Hello All.
This is my first mod for the Saints Row franchise. it seems to me that there has been a lot of interest in the past in both lowering the drawbridges at the end of the story line missions, and also removing the zombie scourge from Steelport. It's probably much later than most people would have liked, but here is my mod to do both; Reset the City Mod.
What it does:
Basically, on startup it checks whether your save has completed the story line missions and if so, it lowers all drawbridges, re-enables NPC traffic over them, removes the plane crash and zombie site and disables zombie spawns. I also force the statue back to full glory, just because I can. So, the city is restored as one would expect after the Saints take control back.
Install
Just load the sr3_city.lua file into your base dir <Saints Row The Third> and then start. To uninstall, just remove the file. This mod is not compatible with several other mods like mission replay, random encounters or sandbox+, but can be integrated relatively quickly if you know what you're doing.
Testing
This mod has now been tested through the storyline. I can confirm that the mod activates when you;
1) Complete the Gangstas in Space mission (get the credits)
2) Save & exit the game
3) Restart the game and Continue
That gives you time to get the final phone call encounter complete before the reset (see first issue). What has not been tested is what happens when the Gangstas in Space mission is completed before the Killbane mission and one saves, exits and restarts. I'm assuming that the second time around in the 3 way mission will still have all the gang and stag warfare, but the drawbridges would be down this time. If others find it behaves differently, just post a response so all can benefit.
Issues
Zombie encounter (the phone call one) does not spawn its own zombies; it relies on the local spawns to get the kills you need to complete the encounter. That means if you haven't taken the encounter before finishing off the final mission, you can't get 100% completion rate. Don't start 3-way mission for the second time (see next issue) until you have successfully completed this encounter if you want 100% completion. Also, if you get it as part of the random replays of phone encounters after the missions are complete, drive to the area and just leave. The encounter dies when you leave the area.
As raised by LeakyLine, it's also important to note that many of the raised drawbridges count as stunt jumps. If you're looking to complete the collection of those so to speak, then do them before you finish the story line. These are not part of the challenges and they don't count to completion rate, but it's important for 'collectors' to note.
License
I'm releasing this as a 'proof of concept' mod. What that means is that others are free to use my work and consolidate it into their own mods and build / improve upon it as they see fit. If you want to credit me, then great but it's not a condition. My only request is that if you make this mod better, post what you create here so that others can benefit from it.
Variations (2017-12-04)
On user request, I've created 2 variations of this mod; All Drawbridges lowers the drawbridges as per normal, but leaves the zombies in place. This means that as you play the game, you MAY run the risk of infesting the city (not sure if that happens or not). Zombie Park lowers drawbridges but doesn't re-enable traffic lines to Arapice Island or remove zombies, meaning that you've got yourself a little 'nature reserve' in the middle of the town.
Versions
V1.0 - Initial Release
V1.1 - Now compatible with Carrodias' Save Game Editor (New Game+ button). This was only set for the vanilla version of the mod because zombies are still on by default in the other releases. What it now does is test that storyline is complete OR mission 4 isn't. (see readme)
Have fun all.
tjb910
This is my first mod for the Saints Row franchise. it seems to me that there has been a lot of interest in the past in both lowering the drawbridges at the end of the story line missions, and also removing the zombie scourge from Steelport. It's probably much later than most people would have liked, but here is my mod to do both; Reset the City Mod.
What it does:
Basically, on startup it checks whether your save has completed the story line missions and if so, it lowers all drawbridges, re-enables NPC traffic over them, removes the plane crash and zombie site and disables zombie spawns. I also force the statue back to full glory, just because I can. So, the city is restored as one would expect after the Saints take control back.
Install
Just load the sr3_city.lua file into your base dir <Saints Row The Third> and then start. To uninstall, just remove the file. This mod is not compatible with several other mods like mission replay, random encounters or sandbox+, but can be integrated relatively quickly if you know what you're doing.
Testing
This mod has now been tested through the storyline. I can confirm that the mod activates when you;
1) Complete the Gangstas in Space mission (get the credits)
2) Save & exit the game
3) Restart the game and Continue
That gives you time to get the final phone call encounter complete before the reset (see first issue). What has not been tested is what happens when the Gangstas in Space mission is completed before the Killbane mission and one saves, exits and restarts. I'm assuming that the second time around in the 3 way mission will still have all the gang and stag warfare, but the drawbridges would be down this time. If others find it behaves differently, just post a response so all can benefit.
Issues
Zombie encounter (the phone call one) does not spawn its own zombies; it relies on the local spawns to get the kills you need to complete the encounter. That means if you haven't taken the encounter before finishing off the final mission, you can't get 100% completion rate. Don't start 3-way mission for the second time (see next issue) until you have successfully completed this encounter if you want 100% completion. Also, if you get it as part of the random replays of phone encounters after the missions are complete, drive to the area and just leave. The encounter dies when you leave the area.
As raised by LeakyLine, it's also important to note that many of the raised drawbridges count as stunt jumps. If you're looking to complete the collection of those so to speak, then do them before you finish the story line. These are not part of the challenges and they don't count to completion rate, but it's important for 'collectors' to note.
License
I'm releasing this as a 'proof of concept' mod. What that means is that others are free to use my work and consolidate it into their own mods and build / improve upon it as they see fit. If you want to credit me, then great but it's not a condition. My only request is that if you make this mod better, post what you create here so that others can benefit from it.
Variations (2017-12-04)
On user request, I've created 2 variations of this mod; All Drawbridges lowers the drawbridges as per normal, but leaves the zombies in place. This means that as you play the game, you MAY run the risk of infesting the city (not sure if that happens or not). Zombie Park lowers drawbridges but doesn't re-enable traffic lines to Arapice Island or remove zombies, meaning that you've got yourself a little 'nature reserve' in the middle of the town.
Versions
V1.0 - Initial Release
V1.1 - Now compatible with Carrodias' Save Game Editor (New Game+ button). This was only set for the vanilla version of the mod because zombies are still on by default in the other releases. What it now does is test that storyline is complete OR mission 4 isn't. (see readme)
Have fun all.
tjb910
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