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GTA San Andreas Mod Loader Guide

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0% found this document useful (0 votes)
285 views3 pages

GTA San Andreas Mod Loader Guide

dfaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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========= San Andreas Mod Loader ==========

---> What is it?


San Andreas Mod Loader is an ASI Plugin for Rockstar's Grand Theft Auto San Andr
eas that adds an extremely
user-friendly and easy way to install and uninstall your modifications, without
even messing around anything
in your game installation.
The usage is simple, you just have to create one or more folders inside modloade
r folder and drop the mod contents there.
It is recommended to have one folder for each modification you have.
---> Installing modloader
Before installing modloader you need a ASI Loader (http://www.gtagarage.com/mods
/show.php?id=21709).
Then, just extract modloader.asi and modloader folder into your game directory.
---> Installing mods at modloader
As I've already told you, any mod installation is simple, just extract the conte
nts of the mod into a folder inside modloader folder.
That means for example the following are valid installations for a vehicle mod:
modloader/ferrari/cheetah.dff & cheetah.txd & handling.cfg
modloader/ferrari/gta3.img/cheetah.dff & cheetah.txd
But the following is invalid:
modloader/cheetah.dff & cheetah.txd
(WRONG!!)
---> Uninstalling mods on modloader
Just delete the folder you extracted the mods content to. wow.
If you just want to disable the mod for a while, you can just set its priori
ty to 0 in the file modloader/modloader.ini
Like that:
[PRIORITY]
Folder from the mod I want to disable=0
---> Things you MUST know
[*] Do not replace any original file
You already know that, but I'd like to reinforce the idea.
Modloader do not replace anything in the original game files, so you can
rest in peace.
[*] CLEO mods (.cs, .cm, .cleo, .fxt, CLEO/)
Modloader can install cleo mods, but with a condition
It will need to touch CLEO folder... I said that it wouldn't touch ORIGI
NAL files...
Every file with any of the extensions above will be copied to the CLEO f
older from your game.
And all content from any CLEO folder found (like modloader/nome do mod/C
LEO/...) will get copied to the CLEO folder in the base game dir.
PS: The files with extension .cleo and .fxt will get handled by modloade
r instead of CLEO because of technicals reasons.
[*] File mixing
When it comes to data files (.dat, .cfg,. ide, .ipl) modloader will work

in a interesting way.
It won't simply load the file overriding the original (however it may ha
ppen in some cases for optimization).
It will mix the files! That's right! Therefore you can feel free to for
example have many handling.cfg files on modloader
'cuz there's no problem, the differences will be solved.
[*] Readme files reading
Yet with data files, modloader can detect lines that would go to such fi
les in a readme text file.
Everything to make your life easier!
[*] Reloadable models
Whenever you reload the game (clicking new game or load game) most model
s will get reloaded.
That's perfect for modders that replace models or texture files.
I said "most" because there is models that the game nevers unloads, but
they're minority.
PS: It's not possible to ADD MORE models while the game do not get close
d and opened again, only replacing of the already identified ones.
[*] Priority system
Modloader has a priority system, take a look at modloader.ini
One thing to note is the "overriding rule" where files that got loaded l
ate will override mods loaded first.
For example, if you have mod A with a priority 100 and mod B with priori
ty 1 and both replace LOADSCS.txd file,
the LOADSCS that will get loaded is the one form B because it replaced w
hat A did.
[*] Command line support
Modloader support command line passed throught the game executable.
The command line is -mod ModFolder
This forces modloader to load only the files at ModFolder and the mods t
aht on the inclusion list from modloader.ini
You can send more than one mod, like that: -mod Mod1 -mod Mod2
Any mod sent by command line will get a priority of 80!
[*] Configuration
You can configure many things related to mods that will get reload and o
ther stuff.
Take a look in the file modloader.ini
[*] Recursivity
Modloader has a recursivity system where you can create another modloade
r folder inside a mod folder and so on.
For example: modloader/pack 1/modloader/...
Useful if you'd like to enable of disable many mods.
The configurations from modloader.ini are inherited and you can create a
nother in the new folder.
---> Under progress
Modloader is still under progress, thus not everything is loadable yet.
Some data files are not loadable yet, take a look at the list of supported d
ata files at modloader/.data/plugins/std-data.txt
---> You've found a bug?

Perfect, don't forget to report!


When reporting a bug, don't forget to include the file modloader/modloader.l
og and detail how to reproduce the bug.
To report a bug, you can go in any of those places:
[Recommended] Our issue tracker on GitHub: https://github.com/thelink201
2/sa-modloader/issues
[EN] On GTA Forums: http://gtaforums.com/topic/669520-sarel-san-andreasmod-loader/
[BR] on BMS Forum : http://brmodstudio.forumeiros.com/t3591-san-andreasmod-loader-topico-oficial
---> Supported executables
Modloader supports the following executables for GTA San Andreas:
1.0 US (Original, HOODLUM, Listener's)
If the requiriment is not fulfilled, a error message will show up to warn th
e user.
Support for other executables are on the way, support for 3.0 (Steam) is a p
riority.
---> Download
The place I'll surely let modloader always updated is on GTAGarage.
So I'd really recommend that you redirect the user there instead of uploadin
g modloader elsewhere.
http://www.gtagarage.com/mods/show.php?id=25377
---> Source code
Modloader's source code is available under GPL license.
https://github.com/thelink2012/sa-modloader/
---> Credits
Main programming: LINK/2012 ([email protected])
Special thanks to:
ArtututuVidor$
Andryo
Junior_Djjr
JNRois12
methodunderg
R4GN0R0K
SilentPL
TheJAMESGM

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