GTA IV / Mods / Script Mods (e.g. *.lua and *.asi)

Drug Wars Misions V1.0


  • fan script | uploaded by fan script
  • 10/09/2026
  • 104 Downloads

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Description

co nowego w tym projekcje

 

skrypt jest juz wyposarzony w misje  dodatkowe konvoy i stash

 

jest to wersja ulepszona niz orginal

 

 

duza akcja super klimat

twardsi przeciwnicy

duzo przeciwnikow z ruznym uzbrojeniem

nowe pojazdy

nowe ugrupowania przeciwnikow

 

taki maly spoiler

 

kradzierz furgonetki fbi,swat z konvoju

przeciwnicy na motorach

dostarczenie pojazdow do dziupli

czasami nawet trzeba zniszczyc helikopter

 

z kazdym przejsciem misji trudnosc rosnie

i gotuwka

 

zadnych crashy gry

 

skrypt ma az 3 misje a raczej wywolywacze ruznych scenariuszy

na przeruznych lokalizacjach 

z nowymi przeciwnikami 

lepszym uzbrojeniem przeciwnikow

i nowymi pojazdami 

i troche pozmienianymi shematami niz orginal

z eflc

 

to juz sa az 3

 

drug wars the deal

drug wars the stash

drug wars the convoy

 

zalety 

 

zdrowie gracza jest ulepszone z kazdym poziomem trudnosci

skrypt dziala od poczatku gry poniewaz hackuje odblokowuje policyjne blokady drogi

zadnych loadingow

wszystko jest blyskawiczne

 

 

wady 

 

przeciwnicy sa bardzo inteligentni jest ich bardzo duzo

polecam sie bawic w misje z moim trainerem asi

wtedy bedziesz mugl zespawnowac ochroniarzy np

lub uuodpornic pojazd

 

 

 

co zostalo naprawione

spadajaca torba 

i nie czyszczenie przeciwnikow po misji

no ale czego sie spodziewac po versji beta

poczatkowej

 

 

warto docenic moja prace 

poniewaz projekt powstal ze zdekompilowanych 

i rozszyfrowanych orginalnych skryptow sco z gry GTA IV tbogt

 

funkcje sa przetlumaczone a zmienne poprawione ,zadeklarowane

dodatkowo pointery i referencje popoprawiane 

z prototypu zdekompilowanego pliku binarnego sco

 

na potrzeby mojego projektu 

 

a jako ze mam skill bo juz kiedys takie misje odtworzylem do gta san andreas

to pozwolilo mi stworzyc ten niesamowity projekt

 

 

co nowego w tym projekcie w nastepnych update

 

np napady na furgonetki grooupe 6 

byc moze tez dubing polski

byc moze niko bedzie mial 3 ochroniarzy i opancerzony pojazd

 

jeszcze musze odszyfrowac skrypt the pickup i dodac 

 

--------------

What's new in this project?

 

The script now includes additional missions: "Convoy" and "Stash."

 

It is an improved version compared to the original.

 

High-octane action and a great atmosphere.

Tougher enemies.

Large numbers of enemies with varied weaponry.

New vehicles.

New enemy factions.

 

A quick spoiler:

 

Stealing FBI or SWAT vans from a convoy.

Enemies on motorcycles.

Delivering vehicles to a hideout.

Sometimes you even have to destroy a helicopter.

 

Difficulty increases with each completed mission.

And the cash rewards increase too.

 

No game crashes.

 

The script features three missions—or rather, triggers for various scenarios.

Set in diverse locations.

With new enemies.

Better enemy weaponry.

New vehicles.

And mechanics that differ slightly from the original.

Based on EFLC.

 

There are three in total:

 

Drug Wars: The Deal

Drug Wars: The Stash

Drug Wars: The Convoy

 

Pros:

 

Player health improves with each difficulty level.

The script works from the start of the game because it hacks and unlocks police roadblocks.

No loading screens.

Everything is instantaneous.

 

Cons:

 

Enemies are highly intelligent and numerous.

I recommend playing these missions with my ASI trainer.

That way, you can spawn bodyguards, for example,

or make your vehicle invulnerable.

 

What’s been fixed:

 

The issue with the falling bag.

The failure to clear out enemies after the mission.

But then again, what can you expect from an initial beta version?

 

My work is worth appreciating. The project originated from the decompiled and decrypted original SCO scripts from GTA IV: TBoGT.

 

The functions have been translated, and variables have been corrected and properly declared. Additionally, pointers and references have been fixed based on the prototype of the decompiled SCO binary file to suit my project's needs.

 

Having the necessary skills—since I previously recreated similar missions for GTA San Andreas—enabled me to create this amazing project.

 

What’s coming in future updates?

 

For example, Gruppe 6 van heists.

Possibly Polish voice acting.

Niko might get three bodyguards and an armored vehicle.

 

I still need to decrypt and add "The Pickup" script.

There are 10 comments posted yet.

Dimitri Rascalov
Heist Specialist
86
Profile
10/11/2026 22:36

@fan script I mean those NPCS would be great, although this is just my opinion but using generic Russian gang members is a bit more fitting for the lore standpoint but I'd definitely take those 3 over the others as I always liked them in the story (I felt like you didn't get enough time working with Dimitri or Bulgarin) and fighting with them would be cool. I don't think the cutscenes are as important so much as a more static way to initiate the missions. Perhaps a gang member you go to that offers you each job.

As for the scaling, that would be good. The payout is too much as is, but each mission should pay differently if possible. Id say the best bet is just to focus on mission variety instead of cutscene work

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fan scriptModder badge
Criminal Mastermind
1854
Profile
10/11/2026 20:48

@Dimitri Rascalov

Yeah, we could use the IDs for those objects.
But I’m not really an expert on creating cutscenes
or cinematic sequences.

I also don't have any ideas for a mission scenario yet.

As for backup for Niko...

I can add NPCs like:

VLAD
DMITRI
BULGARIN

i also need to program AI for the helpers
so they can grab vehicles and follow the player,
and so Niko can rescue them.

And i need do an armored vehicle to spawn
at the start of the mission.

It would also be cool to recreate the original
"Drug Wars" intro cutscene,
though I’m not sure if that’s possible—TBoGT sometimes uses different data,
so it’s not an easy task.

Regarding script tweaks:
I’ve set up a larger array for randomizing NPC models now,
which should eliminate duplicate-looking NPCs during the mission.

And as for the payout for a mision for niko

I know—right now, every vehicle and mission pays the same base amount;
they really ought to vary.

Here’s how it works:

int current = 2000 * NUM_DRUG_WARS;
current += (num_enemy_vehicles_destroyed * 100);
current += (num_enemy_actor_destroyed * 100);
add_money(current);

I think I could add a default scale factor in the .ini file,

letting you configure that base value of 2000.

I could also implement

difficulty settings,

e.g.,

easy

normal

hard

Feel free to share your ideas.

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Dimitri Rascalov
Heist Specialist
86
Profile
10/11/2026 18:16

@fan script I wish I knew how to code this game and I'd gladly help. I understand certain types of code but this one not so much unfortunately. I think you're on the right track just adding variety to the missions. The reason I suggested those missions is cause I know there's props used in them for dropping drug bricks that could be used in these. There's one for heroin which drops during the Phil bell mission if his son dies you have to pick it up and there's one for Elizabeta's coke mission too which is white. Thought maybe you could integrate those props into it and maybe a sort of mission style like those.

You're doing excellent work though, for the backup id suggest using just generic Russian gang members as your backup and I'd also suggest putting a way to adjust the payouts for the missions in the ini file if you can.

Quote | Reply | (1)
fan scriptModder badge
Criminal Mastermind
1854
Profile
10/11/2026 12:53

i recorded video this mod

look what be in new update

https://www.youtube.com/watch?v=NdtPw78iuJ0

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fan scriptModder badge
Criminal Mastermind
1854
Profile
10/10/2026 23:58

@Dimitri Rascalov

Thanks for the idea.

First, I’d need to...

identify the SCO script responsible for the missions;
I think it would be the ones with the IDs
elizabeta_1 through elizabeta_4.

Then, copy the SCO script from OpenIV and decompile it into readable code.

Next, translate the functions and variables...

...which isn't an easy task.

Translating a single decompiled script—like the TBoGT "Drug Wars: Convoy" mission—takes a whole day.

Even though the TBoGT SCO script contains vehicle and character models not found in GTA IV,

it requires deciphering hashes

to make them compatible with the GTA IV game.

I’d prefer to focus on improving this project—

adding variety and even changing the scenarios

so the missions don't feel repetitive.

The script already utilizes all the gangs,

with a wide range of vehicles

and better weaponry

than the original.

I also plan to create

a mission where the player has to destroy a truck

so a bag drops out of it.

I might also create missions at entirely new coordinates.

Besides that, the script still has a few bugs.

I could add Elizabeta, Little Jacob, and Dwayne as helpers during missions;

that would fit the atmosphere.

If you want, I can give you the source code

this project?

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Dimitri Rascalov
Heist Specialist
86
Profile
10/10/2026 22:38

@fan script Have you considered adding some custom missions maybe to mimic the drug deal from elizabeta where you pick up the coke or the heroin retrieval mission with Phil? I think those would be nice additions if they're possible to add in just for a little more content but these are excellent.

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fan scriptModder badge
Criminal Mastermind
1854
Profile
10/10/2026 22:31

Co naprawiłem/dodałem:

Naprawiłem błąd w misji „The Stash”.

Wcześniej wszyscy przeciwnicy mieli tylko pistolety maszynowe Uzi; teraz dysponują różnorodnym uzbrojeniem.

Dodałem nowe gangi – łącznie cztery.

Skrypt wykorzystuje teraz praktycznie wszystkie gangi obecne w GTA IV.

Wydłużyłem czas wyświetlania wskazówek na ekranie (komunikatów tekstowych).

-----------
What I've fixed/added:

Fixed a bug in "The Stash" mission.

Previously, all enemies only had Uzis; now they carry a variety of weapons.

Added new gangs—four of them in total.

The script now utilizes virtually all the gangs present in GTA IV.

Increased the display time for on-screen hints (print messages).

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fan scriptModder badge
Criminal Mastermind
1854
Profile
10/10/2026 22:26

@Dimitri Rascalov

Thanks for the kind words; I'm glad you like it.

In the "Drug Wars: The Stash" mission, the bag you need to find is marked with a green icon.

In "Drug Wars: The Deal," you first have to eliminate all the gang members so the bag spawns on the ground.

I know.

That text covers up the original mission text.

But it doesn't actually come from this mod—it's from my trainer ASI.

I was testing the phone's behavior in the "Call to Backup" script within my trainer.

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Dimitri Rascalov
Heist Specialist
86
Profile
10/10/2026 22:14

Ive been looking for this for a LONG time. THANK YOU for making it. Do these guys drop cash too? and is there any way to remove the text from the bottom of the screen?

Quote | Reply | (1)
fan scriptModder badge
Criminal Mastermind
1854
Profile
10/10/2026 12:29

pamietaj aby zresetowac licznik

w pliku ini drug_wars_config.ini

ustaw 0 na tym 362

[drug_wars_passed]
val=362 <- ustaw 0

[noob_progress_state]
val=1 <- ustaw 0 //to jest status pierwszej misji

[dump_log]
state=1

takie male info

dla lubiacych ten mod

w najnowszym update co bedzie

torba juz bedzie tak jak ta z eflc

poniewasz niko moze nosic torbe jako ubranie
tak jak luis z tbogt

wiec wystarczy tylko uzyc native

ja niestety poszlem trudniejsza droga

bo obiekt torbe przyczepiam do szkieletu niko



taka ciekawostka zrobilem tez visualizacje
noszenia kamizelki kuloodpornej
jak to dziala

gdy niko znajdzie kamizelke
to specialny nativ dodaje kamizelke jako ubranie
widoczne

tez mysle ze naprawilem blad ze torba sie nie pojawiala
okazalo sie ze zle losowalo index ktury wybieral aktora ktury bedzie mial torbe

jeszcze musze jedno naprawic

pojazdy backup enemy sie czasami obijaja o mury podczas poscigu za graczem

a i najwazniesjsze naprawilem blad

dodawalo lidżbe drug wars ile gracz przeszedl nawet gdy gracz przegral

od teraz lidzba wzrasta tylko jak gracz wygra

------------------

Remember to reset the counter.

In the `drug_wars_config.ini` file:

Set the value for `362` to `0`.

[drug_wars_passed]
val=362 <- set to 0

[noob_progress_state]
val=1 <- set to 0 //this is the status of the first mission

[dump_log]
state=1

Just a quick update

for fans of this mod:

in the upcoming update,

the bag will work just like the one in EFLC,

since Niko can wear the bag as an outfit item

just like Luis in TBoGT,

so using a native function is all that's needed.

Unfortunately, I took the harder route

because I'm attaching the bag object to Niko's skeleton.

Fun fact: I also implemented a visual effect

for wearing body armor.

How it works:

when Niko finds body armor,

a special native adds the armor as a visible

outfit item.

I also think I fixed the bug where the bag wouldn't appear;

it turned out the index selecting the actor to carry the bag

was being randomized incorrectly.

One more thing to fix:

backup enemy vehicles sometimes bump into walls

while chasing the player.

Oh, and most importantly, I fixed a bug

where the Drug Wars completion count would increase

even when the player lost;

from now on, the count only goes up if the player wins.

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