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Tuesday, May 14, 2013

Iron Man IV - Adding new armors without replace any game Ped :)

Thx to Clark King now i know how to add armors without replace normal game peds.




EFLC observationI tried this method on EFLC with no success, game crash at loading screen, i believe that is not possible make this work on EFLC, i also tried the "exclusive" componentpeds.img and peds.ide files (C:\Program Files\Rockstar Games\EFLC\TBoGT\common\data\peds.ide) with same results, so you will have to replace normal peds, you can replace the ones that start with IG_ (mission chars) or CS_ (cutscene chars, this one i didnt tested), remember to edit the model name in the armor .ini file.

Check the New armors post here

Know side effects:
Some users reported random planes appearing in some areas in city, i noticed some parts of an ship in some areas, its not big deal, it's just weird ^^
*Fix for the side effects: Install the armor pack that have all pedVariations.dat data for each armor or add the pedVariations data for each added armor.


Requirements:
  • Armor files: Will be in the armor download :P
  • OpenIV: To add the armors to componentpeds.img file 
  • Notepad: Yes, notepad to edit GTA peds.ide file
  • Default fragment object (download) - Some armors come without the .wft file, in this case you need this file
  • Iron Man IV script: Yeah, it's interesting have this small script too ^^, otherwise you will have to use console command spawn to see the added models. Download last version (v1.1) here

In resume:
  • Edit file peds.ide (C:\Program Files\Rockstar Games\Grand Theft Auto IV\common\data) copy one of the game peds line and edit the model name to the desired model name
  • Rename the new ped model files to this model name
  • Use OpenIV to edit file componentpeds.img and insert this new ped model files
  • Edit armor .ini file changing name of model (model) and display name (name)
  • To have footsteps sound you need to create copies (one for each added armor :P) of the chosen game ped config in the file pedVariations.dat, example for the model of this tutorial:
im_crimson_dynamo, 5
#slot geometry BULK JOB SUNNY WET MAT1 RES1A RES1B RES2A RES2B AUDIO ID
feet, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, 2
head, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, 6
uppr, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, 1
uppr, 1, 0, 0, 0, 0, 0, -1, -1, -1, -1, 5
lowr, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, 11
end


Step by step:

Let's say that you downloaded this armor: http://www.gta4-mods.com/player/crimson-dynamo-f21609
You will have this ped files as default for this download:


now we rename to an name that we want, let's use im_crimson_dynamo:


Now we use OpenIV to insert this files inside componentpeds.img, now comes an important thing, this armor don't come with an "fragment object" file (ends with .wft), so we can copy one from another ped, rename to the new model name then add to componentpeds.img too, this is very important. In the end we will have this files imported with OpenIV:


In case you can't find this .wft file, you can use this one, just rename it like you did with the other armor files.

Ok, now we need to edit the Armor .ini file, go to folder {GTA.exe folder}\Scripts\Iron Man files\Armors and copy armor_2.ini, rename to an desired name, let's use armor_crimson_dynamo.ini:


Now open this file with an text editor (notepad is good option ^^) and edit model to the name that we choose before: im_crimson_dynamo
Also change name to desired name, for example: Crimson Dynamo


Save and close.

Now, very important part, let's edit the file peds.ide and add lines for this new armor (ped) name. Go to your GTAIV.exe folder (commonly "C:\Program Files\Rockstar Games\Grand Theft Auto IV") then go to folder common and then folder data, find the file peds.ide right click it, click in properties and uncheck the read only option:


Now open this file with an text editor like notepad and insert this line after the line that starts with: M_Y_Tourist_02,


im_crimson_dynamo, null, CIVMALE, move_player, GESTURES@MALE, GESTURES@M_PHONE, FACIALS@M_HI, visemes@m_hi, 0, move_player, null, -1,-1, PED_TYPE_PLAYER, VOICE_PLY_CR,   VOICE_PLY_CR  

The result is something like that:




As you can see what changes basically is the first name, there we put the name that we choose before to be the name of the new ped model.

Now its just save and close the peds.ide file and test the mod in the game :)


Know issue: They don't have foot steps, maybe is something related to the line that i choose to copy in peds.ide file.


Thx again to Clark King for the tip :)