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![]() Trained Member Posts: 85 Joined: 21-September 12 ![]() | Is it possible to mod GTA San Andreas without replacing the old files ?? I mean to say suppose I have modified main.SCM & some files of GTA3.IMG. But I could play normal Sa & modified Sa both as separate games ?? Even the Save directory will be different. -------------------- |
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![]() Actually living entity Posts: 143 From: Earth Joined: 15-January 11 ![]() | not really. Alternate versions of main.scm & script.img can be choosen by using this mod. Mission Packs For SA San Andreas Mission Pack Fix samp_fix.rar (has nothing to do with SAMP) gta3.img is loaded by the exe. Savegame directory is also defined by the exe. You could try to use the Mission Pack Fix in combination with two or more modified exe. Just an idea though. Cant guarantee it would work. -------------------- |
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![]() Coding like a Rockstar! ![]() Posts: 1,468 From: ??? Joined: 28-May 09 ![]() | Why not just install GTASA twice and keep one modded and one original? That also means you can easily replace modded files with original ones by copying from one directory to another. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
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![]() Trained Member Posts: 85 Joined: 21-September 12 ![]() | MPACKS are only useful if I m modifying only Main.SCM but what I need is: QUOTE Is it possible to mod GTA San Andreas without replacing the old files ?? I mean to say suppose I have modified main.SCM & some files of GTA3.IMG. But I could play normal Sa & modified Sa both as separate games ?? Even the Save directory will be different. I have already too many GTA San Andreas installations which confuses me a lot...so I want to know about it.. I already have the latest .NET Framework 4.0 but Citizen.launcher works on .NET 3.5 .. -------------------- |
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![]() Actually living entity Posts: 143 From: Earth Joined: 15-January 11 ![]() | My idea was you could create a copy of gta_sa.exe (i.e gta_mod.exe) and edit it with a hex editor (EditPadPro) after you have patched it with the mission pack fix. The strings must be same length so you have to add zeros if you make it shorter. Search inside the exe for the string gta3.img and change it to gtax.img. I have no idea if this works but might be worth a try.. Search inside the exe for the string Personal (506572736F6E616C) and change it to \. <- This is a backslash followed by a dot (5C2E000000000000). Savegames, gta_sa.set, Gallery, etc. will then be saved in the 'data' folder. (I think SA is just using the default savegame location because it cannot find the registry value "\." which should contain the real savegame path. you might also be able to add another key to the registry, containing an alternate savegame path but it would only work on your current system of course) This way you would still have to copy gta3.img but you would have a workaround for copying 3GB of audio. EDIT: BTW, as far as I know, you need .Net 3.5 installed for .Net 3.5 applications. .Net 4 for .Net 4 applications. I have 1.0, 1.1, 2.0, 3.0, 3.5 & 4 installed on XP.. This post has been edited by uokka: Oct 16 2012, 05:00 PM -------------------- |
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![]() Coding like a Rockstar! ![]() Posts: 1,468 From: ??? Joined: 28-May 09 ![]() | MPACKS are only useful if I m modifying only Main.SCM but what I need is: I have already too many GTA San Andreas installations which confuses me a lot...so I want to know about it.. I already have the latest .NET Framework 4.0 but Citizen.launcher works on .NET 3.5 .. You have to install every version independantly. 4.0 does not account for things in 3.5, etc. which is how programs written with NET Framework keep their compatibility. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
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Ameteur Member Posts: 54 Joined: 8-January 11 ![]() | uokka have a point, this is exactly what i do to keep global mods in SA original folder. ![]() Works to me in GTA 3 and Vice too. For save games i suggest to change a string "GTASAsf" also in exe, for example i have different savegames for hell on wheels, great theft car and 95 story. This post has been edited by ThirteenAG: Oct 16 2012, 07:36 PM |
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![]() Trained Member Posts: 85 Joined: 21-September 12 ![]() | QUOTE You have to install every version independantly. 4.0 does not account for things in 3.5, etc. which is how programs written with NET Framework keep their compatibility. Actually programs dependent on .NET 2.0 or below work on .NET 3.5 but not on .NET 4.0 .. QUOTE My idea was you could create a copy of gta_sa.exe (i.e gta_mod.exe) and edit it with a hex editor (EditPadPro) after you have patched it with the mission pack fix. The strings must be same length so you have to add zeros if you make it shorter. Search inside the exe for the string gta3.img and change it to gtax.img. I have no idea if this works but might be worth a try.. Search inside the exe for the string Personal (506572736F6E616C) and change it to \. <- This is a backslash followed by a dot (5C2E000000000000). Savegames, gta_sa.set, Gallery, etc. will then be saved in the 'data' folder. (I think SA is just using the default savegame location because it cannot find the registry value "\." which should contain the real savegame path. you might also be able to add another key to the registry, containing an alternate savegame path but it would only work on your current system of course) This way you would still have to copy gta3.img but you would have a workaround for copying 3GB of audio. Thanks I ll give a try so keep a eye over this topic ..Please.. ![]() -------------------- |
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![]() Actually living entity Posts: 143 From: Earth Joined: 15-January 11 ![]() | @ThirteenAG, what did you changed in "GTASAsf"? What effect has it? Your folders 95ST, HLOW, etc., are those copys of your 'data' folder or savegame folders (or are they for use with Citizen.Launcher)? Also your MPACK folder is in the root dir..? Mine is in 'data'. -------------------- |
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Ameteur Member Posts: 54 Joined: 8-January 11 ![]() | @uokka, QUOTE what did you changed in "GTASAsf"? What effect has it? CODE Directory of GTA San Andreas User Files 08.10.2012 23:30 <DIR> Gallery 08.10.2012 04:37 <DIR> SAMP 23.07.2012 00:56 <DIR> User Tracks 08.10.2012 04:37 <DIR> mpack 24.09.2012 05:05 GTA95sf1.b 03.10.2012 04:54 GTASAsf1.b 08.10.2012 22:47 GTASAsf2.b 03.10.2012 03:37 GTASAsf8.b 12.10.2012 19:46 gta_sa.set 29.09.2012 22:52 HOWSAsf1.b 29.09.2012 03:37 HOWSAsf8.b 09.06.2011 21:22 sa-ufiles.dat 09.06.2011 21:22 sa-utrax.dat QUOTE Your folders 95ST, HLOW, etc., are those copys of your 'data' folder or savegame folders (or are they for use with Citizen.Launcher)? No, they contain a content of the mod only. And some additional files if necessary. For example, content of HLOW CODE Directory HLOW 13.10.2012 14:44 <DIR> maps 13.10.2012 14:44 <DIR> script 13.07.2012 06:16 american.gxt 21.09.2004 11:00 cargrp.dat 29.09.2012 06:27 countrye.img 29.09.2012 06:27 countryN.img 10.09.2012 17:23 countryW.img 10.09.2012 17:23 SFn.img 10.09.2012 17:29 default.dat 10.09.2012 18:37 gta.dat 10.09.2012 17:48 hellonwheelsimgs.txt 14.10.2010 04:59 ped.dat 14.10.2010 04:32 pedgrp.dat 29.09.2012 05:25 pedprops.img 16.11.2010 22:52 peds.ide 14.10.2010 04:51 pedstats.dat IMG organizer is very helpful in this, instead of using whole gta3.img, i can find files, changed in the mod, put them into my organized archives and change path to them in txt. So my cars, peds and other models will work in this mod. Maps folder controlled by gta.dat, so i changing path to it in exe and then modify HLOW\gta.dat. Same thing with the other files. ![]() mpack folder just contain some stuff, it's completely unused. This post has been edited by ThirteenAG: Oct 17 2012, 03:30 PM |
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![]() Actually living entity Posts: 143 From: Earth Joined: 15-January 11 ![]() | Thanks, so "GTASAsf" is the naming for the save files.. 95ST, HLOW, etc. are only partially replacing files from the 'data' folder, depentant on which exe youre using. Thats a nice setup you have there and it should definitely be a sufficient solution for Arijit Sen. -------------------- |
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![]() The master of cut retort ![]() Posts: 239 From: Warsaw, PL Joined: 21-July 10 ![]() | uokka have a point, this is exactly what i do to keep global mods in SA original folder. ![]() Works to me in GTA 3 and Vice too. For save games i suggest to change a string "GTASAsf" also in exe, for example i have different savegames for hell on wheels, great theft car and 95 story. * Silent just noticed The '95 Story folder ![]() This post has been edited by Silent: Oct 17 2012, 08:16 PM |
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![]() Trained Member Posts: 85 Joined: 21-September 12 ![]() | Thanks guys..But I didn't understood about the save system which ThirteenG told ?? -------------------- |
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Ameteur Member Posts: 54 Joined: 8-January 11 ![]() | It's easy, find "GTASAsf" in the gta_sa.exe ![]() simply change it to anything, for example to "MODSAsf", and this exe, instead of saving and loading to/from GTASAsf[1-8] will do it to/from MODSAsf[1-8]. Very useful for mods, which replace main.scm and script.img. This post has been edited by ThirteenAG: Oct 18 2012, 12:32 PM |
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![]() Trained Member Posts: 85 Joined: 21-September 12 ![]() | Thanks a lot guys I ll give a try ...I ll tell you the results later on..Anyways Thanks a lot.. ![]() ![]() ![]() -------------------- |
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