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Sunday, August 25, 2024

JulioNIB Mods help - Settings in .INI files and mod files

Some notes:

1 - This only applies to my mods, mainly GTA 5 ones (or later gta) and RDR2.

2 - Each mod have a folder inside gta Scripts folder, in this folder and subfolders you will find .ini files to configure the mod, images, sounds, etc..

3 - Some variables/options doesn't exists in older mods.

4 - After making changes in .ini files you must save the file and reload scripts in game pressing Insert button or loading a saved game (case game it's already running).

5 - More recent mods have a Suit Config menu in game where you can edit almost all settings that you find in suit .ini files.

6 - To edit .ini files you can use a simple text editor like Notepad that goes with windows or Notepad++

7 - Some of my mods menus have a Filter option in the top, there you can filter the items that will appear in the menu to help find what you want :)

8 - Some changes in .ini files can result in script crash, to restore a value that you edited in suit .ini file, delete the line of the variable, the script will set default value for that variable on next load. If it's the script main .ini file you can delete or rename it to make the script generate a new one with default values.


As a example i will use Superman V2 (or later) suit .ini files, they are located in "{GTA folder}\Scripts\Superman V2 script files\Suits" ("{GTA folder}" it's where your game it's installed).


-Hit force coefficient

The mod can have one or more variables related to hit force coefficient, this variable multiplies the force of the attack, making the target move more or less after being hit. Some examples:

hitForceCoef_sequenceHits=1
hitForceCoef_finalHit=1
hitForceCoef_laserBlast=1
hitForceCoef_solarFlare=1
generalHitForceCoef=1

-Max Health

We commonly have two variables of this kind, one for player and other for AI (Enemies, allies and killers), this variable sets the amount of life that the entity will have when receiving the powers, don't use more than 65000, game may fail to apply this value resulting in low health. In superman and big part of my mods we have those two:

maxHealth=6000
maxHealth_AI=5500

Some newer mods will have  Max Health Limit option in the mod Options menu, this variable will limit max value you can set for max health of player and AI to avoid low health bug.

-Damage and Damage Coef

The damage variables will determine how much damage the attack (or stage of attack) will apply to the victim. The Damage Coef variables will determine a multiplier for the damage:

Damage:
damage_UMelee_roundhouseKick=400
damage_UMelee_rollback_kick=400
damage_tornado=200

Coeffictient:
damageCoef=1
damageCoef_AI=0.9

-HUD or images

Some mods have a option in his mod Options menu (or even in Suit Config) to disable or hide the HUD, case the mod doesn't have, you can try deleting the image files from the mod Images folder, reload scripts or load a saved game to see the changes. Some indicators for target can't be hidden this way.

You also can edit the images in Images folder and customize them the way you want, just keep the same size or aspect ratio to avoid size or shape issues in the images.

Some mods have a imagesFolder variable in suit .ini files, this variable it's used to determine the name of the Images folder used by that suit, this way you can make a copy of a Images folder, rename it and change the images inside it to have a new set of images to use with determined suits :)

-Sounds

The mods may have a Sounds folder (or even sound files in the mod files folder) that you can delete or replace, case you want replace, keep same format, commonly its WAVE format.

Some mods have a soundsFolder variable in suit .ini files, this variable it's used to determine the name of the Sounds folder used by that suit, this way you can make a copy of a Sounds folder, rename it and change the sounds inside it to have a new set of sounds to use with determined suits :)

-Setting a determined drawable variation (Clothes combination , depends on ped model)

The mods may have sections that determined component drawable variations to set in the ped model when toggle powers ON, example of a default one (disabled):

[compvar_1] - Sets the first variation settings
component=  - Sets the component that will be changed, check list bellow
variation=0 - Sets the variation index
textureIndex=0 - Sets the texture variation index

List of ped components:

        Head = 0
        Beard = 1
        Hair = 2
        Torso = 3
        Legs = 4
        Hands = 5
        Foot = 6
        Accessories1 = 8
        Accessories2 = 9
        Decals = 10
        AuxiliaryTorso = 11

For example, to make the script change the Head component variation to 1, we would do like this:

[compvar_1]
component=0
variation=1
textureIndex=0

We can have more definitions increasing the "compvar_" for the next ones:

[compvar_2]
component=4
variation=2
textureIndex=0
[compvar_3]
component=11
variation=1
textureIndex=2

Other settings in suit .ini files

There is lot of different customizations that a mod can have related to speed, flight, jump, particle effects, ragdoll settings, etc., explore the suit .ini file or Suit Config and have fun :)
Some examples from Superman V2:

bSetDefaultComponentVariationB=True - When True the script will set default clothes combination (Drawables) for the ped model when toggling powers On

movement_clipset and movementClipset - Variables with those words will set the movement clipset (move animations) for determined situations

airTrailName=air_trail - Sets the name of the FX used in air trail
airTrailDictName=nibfx_super - Sets the dictionary of the FX used in air trail
airTrailSize=1 - Sets the air trail FX size coefficient
airTrailColor_R, airTrailColor_G and airTrailColor_B - Sets the RGB color value from 0 to 255 of the air trail FX, but not all effects have color customization

bBigMass=True - Sets if the entity will damage and move things that collide against it

baseSprintSpeed=20 - Sets the basic or initial sprint speed

jumpZSpeed=50 - Sets the Jump up initial velocity