Ho-ing Locations Restored for GotR

About the mod:​

This mod (which is pretty much just a vanilla file that I recreated) will restore 7 ho-ing locations that were cut by Gentlemen of the Row.

Here are all the locations (11) where you can perform the ho-ing diversion in the vanilla game (those in orange are removed with GotR and restored with this mod):
-Bavogian Plaza gas station
-Cupid's Arrow hotel
-Tuna Town Theatre
-Sommerset gas station
-Frat Row back alley
-Elysian Fields trailer
-Quinbecca gas station
-Technically Legal main hall
-Technically Legal back room
-Centennial Beach gas station
-Captain Carbuncles

Before/After pictures:​

Before
After

Before
After
Before
After
Before
After
Before
After
Before
After
Before
After

Requirements:​

Gentlemen of the Row (you don't need this mod unless you are using GotR)

Installation:​

Drop the hoing.cts file inside the 1-MODDERS_-_PUT_YOUR_OWN_PERSONAL_MODS_HERE folder and then rebuild your Gentlemen of the Row custom patch and drop the newly created files in your Saints Row 2 root folder.

Recommended mods:​

If you are looking for other mods restoring vanilla features to GotR, check out these ones:
Vanilla Emergency Vehicle Decals Restored for GotR
Vanilla Taunts, Compliments and Walk Styles Restored for GotR

Tools used:​

-Minimaul's Saints Row 2, Saints Row: The Third, Saints Row IV and Gat Out Of Hell tools
-WinMerge

Credits:​

Volition for creating Saints Row 2
THQ for publishing Saints Row 2
saintsrowmods.com for hosting all these amazing mods (and mines too)
IdolNinja for the Gentlemen of the Row compilation and everything else


"You should be ashamed of yourself"
 

Attachments

  • Ho-ing_locations_restored.rar
    1.7 KB · Views: 66
Last edited:
Hey great mod! Unfortunately though when I use this mod and Restored Train Stations together the game freezes when I try to play Septic Avenger, not sure why, any chance they'll ever be able to be used together?
I was concerned this might happen. It's the same problem that the (now redundant) RTS Septic Avenger Patch tried to fix.

Essentially; Y'know all those health bars on the houses and such in Septic Avenger? Each one of those requires a "Navpoint" (coordinates). RTS (GotR version) adds more Navpoints for the train station teleporters, and also used to add them for mini-map icons. The Septic Avenger patch removed the mini-map icons for GotR to reduce the number of active Navpoints to create room for the Navpoints which get loaded by Septic Avenger when it's started, to prevent the freezing issue you've experienced.

When combining "Ho-ing Locations Restored" with "Restored Train Stations", the game is once again trying to load more Navpoints than it can handle when Septic Avenger is started, because of the Navpoints for the restored Hoing locations. In RTS, I found the limit for additional Navpoints to be just 10 for GotR. (This only goes for Navpoints which are always loaded.)

TLDR; The game doesn't have enough memory for both mods at the same time in GotR. They will always be incompatible with each other, unfortunately. (Vanilla will be fine, since "Ho-ing Locations Restored" is just Vanilla file anyway.)
 
One possible solution would be to remove some of the Navpoints added by GotR. I personally always disliked the teleporter that goes from the Phillips building to the Super Secret Area and vice-versa, as it's redundant and spoils the feeling of discovery that you are supposed to get when reaching this island.
Removing those (and maybe a couple others) should be enough to get the two mods working together.

A more drastic solution would be to remove all of the prompts to buy properties all around Stilwater. This is a very personal take, but I always thought the real estate aspect didn't fit SR2.
I was hoping to do that at some point, in order to create an "Enterable Buildings" mod that would let you explore all the mission and cutscene interiors (at least those that have collision) similar to MasakoTeam's mod, but in a more organic way.

Anyone is free to pursue those endeavors if they feel like it, as I probably won't be modding SR2 anymore, unfortunately.
 
Last edited:
One possible solution would be to remove some of the Navpoints added by GotR. I personally always disliked the teleporter that goes from the Phillips building to the Super Secret Area and vice-versa, as it's redundant and spoils the feeling of discovery that you are supposed to get when reaching this island.
Removing those (and maybe a couple others) should be enough to get the two mods working together.
Actually for RTS, Spadita and I were simply going to move those teleporters and reuse them for the stations. But for compatibility's sake (ironically) we just added new ones until we couldn't anymore.
A more drastic solution would be to remove all of the prompts to buy properties all around Stilwater. This is a very personal take, but I always thought the real estate aspect didn't fit SR2.
I was hoping to do that at some point, in order to create an "Enterable Buildings" mod that would let you explore all the mission and cutscene interiors (at least those that have collision) similar to MasakoTeam's mod, but in a more organic way.
That's a pretty cool idea actually. Maybe I'll look into doing that at some point. 👍
 
Back
Top