Forum Replies Created
- June 18, 2017 at 10:01 pm in reply to: Female NPC Walking Style Mod or Script for Mafia II? #164295
How did you get the elevated railway to function? Is this a custom script or did you manage to dig up the code that the developers removed from the game?
My theory is that the developers removed the subway/tram/elevated rail early in the design phase of the story because they chose to make the game more linear, and the public transportation lost its use. The reason why the video above includes a working train is because they put it in to decorate the game world for the E3 demo. This is very common. I assumed that there was no remaining code for the functional railway since it was removed in an older version along with taxis and buses, but you and Sergey on YouTube have proven me wrong.163025 wrote:
Oh shit! My bad I will delete it.
No problem! Thanks for being willing to hang out on the discord and help out.163018 wrote:
Also, to everyone, I made a Discord channel if you want to join and discuss about Mafia 3 modding! Developers and users are all welcome, here we can help each other out and make awesome mods.
Josh, we already have a discord, just FYI. Click “Forums” and then “Chat”.
I am respectfully requesting you to shut yours down, as it will split the chat-based Mafia III modding discussion. Much appreciated!
I have spent a good deal of time teleporting around the map via the Mafia II SetPos script, and noticed that the game appears to feature some unused locations. There is a concentration of these locations north of the Causeway bridge, in the area above the lake. The Casino up there is the only place that is used during the game, the rest of the Northshore is inaccessible.
The biggest thing is a huge international airport at the very top of the map. It is impossible to get to it because the ground surrounding it is not solid, however various buildings at the airport do have collision data, along with the jumbo jets parked there. The weirdness doesn’t end there, though…there’s a second airport in Delray, closer to the location of the real life New Orleans Int’l, and it can be visited, but it’s gated off and you can’t walk around the tarmac and runways. It’s submerged under a thin layer of water, probably to justify its abandonment. Unlike the other one, you can actually swim around if you teleport yourself into the airport via the SetPos script, but the wrecked planes at the airport aren’t solid. I have a reddit thread with more pictures here.
I originally assumed the Northshore (Lewis Springs) area was supposed to be DLC, but it’s actually used one time for the final mission of the game. Will not go into detail to avoid spoilers, but only one building up there (the Casino) is visited. I myself have not finished the game yet due to extreme business, but I’ve got confirmation from people on reddit of what happens. You just cross the Causeway, which is finished being built at that point of the story, and head to the Casino, then it’s back to the city. Aside from the airport I’ve found a few other industrial areas and a huge construction site up there, which, as a big surprise to me, contains multiple drivable forklifts…which are the exact same forklift that was scrapped from Mafia II, and found in the game files with missing textures. I’ve even had it up as a mod on my site for years. Now you can drive it with textures and all, and as soon as we get our hands on an SDS tool akin to Rick’s Mafia II set, I’ll grab those textures and update the Mafia II mod.
Sorry for this wall of text, but the story doesn’t end there…it seems that the Mafia developers never learn their lesson. As many of us know, Empire Bay originally had an elevated rail/subway hybrid that the player could ride that was cut from the game. They’ve done it again in the form of New Orleans streetcars…they were in the earliest gameplay demo, but are not in the final release…it seems that Mafia 1 will remain the only Mafia with a train you can ride on. Someone on reddit says that other vehicles were scrapped. Regardless, please let me know if you guys find any of that stuff in the game files, and more importantly, if it can be restored into the game in the form of a mod. Thanks.
Here’s the script I used:
game.game:GetActivePlayer().invulnerability = true;
game.game:GetActivePlayer():SetPos(Math:newVector(0, 0, 0))
First line of the script is God Mode so you don’t die when you hit the ground, second is the SetPos script with x, y, and z values that you need to change in order to position yourself in the correct spot.
Thanks for reporting the embed error, Barzakh. We will look into it immediately.
Looks like you weren’t joking about the codebase – that Lua script is the same one I used for the Teleport to Joe’s Apartment mod. Do any of the other scripts on the site work in Mafia III via your script hook?
Nice choice of music on the video. Reminds of of when Wei sung it in Sleeping Dogs. Shame that game wasn’t moddable. 🙂
Thank you very much for sharing this via our forums, Barzakh! I’m glad to see that they didn’t deviate too far from Mafia II’s proprietary tech. Hopefully this means aspects of Mafia II can be ported into Mafia III.
Sorry for how late this reply is, but if you’re reading this, there’s no way to access those settings because they are hardcoded into the game engine’s configuration that was baked for the sole game it was programmed for, which is Mafia II.
What you found in the executable was left over from the game’s development, as are the references to cut content in there. There’s the obvious stuff like subways and scrapped missions, but interestingly there are a few lines like “enter boat” that indicate that there is stuff in the Mafia II executable that was left over from very, very early in development. There are no assets remaining to support the existence of boats that functioned in any way other than ambient decoration.
I searched far and wide to no avail. None of the Russian/Czech sites whose users have tore the game apart have found any way to draw/spit out your current coordinates from what I can tell. I just use trial and error. Once you figure out which numbers control what value (depends on what method you use to teleport) it’s pretty straightforward.
Yep, the hinged lorry in the game files. Some of the Russian modders over at playground.ru have tried to mod it back in but had the same problems you ran into. I’m guessing the reason the trailer stops when you get closer is because the multi-staged physics system only loads the vehicle’s handling parameters when you get close enough to physically interact with it. As for modding it back in with Lua, I seriously doubt it’s possible without reverse-engineering or stumbling on the correct string as it’s a completely unique vehicle attribute.
Those are great – hope to see you back in the modding community when the third game gets released.
Thank you very much for allowing me to put your mods on the site, Dgumba. Your skills are more than welcome here.
Yep – Mafia III is coming!
Check out this post: http://mafia2-mods.com/mafia-iii-has-been-confirmed/
Dgumba – the forums are not very active right now. Mafia II is nearly 5 years old, and it wasn’t too popular when it released, so this site is mainly intended to be a place for people to download mods that I’ve collected over the years. Many of the mods and scripts I have on the site are from Mafia II modding websites that died years ago.