The Return of Gat

If you're like me, there are two things in SR3 that pissed you off more than everything else combined:
(1) Gat dying
(2) Not getting an option to kill Birk for screwing up the robbery and causing (1)

Well, my friend, the solution to both problems is now here. With this simple mod, after you decide to keep Birk, you perform an occult ritual that allows Johnny's soul to possess Josh's body. After a quick trip to Image as Designed, he's back to his old self. (All of this happens offscreen, of course). Oddly, Nyte Blayde is still available as a homie, presumably because Gat's resurrection left him with a fondness for vampire-themed cosplay. And since he's using a different body, there's nothing to stop you from rolling with him and Zombie Gat at the same time.

What changes:
When you call Josh (NOT Nyte Blayde, regular Josh), you get Johnny Gat. In the Gatmobile.
Known issues:
*Still listed as "Josh Birk" in cell phone menu
*Still uses Birk's voice when he answers the phone (should use Gat's voice in person, though)
*Since I haven't had a chance to test this yet, he *might* still have Josh's interactions with other homies (hit on Shaundi, pester Burt about guest starring on Nyte Blayde, etc.) I'll update once I've tested it out.
 

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Update: When Gat is called, he arrives carrying an assault rifle but never uses it. My current theory is that his fighting behavior is only available during the scripted robbery, but I'll need to investigate further.
 
Thanks, J@Y. Further update: Gat actually behaves exactly the same as any other homie you call; on my PC, he'll only shoot when he's in a car. I don't think the bug is in the mod itself; it's been posted a few times on the official forums, but no patches seem to be forthcoming.
 
Using the "replay mission" mod, oddly, seems to fix it, in a way. If you start a mission that takes place in the open world (e.g. "Return to Steelport" or "The Belgian Problem", but not "Murderbrawl XXXI" or "Gangstas in Space"), then cancel it AFTER IT STARTS (i.e. not while your only objective is "drive to mission start"), your homies will remember how to use firearms. Personally, I like to use "Return to Steelport" for this because it auto-teleports you to the start, no car ride needed, but still takes place in the main map instead of a special instance.
 
I'm beginning to wonder whether there's a function call around here somewhere that's turning off their fighting AI, and resetting it when you start those missions.
yes, the Ai seems not work after you replace some characters. In general fight with cops or gangs when called backup the homies don't attack anybody.:confused:
 
I noticed in the "character.xtbl" homies like Peirce and Shaundi have lines calle:
<AI_Personality>gang normal</AI_Personality>
<Spawn_Info_Rank>Homie - *Name of homie*</Spawn_Info_Rank>

But the homies on the street *any non story line homies* have:
<AI_Personality>gang defensive</AI_Personality>
<Spawn_Info_Rank>Gang Grunt</Spawn_Info_Rank>

Would changing any of these help?
 
I noticed in the "character.xtbl" homies like Peirce and Shaundi have lines calle:
<AI_Personality>gang normal</AI_Personality>
<Spawn_Info_Rank>Homie - *Name of homie*</Spawn_Info_Rank>

But the homies on the street *any non story line homies* have:
<AI_Personality>gang defensive</AI_Personality>
<Spawn_Info_Rank>Gang Grunt</Spawn_Info_Rank>

Would changing any of these help?
Yeah I' ve noticed that and made some change. </AI_Personality>is included in ai_personalities.xtbl. Even I replaced it with "gang offensive", it still doesn't work.:eek:
I wonder there is something turning off the AI under non-mission status.
 
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