Hello. WARNING: THIS IS FOR VERSION 1 UNMODIFIED ONLY -I USE HOODLUM'S EXE this mod alters the basic characteristics of the game. in order to make it harder and more interesting and more replayable. i didn't convert missions or basic structure of the game. everything has been playtested to be balanced and make sense. for any issues please let me know. read instructions for more info. thanks for testing. feedback would be welcome
WARNING: THIS IS FOR VERSION 1 UNMODIFIED ONLY -I USE HOODLUM'S EXE
UPDATE INFO: please use this Moddb.com if you want a bit easier "end of the line" mission.
you must use this file either you want the easier final mission or not Moddb.com because the first file, though working correctly caused a bug in the game, the other i posted with gta sa hell didn't work at all. this file works well.
Also i advice you not to use Ryosuke's mod for "end of the line" especially
sorry for the inconvenience
this mod alters the basic characteristics of the game.
in order to make it harder and more interesting and more replayable.
i didn't convert missions or basic structure of the game.
everything has been playtested to be balanced and make sense.
for any issues please let me know
-all cars have altered dynamics, top speed, acceleration and handling. reedited center of gravity, brakes and made them more durable to collision - because they are massively more vulnerable to firearms...and also they are much faster and with the vanilla collision multiplier made it extremely easy to be destroyed. the cars are proportionally faster amongst them. don't expect a perennial to be faster than a turismo.
-all weapons have become massively more powerful with altered accuracy, range and other issues. i have playtested the game, where i gradually and proportionally increased the damage until it made the game really challenging (though a good player can finish the missions) ... in my mod i have used this mod Gtagarage.com which is really needed and you must install it (but use this weapon.dat file because i altered some things to the m60). if you don't do this the country rifle behaves like my m60 (not cool visually).
for the body harvest mission i have changed the combine hitpoints to withstand the power of the m60s of the farmers. so no worries there!
-the mod has minor script changes. all spawnable objects give far more ammo (it made no sense to go many times to collect just a few ammo). the betting shop has altered button values for quicker bets (not press the 10000 button 1000 times for a 10 mil max bet)..though it is enjoyable to play it to become rich, now it is not frustrating to press the same betting button many times. carl begins with 3500 instead of 350 dollars and with more hitpoints. i have balanced some issues with missions like robbing uncle sam (where ryder died very easily at my playtesting so i boosted him a bit and also the truck they drive).. and i massively boosted the triads at the mission home in the hills because it was nearly imposible to finish it. in my opinion now the hardest mission is you've had your chips. think out of the box in order to finish it. and something like personal vice. the zero mission new model army. i never succesfully finished it and it actually was my weakspot...i cheesed it intentionally for my preferences. i edited the mission counter to 16 minutes to make it easier to finish. if you don't feel ok with it later i will post a main.scm that makes it like the vanilla game.
-the exe of the game has been changed. watch these videos for more info.
all flying vehicles have changed drastically. the hydra has a top speed of about 950 kph and the shamal more than 1500. the dodo 400+ and so on. the hunter has a realistic for attack helicopter speed of 320 kph and with changed dynamics (it is not easy to fly but if you get the hang of it, it is deadly)...the much faster planes have completely reedited flying characteristics to make them stable and maneuverable at very high speeds. respect their high speeds and they can fly far away very steadily and with minimum corrections. with altered thrust values you mast not apply acceleration most of the times for almost all planes.
-for more info and gameplay watch my youtube channel
to install the game you must
-have a fresh install of version 1 of the game (or downgade your own)
-have cleo installed Cleo.li
-install this mod Gtagarage.com
-replace all the files with the ones provided (weapon.dat , handling.cfg and shopping.dat in your data file, missile.cs in your cleo file (to increase rocket speed for dogfights- i playtested it a lot and fits perfectly for 950+ kph dogfights) and main.scm and script.img in your data/script file - back up for everything). also (in case it works of course-an antivirus or something may cause issues) rename the gta_sa.txt to gta_sa.exe and use it for removed height, speed limit and jetpack limit. if it doesn't work follow the instructions of the video to do it yourselves to your version 1 exe. Youtube.com ...warning: don't change the rocket values as shown in the video, you have the missile.cs for that.
-optionally put the gun cs files in your cleo directory which gives to the specific vehicles machine guns. i use it with ryosuke's bullet mod and it works well Hotmist.ddo.jp . other than a bug that makes my guns to stop gaining skill level. when i temporarily removed his mod the guns gained skill level normally and restored his mod when i maxed the guns i wanted. you press numpad 1 for the machine guns to shoot. hydra has two, shamal 1 and stunt 5...they don't work when you go away of the land though.
-optionally download and install these mods for your own convenience.
-http://www.gtagarage.com/mods/show.php?id=22962 especially to know the height but also the distance when you leave for a long trip (territory glitch or something).
-https://www.gta-modding.com/area/index.php?act=view&id=79 this speedometer (it worked perfectly for me) with the proxy dll method (not direct hook, it crashed my game)...
-you must start a new game, don't load old saves even if they seem compatible.
thanks for trying it. i hope you enjoy!!!