else will ever spawn in that area at all. The entire downtown chunk will be desolated. Even 1 extra entry for humans in a cts will also completely break Zombie Uprising. The only other way to approach it is to make action node spawn points. The problem with that method though is that the game will often populate those action node points with any npc that is also spawned in the world. What you would see in your case would be random reporters, judges, etc in those spots. Also, the reverse is true and the guards would spawn themselves in spots they shouldn’t like outside smoking, etc.
This is something that has put a stop on the npc clone homie project mod that I was working on. There may be a good way to do it, but I just haven’t found it yet.
Happy New Years! And the mod works fine, Powertools was the problem, somehow the game runs a bit more smoothly now.
Greets, IdolNinja.
I’ve got a question (sorry if I’m not the first to ask): have you considered adding the Stop Time cheat to cheats.xtbl?
Its function to freeze the passage of in-game clock is programmed and quite handy for various testing purposes, but the cheat itself is not in the xtbl. Can’t say if it causes any problems, as I’ve only used it post-100%.
@encogen
The stop time cheat has already been added in to the first beta of v1.9. It’s been tested both pre and post completion with no reported problems.
Oh that is so good to hear.
And here I thought I’d have to add it myself again.
Keep up the great work!
@ idolninja
When will the final version?
@DeVr0
When it’s done and I’m happy with the new missions.
Whoah, what happened to the Heli Assault activity? None of the two markers are there.
Oh, scratch that – I’m in my retarded mode today. Never realised you have to recruit the liuetenants for those two to show up.
Besides that, the only other feedback I can provide at this moment is that GotR is fucking awesome. But you know that already.
@IdolNinja
I think I saw something in the previous blog posts about zombies.
Is there going to be some zombie ass whopping commencing in Stilwater, or it’s just something f’d up with my mind and I’m imagining things?
Also, second thing:
I already got the unlimited pistol ammo, more health and no falling damage unlocked. What are the other bonuses like that and how can I unlock them?
@Miko19
Innocent Sam is working on a zombie total conversion which will have zombies all over Stilwater. I’m giving him a hand with it when I have time.
There is an included text file with the mod that has all unlockables listed:
Reference – Unlockables for the Gentlemen of the Row mod v1.9(SPOILERS).txt
Can you please get rid of that whole Post Game Gang Control or at least make it optional so we can unlock the last 3 neighborhoods?? It doesn’t seem like I can just remove the mod without it crashing when I load the save file with all the modded content.
@Mark
Post game gang control was a heavily requested feature, and is an extremely popular part of the mod. There is no way to make it optional and it will not be removed. Sorry.
You can’t just remove the file. You would need to use winmerge and and add back in the unlocks for the neighborhoods. You will also need to start a new save file since unlocks can’t reprocess once a mission has been completed. By changing unlockables, you also run the risk of making your version of the game incompatible with normal users of the mod.
Idol,
Do I need powertools for the lua scripts to work? If not, are they in a game data file by default, and which one?
@Cpast
All of the game’s lua scripts are in patch.vpp_pc. What exactly are you attempting to do? You can’t just run your own lua script. At least not yet.
@Idol,
I was mostly wondering if I needed powertools to run part of GotR. If lua is builtin, I was looking to see if I could find where phone number responses (like call_ambulance if you call 911) were defined (if they were defined in lua). The main question is the powertools one, though.
@CPast
No, Powertools is a completely separate tool and not necessary for running GotR in any capacity.
The numbers you dial are not lua script based. They are defined in cell_phone.xtbl located in common.vpp_pc. You’re not going to be able to do much with it though. All of the cell phone stuff happens in the exe with references in that xtbl file. You may be able to switch them around, but you can’t define new actions.
IdolNinja whanna play CO-OP some times with all you gotta do is just to add me in Steam then We can play CO-OP
Steam Account Name: Air852
Does the GoTR 1.7 BETA got new cheats can you plz tell me the name and number
@Air852
Just look in the archive that you downloaded with the mod. There is a cheats text file that lists them all with number.
Just FYI, in the PS3 standard v1.9 BETA7a, the mod screws up choosing eye color. When you go to choose eye color the option says unavailable, and you can’t change the eye color.
I didn’t test the open or any other version.
@stcrowe
The eye color being unavailable at the plastic surgeon is by design. You can now color both the iris and sclera at any of the clothing stores. The new way to purchase them gives you the whole complete range of clothing colors to choose from instead of the 8 or so colors previously at the surgeon.
My bad, guess I jumped the gun (I tend to do that).
This mod is awesome by the way, I’m looking forward to 1.9 being complete
I did 20 store hold-ups but recieved no award. A bug? Or were the requirements changed?
Oh, gee, looks like despite me flushing the profile.dat before starting with 1.9, the game still carried over some stats from the previous 1.8 run. The unlock is still there, but goddamn this is confusing.
On an unrelated note, one of the L&L camisoles (the shortest one) fits Lara Croft outfit better than the tube top (and it would’ve been better w/out the backpack, but more people would complain if there wasn’t one, I guess). Also, it’s “Legend” not “Legends”. Sorry for the rant, I’m a Tomb Raider fan.
Tracked statistics are extremely weird in the game with multiple playthroughs. I thought they were solely tied to the profile.dat and save file, but maybe there is something else at work. I’ll look into it and see what I can find.
Thanks for the heads up on the Croft outfits. I’m not really a fan of the series and another modder gave me those outfit details to look up and put in. The name change to Legend should be easy enough. I’m not sure if the camisole change will cause any weirdness to saves that have already unlocked it though. If it automatically adjusts and puts the right piece in then I have no problem changing it, but if it does cause a problem then I’m going to leave it as is so it doesn’t force players to restart.
> but maybe there is something else at work
Most likely I’ve started a new game after deleting the .dat, played far enough to hold up a store, and then started another game. It’s just that I don’t remember whether I actually did so or not. Ooh, me memory be slipping.
On another subject, the cts coordinates you mentioned several times in the readme and how there’s a limit to how many can be defined – I’m not sure if I understand how they work, but do Zombie Uprising triggers count? Among theme there seems to be a lot of redundant ones, even where there’s no arcade cabinet in sight (like in airport).
@encogen
Ah, that would explain it. I’ll do some testing with the profile.dat though just to make sure.
Yes, any trigger that has a coordinate defined in a cts counts. I have already removed several unused triggers, and I’m pretty sure that one of them was the airport zombie trigger one. There is also an invisible mall trigger for zombie uprising as well. I’ll double check though. It would be great to free up a couple more triggers if possible.
Leaving one trigger per area may work (to be honest, I’ve only played ZU from my crib).
Case in point: Crash Landing bar in the Hapton Hotel has two ZU cabinets – one right across the entrance, and the other one to the left of it. Both have triggers, not to mention there’s a crib just a few steps away with the ZU console.
@encogen
I took a look, and I can’t find the coordinates for_any_of the zombie uprising triggers. It may be something compiled into the exe itself that we can’t get to.
The only reference I see is in activity_start_sr2_city.cts, but I physically went there and it’s in a parking lot south of the Redlight crib. It’s probably an unused coordinate and not tied to an actual trigger so it’s removal won’t free a slot.
$Navpoint: “activity_start_sr2_city_zombie”
$Type: “ground”
$Pos: <79.279640 -3.999967 557.658386>
$Orient: [I]
EDIT:
I bounced it off Sam, and he had a good thought. Those triggers may be defined in the actual world chunks themselves as part of the chunk file.