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Revamped Combat


catsmackaroo
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MainTitle.png

by The Westside Minions & The GTA IV Modding Community.

 

Grand Theft Auto IV is simply too easy of a game, unwarranted for how grim and dangerous the world is meant to be... Revamped Combat is meant to shift that towards reality.

Revamped Combat tweaks all weapons, explosions, & vehicle health designed with realism & game balance in mind.

This also adds back the beta favorites, such as the SPAS-12, Revolver, Wooden Bat, & Pool Cue. Naturally spawn amongst NPCs via ExtendedWeaponPool.

Finally, the Crosshair has been changed. The armor & health positions are switched, as well as color/transparency changes. Inspired by RDR2's crosshair system.

 

SPAS-12

Screenshot_1_-_SPAS-12.png

 

REVOLVER

Screenshot_2_-_Revolver.png

 

CROSSHAIR

Screenshot_3_-_Crosshair.png

 

Changes.png

Quote

 

The biggest change and difference between this mod and other weapon adjustment mod is how Niko isn't some superhuman anymore... and neither is Johnny or Luis. They will all take roughly the same damage as the NPCs 

Behind The Modding:

Spoiler

This part stands for people who are interested in how things were done! The player health in the vanilla game is hardcoded and AFAIK you cannot change it at all... however, there is a file that configures each and every model's defense (pedpersonality.dat). This defense stat changes how much damage that model takes. Unfortunately, this doesn't work for the player, so I'd have to reduce it for every other model in the game, and that would be tedious. So ItsClonkAndre made me a little program to make the process a lot easier. The defense stat is increased by reducing its number, so all models had their defense stat number decreased by 0.6 (not to 0.6.) By this point, each enemy was a bullet sponge, and that's good! I then increased every weapon's damage by a lot (by editing the WeaponInfo.xml file) and compared damage done to me, and to the NPCs, and now it's quite similar! 

 

Almost each and every weapon has been overhauled. My biggest flaw with the vanilla game is not only the damage, but how certain weapons are blatantly superior to others, such as the M4 being best on console, but MP5 is best on PC due to improper recoils. Now every weapon has a purpose, however do note the biggest goal for this pack is for balance & difficulty, so the most common weapons used by NPCs may not be powerful as the others:

  • The Universal Changes contain higher damage, higher range, decreased max ammo & ammo on streets, and finally, increased physics force. The ammo on streets is also really odd numbers, meant to imitate the mags being used
  • The Glock is a fast-firing peashooter
  • The Deagle is a slow-firing hand cannon
  • The .44 is a fast-firing nuke, seriously, this thing is insane now (as it should be)
  • The Pump Shotgun is a semi-fast-firing, high range threat
  • The Combat Shotgun is a faster-firing, more accurate, lower range beast
  • The Street Sweeper has been adjusted a fair bit, firerate has been decreased, the animation has been fixed, and now you can drive-by with this bad boy! Courtesy of the Biker Extreme mod
  • The Sawnoff Shotgun is now a 1-shot, high damaging, more accurate, destructor! This once sh*t-tier weapon contains the biggest changes, taking inspiration from BLOOD, DUSK, DOOM, Ion Fury, Quake, and much more.
  • The AA12 is now a proper AA12, containing its respective firerate and destruction
  • The Explosive AA12 is now not an entirely skill-less weapon, having its higher firerate from above (but nerfed), it also has less damage, less max ammo, & less accuracy
  • The UZI is now insanely fast-firing, and highly inaccurate (There's no clip reduction either. Enjoy the 50 bullet mag spray and pray!)
  • The MP5 is shamelessly close to the UZI, however much more tactical with its accuracy & damage
  • The P90 is also relatively unchanged. Higher firerate & clipsize, that's basically it!
  • The Gold UZI is rare as hell in the game world, thus it's an absolute monster. I reduced its firerate so you have more time to adjust your aim, however its damage & accuracy is highly increased!
  • The AK47 is a spooky fast-firing, slightly inaccurate, damaging rottweiler... it has armour peircing rounds, making it very good against NOoSE, but... also against the player! 😨
  • The M4 is also a spooky rottweiler, having a faster firerate, MUCH higher accuracy, damage, and range
  • The Advanced MG is how it should be, a proper LMG. High fire-rate, high-range
  • The Snipers are relatively unchanged except for the universal changes. The poor Sniper-Rifle (IV) also has slightly faster fire-rate, it was so slow it felt unresponsive in vanilla
  • The Annihilator has an extreme firerate, even more than the default. The damage is also extremely decreased but it's not like that matters anyway...

 

Beta Weapons have also been implemented:

  • The SPAS-12 is a fast-ass firing beast, capable to destroy vehicles in seconds, extremely powerful yet the ammo is quite limited. The N.O.O.S.E have this in their loadouts.
  • The Revolver is a slow-firing hand cannon similar to the Deagle, however has even stronger damage. Bikers typically use this.
  • The Wooden Bat has returned, stats are the same at the baseball bat. Gangsters use this. 
  • The Pool Cue has returned, stats are the same as the TLAD one. Folk around the bar near the broker highway use this. (Will be added to other areas soon)

 

Vehicle defense is increased so vehicles won't blow up super quickly with the higher stats on the weapons.

 

Explosions act much more chaotic yet realistic. Explosions in vanilla are erm... f*cking lame? 💥

 

required.png

 

Quote

 

Install all of these before you install Revamped Combat 

 

download.png

V.1.2

 

By far the most in-depth combat mod released to date, developed & assisted by:

catsmackaroo, ItsClonkAndre, Internet Rob, B DawgCoMPMStR, Titi, Claudio, Alvarez, Golden Saddle .

 

Utilized Mods:

SPAS-12 by babahasgun, Juniez, & MrBrightside

Revolver by danham1210

Wooden Bat by Lukakion

Biker Extreme by InternetRob

RAGE Audio Toolkit by AndrewMulti

ExtendedWeaponPools by ItsClonkAndre

 

Bonus Recommended Mods:

Spark's Weapon Sound Revamp by SparktimusPrime

Beaten & Bruised by InternetRob

Biker Extreme (TBoGT) by InternetRob

Edited by catsmackaroo
Released 1.2. Addon weapons, crosshair, explosion, & defense tweaks.
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Glad to see the best weapon settings mod getting an update! Very flattered that you recommended my sound overhaul too! Thank ya! 😄

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Very good mod indeed. I follow your YouTube Channel and I appreciate all the tutorials you make and the efforts you put into modding this game.

I'm starting to install this kind of mods using the in-game buit-in mod loader system but I haven't figured out how to properly use it (I didn't find proper guides online, it's strange noone properly discovered and/or discussed about this feature, even after all this years).

By the way do you recommend your mod alongside Responsive Plus? I see they both seem to conflict (with Weaponinfo.xml I'll simply replace that with yours).

Keep up the good work 😄

Edited by Scarpantibus
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5 hours ago, Scarpantibus said:

Very good mod indeed. I follow your YouTube Channel and I appreciate all the tutorials you make and the efforts you put into modding this game.

I'm starting to install this kind of mods using the in-game buit-in mod loader system but I haven't figured out how to properly use it (I didn't find proper guides online, it's strange noone properly discovered and/or discussed about this feature, even after all this years).

By the way do you recommend your mod alongside Responsive Plus? I see they both seem to conflict (with Weaponinfo.xml I'll simply replace that with yours).

Keep up the good work 😄

Hi. I appreciate the kind words ‼

 

How did you learn about the mod loader system? It is very very very unknown, even I don't know how to make it work with pc>textures yet. Working on an IV modding guide for it though, will go over all that it can do. For WeaponInfo.xml, it should be relatively easy, I'll try to get it done and get back to you soon (should be GTA.dat stuff tho)

 

As for Responsive Plus, just install RP first, then install this mod. Once done, if you want RP's handling, use that handling.dat file instead, as it also buffs the vehicle defense enough for this mod (and if it doesn't, just use the handling editor I credited to mass edit the defense stats easier)

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1 hour ago, catsmackaroo said:

How did you learn about the mod loader system?

I discovered it typing "Mod Loader GTA IV" on Google, because I wanted to know if something similar to GTA San Andreas's Mod Loader existed. I found this Mod Loader made by SG on his Nexus Page, but there was no clear explanation on how to install and/or use it. Then I casually saw your response on this mod I previously used and installed:

I saw you posted there a new, cleaner, version edited by you and @ItsClonkAndre if I'm not mistaken. So I downloaded it and started thinkering with it.
GTA IV is quite boring to modify when compared to other GTA games like GTA San Andreas or GTA V because, although modding is now advanced, you have to manually backup and mentally remember which mod you installed first, etc. For now I keep everything written in a text file but the more files you edit, the harder it is to keep track of everything.
Here is an example of my personal "load order" in .txt file:

 

Spoiler

REPLACED FILES

 

From "GTA IV Downgrader - Radio Downgrader"

 

common\text\american.gxt
common\text\french.gxt
common\text\german.gxt
common\text\italian.gxt
common\text\japanese.gxt
common\text\russian.gxt
common\text\spanish.gxt
pc\audio\Config\CATEGORIES.DAT15
pc\audio\Config\CURVES.DAT12
pc\audio\Config\speech.dat
pc\audio\sfx\LOADING.rpf.bin
pc\audio\sfx\radio_afro_beat.rpf.bin
pc\audio\sfx\radio_beat_95.rpf.bin
pc\audio\sfx\radio_classical_ambient.rpf.bin
pc\audio\sfx\radio_dance_rock.rpf.bin
pc\audio\sfx\radio_hardcore.rpf.bin
pc\audio\sfx\radio_k109_the_studio.rpf.bin
pc\audio\sfx\radio_liberty_rock.rpf.bin
pc\audio\sfx\radio_ny_classics.rpf.bin
pc\audio\sfx\radio_san_juan_sounds.rpf.bin
pc\audio\sfx\radio_the_vibe.rpf.bin
pc\audio\sfx\radio_vcfm.rpf.bin
pc\audio\sfx\radio_vladivostok.rpf.bin
TBoGT\pc\audio\config\EP2_GAME.DAT16
TBoGT\pc\audio\config\EP2_RADIO_GAME.DAT16
TBoGT\pc\audio\config\EP2_RADIO_SOUNDS.DAT15
TBoGT\pc\audio\config\EP2_SOUNDS.DAT15
TBoGT\pc\audio\sfx\EP2_SCRIPTED_SPEECH.rpf.bin
TBoGT\pc\audio\sfx\EP2_SFX.rpf.bin
TLAD\pc\audio\config\EP1_RADIO_GAME.DAT16
TLAD\pc\audio\config\EP1_RADIO_SOUNDS.DAT15
TLAD\pc\audio\config\EP1_RADIO_SPEECH.DAT
TLAD\pc\audio\sfx\EP1_SFX.rpf.bin
Ran "install.bat"

 

From "GTA IV Downgrader - Radio Downgrader (New Vladivostok)"

 

pc\audio\config\GAME.DAT16
pc\audio\config\SOUNDS.DAT15

 

From "GTA IV Downgrader - 1.0.7.0"

 

common\GTAIV.EFLC.FusionFix.img (added)
common\data\cdimages\script.img
common\shaders\win32_30\gta_emissivestrong.fxc
common\shaders\win32_30_atidx10\gta_emissivestrong.fxc
common\shaders\win32_30_atidx10\waterTex.fxc
common\shaders\win32_30_low_ati\gta_emissivestrong.fxc
common\shaders\win32_30_low_ati\waterTex.fxc
common\shaders\win32_30_nv6\gta_emissivestrong.fxc
common\shaders\win32_30_nv7\gta_emissivestrong.fxc
common\shaders\win32_30_nv8\gta_emissivestrong.fxc
common\text\american.gxt (replaces file from "GTA IV Downgrader - Radio Downgrader)
common\text\french.gxt (replaces file from "GTA IV Downgrader - Radio Downgrader)
common\text\german.gxt (replaces file from "GTA IV Downgrader - Radio Downgrader)
common\text\italian.gxt (replaces file from "GTA IV Downgrader - Radio Downgrader)
common\text\japanese.gxt (replaces file from "GTA IV Downgrader - Radio Downgrader)
common\text\russian.gxt (replaces file from "GTA IV Downgrader - Radio Downgrader)
common\text\spanish.gxt (replaces file from "GTA IV Downgrader - Radio Downgrader)
pc\textures\radio_hud_colored.wtd
pc\textures\radio_hud_noncolored.wtd
TBoGT\common\data\cdimages\script.img
TBoGT\common\text\american.gxt
TBoGT\common\text\french.gxt
TBoGT\common\text\german.gxt
TBoGT\common\text\italian.gxt
TBoGT\common\text\spanish.gxt
TBoGT\pc\models\cdimages\vehicles.img
TBoGT\pc\textures\radio_hud_colored.wtd
TBoGT\pc\textures\radio_hud_noncolored.wtd
TLAD\common\data\cdimages\script.img
TLAD\common\text\american.gxt
TLAD\common\text\french.gxt
TLAD\common\text\german.gxt
TLAD\common\text\italian.gxt
TLAD\common\text\spanish.gxt
TLAD\pc\textures\radio_hud_colored.wtd
TLAD\pc\textures\radio_hud_noncolored.wtd


As you can see, it's quite boring (and I've installed the downgrader only ahahah), so a Mod Loader feature would be cool. I managed to get this thing working in TBoGT and TLAD (but only for the data files, I haven't tested img files yet), but I'm not a programmer or something like that so my attempts are based more on trial and error than on actual knowledge.

Thanks for the reply 😊

Edited by Scarpantibus
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39 minutes ago, Scarpantibus said:

I discovered it typing "Mod Loader GTA IV" on Google, because I wanted to know if something similar to GTA San Andreas's Mod Loader existed. I found this Mod Loader made by SG on his Nexus Page, but there was no clear explanation on how to install and/or use it. Then I casually saw your response on this mod I previously used and installed:

I saw you posted there a new, cleaner, version edited by you and @ItsClonkAndre if I'm not mistaken. So I downloaded it and started thinkering with it.
GTA IV is quite boring to modify when compared to other GTA games like GTA San Andreas or GTA V because, although modding is now advanced, you have to manually backup and mentally remember which mod you installed first, etc. For now I keep everything written in a text file but the more files you edit, the harder it is to keep track of everything.
Here is an example of my personal "load order" in .txt file:

 

  Hide contents

REPLACED FILES

 

From "GTA IV Downgrader - Radio Downgrader"

 

common\text\american.gxt
common\text\french.gxt
common\text\german.gxt
common\text\italian.gxt
common\text\japanese.gxt
common\text\russian.gxt
common\text\spanish.gxt
pc\audio\Config\CATEGORIES.DAT15
pc\audio\Config\CURVES.DAT12
pc\audio\Config\speech.dat
pc\audio\sfx\LOADING.rpf.bin
pc\audio\sfx\radio_afro_beat.rpf.bin
pc\audio\sfx\radio_beat_95.rpf.bin
pc\audio\sfx\radio_classical_ambient.rpf.bin
pc\audio\sfx\radio_dance_rock.rpf.bin
pc\audio\sfx\radio_hardcore.rpf.bin
pc\audio\sfx\radio_k109_the_studio.rpf.bin
pc\audio\sfx\radio_liberty_rock.rpf.bin
pc\audio\sfx\radio_ny_classics.rpf.bin
pc\audio\sfx\radio_san_juan_sounds.rpf.bin
pc\audio\sfx\radio_the_vibe.rpf.bin
pc\audio\sfx\radio_vcfm.rpf.bin
pc\audio\sfx\radio_vladivostok.rpf.bin
TBoGT\pc\audio\config\EP2_GAME.DAT16
TBoGT\pc\audio\config\EP2_RADIO_GAME.DAT16
TBoGT\pc\audio\config\EP2_RADIO_SOUNDS.DAT15
TBoGT\pc\audio\config\EP2_SOUNDS.DAT15
TBoGT\pc\audio\sfx\EP2_SCRIPTED_SPEECH.rpf.bin
TBoGT\pc\audio\sfx\EP2_SFX.rpf.bin
TLAD\pc\audio\config\EP1_RADIO_GAME.DAT16
TLAD\pc\audio\config\EP1_RADIO_SOUNDS.DAT15
TLAD\pc\audio\config\EP1_RADIO_SPEECH.DAT
TLAD\pc\audio\sfx\EP1_SFX.rpf.bin
Ran "install.bat"

 

From "GTA IV Downgrader - Radio Downgrader (New Vladivostok)"

 

pc\audio\config\GAME.DAT16
pc\audio\config\SOUNDS.DAT15

 

From "GTA IV Downgrader - 1.0.7.0"

 

common\GTAIV.EFLC.FusionFix.img (added)
common\data\cdimages\script.img
common\shaders\win32_30\gta_emissivestrong.fxc
common\shaders\win32_30_atidx10\gta_emissivestrong.fxc
common\shaders\win32_30_atidx10\waterTex.fxc
common\shaders\win32_30_low_ati\gta_emissivestrong.fxc
common\shaders\win32_30_low_ati\waterTex.fxc
common\shaders\win32_30_nv6\gta_emissivestrong.fxc
common\shaders\win32_30_nv7\gta_emissivestrong.fxc
common\shaders\win32_30_nv8\gta_emissivestrong.fxc
common\text\american.gxt (replaces file from "GTA IV Downgrader - Radio Downgrader)
common\text\french.gxt (replaces file from "GTA IV Downgrader - Radio Downgrader)
common\text\german.gxt (replaces file from "GTA IV Downgrader - Radio Downgrader)
common\text\italian.gxt (replaces file from "GTA IV Downgrader - Radio Downgrader)
common\text\japanese.gxt (replaces file from "GTA IV Downgrader - Radio Downgrader)
common\text\russian.gxt (replaces file from "GTA IV Downgrader - Radio Downgrader)
common\text\spanish.gxt (replaces file from "GTA IV Downgrader - Radio Downgrader)
pc\textures\radio_hud_colored.wtd
pc\textures\radio_hud_noncolored.wtd
TBoGT\common\data\cdimages\script.img
TBoGT\common\text\american.gxt
TBoGT\common\text\french.gxt
TBoGT\common\text\german.gxt
TBoGT\common\text\italian.gxt
TBoGT\common\text\spanish.gxt
TBoGT\pc\models\cdimages\vehicles.img
TBoGT\pc\textures\radio_hud_colored.wtd
TBoGT\pc\textures\radio_hud_noncolored.wtd
TLAD\common\data\cdimages\script.img
TLAD\common\text\american.gxt
TLAD\common\text\french.gxt
TLAD\common\text\german.gxt
TLAD\common\text\italian.gxt
TLAD\common\text\spanish.gxt
TLAD\pc\textures\radio_hud_colored.wtd
TLAD\pc\textures\radio_hud_noncolored.wtd


As you can see, it's quite boring (and I've installed the downgrader only ahahah), so a Mod Loader feature would be cool. I managed to get this thing working in TBoGT and TLAD (but only for the data files, I haven't tested img files yet), but I'm not a programmer or something like that so my attempts are based more on trial and error than on actual knowledge.

Thanks for the reply 😊

Well, for further information:

As far as I know, you can use only these files: IMG, data files, & textures. However you can only do the textures bit for the DLCs (through setup2.xml) the problem with that is of course it doesn't work for IV. Zolika1351 said they have code for it work on IV, which was supposed to be used for GTA Connected, but hasn't yet been implemented... no clue what'll happen now though. If further information is found, I may begin a thread guiding users on how to do it, then from there use questions and answers to influence the said guide prior. Update me if you find anything?!?! p-pls 😅

 

And to reiterate the post you linked, you can use me and Clonk's thing to learn from, it's self explanatory for the most part.

GTA.dat is the only file you'd be replacing, it configures the loading for images.txt, which then lets you add more IMGs to be loaded within the mods folder. The GTA.dat also tells the game which data files to load.

Fun fact: You don't even have to replace your GTA.dat at all, you can use ZolikaPatch to load another destination

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Thank you for the quick tutorial, I appreciate that. This Mod Loader thing is pretty intriguing because it's not a "hack" or something like that, it seems like a native feature of the game. Maybe R* devs used that during development for testing puropses, or maybe these are the leftovers of an unfinished modding support feature, who knows.
Anyway, I think we're going a bit off topic there, but I actually found a way to load img files with this mod loader in a specific order (I think it's pointless, maybe you or some other experienced modder like Zolika1351 already know that 😅). I made a test with two different weapon.img files and it seems to merge the two without (apparent) issues.

If you write in the image.txt inside "mods" folder the following lines in this specific order:

#Name of your mod 2
mods/models/mod2 1

#Name of your mod 1
mods/models/mod1 1

 

And you create a mod1.img and mod2.img file ad put it in mods\models, the game will load mod1 first, then mod2, merging the content. Example:

 

#Manufacturer Names on Weapons
mods/models/manufacturer_name_on_weapons 1

 

#Lenol03's HD Weapons
mods/models/lenol03_hd_weapons 1

 

If there is a conflict "Manufacturer Names on Weapons" will overwrite "Lenol03's HD Weapons" files because, in this case, it's at the top of the order. But, since Lenol03's mod adds more content than the other mod, you can actually see his weapons models alongside the others.
Obviously this feature needs more testing and I surely missed something, so feel free to test it yourself if you want. You can even change the number after the img name in images.txt and the mods gets loaded, this could help further to organize a load order. Example:

 

#Manufacturer Names on Weapons
mods/models/manufacturer_name_on_weapons 2

 

#Lenol03's HD Weapons
mods/models/lenol03_hd_weapons 1

But, as I previoulsy told you, it's trial and error there, I'm not an expert and navigating an unexplored territory so bugs could be around the corner. 😅

Anyway if you want to discuss this thing further without filling this topic, we could meet on Discord one of this days. I pop in from time to time but I don't know how to properly use it or add people tho, as I'm pretty new. If it could help you, you can find me on IV Modding Servers such as Zolika's or Internet Rob's or in The Sancuary. My username is pretty the same.

Edited by Scarpantibus
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If there's someone that can help you with a script I will suggest this.

Have gang members attack you when you fire a shot.

Yeah, sure I know this happens in the game by default, but there's a max amount of 2 gang members per gang that return fire, other gang members in the nearby area will run away even if they are carrying a weapon, also, when you kill one of the 2 gang members currently shooting back, if there are any gang members around one of them will pull out a gun and basically "substitute" the dead one proving the pointm you can fire up your game right now and experiment with this, I'm sure it is the case

You can experiment with this all around the map, hove beach is the exception, BECAUSE there are 2 RUSSIAN GANGS in Hove Beach, and you will encounter that there, there will be 4 gang members returning fire.

My point being, that creating a script which makes ALL the gang members in any area react to your shooting would make for some really awesome shootouts, that you currently can't have.

This was changed in GTA V where if you shoot in a dangerous neighbourhood every gang member in the vincinity will attack you.

Edited by thalilmythos
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12 hours ago, thalilmythos said:

If there's someone that can help you with a script I will suggest this.

Have gang members attack you when you fire a shot.

Yeah, sure I know this happens in the game by default, but there's a max amount of 2 gang members per gang that return fire, other gang members in the nearby area will run away even if they are carrying a weapon, also, when you kill one of the 2 gang members currently shooting back, if there are any gang members around one of them will pull out a gun and basically "substitute" the dead one proving the pointm you can fire up your game right now and experiment with this, I'm sure it is the case

You can experiment with this all around the map, hove beach is the exception, BECAUSE there are 2 RUSSIAN GANGS in Hove Beach, and you will encounter that there, there will be 4 gang members returning fire.

My point being, that creating a script which makes ALL the gang members in any area react to your shooting would make for some really awesome shootouts, that you currently can't have.

This was changed in GTA V where if you shoot in a dangerous neighbourhood every gang member in the vincinity will attack you.

That would be pretty sick. I think this mod should go one step further and create a gang notoriety system, it acts similar to the police system, but to a far less degree since gangs don't have such technology.

It'd also been cool to see certain gangs have access to extreme weaponry, like helicopters, and special weapons like MP5s and M4s. Imagine that in TLAD too, you f*ck with a biker gang, and you get an entire squad chasing you down on motorcycles & sawn offs...

 

The only game to have this sort of feature is Saints Row, I think.

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21 hours ago, Scarpantibus said:

Thank you for the quick tutorial, I appreciate that. This Mod Loader thing is pretty intriguing because it's not a "hack" or something like that, it seems like a native feature of the game. Maybe R* devs used that during development for testing puropses, or maybe these are the leftovers of an unfinished modding support feature, who knows.
Anyway, I think we're going a bit off topic there, but I actually found a way to load img files with this mod loader in a specific order (I think it's pointless, maybe you or some other experienced modder like Zolika1351 already know that 😅). I made a test with two different weapon.img files and it seems to merge the two without (apparent) issues.

If you write in the image.txt inside "mods" folder the following lines in this specific order:

#Name of your mod 2
mods/models/mod2 1

#Name of your mod 1
mods/models/mod1 1

 

And you create a mod1.img and mod2.img file ad put it in mods\models, the game will load mod1 first, then mod2, merging the content. Example:

 

#Manufacturer Names on Weapons
mods/models/manufacturer_name_on_weapons 1

 

#Lenol03's HD Weapons
mods/models/lenol03_hd_weapons 1

 

If there is a conflict "Manufacturer Names on Weapons" will overwrite "Lenol03's HD Weapons" files because, in this case, it's at the top of the order. But, since Lenol03's mod adds more content than the other mod, you can actually see his weapons models alongside the others.
Obviously this feature needs more testing and I surely missed something, so feel free to test it yourself if you want. You can even change the number after the img name in images.txt and the mods gets loaded, this could help further to organize a load order. Example:

 

#Manufacturer Names on Weapons
mods/models/manufacturer_name_on_weapons 2

 

#Lenol03's HD Weapons
mods/models/lenol03_hd_weapons 1

But, as I previoulsy told you, it's trial and error there, I'm not an expert and navigating an unexplored territory so bugs could be around the corner. 😅

Anyway if you want to discuss this thing further without filling this topic, we could meet on Discord one of this days. I pop in from time to time but I don't know how to properly use it or add people tho, as I'm pretty new. If it could help you, you can find me on IV Modding Servers such as Zolika's or Internet Rob's or in The Sancuary. My username is pretty the same.

Yeah, I was going to refer to that as the "priority" system, similar to ModLoaders. Also yes, this is what the developers used! Which is neat and natural... but yeah, it's cool to see that there's a built in sort of priority system, this can prevent tons of headache and issues ❗

 

Also, yeah, I made The Sanctuary and it's pretty surprising to see someone else be there too. Very unknown server..

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6 hours ago, red84140 said:

Can you make this compatible with the Actual Complete Edition mod?

I'll see what I can do, no promises ❗

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5 hours ago, catsmackaroo said:

That would be pretty sick. I think this mod should go one step further and create a gang notoriety system, it acts similar to the police system, but to a far less degree since gangs don't have such technology.

It'd also been cool to see certain gangs have access to extreme weaponry, like helicopters, and special weapons like MP5s and M4s. Imagine that in TLAD too, you f*ck with a biker gang, and you get an entire squad chasing you down on motorcycles & sawn offs...

 

The only game to have this sort of feature is Saints Row, I think.

Well, that's pretty ambitious, would be nice to see that, I'll be content with just shooting more than 2 punks for starters, give it some thought, Is one of those small fixes that would incredibly improve the shooting experience on IV and no one has ever done it, I'll do it myself If I knew how.

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  • 1 month later...

Thanks for the mod! Do you consider increasing every weapon's range? It always annoyed me in GTA 4 that Glock or Uzi can't shoot more than like 50 meters/yards. 

Edited by ult1matum
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  • 4 weeks later...
catsmackaroo
On 2/21/2022 at 7:03 PM, ult1matum said:

Thanks for the mod! Do you consider increasing every weapon's range? It always annoyed me in GTA 4 that Glock or Uzi can't shoot more than like 50 meters/yards. 

Yeah, loads of weapons have their ranges increased. Check the changelog for more info and stuff... though it's not as high as I expect people to want, this pack is meant for balance, not realism

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cool thanks for this mod. I had a very similar idea and was working on it back in Christmas. 


  

 

 

 

Edited by MaveriX
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  • 3 weeks later...
On 12/29/2021 at 8:35 PM, thalilmythos said:

If there's someone that can help you with a script I will suggest this.

Have gang members attack you when you fire a shot.

Yeah, sure I know this happens in the game by default, but there's a max amount of 2 gang members per gang that return fire, other gang members in the nearby area will run away even if they are carrying a weapon, also, when you kill one of the 2 gang members currently shooting back, if there are any gang members around one of them will pull out a gun and basically "substitute" the dead one proving the pointm you can fire up your game right now and experiment with this, I'm sure it is the case

You can experiment with this all around the map, hove beach is the exception, BECAUSE there are 2 RUSSIAN GANGS in Hove Beach, and you will encounter that there, there will be 4 gang members returning fire.

My point being, that creating a script which makes ALL the gang members in any area react to your shooting would make for some really awesome shootouts, that you currently can't have.

This was changed in GTA V where if you shoot in a dangerous neighbourhood every gang member in the vincinity will attack you.

I'm pretty sure Potential Grim already does this.

 

I had 4 gangsters return fire on me in freeroam when I shot their car.

 

They only fire back if you shoot first though. 

I wish enemy gangs would shoot you on sight like in older GTAs. 

Edited by MaveriX
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  • 3 weeks later...

Hey i love the mod but i found an issue: it breaks melee combat, it's nearly impossible to win a melee fight, the NPCs almost ignore the damage. The only way to win is to make counters and still visibly it doesn't damage NPCs it's just a script which knocks NPC down after 4 successful counters (thought in vanilla game 3 is enough) and still it leave them with 1 hp bar so they just crawl away, not getting knocked down.

 

It also makes the "Finish Him" achievement (Complete 10 melee counters in 4 minutes) impossible to unlock because apparently it doesn't count since the mentioned above 1 hp bad left and no KO (i made about 30 counters in 4 minutes with both fists and knife/bat and didn't get the achievement).

 

My guess that's because you edited pedpersonality and made NPCs stronger and while increased weapon damage in weaponinfo you didn't touch the melee damage. I did some testing and apparently changing damage base for melee doesn't do anything, at least for me, hope you try it yourself and get it fixed.

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  • 3 months later...
catsmackaroo

Howdy all 😊New release! Let's call it... 1.1 💥

 

What does this contain? Explosion changes! Explosions are now revamped to be much more realistic & chaotic. Vanilla explosions were always super underwhelming...

 

Download

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On 8/18/2022 at 5:04 PM, catsmackaroo said:

Howdy all 😊New release! Let's call it... 1.1 💥

 

What does this contain? Explosion changes! Explosions are now revamped to be much more realistic & chaotic. Vanilla explosions were always super underwhelming...

 

Download

Any difference apart of the size of the explosion? 

 

btw i did some testing and with the mod you can barely see debris flying from the explosion which imo makes it look less cool

Spoiler


spacer.png

 

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catsmackaroo
On 8/20/2022 at 4:38 PM, ult1matum said:

Any difference apart of the size of the explosion? 

 

btw i did some testing and with the mod you can barely see debris flying from the explosion which imo makes it look less cool

  Hide contents

 

 

spacer.png

 

 

I don't understand the first question so I'll just go over the changes in more detail:

The radius & force has been changed for a majority of explosions, resulting in them being much more dangerous (the goal was that you have to be more smart about your explosions in the first place)

This change can be seen for things such as the rocket explosions, grenades, cars, even molotovs, however quite miniscule for some.

 

As for the debris, I don't actually know why that happened in the first place. I have an idea though, I made the actual explosion effect bigger, so it could just be bigger than the debris effect, making it hidden. If this is the case, I'll most likely make the debris size pretty big, but keep explosion size the same as it is currently. Thanks for the feedback. 🥧

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7 hours ago, catsmackaroo said:

The radius & force has been changed for a majority of explosions, resulting in them being much more dangerous (the goal was that you have to be more smart about your explosions in the first place)

This actually answers my first question, thanks.

 

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  • 4 weeks later...

Good job on this mod. It gives every weapon its specific niche. I got a question, do the weapon stats also apply to NPCs? Do the enemies full-auto their AA12 too?

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  • 5 months later...
catsmackaroo
Posted (edited)

💥New Update 💥

1.2 Release Notes

Addon Weapons, Crosshair Changes, Explosion & Defense Tweaks.

  • SPAS-12, Wooden Bat, & Pool Cue are now returned from the beta version of GTA IV. Naturally spawning amongst gangsters & the N.O.O.S.E thanks to ClonkAndre's IV SDK .NET Script "Extended Weapon Pools."
  • The crosshair is now very different. Swapped locations between the health & armor, tweaked sizes for all weapons, and also tweaked colors for better contrast. Transparency has also been removed.
  • All explosions have been changed. There are now only 2 types of main explosions. Big & Small. This means there's less explosion variations. Both explosions have been tweaked for balance.
  • Minor helicopter defense tweaks.
Quote

 

SPAS-12

Screenshot_1_-_SPAS-12.png

 

REVOLVER

Screenshot_2_-_Revolver.png

 

CROSSHAIR

Screenshot_3_-_Crosshair.png

 

 

Download

 

Special thanks to these people, this update wouldn't be possible without them:

ItsClonkAndreClaudio, Golden Saddle, Alvarez, AndrewMulti, Lukakion, danham1210, babahasgun, Juniez, & MrBrightside

Have fun 😛

Edited by catsmackaroo
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catsmackaroo
10 hours ago, ImCalledAbdo said:

no potential grim combability :(

You can make it yourself by using the Ped Personality Editor then reducing all numbers for PG's pedpersonality file by 0.6. 

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SparktimusPrime

Yoooo glad to see this get another update :D

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iMORGON

Loved the new update, the Extended Weapon Pools script opens up a lot of new weapons possibilities. Are you planning on adding new weapons? Maybe NPCs have a chance to carry weapons from EFLC?

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