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Freedom251 › Blog › Bigfoot mod

How to install the Bigfoot mod in GTA: San Andreas on PC

By Freedom251 Team · · 9 min read

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The most reliable setup is GTA: San Andreas PC v1.0 US with an ASI loader and CLEO installed beside gta_sa.exe. For Bigfoot v1.2, copy Bigfoot.cs and Bigfoot.img into the CLEO folder. If you prefer not to alter the original archive, use the documented alternative: copy the script to CLEO and import the contents of Bigfoot.img into gta3.img. Mod Loader can keep files isolated, but some CLEO scripts still require direct placement in CLEO.

Check compatibility before installing anything

Bigfoot v1.2 is a classic CLEO script mod, not a plug-and-play replacement for every modern San Andreas edition. The CLEO documentation identifies Grand Theft Auto: San Andreas (PC) v1.0 US as the supported baseline and requires Silent’s ASI Loader or an equivalent loader. If your installation is a later executable, a different regional build, a remaster, or a store release with a modified launcher, the files may not load even when they are in the right folders.

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Item What you need Why it matters
Game build Classic PC v1.0 US executable The documented CLEO baseline; other builds may need compatibility work not covered by the Bigfoot instructions.
ASI loading Silent’s ASI Loader or an equivalent loader Loads CLEO.asi when the game starts.
CLEO Installed in the folder containing the game executable Provides the script engine that reads .cs files.
Bigfoot package Bigfoot v1.2, containing Bigfoot.cs and Bigfoot.img The script and its model/archive data are separate files.
Safety copy A backup of the complete game folder and save files Lets you restore the original state if an archive edit or script conflict prevents startup.

The Bigfoot v1.2 listing records a 1.22 MB download uploaded on 13 November 2011. That age is a practical warning: follow the package’s included notes where they differ from a generic CLEO workflow, and do not assume that a newer game executable has the same file layout.

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Back up the game and saves

Close the game and launcher. Make a copy of the entire San Andreas installation folder, including the executable, data, models, CLEO and any existing mod folders. Also copy your save files to a separate location. Give the backup a clear name such as SanAndreas-before-Bigfoot. A complete folder copy is especially valuable if you choose the method that changes gta3.img; replacing that archive is then a straightforward restore rather than a hunt for individual files.

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Install and verify CLEO

  1. Locate the folder that contains gta_sa.exe. This is the game root. Do not use a desktop shortcut folder, a download folder, or the models folder as the destination.
  2. Install Silent’s ASI Loader or an equivalent loader into that game root according to its own package instructions.
  3. Download CLEO from the project’s official release channel and extract it into the same folder containing the executable.
  4. Confirm that CLEO.asi is directly beside the game executable. A common mistake is ending up with a nested path such as San Andreasin
    elease older older ext{CLEO.asi}
    ; the file must be in the actual root that launches the game.
  5. Start the game once. CLEO should display its version when the game launches. If no CLEO version appears, stop here and fix the loader or root-folder installation before adding Bigfoot.

CLEO’s basic rule is simple: a script with the .cs extension belongs in the CLEO folder. Bigfoot also includes an image archive, so you must choose how its model files will be made available.

Identify the Bigfoot files

Open the Bigfoot v1.2 archive without running anything from inside it. The documented package contains:

  • Bigfoot.cs — the CLEO script.
  • Bigfoot.img — an IMG archive containing the model and related resources used by the script.

Keep the original downloaded archive untouched until the installation works. If the package includes a readme with a particular activation key or in-game procedure, use that information; the installation notes alone do not specify a universal spawn command or trigger.

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Method 1: place both files in CLEO

This is the shortest method and the one stated directly in the Bigfoot v1.2 instructions.

  1. Open the game root and then open its CLEO folder. Create that folder only if the CLEO installation did not already create it.
  2. Copy Bigfoot.cs into CLEO.
  3. Copy Bigfoot.img into the same CLEO folder. Do not put the image archive in models or beside gta3.img for this method.
  4. If you have never customized gta.dat, the documented copy operation is complete. Launch the game and check that it reaches the main menu and loads a save.
  5. If your gta.dat has been modified, add the following line immediately before the existing img modelscutscene.img line: img cleobigfoot.img. Preserve the order; the Bigfoot entry belongs directly before that model-cutscene entry.

The filename in the gta.dat instruction is cleobigfoot.img, while the supplied archive is named Bigfoot.img. Do not silently rename files or change the line to a different archive name. The instruction is relevant only when your data configuration requires that additional IMG declaration; editing unrelated lines can make the game fail before the script starts.

Method 2: import the archive into gta3.img

Use this route when you want the Bigfoot resources inside the game’s main model archive rather than as a separate image in CLEO. It changes the original archive, so the backup made earlier is important.

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  1. Copy Bigfoot.cs into the game’s CLEO folder.
  2. Open Bigfoot.img with an IMG archive editor that can view and export its contents.
  3. Extract the files contained inside Bigfoot.img to a temporary working folder. You are importing the contents, not copying the outer Bigfoot.img file as a single item.
  4. Open the game’s gta3.img in the same archive editor and add the extracted Bigfoot files. Follow the editor’s rebuild or save process so the archive index is updated.
  5. Keep the Bigfoot.cs file in CLEO; importing model files alone does not install the script.
  6. Start the game and load a save. If it fails immediately after the archive operation, restore the backed-up gta3.img and repeat the process with the editor’s documented rebuild procedure.

The documented Bigfoot steps for this method do not add a separate gta.dat declaration. That does not make every custom data configuration interchangeable: a heavily modified installation can still have its own archive-loading requirements. Keep a record of any line you change so you can undo it.

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Which installation method should you choose?

Question Method 1: files in CLEO Method 2: import into gta3.img
Does it edit the original gta3.img? No. The separate Bigfoot.img remains in CLEO. Yes. The files inside Bigfoot.img are added to the main archive.
Does the documented setup mention a gta.dat line? A customized configuration may need img cleobigfoot.img immediately before img modelscutscene.img. No extra line is specified in the documented import steps.
Reversibility Usually easier: remove Bigfoot.cs and Bigfoot.img, then undo any line you added. Lower without a backup because imported entries must be removed or the original archive restored.
Compatibility consideration Requires the script to find its separate image archive through your CLEO/data setup. Requires a correctly rebuilt gta3.img and a script that can use the imported resources.
Best use First installation and testing, especially when you want a clean rollback. Installations where the separate archive method does not work and you are comfortable editing IMG archives.

Do not perform both methods at once. Duplicating the same resources can create conflicts and makes it difficult to identify which copy the script is using.

Optional Method 3: isolate the files with Mod Loader

Mod Loader can keep modifications in separate folders and records what it loads, which is useful when you manage several changes. A LiorMods guide lists Mod Loader 0.3.7 at about 2.5 MB; that figure describes the guide’s archive and is not a Bigfoot requirement.

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  1. Install modloader.asi and the modloader folder beside gta_sa.exe, following the Mod Loader package instructions.
  2. Inside modloader, create one dedicated subfolder for this mod, for example modloaderigfoot. Keeping Bigfoot separate makes it easy to disable without touching unrelated modifications.
  3. Place the Bigfoot files in that subfolder according to the loader’s supported layout. Start with the files supplied by the package and avoid mixing them with another mod’s files.
  4. Launch the game, then quit normally once. Open modloader ext{modloader.log} and check which files were loaded and whether the Bigfoot folder was recognized.
  5. If the log shows the folder but the script does not run, move Bigfoot.cs directly into CLEO while leaving the resource files in the arrangement that worked. CLEO notes that some scripts do not work through Mod Loader, so direct CLEO placement is the fallback.

Mod Loader is an organizational option, not a replacement for the underlying CLEO and ASI requirements. It also introduces another variable when troubleshooting. For a first installation, get the direct CLEO method working before moving files into a loader-managed folder.

First launch and verification checklist

  • Confirm the CLEO version appears when the game starts.
  • Check that the game reaches the main menu and can load a save without an immediate crash.
  • Verify the exact filenames and locations: Bigfoot.cs in the active CLEO path, plus either Bigfoot.img in that folder or its extracted contents in gta3.img.
  • If you used a customized gta.dat, check the spelling and placement of the img cleobigfoot.img line.
  • Use the Bigfoot package’s own readme for its in-game activation or testing procedure. The installation listing does not define one universal control.
  • When using Mod Loader, inspect modloader.log after a start-and-quit cycle rather than guessing whether the folder was detected.
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Troubleshooting common failures

The CLEO version does not appear

The ASI loader may not be active, or CLEO.asi may be in the wrong directory. Recheck that the loader and CLEO.asi are beside the executable that actually launches. If the game uses a different executable than the one you inspected, install against that root. Do not continue to Bigfoot troubleshooting until CLEO itself is visible.

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The game crashes before the menu

Restore the backup or remove the newly added files, then test the unmodified game. Confirm that the executable matches the documented classic PC baseline and that your ASI loader is appropriate for it. If the crash began after editing gta3.img, restore that archive first; an incomplete rebuild or damaged index can prevent the game from starting.

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The game starts, but Bigfoot does not appear

Check that Bigfoot.cs is in the active CLEO folder rather than a nested folder. For Method 1, make sure the separate image archive is also in CLEO. For Method 2, verify that the files inside the image archive—not only the outer archive—were added to gta3.img. If you used Mod Loader, read its log and try direct CLEO placement because some scripts are not loader-compatible.

Models or textures are missing

This usually indicates that the script loaded but its resource archive did not. Recheck the chosen method and avoid mixing methods. If your data file is customized, verify the exact gta.dat declaration and its position immediately before img modelscutscene.img. Restore the original configuration and add only the documented line if necessary.

Another script stops working

Temporarily disable other CLEO scripts and Mod Loader folders, then launch with only the Bigfoot installation active. Re-enable modifications one at a time. This isolates script conflicts without permanently deleting files and gives you a clear rollback path.

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The archive editor reports an error

Do not keep saving a damaged gta3.img. Close the editor, replace the archive with your backup, and repeat using an editor that supports the archive format and its rebuild operation. Keep the extracted Bigfoot files in a temporary folder until the game has launched successfully.

Removing Bigfoot and restoring the original setup

For Method 1, quit the game, remove Bigfoot.cs and Bigfoot.img from CLEO, and delete the added img cleobigfoot.img line if you inserted it. For the Mod Loader route, remove or rename the dedicated Bigfoot subfolder and check the log on the next launch. For Method 2, the safest removal is to replace the modified gta3.img with the backed-up original; manually deleting imported entries is possible only when you can identify every entry added from the Bigfoot archive.

If the game still behaves differently after removal, restore the complete game-folder backup and the backed-up saves, then verify the base game before attempting another method.

A practical decision guide

  • Choose direct CLEO placement when you have the documented executable and want the simplest, most reversible test.
  • Choose the IMG import when the separate-archive arrangement does not work and you are prepared to back up and rebuild gta3.img.
  • Choose Mod Loader when you already use it to organize mods and want a dedicated folder and load log; move the script directly to CLEO if the loader does not execute it.
  • Stop and resolve the base installation when CLEO’s version is not displayed or the game build does not match the documented baseline.

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