TakumiR Posted April 1, 2020 Share Posted April 1, 2020 (edited) Gee, I sure hope this is the right place for this thread... Hello everybody! This is technically my first mod. The first one I posted at least, as I used to edit the handling of cars to feel realistic to the degree that the San Andreas allowed me to. Now... I tried looking up different mods that could suit my needs for weapon damage, recoil, spread, rate of fire and so on for the game, and kept being let down by how many mods just go *too wild* with their stats, or made ridiculous changes at times. So, I sat to look up information on every fire gun in the game (except for explosives). Given some of these changes, some parts of the game WILL be harder. Specially if you perform gang wars, but it generally plays much the same save for the range added on most weapons. Make sure to always carry some armor! Two versions to choose from! - Single handed and dual wield (like in vanilla, but with my changes to range, fire rate, etc) The quick rundown is the following: - All weapons have had their ranges tweaked to more realistic distances. - Damage has been adjusted in a way that feels real yet is not unfair to play against. - Fire rate and accuracy is fitting for each weapon. (The MAC-10 now *truly* is a MAC-10!) - Most weapons have different performance depending on the skill level you have. Try it out and let me know what you think! Here's everything that has changed: Spoiler #ALL - Rate of fire, effective and lock-on (if you play with a joystick) range and movement speed all change as you get better with the weapon. #9MM - Glock 17 - Shooting stance replaced to be the same used by the silenced pistol (Unless using the Dual Wield version) - Movement speed improves with gun skill. - Accuracy, fire rate and effective range improve as you level up the skill - Range: 35-45 meters (~38 - ~49 yards) #Silenced 9mm - Colt M1911A1 .45 APC - Holds 7 bullets. - Damage lowered to 35 per bullet. - Range: 60-80 meters (~65 - ~87 yards) #Desert Eagle - Damage set to 70 on all skill levels. - Fire Rate and recoil gets better as you level up. All shotguns below have noticeable recoil on beginner level! #Shotgun - Ithaca 37 - Damage set to 15 per pellet. (So a maximum of 120 damage if all pellets hit) CAREFUL AGAINST COPS. They can shred though your armor quickly. - Effective range: 45 meters (~49 yards) - Now has a 5-shell feed system. Gotta reload! - Fire Rate gets slightly better as you level up. # Sawn-off Shotgun - Damage set to 15 per pellet (Maximum of 120 damage) - Fire rate gets slightly better as you level up. - Effective range: 28 meters (~30 yards) - Now is shot from the hip! (Unless using the Dual Wield version) #Combat Shotgun - Franchi SPAS-12 - Damage set to 20 per pellet (Maximum of 160 damage) - Fire rate gets quite better as you level up. - Now holds 8 shells. - Effective range: 60 meters (~66 yards) #TEC-9 - Intratec TEC-9 - Now the TEC-9 and Micro UZI have different stats! - Now holds 32 bullets on the magazine. - Bullets deal 25 damage each. - You will keep holding one TEC-9 at Hitman Level (Unless using the Dual Wield version) - Starts with a mediocre fire rate, that gets better as you level up. - Accuracy is better than the Micro UZI. - Effective range: 50 meters (~55 yards) To note: To keep compatibility with the Jetpack and whilst shooting from the car on missions, the animation wasn't changed to the one used by cops. Also, the fire rate whilst performing a Drive-By is unchanged. I cannot edit it though weapons.dat it seems. #Micro UZI - MAC-10 - Now the TEC-9 and Micro UZI have different stats! - Now holds 32 bullets on the magazine. - Bullets deal 15 damage each. - You will keep holding one MAC-10 at Hitman Level. (Unless using the Dual Wield version) - Starts with a similar to base-game fire rate, but its fire rate becomes the fastest once you reach Hitman level to realistic numbers (You can empty the whole clip in a second). - Accuracy isn't as good compared to the TEC-9 as the fire rate improves. - Effective range: 70 meters ( ~77 yards)To note: To keep compatibility with the Jetpack and whilst shooting from the car on missions, the animation wasn't changed to the one used by cops. Also, the fire rate whilst performing a Drive-By is unchanged. I cannot edit it though weapons.dat it seems. #MP5 - HK96A3 - Now holds 30 bullets. - Deals 20 damage per bullet. - Faster fire rate than the TEC-9, but slower than the MAC-10 by Hitman level, but faster than both on Basic level. - Decent accuracy at all stages. - Faster movement speed whilst aiming. - Effective range: 200 meters ( ~218 yards)!!To note: The fire rate whilst performing a Drive-By is unchanged. I cannot edit it though weapons.dat it seems. #AK-47 - Now "worse" than the M4/M16 - Damage changed from 30 to 28. - Holds 30 bullets. - Decently accurate at all levels. - Effective range: 280 meters ( ~306 yards) #M4 - Colt Model 733 - Deals 33 damage per bullet. - Holds 30 bullets. - Very accurate on all levels. - Fire rate has been greatly improved. - Effective range: 350 meters ( ~382 yards) #Rifle - Based on the Marlin 336 - Holds 6 bullets. Now requires to reload! - Deals 75 damage per shot. - Effective range: 365 meters ( ~391 yards)To note: The bullets on this gun are sometimes bugged and will "miss" a target despite clearly hitting them. I have no way to fix this. It is also present on the base game. #Sniper Rifle. - Based on the Remington Model 700. - Holds 5 bullets per magazine. - Deals 125 damage per bullet - Max range of 800 meters ( ~874 yards) #Minigun - Now deals 125 damage per bullet. - Now has bullet spread! - 1000 bullets per "box" magazine. - Effective range set to 250 meters max. (to keep bullet spread to an acceptable level) Changelog: Spoiler Update v1.1 Whilst checking the file I noticed I changed a parameter on one-handed weapons that was for Gangster level when it was Basic level. That has been adjusted! As an Extra, I made a version that keeps the Dual Wield for the Colt45/9mm, Sawn-off Shotgun, TEC-9 and MAC-10 once you reach Hitman level for those who prefer it. Do note that the MAC-10 is going to chew through your ammo resources. Update v1.2 * Added the Dual Wield version in a single file. * Slightly reduced the Colt 9mm's accuracy at hitman level * Slightly improved the movement speed on the Silenced Colt 9mm. * Reduced the rate of fire, lock-on range, effective range and accuracy of the Desert Eagle on Basic and Gangster level * Reduced the accuracy of the MAC-10 at gangster and hitman level. * Reduced the effective range and lock-on range of the MP5 at basic level. * Fixed the rate of fire of the MP5 at basic and Gangster level * Reduced the MP5's damage from 25 to 20 on gangster and hitman level to make it less troublesome against NPCs * Reduced the MP5's accuracy to avoid full auto fire. * Reduced the rate of fire and accuracy on the M16 and AK-47 on Basic and Gangster level * Now the AK-47 is more accurate than the M16, allowing for more sustained fire. Update v1.2.1 * Colt .45/Colt M1911A2 now holds 7 bullets, like the *actual* M1911A2 with .45 APC bullets. * Colt .45 damage returned back to vanilla. * Silenced 9mm/ Glock 17 damage bumped up to 20 from 15. Adjusted effective range. * Lowered the Desert Eagle ammo from 9 to 7, like the .50 AE version it is modeled after. * Fixed crouched firing on Gangster level for the M16 Update v1.2.2 Some suggested changes by SCARPANTIBUS **Both the 9mm and Silence 9mm had their animations changed to use the Silenced anim group instead of the cop position with the Single Handed version. Dual Wield keeps the same animations from Vanilla. * Colt .45/9mm pistol changed into the Glock 17. Standard for police forces. - Ammo back to 17 per magazine. * Silenced 9mm now Colt M1911A1 .45 APC - Damage per bullet changed from 25 to 35. Making it an improvement over the Glock. - Firing speed improved slightly. - Effective range amped up from 45 meters on Hitman level, to 80 meters on Hitman. * Desert Eagle's firing speed reduced slightly at gangster and hitman level. ______________________________________________________________________________________ BIG Update v1.3 All weapons have their effective ranges in beginner and gangster levels improved. **I thought about it, and there's little reason for your actual skill to affect the maximum range of a gun. Just how well you aim, right?** * Desert Eagle - Fire rate on Hitman level slightly reduced. - Damage reduced from 80 to 65. * Shotgun (Ithaca 37) - Fire rate lowered - Now has a 5-round tubular feed system. Requiring reloading. - Now uses SPAS animation -- Animation lockout makes it seem like CJ still pumps the shotgun, reloading the shells when all shots have been used. * Sawn-Off - Fire rate slightly improved on beginner skill level. - Max range is now 28 meters (~30 yards) * Combat Shotgun (SPAS-12) - Max range is now 60 meters (~66 yards) - Pellet spread is slightly bigger (About the same as the Ithaca) * TEC-9 (Intratec TEC-9) - Max range is now 50 meters (~55 yards) - Slightly improved firing rate on Beginner level * Micro-UZI (MAC-10) - Max range is now 70 meters (~77 yards) * MP5 (HK94A3) - Hitman level fire rate slightly reduced - Accuracy has been improved * Country Rifle (Marlin Model 336) - Now has a feed system, with a maximum of 6 bullets. Requiring reload. -- Animation lockout makes it seem like CJ still pumps the rifle, reloading the gun when all shots have been used (though far too quickly than it would be) * Sniper Rifle (Remington 700) - Now holds 5 shots [Experimental HEX flags are being tested for both rifles.] [I wanted to make them FEEL like proper pump lever/bolt action rifles, but I can't get to make the them behave properly no matter how much I experiment with the firing speed.] * Minigun (M134 Minigun) - Damage per bullet has been improved - Fire rate improved? - Now has bullet spread! - Holds 1000 bullets per "box" (3000 seemed too much and unnecessary...) Note: I could've done the range even greater than 250 meters (~273 yards) but if I wanted to keep the spread and not block the user's view with the reticle, I had to cut down the range a bit. Should be enough still!. HOTFIX - SHOULD No longer crashes when using the stock shotgun due to the animation changes. Installation: First, choose if you want to keep the Dual Wield for Hitman Skill Level or not, then just drop Weapons.dat and Default.ide in the Data folder or throw the folder with your desired configuration into the Mod Loader folder. Always make a backup! ------------------------ Values tested in game several times until they felt right to me. I may do different changes, depending on the reception of the mod and my own testing as I continue playing! I was supposed to put the mod in GTAGarage but it keeps throwing an error that reads Quote Fatal error: Uncaught Error: Call to undefined function eregi() in /home/www/gta/legacy/gtagarage.com/www/process/newmod.php:70 Stack trace: #0 {main} thrown in /home/www/gta/legacy/gtagarage.com/www/process/newmod.php on line 70 So uh... I'll put up a Mediafire link instead for the time being. ------------------------ Recommended mods! (Couldn't find a GTAGarage links, but they pop up if you search! I'm also a bit worried about links in here, since this is my first thread and don't want to get in problems) - "Bullet Spread Fix" from Ryosuke839 - Vastly improves the "randomness" of bullet spread. - "MixSets" from Junior_Djjr - Let's you tune how far peds can spawn/despawn to use the new range on weapons. - "Extra Weapons Zoom" from FYP & Junior_Djjr - To help with really far away targets that you can now reach! - "PedSkills" from Junior_Djjr - Helps you tweak how hard some encounters can be and make your game varied, as now enemies can be as good or even better than you at shooting! Old Versions under Spoiler Spoiler Download v1.0 >> HERE! Download v1.1 >> HERE! Download v1.1 with Dual Wield on Hitman >> HERE! Download v1.2 >> HERE! Download v1.2.1 >> HERE! Download v1.2.2 >> HERE! Download v.1.3 HOTFIX>> HERE! HOTFIX because I noticed that the Shotgun crashed the game due to the changes on animation. For some reason they didn't trigger a crash while I was playing with the configuration during play test, but it should be done now! Feel free to suggest future changes I could do here Edited August 15, 2021 by TakumiR added recommended mods section ghost66, firedihm, mrbekirr and 6 others 9 Link to comment Share on other sites More sharing options...
firedihm Posted April 1, 2020 Share Posted April 1, 2020 Love tweaks like this and welcome to the Forums! I think, however, making AK 'worse' is unfair treatment. Maybe take inspiration from CS and give it better DMG, but worse range? TakumiR, iiCriminnaaL, A8ul99 and 2 others 5 Link to comment Share on other sites More sharing options...
TakumiR Posted April 1, 2020 Author Share Posted April 1, 2020 (edited) 57 minutes ago, firedihm said: Love tweaks like this and welcome to the Forums! I think, however, making AK 'worse' is unfair treatment. Maybe take inspiration from CS and give it better DMG, but worse range? Well, its "worse" than the M16, but not really bad either. It has slightly less damage than the M16, less rate of fire, and slightly less effective range, but by all means it is still a highly capable rifle! You will certainly be overpowered by it when you do do the territories for instance, alongside the MP5, if you don't take precautions, as the NPCs can and will shoot you from greater distances than you're used to. At 150 meters, they start to shoot you pretty much the moment they spawn. The idea is that it reflects the nature of the rifle being of lower overall quality but not bad by any means. If I remember correctly, it should be even slightly more accurate than the M16. However, if more people want that change I can certainly do that! Edited April 1, 2020 by TakumiR expanded info on reply ;) Link to comment Share on other sites More sharing options...
Reameb Posted April 6, 2020 Share Posted April 6, 2020 Hello! First of all this mod is f*cking amazing, it really changes combat in-game, if you use this along ped-skills game changes completely. I only have one question (this probably also affects vanilla). What's the logical reason for silenced pistol to hold 17 bullets? Isn't it supposed to hold the same as the 9mm, considering it's just a silenced variant? TakumiR 1 Link to comment Share on other sites More sharing options...
TakumiR Posted April 6, 2020 Author Share Posted April 6, 2020 Just now, Reameb said: Hello! First of all this mod is f*cking amazing, it really changes combat in-game, if you use this along ped-skills game changes completely. I only have one question (this probably also affects vanilla). What's the logical reason for silenced pistol to hold 17 bullets? Isn't it supposed to hold the same as the 9mm, considering it's just a silenced variant? Ah! This one is something I came up with just today. Checking the GTA Wiki, it is often stated how the 9mm in SA holds 17 bullets when the weapon is is modeled after doesn't hold that many. Heck, it is even named "Colt .45" in the files. And that weapon can only chamber 7.45 APC bullets. Now, for some reason I don't yet understand, the game doesn't let you pick up Colt45 bullets when you have the Silenced. And the Wiki also mentions that it "works" like a Glock 9mm. So I figured that it would be interesting, and also on-point with the gameplay, to make the stock pistol, the Colt .45, and the Silenced, the Glock 17. Sorry for the confusion! I get that both weapons look the same with the added silencer but I needed a way to also make the stats different. Otherwise the Silenced 9mm is just overall worse in all aspects, and I needed a way to make it not so useless. Also, do download the file again, I made a slight fix to the M16 I didn't notice before x) Link to comment Share on other sites More sharing options...
lolleroz Posted April 27, 2020 Share Posted April 27, 2020 On 4/6/2020 at 10:03 PM, Reameb said: Hello! First of all this mod is f*cking amazing, it really changes combat in-game, if you use this along ped-skills game changes completely. I only have one question (this probably also affects vanilla). What's the logical reason for silenced pistol to hold 17 bullets? Isn't it supposed to hold the same as the 9mm, considering it's just a silenced variant? could you link the ped stats mod you're refering to? Takumir, thanks for this mod. It seems the balance is really nice I especially like how gang wars arent so easy to finish. Link to comment Share on other sites More sharing options...
TakumiR Posted May 7, 2020 Author Share Posted May 7, 2020 On 4/27/2020 at 4:41 PM, lolleroz said: could you link the ped stats mod you're refering to? Takumir, thanks for this mod. It seems the balance is really nice I especially like how gang wars arent so easy to finish. Ah! Sorry for the silence. Am glad you find the gang wars to be appealing despite the ramped difficulty! I tried the mod myself right as I was picking up the gang wars also, to see how each gun felt as it leveled up. That's where I found some of the bugs I fixed later on with the other versions~ It's definitely harder, but not impossible. It sure led me to try better setups and positioning myself better. Staying out in the open is just... not feasible anymore. Do let me know if there's anything you think I should change, improve or fix in the future! Link to comment Share on other sites More sharing options...
mrbekirr Posted June 1, 2020 Share Posted June 1, 2020 that's a nice mod you have on your shoulders! Link to comment Share on other sites More sharing options...
TakumiR Posted June 2, 2020 Author Share Posted June 2, 2020 6 hours ago, mrbekirr said: that's a nice mod you have on your shoulders! Oh thank you - Glad you're having fun with it. I haven't had any more issues with it so far, so I haven't done any more modifications to the file. Hope you enjoy it plenty! Do let me know if there's anything you want changed or fixed sometime! Link to comment Share on other sites More sharing options...
Scarpantibus Posted June 2, 2020 Share Posted June 2, 2020 (edited) This mod is really nice, as it tweaks all weapons in a realistic way. Congratulations for your work, I can't play my GTA: SA without this little big tweaking and, in my opinion, these should have been the stats that Rockstar should have assigned to weapons. The only thing I slightly edited is the pistol section, reverting back the normal pistol to a 9mm Glock 17 and the silenced one to a Colt 45. Rockstar (maybe?) wanted the 9mm to actually be a Glock 17, you can spot it in many cutscenes even from the very beginning of the game, where C.R.A.S.H. agents hold CJ at gunpoint (and this actually makes sense, because Glock 17 is the default gun used by most police forces in the US). Also, if you look carefully to 9mm HUD icon, you can easily see how it resembles a Glock 17 rather than a Colt 45 (even the silenced pistol has an incorrect Glock 17 icon, Rockstar mysteries). Put it this way, if we were to make a tier list things would make sense, because we would have: Pistol (Glock 17) - Tier 1 Silenced Pistol (Colt 45) - Tier 2 Desert Eagle - Tier 3 This would explain why normal pistol and silenced one share neither bullets nor stats and why silenced pistol, in the original game, is more powerful than normal one, but weaker than Desert Eagle (as, in real life, Colt 45 is "stronger" than Glock 17). In my opinion, silenced pistol is not intended to use "special 9mm rounds of which it holds 17 per magazine", like stated in GTA Wiki, but simply uses 45 .ACP ones in a standard 7 round magazine. Also, normal pistol is more available (and less expensive) in the game than the silenced one. Here in the forum, inside "Improved Default Armoury" mod by Yhdf (you should take a look at it) there is a file that allows you to replace the pistol model from Colt 45 to Glock 17 (https://gtaforums.com/topic/933587-improved-default-armoury-reflections-positions-model-and-texture-improvements/), you could ask the author's permission to include the model in your mod and make the change aesthetically visible too (some weapons in that pack have updated and faithful HUD icons too and silenced pistol has a correct Colt 45 icon). By the way here's what I edited in "weapon.dat" (I'm using and talking about the "Single Handed" one): $ PISTOL INSTANT_HIT 25.0 35.0 346 -1 2 silenced 17 25 0.25 0.05 0.09 0 0 0.75 1.0 6 20 6 6 20 6 99 7001 $ PISTOL INSTANT_HIT 30.0 40.0 346 -1 2 silenced 17 25 0.25 0.05 0.09 1 40 1.0 1.2 6 17 6 6 17 6 99 7011 $ PISTOL INSTANT_HIT 45.0 45.0 346 -1 2 silenced 17 25 0.25 0.05 0.09 2 999 1.25 2.0 6 15 6 6 15 6 99 7031 $ PISTOL INSTANT_HIT 35.0 35.0 346 -1 2 silenced 17 25 0.25 0.05 0.09 3 5000 1.0 1.0 6 15 6 6 15 6 99 7031 $ PISTOL_SILENCED INSTANT_HIT 25.0 35.0 347 -1 2 silenced 7 40 0.40 0.05 0.15 0 0 0.8 1.0 6 20 6 6 20 6 40 7001 $ PISTOL_SILENCED INSTANT_HIT 30.0 40.0 347 -1 2 silenced 7 40 0.40 0.05 0.15 1 100 1.25 1.5 6 17 6 6 17 6 40 7011 $ PISTOL_SILENCED INSTANT_HIT 45.0 50.0 347 -1 2 silenced 7 40 0.40 0.05 0.15 2 999 1.5 2.0 6 15 6 6 15 6 40 7031 I also edited this line in the "default.ide" file (if you don't do this the game crashes as soon as you try to aim with pistol), from this: # handguns 346, colt45, colt45, colt45, 1, 30, 0 to this: # handguns 346, colt45, colt45, silenced, 1, 30, 0 As you can see, I used only two hands animation for the pistol (personal preference, I prefere having unique animation for everyone and colt_cop animation is a little "messy" in my opinion) and I adjusted something, but I am new to modding and maybe something else needs to be recalibrated. Edited June 2, 2020 by Scarpantibus firedihm and TakumiR 2 Link to comment Share on other sites More sharing options...
TakumiR Posted June 2, 2020 Author Share Posted June 2, 2020 7 hours ago, Scarpantibus said: This mod is really nice, as it tweaks all weapons in a realistic way. Congratulations for your work, I can't play my GTA: SA without this little big tweaking and, in my opinion, these should have been the stats that Rockstar should have assigned to weapons. The only thing I slightly edited is the pistol section, reverting back the normal pistol to a 9mm Glock 17 and the silenced one to a Colt 45. Rockstar (maybe?) wanted the 9mm to actually be a Glock 17, you can spot it in many cutscenes even from the very beginning of the game, where C.R.A.S.H. agents hold CJ at gunpoint (and this actually makes sense, because Glock 17 is the default gun used by most police forces in the US). Also, if you look carefully to 9mm HUD icon, you can easily see how it resembles a Glock 17 rather than a Colt 45 (even the silenced pistol has an incorrect Glock 17 icon, Rockstar mysteries). Put it this way, if we were to make a tier list things would make sense, because we would have: Pistol (Glock 17) - Tier 1 Silenced Pistol (Colt 45) - Tier 2 Desert Eagle - Tier 3 This would explain why normal pistol and silenced one share neither bullets nor stats and why silenced pistol, in the original game, is more powerful than normal one, but weaker than Desert Eagle (as, in real life, Colt 45 is "stronger" than Glock 17). In my opinion, silenced pistol is not intended to use "special 9mm rounds of which it holds 17 per magazine", like stated in GTA Wiki, but simply uses 45 .ACP ones in a standard 7 round magazine. Also, normal pistol is more available (and less expensive) in the game than the silenced one. Here in the forum, inside "Improved Default Armoury" mod by Yhdf (you should take a look at it) there is a file that allows you to replace the pistol model from Colt 45 to Glock 17 (https://gtaforums.com/topic/933587-improved-default-armoury-reflections-positions-model-and-texture-improvements/), you could ask the author's permission to include the model in your mod and make the change aesthetically visible too (some weapons in that pack have updated and faithful HUD icons too and silenced pistol has a correct Colt 45 icon). By the way here's what I edited in "weapon.dat" (I'm using and talking about the "Single Handed" one): $ PISTOL INSTANT_HIT 25.0 35.0 346 -1 2 silenced 17 25 0.25 0.05 0.09 0 0 0.75 1.0 6 20 6 6 20 6 99 7001 $ PISTOL INSTANT_HIT 30.0 40.0 346 -1 2 silenced 17 25 0.25 0.05 0.09 1 40 1.0 1.2 6 17 6 6 17 6 99 7011 $ PISTOL INSTANT_HIT 45.0 45.0 346 -1 2 silenced 17 25 0.25 0.05 0.09 2 999 1.25 2.0 6 15 6 6 15 6 99 7031 $ PISTOL INSTANT_HIT 35.0 35.0 346 -1 2 silenced 17 25 0.25 0.05 0.09 3 5000 1.0 1.0 6 15 6 6 15 6 99 7031 $ PISTOL_SILENCED INSTANT_HIT 25.0 35.0 347 -1 2 silenced 7 40 0.40 0.05 0.15 0 0 0.8 1.0 6 20 6 6 20 6 40 7001 $ PISTOL_SILENCED INSTANT_HIT 30.0 40.0 347 -1 2 silenced 7 40 0.40 0.05 0.15 1 100 1.25 1.5 6 17 6 6 17 6 40 7011 $ PISTOL_SILENCED INSTANT_HIT 45.0 50.0 347 -1 2 silenced 7 40 0.40 0.05 0.15 2 999 1.5 2.0 6 15 6 6 15 6 40 7031 I also edited this line in the "default.ide" file (if you don't do this the game crashes as soon as you try to aim with pistol), from this: # handguns 346, colt45, colt45, colt45, 1, 30, 0 to this: # handguns 346, colt45, colt45, silenced, 1, 30, 0 As you can see, I used only two hands animation for the pistol (personal preference, I prefere having unique animation for everyone and colt_cop animation is a little "messy" in my opinion) and I adjusted something, but I am new to modding and maybe something else needs to be recalibrated. Oooooh I love how all of this sounds, and I like your approach to it as well! I didn't quite modify the Default.ide mostly since I am not too sure how it works haha. I'll review the changes you made and put them into the mod if that's okay! Thank you for your input and suggestions~ Scarpantibus 1 Link to comment Share on other sites More sharing options...
Scarpantibus Posted June 2, 2020 Share Posted June 2, 2020 (edited) 3 hours ago, TakumiR said: Oooooh I love how all of this sounds, and I like your approach to it as well! I didn't quite modify the Default.ide mostly since I am not too sure how it works haha. I'll review the changes you made and put them into the mod if that's okay! Thank you for your input and suggestions~ Thanks for the kind words, of course you can implement those changes and tweak it to your liking, it's your mod we are talking about! Regarding "default.ide", I don't know what does this file do in its entirety, but basically I discovered that if you change a weapon animation in "weapon.dat" (and this animation is not part of the normal weapon animation group) you should change the last word of the corresponding weapon in "default.ide" with the name of the animation you want to use (for example, if you want CJ to hold micro SMG like silenced pistol you should do the same thing I did before). I know it's hard to explain and a bit tricky but it shoud give you more customization options. Of course take this suggestion with a grain of salt 'cause I'm not a programmer and I don't mess around too much with these files. Finally, if you need reference informations regarding guns in San Andreas (or other GTA Games should you want to modify their stats), you could check the "Internet Movie Firearms Database": http://www.imfdb.org/wiki/Grand_Theft_Auto:_San_Andreas, it's pretty complete and should help you. P.S.: I forgot to mention, in my opinion Desert Eagle rate of fire is a bit too high, given its high recoil and I don't know how to change it, maybe you could lower it a bit. Obviously it's only a suggestion, like I said before: Your mod, your rules Edited June 2, 2020 by Scarpantibus Added Desert Eagle suggestion TakumiR 1 Link to comment Share on other sites More sharing options...
TakumiR Posted June 2, 2020 Author Share Posted June 2, 2020 1 minute ago, Scarpantibus said: Thanks for the kind words, of course you can implement those changes and tweak it to your liking, it's your mod we are talking about! Regarding "default.ide", I don't know what does this file do in its entirety, but basically I discovered that if you change a weapon animation in "weapon.dat" (and this animation is not part of the normal weapon animation group) you should change the last word of the corresponding weapon in "default.ide" with the name of the animation you want to use (for example, if you want CJ to hold micro SMG like silenced pistol you should do the same thing I did before). I know it's hard to explain and a bit tricky but it shoud give you more customization options. Of course take this suggestion with a grain of salt 'cause I'm not a programmer and I don't mess around too much with these files. Finally, if you need reference informations regarding guns in San Andreas (or other GTA Games should you want to modify their stats), you could check the "Internet Movie Firearms Database": http://www.imfdb.org/wiki/Grand_Theft_Auto:_San_Andreas, it's pretty complete and should help you. Oh! I really had no idea it worked like that. Whilst experimenting with options for the sawn-off I had little issues with the animation in regards to crashes or anything. I had assinged the combat shotgun animation to it, and it worked alright! Looked like how Johnny, from The Lost and Damned, holds it. The only issue I had was that the animations work as a group. You can't quite make CJ hold the weapon like one certain style, and then make him - for instance - reload the weapon using another animation group. At least not how I found it happening in the weapon.dat - Maybe thru some ASI mod? but that's waaaaaay beyond my knowledge. I'll keep playing with it a bit. I'm having some odd issue where the .dat file is not being refreshed with the Mod Loader haha. But as soon as I get a tiny bit more time I'll do the changes you made and put a proper updated link with the animation proposal you gave~ For the Dual Wield version I may just tweak the damage and ammo numbers between the two pistols to make it all cohesive. The only observation I made was that 40 points of damage may be a tad much immo, at least for a pistol. So I reduced it to 35. Tiny change but still present. You can keep yours with 40 if you please though! Something something silencer reducing bullet speed cause they weren't quite the best in early 90's. It's still a neat upgrade from the stock 9mm. Scarpantibus 1 Link to comment Share on other sites More sharing options...
Scarpantibus Posted June 2, 2020 Share Posted June 2, 2020 6 minutes ago, TakumiR said: For the Dual Wield version I may just tweak the damage and ammo numbers between the two pistols to make it all cohesive. The only observation I made was that 40 points of damage may be a tad much immo, at least for a pistol. So I reduced it to 35. Tiny change but still present. You can keep yours with 40 if you please though! Something something silencer reducing bullet speed cause they weren't quite the best in early 90's. It's still a neat upgrade from the stock 9mm. Seems right to me, the only thing I did was restoring the original vanilla damage of silenced pistol because I didn't want to mess around too much with the numbers. You are more experienced than me in this field, keep up this excellent work. TakumiR 1 Link to comment Share on other sites More sharing options...
TakumiR Posted June 2, 2020 Author Share Posted June 2, 2020 1 hour ago, Scarpantibus said: Seems right to me, the only thing I did was restoring the original vanilla damage of silenced pistol because I didn't want to mess around too much with the numbers. You are more experienced than me in this field, keep up this excellent work. Well, I didn't want the silenced to suddenly become a miniture MP5k, as the Colt .45 actually have some crazy range and better firing speed than the Glock x) It SHOULD be about right now. If you want to give it a quick test, be my guest! I also added the change to the Desert Eagle. It is ever so slightly slower now! Scarpantibus 1 Link to comment Share on other sites More sharing options...
Scarpantibus Posted June 3, 2020 Share Posted June 3, 2020 (edited) 1 hour ago, TakumiR said: Well, I didn't want the silenced to suddenly become a miniture MP5k, as the Colt .45 actually have some crazy range and better firing speed than the Glock x) It SHOULD be about right now. If you want to give it a quick test, be my guest! I also added the change to the Desert Eagle. It is ever so slightly slower now! Thank you very much, I tested it and it seems all right . The silenced pistol now truly is a Colt and the Desert Eagle is the slower, but lethal, handcannon that it is supposed to be. One more tiny little change I did was to give back MP5 and AK-47 30 rounds on all skill levels instead of 40 on Gangster and Hitman ones. I didn't really want the clip to "virtually" increase size. In my opinion, ammo increasing could be only somewhat justified on dual wielding weapons, although it must be said that even in that case CJ makes another weapon appear instantly from nowhere, but at least the change is visible and not virtual (using your Single Handed weapon.dat solves all this, no more "magical tricks" for me, CJ ). By the way, the last change is not meant to be a "real" suggestion, it is a tiny little change and is a very personal preference, feel free to decide if implement it or not . Edited June 3, 2020 by Scarpantibus TakumiR 1 Link to comment Share on other sites More sharing options...
TakumiR Posted June 3, 2020 Author Share Posted June 3, 2020 26 minutes ago, Scarpantibus said: ...One more tiny little change I did was to give back MP5 and AK-47 30 rounds on all skill levels instead of 40 on Gangster and Hitman ones.... Oh my reasoning for that one was kind of silly, actually. Like... What if CJ is using a standard model when he first picks up the weapon, and as he gets to know it better, he starts to use extended/larger magazines? It's really a silly headcanon I had for the mod really! Good on you if you want to have it with 30 rounds on all stages x) - Just my own personal preference there tbh hehehe. I really like the idea that it is after somebody gets used to the handling of the weapon, THEN they start to accessorize. Who knows, maybe I'll remove that arbitrary thing! Really glad you find it much better now though And yeah, I truly love how the Desert Eagle is still the handcannon it is often portrayed to be. Funnily enough though, I feel like if I really stuck with the actual physics of the actual gun, it shouldn't be a one-shot kill, just a very lethal one. Maybe 90 damage instead of 100 (which, funnily enough, it is lowered than vanilla, at a crazy 140 points of damage once you're on Gangster) Scarpantibus 1 Link to comment Share on other sites More sharing options...
Scarpantibus Posted June 3, 2020 Share Posted June 3, 2020 (edited) 12 hours ago, TakumiR said: Oh my reasoning for that one was kind of silly, actually. Like... What if CJ is using a standard model when he first picks up the weapon, and as he gets to know it better, he starts to use extended/larger magazines? It's really a silly headcanon I had for the mod really! Good on you if you want to have it with 30 rounds on all stages x) - Just my own personal preference there tbh hehehe. I really like the idea that it is after somebody gets used to the handling of the weapon, THEN they start to accessorize. Who knows, maybe I'll remove that arbitrary thing! You've got a really good logic there, personally I think I will keep my tiny little change because it kinda fits better my Single Handed "weapon.dat" and it's more coherent in my opinion, as every weapon has the exact amount of ammo on all skill levels and fits better with the general "lore". If you think about it, in GTA V (I don't know if you played with it) you can customize weapons and, realistically, "stats" and "customizations" are two different things, so you can, for example, attach a silencer, a longer barrel or a torch to a pistol even if your character is a noob. Of course you could contradict me saying that focusing on "visual" aspects is silly, as GTA SA is not so accurate because we actually have two pistols that have different stats but look the same. However, as stated before, those two pistols were 99% intended to be different one from each other and Rockstar, probably in a hurry, forgot to apply Glock model to the 9mm one. They released GTA III, GTA VC and GTA SA in four years, those were pretty huge games to develop in a very short time and, consequently, they are full of leftovers and beta unimplemented elements (if you have time, take a look to Vadim M Youtube Channel or GTA Series Videos "Hot Topic" playlist on Youtube, you could find pretty interesting stuff there.). I think that this is one of the reasons (maybe the principal one) Rockstar studios changed their roadmap in their subsequent games, so they could polish their games better, focusing more on quality than quantity. 12 hours ago, TakumiR said: And yeah, I truly love how the Desert Eagle is still the handcannon it is often portrayed to be. Funnily enough though, I feel like if I really stuck with the actual physics of the actual gun, it shouldn't be a one-shot kill, just a very lethal one. Maybe 90 damage instead of 100 (which, funnily enough, it is lowered than vanilla, at a crazy 140 points of damage once you're on Gangster) Yeah, this was another thing I didn't quite understand, why Desert Eagle should deal less damage at Poor Levels (70, if I'm not mistaken) in the original "weapons.dat" and then do 140 (!!!) on higher stats? The ammo are supposed to be the same and the character only improves his way to handle the weapon. Maybe Rockstar did this for balancing reasons, who knows. Edited June 3, 2020 by Scarpantibus TakumiR 1 Link to comment Share on other sites More sharing options...
TakumiR Posted June 3, 2020 Author Share Posted June 3, 2020 3 hours ago, Scarpantibus said: ...I think I will keep my tiny little change because it kinda fits better my Single Handed "weapon.dat" and it's more coherent in my opinion... ... Why Desert Eagle should deal less damage at Poor Levels (70, if I'm not mistaken) in the original "weapons.dat" and then do 140 (!!!) on higher stats? The ammo are supposed to be the same and the character only improves his way to handle the weapon. Maybe Rockstar did this for balancing reasons, who knows. Completely with you on the standardization of the ammo haha, that's all fine and good really. Again, I may undo the "Extended clip" logic if someone else mentions it x) - IT IS kinda silly afterwards. Not gonna debate that one that's for sure. Though looking at the magazine on the MP5k, I may make it keep more than 30 rounds though. We'll see for sure. That's part of the beauty of mods, isn't it? Always evolving~ And yeah it is super weird. What I do know is that given the lower damage, it feels like it takes longer to level up the skill for the weapon? I don't know why they did it, but I certainly wanted to get rid of that disparity. A bullet is a bullet at any skill level lol. Still unsure if I want the Desert Eagle to still be an [almost 100% of the time] one-shot kill or reduce it to, let's say, 50-80. It IS a powerful revolver, and they can do some serious damage but I am not sure. I'll see what other peeps say x) Oh and I do check on VadimM and Hot Topic. Still waiting on that part 2 of the SA "remaster", and maybe some cool RDR Hot Topic. I can't get enough of Gary7MT's voice Link to comment Share on other sites More sharing options...
Scarpantibus Posted June 3, 2020 Share Posted June 3, 2020 1 hour ago, TakumiR said: Completely with you on the standardization of the ammo haha, that's all fine and good really. Again, I may undo the "Extended clip" logic if someone else mentions it x) - IT IS kinda silly afterwards. Not gonna debate that one that's for sure. Though looking at the magazine on the MP5k, I may make it keep more than 30 rounds though. We'll see for sure. That's part of the beauty of mods, isn't it? Always evolving~ Totally agree with you, mods are moved by passion (rarely by money), in my opinion they could improve drastically the gameplay of a game and, in certain cases, they can expand concepts that the original programmers, due to timing, have failed to implement. I'm not really a big fan of mods that make your character act like Goku or Superman, or ultra-hyper-mega graphics pumpings (although I respect the decision of using those, some mods are really fun and I like to chill with some of them sometimes ), I prefer modifications like yours that can really add something small but big at the same time and once I install them I say: "Wow, why haven't they thought of this before? This should have been in vanilla game!" 1 hour ago, TakumiR said: And yeah it is super weird. What I do know is that given the lower damage, it feels like it takes longer to level up the skill for the weapon? I don't know why they did it, but I certainly wanted to get rid of that disparity. A bullet is a bullet at any skill level lol. Still unsure if I want the Desert Eagle to still be an [almost 100% of the time] one-shot kill or reduce it to, let's say, 50-80. It IS a powerful revolver, and they can do some serious damage but I am not sure. I'll see what other peeps say x) Maybe 80/90 could be a good compromise, I never shot someone with Desert Eagle in real life so I can't really tell you how strong is the damage Regarding Vadim M, I'm waiting for that video too and I'm sure it will be amazing, as always, I totally agree about Hot Topic too. Let's wait for their next update, quality content needs time to be created . TakumiR 1 Link to comment Share on other sites More sharing options...
Scarpantibus Posted June 4, 2020 Share Posted June 4, 2020 On 6/2/2020 at 11:04 PM, TakumiR said: For the sawn-off I had little issues with the animation in regards to crashes or anything. I had assinged the combat shotgun animation to it, and it worked alright! Looked like how Johnny, from The Lost and Damned, holds it. The only issue I had was that the animations work as a group. You can't quite make CJ hold the weapon like one certain style, and then make him - for instance - reload the weapon using another animation group For the sawnoff animation, I know about this "animations working as a group problem" and I made a little change, try out this configuration and tell me what do you think about it: $ SAWNOFF INSTANT_HIT 12.0 15.0 350 -1 3 riflebad 2 15 0.56 0.0 0.15 0 0 0.7 1.2 6 12 8 6 12 8 30 7001 $ SAWNOFF INSTANT_HIT 20.0 20.0 350 -1 3 riflebad 2 15 0.56 0.0 0.15 1 200 0.8 1.2 6 11 7 6 11 7 30 7011 $ SAWNOFF INSTANT_HIT 30.0 25.0 350 -1 3 riflebad 2 15 0.56 0.0 0.15 2 999 0.9 1.2 6 10 6 6 10 6 30 7031 The animation is not the best in the world but it's kinda "believable", I think. You have CJ holding the rifle like Johnny from TLAD and, with a little fantasy, the reloading animation is not bad at all, as you could pretend CJ is just inserting the shells. No "default.ide" editing this time, this tiny little file is a mystery to me . Link to comment Share on other sites More sharing options...
TakumiR Posted June 4, 2020 Author Share Posted June 4, 2020 (edited) 5 hours ago, Scarpantibus said: For the sawnoff animation, I know about this "animations working as a group problem" and I made a little change, try out this configuration and tell me what do you think about it: Ehhh... I don't really dig it. Mostly because the animation is REALLY far off when reloading hahaha. Also the recoil is not really felt, imo? CJ just kinda stays there as he releases both shots... But... Tell you what. If you wanna experiment with it also. Try with these lines: Weapon.dat Quote $ SAWNOFF INSTANT_HIT 12.0 15.0 350 -1 3 buddy 2 15 0.56 0.0 0.15 0 0 0.7 1.2 6 12 8 6 12 8 30 7001 $ SAWNOFF INSTANT_HIT 20.0 20.0 350 -1 3 buddy 2 15 0.56 0.0 0.15 1 200 0.8 1.2 6 11 7 6 11 7 30 7011 $ SAWNOFF INSTANT_HIT 30.0 25.0 350 -1 3 buddy 2 15 0.56 0.0 0.15 2 999 0.9 1.2 6 10 6 6 10 6 30 7031 Default.ide (good thing you told me what this does. The game crashed otherwise) Quote # shotguns 349, chromegun, chromegun, shotgun, 1, 50, 0 350, sawnoff, sawnoff, buddy, 1, 30, 0 351, shotgspa, shotgspa, buddy, 1, 50, 0 It gives the recoil, and... I GUESS the animation isn't that bad while reloading. It's certainly closer to it than the rifle! Let me know what you think, and if you think it feels good, I'll tweak the movement speed some, to make CJ not go at a crawling pace whilst aiming. I also want to try to play with the bullet spread but it scales really weirdly with the range and values too low just act weird. Edited June 4, 2020 by TakumiR extra info Link to comment Share on other sites More sharing options...
Scarpantibus Posted June 4, 2020 Share Posted June 4, 2020 (edited) 1 hour ago, TakumiR said: Ehhh... I don't really dig it. Mostly because the animation is REALLY far off when reloading hahaha. Also the recoil is not really felt, imo? CJ just kinda stays there as he releases both shots... But... Tell you what. If you wanna experiment with it also. Try with these lines: Weapon.dat Default.ide (good thing you told me what this does. The game crashed otherwise) It gives the recoil, and... I GUESS the animation isn't that bad while reloading. It's certainly closer to it than the rifle! Let me know what you think, and if you think it feels good, I'll tweak the movement speed some, to make CJ not go at a crawling pace whilst aiming. I also want to try to play with the bullet spread but it scales really weirdly with the range and values too low just act weird. I tried it, I think it's pretty good and could be a good compromise. I also applied the "noob" animation to poor level skill, I think it fells good: $ SAWNOFF INSTANT_HIT 12.0 15.0 350 -1 3 buddybad 2 15 0.56 0.0 0.15 0 0 0.7 1.2 6 12 8 6 12 8 30 7001 $ SAWNOFF INSTANT_HIT 20.0 20.0 350 -1 3 buddy 2 15 0.56 0.0 0.15 1 200 0.8 1.2 6 11 7 6 11 7 30 7011 $ SAWNOFF INSTANT_HIT 30.0 25.0 350 -1 3 buddy 2 15 0.56 0.0 0.15 2 999 0.9 1.2 6 10 6 6 10 6 30 7031 Maybe in all the tweaking you're going to do you could try to lower the rate of fire a bit too. It's all up to you Edited June 4, 2020 by Scarpantibus Link to comment Share on other sites More sharing options...
TakumiR Posted June 4, 2020 Author Share Posted June 4, 2020 (edited) 1 hour ago, Scarpantibus said: I tried it, I think it's pretty good and could be a good compromise. I also applied the "noob" animation to poor level skill, I think it fells good: $ SAWNOFF INSTANT_HIT 12.0 15.0 350 -1 3 buddybad 2 15 0.56 0.0 0.15 0 0 0.7 1.2 6 12 8 6 12 8 30 7001 $ SAWNOFF INSTANT_HIT 20.0 20.0 350 -1 3 buddy 2 15 0.56 0.0 0.15 1 200 0.8 1.2 6 11 7 6 11 7 30 7011 $ SAWNOFF INSTANT_HIT 30.0 25.0 350 -1 3 buddy 2 15 0.56 0.0 0.15 2 999 0.9 1.2 6 10 6 6 10 6 30 7031 Maybe in all the tweaking you're going to do you could try to lower the rate of fire a bit too. It's all up to you It feels alright! Does deliver with the whole "powerful weapon in a beginner's hand" We may be able to keep it. I wanted to tweak the damage some whilst also changing the accuracy some. But it made long shots kinda too effective if rounded to 20 damage per pellet nonetheless so I kept it at 15 per pellet. That said, I tweaked the speed and accuracy. Since it is a sawnoff, I would say that keeping the spread somewhat wide would be good. The only downside however, is that, due to how the game handles weapon spread, it makes the reticle really big and kinda obnoxious to look at but do try it out and let me know? $ SAWNOFF INSTANT_HIT 12.0 15.0 350 -1 3 buddybad 2 15 0.56 0.0 0.15 0 0 0.4 1.2 6 18 7 6 18 7 30 7001 $ SAWNOFF INSTANT_HIT 20.0 20.0 350 -1 3 buddy 2 15 0.56 0.0 0.15 1 120 0.4 1.4 6 17 7 6 17 7 30 7011 $ SAWNOFF INSTANT_HIT 30.0 25.0 350 -1 3 buddy 2 15 0.56 0.0 0.15 2 999 0.4 1.6 6 16 6 6 16 6 30 7031 If you want to try out how an even wider spread would look like, change the "0.4" value to 0.3 - but it makes the reticle HUGE. And if you want to mess around with destroying stuff, put it to, say, 1.6 The value next to it (that goes: 1.2, 1.4 and 1.6) is the movement speed whilst aiming. Oh! I also reduced the firing rate a notch. The jump from noob to gangster feels more noticeable than gangster to hitman mostly because it has to play the recoil animation, which does sound fair. I also reduced a bit the time it takes to get into Gangster skill. Just because it was a bit painful otherwise x) On a side note, I wanted to know your opinion. Do you think the Rifle should also have different skill levels? I wanna try and see if implementing the skill levels to the rifle (not sure if the sniper rifle though) would work too. Edited June 4, 2020 by TakumiR expanded info on reply ;) Link to comment Share on other sites More sharing options...
Scarpantibus Posted June 4, 2020 Share Posted June 4, 2020 42 minutes ago, TakumiR said: It feels alright! Does deliver with the whole "powerful weapon in a beginner's hand" We may be able to keep it. I wanted to tweak the damage some whilst also changing the accuracy some. But it made long shots kinda too effective if rounded to 20 damage per pellet nonetheless so I kept it at 15 per pellet. That said, I tweaked the speed and accuracy. Since it is a sawnoff, I would say that keeping the spread somewhat wide would be good. The only downside however, is that, due to how the game handles weapon spread, it makes the reticle really big and kinda obnoxious to look at but do try it out and let me know? $ SAWNOFF INSTANT_HIT 12.0 15.0 350 -1 3 buddybad 2 15 0.56 0.0 0.15 0 0 0.4 1.2 6 18 7 6 18 7 30 7001 $ SAWNOFF INSTANT_HIT 20.0 20.0 350 -1 3 buddy 2 15 0.56 0.0 0.15 1 120 0.4 1.4 6 17 7 6 17 7 30 7011 $ SAWNOFF INSTANT_HIT 30.0 25.0 350 -1 3 buddy 2 15 0.56 0.0 0.15 2 999 0.4 1.6 6 16 6 6 16 6 30 7031 If you want to try out how an even wider spread would look like, change the "0.4" value to 0.3 - but it makes the reticle HUGE. And if you want to mess around with destroying stuff, put it to, say, 1.6 The value next to it (that goes: 1.2, 1.4 and 1.6) is the movement speed whilst aiming. Oh! I also reduced the firing rate a notch. The jump from noob to gangster feels more noticeable than gangster to hitman mostly because it has to play the recoil animation, which does sound fair. I also reduced a bit the time it takes to get into Gangster skill. Just because it was a bit painful otherwise x) On a side note, I wanted to know your opinion. Do you think the Rifle should also have different skill levels? I wanna try and see if implementing the skill levels to the rifle (not sure if the sniper rifle though) would work too. I tried and I think the reticle is too big even at 0.4, maybe 0.5 or 0.6 could be a decent compromise. Nothing to say about other changes, they are all good . About the rifle, in the original game I think it was supposed to have skill levels because as soon as you enter the max skill cheat the text box says "Rifle Skill - Hitman Level Reached". I think it's a good idea but I really don't know how to implement those skills so I can't help you too much . Link to comment Share on other sites More sharing options...
TakumiR Posted June 4, 2020 Author Share Posted June 4, 2020 5 minutes ago, Scarpantibus said: I tried and I think the reticle is too big even at 0.4, maybe 0.5 or 0.6 could be a decent compromise. Nothing to say about other changes, they are all good . Wonderful!! I think I'll keep it at 0.6 too. It's otherwise too big for comfort. What about the other shotguns. Got any opinions on them at the moment? I'll play around with it a bit. Your interest in the mod made me interested again tbh haha I'll edit the lines for the rifle and see how they work. Maybe something pops up~ Link to comment Share on other sites More sharing options...
Omega_Is_Here Posted October 29, 2020 Share Posted October 29, 2020 (edited) People like you make the modding community awesome. Thank you ! I just changed the rounds to remain 30 for the mp5 and other ones. Also just curious, the tec-9 real life variant is the Carl-Gustav M/45 and it holds 36 rounds instead of 32 Do you think we should add it that way? Edited October 29, 2020 by Omega_Is_Here Text is not appearing Link to comment Share on other sites More sharing options...
TakumiR Posted March 13, 2021 Author Share Posted March 13, 2021 On 10/29/2020 at 9:37 AM, Omega_Is_Here said: People like you make the modding community awesome. Thank you ! I just changed the rounds to remain 30 for the mp5 and other ones. Also just curious, the tec-9 real life variant is the Carl-Gustav M/45 and it holds 36 rounds instead of 32 Do you think we should add it that way? Hey! been a while (I kinda lost interest in SA for a while but still in the middle of the pandemic made me check it out again, whoops!) - So sorry for the VERY late answer (5 months! sheesh!) Err... I have never heard of the TEC-9 being based on the Carl-Gustav M/45 tbh. Specially since, well, I DID see plenty of videos with the actual Infratec TEC-9 going around, alongside pics and all. If you want, however, I could try to make it work like that weapon for your own usage? I'd need a while to try it out though. I've been pondering about changing the amount of bullets for the TEC-9 to be higher than the Micro SMG, or viceversa (50 for the Micro, 32 for the Tec-9) - but it turns out that given how the game handles ammo pickups, if you pass over either of the two, you also get the bullets that other weapon would have. So, say the Tec-9 has 100 bullets per clip and the Micro has 32, when you have the micro and pickup the Tec-9 you "inherit" the 100 bullets, so i would have to change both weapons. It's partly why both hold 32 bullets and not really more than that... Link to comment Share on other sites More sharing options...
Poobabeer Posted April 17, 2021 Share Posted April 17, 2021 Great mod! I am using this with Ped Skills and results are amazing. Hope that, despite losing interest for a short while, you'll be around to update this or make new tweaks! mrbekirr 1 Link to comment Share on other sites More sharing options...
TakumiR Posted August 13, 2021 Author Share Posted August 13, 2021 (edited) On 4/17/2021 at 5:31 AM, Poobabeer said: Great mod! I am using this with Ped Skills and results are amazing. Hope that, despite losing interest for a short while, you'll be around to update this or make new tweaks! Late answer is late - sorry! I get interest back every now and then hahah - but at the same time, I don't know what else to do! If possible I'd love to do a lot of things like tweaking animations, different versions of different weapons, maybe help other modders to do stats for their weapons. For example, I was just now thinking about an automatic firing rate for one of the pistols or trying out different dual-wield weapons without going "DUAL WIELD EVERYTHING!" like some other mods have done. Just like, hey, dual silenced pistol does sound nice But sadly many of those things are not possible with my skill level or knowledge. Others are limited by the game. I tried to look into how Vice City handles the Combat Shotgun to try to put it into SA but I couldn't understand how VC codes its weapons Would love to make the Tec-9 and UZI have the same animation as the MP5 but that would lock those out from being used on the jetpack, for instance. I DID however find a mixture of mods that works nicely with mine. Realistic Bullet Spread being one of them. Was also trying out that gave bullets travel time and chance to ricochet, but it was bugged with many weapons, not letting you level up your skill. In the end, unless I get any more ideas or people suggest some, future releases, if any, would be simple fixes or tweaks that I feel would be appropriate at times. So, do feel free to give some ideas on what I could do. It would be nice to hear what others think. - On a side note! I am very very VERY glad you're enjoying my tiny mod I too use Ped Skills and it's challenging at times, but very fun! But yes, I'll most definitely be around. I pop back in the forums every now and then - I just wasn't notified of your comment! Edited August 13, 2021 by TakumiR Link to comment Share on other sites More sharing options...
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