A new Enemy in Town

That new enemy is you.

Why I made this mod:
When SRTT released initially, it looked fresh. The controls felt more fluid and the graphics were good for its time. But the game always felt so incomplete, it's terrible really.

After the tools from Volition were released, I wanted to understand one thing that to me would be the connecting element for various things that would make the game feel more like how it should've been on release. shitface's NPC behaviour and spawn mod already was a great mod, but there to it felt something was missing, and that thing was vehicles and variants.

Having the ability to make vehicle variants and being able which parts and colors they spawn with based on the Fully_Customizable model that the player character uses, I've been able to make certain bits and pieces fall into place better than people have been able to do without.

To list a couple things this mod does:
- Various districts and neigborhoods will feel like they have more character. Downtown will mainly show you luxury cars and businessmen, industrial areas spawn more trucks, casino area spawns rich kids in cars they can't afford sometimes, airport will spawn mainly spawn travelers and people on business trips and taxis, residential neighborhoods mainly spawn thugs, young and old people of lower income classes and this is also reflected in the cars they spawn with.
- Streets feel more alive, people are more likely to do something on the streets besides walking and driving thanks to the update in the action nodes.
- Gang grunts, clubbers, bikers, punks and even cops can do various action nodes too now. Gang grunts can even wait at bus stops, lean against walls or sit behind a table now!
- Overhead, especially noticeable when flying, you occasionally see a helicopter fly by
- Some young NPCs spawn as random thugs, they blend in and aren't noticeable but can spawn with a gun and will be hostile!
- The soccer mom van has some more variants including a riced variant
- The Keystone wagon and Raycaster sports car can have their trim color match the body color now
- I have 4 neutral gangs in the making that currently aren't spawning yet: Muscle cars gang, luxury cars gang, tuner/rice cars gang and a trucks/biker gang
- Saints vehicle variants have been changed and Saints will spawn in them in the open world as well as in missions
- The following cars have received a Saints variant: Alaskan, Attrazione, Bulldog, Bulldog (turret), Compensator, Kaneda, Kayak, Kenshin, Taxi, Vortex, X-2 Phantom, Zimos.
- Saints NPC list has been restructured
- Saints vehicles are seeing a lot of parts variety now and where possible spawn in two-tone black and purple with purple trim.
- Each Saints contact has their own car: Pierce drives up in his own personal Infuego, Shaundi drives a Hammer, Angel drives a Neuron, Kinzie drives a Sovereign (previously owned by Gat), Zimos rolls up in either a Churchill or a Zimos, Viola now has her own Temptress
- Saints contacts vehicles are pearl white with purple accents, gold trim and rims where two-tone paint is possible.
- For DLC: Angry Tiger rides up on her own Kaneda, Sexy Kitten drives up in her pretty pink Vortex and Sad Panda now has a black and blue Torch! And Kwilanna has a sports bike in chrome with purple chrome trim, to add to that alien look!
- Weapons have been rebalanced and enemies have more HP, taking more hits to kill:
=== Police pistol has more base spread, virtually no recoil, less spread increase per shot, shoots faster, but kills in 6-10 hits to the body. This weapon has a damage drop-off at 35m, with minimum damage after 70m.
=== Gang pistol has less spread, more recoil, more spread increase per shot (especially when you try to run and gun), shoots slower, but kills in -3 shots to the body. This pistol has a damage drop-off range of 50-100m.
=== Gang SMG has pretty much no spread increase, but a decent amount of base spread, pistol reload animation, low recoil and kills in roughly 10 shots to the body. This firearm has a drop-off range of 35-75m.
=== D4th Blossom SMG has a bit more spread increase but you can still run and gun with the weapon, rifle reload animation, higher amount of recoil, fires faster but requires more than 10 hits to the body to kill. This weapon has a damage drop-off range of 30-80m.
=== Gang Shotgun has a maximum reach of 70m but damage drops off after 15m and shoots 12-guage pellets.
=== Police Shotgun has a maximum reach of 100m but damage drops off after 25m and shoots 20-guage pellets. Police shotgun has a tighter spread too.
=== Gang Rifle has a 32-round clip now, kills in roughly 8 hits to the body, shoots faster, you cannot effectively run and gun with this rifle anymore and it has a damage drop-off range of 50-150m. The level 4 upgrade turns it into an LMG, making it deal a lot more damage to vehicles, but also making it recoil a lot more. This rifle kills in roughly 7 hits to the body.
=== NG Rifle now has a magazine size of 20 and is a semi-automatic weapon now. Upgrade to level 2 makes it a burst rifle that shoots bullets within a burst in rapid succession. This weapon has more recoil, very high base accuracy and is decent at staying accurate, so long as you're using fine aim. You cannot effectively run and gun with this weapon and it kills in about 5 shots. The drop-off range of this weapon is 80-150.
=== Sniper optionally allows you to shoot from fine aim. You can't run and gun with this weapon anymore either. Lvl 4 upgrade instagibs enemies.
=== STAG Rifle and Cyber SMG shoot faster, are less likely to overheat, deal no damage to vehicles and have no damage drop off.
=== STAG Shotgun has been changed to behave more like a weaker Sonic Gun. It would be a more logical step to me to have a ultra high tech weapon launch a shockwave rather than behave like a shotgun pellet.
- There's more variety in the zombie spawns now! Various duplicate NPC models have been repurposed to be a zombie.
- Zombies have been beefed up but move a lot slower. Their melee hit deals more damage too, as well as the QTE where they attempt to bite you.

The main gangs have been completely overhauled.
To start off, the Morningstar:
- Morningstar cars Infuego and Justice spawn with variety in parts, rims and colors (as long it's black). Every now and then they even spawn without decal
- Morningstar has 3 more cars: Sovereign, Torch and Peacemaker
- Morningstar APC is now also black and red
- Morningstar attack helis are now black in base color with red trim
- Morningstar notoriety lvl 2 spawns Justice and Sovereign, also spawns a heli with riflemen
- Morningstar notoriety lvl 3 spawns Torch and Infuego, also spawns a heli with snipers
- Morningstar notoriety lvl 4 spawns with up to 2 brutes, Peacemakers and Justice, snipers can spawn on the ground as well as in the air and has a low chance to spawn an attack heli
- Morningstar notoriety lvl 5 spawns APCs, 2 brutes, Infuegos and APCs, also spawns an attack heli (either the Vulture or the Tornado)
- Morningstar gang grunts have undergone a change: the 3 female grunts have been replaced with more businessmen-like characters
- The female Morningstars have been made into Dolls: Female clones that take no headshot damage and deal more damage with firearms

The Deckers are the odd one of the bunch:
- Their color scheme has been updated to include both cyan and dark blue
- Deckers cars spawn with variety in parts, rims and colors (as long as it's black, still). Every now and then they spawn without gang decal, but their cars have a secondary color where applicable so in most cases it's not just an all-black vehicle but actually resembles the gang still
- Deckers has a couple more vehicles: Kenshin, Kaneda, Wakazashi, Go!
- Deckers also have a heli now.
- Deckers notoriety lvl 2 spawns Kenshin, Kaneda and Go!
- Deckers notoriety lvl 3 spawns Solar and Wakazashi, the Solar was needed here because specialists can only hook behind Solar and Kayak as far as I've tried. They can also get air support from a heli with riflemen
- Deckers notoriety lvl 4 spawns Kayaks, 1 brute and occasionally a blackhawk heli to drop off enemies
- Deckers notoriety lvl 5 spawns Kayaks, APCs and APCs. They might spawn with an attack heli as well
- Next to Grace, the Deckers now also have 2 Dolls to do the fighting for them. They're not specialists however

And at last, the Luchadores underwent the biggest change:
- As they're the endgame enemy, it never made sense that they're so bland. They're beefed up heavily, yet also have a more presentable surface
- Roaming on the streets, you can see Luchadores looking actually properly dressed up and usually they spawn in luxury cars. Piss them off enough however, and they will come after you with military humvees (with the turret), attack choppers and even tanks!
- Luchadores vehicles have parts variety now too, making each car look very different. No two Luchadore cars will be the same!
- Luchadores have 3 more cars: Sovereign, Peacemaker and Infuego
- Luchadores also have the turret version of the Bulldog
- Luchadores notoriety lvl 2 spawns Sovereigns, Infuegos and Peacemakers
- Luchadores notoriety lvl 3 spawns Compensators and Bulldogs like normal. They also have air support in the form of a helicopter with 2 rocket launcher grunts
- Luchadores notoriety lvl 4 spawns Bulldogs. They also can spawn an attack chopper at this level
- Luchadores notoriety lvl 5 spawns Bulldogs, Bulldogs with turrets and tanks. Careful driving out there!
- Luchadores also gained some Dolls.

The police has also been enhanced a little bit:
- There's a distinction between Downtown police and the rest of Steelport PD. Loren Square, Sunset Park and Henry Steel Mills spawn cops in dark blue cars, in blue outfits. The rest of Steelport spawns in black outfits with the regular black and white car, however the cars do have a chance to spawn without lightbar (slicktop) and/or bull bar
- The Airport and Port Pryor see enhanced police security and activity, with another police type: Customs Police. They're in black and dark blue outfits and drive black and dark blue police cars. The SWAT also spawns occasionally with Lockdown police vans
- Downtown police has a chance to spawn on Kenshin sports bikes
- Steelport police has a chance to spawn on Estrada bikes
- Both downtown and regular Steelport PD can spawn a female cop
- SWAT has Bulldog variants, both with and without turret
- Helmets are no longer required on bikes with the Steelport PD
- Notoriety spawn rate has been increased across the board
- Police notoriety lvl 3 spawns SWAT in Customs variant police cars and Bulldogs, also spawns a heli with a sniper as per normal, except the sniper is now a SWAT goon. Also spawns Lockdown riot vans as per normal
- Police notoriety lvl 4 spawns riot vans, APCs, SWAT Bulldogs and has a minor chance to spawn a Bulldog with turret. They also spawn attack helis and blackhawks dropping off SWAT goons
- Police notoriety lvl 5 spawns the National Guard with Bulldogs, both with and without turrets, APCs, attack heli, blackhawks dropping off military personnel, and 2 tanks

And finally, STAG:
- The STAG shotgun has been turned into a shittier Sonicgun. I might update this weapon to make it ultra deadly at max level instagib and blowing up cars in 2 shots is the idea. Mechanically I want the shotgun to send a shockwave
- The STAG rifle shoots faster and is less likely to overheat. STAG rifles deal no physical damage to cars, other than to glass. A STAG rifle can't blow up a car anymore
- STAG now has a seperate variant for commandos. Watch out for them as they deal a lot of damage
- STAG notoriety lvl 3 spawns Riot shields, drop off VTOLs, and their usual N-Forcer SUV, mostly without turret
- STAG notoriety lvl 4 spawns Riot shields, drop off VTOLs, assault VTOLs, their usual N-Forcer SUV, both with and without turret, and occasionally spawns commandos. They can also spawn a tank on this level
- STAG notoriety lvl 5 spawns Riot shields, drop off VTOLs, assault VTOLs, their usual N-Forcer SUV, with turret, spawns commandos far more often, spawns easily 2 tanks, with a commando variant for the tank as well. Beware

Things I wanted to do yet:
- Rename Saints NPC list categories
- AnimSet rotations, I once managed to get this to work in SRIV, but I don't remember how I got it to work. It literally made for example a Deckers gang grunt sometimes spawn with GANG or COP animations and sometimes with STAG/SWAT animations.
- Fix known issues & pet peeves
- Do the same for SRIV but with modded-in guns, past gangs spawning, making each gang enemies of each other somehow, and go even more all out (I got NPCs to spawn with modded-in guns at least!)

Known issues & pet peeves:
- As the Saints NPC list has been restructured, I haven't renamed each category yet
- For the same reason, during the "We're gonna need guns" mission you'll mainly see female gang grunts during the cutscene where Pierce flies in with his helicopter
- Sometimes the National Guard spawns in a police car
- Sometimes Luchadores don't spawn enemies on notoriety lvl3
- If the Blackhawk is in the Deckers notoriety spawn rotation, it sometimes looks a little silly seeing 2 Blackhawks fly in sync with each other above the street, this means that the game hasn't found a suitable spot to drop them off and it looks silly. But in a good way. Imagine a pair of people figure skating, but instead it's with 2 Blackhawks.
- Matt Miller's outfit can change between cyan and blue too, so in one cutscene his outfit might glow blue and in the next it'll glow cyan.
- Various cutscenes might spawn a lot of Saints variant cars. That's because the Saints variant on all Saints cars has been moved to position 0 in the array of variants on each vehicle. The open world ambient spawns also use this.
- During one of the missions with the Trouble with Clones DLC, when interrogating the Morningstar, you hear a female voice on a male character.
- On the Return to Steelport mission, in Safeword, after interrogating the manager, sometimes the door may not open.

Download:
Considering adding ZIP attachments to posts are a bit broken currently, you can get the mods from my Drive instead.

As for instructions:
Drop the packfiles folder from the ZIP archive into the root where the .exe is. Don't worry about backups, there's a bak directory with the vanilla containers within.
 
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The image for the Ninja gang isn't showing up. Maybe it's just me, or maybe it's actually missing.
 
Looks pretty good, but you should try to replace those recoloured ped gangs with better characters. Why not use space luchadores or mascots instead?
I have some more space for characters now so I'll try to some more gangs instead of making changes to the concept. This is somewhat what I had in mind and I like how the result turned out, but as an add a mascot gang should be no problem.
The image for the Ninja gang isn't showing up. Maybe it's just me, or maybe it's actually missing.
Fixed.

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Version 1.1 is up with small changes to the color scheme of the Academy gang, a little bug fix that some grunts didn't spawn with a gun, and some changes in the character selection of the Big Playas.
 
Mwahahahaaaaaa there is, and in another update I'll make them a bit more fragile. Giving them the spawn rank of the mayor makes them somewhat too strong.

EDIT: done. Still having 2500 hit points more than the strongest gang grunt, but better than having 18k hp in total.

EDIT²: I think I'll make a fragile and an overpowered version, so people who feel lucky can still grab the overpowered version.
 
No codes, just open up the xtbls with your favorite text editor.

UPDATE: added most of the other features from Shitface's NPC Behaviour and Spawn mod too. Except for the alternative peds as there is no space for them.
 
Yup V1.4 is up now and fixed the bug having the swat spawn with saint swats, further made some tweaks to the weapon loadouts and extremely overpowered the cyber gang again.
 
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