Saints Row 2 Cribs
My game currently no longer works anyways here are the modsExtended Extras +-1. 7 new cribs2. Fallout new vegas fps lock. Most stores have radio switches to change store radio stations.3. Teleports to most hidden interiors (besides 1 or 2)- Also comes with a custom Sandbox + with alot of new teleports and goodies!- Also has teleports for underground Ghost interiors (must be in a Gyro or ufo)4. This mod is not complete!!!!!! (Most likely won't be)I originally started this project AWHILE back before a interior mod was released, So enjoy or don'tThis mod has bugs so refer to the bug docs, also use this mod on a gamesave YOU DO NOT CARE ABOUT.
When replacing files if asked to replace a file, yes do so.I don't have the time to record or fix my saints row 2 atm to finish this project so enjoy!I am a dad now to my newborn son and he is more important than this game, i'll still be around it'll just be awhile before I touch down on this game again, I think nclok1405 and MasakoTeam got it from hereHeres a mega link (site was taking to long to upload). Ask me for permission if you would like to use my mods as a base for your own ones (although I allow to include them in mod packs without my permission as long as you'll credit me and other co-creators, you're not going to introduce any custom changes and you'll take responsibility for keeping it up to date). If I didn't respond to your permission request in 6 weeks, feel free to do whatever you want with my work (trust me though, I always respond). The same rules apply to porting my mods to other Saints Row games.If you would like to upload your own changes or fixes to one of my mods in its original thread, go ahead and do it without my permission (this only applies if you're going to publish them in my original thread, not in your separate one). Ask me for permission if you would like to use my mods as a base for your own ones (although I allow to include them in mod packs without my permission as long as you'll credit me and other co-creators, you're not going to introduce any custom changes and you'll take responsibility for keeping it up to date). If I didn't respond to your permission request in 6 weeks, feel free to do whatever you want with my work (trust me though, I always respond).
The same rules apply to porting my mods to other Saints Row games.If you would like to upload your own changes or fixes to one of my mods in its original thread, go ahead and do it without my permission (this only applies if you're going to publish them in my original thread, not in your separate one). Just a update to anybody interested (I have not updated the post or anything) this is just a heads up. I am about 90% complete. I just have to add custom radios to where I see fit.I also have to add radios to cribs that do not have a radio. Im also adding radios to certain interior places that seem fit to have a radio.

I have also found a good bit of hidden interiors I didn't even know existed. So I took the liberty of adding elevators/teleporters to go to these fancy new places. This project should be finished within a day or 2, that's if I don't run into any issues. Also with this mod you can not enter Posidons Palace casino.
Idk why but game crashes when entering here (it has to do with radio changers), and there is no fix. I didn't even edit any sound or radios located in or around that place. But if i remove 30 random radio changers (any radio aka random radio), you stop crashing upon entering here, but due to how this project is I will leave this place as a off limits no enter area. Also with this mod and it's current stage, onfootradio will no longer be side by side compatible with this mod. I do plan on making a compatible version (however I don't see the use) but I will for those that want it, the only reason I see a need for a compatible version is for the hidden interiors. The compatible version when made will be updated to this post, and one file will be edited on the onfootradio thread. I'll explain more later.
Just a update to anybody interested (I have not updated the post or anything) this is just a heads up. I am about 90% complete.
I just have to add custom radios to where I see fit.I also have to add radios to cribs that do not have a radio. Im also adding radios to certain interior places that seem fit to have a radio. I have also found a good bit of hidden interiors I didn't even know existed. So I took the liberty of adding elevators/teleporters to go to these fancy new places. This project should be finished within a day or 2, that's if I don't run into any issues. Also with this mod you can not enter Posidons Palace casino.
Jun 03, 2019 This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Saints Row 2 for Xbox 360. If you've discovered Saints Row 2 cheats that you'd like to add to the page, or have. A worthy successor to the open-world gameplay hit, Saints Row, Saints Row 2 features all new customization options, including player's: gender, age, voice, crib.
Saints Row 2 Hideout Location
Idk why but game crashes when entering here (it has to do with radio changers), and there is no fix. I didn't even edit any sound or radios located in or around that place. But if i remove 30 random radio changers (any radio aka random radio), you stop crashing upon entering here, but due to how this project is I will leave this place as a off limits no enter area. Also with this mod and it's current stage, onfootradio will no longer be side by side compatible with this mod. I do plan on making a compatible version (however I don't see the use) but I will for those that want it, the only reason I see a need for a compatible version is for the hidden interiors.

The compatible version when made will be updated to this post, and one file will be edited on the onfootradio thread. I'll explain more later. Ask me for permission if you would like to use my mods as a base for your own ones (although I allow to include them in mod packs without my permission as long as you'll credit me and other co-creators, you're not going to introduce any custom changes and you'll take responsibility for keeping it up to date). If I didn't respond to your permission request in 6 weeks, feel free to do whatever you want with my work (trust me though, I always respond). The same rules apply to porting my mods to other Saints Row games.If you would like to upload your own changes or fixes to one of my mods in its original thread, go ahead and do it without my permission (this only applies if you're going to publish them in my original thread, not in your separate one). Click to expand.That's actually what I've been thinking about doing. Iv also had plans to extend to have even more cribs.
I was thinking about renaming the whole mod to extended extras +. In a way that its similar to nova spe crib stuff and easycruiser mod crib extras. Of course re coding it all myself from scratch that way it doenst deal with permisson issues lol. And that way its more like a AIO mod that combines easycrusier crib extras and nova spe crib extras with my own little twist. But I'll finish the radio triggers for now and start on my other plans afterwards. Also with that said it will be gotr compatible but of course this mod would not be compatible with easycrusier or nova spe. This project is just getting bigger and bigger lol.
And I still have to touch up some things on my open world z mod. However on foot radio will most likely stay where its at because I've tried the best I can with that mod. As expected I have ran into some issues. It seems I have reached the warp zone limit.
In other words the elevator/teleporter limit. If I add anymore the game crashes, and this is not a error in code I have troubleshooted and re-coded and same thing happens the game crashes. So I have been studying idolninjas sandbox lua code, and the playasacop mod lua code (play as a cop never got finished) anyways I have studied the code for the last 2 hours trying to find a bypass for teleporting issues, Yeah I could just add code to sandbox + to just teleport into hidden interiors but what fun would that be? You would be stuck in that location unless you use another code to teleport elsewhere.
After the last 2 hours of studying I have managed to make a lua code that used the execute lua trigger to create a custom teleporter to bypass warp zone crashing. Now let's just hope after I add 2 more custom coded teleporters the game doesnt crash. If not then we have our bypass for that set back.
Also this new method will take use of sandbox + so it will be included, I only used it because the file I needed to use was sr2city.lua, that way sandbox + stays compatible with this. Now i'm off to do hours of work on the rest of the interiors.
I will also release my source code for custom teleporters, not like any one would need it, but if you self code and mod sr2 like I do, and if you use warp zone triggers for custom teleporters, you might eventually run into a crash issue as I have. I'm pushing this game to it's limits it seems lol. Upon further testing ( i don't mean to spam my own topic i'm just giving updates). It wasnt a warp zone trigger issue (it was cool to learn how to make custom teleporters though without the need of a warp zone trigger) It seems I have actually reached the games trigger limit. When I add any new trigger of any kind the game crashes. So i'm gonna go through the game files and try to remove triggers that wont affect gameplay, i might actually end up removing activity triggers, anyways I will see how far i can get without a game crash. I'm so mad right now.EDIT: I ended up removing all stunt jumps from the game.
(this allowed for 80 extra triggers), however I will still need to free up some more triggers for when I get to adding more crib extras and more cribs. I can't remove cd's due to a cd group issue i'm having, i'll try to work it out though.
Controlling neighbourhoods is crucial, because each neighbourhood pays a certain amount of money per day, which can be picked up from the safe in any of your, er, cribs. Your neighbourhoods are also full of your gang members, and as you progress, you'll unlock the ability to recruit them. Your homies follow you around, shoot your enemies and aggro the opposition to give you a bit of room, and they're key to succeeding at the game's tougher moments.The whole territorial control concept works well. Watching your influence spread over Stilwater is great fun - and you can also take advantage by buying up businesses in the areas you've grabbed, increasing your revenue stream and earning a handy discount in the process. When you've managed to get into lots of trouble with a rival gang, it's also handy to drive into one of your own areas and watch as your gang members pile into your pursuers.Saints Row 2's other major diversion from the GTA formula is style.

Customisation is absolutely key, from the incredibly comprehensive character-creation pages (we've already about the ability to make a grossly obese, elderly transvestite as your main character, should you so desire - but you can also make just about anyone else you want, as hideous or as handsome as you wish) through to the vast selection of clothes on offer in Stilwater's different stores. Even your cribs can be heavily upgraded and restyled as befits your standing as one of the city's top crime bosses. For instance, you may find this attire unsuitable for a crime boss raiding a rival's stronghold.
That's where you're wrong.Cars, too, can be modified to a huge extent. Each one you hijack can be brought to a garage and, for a price, you can fit a wide range of body mods, engine and chassis upgrades, new paint and weapons. All of these modifications - clothes, cars or cribs - contribute to your style rating, and the higher your style rating goes, the more respect you earn for each activity you undertake, so the game's various ratings and currencies feed off one another helpfully, and Saints Row 2's style elements are as deep or as shallow as you like. If you want to spend ages finding and customising a smart pinstripe suit and a white fedora hat with a black band (which I did, and I'm not ashamed), there's a small bonus in it for you.
If, on the other hand, you just want to shoot goons in the face, well, the bonus is no great loss. Style is well catered for, but the developers clearly feel that style is its own reward.Also rewarding is multiplayer, where the key mode is unquestionably co-op - a well-considered drop-in/drop-out system that means that you can join another player's game, do a few missions, and then hop back into your own, retaining any items or progress you made. There's no split-screen, sadly, but for households with more than one console, or for friends online, this has immense potential. Deathmatch-style multiplayer and a more complex, group-based competitive mode are also included, but Saints Row 2 doesn't lend itself to precision shooting, and while this is fine in single-player it's makes for random and frantic deathmatch. You can increase your style (and respect) by redecorating cribs. In Stilwater, Lawrence Llewellyn-Bowen would be respected and feared.Still, in single-player and in co-op, Saints Row 2 is one of the most ridiculous and enjoyable games of the year. Some will dismiss it as GTA's 'gangsta' offshoot, but they're missing the point; with its immense scope, fun physics and focus on entertainment over realism or grit, Saints Row is what GTA would have become if Rockstar North had followed Vice City to its pimpin' conclusion.
It may not have the graphical fidelity or the polish of its high-budget counterpart, and will be beaten up for that, but it compensates more than adequately by answering the crucial question - 'is it fun?' - with an exuberant, sweary, two-fingered affirmative.9/10.