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iiCriminnaaL 49

[IV/EFLC] Responsive Plus

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iiCriminnaaL 49
Posted (edited)
  • Physics force has been reduced for the majority of weapons.
  • Aiming speed has been increased for the majority of weapons. Reversely, it along with crouching speed have been briefly reduced for the sawn-off shotgun in The Lost and Damned.

With the second update, starting shooting with the majority of weapons became faster. That makes shootouts become somewhat more responsive, and armed NPCs briefly more aggressive in some ways - whether it's normal on-foot shootouts, drive-bys, shooting out of cover, etc.

Edited by iiCriminnaaL 49

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FranTheftAutoLOL
Posted (edited)

lol i really love this mod + the grim mod so much, it made me come back to it. It feels like a great revision of gtaiv while still retaining the original realistic spirit of it. My only complaint though is I feel like the ammo limit is too much since it seems a bit unbalanced with the damage increases. If the ammo count was highly reduced, I feel like it would make players more tactical on their gunplay like use more cover fire, flank more instead of just spraying a lot of bullets just to get a hit. That's just me though. I was wondering though if there will be an edit for the cargrp.dat and/or vehicles.ide like making certain high-end cars like the cavalcade not appear in almost every part of the city or classic cars less common since it's uncommon to see a classic car like peyote these days. Also maybe the gang vehicles from Chinatown Wars like the FXT for the Russian Mafia.  I'm curious though how to fix that weird bug though where certain cars with a 100% frequency like solair, willard, hakumai never spawn but I don't know anything about that sadly.

Edited by afuckinggenuis
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iiCriminnaaL 49
Posted (edited)
6 hours ago, af*ckinggenuis said:

lol i really love this mod + the grim mod so much, it made me come back to it. It feels like a great revision of gtaiv while still retaining the original realistic spirit of it. My only complaint though is I feel like the ammo limit is too much since it seems a bit unbalanced with the damage increases. If the ammo count was highly reduced, I feel like it would make players more tactical on their gunplay like use more cover fire, flank more instead of just spraying a lot of bullets just to get a hit. That's just me though. I was wondering though if there will be an edit for the cargrp.dat and/or vehicles.ide like making certain high-end cars like the cavalcade not appear in almost every part of the city or classic cars less common since it's uncommon to see a classic car like peyote these days. Also maybe the gang vehicles from Chinatown Wars like the FXT for the Russian Mafia.  I'm curious though how to fix that weird bug though where certain cars with a 100% frequency like intruder, willard, hakumai never spawn but I don't know anything about that sadly.

Good point about the ammo limit. I just forgot that I increased it (overly too), lol 😜.

 

I don't have much background about the vehicles.ide file and how it works to be fair, and I tried to figured out what line prevents some vehicles from appearing (like the bus for example), but it's most likely not the frequency line, as other vehicles with the same value appear properly.

 

I recommend you to try the TrafficLoad mod, which I use in my game too as well. I didn't dig into it too much to see what additional vehicles appear, but the bus does.

 

I'll see about gang vehicles. Thanks for your suggestions 😉.

Edited by iiCriminnaaL 49

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FranTheftAutoLOL
Posted (edited)

lol no problem. Yeah idk much either. I was just talking about the Frq and MaxNum for now. I think i'll try to get the values from GTAV's vehiclesdat. along with ivpack's vehicles.dat. I feel like that fastman92 limit adjuster could fix the somehow rare cars since I remember the cars in GTA SA like tornado or euros was managed to spawn thanks to it. Sadly though it hasn't been updated it so I can't test it out right now. It would've been cool if that unified lore eflc vehicle mod work so the dlc bikes could be in the main game along with TBOGT. I found some info recently here about it. I just had a idea from this mod https://www.moddb.com/mods/realistic-driving-and-flying's vanilla improvements where the bus is placed everywhere and it spawns there along with some frequency adjustments like the super cars only having a frequency of 1% of appearing. I've done some testing in GTAV with the popcycle to spawn a new group (inspired by Cass's World of Variety amazing mod) called RARE where in certain areas, it would spawn "Too Hot" cars instead of appearing everywhere that has "RICH" cars in it. GTAIV is way weirder with it's "BRONX, MIDTOWN" stuff but this trafficload seems nice so i'll give it a shot. 

I do have one question though, your LOST MC and Diaster Gay tony mod. Do the changes like "Now each of Billy, Jim, Brian, Terry, Clay, Jason, Malc and DeSean walk like gangsters rather than regular civilians." And "attack strength and health of Tony and Bulgarin." Have been brought over to this and the Grim mod by chance? 

 

Edited by afuckinggenuis
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iiCriminnaaL 49
Posted (edited)
15 minutes ago, af*ckinggenuis said:

I do have one question though, your LOST MC and Diaster Gay tony mod. Do the changes like "Now each of Billy, Jim, Brian, Terry, Clay, Jason, Malc and DeSean walk like gangsters rather than regular civilians." And "attack strength and health of Tony and Bulgarin." Have been brought over to this and the Grim mod by chance? 

The walkstyle updates from The Hardcore Lost MC are also included in Potential Grim. Not only main Lost MC characters, but also various gang members in the game, including ones in vanilla GTA IV.

 

As for Tony's and Bulgarin's attack strength, I don't think that I've touched them in Potential Grim. I guess I should revert them back to default even in The Disaster of Gay Tony mod, as I found out that attack strength is only relevant to melee/fist combat, and not firearms (and increasing them would feel weird either way).

 

That mod is kinda outdated in some ways to be fair. As an example, in some mods every texture modification still has some texture corruption, which I fixed in The Hardcore Lost MC, but still not yet in The Disaster of Gay Tony.

Edited by iiCriminnaaL 49

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FranTheftAutoLOL
Posted (edited)

Ah yeah I remember seeing something about the walk styles. Oof though. Anyway thank you again and i'm going try out that trafficload script now. Good luck on the progress and I can't wait to see what kind of stuff will appear next.

 

EDIT: Actually for some reason, Trafficload.asi is giving me an error saying it's a Error:126 with ultimate ASI loader. I do have fusionfix though which has BudgetedIV which seems to more efficient then TrafficLoad apparently so I don't know.

Edited by afuckinggenuis
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iiCriminnaaL 49
12 minutes ago, af*ckinggenuis said:

Ah yeah I remember seeing something about the walk styles. Oof though. Anyway thank you again and i'm going try out that trafficload script now. Good luck on the progress and I can't wait to see what kind of stuff will appear next.

 

EDIT: Actually for some reason, Trafficload.asi is giving me an error saying it's a Error:126 with ultimate ASI loader. I do have fusionfix though which has BudgetedIV which seems to more efficient then TrafficLoad apparently so I don't know.

Thanks.

 

That's weird, as my game runs just right without errors. What's version your game is? Mine is 1.0.7.0.

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FranTheftAutoLOL
Posted (edited)

Ah oopsie. Mine is the latest version, (v1.2.0.30). That explains it then actually since the scripthook version I downloaded from here is older then the latest one. Oh well, budgetediv seems fine since I see busses too in my game and I only have them spawned in Midtown and Broker (where the parked busses be.) Thank you though but i'm just going stick with RIL.BUDGETED for now since I don't feel like downgrading. Sorry lol.

 

Edited by afuckinggenuis
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iiCriminnaaL 49
Posted (edited)
41 minutes ago, iiCriminnaaL 49 said:

The walkstyle updates from The Hardcore Lost MC are also included in Potential Grim. Not only main Lost MC characters, but also various gang members in the game, including ones in vanilla GTA IV.

 

After checking the files, walkstyles are only modified for vanilla GTA IV when it comes to this mod. TLAD's gang members, as well as the main Lost characters still have the default walkstyles, but modified in The Hardcore Lost MC.

 

I guess I might take a look into the other mods and see what needs to be moved to other mod, simply copied, removed, etc, as it feels really confusing.

Edited by iiCriminnaaL 49

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FranTheftAutoLOL
Posted (edited)

Hey, it's me again. I just freaking thought of something unusual which greatly improved the game lol. I was looking at cargrp.dat and I keep seeing POPCYCLE_CAR_GROUP_BORING_SALOONS and I wonder, "What is this? This isn't even a thing in popcycle like boats." And then I took another look at the list of cars and i'm like... f*ck.

(cognoscenti, vincent, pres, intruder, feroci, sultan, stratum, hakumai, df8, schafter, ingot, primo, admiral, oracle, merit, premier, washington, solair, pinnacle, lokus, willard.) 

 

Almost all of these cars from what I have seen in my game so far... These are the freakin cars that have that weird issue where they are rare as hell. Some are fine like schafter, primo but holy sh*t I loaded up my game after removing the cars and now I see cars like the admiral, df8 and premier appear.    2E9E5F076413ABCCF950C491510F92C0B7EB1EE7728EF1BA173BCE4CBC3C6A3E4B922AC83FF64771853026289C2F37A1274501EAA966B1755767A929

Edited by afuckinggenuis

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iiCriminnaaL 49
10 minutes ago, af*ckinggenuis said:

Hey, it's me again. I just freaking thought of something unusual which greatly improved the game lol. I was looking at cargrp.dat and I keep seeing POPCYCLE_CAR_GROUP_BORING_SALOONS and I wonder, "What is this? This isn't even a thing in popcycle like boats." And then I took another look at the list of cars and i'm like... f*ck.

(cognoscenti, vincent, pres, intruder, feroci, sultan, stratum, hakumai, df8, schafter, ingot, primo, admiral, oracle, merit, premier, washington, solair, pinnacle, lokus, willard.) 

 

Almost all of these freakin cars from what I have seen in my game so far... These are the freakin cars that have that weird issue where they are rare as hell. Some are fine like schafter, primo but holy sh*t I loaded up my game after removing the cars and now I see cars like the admiral, df8 and premier appear. I'm still trying to see if I can spot a "hakumai, solair, willard." rn but looks like i have fixed dat nasty bug lol

Spoiler

853026289C2F37A1274501EAA966B1755767A929

 

Most vehicle groups don't have a specific group in popcycle.dat. Most of them are relevant to flags in pedpersonality.dat, such as "+drivespoorcar", "drivesaveragecar", "drivesrichcar", etc.

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FranTheftAutoLOL

Ah ok. I wonder what are the list of "poor cars" "average cars" are if there are some script thing with that flag. Anyway it seems that seems to fix that rare spawn bugs so vehicles like the df8 or cognoscenti can spawn. That's all I wanted to show. :3

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iiCriminnaaL 49
Posted (edited)
11 minutes ago, af*ckinggenuis said:

Ah ok. I wonder what are the list of "poor cars" "average cars" are if there are some script thing with that flag. Anyway it seems that seems to fix that rare spawn bugs so vehicles like the df8 or cognoscenti can spawn. That's all I wanted to show. :3

Well, yeah, that's kinda confusing. I assume that POPCYCLE_CAR_GROUP_BORING_SALOONS refers to "poor cars" (or maybe average? Not sure), but then again I can't find the counterparts of "average cars" and "rich cars". I guess it has something to do with the scripts.

 

You just removed those cars from the POPCYCLE_CAR_GROUP_BORING_SALOONS group, right?

 

EDIT: I just realized that there is a group called POPCYCLE_RUSSIAN (besides the Russian Gang and Russian Mob car groups). That's weird, considering that POPCYCLE_EASTERN_EUROPEAN already exists, and only it is used in popcycle.dat.

Edited by iiCriminnaaL 49

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FranTheftAutoLOL
Posted (edited)

Yeah i'm not entirely sure. Prob script related. I thought default.ide or vehicles.ide would have something like dat with the class flags since default.ide had them in GTA3+VC while vehicles.ide had them in GTASA but nah.

 

Yeah I just removed all of them. I didn't remove the group itself though since I don't want to break the game if it needs it. It seems POPCYCLE_RUSSIAN is "Gen" in the popcycle since they are both lined up with trendy and Italian but it seems weird that it's called russian anyway since dat cargrp spawns only in The Exchange and Happiness Island and no EaEur's spawn in those locations

 

EDIT: Actually the pedgrp.dat files says POPCYCLE_GROUP_GENERIC instead of POPCYCLE_GROUP_RUSSIAN. idk why they would name it russian then.

Edited by afuckinggenuis
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iiCriminnaaL 49
Posted (edited)
  • The edges of the world's objects (more noticeably fences and leaves) now look somewhat smoother. (briefly more than in the previous version of stipple.wtd.)
  • Dimitri no longer wears glasses. (that gives him a somewhat more intimidating look.)
Edited by iiCriminnaaL 49

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lolleroz

This is probably the best handling improvement for IV/EFLC, the boaty vanilla handling  I never understood, it was kinda cool on trailers but turned out to be an annoyance in the real game cause its like that even on sport cars! I get it, its New York, roads are bad, but I believe people owning sport cars would have the money to replace their blown shocks!  Driving sentinel now really feels the same as driving a e46 coupe in real life, I was mind-blown how much the suspension tweaks made the game more enjoyable (along with the accel boost you gave vehicles). I was using realistic driving in past, but its /too/ realistic in the regard that top speeds are same as real life which didn't make sense given fictional, smaller map, and playing it on keyboard was annoying cause throttle input was well too realistic as well.

 

On the other hand I feel different about the weapons rebalance. It just feels odd Glock is able to kill most NPCs in IV with like two hits, and has 22 mag capacity (where'd that come from?) I have complete edition and I figure this would work tons better on TLAD/TBOGT gang/drug wars since NPCs have tons of health there, but for vanilla IV story the damages seem too much, plus I looked into it and you made Deagle deal only like 10 dmg more than a Glock if I remember correctly, so theres kinda no reason to use it ever when Glock is powerful enough. Just my 0.02$. By the way, what does the aiming speed refer to? aiming on controllers? cause I don't really see any difference, or do you mean the time it takes NPCs to aim before they shoot?

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iiCriminnaaL 49
Posted (edited)
18 minutes ago, lolleroz said:

This is probably the best handling improvement for IV/EFLC, the boaty vanilla handling  I never understood, it was kinda cool on trailers but turned out to be an annoyance in the real game cause its like that even on sport cars! I get it, its New York, roads are bad, but I believe people owning sport cars would have the money to replace their blown shocks!  Driving sentinel now really feels the same as driving a e46 coupe in real life, I was mind-blown how much the suspension tweaks made the game more enjoyable (along with the accel boost you gave vehicles). I was using realistic driving in past, but its /too/ realistic in the regard that top speeds are same as real life which didn't make sense given fictional, smaller map, and playing it on keyboard was annoying cause throttle input was well too realistic as well.

 

On the other hand I feel different about the weapons rebalance. It just feels odd Glock is able to kill most NPCs in IV with like two hits, and has 22 mag capacity (where'd that come from?) I have complete edition and I figure this would work tons better on TLAD/TBOGT gang/drug wars since NPCs have tons of health there, but for vanilla IV story the damages seem too much, plus I looked into it and you made Deagle deal only like 10 dmg more than a Glock if I remember correctly, so theres kinda no reason to use it ever when Glock is powerful enough. Just my 0.02$. By the way, what does the aiming speed refer to? aiming on controllers? cause I don't really see any difference, or do you mean the time it takes NPCs to aim before they shoot?

Just in time, mate! I've been tweaking the suspensions, wheel traction bias and drive force even more just today, as well as some elements regarding guns.

 

Good point about the 22 mag capacity for the Glock. I didn't notice that this wasn't the case in the default game, and that's because the WeaponInfo.Xml I'm modifying for the mod was originally a custom, unreleased that I intended to change for my own game. I will check it out.

Edited by iiCriminnaaL 49
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lolleroz

That sounds cool, I didn't get to test many cars but its huge improvement over vanilla and kinda just feels how it should've been. 

 

Oh alright then, I gotta say I do like the tweaks for less physics force and stuff like that, just like vanilla boat suspension it feels the weapon force was exaggerated for marketing purposes on trailers and stuff. 

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iiCriminnaaL 49
Posted (edited)
  • The vehicle handling has been reworked from the default files again. Suspension, driving force and wheel traction bias have been tweaked for the majority of vehicles. Acceleration has been briefly increased for all vehicles minus boats (by decreasing Drag Multiplier), but not exactly as much as in the previous version.
     
  • The overall performance of weapons is now more balanced, with damage being decreased, as well as clip size reduced back to default for some. To be mentioned, though, the clip size of the pump-action shotgun from the previous version hasn't been touched, being 4 instead of 8.

Speaking of weapon damage, I'm aware that it was more realistic in the previous version, but I wanted to keep a more remarkable damage difference between weapons. Not only that, but I also noticed that vehicles used to get set on fire way too quickly by shooting them.

Edited by iiCriminnaaL 49
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lolleroz

Numbers seem better now, a tip though: I believe the accuracy setting is actually better the lower it is. I.e you have Uzi set at 0.55 and MP5 at 0.6, I'm not gonna bet my arm on it but I'm like 80% certain lowering that actually makes  the gun more accurate. I've created a temporary hardcore setting for myself and turned glock accuracy to 0.3 and I'm quite certain cops hit me way easier now. Give it a try

 

Gonna test the handling changes tommorow and send some feedback thanks for the update!

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iiCriminnaaL 49
44 minutes ago, lolleroz said:

Numbers seem better now, a tip though: I believe the accuracy setting is actually better the lower it is. I.e you have Uzi set at 0.55 and MP5 at 0.6, I'm not gonna bet my arm on it but I'm like 80% certain lowering that actually makes  the gun more accurate. I've created a temporary hardcore setting for myself and turned glock accuracy to 0.3 and I'm quite certain cops hit me way easier now. Give it a try

 

Gonna test the handling changes tommorow and send some feedback thanks for the update!

I didn't notice that actually.

 

I just fixed it, and made some more changes to more weapons.

 

Thanks for you feedback 😉.

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iiCriminnaaL 49

Wheel traction bias has been reverted back to default in all vehicles, as that made various vehicle slide more arcadey.

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iiCriminnaaL 49
Posted (edited)
  • Drag multiplier (which decreases acceleration) has been briefly increased for the majority of vehicles.
  • Aiming speed has been enhanced and balanced for a bunch of weapons.

I tested several cars and felt like quite a bunch of them needed it to be increased a little. The differences between the current accelerations and the default values are minor, but it seems more suitable this way.

Edited by iiCriminnaaL 49

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FranTheftAutoLOL

hey!! it's me again, I finished gtaiv story with this and grim and it was soooo good. I'm on now to the lost and the damned but I noticed the noise filter is gone somehow. I thought it was from the textures but it comes from the timecyc.dat you added when I compared the default to the mod one. Is there a way to add it again? I'm looking through the files right now with EDITIV and I can't seem to find anything so far.

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iiCriminnaaL 49
Posted (edited)
14 minutes ago, af*ckinggenuis said:

hey!! it's me again, I finished gtaiv story with this and grim and it was soooo good. I'm on now to the lost and the damned but I noticed the noise filter is gone somehow. I thought it was from the textures but it comes from the timecyc.dat you added when I compared the default to the mod one. Is there a way to add it again? I'm looking through the files right now with EDITIV and I can't seem to find anything so far.

I found out what causes it.

 

Sky -> Top Color. In GTA IV it's either blank black or blue, whereas in TLAD green and bluish green are used in most hours.

 

I'll try to make it identical to default TLAD as much as possible.

Edited by iiCriminnaaL 49

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FranTheftAutoLOL
Posted (edited)

Ah. I was just going say that. That's odd though that the top color of the skybox would affect a simple noise filter. I thought noise filter was reduced or something but nah, just gone 100%. Weird but it worked I guess. 🤔

Edited by afuckinggenuis
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iiCriminnaaL 49
2 minutes ago, af*ckinggenuis said:

Ah. I was just going say that. That's odd though that the top color of the skybox would affect a simple noise filter. I thought noise filter was reduced or something but nah, just gone 100%. Weird but it worked I guess. 🤔

It's good that you tried it out in-game. I don't use the noise filter, so I wouldn't have noticed.

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FranTheftAutoLOL
Posted (edited)

No problem. I just found it weird that it was removed from the file somehow even though there is an option to do it anyway. At first I thought it was some personal preference but it didn't say it in the info so I was confused.

 

Another thing I did noticed though is the peds.ide in this mod doesn't have the stuff from the hardcore lost mc mod like the "The Lost's female members and strippers now act as parts of the gang. They will no longer attack Johnny when he does so, as well as they'll defend him when someone attacks him, just like the male members." I don't know if that should only be in the hardcore mod or should be in plus since I feel like the hardcore mode is like a revamped models and textures pack with some stuff from grim and this mod. It's fine if it will stay like that but I was just curious if they are suppose to be in plus or not. 🤷‍♂️

Edited by afuckinggenuis
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iiCriminnaaL 49
Posted (edited)
1 hour ago, af*ckinggenuis said:

No problem. I just found it weird that it was removed from the file somehow even though there is an option to do it anyway. At first I thought it was some personal preference but it didn't say it in the info so I was confused.

 

Another thing I did noticed though is the peds.ide in this mod doesn't have the stuff from the hardcore lost mc mod like the "The Lost's female members and strippers now act as parts of the gang. They will no longer attack Johnny when he does so, as well as they'll defend him when someone attacks him, just like the male members." I don't know if that should only be in the hardcore mod or should be in plus since I feel like the hardcore mode is like a revamped models and textures pack with some stuff from grim and this mod. It's fine if it will stay like that but I was just curious if they are suppose to be in plus or not. 🤷‍♂️

Actually, that's because I removed that from The Hardcore Lost MC too (albeit just updated the link toady). It's cool to have them act as parts of the gang, especially not responding to Johnny's attacks, but it felt weird when they usually pull out firearms when you do (and we can't disable them from carrying weapons even by removing the "+cancarryweapons" flag in pedpersonality.dat, because those weapons are linked to the gang's ped type). Similarly with the Angels of Death's female members, them hassling Johnny feels kinda out of place I guess.

 

Updated:

  • The noise effect has been restored in TLAD.
Edited by iiCriminnaaL 49

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FranTheftAutoLOL
Posted (edited)

Ah ok. I see I see. Alrighty. Also nice, the spooky film grain is back. 🌫️. I just have two more thoughts if that's ok. I noticed in the DLC, the ammo limit for the shotguns increase up to 160 for sawn off while the automatic shotguns are like 250 shells compared to the default shotgun ammo limit which is 80 shells. I thought it was kinda weird plus a bit overpowering, especially the fact the explosive shotgun has the "assault rifle" ammo limit. Do you think that should be changed or nah? It just feels funny when the MG holds the same amount of rounds as the assault for being well, a LMG, while the automatic and sawn off shotguns have like 2 to 3.125 times more shells.

 

Another thing I was wondering about is since the Regina spawns thanks to the grim mod, I wonder if it should use it's own handling line instead of the solair's. The robin handling line could be taken from TBOGT and add it to TLAD's handling file and tweak it around since it seems pointless to tweak a nonexisting car. I was also thinking of making the gang vehicles their own separate vehicles https://www.gtainside.com/en/gta4/cars/127761-highway-reaper-dukes but I feel like that would prob take a lot of work somehow. I was just thinking of those cars going for that GTA3+VC feel where their gang varieties of the vehicles would have their own handling line like the cuban hermes, diablo stallion, etc. That's just me though.

Edited by FranTheftAutoLOL
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