GTAForums Modding Round Up
Whats happened since IV was released on PC, and to help people get up to speed with editing IV.Modding IV?
Since rockstar added multiplayer to IV, they've tighened down on modding quite alot, the game is subject to CRC checks, and will load if you have modified any files. Thankfully a number of different methods have been developed to allow you to use mods in the game.Modding IV 1.0.2
Rockstar have since removed the file checks in 1.0.2, so modding should be able to go unhindered now. You still need a patched filelist.pak though.
File Modding Ability Patch by aru, allows you to disable the filecheck and using a patched filelist.pak file, edit the game files.-> http://www.gtaforums.com/index.php?showtopic=380102&st=0
xLiveLess by listener, allows the editing of game files by replacing the xlive.dll, disables the social club app as well. -> http://www.gtaforums.com/index.php?showtop...58&hl=xliveless
There are others but these are the only two I can think off of top of my head.Scripting
Scripting for IV is far easier then it ever was for other GTA games, various methods exists for creating scripts such as body guards, spawning cars and peds etc.
The first scripting engine for IV was ALICE, by Alexander Blade, ALICE allowed the creatation of scripts using the LUA scripting language. Alice doesn't need an ASI loader to function. -> http://www.gtaforums.com/index.php?showtopic=386816
C++ Script Hook by aru, allows you to use the C++ scripting language, to create custom script threads and GTAIV load and process these alongside its real threads, allow allowing access to the native GTA IV functions, contained within the download are header files and a compiled library for VC+ 2008. Then needs a DLL/ASI loader to load the ASI/DLL into IV. -> http://www.gtaforums.com/index.php?showtopic=390582
Building on the C++ script hook is HazardX's .Net ScriptHook allows you to create and run GTA IV scriptings written in any .NET language (c#, VB.net etc) Again you need an ASI loader to load the ASI/DLL into IV. -> http://www.gtaforums.com/index.php?showtopic=392325
Scone by Sacky, first release of the SCO script assembler / disassembler, is only intended for learning purposes. -> http://www.gtaforums.com/index.php?showtopic=396486
xLiveLess as well as disabling the filecheck to enable modding also incorporates an ASI loader built into it. Allowing you to load the ASI mods -> http://www.gtaforums.com/index.php?showtop...58&hl=xliveless
YASSIL Yet Another ASI Loader by HazardX -> http://www.gtaforums.com/index.php?showtopic=394806
ASILoader by Alexander Blade -> http://www.gtaforums.com/index.php?showtopic=380830Game Archive Editing?
In previous GTA's all the games models and texture files have been kept withing IMG files, and using an IMG editor allowed us to edit the contents of these files, extracting / replacing the models and textures. Rockstar have kept to this idea, but the IMG format has been updated and the RPF format introduced.
SparkIV by aru -> http://www.gtaforums.com/index.php?showtopic=384933
OpenIV by GooD-NTS -> http://www.gtaforums.com/index.php?showtopic=388289
Both of them will allow the editing of the archive files, they allow the editing of the texture files.Editing Models
As with all GTA games, with each new version come new formats to crack, and at this present moment in time the model format has not been cracked. However work is being done and any discoverings appear to be posted in this topic -> http://www.gtaforums.com/index.php?showtopic=382615GXT/Text Editing
This was possible from the Off, as the GXT files appear to be the same format as the previous GTA's, and a couple of GXT editors can edit the IV files.Memory Addressing?
As soon as IV was released on PC work began, on working what the memory addresses hold. The topic in the IV forum documents all the currently found addresses and what they do. -> http://www.gtaforums.com/index.php?showtopic=378631Mods and Multiplayer?
GTA IV is the first GTA to have multiplayer as standard, as such Rockstar enabled filechecks to deter modding for multiplayer. There are a few different mod enablers that allow you to use mods online. On a private fun server where modding is allowed is fine, however using them on a proper server and cheating is not.Topics and Tutorials?
There are a number of topics you should keep your eye on:http://www.gtaforums.com/index.php?showtopic=382615
-> Documenting the model formatshttp://www.gtaforums.com/index.php?showtopic=378631
-> Documenting memory addresseshttp://www.gtaforums.com/index.php?showforum=244
-> The IV Forumhttp://www.gtaforums.com/index.php?showtopic=388930
-> IV Document Topichttp://www.gtaforums.com/index.php?showtopic=391252
-> IV Modding FAQ
There are a few tutorials that help you to start modding IV.http://www.gtaforums.com/index.php?showforum=109
-> The tutorial forumhttp://www.gtaforums.com/index.php?showtopic=390684
-> Importing Texures with SparkIVhttp://www.gtaforums.com/index.php?showtopic=388397
-> Texture importing with OpenIVIV modding rules
To keep the IV editing discussion tidy, there is a series of pinned topics for requests and FAQs to help you to get started.
• Only release mods into the mod showroom, not editing discussion
• Keep requests to the pinned topics
• Please search before posting, someone may of already answered your quests.
• Please use topic tags when making a post. [Q] [Doc] etc.Modding Document List TopicWeaponInfo.xmlIV Paths FormatsIV Model FormatsGTA IV Memory AddressesIV Map CleaningGTA IV Water Level EditingDocumenting GTA IV Data FilesGeneric GTA 4 Documentation (list of natives and model hashes via Modding Wiki)LUA Scripting HelpDocumenting GTA IV IMG Files [DOC] WPL / XPL File Format Handling.dat explained[GTAIV][Doc][Tut]Running 2 installs of GTA-IVIV Limits This post has been edited by Gangsta Killa on Tuesday, Feb 24 2009, 09:05