by InfamousSabre
Please explain why you're reporting this file:

GTAIV's Weapon system has 2 major flaws that have bugged me for some time

- Weapons dropped by NPC characters (cops, pedestrians, anyone who isn't you) always have a set amount of ammo, rather than having the ammo that was left in the clip.
- After swapping weapons with one found on the ground (a Glock for a Desert Eagle, for example), it is impossible to swap back, even though your old gun is visibly right there on the ground where you dropped it.

I've fixed the above issues and changed the Weapon classes to resemble something more.... possible.
No longer can you carry a Melee weapon, Pistol, Sub-Machine Gun, Assault Rifle, Rifle, Rocket Launcher(wtf?), and Explosive at the same time.

You are now allowed only one weapon from each of three classes at a time.
Light Class (Blue Color): Pistols, SMGs, Knife
Heavy Class (Red Color): Shotguns, Assault Rifles, Rifles, Rocket Launcher, Baseball Bat
Thrown Class (Yellow Color): Molotov, Grenade

Also how many times have you been in the middle of a wild firefight and wished there was some other way besides finding a medkit to restore your health?
Well, now there is.
Taking another cue from Rockstar's Manhunt series; some cops and pedestrians may be carrying Painkillers. Take the pills from their lifeless bodies, and you may just survive the fight.

This mod is intended to be used alongside AngryAmoeba's RealReload script!

Not for use with any expansion packs, as I don't have any of them to test on. GTA4 only for now.

-Painkillers and Glowing Pickups are now optional

-Weapons won't disappear after stealing the magazines from them, and they'll still have a bullet in the chamber

-Can now drop your current Weapon at anytime by pressing 'Z' (Or which ever button you've configured in the .ini)

-A very buggy attempt at keeping the player from throwing away his empty gun is available to try on the Desert Eagle (Enable "Keep Empty Gun" in .ini)

-Sniper Rifle models fixed

-Ammunition can now be shared between guns so long as they share cartridge sizes (ie both glock and uzi are 9mm, so run over an uzi while carrying a glock, and you can pick up either the ammo only, or swap to the uzi (hold[E]))

-Visiting Gun Dealers no longer breaks the class system.

If you have any serious issues or critique, please feel free to PM me.
9.00/10 - 19 votes
Downloads: 4,368
Added: September 5, 2013 7:47AM
Last Downloaded: April 28, 2017 7:02AM
File Size: 333.76 KB
» Author Website

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Sounds very cool, and really adds to the realism!
Posted on September 5, 2013 11:02AM by RobertBlox
This is awesome! IV is beggining to get something close to Rainbow Six, thanks a lot. 10/10.
Posted on September 5, 2013 1:38PM by Pedrofire21
Nice! will wait for the eflc version!
Posted on September 5, 2013 1:48PM by luchi
What a great idea! I always thought the amount of weapons we're able to carry is too extreme. Especially in multi player games.
Posted on September 5, 2013 3:20PM by cornflakes4u
Already fixed a few things.

Ammunition can be shared between guns so long as they share cartridge sizes (ie both glock and uzi are 9mm, so run over an uzi while carrying a glock, and you can pick up either the ammo only, or swap to the uzi (hold[E]))

Visiting Gun Dealers no longer breaks the class system. Due to the way buying guns works though, If you examine a gun which uses the same ammunition as a weapon in your inventory, you'll lose that weapon and ammo you had for it, even if you don't buy the gun.

Currently looking into a fix/workaround for that, but it isn't urgent/very important to me. For now, Ill include a toggle for Shared Ammunition in the .ini.

Going to test a little more and then I'll update this.
Posted on September 5, 2013 5:02PM by InfamousSabre
10/10. The only thing I can possibly suggest would be an option to toggle between the weapon classes offered here and regular GTA, if possible.
Posted on September 5, 2013 10:01PM by Nuck Chorris
it would be cool if the ini is customizable. for example, maybe if we can choose to only be allowed to carry 2 weapon classes instead onf one from each.
Posted on September 5, 2013 10:24PM by zombieapok
Would it be possible to include an option to disable the glow of dropped weapons? Would be much more realistic in my opinion.
Posted on September 6, 2013 7:53AM by HeadHacker
If you can, please make the same version but without the limited amount of carried weapons, because I have AngryAmoeba's mod "Weapon weight mod".
Posted on September 6, 2013 11:11AM by jeemuel29
I also agree with jeemuel and Nuck Chorris.

I still rated this as a 10, but I would like to be able to carry more than 1 class of weapons. :)

Additionally, it would also be nice to disable the glow mentioned by HeadHacker.
Posted on September 6, 2013 4:05PM by RobertBlox
i like that option to disable the glow. Will definitely include that.

As for making the classes optional, there are no plans to do so. it would require it to be mostly rewritten.
Posted on September 6, 2013 5:35PM by InfamousSabre
OK then. Still, this is good work.
Posted on September 6, 2013 10:31PM by Nuck Chorris
Oh god this mod is fantastic. I do have a serious issue with lag when running it, though it might be caused by something else (I haven't changed anything else though). I'll look into it more later but for now here are some suggestions:

> Make painkillers optional, I really would rather not modify vanilla files.

> Allow for dropping weapons at anytime. Good for use with AngryAmoeba's weight mod.

> Show equipped weapons on the character (make this feature optional too plz).

> I know it's probably not possible, but can you look into making it so that the game doesn't force you to drop your weapon when you're out of ammo? New guns cost more money than just ammo. This could correct that.

> The model for a dropped sniper rifle is the same as the higher powered combat rifle. That probably shouldn't be.

> The glows are kind of silly looking. Can you add in an option to disable that?

Posted on September 7, 2013 2:43AM by Ricebox
@Ricebox: :D Oh what a wonderful wall of feedback! I like! lets begin.

< Agreed! Painkillers shall be optional.

< You read my mind on this one. Added to the list.

< EquipGun mod does this, But! I have a new version of EquipGun specifically for this mod. It is still a bit buggy, so I havn't let it out yet. Looks tons better though.

< This Is something I would love to implement, but I've honestly no idea how to go about it.. Still looking into it though. I hate losing my favorite pistol.. :(

< I'm not sure why that is happening. I will look into it though.

< Absolutely.

Thank you for your feedback!
Posted on September 7, 2013 5:44AM by InfamousSabre
Sounds great, man. Especially the EquipGun part. I don't know if this is a feature I should ask for here specifically since it's not really what the mod's about but if you kill a gun vendor you should be able to steal the guns off the counter. Seems like it should've been in the vanilla game, no? Either way, superb mod man. Looking forward to what you can come up with in the future.

PS: What is that gun hud used in the video? It looks fantastic!
Posted on September 11, 2013 2:19AM by Ricebox
That is a good idea. I'll see what I can do. being able to access all these guns so quickly though, there needs to be some kind of punishment (better than ~3 armed guys storming the place) to even it out.

The weapons HUD is my own. Again, based off of Manhunt.


Hasn't been released yet because I'm having some issues with the textures. Glad you like it though. :)
Posted on September 11, 2013 6:19AM by InfamousSabre
Sounds good, man. Unfortunately, after spending some time with this mod, I found that it makes my game lag tremendously. Without mods I get an FPS in the upper 40's to low 50's. With mods (except this one) I get around high 30's to mid 40's. With this mod, however, my framerate drops to the horrendously choppy low 20's. I had to uninstall the mod just to play regularly for a bit. I noticed that guns don't despawn like they do in the vanilla game. Could that be it? Or does the mod just not play nicely with my machine. If it's the latter I will be very sad because this mod is the *. Hope you can fix it soon.
Posted on September 12, 2013 12:02AM by Ricebox
The persistent weapon pickups was part of an update actually. A "feature" that wasn't very well thought out. The logic behind it is, you didn't pick up the weapon, you simply took the ammo from it. The next update will have a .ini variable so you can set how long those empty weapons stay on the ground before disappearing.

It probably isn't the reason your game is lagging though. The game has to handle every Ped currently in memory and I haven't done much optimization yet, but that is my next task.
Posted on September 12, 2013 7:56AM by InfamousSabre
Oh, no. See when I said "weapons despawning" I meant weapons you didn't pick up going away after a certain period of time. Guns dropped in this mod stay indefinitely it seems. Even after you die. Seems like it'd be * on the game's memory, which is why I brought it up.

As for the optimization, thanks for taking a look at it. That task seems pretty daunting though so if no one else is having that problem you shouldn't worry about it.
Posted on September 12, 2013 6:23PM by Ricebox
They disappear after 10 minutes lol... quite a long time, i know.

Please, if you can, PM me on gtaforums.com. same Username
Posted on September 13, 2013 8:47AM by InfamousSabre
Sure thing, man.
Posted on September 13, 2013 3:53PM by Ricebox
can anyone make a video on installation. it wont work for me.
Posted on October 5, 2013 1:02PM by shepard2148_n7
Going to need more than "it wont work for me" to be able to assist you.

Installation instructions are in the Readme.
Posted on October 8, 2013 4:26AM by InfamousSabre
I might like this. I like more "as is" in games like this. So definitely going to give it a try. :)
Posted on October 19, 2013 4:40AM by Damage Inc.
Should be about 10x faster now. Enjoy!
Posted on December 23, 2013 6:35PM by InfamousSabre
Could you tell me what file to edit to change the orange glows on weapons myself? That's all I want to do is change the color of the orange from the vanilla game. Thank you
Posted on April 21, 2014 4:42PM by Phantasm
Hmm... not sure. never tried to change the original mechanic, just made a completely new one. I suppose the glow colors should be changeable eh?
Posted on April 29, 2014 3:09PM by InfamousSabre
what about to just disable the orange glow in the vanilla game? do you know if there is a way to do that? thank you
Posted on August 4, 2014 4:43PM by br viper II
Sorry, I'm not sure about that.
Posted on October 17, 2014 8:51PM by InfamousSabre
Can I use it without importing that weapon file? I don't want to use painkillers so maybe I don't need to import that file?
Posted on March 7, 2015 9:04PM by CoSm1c gAm3r
Mod requires ASI loader that as I read only supports game version so with newest game version I assume this mod will not work right?
Posted on March 7, 2015 9:14PM by CoSm1c gAm3r
...Ok I had to answer to myself but that maybe will help other curious people :)

I played on newest patch with other mods and it was working ok without painkillers.

Great mod!

I really hope that you will make similar one for GTA5 because I already hate tons of guns in magic pocket.

1 pistol 1 heavy weapon and 1 gnade slot and that is all I need to feel like not casual cheater with this silly GTA design for weapon pocket :)
Posted on April 8, 2015 7:38AM by CoSm1c gAm3r
One of the best mods I ever tried, but I see no point if you register the SMGs as Light Class. It's like "I have an MP5 and an AK-47, but oh f***, I forgot to bring a pistol." Maybe you should separate it to 5 classes like this:

Melee class: Knife only

Light class: Pistols (Glock or Desert Eagle)

Medium class: SMGs (Uzi or MP5) and Shotguns (M37A1 or M11-87)

Heavy class: Assault Rifles, Rocket Launcher, Sniper Rifles, and Baseball Bat

Thrown class: Molotov Cocktails, Hand Grenades

and add prohibition to carry medium class and heavy class at the same time, so that you can carry only 4 types: Melee, Light, Medium or Heavy, and Thrown.

Sidearms or pistols in most FPS games can help win the firefight, like what the people said in Call of Duty games: "Remember, switching to your pistol is faster than reloading." Without pistols, chances to win the battle may be minimum, IMO.

Also, if you have EFLC, can you further enhance this mod to add compatibility with Episodic weapons, like CZ75 in TLAD or AA-12 in TBoGT? I look forward to your progress. 10/10 for the effort.
Posted on May 27, 2016 10:54PM by Naruto 607
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