adding gang customization vehicles

poking around the code last night I discovered a Saints variant Peacemaker in the code. By adding an entry to gang_customization.xtbl I was able to make the Peacemaker available as a gang vehicle:

F6CF1BD74BC14F64C84A8A85CDBE6DFA50597126


It's selectable and currently in my game Saints are driving around in Peacemakers. I then attempted to add other vehicles to the list but I didn't have nearly as much luck:

2013-08-30_00007.jpg


This picture shows the result of adding the Saints N-Forcer to the list but I also tried this with more 'mundane' cars like the Pacemaker and the police Gunslinger. It shows up on the list but does not display the car, and is not actually selectable as your gang's car.

None of these vehicles have 'Saints' variants, I'm assuming there's something about those variants that allows them to be selected as gang vehicles. I thought it might have had something to do with randomized customization options on the vehicles I selected but the Saints N-Forcer does not have any customization options whatsoever.

How does gang vehicle customization work on a code level? What steps would I need to take to add a vehicle that doesn't have a 'saints' variant to the customization list? Do you think it'd be possible with the current tools or would I have to wait for the SDK?
 
The same thing was with SR3. If a vehicle had had an actual Saints variant, it could have been added to customisation menus and driven by homies. It was confirmed by adding Saints Vulture and Tornado helicopters. They appeared in traffic but they were standing still because NPC couldn't fly them.
So, your matter concentrates on vehicle variants.
 
The same thing was with SR3. If a vehicle had had an actual Saints variant, it could have been added to customisation menus and driven by homies. It was confirmed by adding Saints Vulture and Tornado helicopters. They appeared in traffic but they were standing still because NPC couldn't fly them.
So, your matter concentrates on vehicle variants.
So is there anything special about the Saints variants in code or does the game simply look for the variant to be named 'saints'?
 
So is there anything special about the Saints variants in code or does the game simply look for the variant to be named 'saints'?
I guess it's the latter. IdolNinja has been trying to add new Saints vehicles in SR2 by simply creating a Saints variant of a vehicle he desired and he succeeded. That way he made Saints police car, Saints limousine, Saints Bear and many others.
 
I guess it's the latter. IdolNinja has been trying to add new Saints vehicles in SR2 by simply creating a Saints variant of a vehicle he desired and he succeeded. That way he made Saints police car, Saints limousine, Saints Bear and many others.
Well damn. I guess I know what I'm doing this weekend.
 
Well damn. I guess I know what I'm doing this weekend.

I could post the original pre-converted sr2 tables with the added Saints variants before I crunched them if it would help?
 
I'm not sure I know where to start on that either, IdolNinja. But I guess I'll figure it out by plugging at it. I suppose it couldn't hurt to post them.
 
Here ya go.
Thanks.

Looking between these and your example of how to crunch SRTT vehicles, are the only things I need to do to add Saints variant gang vehicles in SRIV just to create a variant named 'saints' and crunch it (assuming that the SRTT vehicle cruncher will work with SRIV) and then to flag it in the gang_customization.xtbl as a usable gang vehicle?

I'll have to fiddle with this when I get home from work.
 
What I did was to grab one of the other variant entries in the table and copypasta it, rename it to Saints, and then start changing things like body color, trim color, removing decals, etc using other vehicles saints variants as a reference. Some variants have weighted colors and things too so you'll need to remove those and just make your Saints components weight 100 too.
 
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