San Andreas prostitution (Hooker Overhaul) 1.2
1.790
50
1.790
50
This mod aims to bring hookers to a similar state as they were in GTA SA, with some added features that aim to add a bit of spice to the pedtype, If you're bored of them always running away, Say no more!
- Peds.ymt has been lightly tweaked to add the stripper walk animation into their possible walkcycles, as I thought it looked more natural than "move_f@chichi" and "move_f@manteater" (they still have this animation under their possible walkcycles but you can remove them)
-Pedpersonality.dat has been tweaked to give hookers some enhancements in their behaviour and his healthconfig has been change from "WEAK" to "AVERAGE" so they don't get insta knocked down by a player's punch on vanilla games, now they will have a chance contront the player if stalked, pushed or bumped into and fight back if attacked/startled by shots, but they still retain a chance of cowering/walking away and threatening to call the cops on the player (which will more or less happen if the hooker is unarmed or the player is wielding a gun that they cannot fight against with what they have)
-Ambientpedmodelsets.ymt has been edited to include S_F_Y_Hooker_03 (Black hookers) as possible peds to spawn soliciting outside Strawberry and Davis, at least to me it was a little weird that they would only spawn there and not Paleto bay or Vespucci beach where afro peds are also quite common.
- Hookers will now spawn in several neighbourhoods across Los Santos, in Paleto Bay and Sandy shores during the day, aiming for this to be more common at night just like in GTA SA.
- Hookers can now appear inside/outside the Vanilla Unicorn and the Yellow Jack Inn, based on multiple conversations they have implying they spend their "off duty" hours in bars, stripclubs and drag queen places.
- Hookers now have their own relationship group, this was at first not an intended feature but it was made this way to prevent random shootouts of hookers seeking to attack each other or being obliterated by some gangs if they happen to take out a gun to defend themselves, this relationship isn't mutual and they will attack gangs if they feel threatened by them.
- Hookers have a custom loadout in order to have their own set of weapons they could spawn with (Unarmed, Switchblade, Knife, Brass Knuckle, SNS Pistol, Pistol, Revolver) with vaying chances, the more lethal the weapon is, the rarer it should be to encounter.
- Tweaked their "ambientmodelset" data to adapt them into their new status as ped.
- A side effect of them being a selectable ped to spawn is that hookers that are soliciting will have a reduced redundance, being that if more than one spawns as a ped this variety will also bleed into the hookers that spawn soliciting (As depicted in the first 2 screenshots)
- Popgroups.dat has also been edited to prevent/reduce the chance of certain hookers to spawn soliciting in determined places (for example S_F_Y_Hooker_02 will be for the most part the only one spawning soliciting at Sandy shores, 02 and 03 at Paleto bay and 01 will be more common on all the Vinewood districts, but the others will also spawn too)
Known issues:
- Unfortunately because of how scenarios work on the game, hookers that spawn as regular peds may not be able to be "hired" by the player, if anybody knows a way to make them available, let me know, as for know the only caveat to get around this is Hooker willingly walking into a soliciting "marker" (spot where they would stand still waiting to be picked up) and begin the scenario by themselves. which makes them hireable.
- Hookers that are soliciting are prone to run away even if they're armed, they will have a multitude of behaviours going from pulling out a gun while runing away, to firing a single shot and running hit & run style, this is not intended and it's related to they AI being affected by the scenario data they use for prostitution scenarios (which is that hookers are supposed to cower and sprint away at full speed, just like strippers do when security gets triggered)
- If a hooker is picked up by the player and then gets startled while on the player's car, they will flip off the player to then proceed to jump out of the car if they don't find a chance to get off safely, again, this is again due to conflicting AI.
- Sometimes the game will spawn an overwhelming amount of hookers around the street, this is merely dependant on which peds the game has selected to spawn and can happen with essentially any ped in the game, to paliate this i've released this mod, if you wish to increase texture variety with hookers, check it out! i'm also open to suggestions for more textures to add. if I ever figure out how to export models from others games (Such as WD2) I might be able to even add more drawables... but for now that's just a thought
- Some people had playtested this and I've received some reports of crashing mid-game after installation, but this has been very variable, some people had had this issue after a few hours/minutes of testing while others never had it at all, I don't know if it's directly related to my mod, but still figured it might be necessary to warn you about it
------------------------------------------------------
To install, follow the instructions detailed at the ReadMe file, there you'll have a detailed breakdown of where to drop each config in your mods folder
Drop each file in the following locations using OpenIV
Loadouts.meta: Mods/Update/update.rpf/common/data/ai
Ambientpedmodelsets.meta: Mods/Update/update.rpf/common/data/ai
pedpersonality.ymt:Mods/Update/update.rpf/x64/data/metadata
relationships.dat:Mods/common.rpf
popgroups.ymt: Mods/Update/update.rpf/x64/levels/gta5
peds.ymt: Mods/Update/update.rpf/x64/data
------------------------------------------------------
WARNING: Due to the nature of this mod this will conflict directly with any mod that alters the files included in it, however you can manually edit any files that conflict with your own mods folder to include the features of this mod safely ONLY if you know what you're doing, however, i've included in my first update some guidance on how to edit each file manually, but I still advice to dive into it with caution, I will not take any reponsibility whatsoever if you mess up your files.
You're allowed to take any parts of this mod you see fit to create your own mods, but please credit me if you do so
Changelog
1.0: Initial Release
1.1:
-Tweaked Peds.ymt, reverted their pedtype to CIVFEMALE and migrated PROSTITUTE to relationshipgroup
-Reduced the chance of hookers to spawn with brass knuckles to "3.000", since they can 1 hit K.O you if you are at any HP below 100, leaving you at 1 HP if you are at 100. I could've removed the weapon but I find it hilarious to be randomly knocked down 1 punch man style by them, so I've decided to just make it something rarer to happen
-Included an XML with instructions for manual modifications of each file to allow ussers to incorporate this mod into their games without sacrificing other mods, BACKUP YOUR GAME BEFORE ATTEMPTING TO DO THIS.
1.2:
-Fixed some labelling errors that prevented hookers from spawning with revolvers... it still is the rarest gun but watch yourself.
-Updated the code included on the manual modification guide to reflect the change, if you installed the mod manually, I suggest you check the xml file again to overwrite the old code
- Peds.ymt has been lightly tweaked to add the stripper walk animation into their possible walkcycles, as I thought it looked more natural than "move_f@chichi" and "move_f@manteater" (they still have this animation under their possible walkcycles but you can remove them)
-Pedpersonality.dat has been tweaked to give hookers some enhancements in their behaviour and his healthconfig has been change from "WEAK" to "AVERAGE" so they don't get insta knocked down by a player's punch on vanilla games, now they will have a chance contront the player if stalked, pushed or bumped into and fight back if attacked/startled by shots, but they still retain a chance of cowering/walking away and threatening to call the cops on the player (which will more or less happen if the hooker is unarmed or the player is wielding a gun that they cannot fight against with what they have)
-Ambientpedmodelsets.ymt has been edited to include S_F_Y_Hooker_03 (Black hookers) as possible peds to spawn soliciting outside Strawberry and Davis, at least to me it was a little weird that they would only spawn there and not Paleto bay or Vespucci beach where afro peds are also quite common.
- Hookers will now spawn in several neighbourhoods across Los Santos, in Paleto Bay and Sandy shores during the day, aiming for this to be more common at night just like in GTA SA.
- Hookers can now appear inside/outside the Vanilla Unicorn and the Yellow Jack Inn, based on multiple conversations they have implying they spend their "off duty" hours in bars, stripclubs and drag queen places.
- Hookers now have their own relationship group, this was at first not an intended feature but it was made this way to prevent random shootouts of hookers seeking to attack each other or being obliterated by some gangs if they happen to take out a gun to defend themselves, this relationship isn't mutual and they will attack gangs if they feel threatened by them.
- Hookers have a custom loadout in order to have their own set of weapons they could spawn with (Unarmed, Switchblade, Knife, Brass Knuckle, SNS Pistol, Pistol, Revolver) with vaying chances, the more lethal the weapon is, the rarer it should be to encounter.
- Tweaked their "ambientmodelset" data to adapt them into their new status as ped.
- A side effect of them being a selectable ped to spawn is that hookers that are soliciting will have a reduced redundance, being that if more than one spawns as a ped this variety will also bleed into the hookers that spawn soliciting (As depicted in the first 2 screenshots)
- Popgroups.dat has also been edited to prevent/reduce the chance of certain hookers to spawn soliciting in determined places (for example S_F_Y_Hooker_02 will be for the most part the only one spawning soliciting at Sandy shores, 02 and 03 at Paleto bay and 01 will be more common on all the Vinewood districts, but the others will also spawn too)
Known issues:
- Unfortunately because of how scenarios work on the game, hookers that spawn as regular peds may not be able to be "hired" by the player, if anybody knows a way to make them available, let me know, as for know the only caveat to get around this is Hooker willingly walking into a soliciting "marker" (spot where they would stand still waiting to be picked up) and begin the scenario by themselves. which makes them hireable.
- Hookers that are soliciting are prone to run away even if they're armed, they will have a multitude of behaviours going from pulling out a gun while runing away, to firing a single shot and running hit & run style, this is not intended and it's related to they AI being affected by the scenario data they use for prostitution scenarios (which is that hookers are supposed to cower and sprint away at full speed, just like strippers do when security gets triggered)
- If a hooker is picked up by the player and then gets startled while on the player's car, they will flip off the player to then proceed to jump out of the car if they don't find a chance to get off safely, again, this is again due to conflicting AI.
- Sometimes the game will spawn an overwhelming amount of hookers around the street, this is merely dependant on which peds the game has selected to spawn and can happen with essentially any ped in the game, to paliate this i've released this mod, if you wish to increase texture variety with hookers, check it out! i'm also open to suggestions for more textures to add. if I ever figure out how to export models from others games (Such as WD2) I might be able to even add more drawables... but for now that's just a thought
- Some people had playtested this and I've received some reports of crashing mid-game after installation, but this has been very variable, some people had had this issue after a few hours/minutes of testing while others never had it at all, I don't know if it's directly related to my mod, but still figured it might be necessary to warn you about it
------------------------------------------------------
To install, follow the instructions detailed at the ReadMe file, there you'll have a detailed breakdown of where to drop each config in your mods folder
Drop each file in the following locations using OpenIV
Loadouts.meta: Mods/Update/update.rpf/common/data/ai
Ambientpedmodelsets.meta: Mods/Update/update.rpf/common/data/ai
pedpersonality.ymt:Mods/Update/update.rpf/x64/data/metadata
relationships.dat:Mods/common.rpf
popgroups.ymt: Mods/Update/update.rpf/x64/levels/gta5
peds.ymt: Mods/Update/update.rpf/x64/data
------------------------------------------------------
WARNING: Due to the nature of this mod this will conflict directly with any mod that alters the files included in it, however you can manually edit any files that conflict with your own mods folder to include the features of this mod safely ONLY if you know what you're doing, however, i've included in my first update some guidance on how to edit each file manually, but I still advice to dive into it with caution, I will not take any reponsibility whatsoever if you mess up your files.
You're allowed to take any parts of this mod you see fit to create your own mods, but please credit me if you do so
Changelog
1.0: Initial Release
1.1:
-Tweaked Peds.ymt, reverted their pedtype to CIVFEMALE and migrated PROSTITUTE to relationshipgroup
-Reduced the chance of hookers to spawn with brass knuckles to "3.000", since they can 1 hit K.O you if you are at any HP below 100, leaving you at 1 HP if you are at 100. I could've removed the weapon but I find it hilarious to be randomly knocked down 1 punch man style by them, so I've decided to just make it something rarer to happen
-Included an XML with instructions for manual modifications of each file to allow ussers to incorporate this mod into their games without sacrificing other mods, BACKUP YOUR GAME BEFORE ATTEMPTING TO DO THIS.
1.2:
-Fixed some labelling errors that prevented hookers from spawning with revolvers... it still is the rarest gun but watch yourself.
-Updated the code included on the manual modification guide to reflect the change, if you installed the mod manually, I suggest you check the xml file again to overwrite the old code
Tải lên lần đầu: 22 Tháng mười hai, 2023
Cập nhật lần cuối: 26 Tháng mười hai, 2023
Last Downloaded: 19 hours ago
36 Bình luận
More mods by FieryFenix:
This mod aims to bring hookers to a similar state as they were in GTA SA, with some added features that aim to add a bit of spice to the pedtype, If you're bored of them always running away, Say no more!
- Peds.ymt has been lightly tweaked to add the stripper walk animation into their possible walkcycles, as I thought it looked more natural than "move_f@chichi" and "move_f@manteater" (they still have this animation under their possible walkcycles but you can remove them)
-Pedpersonality.dat has been tweaked to give hookers some enhancements in their behaviour and his healthconfig has been change from "WEAK" to "AVERAGE" so they don't get insta knocked down by a player's punch on vanilla games, now they will have a chance contront the player if stalked, pushed or bumped into and fight back if attacked/startled by shots, but they still retain a chance of cowering/walking away and threatening to call the cops on the player (which will more or less happen if the hooker is unarmed or the player is wielding a gun that they cannot fight against with what they have)
-Ambientpedmodelsets.ymt has been edited to include S_F_Y_Hooker_03 (Black hookers) as possible peds to spawn soliciting outside Strawberry and Davis, at least to me it was a little weird that they would only spawn there and not Paleto bay or Vespucci beach where afro peds are also quite common.
- Hookers will now spawn in several neighbourhoods across Los Santos, in Paleto Bay and Sandy shores during the day, aiming for this to be more common at night just like in GTA SA.
- Hookers can now appear inside/outside the Vanilla Unicorn and the Yellow Jack Inn, based on multiple conversations they have implying they spend their "off duty" hours in bars, stripclubs and drag queen places.
- Hookers now have their own relationship group, this was at first not an intended feature but it was made this way to prevent random shootouts of hookers seeking to attack each other or being obliterated by some gangs if they happen to take out a gun to defend themselves, this relationship isn't mutual and they will attack gangs if they feel threatened by them.
- Hookers have a custom loadout in order to have their own set of weapons they could spawn with (Unarmed, Switchblade, Knife, Brass Knuckle, SNS Pistol, Pistol, Revolver) with vaying chances, the more lethal the weapon is, the rarer it should be to encounter.
- Tweaked their "ambientmodelset" data to adapt them into their new status as ped.
- A side effect of them being a selectable ped to spawn is that hookers that are soliciting will have a reduced redundance, being that if more than one spawns as a ped this variety will also bleed into the hookers that spawn soliciting (As depicted in the first 2 screenshots)
- Popgroups.dat has also been edited to prevent/reduce the chance of certain hookers to spawn soliciting in determined places (for example S_F_Y_Hooker_02 will be for the most part the only one spawning soliciting at Sandy shores, 02 and 03 at Paleto bay and 01 will be more common on all the Vinewood districts, but the others will also spawn too)
Known issues:
- Unfortunately because of how scenarios work on the game, hookers that spawn as regular peds may not be able to be "hired" by the player, if anybody knows a way to make them available, let me know, as for know the only caveat to get around this is Hooker willingly walking into a soliciting "marker" (spot where they would stand still waiting to be picked up) and begin the scenario by themselves. which makes them hireable.
- Hookers that are soliciting are prone to run away even if they're armed, they will have a multitude of behaviours going from pulling out a gun while runing away, to firing a single shot and running hit & run style, this is not intended and it's related to they AI being affected by the scenario data they use for prostitution scenarios (which is that hookers are supposed to cower and sprint away at full speed, just like strippers do when security gets triggered)
- If a hooker is picked up by the player and then gets startled while on the player's car, they will flip off the player to then proceed to jump out of the car if they don't find a chance to get off safely, again, this is again due to conflicting AI.
- Sometimes the game will spawn an overwhelming amount of hookers around the street, this is merely dependant on which peds the game has selected to spawn and can happen with essentially any ped in the game, to paliate this i've released this mod, if you wish to increase texture variety with hookers, check it out! i'm also open to suggestions for more textures to add. if I ever figure out how to export models from others games (Such as WD2) I might be able to even add more drawables... but for now that's just a thought
- Some people had playtested this and I've received some reports of crashing mid-game after installation, but this has been very variable, some people had had this issue after a few hours/minutes of testing while others never had it at all, I don't know if it's directly related to my mod, but still figured it might be necessary to warn you about it
------------------------------------------------------
To install, follow the instructions detailed at the ReadMe file, there you'll have a detailed breakdown of where to drop each config in your mods folder
Drop each file in the following locations using OpenIV
Loadouts.meta: Mods/Update/update.rpf/common/data/ai
Ambientpedmodelsets.meta: Mods/Update/update.rpf/common/data/ai
pedpersonality.ymt:Mods/Update/update.rpf/x64/data/metadata
relationships.dat:Mods/common.rpf
popgroups.ymt: Mods/Update/update.rpf/x64/levels/gta5
peds.ymt: Mods/Update/update.rpf/x64/data
------------------------------------------------------
WARNING: Due to the nature of this mod this will conflict directly with any mod that alters the files included in it, however you can manually edit any files that conflict with your own mods folder to include the features of this mod safely ONLY if you know what you're doing, however, i've included in my first update some guidance on how to edit each file manually, but I still advice to dive into it with caution, I will not take any reponsibility whatsoever if you mess up your files.
You're allowed to take any parts of this mod you see fit to create your own mods, but please credit me if you do so
Changelog
1.0: Initial Release
1.1:
-Tweaked Peds.ymt, reverted their pedtype to CIVFEMALE and migrated PROSTITUTE to relationshipgroup
-Reduced the chance of hookers to spawn with brass knuckles to "3.000", since they can 1 hit K.O you if you are at any HP below 100, leaving you at 1 HP if you are at 100. I could've removed the weapon but I find it hilarious to be randomly knocked down 1 punch man style by them, so I've decided to just make it something rarer to happen
-Included an XML with instructions for manual modifications of each file to allow ussers to incorporate this mod into their games without sacrificing other mods, BACKUP YOUR GAME BEFORE ATTEMPTING TO DO THIS.
1.2:
-Fixed some labelling errors that prevented hookers from spawning with revolvers... it still is the rarest gun but watch yourself.
-Updated the code included on the manual modification guide to reflect the change, if you installed the mod manually, I suggest you check the xml file again to overwrite the old code
- Peds.ymt has been lightly tweaked to add the stripper walk animation into their possible walkcycles, as I thought it looked more natural than "move_f@chichi" and "move_f@manteater" (they still have this animation under their possible walkcycles but you can remove them)
-Pedpersonality.dat has been tweaked to give hookers some enhancements in their behaviour and his healthconfig has been change from "WEAK" to "AVERAGE" so they don't get insta knocked down by a player's punch on vanilla games, now they will have a chance contront the player if stalked, pushed or bumped into and fight back if attacked/startled by shots, but they still retain a chance of cowering/walking away and threatening to call the cops on the player (which will more or less happen if the hooker is unarmed or the player is wielding a gun that they cannot fight against with what they have)
-Ambientpedmodelsets.ymt has been edited to include S_F_Y_Hooker_03 (Black hookers) as possible peds to spawn soliciting outside Strawberry and Davis, at least to me it was a little weird that they would only spawn there and not Paleto bay or Vespucci beach where afro peds are also quite common.
- Hookers will now spawn in several neighbourhoods across Los Santos, in Paleto Bay and Sandy shores during the day, aiming for this to be more common at night just like in GTA SA.
- Hookers can now appear inside/outside the Vanilla Unicorn and the Yellow Jack Inn, based on multiple conversations they have implying they spend their "off duty" hours in bars, stripclubs and drag queen places.
- Hookers now have their own relationship group, this was at first not an intended feature but it was made this way to prevent random shootouts of hookers seeking to attack each other or being obliterated by some gangs if they happen to take out a gun to defend themselves, this relationship isn't mutual and they will attack gangs if they feel threatened by them.
- Hookers have a custom loadout in order to have their own set of weapons they could spawn with (Unarmed, Switchblade, Knife, Brass Knuckle, SNS Pistol, Pistol, Revolver) with vaying chances, the more lethal the weapon is, the rarer it should be to encounter.
- Tweaked their "ambientmodelset" data to adapt them into their new status as ped.
- A side effect of them being a selectable ped to spawn is that hookers that are soliciting will have a reduced redundance, being that if more than one spawns as a ped this variety will also bleed into the hookers that spawn soliciting (As depicted in the first 2 screenshots)
- Popgroups.dat has also been edited to prevent/reduce the chance of certain hookers to spawn soliciting in determined places (for example S_F_Y_Hooker_02 will be for the most part the only one spawning soliciting at Sandy shores, 02 and 03 at Paleto bay and 01 will be more common on all the Vinewood districts, but the others will also spawn too)
Known issues:
- Unfortunately because of how scenarios work on the game, hookers that spawn as regular peds may not be able to be "hired" by the player, if anybody knows a way to make them available, let me know, as for know the only caveat to get around this is Hooker willingly walking into a soliciting "marker" (spot where they would stand still waiting to be picked up) and begin the scenario by themselves. which makes them hireable.
- Hookers that are soliciting are prone to run away even if they're armed, they will have a multitude of behaviours going from pulling out a gun while runing away, to firing a single shot and running hit & run style, this is not intended and it's related to they AI being affected by the scenario data they use for prostitution scenarios (which is that hookers are supposed to cower and sprint away at full speed, just like strippers do when security gets triggered)
- If a hooker is picked up by the player and then gets startled while on the player's car, they will flip off the player to then proceed to jump out of the car if they don't find a chance to get off safely, again, this is again due to conflicting AI.
- Sometimes the game will spawn an overwhelming amount of hookers around the street, this is merely dependant on which peds the game has selected to spawn and can happen with essentially any ped in the game, to paliate this i've released this mod, if you wish to increase texture variety with hookers, check it out! i'm also open to suggestions for more textures to add. if I ever figure out how to export models from others games (Such as WD2) I might be able to even add more drawables... but for now that's just a thought
- Some people had playtested this and I've received some reports of crashing mid-game after installation, but this has been very variable, some people had had this issue after a few hours/minutes of testing while others never had it at all, I don't know if it's directly related to my mod, but still figured it might be necessary to warn you about it
------------------------------------------------------
To install, follow the instructions detailed at the ReadMe file, there you'll have a detailed breakdown of where to drop each config in your mods folder
Drop each file in the following locations using OpenIV
Loadouts.meta: Mods/Update/update.rpf/common/data/ai
Ambientpedmodelsets.meta: Mods/Update/update.rpf/common/data/ai
pedpersonality.ymt:Mods/Update/update.rpf/x64/data/metadata
relationships.dat:Mods/common.rpf
popgroups.ymt: Mods/Update/update.rpf/x64/levels/gta5
peds.ymt: Mods/Update/update.rpf/x64/data
------------------------------------------------------
WARNING: Due to the nature of this mod this will conflict directly with any mod that alters the files included in it, however you can manually edit any files that conflict with your own mods folder to include the features of this mod safely ONLY if you know what you're doing, however, i've included in my first update some guidance on how to edit each file manually, but I still advice to dive into it with caution, I will not take any reponsibility whatsoever if you mess up your files.
You're allowed to take any parts of this mod you see fit to create your own mods, but please credit me if you do so
Changelog
1.0: Initial Release
1.1:
-Tweaked Peds.ymt, reverted their pedtype to CIVFEMALE and migrated PROSTITUTE to relationshipgroup
-Reduced the chance of hookers to spawn with brass knuckles to "3.000", since they can 1 hit K.O you if you are at any HP below 100, leaving you at 1 HP if you are at 100. I could've removed the weapon but I find it hilarious to be randomly knocked down 1 punch man style by them, so I've decided to just make it something rarer to happen
-Included an XML with instructions for manual modifications of each file to allow ussers to incorporate this mod into their games without sacrificing other mods, BACKUP YOUR GAME BEFORE ATTEMPTING TO DO THIS.
1.2:
-Fixed some labelling errors that prevented hookers from spawning with revolvers... it still is the rarest gun but watch yourself.
-Updated the code included on the manual modification guide to reflect the change, if you installed the mod manually, I suggest you check the xml file again to overwrite the old code
Tải lên lần đầu: 22 Tháng mười hai, 2023
Cập nhật lần cuối: 26 Tháng mười hai, 2023
Last Downloaded: 19 hours ago
Just released a texture mod that could paliate a little the texture redundance whenever the game decides to spam hookers around the street, if that bothers you a bit, give it a try!
@FieryFenix Also, a question: how did you manage to edit the pedpersonality.ymt file? I tried doing it manually the same way i edit the peds.ymt file (using OpenIV to export it as xml, do the changes, change the extention to ymt and import it back into the game), but doing so makes my game crash on load even if I don't edit anything.
@FieryFenix I even tried editing it in Codewalker, but changing anything inside the file, even if I revert the change to what it was, and then saving the file makes my game crash on load. :/
@CJislit I used a predecrypted versión of the file, I can't quite articulste the reason as to why it happens but when your fails are encrypted and/or the xml to ymt import process fails your Game crashes, if you've never touches your pedpersonality.ymt file You can use the one included with the mod as a base for any further modifications, as in theory it should not cause any extra crashes
@CJislit I havent figured a proper way to alter the solicitation scenarios to happen at daytime, specifically because I don't know which files contain the data for them, I've found the files that dictate which animation sets are used but not which indicates at what time these spawn, i'm sorry
@FieryFenix I actually tried editing a decrypted file from another mod I use and I got the crashes. Could you please tell me the process of how you edited yours and the programs? Did you follow the same steps as me (export as xml, edit, change extension, import) or did something different?
@FieryFenix ON another note, I used the info you provided to add more ped models to spawn as soliciting hookers (the strippers), but even though it works, you can never hire them, they never get in your car and you don't get the prompt.
I guessed maybe it was something on the peds.ymt file, maybe they need the hooker voice, so I made two independent new peds (using addon peds) with the stripper models, pretty much coping/pasting the hookers entries in peds.ymt, but it didn't work, they won't get into the car.
Have you managed yo do it?
@CJislit pretty much, try to use the ymt file provided with the mod and apply the modifications to it, if the crashes continúes, it might be something else,
As for the other soliciting strippers, I can't Say, but I'd suggest you peak at the scenario data files (can't remember the name rn and I don't have my pc at hand to check), Because I do remember the scenario has a series of flags for the scenario to properly trigger (from the top of my head I can remember one of them being the ped having to be a female, but I know it has other conditionals tied to it)
How perfect is this mod. Now they are more vivid and not always available for a program. 😍
@FieryFenix Just exporting your ymt file as xml via OpenIV, changing the extention and importing it back, with no edits at all, makes my game crash on load. It also makes the file much heavier in size. IDK how you managed to get an edited file that weights only 44 kb, lol. If you remember something about the process i might have missed, please let me know.
About the scenarios, I'll see what I can dig and tell you about it If I'm successful.
@CJislit the timing of the scenario is set in the marker itself. To my knowledge, the only way to change it is by selecting the marker in codewalker and manually change it.
In order to apply the "hooker behaviour" to a ped, you have to apply the script pb_prostitute like the game does when it is initalized
BRAIN::ADD_SCRIPT_TO_RANDOM_PED("pb_prostitute", ${s_f_y_hooker_01}, 100, 0);
BRAIN::ADD_SCRIPT_TO_RANDOM_PED("pb_prostitute", ${s_f_y_hooker_02}, 100, 0);
BRAIN::ADD_SCRIPT_TO_RANDOM_PED("pb_prostitute", ${s_f_y_hooker_03}, 100, 0);
you can create a Scripthook.net script with this line of code:
Function.Call(Hash.ADD_SCRIPT_TO_RANDOM_PED, "pb_prostitute", Function.Call<int>(Hash.GET_HASH_KEY, "s_f_y_stripper_01"), 100, 0);
@slashopt I'm not savvy in scripting, but, as I'm understanding from your answer, the only way to achieve the result I want is to create a scripthook script, or what do you mean can be done in codewalker? Also, I'd apprecciate if you could point me to the tools needed to make the script (I guess dll).
Also, by any chance would you have a clue on how to properly edit the pedpersonality.ymt file so the game won't crash on load?
I hope we get a new update soon, this mod has a lot of potential, I really hope you can make all the prostitutes interactable at any time during the day.
@CJislit The only thing that would crash when you edit in OpenIV, is the peds.ymt
@SelfRayRayBusiness You can't edit ymt files in OpenIV.
@FieryFenix Do you know what file has the when you drive by a hooker with a police car with the sirens going the hookers run away? I want to use that feature with other peds.
@SnakeSlippers Sadly as for now I'm not aware of what line of code dictates that behaviour, all I know is that any ped that's loaded under the "soliciting" behaviour will do that, as it's part of the code for that scenario marker
@Runninaway That's actually pretty simple! You can edit their markers on code walker to change the time of the day they would spawn/despawn, I think I have some map files for it since an update I was working on last year was supposed to add more locations and make some available 24/7, I'll check it up and see if it's in a good shape to release, since what the progress I did on that it's a few updates lagged behind :(
@FieryFenix Good to see you still working on the mod, if it wasn't for your mod's I would never have learn how to change textures in some models. But now I'm curious, I joined the 5Mods discord and I haven't seen you commenting there for almost a year, did something happen to make you disappear?
@Runninaway i'm not really fully dedicated to GTA V modding, I have a lot of responsibilities irl and overall my spare time I tend to use it on other endeavors, game updates started to roll and I sort of lost track of the project, I have all the files still in my computer i'll just have to reinstall everything back in and check if it's on a decent enough state to release
As for if something happened, not really! I've been doing pretty good lately, but since I wasn't working that much on the mod I've gone quiet, as I usually talked on the server looking for advice or people that would be willing to test out new features pre-release
@FieryFenix I was just curious, I didn't want to offend you, but if you'd like, I'd like to help you in some way.