Allright, since this part of the forum is shockingly empty, I'll post how I learned to mod SR2; 1. Read and follow this chat transcript Read this carefully and follow the instructions. It should make it clear to you how to manipulate *.vpp_pc and craft your own, modified game patch file using the tools provided by http://blog.gib.me Code (Text): Chat transcript IdolNinja teaching curly haired boy how to mod Saints Row 2 Curly haired boy: So, what programs do i need? IdolNinja: gibbed's modding tools IdolNinja: first you need to understand how it works IdolNinja: generally curly haired boy: ok IdolNinja: alrighty IdolNinja: an overview of the basics of how it works IdolNinja: you extract the contents of a couple of files in your sr2 directory IdolNinja: into a seperate folder IdolNinja: each file is a text file that is editable IdolNinja: you copy one of the files to a "modified" directory IdolNinja: and make your changes to it IdolNinja: you then use a tool which will compile the changes into a patch.vpp_pc file IdolNinja: replace that file in your directory and run the game IdolNinja: and that's it IdolNinja: simple huh? curly haired boy: simple doesn't mean easy :P IdolNinja: haha right IdolNinja: it will be though trust me curly haired boy: :D IdolNinja: first thing you'll need to do is create a folder to use IdolNinja: i call mine sr2mod IdolNinja: at the root of one of my data drives IdolNinja: call yours the same so we're talking the same language curly haired boy: will do IdolNinja: let me know when you're accomplished this IdolNinja: herculean task curly haired boy: sr2mod curly haired boy: XD curly haired boy: me/ alt+tabs IdolNinja: problems? curly haired boy: nope curly haired boy: just picking a drive to put it on :P IdolNinja: I am timing you IdolNinja: be quick curly haired boy: XD IdolNinja: you'll be graded on performance after you finish the level curly haired boy: lol curly haired boy: done IdolNinja: in your new sr2mod folder create some subfolders IdolNinja: extracted IdolNinja: modified IdolNinja: original IdolNinja: SR2WIP curly haired boy: ok IdolNinja: http://blog.gib.me/wp-content/uploads/2009/02/binaries-svn-rev10.zip IdolNinja: donwload the tools from gibbed, and extract them to the root of your sr2 mod folder IdolNinja: http://img5.imageshack.us/img5/4333/gibbed.jpg IdolNinja: should look something like that IdolNinja: there's some extra junk in there I put in for testing some stuff IdolNinja: don't worry about it IdolNinja: yet curly haired boy: ok curly haired boy: done IdolNinja: go to your sr2 installed game directory and copy your ORIGINAL common.vpp_pc and patch.vpp_pc files to the new ..\sr2mod\original folder IdolNinja: make sure they are not the modded ones we've been testing, but your original ones installed with the game curly haired boy: i renamed those .old curly haired boy: gotcha IdolNinja: after they are copied to ..\sr2mod\original, make sure to rename them back to their original names (remove the .old extension) curly haired boy: right IdolNinja: run Gibbed.SaintsRow2.ExtractPackage curly haired boy: what will that do? IdolNinja: It's going to extract the contents of the original .vpp_pc files IdolNinja: so that we can edit them curly haired boy: ahh IdolNinja: oh one thing before you continue curly haired boy: yes? IdolNinja: just leave that window up with the extractor curly haired boy: ok IdolNinja: create two subfolders in ..\sr2mod\extracted IdolNinja: name one folder: common IdolNinja: the other name: patch IdolNinja: E:\sr2mod\extracted\common IdolNinja: E:\sr2mod\extracted\patch IdolNinja: those are mine IdolNinja: as you can probably guess, we are going run the tool twice. Once to extract common.vpp_pc to the ..\sr2mod\extracted\common folder IdolNinja: and then a second time to extract patch.vpp_pc to the ..\sr2mod\extracted\patch folder IdolNinja: so go to your extraction tool that should still be up (if not, run it again) IdolNinja: Click the Extraction button IdolNinja: browse to your ..\sr2mod\original\ folder and choose common.vpp_pc IdolNinja: then extract it to your new ..\sr2mod\extracted\common folder IdolNinja: run it again and do the same again for patch IdolNinja: with patch_vpp.pc IdolNinja: and extract it to the ..\sr2mod\extracted\patch folder IdolNinja: make sense so far? curly haired boy: so far curly haired boy: i'm a little behind in steps curly haired boy: but catching up IdolNinja: I'll wait IdolNinja: tapping my foot curly haired boy: so i double click the extractpackage IdolNinja: yes curly haired boy: and a window comes up IdolNinja: and click the extract button curly haired boy: ok IdolNinja: and browse to sr2mod/original/common.vpp_pc IdolNinja: and select it curly haired boy: ahhh curly haired boy: it's working IdolNinja: so far so good IdolNinja: http://img43.imageshack.us/img43/9223/gibbed2.jpg IdolNinja: and it looks something like that when it's finished curly haired boy: do the same with the other ? curly haired boy: the patch? IdolNinja: exactly IdolNinja: extract the original patch file to ..\sr2mod\extracted\patch IdolNinja: all these files control how the world of sr2 works IdolNinja: let me know when it's extracted curly haired boy: done and done IdolNinja: right on IdolNinja: now... the extracted folder IdolNinja: and its subfolders (..\sr2mod\extracted\comman and ..\sr2mod\extracted\patch IdolNinja: NEVER MODIFY THESE FILES IdolNinja: these are the original ones IdolNinja: and we always want them clean curly haired boy: ok IdolNinja: ok, got to..\sr2mod IdolNinja: the root where the tools are IdolNinja: create a new text file and call it build.bat IdolNinja: windows will honk at you about changing the txt extension, but ignore that curly haired boy: didn't for me IdolNinja: then you probably have file extensions turned off in your view IdolNinja: and the actual file name you created is build.bat.txt curly haired boy: that's what it is, yeah IdolNinja: change that in your view menu so you can see all the extensions IdolNinja: and let me know when the file name has been corrected curly haired boy: done IdolNinja: right click on build.bat and select Edit IdolNinja: should open it up in notepad IdolNinja: and it should be empty curly haired boy: it does curly haired boy: yep IdolNinja: Gibbed.SaintsRow2.BuildPackage.exe "patch.vpp_pc" "modified" "extracted\patch" IdolNinja: paste that command in the batch file and then save and close curly haired boy: done IdolNinja: here's where it gets interesting IdolNinja: ..\sr2mod\modified is the folder we will copy various .xtbl files to edit them IdolNinja: don't run this yet, but IdolNinja: when you run your new build.bat batch file, what it does is compiles a new patch.vpp_pc and uses any new modified files in your sr2mod\modified directory, along with all the original ones IdolNinja: so IdolNinja: let's say you copy a file from one of the extracted folders curly haired boy: yeah IdolNinja: one of the orignal .xtbl files IdolNinja: and put the copy in ..\sr2\modified IdolNinja: then change a line in the copied .xtbl file and save it. then run the build.bat curly haired boy: yeah IdolNinja: it will recompile the patch with the new version of that file curly haired boy: the bat should compile it IdolNinja: and all the old files too IdolNinja: from the extracted folder IdolNinja: yes, that .bat (batch file) will compile it IdolNinja: build.bat IdolNinja: So, let's make a simple change and compile a new patch curly haired boy: ok IdolNinja: look for weapons.xtbl in the ..\sr2mod\extracted\common folder IdolNinja: and copy it (don't move it) to your ..\sr2mod\modified folder IdolNinja: btw .xtbl files are xml table files IdolNinja: they are plain text IdolNinja: let me know when it's copied curly haired boy: should i have folders in modified? IdolNinja: no IdolNinja: it should be empty IdolNinja: except for the copied weapons.xtbl file curly haired boy: copied IdolNinja: double click and open it IdolNinja: it will probably ask you to choose an application curly haired boy: windows doesn't know what to do curly haired boy: right IdolNinja: browse you're programs and choose notepad IdolNinja: and tell it to always use notepad to open .xtbl files curly haired boy: done and done! IdolNinja: you should see a bunch of gobbledygook IdolNinja: <root> <Table> <Weapon> <Name>heli_fighter_01</Name> <Weapon_Class>vehicle</Weapon_Class> <Trigger_Type>burst</Trigger_Type> <Magazine_Size>100</Magazine_Size> <Range_Max>225</Range_Max> <Sound_Radius>150</Sound_Radius> <Damage_Max> curly haired boy: i see VARIABLES IdolNinja: right curly haired boy: :D IdolNinja: or the technical term IdolNinja: gobbledygook curly haired boy: XD IdolNinja: have you ever done anything in html? IdolNinja: or xml? curly haired boy: some in html IdolNinja: ah ok curly haired boy: nothing in xml IdolNinja: so you know that something like <start> bunch of crap </start> IdolNinja: signifies a section IdolNinja: like forum posting curly haired boy: yeah IdolNinja: with tags curly haired boy: yep IdolNinja: let's find a weapon to modify curly haired boy: how bout the first one curly haired boy: i believe that's the heli cannon IdolNinja: that's a complcated one IdolNinja: let's start with something easy IdolNinja: <Name>glock</Name> IdolNinja: search for that IdolNinja: should be the first line of the weapon definition IdolNinja: for the glock curly haired boy: done IdolNinja: I'll bet you can already see some fun stuff to change IdolNinja: let's make a few basic changes curly haired boy: yeaaah :D IdolNinja: just for fun IdolNinja: Magazine_Size to 15 IdolNinja: since it's 12 now curly haired boy: 1200 curly haired boy: :D IdolNinja: careful IdolNinja: the ammo pool is declared in a different file (ammo.xtbl) curly haired boy: but don't i have infinite ammo? IdolNinja: and if the clip is bigger than the pool it will cause problems curly haired boy: oh IdolNinja: it's weird that way IdolNinja: and we can look at the ammo file later curly haired boy: 55 it is IdolNinja: cool IdolNinja: <Ragdoll_Force_Shoot>150</Ragdoll_Force_Shoot> IdolNinja: that's a fun one curly haired boy: 45 kojillion IdolNinja: that's how I made the orbital launcher IdolNinja: 9000 blows someone across the street IdolNinja: 50000 is the one I put on the launcher curly haired boy: hahahah :D IdolNinja: so change that to something around there IdolNinja: just for testing curly haired boy: 20000 IdolNinja: sure IdolNinja: see the Meleeattacks section? curly haired boy: i do IdolNinja: what i did for the pimpslap was just copypaste the pimp slap definitions (from later in the file) into that section IdolNinja: and replaced the ones that are there IdolNinja: so your melee smacks people sky high with the gun IdolNinja: want to try it? curly haired boy: hmm curly haired boy: no, i think i'll just adjust the RANGE :D IdolNinja: haha ok IdolNinja: <Muzzle_Effect>muzz_handgun_nl</Muzzle_Effect> IdolNinja: that's how I changed the muzzle flashes curly haired boy: ahh curly haired boy: pretty straightforward, this. :) IdolNinja: minimize this for a second and I want you to open another file curly haired boy: ok IdolNinja: in \extracted\common IdolNinja: open effects.xtbl IdolNinja: DO NOT CHANGE THIS FILE IdolNinja: this is our reference IdolNinja: for the different effects we can use for the muzzle curly haired boy: ahh IdolNinja: search it for blood curly haired boy: so i could just put minigun_barrel in there IdolNinja: to be clear, you change NOTHING in effects.xtbl IdolNinja: you just lookup what the names are of stuff you can change in weapons.xtbl IdolNinja: just to be clear curly haired boy: yeah, i mean i could copy minigun_barrel IdolNinja: here's the thing though IdolNinja: well the minigun is weird IdolNinja: most of the muzzle flashes you see with it are actual tracer stuff IdolNinja: we'll talk about that in the advanced course curly haired boy: ah curly haired boy: XD IdolNinja: for now, let's choose a simple one IdolNinja: search for blood IdolNinja: we'll make the muzzle flash bleed all over IdolNinja: just for kicks curly haired boy: blood_headshot curly haired boy: copy that? IdolNinja: let's try it IdolNinja: it will be within the <name> brackets curly haired boy: the name part, or the filename? curly haired boy: ah, ok IdolNinja: <Name>blood_headshot</Name> IdolNinja: we are going to use blood_headshot curly haired boy: done and done! IdolNinja: and copy it to the muzzle flash variable in weapons.xtbl curly haired boy: yup IdolNinja: <Muzzle_Effect>blood_headshot</Muzzle_Effect> IdolNinja: should look like that now curly haired boy: yep IdolNinja: the next interesting section is <Flags> IdolNinja: right now, the only flag is dual weildable IdolNinja: do you see it? IdolNinja: <Flags> <Flag>dual wieldable</Flag> </Flags> IdolNinja: in the glock defintion IdolNinja: in weapons.xtbl curly haired boy: i do curly haired boy: it's just below the spread multis IdolNinja: we can add extra flags to it curly haired boy: oooooo :D IdolNinja: what I want you to do is search on something in the file (it's near the bottom) IdolNinja: Search for IdolNinja: <Description>Flags for this weapon.</Description> curly haired boy: sweet IdolNinja: they are all pretty self explanatory IdolNinja: let's pick one to use with our new improved glock IdolNinja: lethal melee might be fun IdolNinja: I've never tried that one curly haired boy: ok IdolNinja: so copy the line and search again from the top for glock to get back to our weapon definition curly haired boy: done and done curly haired boy: added it to flags IdolNinja: and paste it into the flags section IdolNinja: <Flags> <Flag>dual wieldable</Flag> <Flag>lethal melee</Flag> </Flags> IdolNinja: should look like that curly haired boy: yep IdolNinja: let's knock Refire_delay donwn to 50 IdolNinja: so it shoots fast curly haired boy: yay IdolNinja: and now comes the fun part IdolNinja: <Audio> curly haired boy: :D IdolNinja: just like effects.xtbl is our graphic effects refernce, we will be using a sound reference file to find the names of sound effects we can use IdolNinja: to look up stuff we can try IdolNinja: once again, in the extracted\common folder, it's called foley.xtbl IdolNinja: so open it up IdolNinja: DO NOT CHANGE IT IdolNinja: we're just going to look stuff up IdolNinja: like we did with effects.xtbl curly haired boy: kk IdolNinja: <root> <Table> <Foley> <Name>SFX_EXP_FLASHBANG</Name> <AudioBanks>Other InMemory</AudioBanks> <_Editor> IdolNinja: that's the first entry curly haired boy: yep IdolNinja: once again, between the <Name> tags is what we want IdolNinja: that defines the sound that's heard IdolNinja: so SFX_EXP_FLASHBANG is probably the sound fx for the flashbang explosion IdolNinja: that weeee and muffled sound thing curly haired boy: cool curly haired boy: :D curly haired boy: let's try that IdolNinja: actually I have a better idea IdolNinja: but first IdolNinja: SFX_DTH_ IdolNinja: see those definitions? IdolNinja: the 2nd one is one IdolNinja: SFX_DTH_DRUGSTILL curly haired boy: ok IdolNinja: took me a bit figure out what those were IdolNinja: DTH is death IdolNinja: it's the destruction of the ojbect IdolNinja: the sound it makes curly haired boy: ahh IdolNinja: SFX_DTH_FENCE curly haired boy: XD IdolNinja: would be the fence destroyed IdolNinja: there's one called something gasp IdolNinja: I think it's a crowd gasping curly haired boy: i'll try that one :D IdolNinja: I think it would be a funny sound to use IdolNinja: going to find it yourself and change? curly haired boy: already done curly haired boy: already edited IdolNinja: haha! IdolNinja: I knew you could do it IdolNinja: you could find some other ones for alt attack IdolNinja: or reload curly haired boy: etc. IdolNinja: some won't work FYI curly haired boy: i want to test now! :D IdolNinja: haha ok IdolNinja: let's go back to weapons.xtbl then IdolNinja: it all looks pretty good for me IdolNinja: oh, want to make it a rapid fire gun? IdolNinja: automatic? curly haired boy: sure IdolNinja: near the top of the glock definition is a tag called Trigger_Type IdolNinja: change single to rapid curly haired boy: sweet IdolNinja: I found that by looking at the kobra definition and saw that IdolNinja: there's also continuous IdolNinja: which is I believe used for the minigun IdolNinja: anyways, IdolNinja: save the file curly haired boy: yep IdolNinja: run build.bat IdolNinja: it should create a new patch_vpp.pc file in the sr2mod folder curly haired boy: how do i do that IdolNinja: double click it curly haired boy: it opens it IdolNinja: then you didn't change the name IdolNinja: of the file IdolNinja: it should be build.bat curly haired boy: oh, i gotta REMOVE the .txt from the name? IdolNinja: should be build.bat and not build.bat.txt IdolNinja: RIGHT IdolNinja: so it's a batch file IdolNinja: and runs the command contained in it IdolNinja: it should only take a second to run IdolNinja: did it work? IdolNinja: did it produce a new pathc.vpp_pc file? curly haired boy: i accidentally clicked it twice curly haired boy: XD IdolNinja: haha curly haired boy: the first time worked IdolNinja: you're just excited curly haired boy: the second time threw an error and stopped working curly haired boy: but i think it went through IdolNinja: probably because the newly created patch.vpp_pc already existed when you tried to run it the second time curly haired boy: i see it curly haired boy: now what IdolNinja: move the file to your sr2 folder where your game is IdolNinja: just like you would if it was from me IdolNinja: NOTE IdolNinja: the 2nd file in my rar IdolNinja: the preanim one IdolNinja: is ONLY for dual wielding IdolNinja: you'll probably never create one with the gibbed tools curly haired boy: ah, ok IdolNinja: it will only create the patch.vpp_pc file curly haired boy: um curly haired boy: will this break the stuff you've already given me? IdolNinja: it may IdolNinja: just don't save curly haired boy: gotta try it ;o curly haired boy: k IdolNinja: and load an earlier save IdolNinja: since you may have stuff associated with my patch curly haired boy: ok curly haired boy: gonna try IdolNinja: *fingers crossed IdolNinja: your blood gasp gun is ready to test IdolNinja: oh sorry, AUTO blood gasp gun curly haired boy: uh curly haired boy: which pistol is the glock XD IdolNinja: uh oh IdolNinja: haha IdolNinja: nr4 I think curly haired boy: kk IdolNinja: in pistols curly haired boy: ok curly haired boy: everything works IdolNinja: houston, do we have fountains of blood? IdolNinja: and gasp noises? curly haired boy: the added melee range PULLS PEDESTRIANS TOWARDS ME SO i kick them in the balls :D IdolNinja: hahahaha curly haired boy: and yes, gasps of blood :D IdolNinja: that's AWESOME IdolNinja: that must be a horror show XD curly haired boy: i gotta go increase that range :D IdolNinja: now.. there will be other additional files that you copy in to ..\sr2\modified IdolNinja: for other things IdolNinja: eventually curly haired boy: :D IdolNinja: http://img21.imageshack.us/img21/4403/gibbed3.jpg IdolNinja: that's my current modified directory curly haired boy: ahahaha curly haired boy: awesome IdolNinja: so those might be good ones to look through IdolNinja: see if you can figure out what they do IdolNinja: play around, create new patches IdolNinja: crash the game IdolNinja: fix and uncrash IdolNinja: make something cool :D IdolNinja: LESSSON 1 COMPLETE IdolNinja: STUDENT: curly haired boy passes with an A+ IdolNinja: your homework: IdolNinja: http://community.saintsrow.com/viewforum.php?f=37 IdolNinja: that's how I learned everything IdolNinja: you will also see some posts from me curly haired boy: awesome :D curly haired boy: thanks so much! IdolNinja: including code for my weapons.xtbl entries for the two new guns IdolNinja: like all I did for that light on the lazarus was use DT_spotlight01 for the muzzle flash IdolNinja: which is the spotlight effect from the police chopper and prison guard towers IdolNinja: and as you hold the trigger down it keeps spawning more and more of them making the beam brighter and wider curly haired boy: :D curly haired boy: i think i'll call my new gun the bloody roar curly haired boy: because that's what it is. :D IdolNinja: hahah curly haired boy: OH SHIT curly haired boy: OH SHIIIIIT IdolNinja: you should find some scream foley soundfx for it curly haired boy: XD curly haired boy: the cops curly haired boy: THEY HAVE IT TOO curly haired boy: they completely BLEW ME AWAY IdolNinja: hahaha IdolNinja: that's for lesson 2 IdolNinja: creating a new gun so that the cops don't have it curly haired boy: HAHAHA IdolNinja: I bet you have some wild crazy things in mind :D IdolNinja: told you it wasn't hard IdolNinja: browse through ammo.xtbl IdolNinja: if you want curly haired boy: right IdolNinja: that controls ammo pools IdolNinja: you should have enough to start causing some trouble though :D curly haired boy: well, sleep well, knowing your knowledge is in good hands IdolNinja: take some pics of your blood gun for the forum ;D curly haired boy: will do IdolNinja: I'm sure that would be pretty interesting to see curly haired boy: i changed rapid fire to continous IdolNinja: I will eagerly await them for tomorrow when I get up curly haired boy: unfortunately, melee range didn't work :S curly haired boy: ah well IdolNinja: yeah, some things are weird IdolNinja: you have to play with it IdolNinja: I usually make 1 or 2 changes at a time and test IdolNinja: scopes are weird btw IdolNinja: you need to add a couple zoom tags in your weapon def IdolNinja: the lazarus has those in the source I sent IdolNinja: if you want to see them curly haired boy: thanks IdolNinja: you can compare it side by side to the original taser IdolNinja: and see all the changes curly haired boy: which is a good guide for making my own weapon curly haired boy: :3 IdolNinja: http://community.saintsrow.com/viewtopic.php?f=37&t=27619 IdolNinja: that's the tutorial I followed for making new guns IdolNinja: it's a bit hard to follow because the author tries to base it off line numbers using a different txt editor. Once you understand the basics though it's easy IdolNinja: also, you don't need to do the cheat .xtbl mods he mentions. you can just add it to the store to buy. see later in his post IdolNinja: we'll create a new weapon tomorrow IdolNinja: together IdolNinja: so you can avoid breaking stuff like I did IdolNinja: the first one I tried ended up screwing up all the names and making my bare hands a cellphone so I couldn't melee D: IdolNinja: but definitely check out that forum and read up IdolNinja: 'night! 2. Get a good textfile search tool As you should know from the chat transcript, the stuff you probably want to mod is in plain-text files inside common.vpp_pc and patch.vpp_pc. There are a LOT of texfiles packed in those archives though. You will need a tool to search for specific stuff in the unpacked chaos. Personally I use Wingrep. 3. Mod example A: Foreign Power sells the Bear --- Finding the vehicle ingame name --- Searching for "Bear" will yield lots of results. The one you are looking for is inside sp_apc01_veh.xtbl. The files features the lines <Display_Name>Bear</Display_Name> and "<Name>sp_apc01</Name>. Bingo. --- Adding the vehicle to the the Foreign Power list --- The stuff that FP sells is defined in car_dealerships.xtbl and every car is an "element" like this one for the Phoenix: Code (Text): <Element> <Vehicle>car_2dr_muscle04</Vehicle> <Variant>Standard</Variant> <Cost>20000</Cost> </Element> The car_dealerships.xtbl has more info per element like color data, but by experimenting and looking though other mods (Gentelmen!) I learned it can safly be left out. Copying the car_dealerships.xtbl to the modified directory (remember the chat transcript instructions), adding your own element featuring the sp_apc01 vehicle and repacking the patch.vpp_pc file will yield you your first mod! 4. Mod example B: Tornado spawn point --- .cts file orientation --- Parking is defined in .cts files. The one that contains all the parking spots is parking_spots.cts. Now you don't have to cram your own info into that big file, you can define your own parking spots in another .cts file, as long as the game knows it should look in there. There is a master .cts file, sr2_city.cts, that states what other .cts files need to be looked in to. Copy sr2_city.cts to your modified directory and add the line, Include: "my_mod.cts" , where all the other includes are. Now create an empty my_mod.cts file in your modified directory and make sure it has all the hashtag header lines (like #Navpoints, #Framerates, #End, etc) you find in other .cts files but has no data bewen them. Now look at the parking_spots.cts file for reference. You will see that the police station Tornado spawn is defined in 2 places. Under #Navpoints and under #Parking. Code (Text): ... #Navpoints ... $Navpoint: "parking_spots_$parking_SR_attack_heli" $Type: "ground" $Pos: <-681.697266 14.408448 400.047302> $Orient: [I] ... #Parking ... $Parking: "parking_spots_$parking_SR_attack_heli" $Dimensions: 11.00 6.71 $Spawn Chance: 10 +Force vehicle: "heli_fighter_01" ... --- Saints Row 2 Powertools --- Now you should know what to add in my_mod.cts to add more parking spots. The problem is that you don't know WHERE to add the parking spot. You need a way to know what x/y/z coordinates to use for $Pos. http://saintsrowpowertools.com/ has the solution. Follow the instructions carefully and you should see your in-game coordinates when playing when you toggle scroll-lock. For most uses you can round the numbers up to one decimal --- Wrapping up --- Lets say you have established you want your Tornado to spawn at 2418.5 -2.8 885.0 then your my_mod.cts should look like this: Code (Text): // ------- #Includes // ------- // ------- #Activities // ------- // ------- #Framerates // ------- // ------- #Groups // ------- // ------- #Navpoints // ------- // My Tornado Navpoint $Navpoint:" my_little_tornado_parking_spot" $Type: "ground" $Pos: <2418.5 -2.8 885.0> $Orient: [I] // ------- #Paths // ------- // ------- #Items // ------- // ------- #Triggers // ------- // ------- #Vehicles // ------- // ------- #Respawns // ------- // ------- #Humans // ------- // ------- #Spawn NPC Regions // ------- // ------- #Action Nodes // ------- // ------- #Parking // ------- // My Tornado parking define $Parking: "my_little_tornado_parking_spot" $Dimensions: 11.00 6.71 $Spawn Chance: 100 +Force vehicle: "heli_fighter_01" // ------- #Chunk Streaming Test Cases // ------- // ------- #Ambients // ------- // ---------- #DSP Regions // ---------- // ------------- #Audio Cluders // ------------- // ------- #Nodes // ------- // ------- #Searchlights // ------- // ------- #Movers // ------- // ------- #Interiors // ------- #End 5. Mod example C: Customisable Kaneda I'm not gonna spell this one out but show you how to get the info yourself instead. Now both GotR and my Easycruiser mod have this feature and you should have no trouble finding the file relevant to this bike while poking around in them. The problem is that this time you need to REMOVE something. Looking at the modded file will give you no info on this matter. To quickly find what was removed you should do an automated comparison with the unmodded file. Good text editors, like Notepad++, have features to compare 2 similar text files. Use this and you will quickly find what is making the Kaneda uncustomisable in the original game. 6. Mod example D: Extra crib garage Crib garages have entries in 3 files: - garage_sr2_city.cts (under #Navpoints and #Triggers) - garage_sr2_city.xtbl - cribs.xtbl. Good luck and have fun!