The_XXI Posted July 13, 2016 Share Posted July 13, 2016 (edited) Six mods compiled and reworked into one archive. Ultimate stealth, challenging but fair cops, GTA IV/RDR euphoria ragdoll with fine-tuned responsiveness, addictive fist fighting and brawling, refined weapons and gunplay, diversified and realistic traffic, peds, and environment. DOWNLOAD === SCREENSHOTS === === DESCRIPTION ===This is a revised and refined archive of mods focused on stealth and realistic AI behavior. The original mods share conflicting files and using them separately can be a hassle.All the files have been fine tuned to make sure they use all their elements properly, without conflicts or bugs, and with extended and revised features. Here's a full list of the mods originally used:Crime & Police Rebalance and Enhancement by BobJaneTMartEuphoria Ragdoll Overallby MiGGoustRealism Dispatch Enhanced by Dilapitated and mkeezay30Refined Weapons and Gunplay by State_of_MindStreets of Rage Brawling by RS Beats World of Variety by CassI also added the Wallet mod by Drkz, it changes cash piles into wallets. (This mod was originally meant for personal use, but I can't be the only one who uses all those mods.) === FEATURES ===Stealth is a fully functional and fair feature - silenced and melee weapons act as such, no surprises no bullsh*t,- only witnessed and reported crimes will grant you a wanted level- when out of sight you have a chance to hide in vehicles (and not be spotted from far away, à la Watch Dogs)GTA IV Euphoria physics are here - more human and realistic body and ragdoll behavior- peds react to the points of impact, sometimes putting their hands where they are shot- peds can hold on to car doors just like in GTA IV- peds lose their balance more realisticallyCop and enemy AI refined for a smarter and more challenging approach - better flanking, climbing and overall investigating from cops- specific behavior for the different branch of the police/military forces- same for gangs, they will be more reckless and offensive than a trained FIB agent for example- AI view cones are extended to emulate real life sighting- wanted timer and out of sight timer have been fine tuned for each different classes of cops, aiming for a more fair and balanced experienceRealistic fighting and brawling - fights last longer, you will encounter skilled peds, aswell as people who can't fight- health and damages have been revised for all peds, a drunk bum will have less capability than a jacked biker for example- use your talk button to provoke people and generate fightsThe whole world feels more realistic - people aren't focused on your every move, you feel like a citizen among citizens- cops won't necessarily be called for a fist fight in the hood for example- people carry on with their lives for tiny events that don't matter to themThe traffic and spawned vehicles are much more diverse- DLC vehicles spawn in the world (up to v678, I didn't bother to update past that)- traffic spawns all the available vehicles in a realistic fashion- vehicles spawned through the mod don't feel out of place, things are area related === INSTALLATION ===All you need is to open your .rpf game archives with OpenIV and drag and drop my content in the desired locations. See full file locations in the txt files I provided.You can drag and drop the whole update.rpf content at once. Though check the txt file I provided to properly enter the other .rpf archives before drag and dropping the files.OIV INSTALLATION AVAILABLE THANKS TO MANAV121(Tested on 678. Should work fine with any version. Please report any bugs you may find with extensive describing of the conditions in which you encounter them.) Download link.=== CHANGELOG === Fine-Tuned Felony & Response - v1.1a- Longer ambulance dispatch time- Pursuing cops (1 star) will wait longer before starting to shoot (2 star)- Longer evasion time (out-of-sight to 0 star) for 1 and 2 star- Added unmarked police car to traffic and police spawns Fine-Tuned Felony & Response - v1.1- Decreased ambulance dispatch time to emulate a better immersion after silencing peds- Decreased number of sheriff cars patrolling in the countryside- Increased number of police bikes patrolling on freeway and countryside- Perfected stealth attributes of melee kills/stun gun (only med/close range visual witnesses can be alerted)- Pinpointed how to make silencers completely silent (close range hearing) through scenariotriggers, unfortunately every config I tried was bugged, still progress I guess Fine-Tuned Felony & Response - v1.0a- Reverted ERO files to 1.8.1, way better workFine-Tuned Felony & Response - v1.0- Initial releaseFelony Project - Prerelease Polishhhhhh- Decreased identification range for all AI to emulate realistic hiding in cars during out-of-sight timer- Fixed an issue with navcapabilities tied to slope pathfinding that caused some AI to ignore scenarios/pathfinding in some missions- Fixed some values within \tune that caused random crashes- Added Euphoria Ragdoll Overall- Modified pedhealth to increase fist fight durability and change ped response to being shot- Troubleshot a bunch of files that caused weird behavior from peds- Decreased time-out timer (wanted to out of sight)- Increased amnesty timer (out of sight to not wanted)- Fixed some stability issues tied to wantedtuning.ymt- Updated ERO files to v1.7, new features, sh*t's tight yo!- Fixed a problem between damages.meta and pedhealth.meta that prevented (knife) stealth kills- Updated WOV files to v1.1- Ajusted stungun values, acts as suppressed (sound range), 6 sec recharge, 12 sec damage duration (stunned)- Updated WOV files to v1.2.1- Updated ERO files to 1.9.4, removed pedbounds.xmlFelony Project - Alpha Testing- First comparison and selection of the original files (5 major mods involved + wallets)- Rebranded every file because it's extremely important to brand files that existed before you even thought of modding them, so people know it's YOU and only YOU who changed some values in a chunk of text- Got to know the files, took em on a date or two, went to the 3rd base pretty quick, got butterflies up my colon, though when I think of it, it could've been that kebhap from the other night- First fine-tunes and stability tests- Increased cop AI sense range and vision cone angle- Modified combatbehavior to increase efficiency of cops- Fine-tuned stuff here and there to test ped response to different events Edited July 31, 2016 by The_XXI Razor_Vermillion 1 Link to comment Share on other sites More sharing options...
SilverRST Posted July 13, 2016 Share Posted July 13, 2016 (edited) Thanks for the update. Improving the game adds a better replay value because without mods, GTAV is the most terrible GTA game ever created. I do like to know which lines is modified so I can modify them myself and of course personal use. Stealth is a fully functional and fair feature - 1) silenced and melee weapons act as such, no surprises no bullsh*t,- 2) only witnessed and reported crimes will grant you a wanted level- 3) when out of sight you have a chance to hide in vehicles (and not be spotted from far away, à la Watch Dogs) Edited July 13, 2016 by SilverRST Link to comment Share on other sites More sharing options...
The_XXI Posted July 13, 2016 Author Share Posted July 13, 2016 Wow that's a lot of specific infos man. crimeinformation scenariotriggers weapons wantedtunning shockingevents There's a sh*tload of lines involved here. What is the result you're trying to achieve ? Link to comment Share on other sites More sharing options...
SilverRST Posted July 13, 2016 Share Posted July 13, 2016 The detection range or that when out of sight, silenced crimes which won't give you wanted star/report you and the dispatch of ambulance. Link to comment Share on other sites More sharing options...
The_XXI Posted July 13, 2016 Author Share Posted July 13, 2016 wantedtunning for cops cone and timers, dispatch very first lines for ambulance. Can you please be more specific about the exact result you want to have ? Longer ambulance dispatch ? Shorter cops cone ? Prevent peds from calling the cops when you stab someone ? I can't really help you unless you're extra specific. Link to comment Share on other sites More sharing options...
SilverRST Posted July 13, 2016 Share Posted July 13, 2016 Yeah, sorry. I thought it was only the dispatch.meta but seems much more than that. Ok, I'll try it specific. Longer police and ambulande dispatch Prevent peds from hearing any crime that you do when using silencers and melee attacks Prevent peds from calling the cops when you stab someone or kill someone with a RPG Cops can't detect/find you when in you're hiding in bush or trees, like that when the dark grey player arrow Link to comment Share on other sites More sharing options...
The_XXI Posted July 13, 2016 Author Share Posted July 13, 2016 (edited) If you look at the features and screens, and our previous conversation, you can tell that half of that is already present in my mod. Police and ambulance dispatch is in dispatch.meta, read the values and you'll find your way. About the peds not hearing sh*t, it's already present in my last update, v1.1, every melee kill is completely silent, even behind somebody he won't hear it. I did my best to prevent people from hearing silenced shots on peds, but the best stable thing I can do is about 30 feet, which seems to be the default. I fpund some values related to bullet impacts, which seems to grant me the capability to go below 30 feet, but it created many bugs. I'm testing something new right now to go below 30. ... Yep nope, test failed, I really don't see any solution for now. You have also to understand that's it's relatively realistic that way still. Edited July 13, 2016 by The_XXI Link to comment Share on other sites More sharing options...
SilverRST Posted July 13, 2016 Share Posted July 13, 2016 Okay, thanks. Which lines is this: About the peds not hearing sh*t, it's already present in my last update, v1.1. I did my best to prevent people from hearing silenced shots on peds, but the best stable thing I can do is about 30 feet, which seems to be the default. I'd like to mod them to my personal use. And thise caught my interest: <SensesRange> <Min value="60.000000" /> <Max value="60.000000" /> <ValueForMin value="0.000000" /> <ValueForMax value="1.000000" /> </SensesRange> <IdentificationRange> <Min value="20.000000" /> <Max value="20.000000" /> <ValueForMin value="0.000000" /> <ValueForMax value="1.000000" /> </IdentificationRange> What are the differences between the SensesRange and IdentificationRange exactly? Link to comment Share on other sites More sharing options...
The_XXI Posted July 13, 2016 Author Share Posted July 13, 2016 (edited) Sense, white player blip, identification, grey player blip. It's the difference between cops knowing what you drive or how you look, and when you're hiding in a new car or in a bush. You need to know that I was the tester on CPRE and I created the video for the mod aswell. I had time to really test many different settings, those are the best for wantedtuning IMO. Then again, do what you want, it's your game your fun. Edited July 13, 2016 by The_XXI Link to comment Share on other sites More sharing options...
SilverRST Posted July 13, 2016 Share Posted July 13, 2016 (edited) Yeah, that's why I'd like to know those stuff and edit them to my personal use Now you mention the grey player blip, possible to do something about the gray player blip? Like when the white blip will be grey? When in bush or hiding in a car or anywhere? Edited July 13, 2016 by SilverRST Link to comment Share on other sites More sharing options...
The_XXI Posted July 13, 2016 Author Share Posted July 13, 2016 Things are limited man. Just read what you see and try to guess what does what and eventually you'll know what you can do or cannot do. Link to comment Share on other sites More sharing options...
SilverRST Posted July 13, 2016 Share Posted July 13, 2016 (edited) I have tried TFTR and I like it a lot. These kinda mods adds a much better replay value to the game. Edited July 13, 2016 by SilverRST Link to comment Share on other sites More sharing options...
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