303.684
1.295
303.684
1.295
This mod requires the following to work properly:
Script Hook V
Script Hook V Dot Net (tested with v3.6.0 / 2.10.13)
Native UI (tested with v1.9.1)
Also, Script Hook V Dot Net requires the following:
.NET Framework ≥ 4.8
Visual C++ Redistributable for Visual Studio 2019 x64
This mod tries to create a gang and turf system similar to that of Gta San Andreas. With it, you are able to control a gang with a name and members of your choice, take over territories of San Andreas and fight against other gangs for the control of those territories. Control of zones of the world provides constant income.
Installation:
Drag the scripts folder and the gangModData folder into your GTAV folder.
If you're installing NativeUI as well: just like this mod's .dll, it goes inside the scripts folder too.
If you are using Bilago's mod manager,
create a folder for this mod inside the "GTAV Mods" folder
and then extract the scripts folder into the one you've just created.
The GangModData folder must still be put inside the GTAV folder,
or else data won't be saved properly.
When updating from a previous version, don't overwrite the following files of your "gangModData" folder, or else you'll lose your saved data/options: GangData.xml, ModOptions.xml, TurfZoneData.xml
Default basic Controls:
B - Open mod options/gang options and upgrades menu
Shift + B - Open contextual registration menu: gang member registration when on foot and facing a pedestrian, vehicle registration when inside a vehicle
N - Check current zone name and ownership
Shift + N - Open zone controls menu
Ctrl + N - Toggle between zone blip modes (show nearest 5, show all, show none)
Aim at friendly member + H - Add/remove member to/from group (he will follow you around)
Aim at friendly vehicle + H - Make the vehicle back you up (come to you and drop passengers if you're on foot; escort you if you're inside a vehicle)
Aim at friendly member + J - Take control of target member (the armor bar represents the member's health) / return to protagonist
Spacebar (when controlling a member that has been killed) - Take control of nearest member
Controls are configurable ingame.
Reported/known Incompatibilities (if you find out a new one, or notice that one of the mods cited here are no longer having compatibility issues, please report!)
-''Real | RAGE Weapons and Damage Enhancer'': reported by Thumblesteen, causes member deaths during wars to not affect reinforcement counts. Needs confirmation, though: Spidermonk111 had no issues, apparently
-"Vitality": Vitality is a pretty awesome mod that affects max health and regeneration; however, that conflicts with the way gang member mind control is implemented, making it possible to get "wasted" while controlling a member (which shouldn't happen without Vitality). If you don't use this mod's member mind control feature, you shouldn't have any problem using Vitality.
More information on how to use this mod here.
Want to see Families, Ballas, Vagos and the other "lore-friendly" gangs? Check out Renlou's Gangs file (fixed by TwinkyMods)!
This mod is open source on GitHub. Contributions are welcome!
Pyri has set up a discord server! This is the link to enter it
Special Thanks:
Eddlm, for the vehicle flags forum thread, which helped a lot when making gang cars a bit less crazy haha
DarkRTA, for adding the display of turf levels on the blips!
Zixum, for making neat tweaks to the mod!
sover9, for adding more zones to TurfZoneData!
Leon Van Loon, for donating!
KeyMillion, for donating!
Everyone that has downloaded and/or commented here
Recent Changelog:
1.7.2
- Possible fix for errors in wars
1.7.1
- Fixed localization folder name
1.7.0
- Fix for gangs possibly never being wiped out
- Tweaks for vehicles with guns
- Fix for parachuting peds not despawning when far away
- Added modOptions: gangHelicoptersEnabled, maxAdditionalCostToTakeTurf , maxDistanceToPreserveKilledOffscreen , gangMembersRagdollWhenShot, gangMembersReactToFriendliesBeingShot
- Attempts at mitigating spawnkilling
- I've added placeholder locale files for the WIP localization system, so no more "couldn't find en-US" errors! (add the "locales" folder provided in the zip to your gangModData folder; the rest doesn't have to be replaced if you don't want to, but I recommend also updating PotentialSpawnsForWars)
- Testing: make members always ragdoll instead of using death animations when offscreen
1.6.0
- some helicopter support. Members will parachute (or sometimes just free fall) from helicopters. If you want them to always survive the falls, set the gangMembersAreFallproofWhileParachuting mod option to true
- some fixes in handling extended saves of non-freemode peds as members
- Added "Lock current war reinforcement count" war menu option, for when you don't want the war to end
- Added modOptions: gangMembersCanUseCover, gangMembersAreFallproofWhileParachuting, driverUpdateLimitWhileGoingToDest, driverUpdateLimitWhileDroppingOffPassengers, spawnLimitPercentToUseInAIOnlyWar
1.5.5
- fix for friendly members attacking the player
- attempt at making members spawn with weapons drawn during wars
1.5.4
- lots of new modOptions!
- in wars, members can spawn inside already spawned vehicles of their gang (only vehicles that are still being driven)
- turf levels displayed in the map blips (contributed by DarkRTA)
- setting "punishment for no spawns" interval to 0 or less should now properly disable the feature
1.5
- "multi-war" system added: AI gangs actually fight their wars in the open now
- wars now use preset spawn points whenever possible
- wars' spawn points can be taken by attackers/defenders (or neutralized by "third party" gangs)
- gang vehicles in wars should come from different general directions according to whether they're attackers/defenders instead of randomly
- added "gang members spawn everywhere"-like modOption, editable ingame
- tweaked default modOptions
- random fixes hehe
1.4
- "custom area zones" added (create a gang zone anywhere. Its "area of influence" is defined by a circle)
- driver spawn limiting (only ambient and war, backups are always spawned)
- war spawns limited to number of tickets
- little increase to the driver update limit before giving up
- secondaryColor of vehicles as customizable option for Gangs
- mind control health tweak (shouldn't have more health than the member had now)
- extra area blip for wars (this one spawns around the player, to circumvent issues with "fighting at the border of the zone")
- notificationsEnabled affecting most notifications
- more modOptions for regulating reinforcements in wars
1.3.20
-more cars spawn in wars
-vehicle driver tweaks
-GangAndTurfMod logs are now kept in only one file instead of a timestamped one for each day
-added "playerIsASpectator" and "membersCanDropMoneyOnDeath" ModOptions
-using Eddlm's spawn generator for getting car spawns in urban areas
-"nerfed" the influence of the amount of owned zones in autocalc
-some checks for bad spawn points during wars
-war balancing tweaks
-"extended save mode" for ped registration. Can help with some addon peds that have extra details, but usually not needed
1.3.19
-fix for being immortal when mind controlling
-fix for gang cars never despawning
1.3.18
-updated to ScriptHookVDotNet V2.10.10
-fix for members dying on spawn
-Just like with SHVDN, this mod now requires .NET Framework 4.8 and Visual C++ redistributable 2019
Script Hook V
Script Hook V Dot Net (tested with v3.6.0 / 2.10.13)
Native UI (tested with v1.9.1)
Also, Script Hook V Dot Net requires the following:
.NET Framework ≥ 4.8
Visual C++ Redistributable for Visual Studio 2019 x64
This mod tries to create a gang and turf system similar to that of Gta San Andreas. With it, you are able to control a gang with a name and members of your choice, take over territories of San Andreas and fight against other gangs for the control of those territories. Control of zones of the world provides constant income.
Installation:
Drag the scripts folder and the gangModData folder into your GTAV folder.
If you're installing NativeUI as well: just like this mod's .dll, it goes inside the scripts folder too.
If you are using Bilago's mod manager,
create a folder for this mod inside the "GTAV Mods" folder
and then extract the scripts folder into the one you've just created.
The GangModData folder must still be put inside the GTAV folder,
or else data won't be saved properly.
When updating from a previous version, don't overwrite the following files of your "gangModData" folder, or else you'll lose your saved data/options: GangData.xml, ModOptions.xml, TurfZoneData.xml
Default basic Controls:
B - Open mod options/gang options and upgrades menu
Shift + B - Open contextual registration menu: gang member registration when on foot and facing a pedestrian, vehicle registration when inside a vehicle
N - Check current zone name and ownership
Shift + N - Open zone controls menu
Ctrl + N - Toggle between zone blip modes (show nearest 5, show all, show none)
Aim at friendly member + H - Add/remove member to/from group (he will follow you around)
Aim at friendly vehicle + H - Make the vehicle back you up (come to you and drop passengers if you're on foot; escort you if you're inside a vehicle)
Aim at friendly member + J - Take control of target member (the armor bar represents the member's health) / return to protagonist
Spacebar (when controlling a member that has been killed) - Take control of nearest member
Controls are configurable ingame.
Reported/known Incompatibilities (if you find out a new one, or notice that one of the mods cited here are no longer having compatibility issues, please report!)
-''Real | RAGE Weapons and Damage Enhancer'': reported by Thumblesteen, causes member deaths during wars to not affect reinforcement counts. Needs confirmation, though: Spidermonk111 had no issues, apparently
-"Vitality": Vitality is a pretty awesome mod that affects max health and regeneration; however, that conflicts with the way gang member mind control is implemented, making it possible to get "wasted" while controlling a member (which shouldn't happen without Vitality). If you don't use this mod's member mind control feature, you shouldn't have any problem using Vitality.
More information on how to use this mod here.
Want to see Families, Ballas, Vagos and the other "lore-friendly" gangs? Check out Renlou's Gangs file (fixed by TwinkyMods)!
This mod is open source on GitHub. Contributions are welcome!
Pyri has set up a discord server! This is the link to enter it
Special Thanks:
Eddlm, for the vehicle flags forum thread, which helped a lot when making gang cars a bit less crazy haha
DarkRTA, for adding the display of turf levels on the blips!
Zixum, for making neat tweaks to the mod!
sover9, for adding more zones to TurfZoneData!
Leon Van Loon, for donating!
KeyMillion, for donating!
Everyone that has downloaded and/or commented here
Recent Changelog:
1.7.2
- Possible fix for errors in wars
1.7.1
- Fixed localization folder name
1.7.0
- Fix for gangs possibly never being wiped out
- Tweaks for vehicles with guns
- Fix for parachuting peds not despawning when far away
- Added modOptions: gangHelicoptersEnabled, maxAdditionalCostToTakeTurf , maxDistanceToPreserveKilledOffscreen , gangMembersRagdollWhenShot, gangMembersReactToFriendliesBeingShot
- Attempts at mitigating spawnkilling
- I've added placeholder locale files for the WIP localization system, so no more "couldn't find en-US" errors! (add the "locales" folder provided in the zip to your gangModData folder; the rest doesn't have to be replaced if you don't want to, but I recommend also updating PotentialSpawnsForWars)
- Testing: make members always ragdoll instead of using death animations when offscreen
1.6.0
- some helicopter support. Members will parachute (or sometimes just free fall) from helicopters. If you want them to always survive the falls, set the gangMembersAreFallproofWhileParachuting mod option to true
- some fixes in handling extended saves of non-freemode peds as members
- Added "Lock current war reinforcement count" war menu option, for when you don't want the war to end
- Added modOptions: gangMembersCanUseCover, gangMembersAreFallproofWhileParachuting, driverUpdateLimitWhileGoingToDest, driverUpdateLimitWhileDroppingOffPassengers, spawnLimitPercentToUseInAIOnlyWar
1.5.5
- fix for friendly members attacking the player
- attempt at making members spawn with weapons drawn during wars
1.5.4
- lots of new modOptions!
- in wars, members can spawn inside already spawned vehicles of their gang (only vehicles that are still being driven)
- turf levels displayed in the map blips (contributed by DarkRTA)
- setting "punishment for no spawns" interval to 0 or less should now properly disable the feature
1.5
- "multi-war" system added: AI gangs actually fight their wars in the open now
- wars now use preset spawn points whenever possible
- wars' spawn points can be taken by attackers/defenders (or neutralized by "third party" gangs)
- gang vehicles in wars should come from different general directions according to whether they're attackers/defenders instead of randomly
- added "gang members spawn everywhere"-like modOption, editable ingame
- tweaked default modOptions
- random fixes hehe
1.4
- "custom area zones" added (create a gang zone anywhere. Its "area of influence" is defined by a circle)
- driver spawn limiting (only ambient and war, backups are always spawned)
- war spawns limited to number of tickets
- little increase to the driver update limit before giving up
- secondaryColor of vehicles as customizable option for Gangs
- mind control health tweak (shouldn't have more health than the member had now)
- extra area blip for wars (this one spawns around the player, to circumvent issues with "fighting at the border of the zone")
- notificationsEnabled affecting most notifications
- more modOptions for regulating reinforcements in wars
1.3.20
-more cars spawn in wars
-vehicle driver tweaks
-GangAndTurfMod logs are now kept in only one file instead of a timestamped one for each day
-added "playerIsASpectator" and "membersCanDropMoneyOnDeath" ModOptions
-using Eddlm's spawn generator for getting car spawns in urban areas
-"nerfed" the influence of the amount of owned zones in autocalc
-some checks for bad spawn points during wars
-war balancing tweaks
-"extended save mode" for ped registration. Can help with some addon peds that have extra details, but usually not needed
1.3.19
-fix for being immortal when mind controlling
-fix for gang cars never despawning
1.3.18
-updated to ScriptHookVDotNet V2.10.10
-fix for members dying on spawn
-Just like with SHVDN, this mod now requires .NET Framework 4.8 and Visual C++ redistributable 2019
Eerste Upload: 19 maart 2016
Laatst bijgewerkt: 10 augustus 2023
Laatst Gedownload: 3 minuten geleden
All Versions
5.935 Reacties
This mod requires the following to work properly:
Script Hook V
Script Hook V Dot Net (tested with v3.6.0 / 2.10.13)
Native UI (tested with v1.9.1)
Also, Script Hook V Dot Net requires the following:
.NET Framework ≥ 4.8
Visual C++ Redistributable for Visual Studio 2019 x64
This mod tries to create a gang and turf system similar to that of Gta San Andreas. With it, you are able to control a gang with a name and members of your choice, take over territories of San Andreas and fight against other gangs for the control of those territories. Control of zones of the world provides constant income.
Installation:
Drag the scripts folder and the gangModData folder into your GTAV folder.
If you're installing NativeUI as well: just like this mod's .dll, it goes inside the scripts folder too.
If you are using Bilago's mod manager,
create a folder for this mod inside the "GTAV Mods" folder
and then extract the scripts folder into the one you've just created.
The GangModData folder must still be put inside the GTAV folder,
or else data won't be saved properly.
When updating from a previous version, don't overwrite the following files of your "gangModData" folder, or else you'll lose your saved data/options: GangData.xml, ModOptions.xml, TurfZoneData.xml
Default basic Controls:
B - Open mod options/gang options and upgrades menu
Shift + B - Open contextual registration menu: gang member registration when on foot and facing a pedestrian, vehicle registration when inside a vehicle
N - Check current zone name and ownership
Shift + N - Open zone controls menu
Ctrl + N - Toggle between zone blip modes (show nearest 5, show all, show none)
Aim at friendly member + H - Add/remove member to/from group (he will follow you around)
Aim at friendly vehicle + H - Make the vehicle back you up (come to you and drop passengers if you're on foot; escort you if you're inside a vehicle)
Aim at friendly member + J - Take control of target member (the armor bar represents the member's health) / return to protagonist
Spacebar (when controlling a member that has been killed) - Take control of nearest member
Controls are configurable ingame.
Reported/known Incompatibilities (if you find out a new one, or notice that one of the mods cited here are no longer having compatibility issues, please report!)
-''Real | RAGE Weapons and Damage Enhancer'': reported by Thumblesteen, causes member deaths during wars to not affect reinforcement counts. Needs confirmation, though: Spidermonk111 had no issues, apparently
-"Vitality": Vitality is a pretty awesome mod that affects max health and regeneration; however, that conflicts with the way gang member mind control is implemented, making it possible to get "wasted" while controlling a member (which shouldn't happen without Vitality). If you don't use this mod's member mind control feature, you shouldn't have any problem using Vitality.
More information on how to use this mod here.
Want to see Families, Ballas, Vagos and the other "lore-friendly" gangs? Check out Renlou's Gangs file (fixed by TwinkyMods)!
This mod is open source on GitHub. Contributions are welcome!
Pyri has set up a discord server! This is the link to enter it
Special Thanks:
Eddlm, for the vehicle flags forum thread, which helped a lot when making gang cars a bit less crazy haha
DarkRTA, for adding the display of turf levels on the blips!
Zixum, for making neat tweaks to the mod!
sover9, for adding more zones to TurfZoneData!
Leon Van Loon, for donating!
KeyMillion, for donating!
Everyone that has downloaded and/or commented here
Recent Changelog:
1.7.2
- Possible fix for errors in wars
1.7.1
- Fixed localization folder name
1.7.0
- Fix for gangs possibly never being wiped out
- Tweaks for vehicles with guns
- Fix for parachuting peds not despawning when far away
- Added modOptions: gangHelicoptersEnabled, maxAdditionalCostToTakeTurf , maxDistanceToPreserveKilledOffscreen , gangMembersRagdollWhenShot, gangMembersReactToFriendliesBeingShot
- Attempts at mitigating spawnkilling
- I've added placeholder locale files for the WIP localization system, so no more "couldn't find en-US" errors! (add the "locales" folder provided in the zip to your gangModData folder; the rest doesn't have to be replaced if you don't want to, but I recommend also updating PotentialSpawnsForWars)
- Testing: make members always ragdoll instead of using death animations when offscreen
1.6.0
- some helicopter support. Members will parachute (or sometimes just free fall) from helicopters. If you want them to always survive the falls, set the gangMembersAreFallproofWhileParachuting mod option to true
- some fixes in handling extended saves of non-freemode peds as members
- Added "Lock current war reinforcement count" war menu option, for when you don't want the war to end
- Added modOptions: gangMembersCanUseCover, gangMembersAreFallproofWhileParachuting, driverUpdateLimitWhileGoingToDest, driverUpdateLimitWhileDroppingOffPassengers, spawnLimitPercentToUseInAIOnlyWar
1.5.5
- fix for friendly members attacking the player
- attempt at making members spawn with weapons drawn during wars
1.5.4
- lots of new modOptions!
- in wars, members can spawn inside already spawned vehicles of their gang (only vehicles that are still being driven)
- turf levels displayed in the map blips (contributed by DarkRTA)
- setting "punishment for no spawns" interval to 0 or less should now properly disable the feature
1.5
- "multi-war" system added: AI gangs actually fight their wars in the open now
- wars now use preset spawn points whenever possible
- wars' spawn points can be taken by attackers/defenders (or neutralized by "third party" gangs)
- gang vehicles in wars should come from different general directions according to whether they're attackers/defenders instead of randomly
- added "gang members spawn everywhere"-like modOption, editable ingame
- tweaked default modOptions
- random fixes hehe
1.4
- "custom area zones" added (create a gang zone anywhere. Its "area of influence" is defined by a circle)
- driver spawn limiting (only ambient and war, backups are always spawned)
- war spawns limited to number of tickets
- little increase to the driver update limit before giving up
- secondaryColor of vehicles as customizable option for Gangs
- mind control health tweak (shouldn't have more health than the member had now)
- extra area blip for wars (this one spawns around the player, to circumvent issues with "fighting at the border of the zone")
- notificationsEnabled affecting most notifications
- more modOptions for regulating reinforcements in wars
1.3.20
-more cars spawn in wars
-vehicle driver tweaks
-GangAndTurfMod logs are now kept in only one file instead of a timestamped one for each day
-added "playerIsASpectator" and "membersCanDropMoneyOnDeath" ModOptions
-using Eddlm's spawn generator for getting car spawns in urban areas
-"nerfed" the influence of the amount of owned zones in autocalc
-some checks for bad spawn points during wars
-war balancing tweaks
-"extended save mode" for ped registration. Can help with some addon peds that have extra details, but usually not needed
1.3.19
-fix for being immortal when mind controlling
-fix for gang cars never despawning
1.3.18
-updated to ScriptHookVDotNet V2.10.10
-fix for members dying on spawn
-Just like with SHVDN, this mod now requires .NET Framework 4.8 and Visual C++ redistributable 2019
Script Hook V
Script Hook V Dot Net (tested with v3.6.0 / 2.10.13)
Native UI (tested with v1.9.1)
Also, Script Hook V Dot Net requires the following:
.NET Framework ≥ 4.8
Visual C++ Redistributable for Visual Studio 2019 x64
This mod tries to create a gang and turf system similar to that of Gta San Andreas. With it, you are able to control a gang with a name and members of your choice, take over territories of San Andreas and fight against other gangs for the control of those territories. Control of zones of the world provides constant income.
Installation:
Drag the scripts folder and the gangModData folder into your GTAV folder.
If you're installing NativeUI as well: just like this mod's .dll, it goes inside the scripts folder too.
If you are using Bilago's mod manager,
create a folder for this mod inside the "GTAV Mods" folder
and then extract the scripts folder into the one you've just created.
The GangModData folder must still be put inside the GTAV folder,
or else data won't be saved properly.
When updating from a previous version, don't overwrite the following files of your "gangModData" folder, or else you'll lose your saved data/options: GangData.xml, ModOptions.xml, TurfZoneData.xml
Default basic Controls:
B - Open mod options/gang options and upgrades menu
Shift + B - Open contextual registration menu: gang member registration when on foot and facing a pedestrian, vehicle registration when inside a vehicle
N - Check current zone name and ownership
Shift + N - Open zone controls menu
Ctrl + N - Toggle between zone blip modes (show nearest 5, show all, show none)
Aim at friendly member + H - Add/remove member to/from group (he will follow you around)
Aim at friendly vehicle + H - Make the vehicle back you up (come to you and drop passengers if you're on foot; escort you if you're inside a vehicle)
Aim at friendly member + J - Take control of target member (the armor bar represents the member's health) / return to protagonist
Spacebar (when controlling a member that has been killed) - Take control of nearest member
Controls are configurable ingame.
Reported/known Incompatibilities (if you find out a new one, or notice that one of the mods cited here are no longer having compatibility issues, please report!)
-''Real | RAGE Weapons and Damage Enhancer'': reported by Thumblesteen, causes member deaths during wars to not affect reinforcement counts. Needs confirmation, though: Spidermonk111 had no issues, apparently
-"Vitality": Vitality is a pretty awesome mod that affects max health and regeneration; however, that conflicts with the way gang member mind control is implemented, making it possible to get "wasted" while controlling a member (which shouldn't happen without Vitality). If you don't use this mod's member mind control feature, you shouldn't have any problem using Vitality.
More information on how to use this mod here.
Want to see Families, Ballas, Vagos and the other "lore-friendly" gangs? Check out Renlou's Gangs file (fixed by TwinkyMods)!
This mod is open source on GitHub. Contributions are welcome!
Pyri has set up a discord server! This is the link to enter it
Special Thanks:
Eddlm, for the vehicle flags forum thread, which helped a lot when making gang cars a bit less crazy haha
DarkRTA, for adding the display of turf levels on the blips!
Zixum, for making neat tweaks to the mod!
sover9, for adding more zones to TurfZoneData!
Leon Van Loon, for donating!
KeyMillion, for donating!
Everyone that has downloaded and/or commented here
Recent Changelog:
1.7.2
- Possible fix for errors in wars
1.7.1
- Fixed localization folder name
1.7.0
- Fix for gangs possibly never being wiped out
- Tweaks for vehicles with guns
- Fix for parachuting peds not despawning when far away
- Added modOptions: gangHelicoptersEnabled, maxAdditionalCostToTakeTurf , maxDistanceToPreserveKilledOffscreen , gangMembersRagdollWhenShot, gangMembersReactToFriendliesBeingShot
- Attempts at mitigating spawnkilling
- I've added placeholder locale files for the WIP localization system, so no more "couldn't find en-US" errors! (add the "locales" folder provided in the zip to your gangModData folder; the rest doesn't have to be replaced if you don't want to, but I recommend also updating PotentialSpawnsForWars)
- Testing: make members always ragdoll instead of using death animations when offscreen
1.6.0
- some helicopter support. Members will parachute (or sometimes just free fall) from helicopters. If you want them to always survive the falls, set the gangMembersAreFallproofWhileParachuting mod option to true
- some fixes in handling extended saves of non-freemode peds as members
- Added "Lock current war reinforcement count" war menu option, for when you don't want the war to end
- Added modOptions: gangMembersCanUseCover, gangMembersAreFallproofWhileParachuting, driverUpdateLimitWhileGoingToDest, driverUpdateLimitWhileDroppingOffPassengers, spawnLimitPercentToUseInAIOnlyWar
1.5.5
- fix for friendly members attacking the player
- attempt at making members spawn with weapons drawn during wars
1.5.4
- lots of new modOptions!
- in wars, members can spawn inside already spawned vehicles of their gang (only vehicles that are still being driven)
- turf levels displayed in the map blips (contributed by DarkRTA)
- setting "punishment for no spawns" interval to 0 or less should now properly disable the feature
1.5
- "multi-war" system added: AI gangs actually fight their wars in the open now
- wars now use preset spawn points whenever possible
- wars' spawn points can be taken by attackers/defenders (or neutralized by "third party" gangs)
- gang vehicles in wars should come from different general directions according to whether they're attackers/defenders instead of randomly
- added "gang members spawn everywhere"-like modOption, editable ingame
- tweaked default modOptions
- random fixes hehe
1.4
- "custom area zones" added (create a gang zone anywhere. Its "area of influence" is defined by a circle)
- driver spawn limiting (only ambient and war, backups are always spawned)
- war spawns limited to number of tickets
- little increase to the driver update limit before giving up
- secondaryColor of vehicles as customizable option for Gangs
- mind control health tweak (shouldn't have more health than the member had now)
- extra area blip for wars (this one spawns around the player, to circumvent issues with "fighting at the border of the zone")
- notificationsEnabled affecting most notifications
- more modOptions for regulating reinforcements in wars
1.3.20
-more cars spawn in wars
-vehicle driver tweaks
-GangAndTurfMod logs are now kept in only one file instead of a timestamped one for each day
-added "playerIsASpectator" and "membersCanDropMoneyOnDeath" ModOptions
-using Eddlm's spawn generator for getting car spawns in urban areas
-"nerfed" the influence of the amount of owned zones in autocalc
-some checks for bad spawn points during wars
-war balancing tweaks
-"extended save mode" for ped registration. Can help with some addon peds that have extra details, but usually not needed
1.3.19
-fix for being immortal when mind controlling
-fix for gang cars never despawning
1.3.18
-updated to ScriptHookVDotNet V2.10.10
-fix for members dying on spawn
-Just like with SHVDN, this mod now requires .NET Framework 4.8 and Visual C++ redistributable 2019
Eerste Upload: 19 maart 2016
Laatst bijgewerkt: 10 augustus 2023
Laatst Gedownload: 3 minuten geleden
Mod Basic Commands:
B - Open mod options/gang options and upgrades menu
Shift + B - Open contextual registration menu: gang member registration when on foot and facing a pedestrian, vehicle registration when inside a vehicle
N - Check current zone name and ownership
Shift + N - Open zone controls menu
Ctrl + N - Toggle between zone blip modes (show nearest 5, show all, show none)
Aim at friendly member + H - Add/remove member to/from group (he will follow you around)
Aim at friendly vehicle + H - Make the vehicle back you up (come to you and drop passengers if you're on foot; escort you if you're inside a vehicle)
Aim at friendly member + J - Take control of target member (the armor bar represents the member's health) / return to protagonist
Spacebar (when controlling a member that has been killed) - Take control of nearest member
Discord server: https://discord.gg/YJXuHKy
@lucasvinbr whenever i edit the Gangdata file and start the game up it just creates another file called "GangData20231105-0015.xml" with all my edits and restores the default one so i dont see my changes i made in game
and @lucasvinbr i see quite a lot of files with the name "error_GangAndTurfMod_20231031-2148.log" and it says "10/31/2023 9:48:59 PM : loading file ModOptions failed! error: System.InvalidOperationException: There is an error in XML document (2, 3). ---> System.Xml.XmlException: Unexpected XML declaration. The XML declaration must be the first node in the document, and no white space characters are allowed to appear before it. Line 2, position 3.
at System.Xml.XmlTextReaderImpl.Throw(Exception e)
at System.Xml.XmlTextReaderImpl.ParsePI(StringBuilder piInDtdStringBuilder)
at System.Xml.XmlTextReaderImpl.ParseDocumentContent()
at System.Xml.XmlReader.MoveToContent()
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderModOptions.Read10_ModOptions()
--- End of inner exception stack trace ---
at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events)
at System.Xml.Serialization.XmlSerializer.Deserialize(Stream stream)
at GTA.GangAndTurfMod.PersistenceHandler.LoadFromFile[T](String fileName)
10/31/2023 9:48:59 PM : loading file GangData failed! error: System.InvalidOperationException: There is an error in XML document (5, 59). ---> System.Xml.XmlException: An error occurred while parsing EntityName. Line 5, position 59.
at System.Xml.XmlTextReaderImpl.Throw(Exception e)
at System.Xml.XmlTextReaderImpl.ParseEntityName()
at System.Xml.XmlTextReaderImpl.ParseEntityReference()
at System.Xml.XmlTextReaderImpl.Read()
at System.Xml.XmlReader.ReadString()
at System.Xml.XmlReader.ReadElementString()
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderGangData.Read12_Gang(Boolean isNullable, Boolean checkType)
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderGangData.Read13_GangData(Boolean isNullable, Boolean checkType)
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderGangData.Read14_GangData()
--- End of inner exception stack trace ---
at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events)
at System.Xml.Serialization.XmlSerializer.Deserialize(Stream stream)
at GTA.GangAndTurfMod.PersistenceHandler.LoadFromFile[T](String fileName)"
@JoshuaUmute Hi, this looks like some version incompatibility. Are you using the latest versions of the game and the script hooks?
@DeletedUnknown wow, it's pretty weird that both files are generating issues. You've made manual changes to them, right? Could you please post the files in a pastebin or something like that so I can check them? Anyway, please make sure you've got the versions of the c++ redistributable and the NET framework in the description
@lucasvinbr i dont have pastebin
@lucasvinbr do you have discord?
@DeletedUnknown we have a discord server for the mod https://discord.gg/YJXuHKy . About pastebin, it's this site here https://pastebin.com/ . It's just for pasting large amounts of text and stuff. I don't think you have to log in to use it just for sharing text
Does somebody knows how to put a custam gang ? I wanna add "Orange Grove Families'' in the mix
@lucasvinbr Is it possible?
@lucasvinbr Nevermind got it working, thanks alot for your mod, its a must have
Hi, why does my file not work? I've installed every single file that is necessary to run this mod and the script would not load
@act1on_ hmmm please check your scripthookvdotnet.log, it usually has some info on what's wrong
This mod makes GTA V actually worth playing for me. Alongside a health regen mod & the personal army mod for being able to call in backup, I feel like I'm playing one of the classic Saints Row games. Thanks.
Really want to try this, but I can't get anything to work. No crashes, just nothing at all happens. All files are up to date. The only clue I can find is this from the ScriptHookVDotNet log, hopefully it's something:
[19:58:34] [DEBUG] Loading assembly GangAndTurfMod.dll ...
[19:58:34] [WARNING] Unable to resolve API version 2.10.14.
Has anyone else run into this?
Can you improve on how the AI can handle helicopters, and generally armed vehicles?
They don't land with a helicopter and cant use its armaments like the Apache and Tiger UHT.
And they also don't utilize a vehicles armaments all the time, like for example when they are following you/escorting you they wont use the guns in the vehicles specially for tanks. Even when not on escort they only use their guns 50/50 of the time, again specially for tanks. But they can use and always use non-driver armaments like for the uparmorhumvee
@Bruce_9Deuce hmmmm the log indicates scripthookvdotnet is outdated. Please try downloading the latest version, even if it's 3.x.x
@lucasvinbr how long is a tick? Is it 100 ticks equal 1 second?
@lucasvinbr you should remove the money system as I use the red dawn mod and whenever I change the ped, I am unable to do anything as I have no money
@Elzimbabwe there should be 1 tick per frame, so it's probably around 60 ticks per second
@lucasvinbr thank you