Changing Rewards Within The Unlockables File

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.)

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
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
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.
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.
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

// -------
#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


(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>



(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:

(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>Entries:Diversions</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>Entries:Diversions</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>Entries:Diversions</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>Entries:Diversions</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>Entries:Diversions</Category>
</_Editor>
<Event_Text>Complete 5 Barnstorms</Event_Text>
<Category>Weapons</Category>
<Pause_Menu_Label>Unlimited Fire Extinguisher Ammo</Pause_Menu_Label>
</Unlockable>

(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>Entries:Diversions</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>Entries:Diversions</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>Entries:Diversions</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>Entries:Diversions</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>Entries:Diversions</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.
This is kind of a long read.

<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>Entries:Diversions</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.

<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>Entries:Diversions</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>Entries:Diversions</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

<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>Entries:Diversions</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

<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>Entries:Diversions</Category>
</_Editor>
<Event_Text>UNL_DIVERSION_COMBAT_EVENT</Event_Text>
<Category>Customization</Category>
<Pause_Menu_Label>UNL_DIVERSION_COMBAT</Pause_Menu_Label>
</Unlockable>

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.

<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

<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.

<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.

<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.)

<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)

<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

<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)

<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>Entries:progression</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>Entries:progression</Category>
</_Editor>
<Event_Text>UNL_FOLLOWER2_EVENT</Event_Text>
<Category>Homies</Category>
<Pause_Menu_Label>UNL_FOLLOWER2</Pause_Menu_Label>
</Unlockable>

Homies Slot Unlock

<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>Entries:progression</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

<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

<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.

<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>Entries:Diversions</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

<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>Entries:progression</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.
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

<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:

<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

<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>Entries:Diversions</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:

<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>Entries:Diversions</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:

<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>Entries:Diversions</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>Entries:Diversions</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.)


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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Last edited:
Thank you for this tutorial when I can think of something good I will probably change the red light septic avenger and mayhem rewards.
 
You're quite welcome. Thank you for taking the time to reply. I agree with you about the septic
avenger rewards. I changed mine. I created a custom outfit (sewer worker) and customized the
Septic Avenger wehicle.

Have fun
 
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