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SomeMessOfAName
36 minutes ago, SomeMessOfAName said:

When using Liberty Tweaks 1.4.1 (Im not sure if this happens on 1.5) and I try to run the ingame benchmark, the game crashes. This has happened to me on both 1070 and 1080.

Also im having issues with rendering any video clips in the ingame video editor, opening any of them causes the game to crash.

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catsmackaroo
On 7/19/2024 at 4:59 AM, Haxogone said:

In case you haven't looked at the GitHub issues, tracker service on the map has no text and newly tracked vehicles get instantly impounded if you were previously arrested.

I was testing the former and it's really weird in my testing. New game saves it works fine, but my later game saves don't. And the latter may be fixed in hotfixes by now but I will test it more thoroughly soon. 

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Hello, just wanted to say this is a great mod, I've used some of these features before by using seperate mods, so it's even better to see them all included here. Also the option to config everything is great.

 

I have one question though, because you fixed the brake lights and the overtaking stuff, is there a slight chance that you could mess around with npcs honking at the player all the time whenever they park on the street or drive on the sidewalk? For example, I enjoy chilling and roleplay in this game, so I use a mod where I deliver stuff - this requires me to stop on the sidewalks sometimes. The moment I do this, all the cars around start spamming their horns aggresively. Therefore I'm curious, is this part of the game even possible to modify? 

 

I know I am not in position to ask for anything, so of course it's just a suggestion, maybe you guys also find it annoying. Anyway, thank you once again for this awesome mod :)

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catsmackaroo
11 hours ago, iMORGON said:

Hello @catsmackaroo, for the 1.5 Pre-release, the NOoSE team sometimes fights without armor. I think it has something to do with the Extended Ped Weapon Pools don't assign weapon 48 (Body armor) to the NOoSE peds.

I did not even know armor is considered a weapon 😎I will look into it

 

19 hours ago, Lividkilla66 said:

Really loving the mod tbh, brings alot of good fixes in bubba, just wish it was controller friendly lol but doesnt stop me from enjoying your work

It's... somewhat controller friendly 🤠I'm wondering how some things would work tho, like holstering weapons (tho, does anyone use this feature?)

 

On 7/24/2024 at 8:14 PM, Haxogone said:

Could you make Cop Shotgun Fix work with NOOSE and FIB? It feels weird for regular cops to sometimes have better weapons.

Could make it an option I reckon

 

On 7/24/2024 at 9:40 PM, steezblvck said:

is there a slight chance that you could mess around with npcs honking at the player all the time whenever they park on the street or drive on the sidewalk? For example, I enjoy chilling and roleplay in this game, so I use a mod where I deliver stuff - this requires me to stop on the sidewalks sometimes. The moment I do this, all the cars around start spamming their horns aggresively. Therefore I'm curious, is this part of the game even possible to modify? 

That would be cool, but I'm not sure how it could be done myself. If I remember right there was some file Attramet altered to stop peds being scared from the player redlining the cars, so maybe I could look around that for a similar effect on sidewalks.

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Thomas Angelo

When i finally install the mod and Launch GTA 4 the game crashes without showing anything for example: i look at task manager and open GTA 4 and i see it trying to run and then it crashes

i have everything required for it installed what seems to be the issue?

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On 7/27/2024 at 2:51 PM, catsmackaroo said:

It's... somewhat controller friendly 🤠I'm wondering how some things would work tho, like holstering weapons (tho, does anyone use this feature?)

Suggestion: L1/LB is the perfect key for holstering/unholstering cause it's unused when on foot 🫡

Edited by diperro
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AngryMeatPie
On 7/27/2024 at 9:51 PM, catsmackaroo said:

That would be cool, but I'm not sure how it could be done myself. If I remember right there was some file Attramet altered to stop peds being scared from the player redlining the cars, so maybe I could look around that for a similar effect on sidewalks.

I know I'm prob late but check out the ShockingEvents file in common-data, it contains ped reactions to different events. 

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On 8/12/2024 at 12:18 PM, AngryMeatPie said:

I know I'm prob late but check out the ShockingEvents file in common-data, it contains ped reactions to different events. 

Thank you, I didn't know about this. Do you know how to modify it so that the cars don't honk while the player drives on pavement? There is "DrivingOnPavement" and I tried changing different values to 0, also tried removing this line completely, but it doesn't work unfortunately.

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AngryMeatPie
7 hours ago, steezblvck said:

Thank you, I didn't know about this. Do you know how to modify it so that the cars don't honk while the player drives on pavement? There is "DrivingOnPavement" and I tried changing different values to 0, also tried removing this line completely, but it doesn't work unfortunately.

Unfortunately I have no idea ( Maybe the guys in IV discord community can tell you smth

But from what you said, it's this particular file that needs to be modified.

Upd: check out the Workshop releases section here, you need Fixed Pedestrian Reactions. The download has the aforementioned file with a few changes made, maybe that'll help.

 

 

Edited by AngryMeatPie
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  • 2 weeks later...
catsmackaroo
On 8/26/2024 at 9:21 PM, Waddalup said:

Game crashes after maybe 20-30 seconds out of no where after installing the ScenariosMod.asi file into my main directory. Any idea why? Happened last time I downloaded it months ago as well.

 

believe u're thinking of Liberty Rush

  • KEKW 2
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Probably_Worth

I think this mod is causing unbalanced changes in the early missions of the story. Kalem in "Bleed Out" (the mission where Roman gets beaten up in a basketball court, Kalem is the 2nd guy whose beating up roman after you beat up the 1st guy) suddenly has a shotgun when Im about to fight him with my fists.

 

Another instance is in Concrete Jungle, in the Rival gang members shootout (where cover shooting is introduced), The guys in the living room have SMGs instead of shotguns and pistols so Jacob can get mowed down in seconds.

 

Im assuming this is the cause of that Extended Ped Weapon Pool feature?

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11 hours ago, Probably_Worth said:

I think this mod is causing unbalanced changes in the early missions of the story. Kalem in "Bleed Out" (the mission where Roman gets beaten up in a basketball court, Kalem is the 2nd guy whose beating up roman after you beat up the 1st guy) suddenly has a shotgun when Im about to fight him with my fists.

 

Another instance is in Concrete Jungle, in the Rival gang members shootout (where cover shooting is introduced), The guys in the living room have SMGs instead of shotguns and pistols so Jacob can get mowed down in seconds.

 

Im assuming this is the cause of that Extended Ped Weapon Pool feature?

Seems so
Extended Ped Weapon pool is actually quite configurable, but I take it @catsmackaroo should make an option to disable this script in story missions (not entirely, a togglable option would be fine)

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Great mod! Got to finally test it out and I love it, though I think it would be neat if the recoil actually affected the weapon's accuracy. Right now it seems to be cosmetic only (i.e. the bullets seem to still hit in the center when bulletspread is turned off). The default bulletspread system that IV uses is easily exploitable by tap firing, so it would be neat if we could use this mod's recoil logic instead.

 

Also the default settings for ped accuracy is bit overkill imo (not to mention that the noose have 450 firerate when I think it should be just 45). I know I could tweak them myself, but I don't think players should be getting rinsed at 90%+ accuracy by FIB or NOoSE guys by default. Not only is it approaching GTA V levels of bullsh*t unfairness with police hitting you in helis from a mile away while you're moving in a car, but it's also unrealistic for anybody to have that high accuracy, especially when doing a driveby or shooting from helis at that distance. I think 80% should be the max accuracy for enemy AI (and even then it's a bit of a stretch) but idk, just my two cents. This is still a fantastic mod that I regret not installing sooner.

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Also idk if this is intentional but cars always blow up immediately when shot on the engine with a shotgun as soon as they get set on fire. I think it's part of the new "Vehicles May Explode on Fire" feature but I'm not sure. Either way I think that feature should be toggleable in the ini. IMO, a random chance of getting blown up immediately by a vehicle without having time to run away seems a bit unfair.

 

Edit: I've found out that it actually happens with every weapon if you are close to the vehicle. If this is intended then I REALLY want an option to disable this...

Edited by EdEdEdEd
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What is the "Armor Still Hurts" option in the ini? I can't see it explained anywhere.

 

Also I seem to be randomly getting 1 shot by some enemies. Like my entire healthbar disappears in a single shot through armor. Got a few clips of it, not sure where to post them.

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On 9/18/2024 at 3:06 AM, EdEdEdEd said:

Also idk if this is intentional but cars always blow up immediately when shot on the engine with a shotgun as soon as they get set on fire. I think it's part of the new "Vehicles May Explode on Fire" feature but I'm not sure. Either way I think that feature should be toggleable in the ini. IMO, a random chance of getting blown up immediately by a vehicle without having time to run away seems a bit unfair.

 

Edit: I've found out that it actually happens with every weapon if you are close to the vehicle. If this is intended then I REALLY want an option to disable this...

51 minutes ago, Oscar_Lazarus said:

the " Vehicles may explode" stuff is absolutely non sense...How can i disable it ? there is no option in the scripts folder. thanks

It's because you're catching the vehicle on fire. It happens from anything that causes damage; I added it so that chain explosions are more prominent, like in GTA V sometimes. This actually happens in vanilla GTA IV in certain missions, so it's also a consistency thing. You're supposed to use them offensively, it's probably best seen in the TBoGT expansion as they use a lot of car roadblocks there (plus with the APC it's pretty fun)

 

Anyway, my mistake on not adding it to the .ini. You can either redownload LibertyTweaks here to add it to the .ini, or add this manually to your .ini to disable the feature:

[Vehicles May Explode on Fire]
Enable=0

 

On 9/18/2024 at 7:30 PM, mystic444x said:

What is the "Armor Still Hurts" option in the ini? I can't see it explained anywhere.

 

Also I seem to be randomly getting 1 shot by some enemies. Like my entire healthbar disappears in a single shot through armor. Got a few clips of it, not sure where to post them.

It's explained in the patch notes for 1.5 here. Basically, certain weapons will penetrate through armor below an armor threshold. An explanation will be in the main post once 1.5 is finished & properly released.

 

As for the 1 shot thing, I was experimenting with a feature that causes everything to do more damage, just so the game is a bit harder. It's supposed to be a 0-3% ratio, lessening with how much remaining health you have. However, it's a bit buggy and I've just removed the feature for now. Sorry for the inconvenience.

 

If anyone is curious, I planned on the feature to be really customizable, like you would configure how much damage occurs per weapon category, or per damage type. It would be in an actual in-game config menu, which could make customizing the game's difficulty a bit easier for casual gaymers.

Edited by catsmackaroo
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On 9/16/2024 at 1:47 AM, EdEdEdEd said:

Great mod! Got to finally test it out and I love it, though I think it would be neat if the recoil actually affected the weapon's accuracy. Right now it seems to be cosmetic only (i.e. the bullets seem to still hit in the center when bulletspread is turned off). The default bulletspread system that IV uses is easily exploitable by tap firing, so it would be neat if we could use this mod's recoil logic instead.

The recoil was actually meant to be like that, because I like the little tap-firing things. It encourages people to think how they play in my opinion. Strategizing and whatnot. I assume that's why Rockstar still has this in their later titles, but I think an option would be nice either way. I will add it to my list of possible features. I've been wanting to add a very very VERY tiny offset per shot, and that may be what I do. 

 

Though, in 1.5 I added an Increasing Recoil option which basically gives more recoil if you're a trigger-happy player, and I may adjust this for the accuracy too, which may help with what u're talking about

 

On 9/16/2024 at 1:47 AM, EdEdEdEd said:

Also the default settings for ped accuracy is bit overkill imo (not to mention that the noose have 450 firerate when I think it should be just 45). I know I could tweak them myself, but I don't think players should be getting rinsed at 90%+ accuracy by FIB or NOoSE guys by default. Not only is it approaching GTA V levels of bullsh*t unfairness with police hitting you in helis from a mile away while you're moving in a car, but it's also unrealistic for anybody to have that high accuracy, especially when doing a driveby or shooting from helis at that distance. I think 80% should be the max accuracy for enemy AI (and even then it's a bit of a stretch) but idk, just my two cents. This is still a fantastic mod that I regret not installing sooner.

I have adjusted this now, nothing goes over 80% accuracy, except your own bodyguards cuz they kinda suck in vanilla.

 

To add onto my previous post regarding game difficulty, I will probably have a first-install screen to change the default LibertyTweaks settings. Easy, Normal, Hard. The Normal one will be what you've said here; no higher than 80.

Edited by catsmackaroo
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