Grand Theft Auto Trilogy (2009) PC version modding

HI all,

Although there are plenty of posts about modding the latest GTA: The Trilogy - Definitive Edition, there doesnt seem to be any about the 2009 collection that the mods were originally created for.
Seeing as the newest version has so many issues, I though it would be more cost effective to simply upgrade the old version instead. I want to share my experience on this forum for anyone else to reference in the future.

I have recently obtained a copy of the 2009 PC version & will try to get them as impressive looking as possible on my own set up, which will be trail & error until I can find a balance between performance & ascetics.

My PC set up consists of:
  • Lenovo Thinkcentre M93P SFF desktop computer
  • Windows 10 Pro (64 bit)
  • Intel i5 4570 (quad core 3.2GHz)
  • 8GB RAM (DDR3)
  • NVIDIA GeForce GTX 1650 LP graphics card (4GB GDDR5)

I have found the following lists of mods to try out for all 3 games:

Not only do they improve the graphics, some introduce new game mechanics / missions / sound tracks / etc ...

Will keep you all posted ;)

Grand%20Theft%20Auto%20The%20Trilogy%20-%20PC2.jpg

1706001894983.png
 
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Found an interesting tool that adds a nice touch regarding introducing new car models !

VC GXT Editor (https://www.gta-modding.com/area/index.php?act=view&id=43) is a tool that allows users to edit every text value displayed on screen in in Vice City, such as dialogs, car names, city names, etc .... by tweaking the .gxt file of the game.

Download, extract & run the GXT Editor. Mine threw an error about a missing MSVBVM50.DLL file, so I downloaded it (https://www.dlldownloader.com/msvbvm50-dll/) & placed it in the same folder as the GXT Editor


GTX editor.jpg


In the File textbox at the top, copy paste in the GXT file location of your Vice City instalation (i.e)
C:\Program Files (x86)\Grand Theft Auto - The Trilogy\Grand Theft Auto Vice City\TEXT\american.gxt

Click Load and the file will be opened into the Editor. It will open on MAIN by default, which contains the vehicle list. Click on one to see the in game display name in the text box at the bottom.

To change the name of the garbage truck I have introduced a new model for I click its name in the list (TRASHM),and its display name appears at the bottom (Trash Master). I will edit this name to something else (Trashy Trashy master master), then click Apply and Save.

After I open the game, and click F4 to activate the vehicle spawner, the new name appears:

cheat code name.png


However when I spawn the vehicle & get into it, only the first 20 characters appear on screen:

new name.png


So now we know the limit for entering new names for everything else ;)

One potential issue could be if I decide to upload a new model for a vehicle I have changed the name for in future, would it match up in the back end ?

To find out I downloaded a new garbage truck model trash.dff / trash.txd & added to the gta3.img file as described in a previous post. When I spawned it in game the new model appeared with the edited name, so it associated to vehicle name correctly.
 

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Hi all, just a quick post to recommend a YouTube channel to follow; https://www.youtube.com/c/TJGM1/playlists

He has some truly excellent GTA Modding tutorial videos, that dive into the technical details instead of just giving the bare minimum install instructions. I will be embedding some of his tutorials when I get round to modding San Andreas, but please subscribe to his channel in the meantime for great content !

Also, according to his most resent post (screenshot below) he is currently working on even more in-depth modding guides for the GTA series, so watch out for that ;)

1664643534177.png
 

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Grand Theft Auto: San Andreas has an enormous amount of mods available to tweak the look & feel of the game world, therefore I will be updating the graphics first this time before adding in anything new regarding the in game models.

First up I removed the Memory512 mod, as I will be installing a more comprehensive draw distance solution instead. I then applied the Largeaddress patch (https://www.mixmods.com.br/2016/09/iii-vc-sa-largeaddress-reconhecer-3-4-gb-de-ram/) to allow up to 4GB of RAM to be used by the game & also installed Open Limit Adjuster (https://github.com/ThirteenAG/III.VC.SA.LimitAdjuster/releases) and edited the following settings to theses values & clicked Save:
  • FrameLimit = 105
  • MemoryAvailable = 50%

I have also found a very handy tool called Crash Info (https://www.mixmods.com.br/2022/09/crashinfo/) which when the game crashes will display the error that caused it & suggest a fix. Although it works on all 3 GTA games,
only San Andreas has comprehensive bug list so far (https://github.com/JuniorDjjr/CrashInfo/blob/main/Lists/GTA-SA-10US/EN-CrashList.txt). I have been having some issues with Vice City, so will circle back when the mod's author updates that list. Here is a demo of the tool in action:



Next up is SkyGfx (https://github.com/aap/skygfx/releases) for PS2 / Xbox style graphic improvements. The install was a bit different this time via Modloader, watch this video for full instructions & a download link to a preconfigured skygfx1.ini file with the video creator's recommended settings:




I found the default settings of the mod had the graphics very dark & car textures / lighting effects way off:

SkyGFX default settings.png


When I swapped out the skygfx1.ini file with the recommended settings downloaded from the video, it was still a bit dark but the cars were now back to normal:

SkyGFX recomended settings.png


So, I then modified the skygfx1.ini file to set the value colorFilter=PC and the darkness issue was fixed.


Next up was Project 2DFX (https://github.com/ThirteenAG/III.VC.SA.IV.Project2DFX/releases/tag/gtasa) which has settings to increase draw distance of objects, tweak lighting effects, etc ... Although this is also available for GTA 3 / Vice City, I didnt bother with the first 2 games as they are about 9 square kilometers in size. San Andreas is about 38 sq.km and also has quite a few flying missions, so I thought it was essential to have much more draw distance for that. Install was again via Modloader, so easy to reverse if any issues. Here is another excellent video for a full rundown on how it all works & a download link to preconfigured recommended settings file (which I used instead of the default):



And when I go up in a helicopter we can already see the difference:

draw distance.png



Just after taking that screenshot, my first error was caught via Crash Info ! :

2DFXerror.PNG


According to the above tutorial video, 'TimedObjectsDrawDistance' relates to lights going on in windows. I wont be doing much flying at night so set it to 0.0 in 'SALodLights.ini' file and that seemed to fix the issue.


Lastly, I installed ROSA Reborn (https://libertycity.net/files/gta-san-andreas/162127-rosa-project-evolved-2021-uluchshennye.html) which is a fan project that updated thousands of textures to HD It also contains SA Optimized Map by default (https://www.mixmods.com.br/2021/09/sa-optimized-map/) which optimizes how map textures are loaded in game. The effect of this is decreasing disk usage, the map loaded a little faster & a 20~30% saving of the loading weight in world streaming. For example, the 'ws_rooftarmac1' texture is repeated in over 100 Los Santos .txd files, this mod creates 1 common txd file to be loaded into memory & shared out every time its called instead.

Great video on how to install via Modloader & a preview of the graphic improvements:



And when we check the mural we can see its been updated:

Rosa HD.png


As we can see, the default Banshee model has returned instead of the BMW model I previously installed. Looking at the ROSA file structure we can see several .img files:

Rosa file structure.PNG


I am guessing it ignores all modifications to the original file in models/gta3.img I added new cars to, so I must now re-add them to the correct .img file in Modloader ! A bit of extra work, but I wanted to swap out a few models anyway ;)

I opened gta3.img in ROSA folder via Crazy IMG Editor and searched for 'banshee', which displayed the following:

IMG Tool on Rosa gta3 img.PNG


I tried the same search on the rosa_a / b / c .img files and no results were returned, so I am guessing the cars are only in one file. I tried the same test on a building / tree .txd file and got the same results, so it seems the mod author's left the gta3.img internal file structure intact with all the other .img files containing more intricate minor improvements (like posters pasted on walls).

I had already modified a couple of buildings in Los Santos before installing the mods, as I imagined ROSA would contain a massive list of txd / dff items that I could delete as required to leave the look & feel of specific items unaffected. We will examine how they were effected in the next post, as well as some tips & tricks to adding in a few more buildings to the game world.

Stay tuned .....
 
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hooky1992

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I previously used 2 methods to add buildings:
  • update map & textures
  • update textures only
The first method was used to add Twin Towers via the World Trade Center Mod (https://www.gtagarage.com/mods/show.php?id=1351). Looking at the file structure shows the following:

WTC mod files.PNG


So I had to "lodhuge_lan2.txd" and "stolenbuild02.txd" to the original gta3.img in the /models folder, and also replace LAn2.ipl and LAn2.ide in /data/maps folder. Loading up the game with ROSA enabled displays the following:

WTC.png


As its a solid building, I can land on the roof & buy a cold drink if I like !

WTC roof.png


Looks alright from the ground too:

WTC ground.png


Although the incorrect textures are now reading from the ROSA gta3.img file, I decided to leave as is for now. Below is what it looks like with ROSA deactivated:

WTC no ROSA.png


The other method is to simply swap out the txd / dff files for one object with another. Although this worked fine at first, as everything was in the one .img file, ROSA has files scattered all over & when I rearranged them it cased the game to crash with no error message.

I originally used the New Dubai mod (https://www.gtaall.com/gta-san-andreas/mods/20590-new-dubai-mod.html) to get some new models. This changes alot of the casinos in Las Venturas into various skyscrapers world wide (mostly from Dubai). As most of the game takes place in Los Santos, I wanted to transport a few of these over, by renaming the files to match buildings & adding to the .img file.

But first I had to check it worked out of the box, and there was one mod to change the lighthouse on Los Santos beach into the Burj Al Arab 7 star hotel in Dubai. I had to replace lawland2.txd & sanpedlithus_law2.dff in models/gta3.img , rebuild the archive. Then when I loaded the game and visited that part of the map, at first the light house appeared but a few seconds later the new building suddenly popped into view. I am guessing the basic scalable 3D model loads first and then the textures & fine details ?:

lighthhouse no ROSA.png


Please be aware this is not a solid building & you can fly through it / hover around inside it !

When I activated ROSA, this new building did not appear, but the light house had improved textures (as it was reading from the new .img files). Searching the .img files I found 'lawland2.txd' was in rosa_b.img and 'sanpedlithus_law2.dff' was in gta3.img, so I replaced both files, rebuild both archives, then opened the game. This new building did not appear, and now the light house just had the very plain model with no textures at all.

Thinking back to the car models being in one place (gta3.img) in ROSA, I updated the Banshee txd / dff and rebuilt the archive, and when I spawned it the improved model did appear:

banshee updated with in ROSA.png


So, in ROSA files I then deleted 'lawland2.txd' from rosa_b.img and added it into gta3.img instead, and this time when I visited the light house the new model appeared:

dubai hotel after adding all files in gta3 img.png


Thinking the files being split over several .img files was throwing it off, I decided to try another building, but this time swapping the premade txd .dff with another existing building in Los Santos. I planned to swap in these:

"Bank Of China" (Bank of China Tower), the futuristic building from Hong Kong.
Replaces hotel.
= ballys01.txd
= ballys01_lvs.dff

"Taipei 101 (Taipei 101) the tallest building in China-520 meters.
Replaces the casino "4 Dragon".
= triadcasino.txd
= triadcasno01_lvs.dff

"Hong Kong Bank Tower" (International Bank of Hong Kong) the tallest building in Hong Kong-450 meters.
Replaces the "Flamingo"
= flamingo01_lvs.dff
= flamingo1.txd

There is an excellent website that has a comprehensive directory of all models in GTA SA: https://dev.prineside.com/en/gtasa_samp_model_id/

As well as being able to search for items by model details, we can also drop a pin onto the game map, which will list all objects within 500 meters from that point. This is what it looks like when we drop a pin on Grove Street:

Model ID - grove street.PNG


Looking up the model number for the modified Bank of China Tower (https://dev.prineside.com/en/gtasa_samp_model_id/model/8393-ballys01_lvs/) we see it has quite a large footprint (Length: 137.8258 m. Width: 71.0697 m. Height: 15.46168 m.) so we must find another model with similar dimensions, else it will be spilling out on the roads / side walks !

Another good site for exploring the GTA SA map from the air is, which also has the ability to switch to a detailed satellite view, is : https://mapgenie.io/grand-theft-auto-san-andreas/maps/san-andreas

The best one I could find was just south of the downtown sky scrapers (https://dev.prineside.com/en/gtasa_samp_model_id/model/6102-gaz4_LAW/), so I searched the .img files and found gaz4_LAW.dff was in gta3.img and gazlaw1.txd was in rosa_b.img . I then deleted both files, added renamed files to gta3.img & rebuilt both archives. On game load the new building appeared after a few seconds:

HKBT.png


And then the game froze with the sound in a loop .... I could not even kill it via Task manager, so I had to reset my PC. I tried setting the FrameLimit to 30 (25fps) but it still crashed like before after the building loaded.

Since ROSA is a folder in Modloader, I can simply delete it & swap in a fresh copy to fix, so no big deal. I am thinking the cross .img file structure does not allow any sort of modifications to the contents ordering, and also the SA Optimized Map has a common pool of txd / dff files thats shared out over several hundred models:

1664874384290.png


Adding in buildings to gta3.img previously causes no issues, however I will have to drop these improvements with ROSA active until I figure out a solution, if one exists at all !!
 
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I added back in the cars from FIRST CAR-PACK WITH AUTOINSTALLATION FOR GTA SAN ANDREAS mod to the ROSA gta3.img file in Modloader. All seemed to work fine, however there was now some weird reflections on some cars with a gloss finish:

too shiny.png


I am guessing ROSA introduced some new values to the default vehicles models, and maybe tweaking a few SkyGfx values will fix the issue.

I found a very handy tool to let you preview changes to mod settings in real time called Debug Menu (https://github.com/aap/debugmenu/releases/), which also works on all 3 GTA games ! To install, simply unzip & drop 'debugmenu.dll' file into main game folder, then in game press CTRL + M to open the menu. It calls saved values from various mods (such as SkyGFX), which you can change in real time to see their effect in game. Note it does not save any changes to the actual values in the .ini file, so you can change as much as you want to experiment



Since I downloaded the recommended settings, which has the setting vehiclePipe=Neo , the values I am interested in are:

neoShininessMult=0.7 ; Neo reflection intensity multiplier
neoSpecularityMult=0.5 ; Neo specular light intensity multiplier


In game, press CTRL + M and the menu appears overlaid. Normal controls are suspended on the joypad, but the right stick camera still works so you can look around. We use the mouse courser to click into menus, and left click a value to increase / right click to decrease:

I started reducing Neo Car Shininess and the visual change was immediate:

neoShininessMult.png


I finally reduced both values (Neo Car Shininess & Neo Car Specularity) to 0.2, which I thought gave a good balance:

neoSpecularityMult.png


The cars still kept real time shadows & lighting effects but can now see colour underneath it. This is the car in the top right background of the above screenshots:

plams on another car.png


We press CTRL + M to close menu. The modified settings remain in virtual memory for the remainder of the game session, so you can test the look & feel under various weather conditions / times of day / near other objects / etc ..... I will have to manually edit the 'skygfx1.ini' file in Modloader with new values for it to be permanent.

Another handy tool is the Cheat Menu (https://github.com/aap/gtadebug/releases/) , which also works across all 3 games. To install, simply unzip & rename the file to 'sa_debug.asi', then copy it to the main game folder. Open in game with CTRL + M and select with mouse buttons. It contains not only cheats but ability to tweak some visual FX too !

cheats.png


Finally I wanted to install Silent Patch (https://gtaforums.com/topic/669045-silentpatch/) which has a large list of bug fixes. GTA SA was designed nearly 20 years ago, when computer architecture was very different compared to todays average gaming PC, therefore tweaks to the code are needed to keep it running smoothly. Also we are overloading the program with a ton of new features & texture that it was never designed to handle !



Although the patch mostly deals with minor glitches, there are a couple of items in the manifest that caught my eye:

  • IMGs bigger than 4GB are now handled properly
  • FILE_FLAG_NO_BUFFERING flag has been removed from IMG reading functions - speeding up streaming
Installation is very simple, just unzip & copy folder into Modloader. Could not see any immediate differences but maybe thats the point !

Well, thats about it for GTA SA, I had planned to do lots of minor tweaks to the look & feel of the game world but ROSA is not having any of it ! I even tried to update a simple billboard by replacing 'sunset02_law2.txd', but when it generated in game it froze like when I added a new building. If I figure out a fix I will post here, but dont hold your breath ;)
 
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Over the last few weeks I managed to find a few nice vehicle models in addition to what was in the pack I installed earlier, here is what I ended up with:

- AH 64 Apache => Hunter
- Airbus A380 => AT400
- B2 Stealth Bomber => Shamal
- Type 99 MBT => Rhino
- VW Dune Buggy => Bandito
- Dodge Monaco => Police LS
- Cadillac Eldorado => Police LV
- Audi A8 => Perennial
- Subaru Impreza => Stratum
- Porsche 911 - Previon
- BMW 760I => Greenwood
- BMW X6 => Landstalker
- Audi R8 => Super GT
- Porsche Carrera => Nebula
- Honda S2000 => Buffalo
- Ferrari F40 => ZR-350
- Chrysler 300 => Manana
- Mercedes Benz C32 => Admiral
- Chevrolet Chevelle => Voodoo
- Ferrari F430 => Cheetah
- Jaguar XKRS => Primo
- Mercedes Benz E CLASS Coupe => Fortune
- Lamborghini Gallardo => Euros
- BMW E34 => Premier
- Toyota Supra => Uranus
- Ferrari LaFerrari => Bravura
- Porsche Carrera GT => Emperor
- BMW M3 Convertible => Banshee
- BTR 80 => SWAT
- BMW M5 => Glendale
- Toyota Celica GT => Jester
- BMW 750i => Elegant
- Ford Mustang => Stallion
- Spyker C8 Aileron => Cadrona
- Audi S5 Quattro => Merit
- Bugatti Veyron Gran Sport => Alpha
- Mercedes Benz CL65 AMG => Bullet
- Ferrari F458 => Infernus
- Lamborghini Gallardo Spyder => Comet
- Dodge Viper => Huntley
- Ford Shelby GT500 => Phoenix
- Mitsubishi Lancer => Sunrise
- Ford Crown Victoria => Police SF
- Dodge Charger => Esperanto
- BMW Z4 => Feltzer
- Chevrolet El Camino => Picador
- Chevrolet Chevelle => Sabre
- Mercedes Benz C126 => Sentinel
- Ferrari F50 => Solair
- Ferarri Testarossa => Turismo
- Mercedes Benz SL65 => Majestic
- Alfa Romeo 159 Ti => Hermes
- Honda Civic EK9 => Blista Compact
- Rolls Royce Dawn => Sultan
- Dodge Charger RT => Blade
- Porsche Boxster => Flash
- Nissan Skyline R34 GTR => Elegy


Not only do the cars look great & are used in cut scenes as well as in play, but the planes / special vehicles are top class too:

CUT SCENE.png


a380.png



B2.png



APACHE.png


MBT.png


I also found a few tools to help customize the new vehicles by changing their in games names & the handling characteristics of each. First off was the San Andreas Vehicle Handling Editor (https://www.gtagarage.com/mods/show.php?id=41)
which edits the Handling.cfg file, that controls how fast each vehicle accelrates, its top speed, etc .... First off we copy paste in its file path (C:\Program Files (x86)\Grand Theft Auto - The Trilogy\Grand Theft Auto San Andreas\data\handling.cfg) and then Load the list at the top. We can then start typing names to bring up its matching vehicles:

search V name.png


You maybe tempted to give every car a huge top velocity & lightning fast acceleration, but in my opinion that would take away the fun of having a mix of cars with different characteristics. Personally I gave all my fav cars a boost in acceleration & only increased the top speed for the super cars in my collection.

One issue I found with swapping in car models is that some need their suspension raised, such as the Banshee. Otherwise it can hardly move & when it does it scrapes off the ground with sparks flying ! Through trial & error the setting I changed was suspension / lower limit to a value of -0.35. Visually, there is now a bigger gap between the wheel & the car body but not too noticeable ! Here is what I finally ended up with:

banshee settings.png


I spawned a helicopter & traveled to the airport, so I had a nice long runway to test every car I tweaked the handling settings for and / or introduced a new model for. Got them up to top speed, tried a few hand brake turns, etc .... Tedious but worth the effort to iron out any bugs before I settle down to a gaming session.

As a side note .... Vice City kept crashing on me with no warning at random intervals. Thinking it was the new models I introduced I spawned every single vehicle & eventually found out there was infect quite a few vehicle DFF/TXD files missing from my copy of the game (like the Pizza Boy bike), and when the game auto generated it the whole thing would freeze with no error. After I uploaded all the missing models I didnt have any issues, so I wanted to run the same test on GTA San Andreas also. I was happy to find out nothing was missing from my copy of SA.

Another useful tool is GXT Editor (https://www.gtagarage.com/mods/show.php?id=1074) which edits the american.gxt file that holds all the in game text, including vehicle names. Very simple to use, select the file from the explorer & search 'Main' table by Text Value. Edit as you wish & then save your changes:

gtx editor.PNG



Within the game, when you launch the spawner it will still retain the ordering of the original names, but the new name will appear on screen when you enter the vehicle:

CAR MENU.png


NEW CAR NAME.png


18 characters will just about fit ;)
 

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TJGM (https://www.youtube.com/@TJGM) has published a video giving a retrospective look at the GTA Trilogy Definitive Edition that was released last year. As well as giving an over view of each conversions pros / cons, he runs through the various bugs & the attempts to fix them, as well as giving a run down on what is technically going on in the background of each game. Well worth a look if you are considering purchasing the collection for your console !

 

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TJGM has recently created an ULTIMATE MODDING GUIDE for GTA San Andreas, with over 2 and a half hours of content describing what helpful items need installing before, how to use Mod Loader, how to diagnose & solve crashes, etc ... well worth a look if you are starting from scratch ! Full playlist is here:



He has also created a short video on how to downgrade every PC version GTA San Andreas to the recommended v1.0, so check that out also:

 

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Just as a heads up, TJGM recently posted on his Discord server (https://discord.com/invite/AsRsXzqT6s) that along with launching his own Twitch channel he has some new YouTube videos planned for the coming year, please see screenshot below:

1709657492214.png


Make sure to follow him on Twitch for some great content !

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