Gran Turismo 4 Modding Discussion

Edit: how feasible would it be to edit the lineups of some races to have cars of more equal performance? e.g endurance races where everything's in totally different classes and there's always a Gillet or something trailing way behind. I almost wonder if some gearing changesto the AI could even some of that out, but I don't know if that's possible.
Both are possible and easy, just time consuming - would need a list of obvious outliers, then spend time testing their tweaks and replacements.
AI's final drive ratios can be changed in the event entry settings, and if you really wanted precise control you could create a new gearbox part with specific ratios and assign those to only that AI car.
 
Not making a thread for it as it's sort of like a demo-mod and I want to keep it lower key, but the GT4 Randomizer mod in its current form is now available, enjoy!

Reminder that this is a 50% complete-ish build of GT4 Spec II with the randomizer logic stacked on top - new dealer UI is present, lots of new car sounds are present, and much more but it's not quite final. Check out the readme for more info and installation instructions.

LINK
 
Absolutely can't wait for the release of this, great job so far! Some things I would personally love to see in this if possible:
Checking what kind of opponents you will face in an event WITHOUT entering the event first (like Typical Opponents in later games), maybe as an extra menu button (next to Entry and Preview for example).
Set driving aids to 0/0/0 by default.
Finally had a look into the opponents list stuff:
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Not making a thread for it as it's sort of like a demo-mod and I want to keep it lower key, but the GT4 Randomizer mod in its current form is now available, enjoy!

Reminder that this is a 50% complete-ish build of GT4 Spec II with the randomizer logic stacked on top - new dealer UI is present, lots of new car sounds are present, and much more but it's not quite final. Check out the readme for more info and installation instructions.

LINK
i have a question about this mod, does the retexture mod works for it aswell?
also working hard on the audio recording setup ^^
 
Not making a thread for it as it's sort of like a demo-mod and I want to keep it lower key, but the GT4 Randomizer mod in its current form is now available, enjoy!

Reminder that this is a 50% complete-ish build of GT4 Spec II with the randomizer logic stacked on top - new dealer UI is present, lots of new car sounds are present, and much more but it's not quite final. Check out the readme for more info and installation instructions.

LINK
Hello. I tried to do everything as planned, but it doesn't work, even though I have everything I need for this. Can you help with my problem?
 
Tweaked this a bit since yesterday, adding a proper icon for it on the menu and giving it a two column format, think it looks a bit more like how PD would've done it:
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image.png
by the way about the car description, aparently the NTSC-J version of gt4 had car descriptions, i wonder if it is possible to rehuse or recover them?
 
I can't seem to find the list of differences in the online version of GT4, but I think I remember there being an issue with the AI for Opera Paris. Does that have a big effect on Mission 13, and any other events that take place there?
 
Opera becomes extremely easy to beat because the ai slows to a crawl in the left corner after the long straight.
The one with the R34 and drafting is pain because the ai brakes to about 260kmh in the turns (top speed of the r34 without drafting is 264kmh,so you end up slower than when you're running solo and hugging the inside walls for all laps, but it's not enough to get the leader's slipstream) , meaning you can't rely on drafting to beat the event because by the time you get to the end of lap 3, you're still like 4 secs behind the leader.
You gotta slingshot past the group and perfectly hug the inner walls on both turns on the last lap if you want a chance. That's how i managed to beat it.
Other than that, besides the penalty system being more aggressive than in gt4 (instead of killing your accelerator, the game actually forces your car to brake until the speed limit, hit detection is also more sensitive), i haven't encountered any moment yet where it's an issue.
 
Sub pretty much covered it. It does make every Opera event easy, and there's not really any way around that for now besides changing every instance to reverse or another track entirely. I don't think it has that much of an impact on the game and M13 was never particularly hard anyway.

I've been working on some more QOL improvements for the mod, and this update has two pretty big changes in one.

1) Saving custom settings is now possible, meaning I've been able to implement the Randomizer as a user toggle, rather than a separate build of the game.
2) Also thanks to saving custom settings, I've been able to implement a global override option for ASM/TCS, meaning you don't have to go to settings for every individual car if you don't want to.
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These are big wins for me personally as building two versions and changing assists for every car were some real annoyances of mine. The assist one will take quite a bit of muscle memory undoing though, I still keep almost going to settings out of habit!

Since the randomizer is now an option within Spec II I've reworded the introduction messages to account for this. Now when you create a name you'll still be told that your name influences prizes, but now it's if you enable the randomizer:
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And because we can save custom settings, I've added a nice little one-time introduction message to GT Mode, giving the player a brief overview of what's new and how to change the mod-specific settings:
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Few questions regarding ideas I was thinking about, I'm just curious, and maybe some of these could be useful to implement:

  • Would it be possible to change A-spec formula system so that it allows for FWD cars to be competitive and collect 200 points or even the game to reward a certain car after reaching certain points? Something to actually motivate players to collect these points.
  • The Coffee Break 4 track setup with 350Z, could it be used in time trial mode instead of the standard one to let you use any car and maybe allow to record best times? That way we could have our own gymkhana event and compare our times. :)
  • Would it be possible to add option to choose how many laps to run in Event Synthesizer? That or to allow garage cars to be used in the arcade mode.

Anyways, great job so far, I love watching these kind of threads, watching what GT2 and GT4 could turn into thanks to dedicated modding community makes me excited again, just like I was when I first played them. :)
 
Few questions regarding ideas I was thinking about, I'm just curious, and maybe some of these could be useful to implement:

  • Would it be possible to change A-spec formula system so that it allows for FWD cars to be competitive and collect 200 points or even the game to reward a certain car after reaching certain points? Something to actually motivate players to collect these points.
  • The Coffee Break 4 track setup with 350Z, could it be used in time trial mode instead of the standard one to let you use any car and maybe allow to record best times? That way we could have our own gymkhana event and compare our times. :)
  • Would it be possible to add option to choose how many laps to run in Event Synthesizer? That or to allow garage cars to be used in the arcade mode.

Anyways, great job so far, I love watching these kind of threads, watching what GT2 and GT4 could turn into thanks to dedicated modding community makes me excited again, just like I was when I first played them. :)
In order:
  • Nothing about the A-Spec points system can be changed, as it's entirely engine-level code and not exposed to the scripting language. Measuring earned A-Spec points for some one-time rewards might be possible though.
  • Not sure if this is possible but it would be interesting. Don't hold your breath though as it might be event-specific.
  • I've wanted to add laps for a while but it doesn't seem to apply any changes I make. Not sure why it works fine for arcade but there's more investigation needed.
 
Another question for you @TheAdmiester.

You mentioned that one of the differences of Online Public Beta is the hood cam uses the chase cam HUD and that this cannot be changed. Is this hardcoded in the game-engine?
 
Words cannot express how stoked I am for this mod (and the recent GT4 modding surge in general), you're doing God's work here, TheAdmiester, thank you very much for the time your are spending on this.

I'm used to playing the standard NTSC-U version (SCUS-97328), from my understanding, the Online Beta version locks you into starting GT mode with all cars in the garage + 110 Million credis, that alone kills it for me, however some of your screenshots shows the starting 10.000 credits up top, how was that done? is there a way to start fresh in this version?
Also the 360 rotating camera mod doesn't work in this version and I can't bring myself to play GT4 without it now that I discovered it exists, so for now I'm ok on the NTSC-U version, but I would LOVE if your could release the mod for it as well.

You mentioned the following some time ago:

"For ease of modding it's purely based on the Online Beta copy, although if there's enough demand for it I can put out a separate patch (which will be fairly hefty) that will actually convert a standard NTSC copy to a modded Online Beta copy. It's not ideal but I think it's the best solution that isn't 1) telling people to download two builds, and 2) directly distributing an ISO for the version I'm using as a base."

Can you elaborate on that? What makes the Online Version better to mod? And why would you need to convert the NTSC copy to the Online one?

I know this method of modding isn't straightforward and simple like editing dumped textures, I feel kinda bad for "asking for stuff", but it would be to nice segment the mod into parts so people could choose what to change:
For example, my ideal scenario would be to mod my NTSC version with just:
  • Restored cars
  • Prize cars available for buying/selling
  • New engine sounds (vanilla Subaru sounds are soooo meh in this game)
  • Fake progression bars removed
  • Traction control universal option
  • Secret menus always on the options
Also I love your idea of "trimming the fat", I know it's a driving game and I love playing it, but some events are simply not feasible to A-Spec, so from reducing the Special event races and laps to reducing the Endurance event durations, I'm totally down with it, if I could mod it I would remove even more laps from big races. That would make me actually play a lot of events that I would otherwise B-Spec.
 
I'm used to playing the standard NTSC-U version (SCUS-97328), from my understanding, the Online Beta version locks you into starting GT mode with all cars in the garage + 110 Million credis, that alone kills it for me, however some of your screenshots shows the starting 10.000 credits up top, how was that done? is there a way to start fresh in this version?

As far as I'm aware from the progress reports, the script that fills the garage and sets the starting money was decompiled then edited to remove that.

Can you elaborate on that? What makes the Online Version better to mod? And why would you need to convert the NTSC copy to the Online one?

GT4O is a single-layer disc rather than dual-layer, which makes it a lot easier to rebuild a modified disc image as PS2 tools are quite primitive. It's also more like a 'GT4.5' than just a tweak of the retail game, with a lot of changes behind the scenes as it seems to be built on Tourist Trophy. Some of those are improvements like better widescreen fonts that would be non-trivial to backport to the original game. This also means that modifications don't necessarily drop in from one to the other.

Distributing the mod as a patch to convert a retail NTSC-U copy into modified GT4O means that players don't have to try to find one of the rare GT4O discs and can instead use their existing copy of GT4 as a base disc image for the mod. I did similar with my own work on GT2, where I based the mod on the final bugfixed re-release of the game but provided patches to update the launchday version of the game to that version, for people who bought the game at launch or own an early copy.
 
As far as I'm aware from the progress reports, the script that fills the garage and sets the starting money was decompiled then edited to remove that.
Did I miss the mod creator mentioning this in the thread or is there another place I can see progress reports? If I understand correctly this is probably coming out in the next mod version release then, right?

Also thanks for the explanation on the version differences.
 
Did I miss the mod creator mentioning this in the thread or is there another place I can see progress reports? If I understand correctly this is probably coming out in the next mod version release then, right?

Also thanks for the explanation on the version differences.
Pez covered everything in your last message so I’ll just answer this one. The progress reports are posted more often over in our Discord server (probably can’t advertise here so if you’re interested just send me a message).

The script that fills your garage was indeed decompiled and edited to not do so. Also I wouldn’t be surprised if eventually someone figured out how to port the 360 camera cheat to the Online version, as I’ve seen people express interest in it a few times. Hopefully there’ll be no real need to revert to a retail copy eventually.
 
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