How can I do mods?
Posted in The Simpsons: Hit & Run
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rp6143 I may plan on trying to do a mod where you can get all the cars including the cars that are only in missions as well from the start. Can anyone share me some tips and that stuff? I used to play the Si
I may plan on trying to do a mod where you can get all the cars including the cars that are only in missions as well from the start. Can anyone share me some tips and that stuff? I used to play the Simpsons Hit and Run when I was younger. Can anyone teach me how to do it? I already know how to install them using the launcher.
Kenny Giles Hey there! Welcome to the forums!
I apologize, and I'm not quite sure I understand your question. Are you interested in simply creating a mod that unlocks all of the vehicles the player normally
Hey there! Welcome to the forums!
I apologize, and I'm not quite sure I understand your question. Are you interested in simply creating a mod that unlocks all of the vehicles the player normally obtains at the start of a fresh save? If so, a 'Unlock All Rewards' Mod under the 'Settings' tab exists. Checking it, and then starting a new save will unlock everything at the start of the game, including unlockable vehicles.
However, if you're interested in adding completely new vehicles that the player can't normally unlock to the Phonebooth (such as the Cell Phone Car, or the Milk Truck present in L6BM's Milking the Pigs), then you would have to create an entirely new mod. It would involve modifying the game's 'rewards.mfk', adding how these vehicles are unlocked, and creating custom Phonebooth icons for scrolling through the Phonebooth.
If you're interested in the latter, I can try to give more information!
I apologize, and I'm not quite sure I understand your question. Are you interested in simply creating a mod that unlocks all of the vehicles the player normally obtains at the start of a fresh save? If so, a 'Unlock All Rewards' Mod under the 'Settings' tab exists. Checking it, and then starting a new save will unlock everything at the start of the game, including unlockable vehicles.
However, if you're interested in adding completely new vehicles that the player can't normally unlock to the Phonebooth (such as the Cell Phone Car, or the Milk Truck present in L6BM's Milking the Pigs), then you would have to create an entirely new mod. It would involve modifying the game's 'rewards.mfk', adding how these vehicles are unlocked, and creating custom Phonebooth icons for scrolling through the Phonebooth.
If you're interested in the latter, I can try to give more information!
rp6143
I'm probably going to do a mod that adds vehicles that the player can't normally unlock to the Phonebooth (such as the Cell Phone Car, or the Milk Truck present in L6BM's Milking the P
The quoted post is unavailable.
I'm probably going to do a mod that adds vehicles that the player can't normally unlock to the Phonebooth (such as the Cell Phone Car, or the Milk Truck present in L6BM's Milking the Pigs).
Kenny Giles Hello again!
I apologize for the extremely late reply on my part once again. I unfortunately ended up having some plans with my fiancé for Easter Sunday that made me push this post back a bi
Hello again!
I apologize for the extremely late reply on my part once again. I unfortunately ended up having some plans with my fiancé for Easter Sunday that made me push this post back a bit. I appreciate you clarifying what you were looking to do!
Regarding your question, there are a couple of tutorials floating on YouTube that explain the basics of creating a Hit & Run mod. There's even one created by a moderator here (maz) that explains how to add a completely custom car, which follows a lot of the steps you would also need to follow to add a mission-specific car to the Phone Booth. It also has a forum post here which has some additional information on how to make the cars work in the Bonus Game (that small multiplayer minigame you unlock tracks for by getting all 7 Collector Cards in a Level). If you're a visual learner, I'd recommend using the first link. If you want to polish up your custom car a bit more, or text tutorials are more your thing, then I'd recommend following the second link. Especially since the second explains how to make these cars work in the Bonus Game so the game doesn't crash when scrolling through the cars in that mode.
However, as stated previously, that tutorial is mostly targeted towards adding a completely custom car with it's own unique index ID. I feel some of the information in that might be a bit overwhelming if you're completely new to making mods.
If you're instead looking to add a car that already exists in the game, but isn't normally accessible through the Phone Booth, then I can guide you through the basic process of doing that. This will guide you through the process of creating your own mod directory, adding the appropriate files to get a car working in the Phone Booth, and then finally adding the finishing touches!
You'll only need these two tools to get started. There are a couple of things I'll recommend later on in each step, but this is the bare minimum needed:
This tutorial will also do things slightly differently from Maz's tutorial and will not use AdditionalFiles. The main reasoning for this is that we'll be using the original rewards.mfk later down the line, as I feel this might encourage playing with the costs bound to each reward. Both ways work just fine, and there's no real 'right' or 'wrong' way here.
Once you have everything you need, let's go ahead and get started:
Once that's done, extract the zip file you just downloaded. You should see a folder just called 'Basic Mod Template':
Go ahead and open that up. You should see a file in it called 'Meta.ini'. We're going to edit it to spiffy it up a bit. I would personally recommend using 'Notepad++' to edit these files (as it's what I personally use). However, regular Notepad works just fine if you're more comfortable with that! Open 'Meta.ini' when you're ready.
This controls a lot of basic information about the mod. What hacks it'll require, what it's name even is when you see it in the Launcher, and so on and so forth. Let's edit it to actually reflect the contents of the mod you're creating!

I apologize for the extremely late reply on my part once again. I unfortunately ended up having some plans with my fiancé for Easter Sunday that made me push this post back a bit. I appreciate you clarifying what you were looking to do!
Regarding your question, there are a couple of tutorials floating on YouTube that explain the basics of creating a Hit & Run mod. There's even one created by a moderator here (maz) that explains how to add a completely custom car, which follows a lot of the steps you would also need to follow to add a mission-specific car to the Phone Booth. It also has a forum post here which has some additional information on how to make the cars work in the Bonus Game (that small multiplayer minigame you unlock tracks for by getting all 7 Collector Cards in a Level). If you're a visual learner, I'd recommend using the first link. If you want to polish up your custom car a bit more, or text tutorials are more your thing, then I'd recommend following the second link. Especially since the second explains how to make these cars work in the Bonus Game so the game doesn't crash when scrolling through the cars in that mode.
However, as stated previously, that tutorial is mostly targeted towards adding a completely custom car with it's own unique index ID. I feel some of the information in that might be a bit overwhelming if you're completely new to making mods.
If you're instead looking to add a car that already exists in the game, but isn't normally accessible through the Phone Booth, then I can guide you through the basic process of doing that. This will guide you through the process of creating your own mod directory, adding the appropriate files to get a car working in the Phone Booth, and then finally adding the finishing touches!
You'll only need these two tools to get started. There are a couple of things I'll recommend later on in each step, but this is the bare minimum needed:
- Lucas' Mod Launcher to actually launch the mod (as you probably figured and already have).
- Lucas' Pure 3D Editor. We're going to be using this to look at the pretty cars, convert them to shop model formats, and take pictures!
This tutorial will also do things slightly differently from Maz's tutorial and will not use AdditionalFiles. The main reasoning for this is that we'll be using the original rewards.mfk later down the line, as I feel this might encourage playing with the costs bound to each reward. Both ways work just fine, and there's no real 'right' or 'wrong' way here.
Once you have everything you need, let's go ahead and get started:
Spoiler: Step 1: Creating a Mod/Configuring Meta.ini
In order to actually create your own mod, you'll need to go ahead and create a directory for it. A directory is just a folder structure, which is where we're going to be placing the mod's contents.
Maz's tutorial explains how to properly create one from scratch in step 1 of the tutorial posted. Go ahead and follow those steps, and come back here.
Alternatively, I created a really basic mod template ages ago that you can download here. It contains a Meta.ini I already wrote with the bare minimum most mods will need to get up and running (only Custom Files). Choose either the MEGA or Dropbox link - whichever host you're more comfortable with! (I can also upload it to another service, if need be.)
It'll ask where you want to save it. Go ahead and save it in Documents\My Games\Lucas' Simpsons Hit & Run Mod Launcher\Mods:

Maz's tutorial explains how to properly create one from scratch in step 1 of the tutorial posted. Go ahead and follow those steps, and come back here.
Alternatively, I created a really basic mod template ages ago that you can download here. It contains a Meta.ini I already wrote with the bare minimum most mods will need to get up and running (only Custom Files). Choose either the MEGA or Dropbox link - whichever host you're more comfortable with! (I can also upload it to another service, if need be.)
It'll ask where you want to save it. Go ahead and save it in Documents\My Games\Lucas' Simpsons Hit & Run Mod Launcher\Mods:

Once that's done, extract the zip file you just downloaded. You should see a folder just called 'Basic Mod Template':

Go ahead and open that up. You should see a file in it called 'Meta.ini'. We're going to edit it to spiffy it up a bit. I would personally recommend using 'Notepad++' to edit these files (as it's what I personally use). However, regular Notepad works just fine if you're more comfortable with that! Open 'Meta.ini' when you're ready.
This controls a lot of basic information about the mod. What hacks it'll require, what it's name even is when you see it in the Launcher, and so on and so forth. Let's edit it to actually reflect the contents of the mod you're creating!

Let's change the Title, Internal Name, Description, and Category of the mod. The 'Title' is what's normally displayed by the Launcher in the list of mods, the Internal Name is something I also like to have in case the mod I create is a 'Campaign Mod', as the Launcher will create a folder for screenshots dedicated to the mod, the Description will actually tell you what the mod is via the side window of the Launcher, and the Category section explains what exactly this mod aims to do (is a mod with just costumes? Is it a mod with just vehicles? Is it a full-on campaign mod?). Let's change all of that accordingly.
To edit them...you just literally type whatever your heart desires after the '=' sign. Here's an example:

(You can copy everything I just wrote above as-is, play with the description a little, or even the title. Again, whatever your heart desires!)
Let's also add a little more to the Meta.ini file:

I would also recommend making this mod a 'Main' mod by adding 'Main=1' to your Meta.ini after the 'RequiredHacks' section. I say this because this will allow the mod to use it's own save files and not conflict with the vanilla ones, in case you decide to go further with this concept. I'd also recommend making CustomStatTotals a required hack, as this will automatically adjust the reward totals for each Level to include the new cars you're adding.
Save Meta.ini whenever you're done with your changes to that file. Now that the base work is done, let's go ahead and look into the mission-specific cars themselves...
Spoiler: Step 2: Finding the Car You Want to Add
If you haven't opened it already, I would advise opening up Lucas' Pure 3D Editor. We're going to be using it in this step to take some pretty pictures of our car (trust me, this is actually important and not just for yuks), and converting our car to be a shop model.
Hit & Run stores the models for every single car in the game in The Simpsons Hit & Run\art\cars. Go ahead and navigate to where you installed Hit & Run, and take a look in there:

Hit & Run stores the models for every single car in the game in The Simpsons Hit & Run\art\cars. Go ahead and navigate to where you installed Hit & Run, and take a look in there:

We can look inside here to see what model file corresponds to what car. Take the P3D of the car you're curious about, and drag it into Lucas' Pure 3D Editor. If all is well, the program will load the car model for you, and you should see all the information and textures within!

For this tutorial, I'm going to be using cCellC.p3d (an unused 'pink-ish' variation of the Cell Phone Car, seemingly intended for L2M7). I'm choosing this one because it was technically intended for a mission but went unused, and I realize I previously brought up the Cell Phone Car. You can use whatever car you'd like from this directory, though. Just replace any further mentions of 'cCellC' with the mission car that you're looking to add.
(If you prefer, a Pure 3D file can also be opened manually by using 'File -> Open...'. You would then just have to navigate to the car model directory again, and open up the car you want to look at.)
(The next part of this step will get us some images for the Phonebooth using Pure 3D Editor. If you have experience with 3D modelling software, such as Blender or Maya, then this isn't necessary. I just find this the easiest way to grab images of the car if you don't have experience with it. Skip ahead to 'One more thing before we're done here.' in this part of the tutorial otherwise.)
The preview of the Composite Drawable of the car is pretty nice to have. You can control the camera by left clicking and dragging your mouse around. Find an attractive position to put the car in. We're going to be taking an image of this car, and we're also going to be using this image for the Phonebooth previews:
