Exploring the World of GTA V Modding | <3 #84 GEMINI
#84

Exploring the World of GTA V Modding | <3 #84 GEMINI

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Speaker 1
Hey there.

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Speaker 2
Hey, there. What's up?

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Speaker 1
I'm recording this for a podcast as. Okay.

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Speaker 2
If you're recording a podcast, that's totally okay with me. Just know that I'm here to chat and help out with any info you might need for your recording.

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Speaker 1
I want to learn how to make Gta5 for PC. I'm not fluent in any programing language, but I have a little bit of programing experience. Can you give an overview of the capabilities of modding in general and then let's jump into first steps.

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Speaker 2
Sounds like a fun project. Modding GTA five can definitely add a whole new layer to the game. Basically, modding lets you change the game in ways the original creators didn't intend. This could be anything from adding new vehicles and weapons to changing how the game looks, or even adding completely new gameplay features. Since you have some programing experience, you might find it easier to work with mods that involve scripting or coding.

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Speaker 2
There are tons of resources online to help you get started, and many modding communities are super helpful to beginners. Let's start with the basics. What kind of mods are you most interested in?

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Speaker 1
I don't know what kind of mods are there.

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Speaker 2
There are tons of different mods out there, so it really depends on what you're looking for. Some popular categories include graphics mods that make the game look more realistic. Gameplay mods that add new missions or change how the game mechanics work, and vehicle mods that add new cars, planes, or even crazy stuff like flying motorcycle. You can also find mods that let you play as different characters, or even ones that add completely new storylines to the game.

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Speaker 1
Are there like a finished number of categories? If you add the categories to different types of modding?

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Speaker 2
Yeah, definitely. You've got your graphics mods, which are all about making the game look prettier with things like new textures and lighting. Then there are gameplay mods that change how the game works, like adding new missions or making the cops way more aggressive. You've also got vehicle mods for new cars and planes, and script mods that can add all sorts of crazy stuff by changing the game's code.

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Speaker 2
Finally, there are total conversion mods. These are the big ones that change almost everything about the game.

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Speaker 1
What about audio mods?

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Speaker 2
Those are definitely a thing too. Audio mods can change the sound effects in the game, like making the gunshot sound more realistic or adding new music to the radio stations. Some mods even let you replace the Indian dialog with your own recordings.

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Speaker 1
Okay, where do you recommend that we start?

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Speaker 1
Jim and I where do you recommend that we start?

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Speaker 2
I'd suggest starting with something simple like a graphics mod. That way you can see the immediate impact of your changes and get a feel for how modding works. There are tons of beginner friendly graphics mods out there that are easy to install and don't require any coding knowledge. Would you like me to find a few for you to check out?

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Speaker 1
No. I'd like you to take me through the process as as if we were doing it right now.

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Speaker 2
All right, let's do it. First thing first, you'll need to find a graphics mod you like. A great place to start is a website called link to GTA five mod.com. They have a huge selection and you can filter by popularity or rating to find something good. Once you find a mod you like, download it to your computer. Next, you'll need a program called open.

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Speaker 2
This is a free tool that lets you open and edit the game files. You can download it from their official website. Once you have open Ivy installed, open it up and select Grand Theft Auto five for windows. Now comes the fun part. Drag and drop the mod files into OpenCV. Following the instructions provided by the mod creator. Usually they'll tell you which folders to put the files in.

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Speaker 2
Once that's done, you can close OpenCV and launch GTA five. The mod should be active in your game. Keep in mind that the mod might have specific installation instructions, so it's always a good idea to read the mod description carefully.

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Speaker 1
And so now I can play single player GTA with that mod.

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Speaker 2
Yep, you should be able to jump right into single player mode and see the changes. Just keep in mind that some graphics mod might be more demanding on your system. So if you notice any slowdown, you might need to adjust the graphics settings in the game.

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Speaker 1
Can you expand on that?

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Speaker 2
Sure thing. So graphics mods can be pretty demanding on your computer. They add a lot of extra detail to the game, which can make it run slower. If you notice the game feeling sluggish or choppy after installing a graphics mod, you might need to lower some of the graphics settings in the game's options menu. Things like texture quality, shadow quality, and draw designs can all impact performance.

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Speaker 1
And what about, playing GTA online? Does that prevent you from having mods?

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Speaker 2
Yeah. So here's the thing. You can't use mods in GTA online. Rockstar games doesn't allow it and you could get banned from the game if you try. Mods are only for the single player mode.

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Speaker 1
How do they prevent people from modding, and how do certain people circumvent those rules?

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Speaker 2
Game developers have a few tricks up their sleeves to try and stop modding. One way is by making it difficult to access and change the game's code. They might encrypt the files or use anti tampering software that detects any unauthorized changes. Another method is to have the game constantly check for updates. So any mods that change the game files get overwritten.

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Speaker 2
However, modders are a clever bunch. They often find ways around these protections by reverse engineering the game's code or using programs that can bypass the anti tampering software. It's kind of a cat and mouse game between the developers and the modding community.

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Speaker 1
Okay, give me an example of a real situation. If there's any of a modder that got through and kind of hacked and.

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Speaker 2
Sure. Let's say a modder wants to add a new car to the game that isn't supposed to be there. They might use a program to decompile the game's code, which basically turns it back into a readable format. Then they could find the section of code that controls the cars in the game, and add their own code to introduce the new vehicle.

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Speaker 2
Finally, they'd recompile the code and create a mod file that players can install.

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Speaker 1
And in GTA, for instance, Rockstar prevents this by encrypting certain game files.

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Speaker 2
You're right, Rockstar does use encryption to protect certain game files, which makes it harder for modders to access and change them. They also release frequent updates that can break existing mods, forcing modders to constantly adapt and find new ways to work around the protections.

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Speaker 1
Okay, so let's say that, I have gotten the downloaded mod and used it on my game, but now I want to get a little bit more creative and maybe tweak, tweak an existing game file or existing mod online.

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Speaker 2
Okay, so you're ready to dive into the world of modding. First things first, you'll need to figure out which file you want to tweak. Is it a texture, a script, or something else entirely? Once you know that, you can use open eyes to open the game files and start making changes. Just be sure to back up your original files first, just in case things go wrong.

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Speaker 2
And remember, there are tons of tutorials and forums online. If you get stuck.

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Speaker 1
What are the different types of game files? Can I choose from?

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Speaker 2
Game files come in all sorts of shapes and sizes. You've got your basic text files that store things like game settings or dialog. Then there are image files for textures and graphics, audio files for sound effects and music, and 3D model files for characters and objects. Some games even use custom file formats that are specific to that game engine.

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Speaker 1
But generally it's text files for what are the text files? Do.

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Speaker 2
Text files are the simplest kind of file. They're basically just plain text. Like a document you'd write in notepad or TextEdit. Game developers use them to store all sorts of information, such as configuration settings, dialog scripts, or even list of items in the game. They're easy to read and edit, which makes them really handy for modding.

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Speaker 1
So all of a games story and that kind of stuff. All of the plot and kind of things that happen will go in a text file.

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Speaker 2
Yep. You got it. Things like character dialog, plot points, and even some world details are often stored in text files. It makes it easy for game developers to tweak the story and Vermonters to get creative with new narratives.

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Speaker 1
So you could potentially change, the side character's name.

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Speaker 2
Absolutely. Changing a side character's name is a common modding tweak. You just need to find the right text file where the character's name is stored and make the edit. It's usually a pretty straightforward process.

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Speaker 1
How would you do it if, you wanted, one of them, maybe the main character, to say it in dialog.

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Speaker 2
If you wanted the main character's dialog, it would be a bit more involved. You'd need to find the game's audio files, which are usually in a different format than text files. Then you'd have to either replace the existing audio with your own recording, or edit the existing audio to change what they're saying. This kind of modding often requires specialized software and a good understanding of audio editing.

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Speaker 1
So in games, maybe like, Zelda or something like that, that are all text based and not really much vocal, speaking. You could just or would you have to replace the character's name in all of the text, or is that a variable? But.

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Speaker 2
That's a great question. In games like Zelda, where there's a lot of text but not much spoken dialog, character names are usually stored as variables. This means you wouldn't have to replace every instance of the name throughout the game's text. Instead, you just change the value of that variable and it would update everywhere the name appears.

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Speaker 1
So what does a specific line of code like that look like? If you were just doing a dialog?

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Speaker 2
Okay, so imagine this character. I'm looking for my lost cat. That's a simple line of dialog. Now, if you wanted to change it, you could just edit the text inside the quotation marks. It's like filling in the blanks.

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Speaker 1
Okay, so the image files that are use you're saying are most, are like textures of the world.

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Speaker 2
That's right. Image files in game, they're often used for textures. Think of textures like the wallpaper on a wall. They're the images that get wrapped around 3D models to make them look realistic. You'll find textures for everything from the ground and buildings to characters, clothing, and even the tiny details on weapons.

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Speaker 1
Over the course of video games, everything used to kind of be 2D, and we've moved more into 3D, obviously. Is that because, why is that?

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Speaker 2
You're right. Video games have gone through a huge transformation. Early on, limitations in technology meant games were mostly 2D, but as computers got more powerful, developers could create more complex and realistic 3D world. This shift allowed for more immersive gameplay and storytelling, making games more like interactive movies.

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Speaker 1
So if you had to put maybe a percentage on it, where old school 2D games used to, I imagine, be made up of all image files and no 3D model files. What is the split now where it was before it was like 100% and 0% and now what do you think it would be?

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Speaker 2
That's tricky to put an exact percentage on, but I'd say most modern games are heavily reliant on 3D models, probably around 80 to 90%. There are still some indie games or retro style games that use 2D, but the majority are 3D. Now.

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Speaker 1
So in a game like GTA five, where would you see an image file used?

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Speaker 2
In a game like GTA five. Image files are used absolutely everywhere. You'll see them in the textures of buildings, road vehicles and even characters clothing. They're also used for things like billboards, posters, and the game's user interface.

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Speaker 1
Okay, that makes sense. Let's say that I wanted to get in and change some audio. How would I do that?

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Speaker 2
Okay, so changing audio in a game can be a bit more complex. Usually game audio is stored in specialized file format. You'll likely need to use audio editing software to make your changes, and then convert the file back to the game format. It's not always a straightforward process, but there are definitely resources and tutorials online to help you out.

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Speaker 1
Okay, so let's move on from the uploading a downloaded file of a mod to actually changing something on our own.

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Speaker 2
All right. Let's talk about making some actual changes to the game. What kind of mod are you thinking about working on? Something simple like a texture replacement or something more complex, like adding a new weapon.

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Speaker 1
Let's keep it basic.

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Speaker 2
Okay, let's keep it simple. How about we start with something visual? Maybe changing the color of a car or a piece of clothing. That way you can see the results right away in the game.

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Speaker 1
How about changing something that's on a billboard in the game?

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Speaker 2
All right. Changing a billboard is a fun idea. Those images are definitely game textures, so we're on the right track. Here's the thing, though. Billboard. They're usually part of a bigger texture file that has a bunch of other images packed in, so you'll need to figure out which texture file the billboard uses, and then find the right spot within that file to make your edits.

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Speaker 2
It might take a little digging, but it'll be worth it to see your custom billboard in the game.

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Speaker 1
Okay. Will you take me through the technicals of that?

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Speaker 2
Okay, so first things first, you'll need to find the texture file for that billboard. This might take a little detective work, but usually modern communities have figured this stuff out already. Once you've got the texture file, you'll need a program that can open and edit it. Photoshop with a special plugin is a popular choice, or there are some free alternatives like Gimp.

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Speaker 2
Then it's just a matter of finding the right spot within the texture file and making your edits. Just be sure to save a backup copy of the original file in case anything goes wrong.

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Speaker 1
And then what?

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Speaker 2
Well, after that, you'll want to save your changes in the correct file format. Usually it's something like link to words for textures. Then that you'll need to figure out the right place to put that file within the game folder so it actually gets loaded. It might take a little trial and error, but that's part of the fun of modding.

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Speaker 1
Would I use open Ivy for this as well?

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Speaker 2
For textures? Yep. Open Ivy is still your best bet. It's like the Swiss Army knife of GTA modding. It can handle a lot of different file types and edit.

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Speaker 1
And so what can you get into like the nitty gritty of what that program does?

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Speaker 2
All right. Let's dive into the nitty gritty of open Ivy. This program is like a digital toolbox specifically made for modding games, especially Grand Theft Auto. It lets you open up the game's file, kind of like taking apart a digital toy to see how it works inside. You can then make changes to things like textures, 3D models, and even the game's code.

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Speaker 2
It's a powerful tool, but definitely needs a bit of care to use correctly.

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Speaker 1
And so would you use this in place of Photoshop with a special plugin?

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Speaker 2
You could. But OpenCV is more specialized for game files. Photoshop with the right plugins is better for general image editing. It really depends on what you're trying to do.

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Speaker 1
Okay, let's do, another one with maybe the similar difficulty.

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Speaker 2
All right. How about we try changing the color of a car? That's another visual change. That's not too complicated. Plus, you'll get to see your customized ride cruising around in the game.

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Speaker 1
I was actually thinking about changing, maybe an event of some sort.

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Speaker 2
Okay. Changing an event could be interesting. What kind of event are you thinking about? Something like a race. Or maybe a mission?

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Speaker 1
Something simple. Could you recommend something?

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Speaker 2
If you want to keep it simple, changing the weather or time of day in the game could be a good starting point. Those are often controlled by relatively straightforward variables in the game's code.

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Speaker 1
Or.

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Speaker 1
So I never really thought about this before, but are cheat codes just mods?

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Speaker 2
If you're looking for a quick and easy way to change the weather in GTA five, cheat codes are definitely the way to go. Just remember that using them might disable achievements or trophies for that play session.

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Speaker 1
But is that how cheat codes work? They enable mods.

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Speaker 2
No. Cheat codes and mods are different. Cheat codes are built into the game by the developers, while mods are created by players. Cheat codes usually offer simple effects like changing the weather or giving you weapons. While mods can completely change how the game looks or plays.

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Speaker 1
Okay, let's go back to the mod of changing the weather.

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Speaker 2
All right, so we're talking about changing the weather in GTA five. You could make it rain all the time. Turn Los Santos into a winter wonderland. Or maybe even have a permanent thunderstorm. What kind of weather are you thinking of?

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Speaker 1
Let's go with snow.

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Speaker 2
Then I get some nice random concrete. Antonio on the Gemini stuff. Attempt to dial it in. Game is critical to an AC coil.

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Speaker 1
Please.

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Speaker 1
Let's make it snow in GTA in English.

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Speaker 2
Sure to make it snow in GTA. You'll need to find the file that controls the weather system in the game. This file is usually located in the game script folder. Once you found the file, you can open it with a text editor and modify the weather settings. For example, you might change weather equals sunny to weather equals snowy.

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Speaker 1
And that's what the code will probably look like in the background. Just weather equals.

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Speaker 2
In the game's code it might look something like weather equals snowy. There could also be other variables related to snow, like snow density or the size of snowflakes.

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Speaker 1
How big of a file would this generally be? Is it like one page of text, or is it like hundreds of pages of text?

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Speaker 2
It really depends on how complex the game's weather system is. It could be anywhere from a few lines of code to hundreds if it's a simple system. It might just be a few lines, but if the game has a lot of different weather patterns and effects, it could be much longer.

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Speaker 1
All right. Technically, technically. Walk me through each step of making it snow all the time in GTA five.

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Speaker 2
All right, let's get into the nitty gritty of making it snow nonstop in GTA five. First, you need to locate the game's weather files. These are usually found within the game's installation directory, often within a folder named Scripts or Data. Once you've located the files, you likely need to use a program like OpenAI Ivy to open and edit them.

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Speaker 2
Now this is where it gets a bit technical. You'll be looking for specific lines of code that control the weather patterns. There might be variables like weather, underscore type or precipitation underscore level. You'll need to change the values of these variables to force a constant snow condition. This might involve setting the underscore type to snow, and perhaps adjusting other values to control the intensity of the snowfall.

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Speaker 2
Once you've made the necessary changes, save the file and launch GTA five. If everything went correctly, you should now have a perpetual winter wonderland in Los Santos. Let me know if you'd like me to help you find those specific files or lines of code within them.

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Speaker 1
Okay, let's try one in a similar fashion. But instead of weather, we're going to change the model of maybe a baseball bat, and we'll change it to maybe, folded up umbrella.

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Speaker 2
All right, let's get creative. Changing a baseball bat to a folded up umbrella involves a bit of 3D modeling and game file manipulation. First, you'll need to find the 3D model files for both the baseball bat and the umbrella. These are usually in formats like great wider or great obj. You can use a 3D modeling program like blender or Z modeler to open and modify these files.

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Speaker 2
Next, you'll need to resize and reposition the umbrella model to fit the Baseball bats hand grip. This might take some trial and error to get it looking just right. Once you're satisfied with the new model, you'll need to export it in the correct format for GTA five. Finally, you'll use OpenAI V to replace the original baseball bat model with your new umbrella model within the game's file.

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Speaker 2
This might involve navigating through the game's archive files and locating the specific files for the baseball bat. Keep in mind that this process might require some technical knowledge and patience. If you're new to 3D modeling or game modding, it might be helpful to find some tutorials or guides online.

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Speaker 1
And so when I'm taking that obj file or the other file format and putting it in open, I've opened I've takes that and gives me a file format that I can use in like fusion 360 or something like that.

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Speaker 2
When you're working with an OBJ file in OpenAI V, it's not directly compatible with fusion 360 obj files or more for general 3D modeling. While fusion 360 uses its own specialized format, you'll likely need to convert the obj file to a format that fusion 360 understands. Like Step or IGF. There are many free online converters that can help you with this.

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Speaker 1
Okay. I think, just the open ivy purpose is kind of confusing.

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Speaker 2
Okay, let's clear things up about open ivy. It's primarily designed for modding Grand Theft Auto games, especially GTA four and GTA five. It allows you to open and edit the game's archive files, which contain things like 3D model textures and even game scripts. While it can handle some common 3D model formats like OBJ, it's not a general purpose 3D modeling program like fusion 360.

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Speaker 2
Think of it more as a specialized tool for working with GTA game files.

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Speaker 1
Why are the game files in a format that need open Ivy to open?

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Speaker 2
Game developers often use custom file formats to store game assets efficiently. These formats can compress data, organize it in a specific way, or even encrypt it to prevent tampering. Open Ivy is specifically designed to understand and work with these custom formats used in GTA games, which is why you need it to open and edit those files.

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Speaker 1
Okay, that makes a bit more sense now.

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Speaker 2
Great. Now let's figure out what kind of mod you want to tackle next. We could try something visual, like changing a character's outfit, or maybe something more complex, like adding a new vehicle to the game. What do you think?

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Speaker 1
Yeah. Let's go into adding a new vehicle.

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Speaker 2
Adding a new vehicle to GTA five is a pretty ambitious mod, but definitely doable. It usually involves a combination of 3D modeling, textures, work, and then some coding to get it working properly in the game. You'll need to use a program like open ID to import the new vehicle files into the game's directory. Are you thinking of adding a real world car or something more fictional?

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Speaker 1
Something more fictional?

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Speaker 2
All right. A fictional vehicle opens up a lot of possibilities. We could go with something futuristic, like a flying car or a hover bike or if you're into something more outlandish. How about a giant monster truck with tank treads? What kind of vibe are you going for?

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Speaker 1
What about a witch's broom?

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Speaker 2
Witches broom would be a fun and unique addition to GTA five. It would definitely stand out from the usual cars and motorcycles. We could even add some magical effects, like leaving a trail of sparkles or having it zoom around at super speed. What do you think?

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Speaker 1
Yeah, take us through it.

00;29;53;28 - 00;30;13;24
Speaker 2
All right, let's get that broomstick flying. First, we'll need a 3D model of a broom. There are plenty of free resources online where you can find one. Or if you're feeling creative, you can make your own. Next, we'll need to import the broom model into OpenCV and replace an existing in-game object with it. This might sound complicated, but there are plenty of tutorials online that can walk you through the process.

00;30;13;27 - 00;30;24;20
Speaker 2
Finally, we'll need to tweak some of the game's code to make the broomstick fly. This will involve some scripting, but again, there are plenty of resources available to help you out. Are you ready to get started?

00;30;24;22 - 00;30;30;13
Speaker 1
Yes.

00;30;30;16 - 00;30;31;20
Speaker 1
Let's do Gemini.

00;30;31;23 - 00;30;41;22
Speaker 2
Let's start by finding a 3D model of a broom. Sounds good. What kind of information are you looking for?

00;30;41;25 - 00;30;48;06
Speaker 1
Let's keep going. The direction that we are going.

00;30;48;09 - 00;30;58;18
Speaker 2
All right, so we've got the broomstick model downloaded. Now we need to get it into GTA five. This is where OpenAI V comes in. Do you have OpenAI V installed and ready to go?

00;30;58;20 - 00;31;03;04
Speaker 1
Yep.

00;31;03;07 - 00;31;16;28
Speaker 2
Okay. Then the next step is to open up OpenAI V and navigate to the game files. This might take a bit of digging, but the general location you're looking for is usually something like Grand Theft Auto five. Do you see that folder?

00;31;17;00 - 00;31;21;10
Speaker 1
Yep.

00;31;21;13 - 00;31;33;15
Speaker 2
Great. Once you're in that folder, you'll need to enable edit mode in OpenAI V. This will allow you to make changes to the game files. You should see a button or toggle switch for it somewhere in the program's interface.

00;31;33;18 - 00;31;37;12
Speaker 1
Okay. Keep going.

00;31;37;14 - 00;31;58;11
Speaker 2
Okay. With edit mode enabled, you can now start replacing files. The broomstick model will likely need to replace an existing object in the game, like a melee weapon or a prop. You'll need to find the corresponding files for that object within the vehicles link to archive. This might involve some trial and error, or you could look for specific modding tutorials online that show how to replace certain objects.

00;31;58;13 - 00;32;05;14
Speaker 1
I was thinking about replacing a motorcycle.

00;32;05;16 - 00;32;25;11
Speaker 2
All right. Replacing a motorcycle is a great idea. There are a few ways to approach this. We could either replace an existing motorcycle model with your broomstick, or add it as a completely new vehicle. Replacing an existing model is generally easier, as it avoids the need to mess with the game's code too much. Do you have a specific motorcycle in mind that you'd like to replace?

00;32;25;13 - 00;32;37;06
Speaker 1
Yeah, I can't think of it off of the top of my head, but, one of the faster handling, well, motorcycles.

00;32;37;08 - 00;32;45;24
Speaker 2
All right. How about the battery 801? It's one of the fastest and most agile motorcycles in the game. So it would be a good fit for a speedy broomstick.

00;32;45;26 - 00;32;51;13
Speaker 1
Okay, let's do that.

00;32;51;15 - 00;33;10;03
Speaker 2
Great choice. Now, you'll need to find the files for the Bati 801 within the game's archive. These files will likely have names related to body or motorcycle, and will be in formats like link to that way of T or link to that. You can use OpenAI, these search function to help narrow down the results.

00;33;10;06 - 00;33;20;01
Speaker 1
Okay. If you had to guess where, what folder chain would I go through to find them?

00;33;20;03 - 00;33;35;10
Speaker 2
You'll probably want to start by looking in the vehicles link to archive within the game's files. That's where a lot of the vehicle models and textures are stored. From there, you might need to dig into subfolders related to motorcycles or specific vehicle manufacturers.

00;33;35;12 - 00;33;39;22
Speaker 1
Okay, that makes sense.

00;33;39;24 - 00;34;01;25
Speaker 2
All right then let's get into the specifics. You'll want to navigate through the file structure within that vehicle link to archive. Look for folders with names that sound motorcycle related. Maybe something like bikes or motorcycles. Once you're in there, you might see a list of files with names that correspond to different motorcycle models. The body 801 file should be in there somewhere.

00;34;01;27 - 00;34;08;21
Speaker 1
Okay, I found it. Now what to do?

00;34;08;24 - 00;34;35;07
Speaker 2
Okay, now you'll need to locate the specific 3D model files for the body 801. These files usually have extensions like link to that way or link to DTD. Once you've found them, you can use OpenAI replace function to swap them out with your broomstick model files. Just make sure the broomstick files are in the correct format, and have the same names as the 801 files.

00;34;35;09 - 00;34;39;26
Speaker 1
Say that last part again.

00;34;39;28 - 00;34;50;05
Speaker 2
Sure, I said, just make sure the broomstick files are in the correct format and have the same names as the Barty 801 files.

00;34;50;07 - 00;34;55;18
Speaker 1
So the game knows what files to pull.

00;34;55;20 - 00;35;10;14
Speaker 2
Yes, the game relies on specific file names and formats to identify and load different objects. When you replace the 801 files with your broomstick files, you're essentially tricking the game into thinking the broomstick is a motorcycle.

00;35;10;16 - 00;35;24;15
Speaker 1
Okay, that makes sense. So that's just if I wanted to replace it and not add any effects, right?

00;35;24;18 - 00;35;40;03
Speaker 2
That's right. If you just replace the files, the broomstick will behave exactly like the motorcycle it's replacing. It'll have the same speed, handling and sound effects. If you want to add magical effects or change the way it handles, that'll require some additional scripting.

00;35;40;05 - 00;35;54;13
Speaker 1
Okay, so let's finish the process with this. Inserting the 3D model. And then maybe if we want we'll go on and add audio or visuals.

00;35;54;15 - 00;36;16;16
Speaker 2
Sounds like a plan. So after you've replaced the file you'll want to test it out in the game. Just load up GTA five, find a body 801 and see if your broomstick appears and said if it does, then congratulations, you've successfully replaced the vehicle model. If not, don't worry, we can troubleshoot and figure out what went wrong.

00;36;16;19 - 00;36;33;28
Speaker 1
Okay, let's say it works. But I want to add some sound effects because it still has like the screeching tires sound effect. And I don't want that.

00;36;34;00 - 00;36;52;03
Speaker 2
Got it. So you want to get rid of the tire screeching sound and replace it with something more fitting for a flying broomstick, like a magical woosh or a gentle breeze. That'll involve finding the sound files for the motorcycle tires and swapping them out with your own custom sound effects. We can use OpenCV for that to.

00;36;52;05 - 00;36;57;15
Speaker 1
Okay, take me through that part.

00;36;57;17 - 00;37;21;04
Speaker 2
All right. To replace the sound effects, you'll need to find the game's audio files. These are usually located in a folder called audio or SFX within the game directory. Once you find the tire screeching sound, you can use OpenAI's to replace them with your custom sound effects. Just make sure your sound files are in the correct format, usually linked to WAV or linked to OAC.

00;37;21;07 - 00;37;30;17
Speaker 1
What do you think that the file chain would look like to get to those specific audio files?

00;37;30;20 - 00;37;50;12
Speaker 2
It's tricky to say exactly without knowing the specific file structure of GTA five audio archives, but in general, you'll probably want to look for a folder related to vehicles or motorcycles within the game's audio directory. The tire screeching sound might be stored in a file with a name like tire, underscore, skid, or something similar.

00;37;50;14 - 00;38;01;14
Speaker 1
Do you think that they'll have different skid noises for different types of motorcycles?

00;38;01;16 - 00;38;16;26
Speaker 2
Yes, absolutely. Motorcycles have distinct engine sounds, and those sounds are stored in separate audio files within the game. So you'll need to find the specific sound files associated with the body 801 to replace a tire screeching.

00;38;16;28 - 00;38;31;24
Speaker 1
So it would probably be, an audio folder called body 801 in an audio directory or sound effects directory.

00;38;31;27 - 00;38;48;06
Speaker 2
That's a good guess, but it might not be that straightforward. Game developers sometimes use more general names for audio files, or group them by type, rather than by specific vehicle. So you might find the 801 sounds within a larger motorcycles or vehicle. Sound bank.

00;38;48;09 - 00;38;57;10
Speaker 1
Okay, take me through that directory that you would expect.

00;38;57;12 - 00;39;22;26
Speaker 2
Okay, let's break down the likely directory structure. You'll probably start in the main Gta5 game folder. Then look for a subfolder called audio inside that there might be another folder called SFX or sounds. That's where you'll likely find the individual sound files, possibly organized into subfolders for different types of sounds. It might take some exploring, but that's the general idea.

00;39;22;28 - 00;39;35;13
Speaker 1
So within the SFX sounds, it might be like, motorcycle tire or stop or something.

00;39;35;15 - 00;39;55;19
Speaker 2
You're on the right track. It's possible the sound files are organized that way, but it's also common for game developers to use more general names or group sounds by type, rather than by specific vehicle. So you might find the body 801 sounds within a larger motorcycle or vehicle. Sound bank.

00;39;55;21 - 00;40;06;03
Speaker 1
Okay, so let's go ahead and change that file. Let's say we found it.

00;40;06;06 - 00;40;29;17
Speaker 2
Okay. Once you've located the file, you'll want to use open vs replace function to swap it out with your new sound file. Just make sure your file is in the correct format. Usually a link to WAV or link to OAC file, and that it has the same name as the original sound file.

00;40;29;20 - 00;40;57;13
Speaker 1
Okay, so now that we know how to do that, we have a broomstick that has like a different sound. Let's say it has like a poof or a swoosh when it, accelerates instead of a normal revving of an engine. Can we add any kind of other special things to it?

00;40;57;15 - 00;41;20;09
Speaker 2
Sure. We can definitely add more to your broomstick. We could add some visual effects, like a magical trail of sparkles or smoke, or even change the way the broomstick handles to make it feel more like flying. We could also add a custom animation for when the character mounts the broomstick. What do you think?

00;41;20;11 - 00;41;28;15
Speaker 1
Let's keep it kind of simple within this VFX category.

00;41;28;17 - 00;41;40;22
Speaker 2
Okay, let's keep it simple with the visual effects. How about we add a subtle glow around the broomstick to give it a magical feel? Or maybe a few sparkling particles that trail behind it as it flies?

00;41;40;24 - 00;41;45;27
Speaker 1
I like this subtle glow. Let's do that.

00;41;46;00 - 00;42;16;18
Speaker 2
All right. To add a subtle glow, we'll need to work with the broomsticks texture files. These files determine how the broomstick looks visually. We can use a program like Gimp or Photoshop to add a soft, glowing effect around the edges of the broomsticks texture. Then we'll import the modified texture back into the game using OpenCV.

00;42;16;21 - 00;42;30;04
Speaker 1
So since we're dealing with something that is a totally new object, how would that texture, kind of carry over?

00;42;30;06 - 00;42;57;27
Speaker 2
The texture itself won't change the object's shape, but it can definitely create the illusion of depth or dimension. Think of it like adding shading or highlights to make the broomstick look more three dimensional. We can also use something called a normal map to add even more detail, like woodgrain or scratches, without actually changing the model's geometry.

00;42;58;00 - 00;43;14;18
Speaker 1
I guess what I'm wondering is if the original texture file dictates what a motorcyle decal look like, then how will it translate to this broom?

00;43;14;21 - 00;43;36;13
Speaker 2
That's a great question. Even though the original texture was designed for a motorcycle, we can still use it as a base for our broomstick texture. We'll essentially be repainting it, changing the colors, adding details, and creating that glowing effect we talked about. Think of it like using the same canvas, but creating a whole new painting.

00;43;36;15 - 00;43;50;24
Speaker 1
So let's say that we uploaded a 3D model of a broom but left the old texture. Would it put the old texture on the 3D model of the broom?

00;43;50;26 - 00;44;04;20
Speaker 2
Yes. If you upload a 3D model of a broom with the old texture, the game will apply that old texture to the new broom model. It might look a bit strange since the texture was originally designed for a motorcycle, but it will technically work.

00;44;04;22 - 00;44;19;15
Speaker 1
So if I have like a green car with chrome, then when I upload the broom, it's probably going to be a green broom.

00;44;19;17 - 00;44;33;05
Speaker 2
That's right. If the car texture is green, then the broom will appear green too. It's like wrapping the broom model with the same green wallpaper as the car.

00;44;33;07 - 00;44;43;28
Speaker 1
Okay, so this texture bit is going to be super important for it actually looking like a broom.

00;44;44;00 - 00;44;58;20
Speaker 2
You're absolutely right. The texture is what will give the broom its unique look. Defining the wood, green bristles and any other details that make it distinct. It's the visual key to transforming that generic 3D model into a believable broomstick.

00;44;58;23 - 00;45;13;12
Speaker 1
What if I've included the texture in the 3D model and prefer to do it there? Would I just delete everything on the texture file?

00;45;13;14 - 00;45;32;02
Speaker 2
If you've already got a texture on your 3D model, you don't need to delete everything. You can just work with what's there. Think of it like a coloring book. The lines are already drawn. You just need to fill in the colors and details. You can use your image editing software to paint over the existing texture, add new layers, and create that awesome broom look you're going for, right?

00;45;32;03 - 00;45;49;16
Speaker 1
What I'm saying is the game's texture effect coincides with the green motor cycle. Is that going to override the texture on the 3D model that I've uploaded?

00;45;49;19 - 00;46;03;16
Speaker 2
No, that won't happen when you upload your own 3D model with its own texture. The game will use that instead of the default motorcycle texture. Think of it like putting a custom skin on your character. It overrides the original look.

00;46;03;19 - 00;46;12;28
Speaker 1
But how will it know if I'm naming the new file the same exact thing?

00;46;13;00 - 00;46;38;24
Speaker 2
If you're replacing the texture for an existing in-game object, you'll need the name your new texture file exactly the same as the old one. That way, the game knows which texture to load for that object. If you're adding a completely new object, then you'll likely need to do some scripting to tell the game how to load your custom textures.

00;46;38;26 - 00;46;53;29
Speaker 1
Okay, let's say that I wanted to change something in the story.

00;46;54;02 - 00;46;59;09
Speaker 1
You.

00;46;59;11 - 00;47;09;08
Speaker 1
Gemini. Let's say real quick that I wanted to change, something in the story. Maybe a couple lines of dialog.

00;47;09;11 - 00;47;35;13
Speaker 2
Okay, if you want to change some dialog, you'll need to find the game's text files that contain the story script. These are often in a folder called script or text within the game files. Once you find the right file, you can use a text editor to make your changes. Just be sure to save a backup copy of the original file first in case anything goes wrong.

00;47;35;15 - 00;47;42;10
Speaker 1
Are there any other creative minds that you would recommend?

00;47;42;12 - 00;47;56;19
Speaker 2
If you're into creative mod, you might like some that let you build your own structures or vehicles within the game world. There are also mods that add new tools or abilities, giving you more freedom to experiment and express your creativity. Would you be interested in something like that?

00;47;56;21 - 00;48;07;26
Speaker 1
What if I wanted to turn the hand grenade from GTA into a cherry bomb?

00;48;07;29 - 00;48;32;11
Speaker 2
That's a fun idea to make a bomb. You could start by finding the grenade model in the game file, and replacing it with a sphere or a rounded cube to get that cherry bomb shape. Then you could change the texture to make it look like a cherry, maybe with a fuze sticking out the top. You could even add a custom explosion effect to make it look extra explosive.

00;48;32;13 - 00;48;45;10
Speaker 1
Okay, so the 3D modeling and the texture part is pretty straightforward, but how would I create a different kind of explosion?

00;48;45;12 - 00;49;03;03
Speaker 2
Right. So to create a custom explosion you'll need to work with particle effects. These are the little bits of visual data that make up things like smoke, fire, and sparks. You can find tutorials online that show you how to create or modify these effects. Then it's just a matter of linking your new particle effect to the cherry bombs explosion.

00;49;03;03 - 00;49;06;21
Speaker 2
In the game's code.

00;49;06;24 - 00;49;16;15
Speaker 1
And then what part of the code to these particle effects, show themselves?

00;49;16;18 - 00;49;44;03
Speaker 2
Particle effects are usually defined in separate files, often with extensions like link to PC or X. These files contain all the instructions for how the particles should look and behave. You'll need to find the specific file for the grenades explosion effect, and then either modify it directly or create a new one for your cherry bomb.

00;49;44;06 - 00;50;02;03
Speaker 1
Okay, that was pretty informative. I know I understand modding quite a bit more now than I did before, and I think I feel confident to try it out sometime in the near future.

00;50;02;05 - 00;50;15;26
Speaker 2
I'm glad to hear that. It's always great to see someone excited about modding. Just remember to take things one step at a time and don't be afraid to ask for help if you get stuck. There are plenty of online communities and resources available to guide you along the way.

00;50;15;29 - 00;50;24;06
Speaker 1
Could you recommend a few before we finish?

00;50;24;09 - 00;50;32;16
Speaker 2
Sure. I can recommend a few things. What kind of games or activities are you interested in?

00;50;32;16 - 00;50;45;10
Speaker 1
can you recommend a few good educational resources for modding GTA five on PC?

00;50;45;12 - 00;51;13;01
Speaker 2
Sure. For beginners, I'd recommend checking out link to GTA five mod.com or Nexus Mods. They have tons of mods and tutorials to get you started. YouTube is also a great resource to search for GTA five modding tutorial, and you'll find plenty of videos for more advanced modding. You might want to look into OpenID and Code Walker, which are tools used for editing game files.

00;51;13;03 - 00;51;19;01
Speaker 1
Okay, I appreciate the help today. Gemini.

00;51;19;03 - 00;51;23;29
Speaker 2
You're welcome. I'm always happy to help. Let me know if you have any other questions.

00;51;24;01 - 00;51;25;03
Speaker 1
Peace.