Here is a quick little document on how to change rewards within the
unlockable file. (Remember if you edit files always back them up first.)
Enjoy customizing your rewards.
I wasn't watching what I was doing and put this in the wrong place. It should be in tutorials.
Sorry
unlockable file. (Remember if you edit files always back them up first.)
Here we are going to change the cars that are unlocked at the end of the
Escort missions.
Changing A Reward For A Similar Reward (IE Vehicle for vehicle)
car_4dr_Classic02 is the Ethel
car_4dr_luxury05 is the Socialite
(unmodded code)
<Unlockable>
<Name>Escort_All</Name>
<Type>
<Vehicle>
<Vehicles>
<Vehicle>
<Type>car_4dr_classic02</Type>
<Variant>Escort</Variant>
</Vehicle>
<Vehicle>
<Type>car_4dr_luxury05</Type>
<Variant>Escort</Variant>
</Vehicle>
</Vehicles>
</Vehicle>
All you really want to do here is change the name of the vehicle and
the name of the variant. (You can check the vehicle xtbl file for the vehicle
that you are using to replace the original. A quick search for variant
will give you all of the variant names.)
(modded code)
<Unlockable>
<Name>Escort_All</Name>
Type>
<Vehicle>
<<Vehicles>
<Vehicle>
<Type>car_2dr_exolux01</Type>
<Variant>Bling</Variant>
</Vehicle>
<Vehicle>
<Type>car_4dr_standard07</Type>
<Variant>Beater</Variant>
</Vehicle>
</Vehicles>
</Vehicle>
Here I have changed the cars to a Baron and a Churchill
car_2dr_exolux01 = Baron
car_4dr_standard07 = Churchill
Escort missions.
Changing A Reward For A Similar Reward (IE Vehicle for vehicle)
car_4dr_Classic02 is the Ethel
car_4dr_luxury05 is the Socialite
(unmodded code)
<Unlockable>
<Name>Escort_All</Name>
<Type>
<Vehicle>
<Vehicles>
<Vehicle>
<Type>car_4dr_classic02</Type>
<Variant>Escort</Variant>
</Vehicle>
<Vehicle>
<Type>car_4dr_luxury05</Type>
<Variant>Escort</Variant>
</Vehicle>
</Vehicles>
</Vehicle>
All you really want to do here is change the name of the vehicle and
the name of the variant. (You can check the vehicle xtbl file for the vehicle
that you are using to replace the original. A quick search for variant
will give you all of the variant names.)
(modded code)
<Unlockable>
<Name>Escort_All</Name>
Type>
<Vehicle>
<<Vehicles>
<Vehicle>
<Type>car_2dr_exolux01</Type>
<Variant>Bling</Variant>
</Vehicle>
<Vehicle>
<Type>car_4dr_standard07</Type>
<Variant>Beater</Variant>
</Vehicle>
</Vehicles>
</Vehicle>
Here I have changed the cars to a Baron and a Churchill
car_2dr_exolux01 = Baron
car_4dr_standard07 = Churchill
Changing A Reward for a different type of the same reward (ie single piece of clothing for an outfit)
Let's change the traffic cone hat for a full outfit
(unmodded code)
<Unlockable>
<Name>Diversion_Surf</Name>
<Type>
<Clothes>
<Items>
<Item>
<ItemName>Traffic Cone hat</ItemName>
<ItemVariant>Stripes</ItemVariant>
</Item>
</Items>
</Clothes>
</Type>
Here I have changed it for a custom outfit. You can find the names of
all the predefined outfits in the customization_outfits.xtbl
(example)
<Outfit>
<Name>Police Outfit</Name>
<Display_Name>Police Outfit</Display_Name>
You want to use the outfit named defined in the name flags
not the one in the display name flags
(modded code)
<Unlockable>
<Name>Diversion_Surf</Name>
<Type>
<Outfit>
<Outfit>LupinRed</Outfit>
</Outfit>
</Type>
Be sure to change the code Clothes > Items >Item to outfit
Let's change the traffic cone hat for a full outfit
(unmodded code)
<Unlockable>
<Name>Diversion_Surf</Name>
<Type>
<Clothes>
<Items>
<Item>
<ItemName>Traffic Cone hat</ItemName>
<ItemVariant>Stripes</ItemVariant>
</Item>
</Items>
</Clothes>
</Type>
Here I have changed it for a custom outfit. You can find the names of
all the predefined outfits in the customization_outfits.xtbl
(example)
<Outfit>
<Name>Police Outfit</Name>
<Display_Name>Police Outfit</Display_Name>
You want to use the outfit named defined in the name flags
not the one in the display name flags
(modded code)
<Unlockable>
<Name>Diversion_Surf</Name>
<Type>
<Outfit>
<Outfit>LupinRed</Outfit>
</Outfit>
</Type>
Be sure to change the code Clothes > Items >Item to outfit
Changing A Reward Of One Kind For Another Kind
Here we will change the shock paddles (Ambulance Diversion Reward) for an outfit
(unmodded code)
<Unlockable>
<Name>Diversion_Ambulance1</Name>
<Type>
<Crib_Weapon>
<Name>shock_paddles</Name>
</Crib_Weapon>
</Type>
(modded code)
<Unlockable>
<Name>Diversion_Ambulance1</Name>
<Type>
<Outfit>
<Outfit>LupinGreen</Outfit>
</Outfit>
</Type>
Here we have to change the reward type from crib_weapon to outfit.
Here we will change the shock paddles (Ambulance Diversion Reward) for an outfit
(unmodded code)
<Unlockable>
<Name>Diversion_Ambulance1</Name>
<Type>
<Crib_Weapon>
<Name>shock_paddles</Name>
</Crib_Weapon>
</Type>
(modded code)
<Unlockable>
<Name>Diversion_Ambulance1</Name>
<Type>
<Outfit>
<Outfit>LupinGreen</Outfit>
</Outfit>
</Type>
Here we have to change the reward type from crib_weapon to outfit.
Adding items to a reward unlock
For this example we are going back to the escort reward unlock
(unmodded)
<Unlockable>
<Name>Escort_All</Name>
<Type>
<Vehicle>
<Vehicles>
<Vehicle>
<Type>car_4dr_classic02</Type>
<Variant>Escort</Variant>
</Vehicle>
<Vehicle>
<Type>car_4dr_luxury05</Type>
<Variant>Escort</Variant>
</Vehicle>
</Vehicles>
</Vehicle>
To add another car to this unlock you would just add another vehicle entry
(modded)
<Unlockable>
<Name>Escort_All</Name>
<Type>
<Vehicle>
<Vehicles>
<Vehicle>
<Type>car_4dr_classic02</Type>
<Variant>Escort</Variant>
</Vehicle>
<Vehicle>
<Type>car_4dr_luxury05</Type>
<Variant>Escort</Variant>
</Vehicle>
<Vehicle>
<Type>suv_4dr_luxury05</Type>
<Variant>Standard</Variant>
</Vehicle>
</Vehicles>
Here the third entry unlocks a Bulldog. You could in theory also
unlock a fourth car at the same time. But it should be noted that you can
only unlock so many rewards at once, and I don't remember the exact number
right now.
For this example we are going back to the escort reward unlock
(unmodded)
<Unlockable>
<Name>Escort_All</Name>
<Type>
<Vehicle>
<Vehicles>
<Vehicle>
<Type>car_4dr_classic02</Type>
<Variant>Escort</Variant>
</Vehicle>
<Vehicle>
<Type>car_4dr_luxury05</Type>
<Variant>Escort</Variant>
</Vehicle>
</Vehicles>
</Vehicle>
To add another car to this unlock you would just add another vehicle entry
(modded)
<Unlockable>
<Name>Escort_All</Name>
<Type>
<Vehicle>
<Vehicles>
<Vehicle>
<Type>car_4dr_classic02</Type>
<Variant>Escort</Variant>
</Vehicle>
<Vehicle>
<Type>car_4dr_luxury05</Type>
<Variant>Escort</Variant>
</Vehicle>
<Vehicle>
<Type>suv_4dr_luxury05</Type>
<Variant>Standard</Variant>
</Vehicle>
</Vehicles>
Here the third entry unlocks a Bulldog. You could in theory also
unlock a fourth car at the same time. But it should be noted that you can
only unlock so many rewards at once, and I don't remember the exact number
right now.
Unlockables:
Changing The Barnstorms Reward Amount
I have chosen to ameliorate the barnstorming activity to
demonstrate this next technique for unlockables manipulation.
To make this work I had to edit three files. the unlockables file
and the two barnstorming files (cts and xtbl) You can get the
barnstorming.cts file from the common.vpp_pc folder. The barnstorming.xtbl is
in Gentlemen_of_the_Row_Saints_Row_2_Super_Mod_v1.9.2/optional_mod_stuff/modified
You can get a copy of the unlockables.xtbl from
Gentlemen_of_the_Row_Saints_Row_2_Super_Mod_v1.9.2/optional_mod_stuff/modified
as well unless you have a modified version then you should use that version
check your 1-MODDERS_-_PUT_YOUR_OWN_PERSONAL_MODS_HERE folder if unsure.
What I have done is remove all of the barnstorms except for five, which have been
moved all to the same location. King's Plaza Station. This requires editing the
cts file which has the barnstorming coordinates and the xtbl file which dictates
how many successful barnstorms unlock each reward and finally I changed some text
in my unlockables file.
-mini Tut- Editing The Barnstorming Files.
There are two sections in the barnstorming.cts file that have to be changed
the first is the navpoints section which contains the stunt coordinates
In barnstorm.xtbl (Gentlemen of the row version) the only things you need
to edit are the stunts required lines
There is no need to change the stunts_complete_unlockable line because the
cts file already told the game that there are only 5 of them.
Note:If memory serves me there are no rewards for barnstorming in the vanilla game. But if you were to
study the Gentlemen Of The Row files you could add your own.)
And now onto the unlockables portion of our tutorial:
As you can see all you need is to change the event text to reflect
the new values. The unlock trigger code is in the xtbl file. But if
you chose to you could edit the description text as well
Note: Mike, added this code to both the barnstorming.xtbl and the unlockables.xtbl
himself. It was not present in the vanilla game. So if you wish to learn to add rewards
this is a good place to start.
Changing The Barnstorms Reward Amount
I have chosen to ameliorate the barnstorming activity to
demonstrate this next technique for unlockables manipulation.
To make this work I had to edit three files. the unlockables file
and the two barnstorming files (cts and xtbl) You can get the
barnstorming.cts file from the common.vpp_pc folder. The barnstorming.xtbl is
in Gentlemen_of_the_Row_Saints_Row_2_Super_Mod_v1.9.2/optional_mod_stuff/modified
You can get a copy of the unlockables.xtbl from
Gentlemen_of_the_Row_Saints_Row_2_Super_Mod_v1.9.2/optional_mod_stuff/modified
as well unless you have a modified version then you should use that version
check your 1-MODDERS_-_PUT_YOUR_OWN_PERSONAL_MODS_HERE folder if unsure.
What I have done is remove all of the barnstorms except for five, which have been
moved all to the same location. King's Plaza Station. This requires editing the
cts file which has the barnstorming coordinates and the xtbl file which dictates
how many successful barnstorms unlock each reward and finally I changed some text
in my unlockables file.
-mini Tut- Editing The Barnstorming Files.
There are two sections in the barnstorming.cts file that have to be changed
the first is the navpoints section which contains the stunt coordinates
Code:
// -------
#Navpoints
// -------
$Navpoint: "barnstorming_stunt01"
$Type: "floating"
$Pos: <-497.211395 33.868187 -1037.754028>
$Orient: [0.751132]
$Navpoint: "barnstorming_stunt02"
$Type: "floating"
$Pos: <-497.211395 33.868187 -1037.754028>
$Orient: [0.751132]
$Navpoint: "barnstorming_stunt03"
$Type: "floating"
$Pos: <-497.211395 33.868187 -1037.754028>
$Orient: [0.751132]
$Navpoint: "barnstorming_stunt04"
$Type: "floating"
$Pos: <-497.211395 33.868187 -1037.754028>
$Orient: [0.751132]
$Navpoint: "barnstorming_stunt05"
$Type: "floating"
$Pos: <-497.211395 33.868187 -1037.754028>
$Orient: [0.751132]
All I did here was erase all entries except the first five and then I changed
the numbers and the coordinates and orientation values to be the same.
This is because you are performing the same barnstorm five times. (You should change
the numbers because they are not sequential).
The other section to edit is: triggers
// -------
#Triggers
// -------
$Trigger: "barnstorming_stunt01"
$Trigger type: "bounding box"
$Trigger action: "barnstorming"
$Trigger max fires: 0
$Trigger delay: 10
$Start nav: "barnstorming_stunt01"
$Box size: -12.250000 -8.050000 -33.150002 12.250000 8.050000 33.150002
+Masked
+Ignore On Foot
$Trigger: "barnstorming_stunt02"
$Trigger type: "bounding box"
$Trigger action: "barnstorming"
$Trigger max fires: 0
$Trigger delay: 10
$Start nav: "barnstorming_stunt02"
$Box size: -12.250000 -8.050000 -33.150002 12.250000 8.050000 33.150002
+Masked
+Ignore On Foot
$Trigger: "barnstorming_stunt03"
$Trigger type: "bounding box"
$Trigger action: "barnstorming"
$Trigger max fires: 0
$Trigger delay: 10
$Start nav: "barnstorming_stunt03"
$Box size: -12.250000 -8.050000 -33.150002 12.250000 8.050000 33.150002
+Ignore On Foot
$Trigger: "barnstorming_stunt04"
$Trigger type: "bounding box"
$Trigger action: "barnstorming"
$Trigger max fires: 0
$Trigger delay: 10
$Start nav: "barnstorming_stunt04"
$Box size: -12.250000 -8.050000 -33.150002 12.250000 8.050000 33.150002
+Ignore On Foot
$Trigger: "barnstorming_stunt05"
$Trigger type: "bounding box"
$Trigger action: "barnstorming"
$Trigger max fires: 0
$Trigger delay: 10
$Start nav: "barnstorming_stunt05"
$Box size: -12.250000 -8.050000 -33.150002 12.250000 8.050000 33.150002
+Masked
+Ignore On Foot
All you need to do is change the barnstorm number (they are not in order)
then change the $Start nav: lines to make sure they are the same
as in "barnstorming_stunt01"
Save your work. That's all there is to barnstorm.cts
In barnstorm.xtbl (Gentlemen of the row version) the only things you need
to edit are the stunts required lines
Code:
(Mike's Values)
<Name>Barnstorming</Name>
<_Editor>
<Category>Entries</Category>
</_Editor>
<Rewards>
<Reward>
<Unlockable>unlock_water</Unlockable>
<Stunts_Required>5</Stunts_Required>
</Reward>
<Reward>
<Unlockable>unlock_flamethrower</Unlockable>
<Stunts_Required>10</Stunts_Required>
</Reward>
<Reward>
<Unlockable>unlock_minigun</Unlockable>
<Stunts_Required>20</Stunts_Required>
</Reward>
<Reward>
<Unlockable>unlock_launcher</Unlockable>
<Stunts_Required>30</Stunts_Required>
</Reward>
</Rewards>
<Cash_Per_Star>0</Cash_Per_Star>
<Props_Per_Star>5</Props_Per_Star>
<Cash_Per_Stunt>0</Cash_Per_Stunt>
<Props_Per_Stunt>0</Props_Per_Stunt>
<Minimum_Speed>5.0</Minimum_Speed>
<Crash_Delay>2</Crash_Delay>
<Failure_Restart_Delay>10</Failure_Restart_Delay>
<Inverted_Tolerance>30</Inverted_Tolerance>
<Knife_Edge_Tolerance>30</Knife_Edge_Tolerance>
<Inverted_Multiplier>1.5</Inverted_Multiplier>
<Knife_Edge_Multiplier>2.0</Knife_Edge_Multiplier>
<Stunts_Complete_Unlockable>unlock_thrown</Stunts_Complete_Unlockable>
</Barnstorming>
</Table>
Code:
(modded)
<Name>Barnstorming</Name>
<_Editor>
<Category>Entries</Category>
</_Editor>
<Rewards>
<Reward>
<Unlockable>unlock_water</Unlockable>
<Stunts_Required>1</Stunts_Required>
</Reward>
<Reward>
<Unlockable>unlock_flamethrower</Unlockable>
<Stunts_Required>2</Stunts_Required>
</Reward>
<Reward>
<Unlockable>unlock_minigun</Unlockable>
<Stunts_Required>3</Stunts_Required>
</Reward>
<Reward>
<Unlockable>unlock_launcher</Unlockable>
<Stunts_Required>4</Stunts_Required>
</Reward>
</Rewards>
<Cash_Per_Star>0</Cash_Per_Star>
<Props_Per_Star>5</Props_Per_Star>
<Cash_Per_Stunt>0</Cash_Per_Stunt>
<Props_Per_Stunt>0</Props_Per_Stunt>
<Minimum_Speed>5.0</Minimum_Speed>
<Crash_Delay>2</Crash_Delay>
<Failure_Restart_Delay>10</Failure_Restart_Delay>
<Inverted_Tolerance>30</Inverted_Tolerance>
<Knife_Edge_Tolerance>30</Knife_Edge_Tolerance>
<Inverted_Multiplier>1.5</Inverted_Multiplier>
<Knife_Edge_Multiplier>2.0</Knife_Edge_Multiplier>
<Stunts_Complete_Unlockable>unlock_thrown</Stunts_Complete_Unlockable>
</Barnstorming>
</Table>
There is no need to change the stunts_complete_unlockable line because the
cts file already told the game that there are only 5 of them.
Note:If memory serves me there are no rewards for barnstorming in the vanilla game. But if you were to
study the Gentlemen Of The Row files you could add your own.)
And now onto the unlockables portion of our tutorial:
Code:
(Mike's Code)
<Unlockable>
<Name>unlock_thrown</Name>
<Type>
<Unlimited_Crib_Ammo>
<weapon_class>thrown</weapon_class>
</Unlimited_Crib_Ammo>
</Type>
<DisplayName>Unlimited Thrown Ammo</DisplayName>
<Description>Get that pitching arm in shape and throw like you've never thrown before</Description>
<Image_Source>ui_ct_drug_1_whole</Image_Source>
<_Editor>
<Category>Entriesiversions</Category>
</_Editor>
<Event_Text>Complete 35 (All) Barnstorms</Event_Text>
<Category>Weapons</Category>
<Pause_Menu_Label>Unlimited Thrown Ammo</Pause_Menu_Label>
</Unlockable>
<Unlockable>
<Name>unlock_flamethrower</Name>
<Type>
<Unlimited_Crib_Ammo>
<weapon_class>flamethrower</weapon_class>
</Unlimited_Crib_Ammo>
</Type>
<DisplayName>Unlimited Flamethrower Ammo</DisplayName>
<Description>Burn baby burn til you can't burn no more</Description>
<Image_Source>ui_ct_drug_1_whole</Image_Source>
<_Editor>
<Category>Entriesiversions</Category>
</_Editor>
<Event_Text>Complete 10 Barnstorms</Event_Text>
<Category>Weapons</Category>
<Pause_Menu_Label>Unlimited Flamethrower Ammo</Pause_Menu_Label>
</Unlockable>
<Unlockable>
<Name>unlock_minigun</Name>
<Type>
<Unlimited_Crib_Ammo>
<weapon_class>minigun</weapon_class>
</Unlimited_Crib_Ammo>
</Type>
<DisplayName>Unlimited Minigun Ammo</DisplayName>
<Description>Spin it up and let the lead fly for as long as you like</Description>
<Image_Source>ui_ct_drug_1_whole</Image_Source>
<_Editor>
<Category>Entriesiversions</Category>
</_Editor>
<Event_Text>Complete 20 Barnstorms</Event_Text>
<Category>Weapons</Category>
<Pause_Menu_Label>Unlimited Minigun Ammo</Pause_Menu_Label>
</Unlockable>
<Unlockable>
<Name>unlock_launcher</Name>
<Type>
<Unlimited_Crib_Ammo>
<weapon_class>launcher</weapon_class>
</Unlimited_Crib_Ammo>
</Type>
<DisplayName>Unlimited Rocket Launcher Ammo</DisplayName>
<Description>Put some rockets in your pocket and blow stuff up forever</Description>
<Image_Source>ui_ct_drug_1_whole</Image_Source>
<_Editor>
<Category>Entriesiversions</Category>
</_Editor>
<Event_Text>Complete 30 Barnstorms</Event_Text>
<Category>Weapons</Category>
<Pause_Menu_Label>Unlimited Rocket Ammo</Pause_Menu_Label>
</Unlockable>
<Unlockable>
<Name>unlock_water</Name>
<Type>
<Unlimited_Crib_Ammo>
<weapon_class>waterspray</weapon_class>
</Unlimited_Crib_Ammo>
</Type>
<DisplayName>Unlimited Fire Extinguisher Ammo</DisplayName>
<Description>It puts the lotion in the basket\N or else everyone gets the hose again</Description>
<Image_Source>ui_ct_drug_1_whole</Image_Source>
<_Editor>
<Category>Entriesiversions</Category>
</_Editor>
<Event_Text>Complete 5 Barnstorms</Event_Text>
<Category>Weapons</Category>
<Pause_Menu_Label>Unlimited Fire Extinguisher Ammo</Pause_Menu_Label>
</Unlockable>
Code:
(modded)
<Unlockable>
<Name>unlock_thrown</Name>
<Type>
<Unlimited_Crib_Ammo>
<weapon_class>thrown</weapon_class>
</Unlimited_Crib_Ammo>
</Type>
<DisplayName>Unlimited Thrown Ammo</DisplayName>
<Description>Get that pitching arm in shape and throw like you've never thrown before</Description>
<Image_Source>ui_ct_drug_1_whole</Image_Source>
<_Editor>
<Category>Entriesiversions</Category>
</_Editor>
<Event_Text>Complete 5 (All) Barnstorms</Event_Text>
<Category>Weapons</Category>
<Pause_Menu_Label>Unlimited Thrown Ammo</Pause_Menu_Label>
</Unlockable>
<Unlockable>
<Name>unlock_flamethrower</Name>
<Type>
<Unlimited_Crib_Ammo>
<weapon_class>flamethrower</weapon_class>
</Unlimited_Crib_Ammo>
</Type>
<DisplayName>Unlimited Flamethrower Ammo</DisplayName>
<Description>Burn baby burn til you can't burn no more</Description>
<Image_Source>ui_ct_drug_1_whole</Image_Source>
<_Editor>
<Category>Entriesiversions</Category>
</_Editor>
<Event_Text>Complete 2 Barnstorms</Event_Text>
<Category>Weapons</Category>
<Pause_Menu_Label>Unlimited Flamethrower Ammo</Pause_Menu_Label>
</Unlockable>
<Unlockable>
<Name>unlock_minigun</Name>
<Type>
<Unlimited_Crib_Ammo>
<weapon_class>minigun</weapon_class>
</Unlimited_Crib_Ammo>
</Type>
<DisplayName>Unlimited Minigun Ammo</DisplayName>
<Description>Spin it up and let the lead fly for as long as you like</Description>
<Image_Source>ui_ct_drug_1_whole</Image_Source>
<_Editor>
<Category>Entriesiversions</Category>
</_Editor>
<Event_Text>Complete 3 Barnstorms</Event_Text>
<Category>Weapons</Category>
<Pause_Menu_Label>Unlimited Minigun Ammo</Pause_Menu_Label>
</Unlockable>
<Unlockable>
<Name>unlock_launcher</Name>
<Type>
<Unlimited_Crib_Ammo>
<weapon_class>launcher</weapon_class>
</Unlimited_Crib_Ammo>
</Type>
<DisplayName>Unlimited Rocket Launcher Ammo</DisplayName>
<Description>Put some rockets in your pocket and blow stuff up forever</Description>
<Image_Source>ui_ct_drug_1_whole</Image_Source>
<_Editor>
<Category>Entriesiversions</Category>
</_Editor>
<Event_Text>Complete 4 Barnstorms</Event_Text>
<Category>Weapons</Category>
<Pause_Menu_Label>Unlimited Rocket Ammo</Pause_Menu_Label>
</Unlockable>
<Unlockable>
<Name>unlock_water</Name>
<Type>
<Unlimited_Crib_Ammo>
<weapon_class>waterspray</weapon_class>
</Unlimited_Crib_Ammo>
</Type>
<DisplayName>Unlimited Fire Extinguisher Ammo</DisplayName>
<Description>It puts the lotion in the basket\N or else everyone gets the hose again</Description>
<Image_Source>ui_ct_drug_1_whole</Image_Source>
<_Editor>
<Category>Entriesiversions</Category>
</_Editor>
<Event_Text>Complete 1 Barnstorms</Event_Text>
<Category>Weapons</Category>
<Pause_Menu_Label>Unlimited Fire Extinguisher Ammo</Pause_Menu_Label>
</Unlockable>
As you can see all you need is to change the event text to reflect
the new values. The unlock trigger code is in the xtbl file. But if
you chose to you could edit the description text as well
Note: Mike, added this code to both the barnstorming.xtbl and the unlockables.xtbl
himself. It was not present in the vanilla game. So if you wish to learn to add rewards
this is a good place to start.
We are gonna use the Muggings Diversion as our example
First we need to open up stat_unlockables.xtbl The GOTR Version is in:
Gentlemen_of_the_Row_Saints_Row_2_Super_Mod_v1.9.2/optional_mod_stuff/modified
There is also a version in my Reduced Muggings And Robberies mod:
Here is the relevant part of the file based off my mod GOTR versions has higher values
Here is the modded version:
Then you will make an entry in your unlockables file.
Here is the code for the unlockables file
Open your unlockables file and find a spot
I put mine under this entry:
so it looks like this:
There are three unlockables attached to the mugging activity now.
Be sure to name yours Diversion_Mugging3.
That's all there is to it just save your files and compile them using GOTR
Enjoy!
(Note I am including my stat_Unlockables and unlockables xtbl files.
They are only for reference. My game has different mods than yours
and these file will mes your game up.)
First we need to open up stat_unlockables.xtbl The GOTR Version is in:
Gentlemen_of_the_Row_Saints_Row_2_Super_Mod_v1.9.2/optional_mod_stuff/modified
There is also a version in my Reduced Muggings And Robberies mod:
Reduced Muggings And Robberies
This is just a simple mod that changes the amount of muggings needed to get Jane Valderama as a homie to 15 and the amount needed to unlock the silenced pistol to 30. (Note these numbers are based on the Gentlemen Of The Row provided files. If memory serves me the console version (at least the...
www.saintsrowmods.com
Here is the relevant part of the file based off my mod GOTR versions has higher values
Code:
<Name>Muggings Completed</Name>
<_Editor>
<Category>Entries</Category>
</_Editor>
<Unlockable_List>
<Unlockable>
<Value>10</Value>
<Unlockable>Diversion_Mugging2</Unlockable>
</Unlockable>
<Unlockable>
<Value>15</Value>
<Unlockable>Diversion_Mugging</Unlockable>
</Unlockable>
</Unlockable_List>
Here is the modded version:
Code:
<Name>Muggings Completed</Name>
<_Editor>
<Category>Entries</Category>
</_Editor>
<Unlockable_List>
<Unlockable>
<Value>5</Value>
<Unlockable>Diversion_Mugging3</Unlockable>
</Unlockable>
<Unlockable>
<Value>10</Value>
<Unlockable>Diversion_Mugging2</Unlockable>
</Unlockable>
<Unlockable>
<Value>15</Value>
<Unlockable>Diversion_Mugging</Unlockable>
</Unlockable>
</Unlockable_List>
Then you will make an entry in your unlockables file.
Here is the code for the unlockables file
Code:
<Unlockable>
<Name>Diversion_Mugging3</Name>
<Type>
<Outfit>
<Outfit>Funkmaster</Outfit>
</Outfit>
</Type>
<DisplayName>Congratulations</DisplayName>
<Description>You've Unlocked The Funkmaster!</Description>
<Image_Source>ui_ct_div_mugging2</Image_Source>
<_Editor>
<Category>Entriesiversions</Category>
</_Editor>
<Event_Text>Complete 15 Muggings</Event_Text>
<Category>Homies</Category>
<Pause_Menu_Label>Who's Got The Funk?</Pause_Menu_Label>
</Unlockable>
Open your unlockables file and find a spot
I put mine under this entry:
Code:
<Unlockable>
<Name>Diversion_Mugging2</Name>
<Type>
<Homie>
<Name>Jane_V</Name>
</Homie>
</Type>
<DisplayName>UNL_MUGGING2</DisplayName>
<Description>UNL_DESC_MUGGING2</Description>
<Image_Source>ui_ct_div_mugging2</Image_Source>
<_Editor>
<Category>Entriesiversions</Category>
</_Editor>
<Event_Text>Complete 30 Muggings</Event_Text>
<Category>Homies</Category>
<Pause_Menu_Label>UNL_MUGGING2</Pause_Menu_Label>
</Unlockable>
so it looks like this:
Code:
<Unlockable>
<Name>Diversion_Mugging2</Name>
<Type>
<Homie>
<Name>Jane_V</Name>
</Homie>
</Type>
<DisplayName>UNL_MUGGING2</DisplayName>
<Description>UNL_DESC_MUGGING2</Description>
<Image_Source>ui_ct_div_mugging2</Image_Source>
<_Editor>
<Category>Entriesiversions</Category>
</_Editor>
<Event_Text>Complete 30 Muggings</Event_Text>
<Category>Homies</Category>
<Pause_Menu_Label>UNL_MUGGING2</Pause_Menu_Label>
</Unlockable>
<Unlockable>
<Name>Diversion_Mugging3</Name>
<Type>
<Outfit>
<Outfit>Funkmaster</Outfit>
</Outfit>
</Type>
<DisplayName>Congratulations</DisplayName>
<Description>You've Unlocked The Funkmaster!</Description>
<Image_Source>ui_ct_div_mugging2</Image_Source>
<_Editor>
<Category>Entriesiversions</Category>
</_Editor>
<Event_Text>Complete 15 Muggings</Event_Text>
<Category>Homies</Category>
<Pause_Menu_Label>Who's Got The Funk?</Pause_Menu_Label>
</Unlockable>
There are three unlockables attached to the mugging activity now.
Be sure to name yours Diversion_Mugging3.
That's all there is to it just save your files and compile them using GOTR
Enjoy!
(Note I am including my stat_Unlockables and unlockables xtbl files.
They are only for reference. My game has different mods than yours
and these file will mes your game up.)
To add an unlockable to a mission
you need to edit the unlockables file and the
sr2_city_missions.xtbl (both are found in The
optional folder in the Gentlemen Of The Row directory.
All I have done in the in the sr2_city_missions.xtbl is
found a mission with a reward unlock (I used bh02)
and used it as a template.
Here is the important piece of code
(unmodded)
<Rewards>
First thing there are two unlocks mentioned here
BH02_Lin which is Donnie's Voxel and The Donnie outfit.
Below is the code from the unlockables file.
The Voxel is unlocked in the vanilla game but the outfit unlock
was added by Idolninja. So studying these two pieces of code together
can give us a bigger picture of how and why things are done the way they are.
For instance: The first unlock is a vehicle. Way back in the adding cars to an
existing reward part of this tutorial
we discovered that you can add a vehicle into a list of other vehicles without having
to modify any other code.
The second unlock is an outfit. A different type of unlock which requires different
code so in order to make it work Mike had to add a second unlockable to the mission
code. Then when he added the code into the unlockables file he had to adjust it.
Remove the vehicle entry, add an outfit entry and change the second category listing.
We are adding an unlockable to the first Sons Of Samedi Mission "Have Dust Will Travel"
which does not unlock any other rewards.
First we find out mission code in the xtbl file:
(Unmodded code)
Now we have to decide what our reward will be then we have to decide
what to call the unlock. My reward will be a car. (One thing to keep in mind
when changing and adding rewards. There are only so many outfit (clothing)
and vehicle slots available. Once you fill up these slots than items will
start disappearing and you will have to delete other items to make it stop.)
I don't remember the amounts right off hand but I know that information is
available here on the site.) Since I am unlocking a car I will call my
unlockable UNLOCK_MISSION_CAR.
So while we are in the missions xtbl we will make the following edit to the ss01
mission code.
(Modded)
All we have done is placed the line <Unlockable>UNLOCK_MISSION_CAR</Unlockable>
between the unlockables entries. That's it we are done with the 'missions' file.
Save it and open unlockables.xtbl
Once again we are using the Donnie code as a template except this time we
change our code to:
First you add the name of your unlockable in my case UNLOCK_MISSION_CAR
then I change the lines about Donnie's outfit
<Name>unlock_donnie_outfit</Name>
<Type>
<Outfit>
<Outfit>Donnie</Outfit>
</Outfit>
</Type>
to vehicle entries
<Type>
<Vehicle>
<Vehicles>
<Vehicle>
<Type>car_4dr_STANDARD09</Type>
<Variant>SS03</Variant>
</Vehicle>
</Vehicles>
</Vehicle>
</Type>
Next you can change the text displayed to suit your personal reward
<DisplayName>You've unlocked Mark Gabby's Car!</DisplayName>
<Description>Go Ahead Enjoy It. He Won't Be Needing It Anymore!</Description>
<Image_Source>ui_ct_bh02_lin</Image_Source>
<_Editor>
<Category>Entries:Missions</Category>
</_Editor>
<Event_Text>Mark Gabby's Wellington</Event_Text>
<Category>Vehicles</Category>
<Pause_Menu_Label>SS03 Wellington</Pause_Menu_Label>
(Full disclosure. I don't remember for sure what kind of car Mark Gabby
drives. I think it's a Wellington but I use a Tornado to do this mission and
I always blow it up from a distance. So I just chose a car at random.
Either way though, I needed some kind of descriptive text.
So take your complete unlock code: And find a nice place in the unlockables to add it.
Save your work. Recompile. Drop patched files into game directory and
enjoy.
you need to edit the unlockables file and the
sr2_city_missions.xtbl (both are found in The
optional folder in the Gentlemen Of The Row directory.
All I have done in the in the sr2_city_missions.xtbl is
found a mission with a reward unlock (I used bh02)
and used it as a template.
Here is the important piece of code
(unmodded)
<Rewards>
Code:
<Unlockables>
<Unlockable>BH02_LIN</Unlockable>
<Unlockable>unlock_donnie_outfit</Unlockable>
</Unlockables>
<CashReward>1500</CashReward>
<Hood>sr2_br_barrio01</Hood>
</Rewards>
First thing there are two unlocks mentioned here
BH02_Lin which is Donnie's Voxel and The Donnie outfit.
Below is the code from the unlockables file.
Code:
<Unlockable>
<Name>BH02_LIN</Name>
<Type>
<Vehicle>
<Vehicles>
<Vehicle>
<Type>car_4dr_sports01</Type>
<Variant>Donnie</Variant>
</Vehicle>
</Vehicles>
</Vehicle>
</Type>
<DisplayName>UNL_BH02_LIN_VEHICLE</DisplayName>
<Description>UNL_DESC_BH02_LIN_VEHICLE</Description>
<Image_Source>ui_ct_bh02_lin</Image_Source>
<_Editor>
<Category>Entries:Missions</Category>
</_Editor>
<Event_Text>UNL_BH02_LIN_VEHICLE_EVENT</Event_Text>
<Category>Vehicles</Category>
<Pause_Menu_Label>UNL_BH02_LIN_VEHICLE</Pause_Menu_Label>
</Unlockable>
and
<Unlockable>
<Name>unlock_donnie_outfit</Name>
<Type>
<Outfit>
<Outfit>Donnie</Outfit>
</Outfit>
</Type>
<DisplayName>Donnie's Outfit</DisplayName>
<Description>Get your whine on with Donnie's threads.</Description>
<Image_Source>ui_ct_div_hoing</Image_Source>
<_Editor>
<Category>Entries:Missions</Category>
</_Editor>
<Event_Text>Brotherhood Mission 2</Event_Text>
<Category>Customization</Category>
<Pause_Menu_Label>Donnie Outfit</Pause_Menu_Label>
</Unlockable>
The Voxel is unlocked in the vanilla game but the outfit unlock
was added by Idolninja. So studying these two pieces of code together
can give us a bigger picture of how and why things are done the way they are.
For instance: The first unlock is a vehicle. Way back in the adding cars to an
existing reward part of this tutorial
we discovered that you can add a vehicle into a list of other vehicles without having
to modify any other code.
The second unlock is an outfit. A different type of unlock which requires different
code so in order to make it work Mike had to add a second unlockable to the mission
code. Then when he added the code into the unlockables file he had to adjust it.
Remove the vehicle entry, add an outfit entry and change the second category listing.
We are adding an unlockable to the first Sons Of Samedi Mission "Have Dust Will Travel"
which does not unlock any other rewards.
First we find out mission code in the xtbl file:
(Unmodded code)
Code:
<Mission>
<Name>ss01</Name>
<Type>Mission</Type>
<Team>Samedi</Team>
<MissionStronghold>
<Cost>8000</Cost>
<Start>ss01_start</Start>
<Cleanup>ss01_cleanup</Cleanup>
<Setup>ss01_setup</Setup>
<Success>ss01_success</Success>
<Rewards>
<Unlockables></Unlockables>
<CashReward>1000</CashReward>
<Hood>sr2_ss_university01</Hood>
</Rewards>
<Prerequisites>
<Prereq>tss04</Prereq>
</Prerequisites>
<Unlockables></Unlockables>
<Level_Number>1</Level_Number>
<display_group>sons of samedi</display_group>
</MissionStronghold>
<_Editor>
<Category>Sons of Samedi</Category>
</_Editor>
<StartNav>mission_start_sr2_city_$ss01</StartNav>
<Flags>
</Flags>
</Mission>
Now we have to decide what our reward will be then we have to decide
what to call the unlock. My reward will be a car. (One thing to keep in mind
when changing and adding rewards. There are only so many outfit (clothing)
and vehicle slots available. Once you fill up these slots than items will
start disappearing and you will have to delete other items to make it stop.)
I don't remember the amounts right off hand but I know that information is
available here on the site.) Since I am unlocking a car I will call my
unlockable UNLOCK_MISSION_CAR.
So while we are in the missions xtbl we will make the following edit to the ss01
mission code.
(Modded)
Code:
<Mission>
<Name>ss01</Name>
<Type>Mission</Type>
<Team>Samedi</Team>
<MissionStronghold>
<Cost>8000</Cost>
<Start>ss01_start</Start>
<Cleanup>ss01_cleanup</Cleanup>
<Setup>ss01_setup</Setup>
<Success>ss01_success</Success>
<Rewards>
<Unlockables>
<Unlockable>UNLOCK_MISSION_CAR</Unlockable>
</Unlockables>
<CashReward>1000</CashReward>
<Hood>sr2_ss_university01</Hood>
</Rewards>
<Prerequisites>
<Prereq>tss04</Prereq>
</Prerequisites>
<Unlockables></Unlockables>
<Level_Number>1</Level_Number>
<display_group>sons of samedi</display_group>
</MissionStronghold>
<_Editor>
<Category>Sons of Samedi</Category>
</_Editor>
<StartNav>mission_start_sr2_city_$ss01</StartNav>
<Flags>
</Flags>
</Mission>
All we have done is placed the line <Unlockable>UNLOCK_MISSION_CAR</Unlockable>
between the unlockables entries. That's it we are done with the 'missions' file.
Save it and open unlockables.xtbl
Once again we are using the Donnie code as a template except this time we
change our code to:
Code:
<Unlockable>
<Name>UNLOCK_MISSION_CAR</Name>
<Type>
<Vehicle>
<Vehicles>
<Vehicle>
<Type>car_4dr_STANDARD09</Type>
<Variant>SS03</Variant>
</Vehicle>
</Vehicles>
</Vehicle>
</Type>
<DisplayName>You've unlocked Mark Gabby's Car!</DisplayName>
<Description>Go Ahead Enjoy It. He Won't Be Needing It Anymore!</Description>
<Image_Source>ui_ct_bh02_lin</Image_Source>
<_Editor>
<Category>Entries:Missions</Category>
</_Editor>
<Event_Text>Mark Gabby's Wellington</Event_Text>
<Category>Vehicles</Category>
<Pause_Menu_Label>SS04 Wellington</Pause_Menu_Label>
</Unlockable>
First you add the name of your unlockable in my case UNLOCK_MISSION_CAR
then I change the lines about Donnie's outfit
<Name>unlock_donnie_outfit</Name>
<Type>
<Outfit>
<Outfit>Donnie</Outfit>
</Outfit>
</Type>
to vehicle entries
<Type>
<Vehicle>
<Vehicles>
<Vehicle>
<Type>car_4dr_STANDARD09</Type>
<Variant>SS03</Variant>
</Vehicle>
</Vehicles>
</Vehicle>
</Type>
Next you can change the text displayed to suit your personal reward
<DisplayName>You've unlocked Mark Gabby's Car!</DisplayName>
<Description>Go Ahead Enjoy It. He Won't Be Needing It Anymore!</Description>
<Image_Source>ui_ct_bh02_lin</Image_Source>
<_Editor>
<Category>Entries:Missions</Category>
</_Editor>
<Event_Text>Mark Gabby's Wellington</Event_Text>
<Category>Vehicles</Category>
<Pause_Menu_Label>SS03 Wellington</Pause_Menu_Label>
(Full disclosure. I don't remember for sure what kind of car Mark Gabby
drives. I think it's a Wellington but I use a Tornado to do this mission and
I always blow it up from a distance. So I just chose a car at random.
Either way though, I needed some kind of descriptive text.
So take your complete unlock code: And find a nice place in the unlockables to add it.
Save your work. Recompile. Drop patched files into game directory and
enjoy.
This is kind of a long read.
This is an ability unlock.
The Entry tells us the name of the activity that it is tied to
(base jumping) It tells us the name of the ability (0 fall damage)
and it shows us what ability unlocking code looks like.
Notice the First category line it tells us that this unlock is
tied to a diversion while the second category line tells us
what kind of unlock this is (Player Abilities) If you are
changing the category of unlock that you are using these
entries will have to be changed.
Note: The Ambulance Activity has two different unlocks tied to it.
The First was originally shock paddles (see part 1 of tutorial) but I changed it
to a custom made outfit 'The EMT' (This is a unique outfit to my game. If you
were to use this entry without first creating such an outfit it would mess your
unlocks up and it might crash your game.
Below is the original unlock
Notice the differences in the display and description lines.
The unmodded example will display the original unlock message
but since we changed our unlock we needed to change our
message as well.
Let's take a look at the Gang Kill Diversion Reward
This is for a clothing item not an outfit. Notice that you can
customize the colors on this and if you open up the customization_items.xtbl
and search for 'men's leather biker jacket' then scroll down just a little ways
you will find the variants. There are three of them. Biker_Nodecal which is
what we have here but there are also variables named punk and biker.
Since this jacket is available for purchase at Nobody Loves Me you can go there and
check what the different variants are then you can come back here and change the variant
if you like another one better.
This is a discounts unlock. I think it explains itself
This is a homies unlock.
A Notoriety Unlock telling us that notoriety will drop 15% faster that
normal.
Firearm Accuracy Unlock (Do not mess with this number unless you know what you are
doing! Set this number to high and it will screw up your accuracy. And setting the
number back to the original WILL NOT fix it.)
A Healing Time Decrease Unlock (2000 for level 3 3000 for level 6)
Damage Resistance Unlock
A Crib Unlock (This is tied to a mission not an activity)
Homies Slot Unlock
Car Set Unlock Based On Amount Of Territory Claimed
Gang Taunts
Demo Derby Cars Unlock If you check out the xtbl files for the individual
vehicles then you can see all the variants. Then you can reset them in here
should you so desire.
Here is an ammo unlock
Gang Type Unlock
I think you've probably gotten the idea by now that there is a lot that you can
change to suit your needs
Have Fun and be sure to back up your files.
Code:
<Unlockable>
<Name>Diversion_Basejump</Name>
<Type>
<Reduced_Fall_Damage>
<damage_percent>0</damage_percent>
</Reduced_Fall_Damage>
</Type>
<DisplayName>UNL_DIVERSION_BASEJUMP</DisplayName>
<Description>UNL_DESC_DIVERSION_BASEJUMP</Description>
<Image_Source>ui_ct_div_basejump</Image_Source>
<_Editor>
<Category>Entriesiversions</Category>
</_Editor>
<Event_Text>UNL_DIVERSION_BASEJUMP_EVENT</Event_Text>
<Category>Player Abilities</Category>
<Pause_Menu_Label>UNL_DIVERSION_BASEJUMP</Pause_Menu_Label>
</Unlockable>
This is an ability unlock.
The Entry tells us the name of the activity that it is tied to
(base jumping) It tells us the name of the ability (0 fall damage)
and it shows us what ability unlocking code looks like.
Notice the First category line it tells us that this unlock is
tied to a diversion while the second category line tells us
what kind of unlock this is (Player Abilities) If you are
changing the category of unlock that you are using these
entries will have to be changed.
Code:
<Unlockable>
<Name>Diversion_Ambulance1</Name>
<Type>
<Outfit>
<Outfit>EMT</Outfit>
</Outfit>
</Type>
<DisplayName>The Paramedic</DisplayName>
<Description>You Do The Job Now Look The Part</Description>
<Image_Source>ui_ct_div_ambulance1</Image_Source>
<_Editor>
<Category>Entriesiversions</Category>
</_Editor>
<Event_Text>Congrats, You're Now A Contributing Member Of Society</Event_Text>
<Category>Customization</Category>
<Pause_Menu_Label>The Paramedic</Pause_Menu_Label>
</Unlockable>
<Unlockable>
<Name>Diversion_Ambulance2</Name>
<Type>
<Vehicle>
<Vehicles>
<Vehicle>
<Type>sp_ambulance01</Type>
<Variant>reward</Variant>
</Vehicle>
</Vehicles>
</Vehicle>
</Type>
<DisplayName>UNL_DIVERSION_AMBULANCE2</DisplayName>
<Description>UNL_DESC_DIVERSION_AMBULANCE2</Description>
<Image_Source>ui_ct_div_ambulance2</Image_Source>
<_Editor>
<Category>Entriesiversions</Category>
</_Editor>
<Event_Text>UNL_DIVERSION_AMBULANCE2_EVENT</Event_Text>
<Category>Vehicles</Category>
<Pause_Menu_Label>UNL_DIVERSION_AMBULANCE2</Pause_Menu_Label>
</Unlockable>
Note: The Ambulance Activity has two different unlocks tied to it.
The First was originally shock paddles (see part 1 of tutorial) but I changed it
to a custom made outfit 'The EMT' (This is a unique outfit to my game. If you
were to use this entry without first creating such an outfit it would mess your
unlocks up and it might crash your game.
Below is the original unlock
Code:
<Unlockable>
<Name>Diversion_Ambulance1</Name>
<Type>
<Crib_Weapon>
<Name>shock_paddles</Name>
</Crib_Weapon>
</Type>
<DisplayName>UNL_DIVERSION_AMBULANCE1</DisplayName>
<Description>UNL_DESC_DIVERSION_AMBULANCE1</Description>
<Image_Source>ui_ct_div_ambulance1</Image_Source>
<_Editor>
<Category>Entriesiversions</Category>
</_Editor>
<Event_Text>UNL_DIVERSION_AMBULANCE1_EVENT</Event_Text>
<Category>Weapons</Category>
<Pause_Menu_Label>UNL_DIVERSION_AMBULANCE1</Pause_Menu_Label>
</Unlockable>
Notice the differences in the display and description lines.
The unmodded example will display the original unlock message
but since we changed our unlock we needed to change our
message as well.
Let's take a look at the Gang Kill Diversion Reward
Code:
<Unlockable>
<Name>Diversion_Combat</Name>
<Type>
<Clothes>
<Items>
<Item>
<ItemName>men's leather biker jacket</ItemName>
<ItemVariant>Biker_Nodecal</ItemVariant>
<Color1>Black</Color1>
<Color2>Charcoal</Color2>
<Color3>Silver</Color3>
</Item>
</Items>
</Clothes>
</Type>
<DisplayName>UNL_DIVERSION_COMBAT</DisplayName>
<Description>UNL_DESC_DIVERSION_COMBAT</Description>
<Image_Source>ui_ct_div_combat</Image_Source>
<_Editor>
<Category>Entriesiversions</Category>
</_Editor>
<Event_Text>UNL_DIVERSION_COMBAT_EVENT</Event_Text>
<Category>Customization</Category>
<Pause_Menu_Label>UNL_DIVERSION_COMBAT</Pause_Menu_Label>
</Unlockable>
Code:
This is for a clothing item not an outfit. Notice that you can
customize the colors on this and if you open up the customization_items.xtbl
and search for 'men's leather biker jacket' then scroll down just a little ways
you will find the variants. There are three of them. Biker_Nodecal which is
what we have here but there are also variables named punk and biker.
Since this jacket is available for purchase at Nobody Loves Me you can go there and
check what the different variants are then you can come back here and change the variant
if you like another one better.
Code:
<Unlockable>
<Name>Crowd_2_whole</Name>
<Type>
<Discount>
<Name>Branded</Name>
<Amount>0.15</Amount>
<Name_2>Impressions</Name_2>
<Name_3>Leather_Lace</Name_3>
<Name_4>Lets_Pretend</Name_4>
<Name_5>On_the_Rag</Name_5>
<Name_6>Sloppy_Seconds</Name_6>
<Name_7>Buy_Jove</Name_7>
<Name_8>Nobody_Loves_Me</Name_8>
</Discount>
</Type>
<DisplayName>UNL_CROWD2_WHOLE</DisplayName>
<Description>UNL_DESC_CROWD2_WHOLE</Description>
<Image_Source>ui_ct_crowd_2_whole</Image_Source>
<_Editor>
<Category>Entries:Activities</Category>
</_Editor>
<Event_Text>UNL_CROWD2_WHOLE_EVENT</Event_Text>
<Category>Discounts</Category>
<Pause_Menu_Label>UNL_CROWD2_WHOLE</Pause_Menu_Label>
</Unlockable>
This is a discounts unlock. I think it explains itself
Code:
<Unlockable>
<Name>Drug_2_whole</Name>
<Type>
<Homie>
<Name>Luz</Name>
</Homie>
</Type>
<DisplayName>Luz</DisplayName>
<Description>You have unlocked Luz as a homie, call her on your cell phone to have her help you out.</Description>
<Image_Source>ui_ct_drug_2_half</Image_Source>
<_Editor>
<Category>Entries:Activities</Category>
</_Editor>
<Event_Text>Drug Trafficking Level 6, Hotel and Marina</Event_Text>
<Category>Homies</Category>
<Pause_Menu_Label>Luz</Pause_Menu_Label>
</Unlockable>
<Unlockable>
This is a homies unlock.
Code:
<Unlockable>
<Name>Escort_2_half</Name>
<Type>
<Notoriety>
<Score>samedi</Score>
<Amount>15</Amount>
</Notoriety>
</Type>
<DisplayName>UNL_ESCORT_2_WHOLE</DisplayName>
<Description>UNL_DESC_ESCORT_2_WHOLE</Description>
<Image_Source>ui_ct_escort_2_whole</Image_Source>
<_Editor>
<Category>Entries:Activities</Category>
</_Editor>
<Event_Text>Escort Level 3, Stilwater University</Event_Text>
<Category>Player Abilities</Category>
<Pause_Menu_Label>UNL_ESCORT_2_WHOLE</Pause_Menu_Label>
</Unlockable>
A Notoriety Unlock telling us that notoriety will drop 15% faster that
normal.
Code:
<Unlockable>
<Name>Septic_1_whole</Name>
<Type>
<Firearm_Accuracy>
<accuracy_multiplier>0.15</accuracy_multiplier>
</Firearm_Accuracy>
</Type>
<DisplayName>UNL_SEPTIC_1_WHOLE</DisplayName>
<Description>UNL_DESC_SEPTIC_1_WHOLE</Description>
<Image_Source>ui_ct_septic_1_whole</Image_Source>
<_Editor>
<Category>Entries:Activities</Category>
</_Editor>
<Event_Text>UNL_SEPTIC_1_WHOLE_EVENT</Event_Text>
<Category>Weapons</Category>
<Pause_Menu_Label>UNL_SEPTIC_1_WHOLE</Pause_Menu_Label>
</Unlockable>
Firearm Accuracy Unlock (Do not mess with this number unless you know what you are
doing! Set this number to high and it will screw up your accuracy. And setting the
number back to the original WILL NOT fix it.)
Code:
<Unlockable>
<Name>Snatch_1_whole</Name>
<Type>
<Health>
<Time>2000</Time>
</Health>
</Type>
<DisplayName>UNL_SNATCH_1_WHOLE</DisplayName>
<Description>UNL_DESC_SNATCH_1_WHOLE</Description>
<Image_Source>ui_ct_snatch_1_whole</Image_Source>
<_Editor>
<Category>Entries:Activities</Category>
</_Editor>
<Event_Text>UNL_SNATCH_1_WHOLE_EVENT</Event_Text>
<Category>Player Abilities</Category>
<Pause_Menu_Label>UNL_SNATCH_1_WHOLE</Pause_Menu_Label>
</Unlockable>
A Healing Time Decrease Unlock (2000 for level 3 3000 for level 6)
Code:
<Unlockable>
<Name>Torch_1_whole</Name>
<Type>
<Damage>
<Source>explosion</Source>
<Amount>15</Amount>
</Damage>
</Type>
<DisplayName>UNL_TORCH1_WHOLE</DisplayName>
<Description>UNL_DESC_TORCH1_WHOLE</Description>
<Image_Source>ui_ct_torch_1_whole</Image_Source>
<_Editor>
<Category>Entries:Activities</Category>
</_Editor>
<Event_Text>UNL_TORCH1_WHOLE_EVENT</Event_Text>
<Category>Player Abilities</Category>
<Pause_Menu_Label>UNL_TORCH1_WHOLE</Pause_Menu_Label>
</Unlockable>
Damage Resistance Unlock
Code:
<Unlockable>
<Name>RedLightCrib</Name>
<Type>
<Crib>
<Name>RL_Brownstone_Crib</Name>
</Crib>
</Type>
<DisplayName>UNL_FIRST_CRIB</DisplayName>
<Description>UNL_DESC_FIRST_CRIB</Description>
<Image_Source>ui_ct_redlightcrib</Image_Source>
<_Editor>
<Category>Entries:Missions</Category>
</_Editor>
<Event_Text>UNL_FIRST_CRIB_EVENT</Event_Text>
<Category>Customization</Category>
<Pause_Menu_Label>UNL_FIRST_CRIB</Pause_Menu_Label>
</Unlockable>
A Crib Unlock (This is tied to a mission not an activity)
Code:
<Unlockable>
<Name>HomieSlot1</Name>
<Type>
<Custom></Custom>
</Type>
<DisplayName>UNL_FOLLOWER1</DisplayName>
<Description>UNL_DESC_FOLLOWER1</Description>
<Image_Source>ui_ct_homieslot1</Image_Source>
<_Editor>
<Category>Entriesrogression</Category>
</_Editor>
<Event_Text>UNL_FOLLOWER1_EVENT</Event_Text>
<Category>Homies</Category>
<Pause_Menu_Label>UNL_FOLLOWER1</Pause_Menu_Label>
</Unlockable>
<Unlockable>
<Name>HomieSlot2</Name>
<Type>
<Custom></Custom>
<Items></Items>
<Name></Name>
<Source></Source>
<Amount>0</Amount>
<accuracy_multiplier>1.0</accuracy_multiplier>
<Gang_Type></Gang_Type>
<Team></Team>
<Time>0</Time>
<Style></Style>
<Damage_Multiplier>0.0</Damage_Multiplier>
<Score>police</Score>
<damage_percent>1.0</damage_percent>
<weapon_class></weapon_class>
<Vehicles></Vehicles>
<Crib_Name></Crib_Name>
<Level>2</Level>
</Type>
<DisplayName>UNL_FOLLOWER2</DisplayName>
<Description>UNL_DESC_FOLLOWER2</Description>
<Image_Source>ui_ct_homieslot2</Image_Source>
<_Editor>
<Category>Entriesrogression</Category>
</_Editor>
<Event_Text>UNL_FOLLOWER2_EVENT</Event_Text>
<Category>Homies</Category>
<Pause_Menu_Label>UNL_FOLLOWER2</Pause_Menu_Label>
</Unlockable>
Homies Slot Unlock
Code:
<Unlockable>
<Name>Territory2</Name>
<Type>
<Gang_Vehicle_Customization>
<Vehicle_Group>unlock_set_2</Vehicle_Group>
</Gang_Vehicle_Customization>
</Type>
<DisplayName>UNL_GANG_CUST_CARS2</DisplayName>
<Description>UNL_DESC_GANG_CUST_CARS2</Description>
<Image_Source>ui_ct_territory2</Image_Source>
<_Editor>
<Category>Entriesrogression</Category>
</_Editor>
<Event_Text>UNL_GANG_CUST_CARS2_EVENT</Event_Text>
<Category>Vehicles</Category>
<Pause_Menu_Label>UNL_GANG_CUST_CARS2</Pause_Menu_Label>
</Unlockable>
<Unlockable>
Car Set Unlock Based On Amount Of Territory Claimed
Code:
<Unlockable>
<Name>RNArc3</Name>
<Type>
<Gang_Taunts>
<Team>Ronin</Team>
</Gang_Taunts>
</Type>
<DisplayName>UNL_RONIN_VICTORY3</DisplayName>
<Description>UNL_DESC_RONIN_VICTORY3</Description>
<Image_Source>ui_ct_rnarc3</Image_Source>
<_Editor>
<Category>Entries:Missions</Category>
</_Editor>
<Event_Text>UNL_RONIN_VICTORY3_EVENT</Event_Text>
<Category>Customization</Category>
<Pause_Menu_Label>UNL_RONIN_VICTORY3</Pause_Menu_Label>
</Unlockable>
Gang Taunts
Code:
<Unlockable>
<Name>Demo_derby_whole2</Name>
<Type>
<Vehicle>
<Vehicles>
<Vehicle>
<Type>sp_derbycar01</Type>
<Variant>derby_03_lvl3</Variant>
</Vehicle>
<Vehicle>
<Type>sp_derbycar02</Type>
<Variant>derby_04_lvl3</Variant>
</Vehicle>
<Vehicle>
<Type>sp_derbycar03</Type>
<Variant>derby_13_lvl3</Variant>
</Vehicle>
<Vehicle>
<Type>sp_derbycar04</Type>
<Variant>derby_12_lvl3</Variant>
</Vehicle>
</Vehicles>
</Vehicle>
</Type>
<DisplayName>UNL_DEMO_DERBY_WHOLE2</DisplayName>
<Description>UNL_DESC_DEMO_DERBY_WHOLE2</Description>
<Image_Source>ui_ct_demo_derby_whole2</Image_Source>
<Pause_Menu_Label>UNL_DEMO_DERBY_WHOLE2</Pause_Menu_Label>
<Event_Text>UNL_DEMO_DERBY_WHOLE2_EVENT</Event_Text>
<Category>Vehicles</Category>
<_Editor>
<Category>Entries:Activities</Category>
</_Editor>
</Unlockable>
Demo Derby Cars Unlock If you check out the xtbl files for the individual
vehicles then you can see all the variants. Then you can reset them in here
should you so desire.
Code:
<Unlockable>
<Name>Diversion_Whitman_ALL</Name>
<Type>
<Unlimited_Crib_Ammo>
<weapon_class>rifle</weapon_class>
</Unlimited_Crib_Ammo>
</Type>
<DisplayName>UNL_HITMAN_ALL</DisplayName>
<Description>UNL_DESC_HITMAN_ALL</Description>
<Image_Source>ui_ct_div_hitman_all</Image_Source>
<_Editor>
<Category>Entriesiversions</Category>
</_Editor>
<Event_Text>UNL_HITMAN_ALL_EVENT</Event_Text>
<Category>Weapons</Category>
<Pause_Menu_Label>UNL_HITMAN_ALL</Pause_Menu_Label>
</Unlockable>
Here is an ammo unlock
Code:
<Unlockable>
<Name>Gang_Bodyguards</Name>
<Type>
<Gang_Customization>
<Gang_Type>bodyguard</Gang_Type>
</Gang_Customization>
</Type>
<DisplayName>UNL_GANG_BODYGUARDS</DisplayName>
<Description>UNL_GANG_BODYGUARDS_DESC</Description>
<Image_Source>ui_ct_Gang_Bodyguards</Image_Source>
<Pause_Menu_Label>UNL_GANG_BODYGUARDS</Pause_Menu_Label>
<Event_Text>UNL_GANG_EVENT</Event_Text>
<Category>Customization</Category>
<_Editor>
<Category>Entriesrogression</Category>
</_Editor>
</Unlockable>
Gang Type Unlock
I think you've probably gotten the idea by now that there is a lot that you can
change to suit your needs
Have Fun and be sure to back up your files.
Useful Reading
https://www.saintsrowmods.com/forum/threads/three-questions.1940/ p
Courtesy IdolNinja
https://www.saintsrowmods.com/forum/threads/three-questions.1940/ p
Courtesy IdolNinja
Enjoy customizing your rewards.
I wasn't watching what I was doing and put this in the wrong place. It should be in tutorials.
Sorry
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