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The most straightforward installation is the direct CLEO method: use a compatible GTA: San Andreas PC v1.0 US installation, activate an ASI loader and CLEO, then copy Bigfoot.cs and Bigfoot.img into the game’s CLEO folder. If you prefer not to edit the original archives, use Mod Loader, although CLEO documentation warns that some scripts still require direct placement in CLEO.

What you need before installing

Bigfoot v1.2 is distributed as a CLEO script mod. The LibertyCity listing identifies two files in the archive: Bigfoot.cs and Bigfoot.img. Its listed download size is 1.22 MB, and the listing was uploaded on 13 November 2011. The age of the archive makes it especially important to match the supported game version rather than assuming that every modern or modified GTA installation will work.

  • GTA: San Andreas for PC v1.0 US. This is the version named in the CLEO installation documentation. Later executables, regional releases and heavily patched copies may not behave the same way.
  • An ASI loader. CLEO lists Silent’s ASI Loader or an equivalent loader as a requirement. The loader must be active before CLEO can load.
  • CLEO installed in the game root. The root is the folder containing gta_sa.exe, not your Windows Downloads folder and not the data directory.
  • The Bigfoot v1.2 archive. Extract it somewhere temporary so you can see the two supplied files before copying anything.
  • A backup. Copy the entire game folder and your save files to a separate location. This is the safest way to undo an archive edit or recover from a script conflict.

Close the game and any launcher before changing files. If your installation is inside a protected Windows location, such as a system-managed Program Files directory, file permissions can prevent a loader or mod from writing its log. A user-managed game directory is easier to troubleshoot, but the essential requirement is that you can read and write the folder containing gta_sa.exe.

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How the Bigfoot files are used

Bigfoot.cs

The .cs file is the CLEO script. CLEO’s documentation states that a CLEO script is installed by copying the file with the .cs extension into the CLEO folder. It is not a Windows C# source file that you compile; leave the supplied file in its original form.

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Bigfoot.img

The .img file is an archive of game assets used by the mod. The documented Bigfoot instructions offer two ways to handle it. You can leave the archive as a separate file in CLEO, or you can extract its contents and add those contents to the game’s existing gta3.img archive. Do not put the files from inside Bigfoot.img into CLEO unless you are deliberately following a method that calls for that; the two installation methods have different file layouts.

Method 1: copy both files to the CLEO folder

This is the shortest documented installation and the best first choice when you have a clean, compatible game installation.

  1. Locate the game root. Open the folder that contains gta_sa.exe. In the same folder you should see CLEO.asi after CLEO is installed.
  2. Confirm the executable and loader. Verify that the game is the classic PC v1.0 US build and that Silent’s ASI Loader, or an equivalent loader, is installed. The loader normally sits in the game root beside the executable.
  3. Install CLEO. Download CLEO from its official release channel and extract its files into the folder containing gta_sa.exe. Do not create an extra nested folder such as GTA San AndreasCLEOCLEO.asi if the extraction already supplies the root files. The required CLEO.asi must be beside gta_sa.exe; the CLEO subfolder is where scripts go.
  4. Test CLEO before adding Bigfoot. Start the game once. CLEO’s documentation says the CLEO version should be displayed when the game launches. If no CLEO version appears, stop here and fix the loader or root location instead of adding the mod.
  5. Extract Bigfoot v1.2. Open the archive and confirm that it contains Bigfoot.cs and Bigfoot.img.
  6. Open the CLEO folder. This is the subfolder named CLEO inside the game root, for example C:GamesGTA San AndreasCLEO. Your exact drive and parent folder can differ.
  7. Copy both supplied files into CLEO. The final paths should be similar to GTA San AndreasCLEOBigfoot.cs and GTA San AndreasCLEOBigfoot.img. Keep the original file names and extensions.
  8. Check a customized gta.dat if necessary. The Bigfoot v1.2 instructions say that a modified gta.dat may need the line img cleobigfoot.img. Add it immediately before img modelscutscene.img. This is a conditional step for a customized gta.dat; do not add unrelated lines or change the order of the existing entries.
  9. Launch and test. Start the game and load a test save. If CLEO still appears but the mod does not work, use the troubleshooting section rather than repeatedly reinstalling the same files.

The important placement answer is therefore: put Bigfoot.cs and, for Method 1, Bigfoot.img directly in the game’s CLEO folder. Neither file belongs beside the executable unless a separate loader’s documentation explicitly requires that arrangement.

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Method 2: put the image contents in gta3.img

Method 2 keeps the script in CLEO but merges the assets inside Bigfoot.img into the original gta3.img archive. Choose it when the direct archive-in-CLEO method does not load the required assets and you are comfortable editing a GTA IMG archive.

  1. Back up the original archive. Copy modelsgta3.img to a safe location before opening it. A complete game-folder backup is preferable because it also preserves your loader and configuration files.
  2. Install and verify CLEO first. Follow the executable, ASI loader and CLEO checks from Method 1. The script still needs to be loaded by CLEO.
  3. Copy only Bigfoot.cs to CLEO. Place it at CLEOBigfoot.cs. In this method, do not leave the separate Bigfoot.img in CLEO as the asset source unless the mod’s instructions specifically tell you to keep both layouts.
  4. Open Bigfoot.img with an IMG archive editor. Inspect the archive and select every file contained inside it. You are importing the contents, not nesting Bigfoot.img as a file inside another archive.
  5. Add those files to gta3.img. Open the game’s modelsgta3.img archive in the same editor and import the extracted Bigfoot entries. Preserve the names supplied by the archive. If the editor offers a rebuild or save operation, let it finish before closing the program.
  6. Replace the edited archive only after it saves successfully. Keep the backup untouched. If the editor creates a rebuilt archive under a new name, make sure the game ultimately sees the expected gta3.img in the models directory.
  7. Launch a test save. If the game crashes while loading, restore the backup archive immediately and check for duplicate or conflicting entries before trying again.

Unlike Method 1, this approach changes an original game archive. It can work when an asset archive is not recognized from CLEO, but rollback is less convenient because you must restore or rebuild gta3.img. Keep the backup until you have tested the mod and decided to retain the installation.

Method 3: install through Mod Loader

Mod Loader can keep a mod in its own folder instead of requiring permanent edits to the original archives. The LiorMods guide for Mod Loader 0.3.7 lists an archive of about 2.5 MB and describes checking the loader log after a launch. CLEO documentation also cautions that some scripts may not work through Mod Loader, so treat this as an optional method rather than a universal replacement for direct CLEO placement.

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  1. Install an ASI loader and Mod Loader. Put modloader.asi and the modloader folder beside gta_sa.exe, alongside the other root-level loader files.
  2. Create one direct mod folder. Inside the root-level modloader folder, create a dedicated subfolder for this installation, such as modloaderBigfoot. Keep this folder separate from other mods so it can be disabled without disturbing them.
  3. Place the Bigfoot files in that subfolder. Start with the files supplied by the archive. For a loader layout that handles both files directly, the paths would be modloaderBigfootBigfoot.cs and modloaderBigfootBigfoot.img. If the script does not load from Mod Loader, move Bigfoot.cs to the normal CLEO folder and use one of the documented direct methods.
  4. Start and quit the game once. This gives Mod Loader an opportunity to create or update its log.
  5. Read modloadermodloader.log. Look for the Bigfoot folder and the files it attempted to load. A missing entry points to a path or loader problem; an entry followed by a game crash points more strongly to compatibility or a conflict.
  6. Test with other scripts disabled. Temporarily move unrelated Mod Loader folders out of the directory and disable extra CLEO scripts. Re-enable them one at a time after Bigfoot is working.

Mod Loader’s practical advantage is isolation: deleting or renaming the dedicated Bigfoot folder removes that installation without rebuilding gta3.img. Its limitation is script compatibility. If the log shows the files loading but the script has no effect, direct CLEO placement is the documented fallback.

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Which installation method should you choose?

Method Does it edit original gta3.img? Could customized gta.dat need a line? Reversibility Compatibility guidance
Direct CLEO copy No Yes. A customized file may need img cleobigfoot.img immediately before img modelscutscene.img. Delete Bigfoot.cs and Bigfoot.img; restore gta.dat if you changed it. First method to try on GTA PC v1.0 US with a working ASI loader and CLEO.
Import into gta3.img Yes The documented procedure centers on the archive import; retain your existing configuration unless the mod instructions require a change. Restore the untouched gta3.img backup. Useful when the separate image archive is not recognized, but archive edits introduce more failure points.
Mod Loader No Usually avoids direct archive changes, but script behavior still depends on the particular mod. Rename or remove the dedicated Mod Loader subfolder. Convenient for isolation and logging; some CLEO scripts still require direct CLEO placement.

How to verify that the installation worked

  • Verify the loader layer first. CLEO.asi should be in the game root, beside gta_sa.exe, and the game should display the CLEO version when launched.
  • Verify the file layer second. For Method 1, both Bigfoot files should be directly inside CLEO. For Method 2, only the script is in CLEO and the image contents are in modelsgta3.img. For Mod Loader, both files should be in the dedicated subfolder you created unless you have moved the script to direct CLEO placement.
  • Verify the configuration layer third. If you edited gta.dat, check the spelling and order of img cleobigfoot.img. It belongs immediately before img modelscutscene.img in the customized file described by the Bigfoot instructions.
  • Use a controlled test. Start with one save and no newly added scripts besides Bigfoot. Once the game is stable, restore other mods one at a time.
  • Check Mod Loader’s log when applicable. Launch and quit once, then inspect modloadermodloader.log for the exact folder and file names the loader processed.

Troubleshooting by symptom

The game does not start after installing CLEO

Check the executable version first. The documented CLEO baseline is GTA: San Andreas PC v1.0 US. Then confirm that an ASI loader is installed and that CLEO.asi is in the same root folder as gta_sa.exe. Remove the Bigfoot files temporarily and launch again. If the game still fails, the problem is in the executable, loader or CLEO installation rather than the Bigfoot archive.

No CLEO version appears when the game launches

Do not continue to script troubleshooting until CLEO itself is active. Recheck that you copied the CLEO files into the folder containing the executable, not into a parent folder or a second nested game folder. Confirm that the ASI loader is present and compatible with the v1.0 US executable. Once the CLEO version appears, restore the Bigfoot files and test again.

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CLEO loads but Bigfoot has no effect

Confirm the exact file names and locations. In the direct method, Bigfoot.cs and Bigfoot.img are both directly in CLEO. If you used Method 2, verify that the files inside Bigfoot.img, rather than the archive wrapper itself, were imported into modelsgta3.img. If you used a customized gta.dat, check the required img cleobigfoot.img line and its position. Finally, disable other scripts to rule out a conflict.

The game crashes after editing gta3.img

Restore the untouched archive backup and launch the game without the imported entries. If it starts normally, repeat the archive operation carefully and check for duplicate names or an incomplete save operation. Keep the direct CLEO method available as an alternative; it avoids modifying the original archive.

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Mod Loader shows no Bigfoot entry in its log

Check that modloader.asi and the root-level modloader folder are beside gta_sa.exe. Confirm that the Bigfoot files are inside a direct subfolder of modloader, not one extra level down. Start and quit the game once before reading modloadermodloader.log. If the files still do not appear, use direct CLEO placement.

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Mod Loader logs the files but the script still fails

Loading in the log does not guarantee that every CLEO script works through Mod Loader. Move Bigfoot.cs into the normal CLEO folder and follow Method 1 or Method 2 for the image assets. Test with other scripts disabled so a conflict does not obscure the result.

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Removing Bigfoot and recovering safely

Direct CLEO method

Quit the game, remove Bigfoot.cs and Bigfoot.img from CLEO, and undo the added gta.dat line if you inserted one. If you are uncertain what changed, restore the backed-up game folder rather than deleting unrelated files.

gta3.img method

Restore the original modelsgta3.img backup. Removing individual entries is possible with an archive editor, but restoring a known-good copy is less likely to leave a damaged index or a forgotten asset behind.

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Mod Loader method

Rename or remove the dedicated Bigfoot subfolder inside modloader. This leaves other Mod Loader packages untouched. Keep the folder until you have confirmed that the game launches normally without it.

Key compatibility limits

The documented requirement is specific: GTA: San Andreas PC v1.0 US plus Silent’s ASI Loader or an equivalent loader. A different regional executable, a later executable revision or another total-conversion setup may need a different CLEO build or may not support this archive unchanged. The Bigfoot listing dates from 2011, so its instructions describe that classic modding environment rather than guaranteeing operation on every current distribution.

Do not combine all three methods at once. Start with direct CLEO placement, or choose Mod Loader if isolation is your priority. Importing the image contents into gta3.img while also leaving a second copy of the same assets in another loader can create duplicate files and make failures difficult to diagnose.

Quick placement checklist

  • Use GTA: San Andreas PC v1.0 US.
  • Install an ASI loader and verify it loads CLEO.
  • Keep CLEO.asi beside gta_sa.exe.
  • For the direct method, place Bigfoot.cs and Bigfoot.img in CLEO.
  • If a customized gta.dat is in use, add img cleobigfoot.img immediately before img modelscutscene.img.
  • For the archive method, put Bigfoot.cs in CLEO and import the contents of Bigfoot.img into modelsgta3.img.
  • For Mod Loader, put modloader.asi and modloader beside the executable, use one direct mod subfolder, then inspect modloadermodloader.log.
  • Back up before every archive or configuration edit, and disable other scripts when isolating a failure.

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