325.946
1.351
325.946
1.351
This mod requires the following to work properly, for version 2.0:
Script Hook V
Script Hook V Dot Net (tested with v3.6.0)
LemonUI (tested with v2.0. The mod uses the SHVDN3 LemonUI files)
Versions before 2.0 require NativeUI 1.9.1 instead of LemonUI
Also, Script Hook V Dot Net requires the following:
.NET Framework version 4.8 or above
Visual C++ Redistributable for Visual Studio 2019 x64
This mod tries to create a gang and turf system similar to that of Gta San Andreas. With it, you are able to control a gang with a name and members of your choice, take over territories of San Andreas and fight against other gangs for the control of those territories. Control of zones of the world provides constant income.
Installation:
Drag the scripts folder and the gangModData folder into your GTAV folder.
If you're installing NativeUI/LemonUI as well: just like this mod's .dll, it goes inside the scripts folder too. In LemonUI's case, this mod uses the files inside LemonUI's SHVDN3 folder; put those files inside the scripts folder (LemonUI.SHVDN3.dll and the others)
If you are using Bilago's mod manager,
create a folder for this mod inside the "GTAV Mods" folder
and then extract the scripts folder into the one you've just created.
The GangModData folder must still be put inside the GTAV folder,
or else data won't be saved properly.
When updating from a previous version, don't overwrite the following files of your "gangModData" folder, or else you'll lose your saved data/options: GangData.xml, ModOptions.xml, TurfZoneData.xml
Default basic Controls:
B - Open mod options/gang options and upgrades menu
Shift + B - Open contextual registration menu: gang member registration when on foot and facing a pedestrian, vehicle registration when inside a vehicle
N - Check current zone name and ownership
Shift + N - Open zone controls menu
Ctrl + N - Toggle between zone blip modes (show nearest 5, show all, show none)
Aim at friendly member + H - Add/remove member to/from group (he will follow you around)
Aim at friendly vehicle + H - Make the vehicle back you up (come to you and drop passengers if you're on foot; escort you if you're inside a vehicle)
Aim at friendly member + J - Take control of target member (the armor bar represents the member's health) / return to protagonist
Spacebar (when controlling a member that has been killed) - Take control of nearest member
Controls are configurable ingame.
Reported/known Incompatibilities (if you find out a new one, or notice that one of the mods cited here are no longer having compatibility issues, please report!)
-''Real | RAGE Weapons and Damage Enhancer'': reported by Thumblesteen, causes member deaths during wars to not affect reinforcement counts. Needs confirmation, though: Spidermonk111 had no issues, apparently
-"Vitality": Vitality is a pretty awesome mod that affects max health and regeneration; however, that conflicts with the way gang member mind control is implemented, making it possible to get "wasted" while controlling a member (which shouldn't happen without Vitality). If you don't use this mod's member mind control feature, you shouldn't have any problem using Vitality.
More information on how to use this mod here.
Want to see Families, Ballas, Vagos and the other "lore-friendly" gangs? Check out Renlou's Gangs file (fixed by TwinkyMods)!
This mod is open source on GitHub. Contributions are welcome!
Pyri has set up a discord server! This is the link to enter it
Special Thanks:
Eddlm, for the vehicle flags forum thread, which helped a lot when making gang cars a bit less crazy haha
Kassiter, for contributing with vehicle mods and other cool stuff!
DarkRTA, for adding the display of turf levels on the blips!
Zixum, for making neat tweaks to the mod!
sover9, for adding more zones to TurfZoneData!
Leon Van Loon, for donating!
KeyMillion, for donating!
Everyone that has downloaded and/or commented here
Recent Changelog:
2.0.2
- Added knownMaxPassengers value to vehicles data
- Fix vehicle colors menu not opening/working correctly
- Fix wrong zone picking for starting wars
- Allow protagonists to take control points
2.0.1
- Don't auto upgrade zones if msTimeBetweenZoneAutoUpgrades is below 0
- Fix "add for specific enemy gang" menu not opening
- AI Gangs more likely to attack the most powerful gang (most zones + most upgrades)
- Fix for error on removing car/member variations
2.0.0
- Now uses LemonUI instead of NativeUI
- Now uses ScripthookvDotNet 3.0 instead of 2.0
- Very bad plane support
- Some helicopter tweaks
- Attempt at spawning vehicles with a starting speed (some are spawning with backwards speed lol)
- Added zones passive upgrading (on by default, controlled by msTimeBetweenZoneAutoUpgrades)
- Added zonesCanLoseValueOnDefenderVictory and survivorsBecomeZoneValueOnAttackerVictory, both on by default
- Added more weapons (reset the weapons list via the ingame mod options menu to see them)
1.8.0
- Vehicle mods support (contributed by Kassiter)
- Members shouldn't drown in water
- Possible fix for war spawning error
1.7.2
- Possible fix for errors in wars
1.7.1
- Fixed localization folder name
1.7.0
- Fix for gangs possibly never being wiped out
- Tweaks for vehicles with guns
- Fix for parachuting peds not despawning when far away
- Added modOptions: gangHelicoptersEnabled, maxAdditionalCostToTakeTurf , maxDistanceToPreserveKilledOffscreen , gangMembersRagdollWhenShot, gangMembersReactToFriendliesBeingShot
- Attempts at mitigating spawnkilling
- I've added placeholder locale files for the WIP localization system, so no more "couldn't find en-US" errors! (add the "locales" folder provided in the zip to your gangModData folder; the rest doesn't have to be replaced if you don't want to, but I recommend also updating PotentialSpawnsForWars)
- Testing: make members always ragdoll instead of using death animations when offscreen
1.6.0
- some helicopter support. Members will parachute (or sometimes just free fall) from helicopters. If you want them to always survive the falls, set the gangMembersAreFallproofWhileParachuting mod option to true
- some fixes in handling extended saves of non-freemode peds as members
- Added "Lock current war reinforcement count" war menu option, for when you don't want the war to end
- Added modOptions: gangMembersCanUseCover, gangMembersAreFallproofWhileParachuting, driverUpdateLimitWhileGoingToDest, driverUpdateLimitWhileDroppingOffPassengers, spawnLimitPercentToUseInAIOnlyWar
1.5.5
- fix for friendly members attacking the player
- attempt at making members spawn with weapons drawn during wars
1.5.4
- lots of new modOptions!
- in wars, members can spawn inside already spawned vehicles of their gang (only vehicles that are still being driven)
- turf levels displayed in the map blips (contributed by DarkRTA)
- setting "punishment for no spawns" interval to 0 or less should now properly disable the feature
1.5
- "multi-war" system added: AI gangs actually fight their wars in the open now
- wars now use preset spawn points whenever possible
- wars' spawn points can be taken by attackers/defenders (or neutralized by "third party" gangs)
- gang vehicles in wars should come from different general directions according to whether they're attackers/defenders instead of randomly
- added "gang members spawn everywhere"-like modOption, editable ingame
- tweaked default modOptions
- random fixes hehe
1.4
- "custom area zones" added (create a gang zone anywhere. Its "area of influence" is defined by a circle)
- driver spawn limiting (only ambient and war, backups are always spawned)
- war spawns limited to number of tickets
- little increase to the driver update limit before giving up
- secondaryColor of vehicles as customizable option for Gangs
- mind control health tweak (shouldn't have more health than the member had now)
- extra area blip for wars (this one spawns around the player, to circumvent issues with "fighting at the border of the zone")
- notificationsEnabled affecting most notifications
- more modOptions for regulating reinforcements in wars
1.3.20
-more cars spawn in wars
-vehicle driver tweaks
-GangAndTurfMod logs are now kept in only one file instead of a timestamped one for each day
-added "playerIsASpectator" and "membersCanDropMoneyOnDeath" ModOptions
-using Eddlm's spawn generator for getting car spawns in urban areas
-"nerfed" the influence of the amount of owned zones in autocalc
-some checks for bad spawn points during wars
-war balancing tweaks
-"extended save mode" for ped registration. Can help with some addon peds that have extra details, but usually not needed
1.3.19
-fix for being immortal when mind controlling
-fix for gang cars never despawning
1.3.18
-updated to ScriptHookVDotNet V2.10.10
-fix for members dying on spawn
-Just like with SHVDN, this mod now requires .NET Framework 4.8 and Visual C++ redistributable 2019
Script Hook V
Script Hook V Dot Net (tested with v3.6.0)
LemonUI (tested with v2.0. The mod uses the SHVDN3 LemonUI files)
Versions before 2.0 require NativeUI 1.9.1 instead of LemonUI
Also, Script Hook V Dot Net requires the following:
.NET Framework version 4.8 or above
Visual C++ Redistributable for Visual Studio 2019 x64
This mod tries to create a gang and turf system similar to that of Gta San Andreas. With it, you are able to control a gang with a name and members of your choice, take over territories of San Andreas and fight against other gangs for the control of those territories. Control of zones of the world provides constant income.
Installation:
Drag the scripts folder and the gangModData folder into your GTAV folder.
If you're installing NativeUI/LemonUI as well: just like this mod's .dll, it goes inside the scripts folder too. In LemonUI's case, this mod uses the files inside LemonUI's SHVDN3 folder; put those files inside the scripts folder (LemonUI.SHVDN3.dll and the others)
If you are using Bilago's mod manager,
create a folder for this mod inside the "GTAV Mods" folder
and then extract the scripts folder into the one you've just created.
The GangModData folder must still be put inside the GTAV folder,
or else data won't be saved properly.
When updating from a previous version, don't overwrite the following files of your "gangModData" folder, or else you'll lose your saved data/options: GangData.xml, ModOptions.xml, TurfZoneData.xml
Default basic Controls:
B - Open mod options/gang options and upgrades menu
Shift + B - Open contextual registration menu: gang member registration when on foot and facing a pedestrian, vehicle registration when inside a vehicle
N - Check current zone name and ownership
Shift + N - Open zone controls menu
Ctrl + N - Toggle between zone blip modes (show nearest 5, show all, show none)
Aim at friendly member + H - Add/remove member to/from group (he will follow you around)
Aim at friendly vehicle + H - Make the vehicle back you up (come to you and drop passengers if you're on foot; escort you if you're inside a vehicle)
Aim at friendly member + J - Take control of target member (the armor bar represents the member's health) / return to protagonist
Spacebar (when controlling a member that has been killed) - Take control of nearest member
Controls are configurable ingame.
Reported/known Incompatibilities (if you find out a new one, or notice that one of the mods cited here are no longer having compatibility issues, please report!)
-''Real | RAGE Weapons and Damage Enhancer'': reported by Thumblesteen, causes member deaths during wars to not affect reinforcement counts. Needs confirmation, though: Spidermonk111 had no issues, apparently
-"Vitality": Vitality is a pretty awesome mod that affects max health and regeneration; however, that conflicts with the way gang member mind control is implemented, making it possible to get "wasted" while controlling a member (which shouldn't happen without Vitality). If you don't use this mod's member mind control feature, you shouldn't have any problem using Vitality.
More information on how to use this mod here.
Want to see Families, Ballas, Vagos and the other "lore-friendly" gangs? Check out Renlou's Gangs file (fixed by TwinkyMods)!
This mod is open source on GitHub. Contributions are welcome!
Pyri has set up a discord server! This is the link to enter it
Special Thanks:
Eddlm, for the vehicle flags forum thread, which helped a lot when making gang cars a bit less crazy haha
Kassiter, for contributing with vehicle mods and other cool stuff!
DarkRTA, for adding the display of turf levels on the blips!
Zixum, for making neat tweaks to the mod!
sover9, for adding more zones to TurfZoneData!
Leon Van Loon, for donating!
KeyMillion, for donating!
Everyone that has downloaded and/or commented here
Recent Changelog:
2.0.2
- Added knownMaxPassengers value to vehicles data
- Fix vehicle colors menu not opening/working correctly
- Fix wrong zone picking for starting wars
- Allow protagonists to take control points
2.0.1
- Don't auto upgrade zones if msTimeBetweenZoneAutoUpgrades is below 0
- Fix "add for specific enemy gang" menu not opening
- AI Gangs more likely to attack the most powerful gang (most zones + most upgrades)
- Fix for error on removing car/member variations
2.0.0
- Now uses LemonUI instead of NativeUI
- Now uses ScripthookvDotNet 3.0 instead of 2.0
- Very bad plane support
- Some helicopter tweaks
- Attempt at spawning vehicles with a starting speed (some are spawning with backwards speed lol)
- Added zones passive upgrading (on by default, controlled by msTimeBetweenZoneAutoUpgrades)
- Added zonesCanLoseValueOnDefenderVictory and survivorsBecomeZoneValueOnAttackerVictory, both on by default
- Added more weapons (reset the weapons list via the ingame mod options menu to see them)
1.8.0
- Vehicle mods support (contributed by Kassiter)
- Members shouldn't drown in water
- Possible fix for war spawning error
1.7.2
- Possible fix for errors in wars
1.7.1
- Fixed localization folder name
1.7.0
- Fix for gangs possibly never being wiped out
- Tweaks for vehicles with guns
- Fix for parachuting peds not despawning when far away
- Added modOptions: gangHelicoptersEnabled, maxAdditionalCostToTakeTurf , maxDistanceToPreserveKilledOffscreen , gangMembersRagdollWhenShot, gangMembersReactToFriendliesBeingShot
- Attempts at mitigating spawnkilling
- I've added placeholder locale files for the WIP localization system, so no more "couldn't find en-US" errors! (add the "locales" folder provided in the zip to your gangModData folder; the rest doesn't have to be replaced if you don't want to, but I recommend also updating PotentialSpawnsForWars)
- Testing: make members always ragdoll instead of using death animations when offscreen
1.6.0
- some helicopter support. Members will parachute (or sometimes just free fall) from helicopters. If you want them to always survive the falls, set the gangMembersAreFallproofWhileParachuting mod option to true
- some fixes in handling extended saves of non-freemode peds as members
- Added "Lock current war reinforcement count" war menu option, for when you don't want the war to end
- Added modOptions: gangMembersCanUseCover, gangMembersAreFallproofWhileParachuting, driverUpdateLimitWhileGoingToDest, driverUpdateLimitWhileDroppingOffPassengers, spawnLimitPercentToUseInAIOnlyWar
1.5.5
- fix for friendly members attacking the player
- attempt at making members spawn with weapons drawn during wars
1.5.4
- lots of new modOptions!
- in wars, members can spawn inside already spawned vehicles of their gang (only vehicles that are still being driven)
- turf levels displayed in the map blips (contributed by DarkRTA)
- setting "punishment for no spawns" interval to 0 or less should now properly disable the feature
1.5
- "multi-war" system added: AI gangs actually fight their wars in the open now
- wars now use preset spawn points whenever possible
- wars' spawn points can be taken by attackers/defenders (or neutralized by "third party" gangs)
- gang vehicles in wars should come from different general directions according to whether they're attackers/defenders instead of randomly
- added "gang members spawn everywhere"-like modOption, editable ingame
- tweaked default modOptions
- random fixes hehe
1.4
- "custom area zones" added (create a gang zone anywhere. Its "area of influence" is defined by a circle)
- driver spawn limiting (only ambient and war, backups are always spawned)
- war spawns limited to number of tickets
- little increase to the driver update limit before giving up
- secondaryColor of vehicles as customizable option for Gangs
- mind control health tweak (shouldn't have more health than the member had now)
- extra area blip for wars (this one spawns around the player, to circumvent issues with "fighting at the border of the zone")
- notificationsEnabled affecting most notifications
- more modOptions for regulating reinforcements in wars
1.3.20
-more cars spawn in wars
-vehicle driver tweaks
-GangAndTurfMod logs are now kept in only one file instead of a timestamped one for each day
-added "playerIsASpectator" and "membersCanDropMoneyOnDeath" ModOptions
-using Eddlm's spawn generator for getting car spawns in urban areas
-"nerfed" the influence of the amount of owned zones in autocalc
-some checks for bad spawn points during wars
-war balancing tweaks
-"extended save mode" for ped registration. Can help with some addon peds that have extra details, but usually not needed
1.3.19
-fix for being immortal when mind controlling
-fix for gang cars never despawning
1.3.18
-updated to ScriptHookVDotNet V2.10.10
-fix for members dying on spawn
-Just like with SHVDN, this mod now requires .NET Framework 4.8 and Visual C++ redistributable 2019
Zuerst hochgeladen: 19. März 2016
Letztes Update: 19. März 2024
Last Downloaded: vor 3 Minuten
All Versions
6.106 Kommentare
This mod requires the following to work properly, for version 2.0:
Script Hook V
Script Hook V Dot Net (tested with v3.6.0)
LemonUI (tested with v2.0. The mod uses the SHVDN3 LemonUI files)
Versions before 2.0 require NativeUI 1.9.1 instead of LemonUI
Also, Script Hook V Dot Net requires the following:
.NET Framework version 4.8 or above
Visual C++ Redistributable for Visual Studio 2019 x64
This mod tries to create a gang and turf system similar to that of Gta San Andreas. With it, you are able to control a gang with a name and members of your choice, take over territories of San Andreas and fight against other gangs for the control of those territories. Control of zones of the world provides constant income.
Installation:
Drag the scripts folder and the gangModData folder into your GTAV folder.
If you're installing NativeUI/LemonUI as well: just like this mod's .dll, it goes inside the scripts folder too. In LemonUI's case, this mod uses the files inside LemonUI's SHVDN3 folder; put those files inside the scripts folder (LemonUI.SHVDN3.dll and the others)
If you are using Bilago's mod manager,
create a folder for this mod inside the "GTAV Mods" folder
and then extract the scripts folder into the one you've just created.
The GangModData folder must still be put inside the GTAV folder,
or else data won't be saved properly.
When updating from a previous version, don't overwrite the following files of your "gangModData" folder, or else you'll lose your saved data/options: GangData.xml, ModOptions.xml, TurfZoneData.xml
Default basic Controls:
B - Open mod options/gang options and upgrades menu
Shift + B - Open contextual registration menu: gang member registration when on foot and facing a pedestrian, vehicle registration when inside a vehicle
N - Check current zone name and ownership
Shift + N - Open zone controls menu
Ctrl + N - Toggle between zone blip modes (show nearest 5, show all, show none)
Aim at friendly member + H - Add/remove member to/from group (he will follow you around)
Aim at friendly vehicle + H - Make the vehicle back you up (come to you and drop passengers if you're on foot; escort you if you're inside a vehicle)
Aim at friendly member + J - Take control of target member (the armor bar represents the member's health) / return to protagonist
Spacebar (when controlling a member that has been killed) - Take control of nearest member
Controls are configurable ingame.
Reported/known Incompatibilities (if you find out a new one, or notice that one of the mods cited here are no longer having compatibility issues, please report!)
-''Real | RAGE Weapons and Damage Enhancer'': reported by Thumblesteen, causes member deaths during wars to not affect reinforcement counts. Needs confirmation, though: Spidermonk111 had no issues, apparently
-"Vitality": Vitality is a pretty awesome mod that affects max health and regeneration; however, that conflicts with the way gang member mind control is implemented, making it possible to get "wasted" while controlling a member (which shouldn't happen without Vitality). If you don't use this mod's member mind control feature, you shouldn't have any problem using Vitality.
More information on how to use this mod here.
Want to see Families, Ballas, Vagos and the other "lore-friendly" gangs? Check out Renlou's Gangs file (fixed by TwinkyMods)!
This mod is open source on GitHub. Contributions are welcome!
Pyri has set up a discord server! This is the link to enter it
Special Thanks:
Eddlm, for the vehicle flags forum thread, which helped a lot when making gang cars a bit less crazy haha
Kassiter, for contributing with vehicle mods and other cool stuff!
DarkRTA, for adding the display of turf levels on the blips!
Zixum, for making neat tweaks to the mod!
sover9, for adding more zones to TurfZoneData!
Leon Van Loon, for donating!
KeyMillion, for donating!
Everyone that has downloaded and/or commented here
Recent Changelog:
2.0.2
- Added knownMaxPassengers value to vehicles data
- Fix vehicle colors menu not opening/working correctly
- Fix wrong zone picking for starting wars
- Allow protagonists to take control points
2.0.1
- Don't auto upgrade zones if msTimeBetweenZoneAutoUpgrades is below 0
- Fix "add for specific enemy gang" menu not opening
- AI Gangs more likely to attack the most powerful gang (most zones + most upgrades)
- Fix for error on removing car/member variations
2.0.0
- Now uses LemonUI instead of NativeUI
- Now uses ScripthookvDotNet 3.0 instead of 2.0
- Very bad plane support
- Some helicopter tweaks
- Attempt at spawning vehicles with a starting speed (some are spawning with backwards speed lol)
- Added zones passive upgrading (on by default, controlled by msTimeBetweenZoneAutoUpgrades)
- Added zonesCanLoseValueOnDefenderVictory and survivorsBecomeZoneValueOnAttackerVictory, both on by default
- Added more weapons (reset the weapons list via the ingame mod options menu to see them)
1.8.0
- Vehicle mods support (contributed by Kassiter)
- Members shouldn't drown in water
- Possible fix for war spawning error
1.7.2
- Possible fix for errors in wars
1.7.1
- Fixed localization folder name
1.7.0
- Fix for gangs possibly never being wiped out
- Tweaks for vehicles with guns
- Fix for parachuting peds not despawning when far away
- Added modOptions: gangHelicoptersEnabled, maxAdditionalCostToTakeTurf , maxDistanceToPreserveKilledOffscreen , gangMembersRagdollWhenShot, gangMembersReactToFriendliesBeingShot
- Attempts at mitigating spawnkilling
- I've added placeholder locale files for the WIP localization system, so no more "couldn't find en-US" errors! (add the "locales" folder provided in the zip to your gangModData folder; the rest doesn't have to be replaced if you don't want to, but I recommend also updating PotentialSpawnsForWars)
- Testing: make members always ragdoll instead of using death animations when offscreen
1.6.0
- some helicopter support. Members will parachute (or sometimes just free fall) from helicopters. If you want them to always survive the falls, set the gangMembersAreFallproofWhileParachuting mod option to true
- some fixes in handling extended saves of non-freemode peds as members
- Added "Lock current war reinforcement count" war menu option, for when you don't want the war to end
- Added modOptions: gangMembersCanUseCover, gangMembersAreFallproofWhileParachuting, driverUpdateLimitWhileGoingToDest, driverUpdateLimitWhileDroppingOffPassengers, spawnLimitPercentToUseInAIOnlyWar
1.5.5
- fix for friendly members attacking the player
- attempt at making members spawn with weapons drawn during wars
1.5.4
- lots of new modOptions!
- in wars, members can spawn inside already spawned vehicles of their gang (only vehicles that are still being driven)
- turf levels displayed in the map blips (contributed by DarkRTA)
- setting "punishment for no spawns" interval to 0 or less should now properly disable the feature
1.5
- "multi-war" system added: AI gangs actually fight their wars in the open now
- wars now use preset spawn points whenever possible
- wars' spawn points can be taken by attackers/defenders (or neutralized by "third party" gangs)
- gang vehicles in wars should come from different general directions according to whether they're attackers/defenders instead of randomly
- added "gang members spawn everywhere"-like modOption, editable ingame
- tweaked default modOptions
- random fixes hehe
1.4
- "custom area zones" added (create a gang zone anywhere. Its "area of influence" is defined by a circle)
- driver spawn limiting (only ambient and war, backups are always spawned)
- war spawns limited to number of tickets
- little increase to the driver update limit before giving up
- secondaryColor of vehicles as customizable option for Gangs
- mind control health tweak (shouldn't have more health than the member had now)
- extra area blip for wars (this one spawns around the player, to circumvent issues with "fighting at the border of the zone")
- notificationsEnabled affecting most notifications
- more modOptions for regulating reinforcements in wars
1.3.20
-more cars spawn in wars
-vehicle driver tweaks
-GangAndTurfMod logs are now kept in only one file instead of a timestamped one for each day
-added "playerIsASpectator" and "membersCanDropMoneyOnDeath" ModOptions
-using Eddlm's spawn generator for getting car spawns in urban areas
-"nerfed" the influence of the amount of owned zones in autocalc
-some checks for bad spawn points during wars
-war balancing tweaks
-"extended save mode" for ped registration. Can help with some addon peds that have extra details, but usually not needed
1.3.19
-fix for being immortal when mind controlling
-fix for gang cars never despawning
1.3.18
-updated to ScriptHookVDotNet V2.10.10
-fix for members dying on spawn
-Just like with SHVDN, this mod now requires .NET Framework 4.8 and Visual C++ redistributable 2019
Script Hook V
Script Hook V Dot Net (tested with v3.6.0)
LemonUI (tested with v2.0. The mod uses the SHVDN3 LemonUI files)
Versions before 2.0 require NativeUI 1.9.1 instead of LemonUI
Also, Script Hook V Dot Net requires the following:
.NET Framework version 4.8 or above
Visual C++ Redistributable for Visual Studio 2019 x64
This mod tries to create a gang and turf system similar to that of Gta San Andreas. With it, you are able to control a gang with a name and members of your choice, take over territories of San Andreas and fight against other gangs for the control of those territories. Control of zones of the world provides constant income.
Installation:
Drag the scripts folder and the gangModData folder into your GTAV folder.
If you're installing NativeUI/LemonUI as well: just like this mod's .dll, it goes inside the scripts folder too. In LemonUI's case, this mod uses the files inside LemonUI's SHVDN3 folder; put those files inside the scripts folder (LemonUI.SHVDN3.dll and the others)
If you are using Bilago's mod manager,
create a folder for this mod inside the "GTAV Mods" folder
and then extract the scripts folder into the one you've just created.
The GangModData folder must still be put inside the GTAV folder,
or else data won't be saved properly.
When updating from a previous version, don't overwrite the following files of your "gangModData" folder, or else you'll lose your saved data/options: GangData.xml, ModOptions.xml, TurfZoneData.xml
Default basic Controls:
B - Open mod options/gang options and upgrades menu
Shift + B - Open contextual registration menu: gang member registration when on foot and facing a pedestrian, vehicle registration when inside a vehicle
N - Check current zone name and ownership
Shift + N - Open zone controls menu
Ctrl + N - Toggle between zone blip modes (show nearest 5, show all, show none)
Aim at friendly member + H - Add/remove member to/from group (he will follow you around)
Aim at friendly vehicle + H - Make the vehicle back you up (come to you and drop passengers if you're on foot; escort you if you're inside a vehicle)
Aim at friendly member + J - Take control of target member (the armor bar represents the member's health) / return to protagonist
Spacebar (when controlling a member that has been killed) - Take control of nearest member
Controls are configurable ingame.
Reported/known Incompatibilities (if you find out a new one, or notice that one of the mods cited here are no longer having compatibility issues, please report!)
-''Real | RAGE Weapons and Damage Enhancer'': reported by Thumblesteen, causes member deaths during wars to not affect reinforcement counts. Needs confirmation, though: Spidermonk111 had no issues, apparently
-"Vitality": Vitality is a pretty awesome mod that affects max health and regeneration; however, that conflicts with the way gang member mind control is implemented, making it possible to get "wasted" while controlling a member (which shouldn't happen without Vitality). If you don't use this mod's member mind control feature, you shouldn't have any problem using Vitality.
More information on how to use this mod here.
Want to see Families, Ballas, Vagos and the other "lore-friendly" gangs? Check out Renlou's Gangs file (fixed by TwinkyMods)!
This mod is open source on GitHub. Contributions are welcome!
Pyri has set up a discord server! This is the link to enter it
Special Thanks:
Eddlm, for the vehicle flags forum thread, which helped a lot when making gang cars a bit less crazy haha
Kassiter, for contributing with vehicle mods and other cool stuff!
DarkRTA, for adding the display of turf levels on the blips!
Zixum, for making neat tweaks to the mod!
sover9, for adding more zones to TurfZoneData!
Leon Van Loon, for donating!
KeyMillion, for donating!
Everyone that has downloaded and/or commented here
Recent Changelog:
2.0.2
- Added knownMaxPassengers value to vehicles data
- Fix vehicle colors menu not opening/working correctly
- Fix wrong zone picking for starting wars
- Allow protagonists to take control points
2.0.1
- Don't auto upgrade zones if msTimeBetweenZoneAutoUpgrades is below 0
- Fix "add for specific enemy gang" menu not opening
- AI Gangs more likely to attack the most powerful gang (most zones + most upgrades)
- Fix for error on removing car/member variations
2.0.0
- Now uses LemonUI instead of NativeUI
- Now uses ScripthookvDotNet 3.0 instead of 2.0
- Very bad plane support
- Some helicopter tweaks
- Attempt at spawning vehicles with a starting speed (some are spawning with backwards speed lol)
- Added zones passive upgrading (on by default, controlled by msTimeBetweenZoneAutoUpgrades)
- Added zonesCanLoseValueOnDefenderVictory and survivorsBecomeZoneValueOnAttackerVictory, both on by default
- Added more weapons (reset the weapons list via the ingame mod options menu to see them)
1.8.0
- Vehicle mods support (contributed by Kassiter)
- Members shouldn't drown in water
- Possible fix for war spawning error
1.7.2
- Possible fix for errors in wars
1.7.1
- Fixed localization folder name
1.7.0
- Fix for gangs possibly never being wiped out
- Tweaks for vehicles with guns
- Fix for parachuting peds not despawning when far away
- Added modOptions: gangHelicoptersEnabled, maxAdditionalCostToTakeTurf , maxDistanceToPreserveKilledOffscreen , gangMembersRagdollWhenShot, gangMembersReactToFriendliesBeingShot
- Attempts at mitigating spawnkilling
- I've added placeholder locale files for the WIP localization system, so no more "couldn't find en-US" errors! (add the "locales" folder provided in the zip to your gangModData folder; the rest doesn't have to be replaced if you don't want to, but I recommend also updating PotentialSpawnsForWars)
- Testing: make members always ragdoll instead of using death animations when offscreen
1.6.0
- some helicopter support. Members will parachute (or sometimes just free fall) from helicopters. If you want them to always survive the falls, set the gangMembersAreFallproofWhileParachuting mod option to true
- some fixes in handling extended saves of non-freemode peds as members
- Added "Lock current war reinforcement count" war menu option, for when you don't want the war to end
- Added modOptions: gangMembersCanUseCover, gangMembersAreFallproofWhileParachuting, driverUpdateLimitWhileGoingToDest, driverUpdateLimitWhileDroppingOffPassengers, spawnLimitPercentToUseInAIOnlyWar
1.5.5
- fix for friendly members attacking the player
- attempt at making members spawn with weapons drawn during wars
1.5.4
- lots of new modOptions!
- in wars, members can spawn inside already spawned vehicles of their gang (only vehicles that are still being driven)
- turf levels displayed in the map blips (contributed by DarkRTA)
- setting "punishment for no spawns" interval to 0 or less should now properly disable the feature
1.5
- "multi-war" system added: AI gangs actually fight their wars in the open now
- wars now use preset spawn points whenever possible
- wars' spawn points can be taken by attackers/defenders (or neutralized by "third party" gangs)
- gang vehicles in wars should come from different general directions according to whether they're attackers/defenders instead of randomly
- added "gang members spawn everywhere"-like modOption, editable ingame
- tweaked default modOptions
- random fixes hehe
1.4
- "custom area zones" added (create a gang zone anywhere. Its "area of influence" is defined by a circle)
- driver spawn limiting (only ambient and war, backups are always spawned)
- war spawns limited to number of tickets
- little increase to the driver update limit before giving up
- secondaryColor of vehicles as customizable option for Gangs
- mind control health tweak (shouldn't have more health than the member had now)
- extra area blip for wars (this one spawns around the player, to circumvent issues with "fighting at the border of the zone")
- notificationsEnabled affecting most notifications
- more modOptions for regulating reinforcements in wars
1.3.20
-more cars spawn in wars
-vehicle driver tweaks
-GangAndTurfMod logs are now kept in only one file instead of a timestamped one for each day
-added "playerIsASpectator" and "membersCanDropMoneyOnDeath" ModOptions
-using Eddlm's spawn generator for getting car spawns in urban areas
-"nerfed" the influence of the amount of owned zones in autocalc
-some checks for bad spawn points during wars
-war balancing tweaks
-"extended save mode" for ped registration. Can help with some addon peds that have extra details, but usually not needed
1.3.19
-fix for being immortal when mind controlling
-fix for gang cars never despawning
1.3.18
-updated to ScriptHookVDotNet V2.10.10
-fix for members dying on spawn
-Just like with SHVDN, this mod now requires .NET Framework 4.8 and Visual C++ redistributable 2019
Zuerst hochgeladen: 19. März 2016
Letztes Update: 19. März 2024
Last Downloaded: vor 3 Minuten
Mod Basic Commands:
B - Open mod options/gang options and upgrades menu
Shift + B - Open contextual registration menu: gang member registration when on foot and facing a pedestrian, vehicle registration when inside a vehicle
N - Check current zone name and ownership
Shift + N - Open zone controls menu
Ctrl + N - Toggle between zone blip modes (show nearest 5, show all, show none)
Aim at friendly member + H - Add/remove member to/from group (he will follow you around)
Aim at friendly vehicle + H - Make the vehicle back you up (come to you and drop passengers if you're on foot; escort you if you're inside a vehicle)
Aim at friendly member + J - Take control of target member (the armor bar represents the member's health) / return to protagonist
Spacebar (when controlling a member that has been killed) - Take control of nearest member
Discord server: https://discord.gg/YJXuHKy
@ScrapCarsPackNotWork this can help: https://github.com/lucasvinbr/GTA5GangMod/wiki/Removing-Weapons-from-Gangs
@lucasvinbr I have a couple problems. Now for some reason I cannot call enemy backup vehicles it says their too much gang members around (even with zero gang members spawned) or no registered peds or vehicles even though I can attack said gangs territories and everything spawns fine. This option was working on previous versions before 2.0. Also now cop gang peds fight other ambient normal "none gang cops" which they didn't do before, it was kinda cool to have them work together, now they kill each others.
@lucasvinbr also what's <knownMaxPassengers>0</knownMaxPassengers> ?
Bro why you added some random street npcs to this mod,you could add some military npcs or gang. I know i can change that but it takes some time to change it,btw,mod is great
@Elzimbabwe knownMaxPassengers is an attempt to make the vehicles spawn with as many passengers as possible
@lucasvinbr So what happens if I put 4 instead of 0? Would it force to always have 4 peds? Why do normal cops that spawn in the world fight cops from gangs now? In previous version of Gang and Turf they were ignoring each other.
@Elzimbabwe Ideally, yeah, it'd force 4 peds. Hmmmm about the cops... no idea. But that's another reason to add some kind of integration with vanilla factions haha
@lucasvinbr What would that "integration with vanilla factions" be? To make for example the standard world spawns Families allied with peds from a Families gang from the mod? That would be a cool addition if that's what you mean here.
@Elzimbabwe exactly!
I really wanted this one to work out, it's a cool mod, but I just find it way too chaotic. Perhaps you're meant to use this mod post main story. The high frequency of spawns and wars going on everywhere is giving me a hard time. For example, multiple missions fail due to disturbances because of fights going on close by. Also, two gangs spawned right outside the hospital my character spawned at, completely massacring me as soon as I respawned from death.
If there was a way to turn down the frequency of fights occurring and disabling fights from occurring right outside certain mission critical areas, such as Simeon's car dealer shop, it would be golden.
this shits garbage doesn't even work
i got sum problem rn, I already install this mod with both script hook too but this mod dont want to work can u help me mate? thanks
@Edgarsky22 hey! So, you've downloaded LemonUI too, right? If so, could you please check your scripthookvdotnet.log for errors?
@quinz hmmmm it's possible to disable wars via the ingame mod options menu, and also disable ambient spawning
@lucasvinbr alr it worked thanks allat
Hello, first of all this is a fantastic script! I have a few suggestions:
1. Would it be possible to set specific gangs to have different max health, armor, can writhe, fireproof, ragdoll upon shot, etc. instead of applying those settings globally to all gangs?
2. Would it be possible for ambient-spawned armed helicopters (like Buzzard) to engage in combat instead of flying away? Currently, they only engage in combat during a war.
3. Would it be possible to set certain gangs be friendly to cops? For example, if I want to make an Army vs Terrorist war, I'd like the Army and cops to be friendly to one another if ambient cops happen to spawn during the war.
@parrotcarrot thanks! So, about suggestion 1, you can set per-gang health and armor multipliers in gangData.xml
@lucasvinbr I see. I forgot about those multipliers! About other settings like fireproof, writhe, no ragdoll, etc. is it possible to set them per-gang in future versions of the script?
@parrotcarrot yeah, I think it could be possible!
@lucasvinbr I really like this mod, but can you fix the mod for all the gangs that ride motorbikes and the bikes can't move