Everything posted by Rockstar
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Ghost of Yotei: All Bamboo Strikes Locations
Bamboo Strikes are one of the many types of Activities you'll come across while exploring the open world of Ghost of Yotei, rewarding extra Spirit to use for special abilities. This Ghost of Yotei guide reveals all Bamboo Strikes locations. What Are All Bamboo Strikes Locations in Ghost of Yotei? There are 15 Bamboo Strikes to find in the game. When you discover one, you must work through three stages of increasing difficulty, pressing the buttons in sequence before time runs out. The first round has three buttons, the second has five, and the final challenge has seven. If you complete all three rounds of a Bamboo Strike, you'll increase your Spirit and earn 20 Young Bamboo sticks. The more of them you complete, the more that are required to earn another dose of Spirit. They're marked on the map with three small bamboo sticks, and are only found either through exploring the open world or by buying Traveller's Maps. Below you'll find all Bamboo Strikes locations. We've broken this page up into each of the main regions in the game to make the guide easier to navigate. You'll find the location of each Bamboo Strike along with the required button presses for each round. All Bamboo Strikes in Yotei GrasslandsThere are 4 Bamboo Strikes in the Yotei Grasslands. Below are all their locations on the map and the button presses needed to complete them. Father's Bamboo Strike Images: Push Square This will almost certainly be the first Bamboo Strike you find in the game. When you reach your home, go to the cliff edge to the south overlooking Lake Shikotsu to find it. Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 + Bamboo Strike in The Way of Dual Katana Images: Push Square Working through the Revenge Quest named The Way of Dual Katana will present you with this Bamboo Strike, which gets easier as the days pass Nupur River Bamboo Strike Images: Push Square Directly north of the Crow's Nest Watchtower is a wooded area you can cut through to find a Settler and the Bamboo Strike Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Yotei River Bamboo Strike Images: Push Square In between the White Dye House and Master Hejiro's Garden, just north of the Yotei River Bamboo Strike #1 + Bamboo Strike #2 Bamboo Strike #3 All Bamboo Strikes in Ishikari PlainThere are 3 Bamboo Strikes in Ishikari Plain. Below are all their locations on the map and the button presses needed to complete them. Matsumae Encampment Bamboo Strike Images: Push Square When you're making your way to Ishikari Plain in the main story, you can perform Bamboo Strikes in Matsumae Encampment Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Rumoi Bamboo Strike Images: Push Square Just north of the Rumoi River in the middle of the region, look for a rocky area with a man on top already training on the Bamboo Strike Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Urara Bamboo Strike Images: Push Square Along the eastern perimeter of the map, you'll find this Bamboo Strike behind the Oni's Breath Inn in Urara Forest Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 All Bamboo Strikes in Tokachi RangeThere are 3 Bamboo Strikes in Tokachi Range. Below are all their locations on the map and the button presses needed to complete them. Huranui Bamboo Strike Images: Push Square This Bamboo Strike is easy to miss as it's tied to the Huranui Rest Inn and doesn't have its own icon on the map Go to the Huranui Rest Inn, and outside, looking out to the river, you'll find the Bamboo Strike Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Niikappu's Fork Bamboo Strike Images: Push Square Where the Nikkappu River split into two on the eastern side of the region, head east In the forest of yellow trees, you'll find three ronin training on the Bamboo Strike on top of a rock Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Misty Valley Bamboo Strike Images: Push Square Along the southern perimeter of the region, in Yamane Bluffs, look for the Mysterious Gate Head inside to discover the Abandoned Tominaga Estate At this point, take a left into the bamboo forest You'll find the stand for the Bamboo Strike, but there aren't any bamboo sticks attached to it To make them appear, run down the paths around the stand with red flowers on the ground Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 All Bamboo Strikes in Teshio RidgeThere are 3 Bamboo Strikes in Teshio Ridge. Below are all their locations on the map and the button presses needed to complete them. Sakuru Bamboo Strike Images: Push Square On the eastern side of the region in the middle, head north from Kamikawa Trading Post You'll find the Bamboo Strike on top of a large rock you can climb up Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Hakodake Bamboo Strike Images: Push Square This Bamboo Strike is up a part of the Hakodake Mountains, but it's easiest to find if you head south from the Contested Farm near the eastern coast From this location, go south up the slope and look for something you'd normally slide down — you'll be at the bottom of it To the left of the slope will be some rocks and grappling points you can use to reach the Bamboo Strike Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Sarobetsu Bamboo Strike Images: Push Square From the Sarobetsu Lake towards the northwest of the region, head east to where it becomes a frozen river On top of the rock overlooking the frozen lake is the Bamboo Strike Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 All Bamboo Strikes in Oshima CoastThere are 2 Bamboo Strikes in Oshima Coast. Below are all their locations on the map and the button presses needed to complete them. Atago Bamboo Strike Images: Push Square From the northern entrance to this region, head south to a camp in the forest of blossom trees Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 Matsumae Bamboo Strike Images: Push Square Fast travel to the entrance of the Matsumae Residences, and enter the fort and turn right Follow this path along until you reach an area with blossom trees The Bamboo Strike will be here Bamboo Strike #1 Bamboo Strike #2 Bamboo Strike #3 View full article
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Xbox Partner Preview Officially Confirmed for 20th November, Includes 'Brand New Reveals'
Following the rumours, Xbox has officially announced its Partner Preview showcase. The presentation will take place on Thursday 20th November at 10am PT/1pm ET/6pm GMT. As expected, Xbox Partner Preview will focus on third-party games, meaning this will definitely be worth tuning into regardless of your preferred platform. In the Xbox Wire post, three games are highlighted as part of the show — 007 First Light, Tides of Annihilation, and Reanimal will all be present. The post also teases some "brand new reveals", and that Jennifer English, best known as Baldur's Gate 3's Shadowheart and Maelle in Clair Obscur: Expedition 33, will narrate the show. What are you hoping to see during the Xbox Partner Preview? Tell us in the comments section below. Original Story: It feels a little odd to be talking about a potential Xbox Partner Showcase here on Push Square, but with the company releasing pretty much all its games on PS5 nowadays, it only seems right. Anyway, yes, it sounds as though Microsoft is planning an Xbox presentation in the very near future. That's according to known leaker NateTheHate who, responding to a user on X, says a Partner Showcase is being announced "very soon". NateTheHate doesn't have a perfect track record, but has made accurate predictions and leaked legit information in the past, so there's some precedent here. On top of that, an Xbox Partner Showcase for November was previously reported on at Windows Central, so this hasn't come from totally nowhere. It'll likely be worth PlayStation users paying attention, as these presentations typically focus on games from third-party, multiplatform publishers. Saying that, though, any first-party games that Xbox does mention are likely bound for PS5 as well. We'll keep our eyes peeled for the official announcement.
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Xbox Partner Preview Officially Confirmed for 20th November, Includes 'Brand New Reveals'
Following the rumours, Xbox has officially announced its Partner Preview showcase. The presentation will take place on Thursday 20th November at 10am PT/1pm ET/6pm GMT. As expected, Xbox Partner Preview will focus on third-party games, meaning this will definitely be worth tuning into regardless of your preferred platform. In the Xbox Wire post, three games are highlighted as part of the show — 007 First Light, Tides of Annihilation, and Reanimal will all be present. The post also teases some "brand new reveals", and that Jennifer English, best known as Baldur's Gate 3's Shadowheart and Maelle in Clair Obscur: Expedition 33, will narrate the show. What are you hoping to see during the Xbox Partner Preview? Tell us in the comments section below. Original Story: It feels a little odd to be talking about a potential Xbox Partner Showcase here on Push Square, but with the company releasing pretty much all its games on PS5 nowadays, it only seems right. Anyway, yes, it sounds as though Microsoft is planning an Xbox presentation in the very near future. That's according to known leaker NateTheHate who, responding to a user on X, says a Partner Showcase is being announced "very soon". NateTheHate doesn't have a perfect track record, but has made accurate predictions and leaked legit information in the past, so there's some precedent here. On top of that, an Xbox Partner Showcase for November was previously reported on at Windows Central, so this hasn't come from totally nowhere. It'll likely be worth PlayStation users paying attention, as these presentations typically focus on games from third-party, multiplatform publishers. Saying that, though, any first-party games that Xbox does mention are likely bound for PS5 as well. We'll keep our eyes peeled for the official announcement. View full article
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How to make a game in Unity Engine for Nintendo Wii on Windows WITHOUT the SDK for newbies
Hey folks! A few days ago talking with the_digi_law we discovered that you can actually run custom made stuff on Wii (retail and emulator) without the need of the SDK and official Unity addon. This won't be as straight forward as it would be with them but it's better than nothing. This is why I bring this tutorial in case someone wants to make games for Nintendo Wii using Unity. Okay, first let's provide some context (I don't want to bore you to death, so if you don't want to read it or not need it, you can skip ahead to the setup steps below): It's worth mentioning that if we followed the usual workflow back in 2007-2010, it would be exactly as we do now compiling a game for any other platform, albeit with some nuances. The Nintendo Developer Interface (NDI) did not exist back in 2007-2008. That's why the RVL SDK (Revolution SDK, aka the Wii SDK) had to be obtained directly from Nintendo through WarioWorld, the old developer website. It was MANDATORY to have the Developer Kit (the development kit), i.e., the physical machine on which to test the software, in order to obtain the SDK. And this had a price tag of $15,000. Not cheap by today's standards (the Switch version, for example, costs $450)... Once we had the SDK installed on our PC and had a DevKit, we could ask Unity to send us the version of the editor to use with the Wii Addon already installed. Then we could do what we always did: develop the game > compile the WAD (in the case of WiiWare) or ISO (in the case of retail) and with the Unity libraries connected to the SDK, everything would be easy and simple. Unfortunately, none of the possible versions of the add-on have ever been leaked, and until now (with what I'm bringing you), there has never been ANY information on how to make a game made in Unity run on a Wii console or emulator. So... What can we do now if neither Nintendo nor Unity are going to give us the add-on and it was never leaked? Well, while surfing the net, I came across a user named the_digi_law who mentioned that the Wii has PowerPC (PPC) architecture and that's why it used “CodeWarrior” as its compiler. What does that have to do with anything? Well, Unity 2.6.0 and 2.6.1 still exported to MacOS X, which in 2008 was ALSO PPC. And then, chatting about it privately, we said to ourselves... “What if we put the MacOS PPC files into an already compiled Wii game... will it work?” Let's see! It should be noted that this tutorial is for exporting a basic scene that ends up compiling a functional ROM natively on both a retail console and an emulator (e.g. Dolphin Emulator). However, making a complex game will require knowledge of the engine and general programming/coding with C#, JavaScript or UnityScript, as making a game in a large engine has a non-skippable learning curve, especially in such an old version of the engine. This tutorial WON'T share any copyrighted file and everything you do is under your responsability. Step 1. Prepare Unity 2.6.0f7: We'll download Unity 2.6.0f7 directly from the official Unity website. Why this one and not a more modern one that also compiles for Wii? Because it is the latest functional version for MacOS PPC. Unity 3.x only compiled for Macs with Intel processors. You can also use Unity 2.3 to 2.6.1 versions but in my tests, the best results were obtained with 2.6.0f7 due to numerous bugs within the editor... Double-click on the .exe and install it as usual. When you run Unity 2.6.0f7, it will ask you for a license registration. Tell it that you want to activate it online, and it will take you to the official Unity licensing page that was used at the time and is still maintained: https://license.unity3d.com/ If you don't have a Unity account, you will have to create one, as it is required. If you already have one, skip to the next step. Now that you have created your account, if you have a plus or pro license, you can link it here. If not, we can click on Personal License and it will give us a free license (the advantage of 2.6.0 is that it was the first version with a free personal license, which is great!). After accepting, we return to Unity and see that the registration has been completed. We close the installer and can open Unity for a couple more steps later. Step 2 Prepare the Wii game where you want to “inject”: From RVL to ISO Okay, at this point, you probably have an idea of what we're going to do: we're going to replace the files compiled by Unity with those from an existing ROM. To do this, you need to know of a game that uses Unity 2.x and runs on a Wii. Some of these are: Jumpstart Pet Rescue (ISO/RVL) Lead the Merkaats (WiiWare->WAD) Tiger Woods PGA Tour Online (ISO/RVL) El Chavo (ISO/RVL) For our example, we will use Jumpstart Pet Rescue. Since it is irrelevant, we will assume that we have all obtained our game legally and ripped it as a personal backup, rather than downloading it from the seven seas. The fact is that if we already have the game in ISO format, we can continue. The following steps are for if we have the game in RVL format: Download the Wii and GameCube emulator “Dolphin” from its official website. Install or unzip it wherever you want, depending on whether you are using the “archive” version. Open it by double-clicking on the .exe file. Go to Options > Settings > Paths and set the folder where your RVL is currently located. It will appear in the list of games available to run. Right-click on it and select “Convert File.” Make sure it is set to ISO type and accept. A file with the .iso format will be added to the same folder, which will be much larger than the original (since it is not encrypted or compressed). Now we have the game, which we can unzip to extract its files. Step 3 Prepare the Wii game to be “injected”: Unzip the ISO into files To unzip an ISO and extract all its files, we will use one of the best Wii RomHacking tool for ISO: WIT Wimms Tools. Go to the official WIT website and download the Windows version. In this case, version 3.05, which is the latest: https://wit.wiimm.de/download.html#vers-v3.05a Unzip it into a folder that you will remember. In my case, it will be C:\Wit so that the executable we are going to use is in C:\Wit\bin\wit.exe. We don't really need to add it to Environment Variables because in this tutorial we are going to launch everything from the command console (CMD) using global paths, but you can do so if you wish. In any case, open the command console by right-clicking > open terminal here, from Cortana > Command Console or Windows + R > cmd. Use WIT to decompile the ROM using (replace my path with yours) “C:\Wit\bin\wit.exe” extract “path to the ISO” “Path where it is extracted” When you press enter, it will take you to where we have defined the entire decompiled ROM. That will be our “final compilation place.” Remember where it is, as we will recompile the .ISO in the future. Step 4 Prepare the game for injection With Unity opened from Step 1, we are going to make a simple "game": Create a scene with File > New Scene. Add an object with the menu above GameObject > Create Empty (or press Control + Shift + N). Leaving it selected > Components > Rendering > GUITexture. Drag an image from your PC to the “Project” tab. Select the object with GUITexture > drag the newly imported image to the inspector where it says Texture. You will see it in the Game tab. Go to File > Save Scene and save your scene as you would in any Unity project. Open File > Build Settings and click “Add Current” to add it to the list of scenes. Important: in this step, select MacOS PPC (OS X) as the target platform. We click Build and compile the game for MacOS X PPC. The folder will open at the end. Step 5. Copy the files to the Wii ISO Okay, from the folder where we had the ISO, let's go to DATA/files/unity/Data. We can delete EVERYTHING there because we don't need it. The only exception would be “unity default resources” because it already has the shaders ready for Wii. In any case, this is where we are going to copy our files, so leave this folder open in a separate window. Which files do we put? Only those from our game: Go back to where the Mac game has been compiled and go inside .app/Contents and grab the files from: Data: mainData and sharedassets0.assets. If we had several scenes and so on, we would take EVERYTHING from here (Levels, sharedAssets, bundles...). Frameworks/Mono.framework: Boo.Lang.dll, mscorlib.dll, and UnityDomainLoad.exe. Resources: UnityEngine.dll and unity default resources (this is not necessary if we keep the one that was already in the Wii game). Go back to where you had the ISO unzipped into files and copy all the files to PathToIso/DATA/files/unity/Data. You should end up with something like: Our game is now ready to test. Step 6. Encrypt the ROM back to an ISO We are going to use Wit again, but now with “C:\Wit\bin\wit.exe” copy “path where we extracted the ROM” “path where we want the ISO to be placed.” Once this is done, a ROM in .iso format will have been created. This will fail if there was previously an .ISO file with the same name, so make sure to delete it first. Open Dolphin and you will see that it is listed even though it has the name Jumpstart Pet Rescue (you can change this by modifying the opening.bnr files). Run the game and voilà! You have your Unity game on Nintendo Wii! This game is "fully" functional in retail hardware and emulator, so it could already be used for Fangaming or Homebrew. However, you may be wondering: What about the API for Wii-specific features such as Inputs, Saving, Language... those things come in the SDK. You're right! If we use DNSpy or ILSpy to check the C# DLLs of the original game, if we take a look at UnityEngine.dll you can find all the stuff required for those. You can handle them in one single file or separate them. Here's a video of the Inputs working: This way, the workflow would remain the same: make the game in Unity 2.6 > Compile for Mac > Copy the files > Encrypt the ISO > Test. Suffice it to say that no one who still has the official SDK + Addon is going to publish it so for now this is the only and best way to get our Unity games running on Nintendo Wii... And that's it! Special thanks to The_Digi_Law (DigiSpace-Productions) for not only pointing in the right direction but spending time with me reverse engineering all this process! Troubleshooting and limitations I discovered while battling with Unity and Wii: You can't use asset bundles (for now) as they are compiled to .wii and .ures by the SDK. We could make something to manually create them but otherwise, you won't be able to load them. They are limited to Unity Pro so you also need an official serial key in order to handle them. Normals seem completely off. It might be something with how the wii renders stuff: When trying animations imported from an FBX (which also needs to be backported to FBX 2010 with autodesks tools), the model just disappears. No idea why (yet). I would recommend using DAE as it seems to be supported. Audio is not working for me. Probably bc the wii only recognizes DSP or PCM and Unity 2.5 only wav (that can be converted). I backported NGUI 2.7.0 (unity 3.5) to Unity 2.6.0 but it gives more troubles than solutions... So... no useful way to make user interface... =========================== Compiling from Unity 3.5.6f4 for Nintendo Wii and replacing on Big Time Rush game makes it to work as well! ===================== Other games made in Unity you can try and their versions: JumpStart Pet Rescue Wii (Disk) Sept 8 2009 (Unity 2.1) JumpStart Escape from Adventure Island Wii (Disk) Nov 17 2009 (Unity 2.1) Max & the Magic Marker (WiiWare) USA/EU Mar 8 2010 (US) / Mar 5 2010 (EU) (Unity 2.5) Lead the Meerkats (WiiWare) USA Jun 7 2010 (Unity 2.5) JumpStart Get Moving Family Fitness Wii (Disk) Jun 8 2010 (Unity 2.1) JumpStart Crazy Karts Wii (Disk) Apr 19 2011 (Unity 2.1) Retail Santa Claus is Comin’ to Town! Wii (Disk) Nov 8 2011 (Unity 3.2) Nickelodeon Big Time Rush – Dance Party Wii (Disk) Nov 13 2012, (Unity 3.5.6f7) -> latest unity version? El Chavo (Latin America) Wii (Disk) Apr 27 2012 (Unity 3.2) My Animal Centre Wii (Disk) 2009 (Unity 2.1) FroBot (Disk) 2010 (Unity 2.5) Feel free to share your knowledge if you discover more stuff!
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How to make a game in Unity Engine for Nintendo Wii on Windows WITHOUT the SDK for newbies
Hey folks! A few days ago talking with the_digi_law we discovered that you can actually run custom made stuff on Wii (retail and emulator) without the need of the SDK and official Unity addon. This won't be as straight forward as it would be with them but it's better than nothing. This is why I bring this tutorial in case someone wants to make games for Nintendo Wii using Unity. Okay, first let's provide some context (I don't want to bore you to death, so if you don't want to read it or not need it, you can skip ahead to the setup steps below): It's worth mentioning that if we followed the usual workflow back in 2007-2010, it would be exactly as we do now compiling a game for any other platform, albeit with some nuances. The Nintendo Developer Interface (NDI) did not exist back in 2007-2008. That's why the RVL SDK (Revolution SDK, aka the Wii SDK) had to be obtained directly from Nintendo through WarioWorld, the old developer website. It was MANDATORY to have the Developer Kit (the development kit), i.e., the physical machine on which to test the software, in order to obtain the SDK. And this had a price tag of $15,000. Not cheap by today's standards (the Switch version, for example, costs $450)... Once we had the SDK installed on our PC and had a DevKit, we could ask Unity to send us the version of the editor to use with the Wii Addon already installed. Then we could do what we always did: develop the game > compile the WAD (in the case of WiiWare) or ISO (in the case of retail) and with the Unity libraries connected to the SDK, everything would be easy and simple. Unfortunately, none of the possible versions of the add-on have ever been leaked, and until now (with what I'm bringing you), there has never been ANY information on how to make a game made in Unity run on a Wii console or emulator. So... What can we do now if neither Nintendo nor Unity are going to give us the add-on and it was never leaked? Well, while surfing the net, I came across a user named the_digi_law who mentioned that the Wii has PowerPC (PPC) architecture and that's why it used “CodeWarrior” as its compiler. What does that have to do with anything? Well, Unity 2.6.0 and 2.6.1 still exported to MacOS X, which in 2008 was ALSO PPC. And then, chatting about it privately, we said to ourselves... “What if we put the MacOS PPC files into an already compiled Wii game... will it work?” Let's see! It should be noted that this tutorial is for exporting a basic scene that ends up compiling a functional ROM natively on both a retail console and an emulator (e.g. Dolphin Emulator). However, making a complex game will require knowledge of the engine and general programming/coding with C#, JavaScript or UnityScript, as making a game in a large engine has a non-skippable learning curve, especially in such an old version of the engine. This tutorial WON'T share any copyrighted file and everything you do is under your responsability. Step 1. Prepare Unity 2.6.0f7: We'll download Unity 2.6.0f7 directly from the official Unity website. Why this one and not a more modern one that also compiles for Wii? Because it is the latest functional version for MacOS PPC. Unity 3.x only compiled for Macs with Intel processors. You can also use Unity 2.3 to 2.6.1 versions but in my tests, the best results were obtained with 2.6.0f7 due to numerous bugs within the editor... Double-click on the .exe and install it as usual. When you run Unity 2.6.0f7, it will ask you for a license registration. Tell it that you want to activate it online, and it will take you to the official Unity licensing page that was used at the time and is still maintained: https://license.unity3d.com/ If you don't have a Unity account, you will have to create one, as it is required. If you already have one, skip to the next step. Now that you have created your account, if you have a plus or pro license, you can link it here. If not, we can click on Personal License and it will give us a free license (the advantage of 2.6.0 is that it was the first version with a free personal license, which is great!). After accepting, we return to Unity and see that the registration has been completed. We close the installer and can open Unity for a couple more steps later. Step 2 Prepare the Wii game where you want to “inject”: From RVL to ISO Okay, at this point, you probably have an idea of what we're going to do: we're going to replace the files compiled by Unity with those from an existing ROM. To do this, you need to know of a game that uses Unity 2.x and runs on a Wii. Some of these are: Jumpstart Pet Rescue (ISO/RVL) Lead the Merkaats (WiiWare->WAD) Tiger Woods PGA Tour Online (ISO/RVL) El Chavo (ISO/RVL) For our example, we will use Jumpstart Pet Rescue. Since it is irrelevant, we will assume that we have all obtained our game legally and ripped it as a personal backup, rather than downloading it from the seven seas. The fact is that if we already have the game in ISO format, we can continue. The following steps are for if we have the game in RVL format: Download the Wii and GameCube emulator “Dolphin” from its official website. Install or unzip it wherever you want, depending on whether you are using the “archive” version. Open it by double-clicking on the .exe file. Go to Options > Settings > Paths and set the folder where your RVL is currently located. It will appear in the list of games available to run. Right-click on it and select “Convert File.” Make sure it is set to ISO type and accept. A file with the .iso format will be added to the same folder, which will be much larger than the original (since it is not encrypted or compressed). Now we have the game, which we can unzip to extract its files. Step 3 Prepare the Wii game to be “injected”: Unzip the ISO into files To unzip an ISO and extract all its files, we will use one of the best Wii RomHacking tool for ISO: WIT Wimms Tools. Go to the official WIT website and download the Windows version. In this case, version 3.05, which is the latest: https://wit.wiimm.de/download.html#vers-v3.05a Unzip it into a folder that you will remember. In my case, it will be C:\Wit so that the executable we are going to use is in C:\Wit\bin\wit.exe. We don't really need to add it to Environment Variables because in this tutorial we are going to launch everything from the command console (CMD) using global paths, but you can do so if you wish. In any case, open the command console by right-clicking > open terminal here, from Cortana > Command Console or Windows + R > cmd. Use WIT to decompile the ROM using (replace my path with yours) “C:\Wit\bin\wit.exe” extract “path to the ISO” “Path where it is extracted” When you press enter, it will take you to where we have defined the entire decompiled ROM. That will be our “final compilation place.” Remember where it is, as we will recompile the .ISO in the future. Step 4 Prepare the game for injection With Unity opened from Step 1, we are going to make a simple "game": Create a scene with File > New Scene. Add an object with the menu above GameObject > Create Empty (or press Control + Shift + N). Leaving it selected > Components > Rendering > GUITexture. Drag an image from your PC to the “Project” tab. Select the object with GUITexture > drag the newly imported image to the inspector where it says Texture. You will see it in the Game tab. Go to File > Save Scene and save your scene as you would in any Unity project. Open File > Build Settings and click “Add Current” to add it to the list of scenes. Important: in this step, select MacOS PPC (OS X) as the target platform. We click Build and compile the game for MacOS X PPC. The folder will open at the end. Step 5. Copy the files to the Wii ISO Okay, from the folder where we had the ISO, let's go to DATA/files/unity/Data. We can delete EVERYTHING there because we don't need it. The only exception would be “unity default resources” because it already has the shaders ready for Wii. In any case, this is where we are going to copy our files, so leave this folder open in a separate window. Which files do we put? Only those from our game: Go back to where the Mac game has been compiled and go inside .app/Contents and grab the files from: Data: mainData and sharedassets0.assets. If we had several scenes and so on, we would take EVERYTHING from here (Levels, sharedAssets, bundles...). Frameworks/Mono.framework: Boo.Lang.dll, mscorlib.dll, and UnityDomainLoad.exe. Resources: UnityEngine.dll and unity default resources (this is not necessary if we keep the one that was already in the Wii game). Go back to where you had the ISO unzipped into files and copy all the files to PathToIso/DATA/files/unity/Data. You should end up with something like: Our game is now ready to test. Step 6. Encrypt the ROM back to an ISO We are going to use Wit again, but now with “C:\Wit\bin\wit.exe” copy “path where we extracted the ROM” “path where we want the ISO to be placed.” Once this is done, a ROM in .iso format will have been created. This will fail if there was previously an .ISO file with the same name, so make sure to delete it first. Open Dolphin and you will see that it is listed even though it has the name Jumpstart Pet Rescue (you can change this by modifying the opening.bnr files). Run the game and voilà! You have your Unity game on Nintendo Wii! This game is "fully" functional in retail hardware and emulator, so it could already be used for Fangaming or Homebrew. However, you may be wondering: What about the API for Wii-specific features such as Inputs, Saving, Language... those things come in the SDK. You're right! If we use DNSpy or ILSpy to check the C# DLLs of the original game, if we take a look at UnityEngine.dll you can find all the stuff required for those. You can handle them in one single file or separate them. Here's a video of the Inputs working: This way, the workflow would remain the same: make the game in Unity 2.6 > Compile for Mac > Copy the files > Encrypt the ISO > Test. Suffice it to say that no one who still has the official SDK + Addon is going to publish it so for now this is the only and best way to get our Unity games running on Nintendo Wii... And that's it! Special thanks to The_Digi_Law (DigiSpace-Productions) for not only pointing in the right direction but spending time with me reverse engineering all this process! Troubleshooting and limitations I discovered while battling with Unity and Wii: You can't use asset bundles (for now) as they are compiled to .wii and .ures by the SDK. We could make something to manually create them but otherwise, you won't be able to load them. They are limited to Unity Pro so you also need an official serial key in order to handle them. Normals seem completely off. It might be something with how the wii renders stuff: When trying animations imported from an FBX (which also needs to be backported to FBX 2010 with autodesks tools), the model just disappears. No idea why (yet). I would recommend using DAE as it seems to be supported. Audio is not working for me. Probably bc the wii only recognizes DSP or PCM and Unity 2.5 only wav (that can be converted). I backported NGUI 2.7.0 (unity 3.5) to Unity 2.6.0 but it gives more troubles than solutions... So... no useful way to make user interface... =========================== Compiling from Unity 3.5.6f4 for Nintendo Wii and replacing on Big Time Rush game makes it to work as well! ===================== Other games made in Unity you can try and their versions: JumpStart Pet Rescue Wii (Disk) Sept 8 2009 (Unity 2.1) JumpStart Escape from Adventure Island Wii (Disk) Nov 17 2009 (Unity 2.1) Max & the Magic Marker (WiiWare) USA/EU Mar 8 2010 (US) / Mar 5 2010 (EU) (Unity 2.5) Lead the Meerkats (WiiWare) USA Jun 7 2010 (Unity 2.5) JumpStart Get Moving Family Fitness Wii (Disk) Jun 8 2010 (Unity 2.1) JumpStart Crazy Karts Wii (Disk) Apr 19 2011 (Unity 2.1) Retail Santa Claus is Comin’ to Town! Wii (Disk) Nov 8 2011 (Unity 3.2) Nickelodeon Big Time Rush – Dance Party Wii (Disk) Nov 13 2012, (Unity 3.5.6f7) -> latest unity version? El Chavo (Latin America) Wii (Disk) Apr 27 2012 (Unity 3.2) My Animal Centre Wii (Disk) 2009 (Unity 2.1) FroBot (Disk) 2010 (Unity 2.5) Feel free to share your knowledge if you discover more stuff! View full article
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Mobapad HuBen 2 Review
Mobapad are a peripheral manufacturing company that began life in 2018. Since then, they have been building accessories for a number of platforms, including Nintendo Switch, PC, and Android, to name but a few. The £79.99 Huben2 is technically the sequel item to the 2022 Huben M9 mechanical HD controller, and the first of its kind to offer third-party HD rumble a la the Nintendo Switch. Mobapad's 2025 upgrade, the Huben 2, is designed with the Switch 2 in mind, and aims to bring its transferable features to a multitude of other platforms too. Modest Packaging, Marvelous FeaturesFrom the second you begin unboxing the controller, you get the sense that Mobapad means business. The Huben 2's packaging is somewhat of a wolf in sheep's clothing, as the cardboard facade is extremely bland and unassuming, however, the contents are anything but. The controller comes lovingly swaddled in a protective case, a feature that most controllers, even OEM official ones always neglect to include, and it has ample space for your glistening, spangly new controller, as well as it's accompanying parts, such as the USB play/charge cable, dongle, and swappable D-pad/octagonal gated thumbstick accent ring. Compatible with Windows, iOS, Android, Switch and Switch 2, the Huben 2 comes packed with a USB-A dongle for wireless connectivity as well as Bluetooth integrated for maximum compatibility. It's USP here is that while in use on the Switch 2, you can actually use this controller to wake you NS2 from its slumber, where the majority of third-party pads cannot. Smooth and Silky, A Performant PeripheralWalking around the controller, you instantly feel the sheen of the glossy plates and the tactile grips on the rear. The controller looks and feels, ergonomically, identical to that of an current Xbox controller, weighing a similar 285 grams, and it even has the same button layout. Notably, the Nintendo Switch and Switch 2 have similar button layouts, but the A and B buttons are swapped, so initially I thought this might be troublesome, but it's very easy to remap this pad in the NS2 settings app (Note: you need v0.50 firmware minimum to use this one the NS2). Across the top you have the four shoulder buttons, comprising of two bumpers and two triggers per side. The triggers have a surprisingly smooth action when depressed through their gate, and when flipped into "lockout" mode they become akin to a mouse click which is incredibly haptic and ramps up the luxury feel of this product. You also have a USB-C socket for playing and or charging, on the top, and the face of the controller has the LED glowing logo emblazoned between the four central buttons. You can alter this logo colour and brightness in the companion app. (Note: the companion app is available for Windows/iOS and Android). The two sticks stand prominent and proud, adorned with grip-lined edges which come in clutch when you have sweaty hands in the middle of a bout of frantic gaming. The action of the sticks are as smooth as you can imagine with equally slick and smooth precision rings encircling them. They feel incredible throughout usage, and they click delightfully too when performing their L3 and R3 functionality. The main buttons use Omron switches so they're wonderfully clicky and feel superb and have a decent grip to their glossy finish. The d-pad also has an excellent motion to it, and it clicks satisfyingly. With the octagonal accessory, I really enjoyed using this on Ultra Street Fighter 2. There aren't enough octagonal accessories to save us avid d-pad users' thumbs on the Nintendo Switch when playing this game. Finally, on the rear you find your 4 mappable "M" buttons (use the companion app), your wireless selector switch, and the trigger mode buttons. I appreciated the wrapping of the prongs in a grippy texture, whoever this didn't prove bulletproof. It still felt a little grip-less in practice. Once you get sweaty palms the textures don't add much in the way of purchase. Recommendable, Difficult to Put DownPairing the controller is child's play, just put it in the correct mode on the rear and tap then hold the home button for 3 seconds to get into pairing. I noted that on iOS at least, the controller shows up twice in the Bluetooth settings, once as the Mobapad ML35 and then, spookily, again as a generic Xbox controller. Pro tip: you need to select Xbox controller to pair it, selecting ML35 will constantly fail In game, the Huben 2 is superb. I honestly felt the quality and effort that has gone into this peripheral shining through, and testing this controller on the NS2, Windows and iOS predominantly, I feel like this is a great controller overall, with stunning rumble, exquisite buttons and sticks, and fantastic compatibility, but it isn't without two glaring yet small quibbles. The first would be that the controller doesn't have the battery life that the Nintendo Switch 2 Pro controller does. Just 15 hours of battery is a mere fraction of the NS2's stellar 40 hour god-like capacity, which is a shame. While this doesn't ruin the experience whatsoever, it's just one of those small things that makes you wish that Mobapad had at least attempted to equal it. Understandably, the controller uses less power in BT mode than in 2.4G, but regardless, 15-20 hours might seem like enough, but it's at least 50% less than Nintendo's official offering, and that means you'll be charging it twice as often. The second is that the triggers have a notable dead zone. Mobapad address this one their site stating "The dead zone in the trigger is due to the physical structure design. There is a certain distance between the trigger's contact point and the microswitch on the circuit board, which is bridged by a metal spring to enhance tactile feedback. Therefore, the "large dead zone" is a result of the hardware design, not a software-related issue." Personally, it's not a huge deal breaker for me, but I can see this being an issue for some gamers based on muscle memory preference.
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Mobapad HuBen 2 Review
Mobapad are a peripheral manufacturing company that began life in 2018. Since then, they have been building accessories for a number of platforms, including Nintendo Switch, PC, and Android, to name but a few. The £79.99 Huben2 is technically the sequel item to the 2022 Huben M9 mechanical HD controller, and the first of its kind to offer third-party HD rumble a la the Nintendo Switch. Mobapad's 2025 upgrade, the Huben 2, is designed with the Switch 2 in mind, and aims to bring its transferable features to a multitude of other platforms too. Modest Packaging, Marvelous FeaturesFrom the second you begin unboxing the controller, you get the sense that Mobapad means business. The Huben 2's packaging is somewhat of a wolf in sheep's clothing, as the cardboard facade is extremely bland and unassuming, however, the contents are anything but. The controller comes lovingly swaddled in a protective case, a feature that most controllers, even OEM official ones always neglect to include, and it has ample space for your glistening, spangly new controller, as well as it's accompanying parts, such as the USB play/charge cable, dongle, and swappable D-pad/octagonal gated thumbstick accent ring. Compatible with Windows, iOS, Android, Switch and Switch 2, the Huben 2 comes packed with a USB-A dongle for wireless connectivity as well as Bluetooth integrated for maximum compatibility. It's USP here is that while in use on the Switch 2, you can actually use this controller to wake you NS2 from its slumber, where the majority of third-party pads cannot. Smooth and Silky, A Performant PeripheralWalking around the controller, you instantly feel the sheen of the glossy plates and the tactile grips on the rear. The controller looks and feels, ergonomically, identical to that of an current Xbox controller, weighing a similar 285 grams, and it even has the same button layout. Notably, the Nintendo Switch and Switch 2 have similar button layouts, but the A and B buttons are swapped, so initially I thought this might be troublesome, but it's very easy to remap this pad in the NS2 settings app (Note: you need v0.50 firmware minimum to use this one the NS2). Across the top you have the four shoulder buttons, comprising of two bumpers and two triggers per side. The triggers have a surprisingly smooth action when depressed through their gate, and when flipped into "lockout" mode they become akin to a mouse click which is incredibly haptic and ramps up the luxury feel of this product. You also have a USB-C socket for playing and or charging, on the top, and the face of the controller has the LED glowing logo emblazoned between the four central buttons. You can alter this logo colour and brightness in the companion app. (Note: the companion app is available for Windows/iOS and Android). The two sticks stand prominent and proud, adorned with grip-lined edges which come in clutch when you have sweaty hands in the middle of a bout of frantic gaming. The action of the sticks are as smooth as you can imagine with equally slick and smooth precision rings encircling them. They feel incredible throughout usage, and they click delightfully too when performing their L3 and R3 functionality. The main buttons use Omron switches so they're wonderfully clicky and feel superb and have a decent grip to their glossy finish. The d-pad also has an excellent motion to it, and it clicks satisfyingly. With the octagonal accessory, I really enjoyed using this on Ultra Street Fighter 2. There aren't enough octagonal accessories to save us avid d-pad users' thumbs on the Nintendo Switch when playing this game. Finally, on the rear you find your 4 mappable "M" buttons (use the companion app), your wireless selector switch, and the trigger mode buttons. I appreciated the wrapping of the prongs in a grippy texture, whoever this didn't prove bulletproof. It still felt a little grip-less in practice. Once you get sweaty palms the textures don't add much in the way of purchase. Recommendable, Difficult to Put DownPairing the controller is child's play, just put it in the correct mode on the rear and tap then hold the home button for 3 seconds to get into pairing. I noted that on iOS at least, the controller shows up twice in the Bluetooth settings, once as the Mobapad ML35 and then, spookily, again as a generic Xbox controller. Pro tip: you need to select Xbox controller to pair it, selecting ML35 will constantly fail In game, the Huben 2 is superb. I honestly felt the quality and effort that has gone into this peripheral shining through, and testing this controller on the NS2, Windows and iOS predominantly, I feel like this is a great controller overall, with stunning rumble, exquisite buttons and sticks, and fantastic compatibility, but it isn't without two glaring yet small quibbles. The first would be that the controller doesn't have the battery life that the Nintendo Switch 2 Pro controller does. Just 15 hours of battery is a mere fraction of the NS2's stellar 40 hour god-like capacity, which is a shame. While this doesn't ruin the experience whatsoever, it's just one of those small things that makes you wish that Mobapad had at least attempted to equal it. Understandably, the controller uses less power in BT mode than in 2.4G, but regardless, 15-20 hours might seem like enough, but it's at least 50% less than Nintendo's official offering, and that means you'll be charging it twice as often. The second is that the triggers have a notable dead zone. Mobapad address this one their site stating "The dead zone in the trigger is due to the physical structure design. There is a certain distance between the trigger's contact point and the microswitch on the circuit board, which is bridged by a metal spring to enhance tactile feedback. Therefore, the "large dead zone" is a result of the hardware design, not a software-related issue." Personally, it's not a huge deal breaker for me, but I can see this being an issue for some gamers based on muscle memory preference. View full article
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Valve unveils three new hardware products with the new Steam Controller, Steam Frame and Steam Machine
Yesterday's morning came alongside a couple of interesting reveals, with one huge reveal being the "Super Mario Galaxy Movie" trailer, and another huge reveal that came as a surprise to many, was a brand new video announcement from Valve unveiling a handful of new hardware that they have planned for release in early 2026. This new announcement came with 3 new hardware reveals by Valve, with the Steam Controller, the Steam Frame and the Steam Machine joining Valve's lineup in the hardware space. To start off, the new Steam Controller is based on what the Steam Deck's controller scheme is, featuring the following: Usual 4 face buttons (A,B,Y,X) Two analog L2/R2 triggers alongside the digital L1/R1 triggers Two analog sticks with L3/R3 buttons with next generation magnetic thumbsticks and capacitive touch sensors 4 additional buttons similar to those from the Steam Deck, with two functioning as Start/Select, and the other two being the Steam button, and the 3-dot Quick Access button for opening the SteamOS menu. Four grip buttons, similar to the L4/R4/L5/R5 from the Steam Deck. Two trackpads below the sticks similar to those found on the Steam Deck. Motion controls High definition rumble Grip-enabled gyro Rechargeable lithium ion battery with up to 35 hours of playtime Each Steam Controller will include a "Pluck", which is a wireless magnetic charger for the controller. Second, we have the new next generation VR headset by Valve, the Steam Frame, which features the following: Stream VR and non-VR games Wireless 6Ghz adapter for plug-and-play streaming of games into the headset Foveated streaming, which focuses details on parts where the eyes are focusing Camera-based tracking Special Steam Frame controllers, which can be split up and include almost every feature from the Steam Controller, like the magnetic thumbsticks, motion sensors, and works with the user's normal Steam library High-fidelity audio with dual stereo speakers 2160x2160 optic lenses, one-per eye Steam Frame is basically a PC, with it also running SteamOS, so users can play without a host PC Expandable storage with microSD. Lastly, and without a doubt the most attractive part of the presentation, was the reveal of the brand new Steam Machine, which will serve as a main gaming PC running Steam OS with much higher specs than the Steam Deck, with Valve claiming it's about 6 times more powerful than the Steam Deck. The Steam Machine features the following specifications: Runs SteamOS 3 with KDE Plasma, games marked as verified for Steam Deck will be automatically verified for Steam Machine as well. However, the Steam Machine will include an exclusive verification system to let players know if a game is fully compatible with the Machine or not. Up to 4k 60 fps gaming with FSR. Customizable LED strip Small-form factor, with the whole hardware fitting into a 6inch cube, that some labeling it the "GabeCube", with 2.6kg in weight. Several peripherals: 1 Gigabit ethernet port DisplayPort 1.4 HDMI 2.0 Two USB-A 3.2 Gen 1 ports in the front Two USB-A 2.0 High speed ports in the back One USB-C 3.2 Gen 2 port in the back One high-speed microSD card slot. 2x2 Wi-Fi 6E, plus Bluetooth 5.3 with a dedicated antenna. Available in two storage options, 512GB and 2TB, both being NVMe SSDs. Steam Machine's power supply is built right into the console. Full hardware specifications are as follows: CPU: Semi-custom AMD Zen 4 6C / 12T, up to 4.8 GHz, 30W TDP GPU: Semi-Custom AMD RDNA3 28CUs, 2.45GHz max sustained clock, 110W TDP 16GB DDR5 RAM + 8GB GDDR6 VRAM Without a doubt the most interesting part is Valve's entry into a main gaming console, or PC as some would like to see it, and most importantly, the operating system featured in the device will also be SteamOS, the same as the Steam Deck, giving users complete freedom over the device to install programs, emulators, or even bring their own PC/ROM/ISO library and play at their hearts content. What new hardware from Valve are you most interested in? Let us know in the comments below! Source
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Valve unveils three new hardware products with the new Steam Controller, Steam Frame and Steam Machine
Yesterday's morning came alongside a couple of interesting reveals, with one huge reveal being the "Super Mario Galaxy Movie" trailer, and another huge reveal that came as a surprise to many, was a brand new video announcement from Valve unveiling a handful of new hardware that they have planned for release in early 2026. This new announcement came with 3 new hardware reveals by Valve, with the Steam Controller, the Steam Frame and the Steam Machine joining Valve's lineup in the hardware space. To start off, the new Steam Controller is based on what the Steam Deck's controller scheme is, featuring the following: Usual 4 face buttons (A,B,Y,X) Two analog L2/R2 triggers alongside the digital L1/R1 triggers Two analog sticks with L3/R3 buttons with next generation magnetic thumbsticks and capacitive touch sensors 4 additional buttons similar to those from the Steam Deck, with two functioning as Start/Select, and the other two being the Steam button, and the 3-dot Quick Access button for opening the SteamOS menu. Four grip buttons, similar to the L4/R4/L5/R5 from the Steam Deck. Two trackpads below the sticks similar to those found on the Steam Deck. Motion controls High definition rumble Grip-enabled gyro Rechargeable lithium ion battery with up to 35 hours of playtime Each Steam Controller will include a "Pluck", which is a wireless magnetic charger for the controller. Second, we have the new next generation VR headset by Valve, the Steam Frame, which features the following: Stream VR and non-VR games Wireless 6Ghz adapter for plug-and-play streaming of games into the headset Foveated streaming, which focuses details on parts where the eyes are focusing Camera-based tracking Special Steam Frame controllers, which can be split up and include almost every feature from the Steam Controller, like the magnetic thumbsticks, motion sensors, and works with the user's normal Steam library High-fidelity audio with dual stereo speakers 2160x2160 optic lenses, one-per eye Steam Frame is basically a PC, with it also running SteamOS, so users can play without a host PC Expandable storage with microSD. Lastly, and without a doubt the most attractive part of the presentation, was the reveal of the brand new Steam Machine, which will serve as a main gaming PC running Steam OS with much higher specs than the Steam Deck, with Valve claiming it's about 6 times more powerful than the Steam Deck. The Steam Machine features the following specifications: Runs SteamOS 3 with KDE Plasma, games marked as verified for Steam Deck will be automatically verified for Steam Machine as well. However, the Steam Machine will include an exclusive verification system to let players know if a game is fully compatible with the Machine or not. Up to 4k 60 fps gaming with FSR. Customizable LED strip Small-form factor, with the whole hardware fitting into a 6inch cube, that some labeling it the "GabeCube", with 2.6kg in weight. Several peripherals: 1 Gigabit ethernet port DisplayPort 1.4 HDMI 2.0 Two USB-A 3.2 Gen 1 ports in the front Two USB-A 2.0 High speed ports in the back One USB-C 3.2 Gen 2 port in the back One high-speed microSD card slot. 2x2 Wi-Fi 6E, plus Bluetooth 5.3 with a dedicated antenna. Available in two storage options, 512GB and 2TB, both being NVMe SSDs. Steam Machine's power supply is built right into the console. Full hardware specifications are as follows: CPU: Semi-custom AMD Zen 4 6C / 12T, up to 4.8 GHz, 30W TDP GPU: Semi-Custom AMD RDNA3 28CUs, 2.45GHz max sustained clock, 110W TDP 16GB DDR5 RAM + 8GB GDDR6 VRAM Without a doubt the most interesting part is Valve's entry into a main gaming console, or PC as some would like to see it, and most importantly, the operating system featured in the device will also be SteamOS, the same as the Steam Deck, giving users complete freedom over the device to install programs, emulators, or even bring their own PC/ROM/ISO library and play at their hearts content. What new hardware from Valve are you most interested in? Let us know in the comments below! Source View full article
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Rockstar Offers GTA$ Bonus Ahead of 'Extremely Expensive' Mansions Update
Rockstar Games is giving GTA Online players a chance to boost their in-game bank accounts with a new promotion, signaling that players will need all the cash they can get for the highly anticipated "Mansions" update set to release next month. The new "Special Offer" is a 40% bonus on select high-value Shark Cards. This promotion is clearly aimed at helping players prepare for the new luxury properties, which are "expected to be extremely expensive." The 40% bonus applies to the following Shark Cards, with the bonus GTA$ applied at no extra cost: Great White Shark Card: Get $2,100,000 instead of $1,500,000 (a $600,000 bonus) Whale Shark Card: Get $5,950,000 instead of $4,250,000 (a $1,700,000 bonus) Megalodon Shark Card: Get $14,000,000 instead of $10,000,000 (a $4,000,000 bonus) How to Claim the 40% Bonus To be eligible for the offer, players must first claim it. Players must go to the official GTA Online page on the Rockstar Games website. Find the section for the "Special Offer" and click the "CLAIM NOW" button. This must be done by 11:59 p.m. ET on December 7, 2025. After claiming the offer, the 40% bonus will be applied to the first qualifying Shark Card purchased on that account. The purchase can be made any time before 11:59 p.m. ET on January 7, 2026. Other Ways to Save for Your Mansion This Shark Card bonus isn't the only promotion Rockstar is running. The company is also offering several in-game methods to prepare for the new update: $3M Mansion Discount: Players can complete a new series of "New Listing Missions" from the contact "Raf" to earn a $1,000,000 cash bonus and a $2,000,000 discount on a future mansion purchase. Free Executive Office: As part of the current weekly update, all players can claim the Lombank West Executive Office completely free of charge. These promotions suggest that the upcoming Mansions update, expected to launch in December, will introduce some of the most expensive properties the game has ever seen.
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Ashes of the Damned: Complete Zombies Guide
Welcome to the definitive guide for "Ashes of the Damned," the massive, Transit-inspired Zombies map in Call of Duty: Black Ops 7. This guide will walk you through the essential setup, the Wonder Weapon quest, all perk locations, and the full Main Easter Egg. Map Overview & Key LocationsThis map is composed of six main "Points of Interest" (POIs) connected by a dangerous, fog-filled "no-man's-land." Your primary mode of transport is the drivable truck, "Ol' Tessie," which you will find and activate in the spawn area. Janus Towers Plaza: The starting spawn area. Vandorn Farm: POI with a barn and farmhouse. (Power Location) Blackwater Lake: POI with a cabin. (Power Location) Ashwood: A central town hub with a garage and Sheriff's Office. (Power & Pack-a-Punch Location) Exit 115: A roadside area featuring "Reba's Diner." Zarya Cosmodrome: A large rocket launch facility. Part 1: The Setup (Power & Mobile Pack-a-Punch)The Pack-a-Punch in this map is uniquely installed onto the back of Ol' Tessie, making it mobile. Find T.E.D.D.'s Head: In the spawn area (Janus Towers), earn 1,250 Essence and open the Server Room door. Inside, melee the small grate on the floor to your right to reveal T.E.D.D.'s Head. Activate Ol' Tessie: Pick up the head and install it into the driver's side of Ol' Tessie, the truck parked in the plaza. You can now drive the truck. Restore First Power: Drive Tessie to either Vandorn Farm or Blackwater Lake. Follow the quest marker to the Power Pump, which is covered in large orange infestation clusters. CRITICAL: The moment you shoot the first cluster, a 30-second timer begins. You must destroy all clusters on the pump before the timer runs out. (Using grenades or high-damage weapons helps). Once cleared, a nearby building will open (the Barn at the Farm, the Cabin at the Lake). Go inside and flip the main power switch. Restore Second Power: Drive Tessie to the central hub, Ashwood. Exit the truck and follow the marker up a zipline. You will need to buy two doors (1,000 and 1,750 Essence) to reach the second Power Pump. Repeat the process: shoot one cluster to start the 30-second timer and destroy them all. Follow the marker to the nearby perch and flip the final power switch. Install Pack-a-Punch: With power fully restored, the large garage door in Ashwood will open. Drive Ol' Tessie into the garage and park it. Walk to the workbench and interact with the Pack-a-Punch Upgrade. This installs the Pack-a-Punch machine onto the back of Tessie. This also gives Tessie a permanent speed boost. Part 2: The Wonder Weapon (Necrofluid Gauntlet)This is a powerful, multi-functional Wonder Weapon required for the main quest. Get the Stabilizer Chip: Around Round 8, a special enemy called an "Uber Klaus" will spawn. Kill it to retrieve the Stabilizer Chip. Activate Klaus: Take the chip to the Ashwood Sheriff's Office and find the friendly robot Klaus locked in a cell. Install the chip in the panel. To activate him, you must hit him with three Stun Grenades. Bounce them off the wall to hit him in the cell. He will break out and become your ally. Get the Ether Barrel: Lead Klaus to the Zarya Cosmodrome. Take him to the lower level marked "Support Systems." Use his tactical command (L1/LB) to make him stomp near the locked keypad. This will open a container holding the Ether Barrel. Charge the Barrel: Pick up the Ether Barrel. You cannot sprint while holding it. You must take the barrel to each of the three Power Pumps you cleansed earlier (Ashwood, Blackwater, Vandorn). At each pump, insert the barrel and defend it from zombies while it charges. TIMED: This entire step (all three pumps) is on a 1 minute 30 second timer, so move quickly. Find the Symbols: Take the fully charged barrel to the Vandorn Farm cellar and place it in the large cube device. Go to the jump pad at the Farm and use it to fly towards the Janus Towers. While in mid-air, look at the roof of the barn you just left. You will see three glowing red symbols. Memorize them. (They are different every game). Input the Symbols: Return to the cellar and interact with the three sides of the cube to input the symbols you saw. Claim the Gauntlet: Interact with the box one last time. The Necrofluid Gauntlet will appear. LOCKDOWN: As soon as you pick it up, a lockdown begins and green/red spores will appear on the walls. You must use the Gauntlet's primary fire (shoot) and alternate fire (pull) to destroy all the spores to end the lockdown. Part 3: All Perk-a-Cola LocationsThere are 12 perks available on the map at launch. Perk Location Quick Revive Janus Towers Plaza (Spawn area) Stamin-Up Vandorn Farm (Inside the farmhouse) Death Perception Vandorn Farm (Inside the barn) Melee Macchiato Blackwater Lake (Cabin, ground floor) Speed Cola Blackwater Lake (Cabin, upstairs) Jugger-Nog Ashwood (At "The Ruby Rabbit" bar) Vulture Aid Ashwood (In the Market Square) Double Tap Ashwood (In Judgement Square) Wisp Tea Zarya Cosmodrome (In the courtyard by the jump pad) PhD Flopper Zarya Cosmodrome (Lower level, in the Flame Trench) Deadshot Daiquiri Exit 115 (At McDougal's Service Station) Elemental Pop Exit 115 (Inside Reba's Diner) Part 4: Main Easter Egg Quest WalkthroughPrerequisites: Power is on, Pack-a-Punch is built, and you have the Necrofluid Gauntlet. Step 1: Upgrade Ol' TessieGet Freezer Key: Go to Reba's Diner (Exit 115) and kill the special "Cook" zombie that spawns inside. He will drop the Freezer Key. Get Carcass: Use the key to open the large freezer in the diner's hallway. Grab the Abomination Carcass from inside. Install Upgrade: Take the Carcass to the garage in Ashwood and install it on Ol' Tessie to unlock its Beam Attack (L1/LB while driving). Step 2: Collect the 6 Serum IngredientsYou must collect six key items. Horde Chunks: Drive Tessie in the fog between POIs. Find large, purple glowing plants and shoot them with Tessie's new Beam Attack. One will drop the chunks. Human Bones: Go to the Vandorn Farm barn. Throw a Combat Axe at the hanging body in the rafters to drop its foot. Throw a Molotov at the foot to burn the flesh, leaving the bones. Jar of Spores: Go to the Blackwater Lake cabin. Pick up the empty Jar from the kitchen. Ravager Eyes: Go to Reba's Diner (Exit 115). Activate the Saw Blade Trap (2,000 Essence) and lure Ravagers (the fast-moving "dog" enemies) into it. They will drop the eyes. Mysterious Limb: A special "Zursa" (Bear) boss will spawn. You must kill it using Ol' Tessie's Beam Attack to get the limb. Powder of the Forgotten: Go to Yuri's Lab (in the Cosmodrome). Shoot the large mirror on the wall with your Necrofluid Gauntlet to get the powder. Step 3: Decipher the CodeTake all 6 ingredients to Yuri's Lab. Placing them will reveal a Pigpen Cipher on a chalkboard. You must decipher this code. Step 4: Collect the 3 KeysYou must now find three keys, which are in high-up, distant locations in the fog. You must shoot them with the Necrofluid Gauntlet and use its pull ability to retrieve them. Bruin Key: Found at the Crashed Rocket site, often on the radio tower. Nightbird Key: Found at the Grounded Ship POI. Terrapin Key: Found in the fog between Ashwood and the Farm. (Note: Exact locations may vary slightly per game). Step 5: The Wisp ChallengesTake the three keys to the "Pyramid" location to unlock the final series of challenges. You must complete four Wisp challenges at the POIs. Farm Challenge: Shoot the clock. Stand on the Roman numeral on the floor that matches the time. Wait for the skeleton at the table to look at you, then shoot its head with the Wonder Weapon. Find 4 artifacts (Teddy, Mask, Chalice, Pigsticker) and place them in the red circles outside. Defend the area. Exit 115 (Diner) Challenge: Shoot the clock. Melee the cash register, which spawns a special zombie. You must lead this zombie to the Diner roof. Then, use Klaus to spawn another zombie and lead it to the garage roof. Finally, use Tessie's beam on the trucker zombie, ram the semi, and lead that zombie to the gas station roof. Blackwater Lake Challenge: Shoot the projector with the Wonder Weapon. It will flash 4 images of locations around the cabin. You must find a film reel at each location and collect them in the correct order that they were shown. Cosmodrome Challenge: Go to the control room with 6 TVs. A code will be on a nearby computer (e.g., "BAD"). You must shoot the red buttons below the TVs to lock in the corresponding numbers (A=0, B=1, C=2, etc.). Step 6: The Boss FightAfter completing all four challenges, a final sequence will trigger. You will be directed to drive Tessie and collect wisps, which will transport you to the final boss arena. Phase 1: The boss is immune. Drive Ol' Tessie and ram the boss to make it vulnerable and drop an "immortality" orb. Collect the orb. Phase 2: After ramming it, the boss will reveal a yellow critical spot. Get in Tessie's turret (or use your weapons) and shoot this spot. Phase 3: The boss will charge a massive attack. You must either ram it to interrupt the attack or hide behind the large columns in the arena. Repeat this process of ramming, collecting orbs, and shooting weak spots while fending off hordes of zombies to defeat the boss and complete the Easter Egg.
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Call of Duty: Black Ops 7 Review
Call of Duty: Black Ops 7, which launched on November 14, 2025, has become one of the most controversial and divisive entries in the franchise's history. Reception is sharply split: critics have given the game generally positive scores (around 84 on Metacritic), while players have rated it as the worst Call of Duty game of all time, with a Metacritic user score hovering below 2.0. The consensus is that Black Ops 7 feels like two entirely different games fused together: a polished, fun multiplayer/zombies experience and a "broken" campaign. The Bad: The Campaign BacklashThe primary source of the overwhelmingly negative player reviews is the game's campaign. Co-op Focus: The campaign was designed as a co-op-first experience. This has led to widespread criticism that it is "messy, rushed, and confusing" for solo players. Always-Online & No Pause: The campaign is always-online and, most controversially, cannot be paused, even when playing alone. Players are also reportedly being kicked for inactivity (AFK). Poor Story: The story, set in 2035, has been described by players as "soulless," "a parody," and "predictable trash." AI Art: The launch was also met with accusations that some in-game calling cards were created using generative AI, which has added to the player backlash. The Good: Multiplayer & ZombiesIn complete contrast, the other two modes have been widely praised by critics and players alike. Polished Multiplayer: The multiplayer refines the "Omnimovement" system from Black Ops 6 by adding wall running and wall jumping, which players have found to be a smooth and fun addition. The launch map selection is also considered strong. Optional SBMM: In a major shift, skill-based matchmaking (SBMM) is optional rather than default, a change that the vocal online community has celebrated. Acclaimed Zombies: The Zombies mode is seen as a major highlight. The new map, "Ashes of the Damned," is described as large, atmospheric, and full of secrets. With the return of features like GobbleGums and Dead Ops Arcade 4, many have called it a "love letter to Black Ops 2 Zombies." Final VerdictUltimately, your enjoyment of Black Ops 7 will depend entirely on what you play it for. If you are a solo player who loves the cinematic campaigns, this is being called the worst in the series' history. If you are a multiplayer or Zombies fan, many reviews state that the core gameplay is the best it has been in years.
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GTA Vice City: Full Story Walkthrough (Part 1)
This guide provides a detailed walkthrough for the first major act of Grand Theft Auto: Vice City, covering the introductory missions for all main contacts on the first island. Part 1: The IntroductionAn Old FriendThis is the game's first mission. After the introductory cutscene where the deal is ambushed, you'll gain control of Tommy. Get in Ken Rosenberg's car. Ken is panicking. All you have to do is drive him back to his office. Follow the pink "L" icon on your radar. This mission serves as a basic introduction to driving. Once you arrive, you'll be paid $100. Part 2: Welcome to Vice CityKen Rosenberg ("L" Icon) 1. The PartyKen wants you to meet Colonel Juan Cortez at a party on his yacht. Get new clothes: Your first stop is the "Soiree" outfit icon on the radar. Go to Rafael's clothing store and step into the marker to change into a blue suit. Go to the yacht: Get back on your bike (or in a car) and drive to the marina, following the new pink icon. Step on the marker at the pier to board the yacht. Meet the guests: Cortez will introduce you to his daughter, Mercedes. Follow her as she introduces you to the "big names" of Vice City, including Ricardo Diaz, Avery Carrington, and Kent Paul. Take Mercedes to the Pole Position Club: After the cutscene, Mercedes asks for a ride. Take any of the nearby cars (like the Infernus) and drive her to the Pole Position club, marked on the radar. Drop her off to complete the mission. 2. Back Alley BrawlKen sends you to meet Kent Paul at the Malibu Club to find information on the ambush. Go to the Malibu Club: Drive to the Malibu Club (pink icon) and talk to Kent Paul. He'll point you to a chef in a back alley in Ocean Beach. Confront the Chef: Go to the alley (new pink icon). A cutscene will play where the chef refuses to talk. You must kill him. He's armed with a cleaver. Get the phone: After you kill the chef, pick up his cell phone. Meet Lance: A man named Lance Vance appears, revealing he's the brother of the man killed in the ambush. He's also after the chef. Three more of the chef's goons will appear and attack. Escape with Lance: You and Lance must fight your way out. You can pick up the chef's cleaver, but it's easier to just punch them or run them over. Get into Lance's white Infernus. Lose the goons: The chef's friends will chase you in their own car. You don't have to destroy them, just drive away until they give up. Go to Ammu-Nation: Lance will drop you off at the Ammu-Nation. He suggests you buy some protection. Go inside and buy any weapon (the pistol is cheapest) to complete the mission. 3. Jury FuryKen needs you to "persuade" two jurors to vote "not guilty" in a trial for Sonny's cousin. Get the hammer: You'll see two new blips on the map. As you leave Ken's, an angry pedestrian drops a hammer. Pick it up. Juror 1: Head to the first juror (yellow icon). You'll find him standing by his car. Hit his car with the hammer a few times. He will panic and drop his briefcase. He agrees to change his mind. Juror 2: Head to the second juror (yellow icon). He'll see you coming, get in his car, and try to flee. You don't have to kill him, just damage his car. Ram it with your own vehicle until the damage meter is full. He will crash and agree to cooperate. Mission complete. You get $400. 4. RiotKen sends you to meet Avery Carrington, who needs help with a business deal. Meet Avery: Go to the "A" icon on the radar. Avery is in a limo at a construction site. He wants you to destroy a fleet of delivery trucks at a storage depot, and suggests starting a riot to create a distraction. Get new clothes: First, drive to the "clothing" icon on the map to get a set of "Spandex" overalls, which makes you look like one of the depot workers. Go to the depot: Drive to the storage depot (pink icon). Start the riot: The gate is closed, but you can walk in. To start a riot, simply punch three or four of the workers or security guards. Destroy the trucks: Once the riot starts, the depot gates will open and a security guard will attack you. Take him out and take his pistol. There are three delivery trucks inside. One is in the open, and two are behind a chain-link fence. Shoot the explosive barrels next to the two trucks to destroy them easily. For the third truck, you can shoot it until it catches fire or find more barrels. Once all three trucks are destroyed, leave the area to complete the mission. Colonel Juan Cortez ("C" Icon) 1. Treacherous SwineThe Colonel has found the man responsible for the ambush: his own subordinate, Gonzalez. Get the chainsaw: Cortez gives you a chainsaw. He wants you to kill Gonzalez, who is at his penthouse apartment. Go to the penthouse: Drive to the pink icon. As you arrive, Gonzalez's men will spot you, and he will flee. Kill Gonzalez: You will get a 2-star wanted level. Ignore the guards and sprint after Gonzalez. He is running down the street. The fastest way to kill him is to simply run him over with your car. If you want to use the chainsaw, you'll have to chase him on foot. Lose the cops: After Gonzalez is dead, you must lose your 2-star wanted level. The quickest way is to drive to the nearby Pay 'n' Spray, marked on your map. Once your wanted level is gone, the mission is complete. 2. Mall ShootoutCortez needs you to meet a courier at the Washington Mall to retrieve some stolen missile technology. Go to the mall: Drive to the pink icon at the Washington Mall. Meet the courier: Go inside and meet the courier. He has the chips, but he's ambushed by French agents. The courier is wounded and you must chase the thief. Chase the thief: The thief will steal a PCJ-600 motorcycle and flee. Run out of the mall and grab a fast car or bike. Kill the thief and get the chips: Chase the thief (pink icon) through the city. You can shoot him off his bike, but the easiest way is to ram him with a car. Once he's dead, get off your bike/out of your car and pick up the briefcase he drops. Return to Cortez: With the briefcase in hand, drive back to the Colonel's yacht at the marina to complete the mission. 3. Guardian AngelsYou need to protect Ricardo Diaz during a deal with the Cubans. Lance Vance is also there to help. Go to the parking garage: Drive to the pink icon and pick up a Ruger (assault rifle) from the trunk of a car. Meet Lance and Diaz: Drive to the deal location (pink icon) in a back alley. A cutscene will play. Protect the deal: Go to the rooftop vantage point with Lance. Diaz's men will be below. Soon, a large number of Haitians will attack. Use your Ruger to pick them off from the roof. Defend Diaz: Some Haitians will get past you and attack Diaz directly. A health bar for Diaz appears. You must go down to the alley and protect him. Stop the snipers: Two more Haitians will appear on the surrounding rooftops to snipe Diaz. Take them out quickly. Stop the dirtbike thief: A final Haitian will jump on a dirtbike and steal Diaz's money. Immediately get on the dirtbike next to you and chase him. Ram him or shoot him to get the money back. Return the money: Drive back to Diaz and give him his money to complete the mission. 4. Sir, Yes Sir!A "client" of the Colonel's wants a military tank. You have to steal one. Get the tank: A military convoy carrying the tank is moving through the city. The tank is armed, but it won't shoot unless you get very close. Cause chaos: The tank is locked. The game suggests causing a high wanted level to draw out the soldiers, but this is slow. The easy way: Drive far ahead of the convoy (pink icon) and get out of your car. Wait for the convoy to stop at a light or get blocked by traffic. Run up to the tank, pull the soldier out, and drive off. Deliver the tank: You will instantly get a high wanted level (4 or 5 stars). You must drive the tank to a garage (pink icon) in Little Havana. The tank is slow, but it's indestructible. Don't worry about the police, just drive straight to the marker. Ditch the tank: When you arrive at the garage, park the tank inside and run out. The garage door will close, and the mission is complete. 5. All Hands on Deck!The French are coming to attack the Colonel's yacht, and you must help him escape. Defend the yacht: You'll be given a Ruger. The French will attack in waves of boats. Shoot the men on the boats. Aim for the explosive barrels on the larger boats to destroy them instantly. Destroy the helicopters: After the boats, two helicopters will attack. Use the Ruger to shoot them down. Clear the roadblock: The Colonel will start to escape. The French have set up a roadblock at the end of the pier. Get off the yacht and clear out the soldiers and cars blocking the path. Defend the yacht (Again): Get back on the yacht. As you escape, more boats will chase you, followed by more helicopters. Keep shooting them. Final helicopter: A final, heavily-armed Hunter helicopter will appear. Focus all your fire on it. Once the Hunter is destroyed, a cutscene will play where the Colonel thanks you and escapes Vice City. Avery Carrington ("A" Icon) 1. Four IronAvery wants you to assassinate a target who is playing golf at the Leaf Links golf club. Go to the golf club: Drive to the pink icon. You will be stopped at the gate because you have weapons. You must enter unarmed. Get new clothes: Drive to the nearby "clothing" icon to get a set of golf clothes. Go back to the club: Now that you're dressed for the part, you can enter. The guards will let you in. Kill the target: The target is on the driving range, surrounded by bodyguards. You can't use guns, so run up and grab the golf club (a "weapon") on the green. You must kill the target and all his guards. The easiest way is to ignore them all, steal a golf cart (Caddy), and run the target over. Escape: Once the target is dead, his guards will chase you. Just get in a car and drive away from the golf club to complete the mission. 2. Demolition ManThis is one of the game's most notorious missions. You must plant four bombs in a new construction site using a remote-controlled helicopter. Go to the Top Fun van: Drive to the pink icon, which is a Top Fun van across from the construction site. Learn the controls: You will take control of an RC helicopter. You have a 7-minute time limit. W/S: Ascend / Descend A/D: Rotate Left / Right Numpad 9/6: Pitch Forward / Back Numpad 7/4: Bank Left / Right Plant the bombs: You must pick up one bomb at a time and fly it to four targets in the building. Bomb 1 (Basement): Pick up the first bomb. Fly the helicopter into the ground floor and go down the central staircase to the basement. Drop the bomb on the pink marker. Bomb 2 (Ground Floor): Fly back out, pick up the second bomb, and drop it on the ground floor marker. Bomb 3 (Floor 2): Pick up the third bomb. Fly up the main staircase to the second floor and drop it. Bomb 4 (Top Floor): Pick up the final bomb and fly all the way up the stairwells to the top floor marker. Tips: The biggest challenge is the construction workers and guards who will attack your tiny helicopter with hammers. You can kill them by flying into them with the helicopter's blades, but this wastes time. The best strategy is to ignore them, be patient, and focus on flying. The 7-minute limit is tighter than it looks. 3. Two Bit HitAvery wants you to start a gang war between the Cubans and Haitians. He wants you to disguise yourself as a Cuban and attack the Haitians. Get Cuban clothes: Drive to the "clothing" icon in Little Havana to get a Cuban gang outfit. Meet the Cubans: Drive to the pink icon to meet a group of Cubans. They will join you. Attack the Haitians: Drive to the Haitian funeral procession (pink icon). A cutscene will play, and the war will begin. Kill the Haitian warlord: Your main target is the Haitian leader, who is in a hearse. He will flee. Get in a car and chase him. Ram his hearse until it catches fire and explodes, or perform a drive-by. Escape: Once the target is dead, the mission is complete. You may have a wanted level, but you are not required to lose it. Ricardo Diaz ("D" Icon) 1. The ChaseDiaz is paranoid and thinks a thief is stealing from him. He wants you to find out. Go to the thief's house: Drive to the pink icon in Vice Point. Chase the thief: You'll see the thief on the roof. He spots you and runs. You must chase him on foot across the rooftops. This is a simple chase; just follow him and don't fall off. Continue the chase: He will eventually jump to the ground, steal a Faggio scooter, and drive off. Follow him (don't kill him): Grab the nearby Faggio and follow him. You must keep your distance. A "Spook-O-Meter" appears; if it fills, he'll know you're following him and you'll fail. Just stay a block or two behind. He will lead you to his hideout on Prawn Island. Once he enters, the mission is complete. 2. Phnom Penh '86Diaz now knows where the thief's hideout is and sends you and Lance to wipe them out. Fly to the hideout: Lance will fly a helicopter. You are on the minigun. Provide air support: As you approach the compound, you must shoot all the gang members on the rooftops. The minigun has infinite ammo. Aim for the red explosive barrels to take out groups of enemies. Clear the compound: Lance will land the helicopter. You must now fight your way into the mansion on foot. Use the assault rifle and take cover. Get the briefcase: Fight your way to the top floor of the mansion. The briefcase with Diaz's money is in an office. Escape: Once you have the case, Lance will pick you up in the helicopter from the roof. Get in to complete the mission. 3. The Fastest BoatDiaz wants you to steal a new, high-tech speedboat from the boatyard in Viceport. Go to the boatyard: Drive to the pink icon. Fight your way in: The boatyard is heavily guarded. Fight your way through the guards to the back warehouse where the boat is being held. Lower the boat: The boat is on a lift. Hit the switch (pink marker) inside the warehouse to lower it into the water. Steal the boat: Get in the boat. Escape to the mansion: As you escape, police and other boats will chase you. You will also get a 3-star wanted level. The boat is extremely fast, so you can easily outrun them. Drive it back to the dock at Diaz's mansion (pink icon) to complete the mission. 4. Supply & DemandDiaz wants you to use the new boat to intercept a drug deal. Get in the boat: You'll be joined by Lance. Get in the new speedboat. Race the rivals: You must race a group of rival boats to the dealer's yacht. Your boat is the fastest, so this shouldn't be hard. Defend the boat: Once you get the drugs, Lance will take the wheel, and you will be on the back with a machine gun. You must defend your boat from the rivals who are chasing you. They will attack in boats and helicopters. Survive: Keep shooting all targets until you make it back to Diaz's mansion. If your boat's health bar empties, you will fail. Once you arrive back at the mansion, the mission is complete.
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Skater Pack for MP Male [Add-On]
- 11 downloads
- Version 1.0
This mod adds some skater style fashion options for mpmales and mpfemales. What's included are bigger V-neck t-shirts, Oversized T-shirts, modified hoodies, flannel shirts, new beanie textures, skater bag packs, oversized sweaters, big polos, modified baggy jeans and cargo pants and other skater accessories like helmets, wrist guards and kneepads. Also included is a about 14 new skateboard props which can be used however you like. I added the skateboard prop to my game via AddonProps. There are some extra slots texture slots that don't have new textures, in the future I will add new textures to them. want to thank aaron543 for giving me the idea to create the pack and creating a new pair of hightop shoes for the pack. Bugs: I've noticed that there's clipping on the kneepads in some poses. Install: Drop the "mpskater" file in your mods directory and add the dlcpacks:/mpskater/ line to your dlc list. The Skateboard props need to be installed via https://www.gta5-mods.com/tools/addonprops Hats/ helmets go: mods\update\x64\dlcpacks\mplowrider\dlc.rpf\x64\models\cdimages\mplowrider_male_p.rpf\mp_m_freemode_01_p_mp_m_lowrider_01Free -
Skater Pack for MP Male [Add-On]
Skater Pack for MP Male [Add-On] This mod adds some skater style fashion options for mpmales and mpfemales. What's included are bigger V-neck t-shirts, Oversized T-shirts, modified hoodies, flannel shirts, new beanie textures, skater bag packs, oversized sweaters, big polos, modified baggy jeans and cargo pants and other skater accessories like helmets, wrist guards and kneepads. Also included is a about 14 new skateboard props which can be used however you like. I added the skateboard prop to my game via AddonProps. There are some extra slots texture slots that don't have new textures, in the future I will add new textures to them. want to thank aaron543 for giving me the idea to create the pack and creating a new pair of hightop shoes for the pack. Bugs: I've noticed that there's clipping on the kneepads in some poses. Install: Drop the "mpskater" file in your mods directory and add the dlcpacks:/mpskater/ line to your dlc list. The Skateboard props need to be installed via https://www.gta5-mods.com/tools/addonprops Hats/ helmets go: mods\update\x64\dlcpacks\mplowrider\dlc.rpf\x64\models\cdimages\mplowrider_male_p.rpf\mp_m_freemode_01_p_mp_m_lowrider_01 File Information Submitter Rockstar Submitted 11/16/2025 Category Player View File
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Immersify [.Net]
- 12 downloads
- Version 2.1.0.1
Description Immersify is a mod designed to enhance the interaction between NPCs and player in GTA V. By improving the behavior of peds during various situations, this mod ensures a more realistic and engaging experience. The goal is to create a dynamic environment where players feel the consequences of their actions and witness more complex interactions as they explore the game world. Full feature list Enemy combat overhaul: Enemy personality types (Coward/Aggressive/Tactical) Advanced player location by enemies after loosing contact Enemy gang reinforcements may arrive when few enemies remain. In case of backup not arriving some enemies will flee Enemies can be disarmed Low HP enemies might abandon the fight Dead peds have markers on radar Security cameras can report player crimes Enhanced interaction with peds Various random encounters: Gang wars Vehicle shootouts Ongoing store robberies Mugging Injured person in distress "Breaking Bad" encounter Hostage situations Diversified configurable gang weapons pool Drivers surrendering cars while aimed at Advanced reaction of drivers to traffic accidents Enhanced ped threat response Ped robberies DLC vehicles in traffic [Advanced] Faster traffic speeds [Advanced] New cheat codes: amnesia - Enemies and witnesses forget about player cantcme - All CCTV cameras around player get destroyed Almost every aspect of the mod can be tweaked. Installation Place Consciousness.dll and Consciousness.ini into "scripts" folder. You'll need Script Hook V & Script Hook .NET Changelog 2.1.0.1 Legacy Support 2.1 Fixed common crashes Improved DLC traffic spawn mechanics [Advanced*] Disable Enhanced Interactions when in stealth mode/vehicle with weapon Fixed a bug when animals would spawn in DLC traffic 2.0 Polished multiple features Performance optimization Removed witness system Lifted exclusive access to all 1.9 features 1.9 New feature that groups NPCs while walking to increase realism Slightly changed event blips look Performance optimization Added two config vars for performance improvement: PROCESS_EACH_NUMBER_OF_TICKS: Script updates each N ticks. Increasing this value might improve performance but reduces accuracy of detected events (default is 10) PROCESS_TIME_EQUALS_FPS: Setting this to true overwrites PROCESS_EACH_NUMBER_OF_TICKS with your current FPS resulting in single update per irl second. Fixed a bug when unarmed enemies wouldn't flee if player aimed from vehicle Changed traffic accident blips to attract attention Added optional ENABLE_PED_GROUPS_BLIPS setting (default is "false") to show grouped peds on radar. Fixed issues during new dynamic events causing game to crash Stopped random encounters appearing during missions Added vehicle shootout event Ped threat responder Ped robberies Enemy reinforcements in vehicles will no longer spawn if player is too far from enemies Fixed persistent camera blips bug New aspect of an enemy searching logic: If a player gets/changes vehicle while enemies are in search mode player will be able to come closer to enemies before they spot them. 1.8 Enemies overhaul: Search logic improvements [Reworked]: NPCs now search around the last known location of the player (instead of current player location), enhancing the realism of evasion mechanics. Search timing now uses in-game time, ensuring consistent behavior even if the game is paused. Fixed a bug where NPCs would stall. Added new voice lines. Replaced HIDE_OUT_OF_SIGHT_STEALTH_ENEMY_BLIPS with STEALTH_ENEMY_BLIPS_OPACITY. Enemy personalities: Introduced three personality types for enemies: Coward, Tactical, and Aggressive. Each type has distinct behaviors in combat. Added new setting DISPLAY_PERSONALITY_BLIPS (false by default) which will add additional layer to blip depicting enemy personality type. Added height indicator to enemy blips. Added new cheat codes: amnesia - Enemies and witnesses will forget player. cantcme - All CCTV cameras around player will be destroyed. Misc: Added PREVENT_ANIMAL_ATTACKS (default is false) which disables animals attacking player. Witness system will be suppressed in presence of cops. Dynamic events won't be triggered during combat Reinforcements won't spawn when enemies are wrapping up their search Fixed CCTV blips persistance issue Reworked behaviour of event blips - now blip is expanding more slowly and smoothly and expansion is gone when player arrives 1.7.1 Fixed a bug causing wanted level raising issues. Fixed a bug when NPCs did not react to player actions Fixed a bug when NPCs ran away before that could see player has a weapon 1.7 Fixed couple of bugs which caused mod to flatline. CCTV system is supressed during random encounters. Enemies owned by other scripts will be ignored by Consciousness. [Immersify] Witnessess can now be stopped and threatened with interaction menu. [Immersify] Diversified and enhanced ped interaction menu [Immersify] Added new "Hostage situation" dynamic encounter 1.6.0.1 SHVDN Compatibility fix 1.6 [Immersify] Crime witness system [Immersify] Ehanced player-to-ped interaction system Enemy reinforcements will arrive in vehicles as well as on foot Security cameras will ignore ped actions if ped is set not to trigger wanted level Minor bug fixes 1.5.2 Fixed an issue preventing security cameras feature from working Reworked dynamic event blips Added an ability to turn on blips for spawned gang members in gang war event [GANG_WAR_PARTICIPANT_BLIPS] Spawned entities will despawn if not needed on scripts reload Added notification to check log file in case of an error 1.5.1 Reorganized config settings Fixed bug with Mugging event causing crashing Fixed two dynamic events triggering at the same time Added ability to toggle event blips 1.5 Secutiry cameras feature: There are multiple security cameras throughout the map which now have a purpose! Whenever player commits a crime and is spotted by camera they will be given a wanted level. Players can shoot security cameras to prevent it from reporting. There are options to configure if shooting camera after it spotted you commiting a crime could be stopped (CAN_STOP_REPORT config var) Whenever scripts are reloaded all blips created by Consciousness will be cleaned up Gang blip colors can now be modified Added voice lines for enemies looking for player Previously if there are two or more enemies of different groups (e.g. Ballas & Vagos) whenever player was spotted by any enemy all other enemies were alerted. This update introduces new way: whenever player has been spotted by npc of specific group only enemies of the same group will be alerted. 1.4.0.1 Scripthook DotNet compatibility fix 1.4 Enhancements: Enemies searching for a player in a stealth mode will have blips disappear if player does not see them (Configurable with HIDE_OUT_OF_SIGHT_STEALTH_ENEMY_BLIPS) Reworked traffic accident manager (thanks jazzysoggy12 for an idea): Some drivers will now accept payments instead of calling cops right away Changed hands up animation for peds surrendering vehicles Fixes: Fixed the traffic accident report warning appearing when driver is dead 1.3.2 Enhancements: Shop robberies: Previously if no shopkeeper spawned (GTA's logic only spawning shopkeeper if player is really close to the store), the event would not be triggered. I patched this issue by spawning custom shopkeeper if GTA's not there already Introduced DISABLE_NOTIFICATIONS config var (Disables notifications about accidents/reinforcements/etc) Fixes: "Special" event won't spawn any new vehicles if there's already one Fixed some reported crashes in "special" event Army peds and peds in tanks won't surrender vehicles anymore 1.3.1 Enhancements: Added new "Mugging" dynamic event [Events map] As soon as game started new events are ready to begin (Previously needed to wait MINUTES_BETWEEN_ALL_EVENTS) New blip is being used to display events on map Decision to avoid event triggering if player is looking now depends on camera and not play model position Fixes: In "Special" event voice is now correctly set for the npc In "Special" event fixed a bug where friendlies would run 1.3.0 Enhancements: Added new "special" dynamic event Added EVENT_DESPAWN_DISTANCE configuration option. (200 by default) Added a possibility to disable individual event types. (See the "DynamicEvents" config section) Fixes: Fixed issues with dynamic event despawn distance calculations. Corrected event completion logic in the "Pickup" event. 1.3.0 [Beta] Added a new system of dynamic events in the game world, providing more immersive and varied gameplay experiences. Event types: Pickup. Players can now encounter events where they must transport injured pedestrians to hospitals. Ongoing shop robberies Gang brawls/shootouts Configuration: MINUTES_BETWEEN_ALL_EVENTS - Amount of minutes that need to pass before triggering another event MINUTES_BETWEEN_EVENTS_OF_SAME_KIND - Minimum minutes required between events of the same type (e.g., no other shop robbery until threshold is met). MINUTES_BETWEEN_EVENTS_AT_SAME_PLACE - Minimum minutes required between events of the same type in the same place (i.e. Grove St. shop robbery) Fixes: Fixed a bug where reinforcements were not spawned correctly if dead enemies were selected. Addressed issues with body markers not toggling correctly based on distance 1.2.1 Scripthook V DotNet 3.6.0 release compatibility hotfix 1.2.0 Blips will now start flashing when there's 5 seconds left until enemies give up searching Vehicle surrender feature (Beta). Remember how in GTA IV peds will surrender vehicle with their hands up if you aim at them? This feature is now back [Configured with PED_CHANCE_TO_SURRENDER_VEHICLE] Backup and flee system improvement Added mod toggle hotkey (Special thanks to superfruit86). [Configured with MOD_TOGGLE_KEY; default is None] 1.1.0 Added a feature where enemy reinforcements can be called in during combat under certain conditions (special thanks to Matushka) [Can be disabled with REINFORCEMENTS_ENABLED=false] If enemies are mostly wiped out and reinforcements are not called, there is a 50% chance that some enemies will flee. [Also can be disabled by REINFORCEMENTS_ENABLED=false] Fixed an issue where enemies would persist on a very large distance 1.0.1 Bugfixes & minor improvements Restored a feature preventing enemies from despawning (ENEMIES_PERSISTANCE_DISTANCE) 1.0.0 Traffic accident manager: Diversified and improved behavior Always show blip heading indicator [ON by default/Can be disabled] Multiple bugfixes Stability improvement Default search duration increased to 120 seconds 0.3.3.1 Removed persistence feature 0.3.3 Performance improvement NPC vision cones displaying (Enemy FOV) I̶n̶c̶r̶e̶a̶s̶e̶d̶ e̶n̶e̶m̶i̶e̶s̶ p̶e̶r̶s̶i̶s̶t̶e̶n̶c̶e̶ d̶i̶s̶t̶a̶n̶c̶e̶ [̶C̶o̶n̶f̶i̶g̶u̶r̶a̶b̶l̶e̶]̶ Had to remove it due to a bug which causes allies to fight each other If an error occurs, it will be logged into Consciousness.log Changes to NPCs searching Added broken bottle to NPC's melee list 0.3.2 Body Markers mod has been enhanced and merged into Consciousness (Configurable) [Enter 'bmtoggle' cheat to toggle blips] Diversified gangs' melee weapons Gangs' weapons pool is configurable with config (Proposed by @kanadianborn) [Demo] From now on mod is disabled during missions (Can be changed in config) Slight performance improvement Wanted level won't be given to player if traffic accident reporter is dead ;) Minor bug fixes 0.3.1: Fix typo in settings 0.3 Some peds will now have blip color corresponding to their gang. [Can be disabled] Added NPC's rotation indicator when in search mode Improved gang weapons: Gangs will now have greater pool of weapons (Micro SMG, Machine pistol, Assault rifle and more). All weapons are distributed according to their rarity (e.g Pistol - common, Assault rifle - uncommon) [Can be disabled] Added configurable chance to writhe for NPCs (If NPC's health is low, what is chance they would writhe; configurable) Traffic accident handler: If you damage someone's vehicle, there's a chance this person would check the damage and call cops on you [Chance is configurable/Can be disabled] Various bugfixes 0.2.1: Removed debug info 0.2 [Trailer]: Fleeing/Disarming animations are now more smooth NPC location feedback. NPC's will shout to inform allies of player's presence If NPC decides to abandon the fight and flee, their blip will change color and start to flash Introduced config file 0.1 (TL;DR: Video): When enemies losing contact, after some time they will start looking for a player around the area where they were previously seen. Enemies also react on sounds made by player Attracting attention of a single enemy alerts other enemies There's a chance player won't be noticed using silenced weapons There's also an ability to disarm enemies If an enemy is seriously injured, there's a slim chance they'll abandon a fight and run away.Free -
Immersify [.Net]
Immersify [.Net] Description Immersify is a mod designed to enhance the interaction between NPCs and player in GTA V. By improving the behavior of peds during various situations, this mod ensures a more realistic and engaging experience. The goal is to create a dynamic environment where players feel the consequences of their actions and witness more complex interactions as they explore the game world. Full feature list Enemy combat overhaul: Enemy personality types (Coward/Aggressive/Tactical) Advanced player location by enemies after loosing contact Enemy gang reinforcements may arrive when few enemies remain. In case of backup not arriving some enemies will flee Enemies can be disarmed Low HP enemies might abandon the fight Dead peds have markers on radar Security cameras can report player crimes Enhanced interaction with peds Various random encounters: Gang wars Vehicle shootouts Ongoing store robberies Mugging Injured person in distress "Breaking Bad" encounter Hostage situations Diversified configurable gang weapons pool Drivers surrendering cars while aimed at Advanced reaction of drivers to traffic accidents Enhanced ped threat response Ped robberies DLC vehicles in traffic [Advanced] Faster traffic speeds [Advanced] New cheat codes: amnesia - Enemies and witnesses forget about player cantcme - All CCTV cameras around player get destroyed Almost every aspect of the mod can be tweaked. Installation Place Consciousness.dll and Consciousness.ini into "scripts" folder. You'll need Script Hook V & Script Hook .NET Changelog 2.1.0.1 Legacy Support 2.1 Fixed common crashes Improved DLC traffic spawn mechanics [Advanced*] Disable Enhanced Interactions when in stealth mode/vehicle with weapon Fixed a bug when animals would spawn in DLC traffic 2.0 Polished multiple features Performance optimization Removed witness system Lifted exclusive access to all 1.9 features 1.9 New feature that groups NPCs while walking to increase realism Slightly changed event blips look Performance optimization Added two config vars for performance improvement: PROCESS_EACH_NUMBER_OF_TICKS: Script updates each N ticks. Increasing this value might improve performance but reduces accuracy of detected events (default is 10) PROCESS_TIME_EQUALS_FPS: Setting this to true overwrites PROCESS_EACH_NUMBER_OF_TICKS with your current FPS resulting in single update per irl second. Fixed a bug when unarmed enemies wouldn't flee if player aimed from vehicle Changed traffic accident blips to attract attention Added optional ENABLE_PED_GROUPS_BLIPS setting (default is "false") to show grouped peds on radar. Fixed issues during new dynamic events causing game to crash Stopped random encounters appearing during missions Added vehicle shootout event Ped threat responder Ped robberies Enemy reinforcements in vehicles will no longer spawn if player is too far from enemies Fixed persistent camera blips bug New aspect of an enemy searching logic: If a player gets/changes vehicle while enemies are in search mode player will be able to come closer to enemies before they spot them. 1.8 Enemies overhaul: Search logic improvements [Reworked]: NPCs now search around the last known location of the player (instead of current player location), enhancing the realism of evasion mechanics. Search timing now uses in-game time, ensuring consistent behavior even if the game is paused. Fixed a bug where NPCs would stall. Added new voice lines. Replaced HIDE_OUT_OF_SIGHT_STEALTH_ENEMY_BLIPS with STEALTH_ENEMY_BLIPS_OPACITY. Enemy personalities: Introduced three personality types for enemies: Coward, Tactical, and Aggressive. Each type has distinct behaviors in combat. Added new setting DISPLAY_PERSONALITY_BLIPS (false by default) which will add additional layer to blip depicting enemy personality type. Added height indicator to enemy blips. Added new cheat codes: amnesia - Enemies and witnesses will forget player. cantcme - All CCTV cameras around player will be destroyed. Misc: Added PREVENT_ANIMAL_ATTACKS (default is false) which disables animals attacking player. Witness system will be suppressed in presence of cops. Dynamic events won't be triggered during combat Reinforcements won't spawn when enemies are wrapping up their search Fixed CCTV blips persistance issue Reworked behaviour of event blips - now blip is expanding more slowly and smoothly and expansion is gone when player arrives 1.7.1 Fixed a bug causing wanted level raising issues. Fixed a bug when NPCs did not react to player actions Fixed a bug when NPCs ran away before that could see player has a weapon 1.7 Fixed couple of bugs which caused mod to flatline. CCTV system is supressed during random encounters. Enemies owned by other scripts will be ignored by Consciousness. [Immersify] Witnessess can now be stopped and threatened with interaction menu. [Immersify] Diversified and enhanced ped interaction menu [Immersify] Added new "Hostage situation" dynamic encounter 1.6.0.1 SHVDN Compatibility fix 1.6 [Immersify] Crime witness system [Immersify] Ehanced player-to-ped interaction system Enemy reinforcements will arrive in vehicles as well as on foot Security cameras will ignore ped actions if ped is set not to trigger wanted level Minor bug fixes 1.5.2 Fixed an issue preventing security cameras feature from working Reworked dynamic event blips Added an ability to turn on blips for spawned gang members in gang war event [GANG_WAR_PARTICIPANT_BLIPS] Spawned entities will despawn if not needed on scripts reload Added notification to check log file in case of an error 1.5.1 Reorganized config settings Fixed bug with Mugging event causing crashing Fixed two dynamic events triggering at the same time Added ability to toggle event blips 1.5 Secutiry cameras feature: There are multiple security cameras throughout the map which now have a purpose! Whenever player commits a crime and is spotted by camera they will be given a wanted level. Players can shoot security cameras to prevent it from reporting. There are options to configure if shooting camera after it spotted you commiting a crime could be stopped (CAN_STOP_REPORT config var) Whenever scripts are reloaded all blips created by Consciousness will be cleaned up Gang blip colors can now be modified Added voice lines for enemies looking for player Previously if there are two or more enemies of different groups (e.g. Ballas & Vagos) whenever player was spotted by any enemy all other enemies were alerted. This update introduces new way: whenever player has been spotted by npc of specific group only enemies of the same group will be alerted. 1.4.0.1 Scripthook DotNet compatibility fix 1.4 Enhancements: Enemies searching for a player in a stealth mode will have blips disappear if player does not see them (Configurable with HIDE_OUT_OF_SIGHT_STEALTH_ENEMY_BLIPS) Reworked traffic accident manager (thanks jazzysoggy12 for an idea): Some drivers will now accept payments instead of calling cops right away Changed hands up animation for peds surrendering vehicles Fixes: Fixed the traffic accident report warning appearing when driver is dead 1.3.2 Enhancements: Shop robberies: Previously if no shopkeeper spawned (GTA's logic only spawning shopkeeper if player is really close to the store), the event would not be triggered. I patched this issue by spawning custom shopkeeper if GTA's not there already Introduced DISABLE_NOTIFICATIONS config var (Disables notifications about accidents/reinforcements/etc) Fixes: "Special" event won't spawn any new vehicles if there's already one Fixed some reported crashes in "special" event Army peds and peds in tanks won't surrender vehicles anymore 1.3.1 Enhancements: Added new "Mugging" dynamic event [Events map] As soon as game started new events are ready to begin (Previously needed to wait MINUTES_BETWEEN_ALL_EVENTS) New blip is being used to display events on map Decision to avoid event triggering if player is looking now depends on camera and not play model position Fixes: In "Special" event voice is now correctly set for the npc In "Special" event fixed a bug where friendlies would run 1.3.0 Enhancements: Added new "special" dynamic event Added EVENT_DESPAWN_DISTANCE configuration option. (200 by default) Added a possibility to disable individual event types. (See the "DynamicEvents" config section) Fixes: Fixed issues with dynamic event despawn distance calculations. Corrected event completion logic in the "Pickup" event. 1.3.0 [Beta] Added a new system of dynamic events in the game world, providing more immersive and varied gameplay experiences. Event types: Pickup. Players can now encounter events where they must transport injured pedestrians to hospitals. Ongoing shop robberies Gang brawls/shootouts Configuration: MINUTES_BETWEEN_ALL_EVENTS - Amount of minutes that need to pass before triggering another event MINUTES_BETWEEN_EVENTS_OF_SAME_KIND - Minimum minutes required between events of the same type (e.g., no other shop robbery until threshold is met). MINUTES_BETWEEN_EVENTS_AT_SAME_PLACE - Minimum minutes required between events of the same type in the same place (i.e. Grove St. shop robbery) Fixes: Fixed a bug where reinforcements were not spawned correctly if dead enemies were selected. Addressed issues with body markers not toggling correctly based on distance 1.2.1 Scripthook V DotNet 3.6.0 release compatibility hotfix 1.2.0 Blips will now start flashing when there's 5 seconds left until enemies give up searching Vehicle surrender feature (Beta). Remember how in GTA IV peds will surrender vehicle with their hands up if you aim at them? This feature is now back [Configured with PED_CHANCE_TO_SURRENDER_VEHICLE] Backup and flee system improvement Added mod toggle hotkey (Special thanks to superfruit86). [Configured with MOD_TOGGLE_KEY; default is None] 1.1.0 Added a feature where enemy reinforcements can be called in during combat under certain conditions (special thanks to Matushka) [Can be disabled with REINFORCEMENTS_ENABLED=false] If enemies are mostly wiped out and reinforcements are not called, there is a 50% chance that some enemies will flee. [Also can be disabled by REINFORCEMENTS_ENABLED=false] Fixed an issue where enemies would persist on a very large distance 1.0.1 Bugfixes & minor improvements Restored a feature preventing enemies from despawning (ENEMIES_PERSISTANCE_DISTANCE) 1.0.0 Traffic accident manager: Diversified and improved behavior Always show blip heading indicator [ON by default/Can be disabled] Multiple bugfixes Stability improvement Default search duration increased to 120 seconds 0.3.3.1 Removed persistence feature 0.3.3 Performance improvement NPC vision cones displaying (Enemy FOV) I̶n̶c̶r̶e̶a̶s̶e̶d̶ e̶n̶e̶m̶i̶e̶s̶ p̶e̶r̶s̶i̶s̶t̶e̶n̶c̶e̶ d̶i̶s̶t̶a̶n̶c̶e̶ [̶C̶o̶n̶f̶i̶g̶u̶r̶a̶b̶l̶e̶]̶ Had to remove it due to a bug which causes allies to fight each other If an error occurs, it will be logged into Consciousness.log Changes to NPCs searching Added broken bottle to NPC's melee list 0.3.2 Body Markers mod has been enhanced and merged into Consciousness (Configurable) [Enter 'bmtoggle' cheat to toggle blips] Diversified gangs' melee weapons Gangs' weapons pool is configurable with config (Proposed by @kanadianborn) [Demo] From now on mod is disabled during missions (Can be changed in config) Slight performance improvement Wanted level won't be given to player if traffic accident reporter is dead ;) Minor bug fixes 0.3.1: Fix typo in settings 0.3 Some peds will now have blip color corresponding to their gang. [Can be disabled] Added NPC's rotation indicator when in search mode Improved gang weapons: Gangs will now have greater pool of weapons (Micro SMG, Machine pistol, Assault rifle and more). All weapons are distributed according to their rarity (e.g Pistol - common, Assault rifle - uncommon) [Can be disabled] Added configurable chance to writhe for NPCs (If NPC's health is low, what is chance they would writhe; configurable) Traffic accident handler: If you damage someone's vehicle, there's a chance this person would check the damage and call cops on you [Chance is configurable/Can be disabled] Various bugfixes 0.2.1: Removed debug info 0.2 [Trailer]: Fleeing/Disarming animations are now more smooth NPC location feedback. NPC's will shout to inform allies of player's presence If NPC decides to abandon the fight and flee, their blip will change color and start to flash Introduced config file 0.1 (TL;DR: Video): When enemies losing contact, after some time they will start looking for a player around the area where they were previously seen. Enemies also react on sounds made by player Attracting attention of a single enemy alerts other enemies There's a chance player won't be noticed using silenced weapons There's also an ability to disarm enemies If an enemy is seriously injured, there's a slim chance they'll abandon a fight and run away. File Information Submitter Rockstar Submitted 11/16/2025 Category Scripts View File
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Cayo Perico Wave Survival Zombies
- 8 downloads
- Version 1.1
LATEST GAME VERSION IS RECOMMENDED FOR THIS MOD, HOWEVER AT A MINIMUM YOU NEED AGENTS OF SABOTAGE DLC. Welcome to my own take on Cayo Perico Wave Survival, The tropical paradise of Cayo Perico has fallen silent. Once a party island ruled by drug lords and bass drops, it’s now crawling with the undead. In this mod, you’ll fight wave after wave of relentless zombies in a desperate struggle to survive. Inspired by Call of Duty Zombies, this mod brings fast-paced, round-based combat to GTA V — complete with perks (purchased though Vending Machines placed around Cayo Perico), earn cash from kills, unlock new weapons by purchasing them off wall like in Call of Duty Zombies, and upgrade your arsenal as the waves grow deadlier. Zombie Types Normal: you bog standard zombies, no abilities, will charge at you with no remorse trying to hit you Armored: pretty much the same as your bog standard zombie, however will have increased armor, will also be very recognisable as they look like a armored zombie. Mage: Zombie Mages have the ability to resurrect dead zombies, Splitter: Splitter Zombies will split into two new zombies apon death, they can do this a total of 3 times (1 Splitter becomes 2, 2 Splittersbecomes 4 Splitters) Explosive: The Explosive zombie will have a blue lightining fog effect around it, and will explode when killed. Pumpkin: Pumpkin Zombies appear with a pumpkin on their head, they are also flaming and immune to headshots, will explode into flames when killed Panther: The Zombie Panther is a black panther that will run at you and try to get close to you. If it gets too close, it will explode into flames. Conquistadors: Conquistadors are the Zombie Sniper, they will be armed with a Musket and will try to kill you at range. Perks Quickfix, "Quick fix will help you stay alive, recieve 10% health back apon killing 3 zombies.", Jugg : Jugg makes you take 25% less damage from zombies.", Iron Skin: Iron Skin will make you permanemntly Invulnrable to fire, usefull for those close calls with pumpkin zombies. Scavanger: Scavanger allows you to have a small chance at regaining ammo after killing a zombie. Explosive Touch: Explosive Touch gives you a 20% chance to explode nearby zombies when killing a zombie. One Tap Ace: with One Tap Ace every 5 bullets you fire will have a chance to instant kill the next zombie that is shot. Adrenaline Rush: Adrenaline Rush gives you a permanemnt 20% increase to movement speed. Second Wind : Second Wind gives you a second chance at survival, apon your next death, you will be revived to keep fighting the horde. Engineer: Engineer reduces the price of all equipment by 25%. Unfiltered Greed : Unfiltered Greed rewards the player with 50% more cash per zombie kill. Lead Foot: With Lead Foot, all damage from Conquistador is negated. Weapon Overclock: All player weapons deal and additional 35% damage to zombies. Gamblers Curse: At the end of every round the player loses or reiceves a random amount of cash, can lose a maximum of 200 cash and reiceve a maximum of 500. Tombstone Of Fate: Zombies that have been killed get a 30% chance to be immune to Zombie Summoner resurrection ability. Momentum Lock: With Momentum Lock you wont be effected by electric zombies kinetic explosions. Install Instructions 1. download and Install scripthookv + Scripthookvdotnet (latest Scripthookvdotnet nightly if your on the latest game patch) 2. create a scripts folder (named scripts and not Scripts) if you havent got one already 3. install LemonUI(if you havnt already got it for SHVDN3) there is a download link in the text file of the zip, copy the url into a browser, then a zip will be downloaded, drag the CONTENTS of the SHVDN3 folder into scripts 4. drag CayoPericoWaveSurvival.dll, CayoPericoWaveSurvival.pdb into script 5. drag and drop the ytd (CayoPericoWaveSurvivalTextures.ytd) into mods\update\update.rpf\x64\textures\script_txds.rpf\ 6 Launch game, go to the grave symbol at the docks to interact with the start Cayo Perico Zombie Survival MenuFree -
Cayo Perico Wave Survival Zombies
Cayo Perico Wave Survival Zombies LATEST GAME VERSION IS RECOMMENDED FOR THIS MOD, HOWEVER AT A MINIMUM YOU NEED AGENTS OF SABOTAGE DLC. Welcome to my own take on Cayo Perico Wave Survival, The tropical paradise of Cayo Perico has fallen silent. Once a party island ruled by drug lords and bass drops, it’s now crawling with the undead. In this mod, you’ll fight wave after wave of relentless zombies in a desperate struggle to survive. Inspired by Call of Duty Zombies, this mod brings fast-paced, round-based combat to GTA V — complete with perks (purchased though Vending Machines placed around Cayo Perico), earn cash from kills, unlock new weapons by purchasing them off wall like in Call of Duty Zombies, and upgrade your arsenal as the waves grow deadlier. Zombie Types Normal: you bog standard zombies, no abilities, will charge at you with no remorse trying to hit you Armored: pretty much the same as your bog standard zombie, however will have increased armor, will also be very recognisable as they look like a armored zombie. Mage: Zombie Mages have the ability to resurrect dead zombies, Splitter: Splitter Zombies will split into two new zombies apon death, they can do this a total of 3 times (1 Splitter becomes 2, 2 Splittersbecomes 4 Splitters) Explosive: The Explosive zombie will have a blue lightining fog effect around it, and will explode when killed. Pumpkin: Pumpkin Zombies appear with a pumpkin on their head, they are also flaming and immune to headshots, will explode into flames when killed Panther: The Zombie Panther is a black panther that will run at you and try to get close to you. If it gets too close, it will explode into flames. Conquistadors: Conquistadors are the Zombie Sniper, they will be armed with a Musket and will try to kill you at range. Perks Quickfix, "Quick fix will help you stay alive, recieve 10% health back apon killing 3 zombies.", Jugg : Jugg makes you take 25% less damage from zombies.", Iron Skin: Iron Skin will make you permanemntly Invulnrable to fire, usefull for those close calls with pumpkin zombies. Scavanger: Scavanger allows you to have a small chance at regaining ammo after killing a zombie. Explosive Touch: Explosive Touch gives you a 20% chance to explode nearby zombies when killing a zombie. One Tap Ace: with One Tap Ace every 5 bullets you fire will have a chance to instant kill the next zombie that is shot. Adrenaline Rush: Adrenaline Rush gives you a permanemnt 20% increase to movement speed. Second Wind : Second Wind gives you a second chance at survival, apon your next death, you will be revived to keep fighting the horde. Engineer: Engineer reduces the price of all equipment by 25%. Unfiltered Greed : Unfiltered Greed rewards the player with 50% more cash per zombie kill. Lead Foot: With Lead Foot, all damage from Conquistador is negated. Weapon Overclock: All player weapons deal and additional 35% damage to zombies. Gamblers Curse: At the end of every round the player loses or reiceves a random amount of cash, can lose a maximum of 200 cash and reiceve a maximum of 500. Tombstone Of Fate: Zombies that have been killed get a 30% chance to be immune to Zombie Summoner resurrection ability. Momentum Lock: With Momentum Lock you wont be effected by electric zombies kinetic explosions. Install Instructions 1. download and Install scripthookv + Scripthookvdotnet (latest Scripthookvdotnet nightly if your on the latest game patch) 2. create a scripts folder (named scripts and not Scripts) if you havent got one already 3. install LemonUI(if you havnt already got it for SHVDN3) there is a download link in the text file of the zip, copy the url into a browser, then a zip will be downloaded, drag the CONTENTS of the SHVDN3 folder into scripts 4. drag CayoPericoWaveSurvival.dll, CayoPericoWaveSurvival.pdb into script 5. drag and drop the ytd (CayoPericoWaveSurvivalTextures.ytd) into mods\update\update.rpf\x64\textures\script_txds.rpf\ 6 Launch game, go to the grave symbol at the docks to interact with the start Cayo Perico Zombie Survival Menu File Information Submitter Rockstar Submitted 11/16/2025 Category Scripts View File
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GTA Online Complete Property Database
1. Business Hubs & OfficesProperty Type Name Location Price Executive Office Maze Bank West Del Perro $1,000,000 Executive Office Arcadius Business Center Pillbox Hill $2,250,000 Executive Office Lombank West Del Perro $3,100,000 Executive Office Maze Bank Tower Pillbox Hill $4,000,000 Agency Little Seoul Little Seoul $2,010,000 Agency Vespucci Canals Vespucci Canals $2,145,000 Agency Rockford Hills Rockford Hills $2,415,000 Agency Hawick Vinewood $2,830,000 Nightclub Elysian Island Elysian Island $1,080,000 Nightclub LSIA Los Santos Airport $1,135,000 Nightclub Vespucci Canals Vespucci Canals $1,320,000 Nightclub Cypress Flats Cypress Flats $1,370,000 Nightclub Mission Row Mission Row $1,440,000 Nightclub La Mesa La Mesa $1,500,000 Nightclub Strawberry Strawberry $1,525,000 Nightclub Del Perro Del Perro $1,645,000 Nightclub Downtown Vinewood Downtown Vinewood $1,670,000 Nightclub West Vinewood West Vinewood $1,700,000 2. Illicit Businesses (Bunkers, Hangars, Auto Shops)Property Type Name Location Price Bunker Paleto Forest Paleto Bay $1,165,000 Bunker Raton Canyon Raton Canyon $1,450,000 Bunker Lago Zancudo Fort Zancudo $1,550,000 Bunker Chumash Chumash $1,650,000 Bunker Grapeseed Grapeseed $1,750,000 Bunker Route 68 Grand Senora Desert $1,950,000 Bunker Grand Senora Oilfields Grand Senora Desert $2,035,000 Bunker Grand Senora Desert Grand Senora Desert $2,120,000 Bunker Smoke Tree Road Grand Senora Desert $2,205,000 Bunker Thomson Scrapyard Grand Senora Desert $2,290,000 Bunker Farmhouse Grand Senora Desert $2,375,000 Hangar LSIA Hangar A17 LSIA $1,200,000 Hangar LSIA Hangar 1 LSIA $1,525,000 Hangar Fort Zancudo 3497 Fort Zancudo $2,085,000 Hangar Fort Zancudo 3499 Fort Zancudo $2,650,000 Hangar Fort Zancudo A2 Fort Zancudo $3,250,000 Auto Shop Mission Row Mission Row $1,670,000 Auto Shop Strawberry Strawberry $1,705,000 Auto Shop Rancho Rancho $1,750,000 Auto Shop Burton Burton $1,830,000 Auto Shop La Mesa La Mesa $1,920,000 3. Heist Properties (Arcades, Facilities, Salvage)Property Type Name Location Price Arcade Pixel Pete's Paleto Bay $1,235,000 Arcade Wonderama Grapeseed $1,565,000 Arcade Videogeddon La Mesa $1,875,000 Arcade Warehouse Davis $2,135,000 Arcade Insert Coin Rockford Hills $2,345,000 Arcade Eight-Bit Vinewood $2,530,000 Facility Paleto Bay Paleto Bay $1,250,000 Facility Mount Gordo Mount Gordo $1,465,000 Facility Lago Zancudo Fort Zancudo $1,670,000 Facility RON Alternates Wind Farm $1,855,000 Facility Zancudo River Zancudo River $2,100,000 Facility Route 68 Grand Senora Desert $2,312,500 Facility Grand Senora Desert Grand Senora Desert $2,525,000 Facility Sandy Shores Sandy Shores $2,740,000 Facility Land Act Reservoir Land Act Dam $2,950,000 Salvage Yard Paleto Bay Paleto Bay $1,620,000 Salvage Yard Sandy Shores Sandy Shores $2,030,000 Salvage Yard Murrieta Heights East Los Santos $2,420,000 Salvage Yard Strawberry Strawberry $2,570,000 Salvage Yard La Puerta La Puerta $2,690,000
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Zombie Sonic Addon Ped
- 5 downloads
- Version 1.1
Requirements: Add-On Ped:https://en.gta5-mods.com/scripts/addonpeds-asi-pedselector Download the basic requirement: Add on peds selector: https://www.gta5-mods.com/scripts/addonpeds-asi-pedselector Script hook V: http://www.dev-c.com/gtav/scripthookv/ Script hook V donet: https://www.gta5-mods.com/tools/scripthookv-net Download the model Put the files in the zip in here mods>update>x64>dlcpacks>addonpeds>DLC.rpf>peds.rpf> add it on the list in addonpeds (remember this is a streamed ped) In game press L if you have the selector or Open Menyoo (https://www.gta5-mods.com/scripts/menyoo-pc-sp) go to "player options>change models>favorites>addmodel" write in the name of the modelFree -
Zombie Sonic Addon Ped
Zombie Sonic Addon Ped Requirements: Add-On Ped:https://en.gta5-mods.com/scripts/addonpeds-asi-pedselector Download the basic requirement: Add on peds selector: https://www.gta5-mods.com/scripts/addonpeds-asi-pedselector Script hook V: http://www.dev-c.com/gtav/scripthookv/ Script hook V donet: https://www.gta5-mods.com/tools/scripthookv-net Download the model Put the files in the zip in here mods>update>x64>dlcpacks>addonpeds>DLC.rpf>peds.rpf> add it on the list in addonpeds (remember this is a streamed ped) In game press L if you have the selector or Open Menyoo (https://www.gta5-mods.com/scripts/menyoo-pc-sp) go to "player options>change models>favorites>addmodel" write in the name of the model File Information Submitter Rockstar Submitted 11/16/2025 Category Player View File
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IVPack Enhanced - GTA IV vehicles in GTA V Enhanced
- 8 downloads
- Version 1.0.280
Learn about the base mod description at the original / initial mod release page, as well as find the Grand Theft Auto V Legacy mod versions: https://www.gta5-mods.com/vehicles/ivpack-gtaiv-vehicles-in-gtav Original vehicle designs are property of Rockstar Games and Take-Two Interactive: https://www.rockstargames.com/ https://www.take2games.com/ Mod credits: Creators: CP, Vanillaworks Team, Thundersmacker, RM76, TheAdmiester, Killatomate, GTA5Korn, Yard1, Lundy, CDemapp, PhilBellic, I'm Not MentaL, sparky66, Insincere, FV Mods (port to GTA 5 Enhanced). Version subject in conversion: 1.0.270 Supported patches: 1.0.3570.0 (Money Fronts update) Type of mod: Add-On Grand Theft Auto V Enhanced installation instructions: 1. Get CodeWalker beta 48 by dexyfexx (you may need to join dexyfexx Discord server to get this version in particular): https://www.gta5-mods.com/tools/codewalker-gtav-interactive-3d-map 2. Install OpenRPF by Los Santos Multiplayer: https://www.gta5-mods.com/tools/openrpf-openiv-asi-for-gta-v-enhanced 3. Install ASI loader with ScriptHookV (AB Software Development): http://www.dev-c.com/gtav/scripthookv/ 4. Create a mods folder in your game installation directory, and copy original files that you plan to mod (e.g. update.rpf, one of dlcpacks dlc.rpf (preferably smaller in size)) or just copy the folder structure for them in mods folder. 5. Copy over the pres folder to "mods/update/dlcpacks/". 6. Add "dlcpacks:/pres/" to dlclist.xml at: "mods/update/update.rpf/common/data/" - use CodeWalker's RPF Editor. 7. Download and extract the files from the original release mod from: https://www.gta5-mods.com/vehicles/ivpack-gtaiv-vehicles-in-gtav 8. Open the ivpack OIV file with a tool like WinRAR or 7ZIP, and extract them somewhere. 9. Replace the following files using CodeWalker's RPF Editor: trfc/vehiclemodelsets.meta - mods/update/update.rpf/common/data/ai/ data/carvariations.ymt - mods/update/update.rpf/x64/data/ trfc/popgroups.ymt - mods/update/update.rpf/x64/levels/gta5/ 10. Install gameconfig (BadassBaboon) and HeapAdjuster Enhanced (JG7834): https://www.gta5-mods.com/misc/expanded-enhanced-gameconfig-gta-5-enhanced https://www.nexusmods.com/gta5enhanced/mods/65 11. If you keep getting game crashes, maybe try this mod: Anti-Crash Hotfix for Replace Cars (t0bi): https://www.gta5-mods.com/misc/anti-crash-hotfix-for-replace-cars It was not tested, but may be worth a shot as some users were able to fix it that way. Otherwise, you may try to swap the non-critical metadata files with originals until it works out better. Known issues: Game (GTA 5 Enhanced only) crashes when attempting to enter certain vehicle, like e.g. Turismo, Schafter GTR and Ghawar Jet, but they can otherwise spawn just fine. It is plausible that with proper configuration of metadata files, it wouldn't be a issue at all.Free -
IVPack Enhanced - GTA IV vehicles in GTA V Enhanced
IVPack Enhanced - GTA IV vehicles in GTA V Enhanced Learn about the base mod description at the original / initial mod release page, as well as find the Grand Theft Auto V Legacy mod versions: https://www.gta5-mods.com/vehicles/ivpack-gtaiv-vehicles-in-gtav Original vehicle designs are property of Rockstar Games and Take-Two Interactive: https://www.rockstargames.com/ https://www.take2games.com/ Mod credits: Creators: CP, Vanillaworks Team, Thundersmacker, RM76, TheAdmiester, Killatomate, GTA5Korn, Yard1, Lundy, CDemapp, PhilBellic, I'm Not MentaL, sparky66, Insincere, FV Mods (port to GTA 5 Enhanced). Version subject in conversion: 1.0.270 Supported patches: 1.0.3570.0 (Money Fronts update) Type of mod: Add-On Grand Theft Auto V Enhanced installation instructions: 1. Get CodeWalker beta 48 by dexyfexx (you may need to join dexyfexx Discord server to get this version in particular): https://www.gta5-mods.com/tools/codewalker-gtav-interactive-3d-map 2. Install OpenRPF by Los Santos Multiplayer: https://www.gta5-mods.com/tools/openrpf-openiv-asi-for-gta-v-enhanced 3. Install ASI loader with ScriptHookV (AB Software Development): http://www.dev-c.com/gtav/scripthookv/ 4. Create a mods folder in your game installation directory, and copy original files that you plan to mod (e.g. update.rpf, one of dlcpacks dlc.rpf (preferably smaller in size)) or just copy the folder structure for them in mods folder. 5. Copy over the pres folder to "mods/update/dlcpacks/". 6. Add "dlcpacks:/pres/" to dlclist.xml at: "mods/update/update.rpf/common/data/" - use CodeWalker's RPF Editor. 7. Download and extract the files from the original release mod from: https://www.gta5-mods.com/vehicles/ivpack-gtaiv-vehicles-in-gtav 8. Open the ivpack OIV file with a tool like WinRAR or 7ZIP, and extract them somewhere. 9. Replace the following files using CodeWalker's RPF Editor: trfc/vehiclemodelsets.meta - mods/update/update.rpf/common/data/ai/ data/carvariations.ymt - mods/update/update.rpf/x64/data/ trfc/popgroups.ymt - mods/update/update.rpf/x64/levels/gta5/ 10. Install gameconfig (BadassBaboon) and HeapAdjuster Enhanced (JG7834): https://www.gta5-mods.com/misc/expanded-enhanced-gameconfig-gta-5-enhanced https://www.nexusmods.com/gta5enhanced/mods/65 11. If you keep getting game crashes, maybe try this mod: Anti-Crash Hotfix for Replace Cars (t0bi): https://www.gta5-mods.com/misc/anti-crash-hotfix-for-replace-cars It was not tested, but may be worth a shot as some users were able to fix it that way. Otherwise, you may try to swap the non-critical metadata files with originals until it works out better. Known issues: Game (GTA 5 Enhanced only) crashes when attempting to enter certain vehicle, like e.g. Turismo, Schafter GTR and Ghawar Jet, but they can otherwise spawn just fine. It is plausible that with proper configuration of metadata files, it wouldn't be a issue at all. File Information Submitter Rockstar Submitted 11/16/2025 Category Vehicles View File
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Cultist (Menyoo)
- 5 downloads
- Version 1.0.0
Before the citywide blackouts a cult was formed named the Temple Branch Ark Davidians or just Ark Davidians for short. They were being investigated by the FIB before the blackouts for several years due to stockpiling a sizable number of weapons and being tied to possible kidnapping of women in the Paleto Bay area. A raid as done on their compound by both local law enforcement and the FIB but they were unsuccessful in taking down the cult but did successfully capture their leader, Ezekiel Ward. Now the Ark Davidians have spread out and descended on the Los Santos/ Blaine County area to look for wives to take and terrorize police. The cultist wears bright yellow parkas and matching rain boots covered in cult symbols and bible verses due to believing another great flood will purge the "sinners". Some members have FIB issued body armor which they seem to have acquired after the failed raid on their compound. Most if not all cultists wear gas masks and rebreathers because they are often using tear gas against police. Avoid these rainy streets best you can as these cultists look only to flood them with bullets and blood. This mod is a follow up to my previous Clownz and Animalz mod, featuring the newest Manhunt gang, the Cultist. A bug I have noticed is that since making this mod add on for whatever reason the hair does not shrink when you put up a hood. Will update the mod when I figure out how to fix it. Install: Drop the "mpcult" file in your mods directory and add the dlcpacks:/mpcult/ line to your dlc listFree