Past Gangs Spawning Mod

hey, hope its not too late but i recently tried your mod and game keeps crashing when spawning all 8 sr3 zombies, any idea why?
 
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hey, hope its not too late but i recently tried your mod and game keeps crashing when spawning all 8 sr3 zombies, any idea why?
Hey,

I haven't touched this mod in a while. I'm trying to make a new version that brings things together far better.
I'm trying to make the open world experience for SRIV feel better. That when you fire the game up and jump in the open world, it feels more like it's something the game should've released with 11 years ago.

Sadly, the tools aren't really working that well anymore. The one thing I always focused on always got pretty much ignored. For me this part takes priority as it's an essential part in making the open world more cohesive.

Update: well, I've got it sort of figured out. It's a very tedious process with ThomasJepp's buildpackfile gui, as the command line tool of his tool throws gameclientID errors (why the fuck even?).

The vpkg alternative isn't tuned for altering/building str2 based on preexisting vanilla asm it appears. If I tell it to build car_4dr_luxury06.str2_pc, it instead builds an empty sp_key01, a completely different vehicle.

The process isn't as streamlined as I managed to make it for SRTT, but this is something though!

For example, parts rotation on the Saints Infuego:

20240405234927_1.jpg20240405234929_1.jpg20240405234930_1.jpg20240405234932_1.jpg20240405234935_1.jpg20240405234937_1.jpg

With the same treatment for the Morningstar variant:

20240405235435_1.jpg20240405235443_1.jpg20240405235533_1.jpg

I'll be able to bring back single side stack exhausts for the Compensator too, by the way:

20240406030239_2.jpg20240406030403_1.jpg20240406030410_1.jpg20240406030533_1.jpg20240406030538_1.jpg

Notoriety spawns have been completely overhauled. The simulation will throw all your past enemies at you as you gain notoriety. From Los Carnales, which the game completely forgot about, to STAG. Aside from the aliens spawning through portals, of course.
 
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Hey,

I haven't touched this mod in a while. I'm trying to make a new version that brings things together far better.
I'm trying to make the open world experience for SRIV feel better. That when you fire the game up and jump in the open world, it feels more like it's something the game should've released with 11 years ago.

Sadly, the tools aren't really working that well anymore. The one thing I always focused on always got pretty much ignored. For me this part takes priority as it's an essential part in making the open world more cohesive.

Update: well, I've got it sort of figured out. It's a very tedious process with ThomasJepp's buildpackfile gui, as the command line tool of his tool throws gameclientID errors (why the fuck even?).

The vpkg alternative isn't tuned for altering/building str2 based on preexisting vanilla asm it appears. If I tell it to build car_4dr_luxury06.str2_pc, it instead builds an empty sp_key01, a completely different vehicle.

The process isn't as streamlined as I managed to make it for SRTT, but this is something though!

For example, parts rotation on the Saints Infuego:

View attachment 39135View attachment 39136View attachment 39137View attachment 39138View attachment 39139View attachment 39140

With the same treatment for the Morningstar variant:

View attachment 39132View attachment 39133View attachment 39134

I'll be able to bring back single side stack exhausts for the Compensator too, by the way:

View attachment 39142View attachment 39143View attachment 39144View attachment 39145View attachment 39146

Notoriety spawns have been completely overhauled. The simulation will throw all your past enemies at you as you gain notoriety. From Los Carnales, which the game completely forgot about, to STAG. Aside from the aliens spawning through portals, of course.
Looks very cool! Will the Rollers gang be added? By the way, in older versions of the ETD game, aliens also spawned in free mode on the territories that belonged to them, and not only during notoriety. Is it possible to somehow force them to appear in the release game without notoriety?
 
I plan to have all the gangs from the past spawn. I managed to get custom guns from the Workshop into the hands of NPCs, but that only works with the mod patch active.

I'll even bring back the Los Carnales. It will depend on whether I succesfully add variants or not.
In SRTT it worked quite well, but the tools for SRIV and the mod patch as well are pretty frail.
 
Little update on the Los Carnales Cars:

20240410182726_1.jpg20240410193350_1.jpg

There's also a Hollywood having a Los Carnales variant. All of them come with full parts rotation, red, chance for two-tone with white/beige, chrome or gold trim.

As for the Westside Rollers:
20240411231918_1.jpg20240411232248_1.jpg

They can also spawn in a Mockingbird. Existing variants for this gang have been altered, now actually using their color most of the time instead of a gloss alternative. Both come with parts rotation and can have different body kits. They can spawn in single color or in two-tone colors.

For some cars I also added a little something to their ultimate variant:

20240409204135_1.jpg20240411232915_1.jpg

Basically what car manufacturers like to do in the real world. Make the car itself a boring color (black or white), give the trim a fancy lick of paint and sell it for a high price as if it were something sporty or exclusive while the bones and heart of the thing see minimal to no improvement.

Cars that have this SuperSports color scheme currently are the Hammer and the Blade. I like my wagons.

I still have a long way to go. 13 cars left to do for the gangs, 15 when you count in SWAT/Ultor/SNG.
I aim to give the SWAT a Bulldog and the SNG that little SUV that the Brotherhood can spawn in.
And then the remainder of the civilian cars.

I'm very happy with the groundwork though. The main improvement in SRIV to me is that you can make multiple gangs literally fight each other over literally nothing. The Los Carnales will happily pick a fight with the Vice Kings now and then in Espina and Rosen Oaks. The Rollers occasionally end up having a small shootout with the Brotherhood over at the airport.

The only downside, any gang that's on the same team as the aliens will not spawn in a hood you've conquered.
 
So far the progress has been pretty smooth. All vehicles I wanted to alter have been altered (all the standard-case civilian/gang/cop vehicles).
The build so far has been surprisingly smooth too. The only thing I have noticed is that in the prologue mission the animations are a bit broken and Pierce T-poses at some point.

Other than that, I haven't noticed any crashes in a playthrough I'm doing for it, having cleared up to M13 of the main story so far.
The chaos is amazing with how dumb this game's AI is. Civilian runs over civilian, gang starts shooting, other gang starts shooting gang.
 
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