The above video goes away if you are a member and logged in, so log in now!
|
| |
Would you like to get all the new info from PSX-Scene in your email each day?
| |
|
213Likes
-
12-02-2012,10:54 PM

Originally Posted by
cobolon1
Evade on sco
that would be amazing
Also you said pinkhouse update img would work for EFLC, i was thinking as that one is for GTA IV and must be named update img and placed on gta iv folder and taking into account EFLC need two files script img and script network img, the process to make it work on EFLC would be to extract all the sco from pinkhouse update img with needle or openiv and add them to the original script img of EFLC be it TBGOT or TLAD because the size limitation of script network img Would that be the process or some sco would have to mandatory go on the script network img? or am i totally wrong?
Anyway for the moment if i finally can get done with what i was trying to, ill have fun for long time with TBGOT and IV, but it would be good to know how to properly make it work with EFLC
When you extracted the Pink House archive, what files did you get? Is it just a .img file, or a series of .sco files? I cannot remember how it comes. I think it comes as one sco file, which you just add into either update.img or script.img using OpenIV. I heard it is not necessary to do the same for script_network.img, and vice versa. Only one of those files needs the sco file I believe.
And I cannot find the SCO file for Evades 3.0, but I am pretty sure it is packed up somewhere in one of the update.img files I have.
-
12-02-2012,11:26 PM
^ pink house is an update.img
-
12-03-2012,11:50 AM
As with most of the menus that come out based on okra's base (i think), most of the sco's are listed as mmx001.sco - mmx056.sco, so you have to decompile the menu's sco to match the titles with the sco that it loads. It's a mess (why can't we name things more logically like EvilB) just to find one or two things you like.
Anyone looking for Evade 3.0: evade3.0.sco
-
-
adding .sco file –
12-04-2012,01:51 PM
hi guys.i have been having trouble adding .sco files to a script_network.basically i run open iv find the network file.
add a .sco file which i rename mod1.sco then rebuild but when i add mod2/mod3 ect the game locks on loading screen.
i checked the script_network file size =382kb which i think is ok.any help would be much appreciated cheers guys.
-
12-04-2012,02:01 PM
Ps3 addin modslot I use script.img not the script_network.img.
Try dat.
-
12-04-2012,02:19 PM
cheers nativesith do i still name them mod1 / mod2
-
12-04-2012,03:19 PM
Yeah ya go modslot01.sco, modslot02.sco, modslot03.sco etc.
-
12-07-2012,02:05 PM
How do I use a menu as like the main menu?
I currently have Evade's menu as my main but I don't like it and can't find another menu that will work like it.
What I mean by that is, how do I use my menu in a script network and be able to load it up straight away without loading it through a modslot?
Thanks in advance.
-
12-07-2012,04:04 PM

Originally Posted by
Colt
How do I use a menu as like the main menu?
I currently have Evade's menu as my main but I don't like it and can't find another menu that will work like it.
What I mean by that is, how do I use my menu in a script network and be able to load it up straight away without loading it through a modslot?
Thanks in advance.
There are a few ways you can do that, you need to find out what script your network_startup is loading and go from there. In the ps3 img's that evil does this is named load_modmanager, and it runs in a loop and catches the button presses to load modmanager.
1) you change the network_startup hook in scotoolbox to point to your script
2) you can compile your own load_modmanager that loads your script(s) in a non-looped function
#2 is what I do to auto-run a few scripts, and since they are not in a looped function they can still be disabled in modmanager if necessary
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules
|