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On 9/7/2024 at 4:23 AM, 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?

I hadn't seen these posts, sorry. Just been a bit busy with life.

 

I plan on making it so you can disable it for mission peds, and that'll be done with the gang related stuff in the default config so that this sh*t doesn't occur. 

 

On 9/10/2024 at 8:58 AM, sk00rb said:

Question, what does this do? I've been trying to figure it out.

It disables sprinting if you're below 25% health.

 

On 9/10/2024 at 3:37 PM, TrukoFresH said:

Hi, im usually play with 70 fps, but I found that Liberty Tweaks files makes me run the game on 30 - 20 fps. Any fix to this ? (tested on 1.0.0.7 and 1.0.0.8)

I hope you can help me, this mod is a masterpiece, thanks for your work catsmackaroo 

ty for kind words. I believe it was because of Verbose Logging. I disabled it by default. It may also be because of the personal vehicle script. I noticed some odd performance lag before unlocking pay'n'sprays, but I havent had the time to properly test it. 

 

On 9/12/2024 at 5:28 AM, dunt said:

hello I am having issue :)

tick FAIL method not found

spacer.png

If anyone ever encounters an issue that says something among the lines of a "missing method", it's usually because of a missing prerequisite, or because a prerequisite isn't up to date. 

Redownload & install the updated requirements: Clonk's Coding Library | IV SDK .NET

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44 minutes ago, catsmackaroo said:

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

 

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.

Thanks a lot ! you rock ! yeah and the reason why i find it "nonsense" is maybe because i use a damage mod for cars and yeah. everything is blowing up everywhere ^^

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On 9/19/2024 at 1:30 AM, 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.

I found that setting this this way gives you the best realism. 

[Increased Damage]
Enable=1
Damage Minimum Percent=0
Damage Maximum Percent=2

 

it's quite difficult but match perfectly with my tastes. (2-4 shots and you die)

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On 9/20/2024 at 1:06 PM, catsmackaroo said:

I hadn't seen these posts, sorry. Just been a bit busy with life.

 

I plan on making it so you can disable it for mission peds, and that'll be done with the gang related stuff in the default config so that this sh*t doesn't occur. 

 

It disables sprinting if you're below 25% health.

 

ty for kind words. I believe it was because of Verbose Logging. I disabled it by default. It may also be because of the personal vehicle script. I noticed some odd performance lag before unlocking pay'n'sprays, but I havent had the time to properly test it. 

 

Quote

 

If anyone ever encounters an issue that says something among the lines of a "missing method", it's usually because of a missing prerequisite, or because a prerequisite isn't up to date. 

Redownload & install the updated requirements: Clonk's Coding Library | IV SDK .NET

 

 

sorry to bother you, but I redownloaded and installed both requirements and it still says this:

An error occured while processing Tick event for script LibertyTweaks.Main. Aborting script. Details: System.MissingMethodException: Método no encontrado: 'UInt32 IVSDKDotNet.Native.Natives.GET_INT_STAT(UInt32)'.
   en LibertyTweaks.AutosaveOnCollectibles.Tick()
   en LibertyTweaks.Main.Main_Tick(Object sender, EventArgs e)
   en IVSDKDotNet.Script.RaiseTick()
   en Manager.Classes.FoundScript.RaiseTick()
   en Manager.Main.<>c__DisplayClass34_0.<RaiseTick>b__0(FoundScript fs)

Edited by FrankLuck
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On 9/21/2024 at 1:52 AM, catsmackaroo said:

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

I kinda see where you're coming from with the tap-firing thing. The thing is that in my opinion, recoil/bulletspread should prevent the player from unloading on enemies with precision accuracy, incentivizing burst-fire or headshots. Tap-firing negates that completely since it allows you to shoot basically full-auto with zero bulletspread, not to mention that some players can even tap-fire faster than the intended rate of fire while having no penalty.

 

I know it's probably too much too ask and I don't think you'll agree with me on this, but I was thinking of a recoil system along the lines of Immersive Combat/Rippler's Realism mod for GTA V wherein the bullets follow where the crosshair is, meaning you have to wait for the gun to "stabilize" before firing for 100% accuracy, eliminating or at the very least reducing the effectiveness of tap-firing. I can't really explain it well but if you've tried those mods out you'll get what I mean.

 

Edit: Forgot to mention that the NOoSe still have 450 firerate in the ini, you haven't changed that from the last update so I'm assuming it's intentional but I'll just put this here in case it wasn't and you just forgor to change it.

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On 9/21/2024 at 11:54 PM, EdEdEdEd said:

I kinda see where you're coming from with the tap-firing thing. The thing is that in my opinion, recoil/bulletspread should prevent the player from unloading on enemies with precision accuracy, incentivizing burst-fire or headshots. Tap-firing negates that completely since it allows you to shoot basically full-auto with zero bulletspread, not to mention that some players can even tap-fire faster than the intended rate of fire while having no penalty.

 

I know it's probably too much too ask and I don't think you'll agree with me on this, but I was thinking of a recoil system along the lines of Immersive Combat/Rippler's Realism mod for GTA V wherein the bullets follow where the crosshair is, meaning you have to wait for the gun to "stabilize" before firing for 100% accuracy, eliminating or at the very least reducing the effectiveness of tap-firing. I can't really explain it well but if you've tried those mods out you'll get what I mean.

IMO the penalty is having to stand still for that. It's partially the reason why accuracy from peds was so high, so more ppl would use cover. It's an interesting discussion. However, to be honest if people are abusing "bugs" like that in singleplayer, they'll probably just end up disabling the recoil feature altogether. I will probably still do as we've discussed previously tho. Not only for the reasons u've said, but because it would feel more... complete. As for the crosshair thing, I recommend Zolika's recoil for that. If I remember right, it has an option where it returns to the original location, rather than being like CSGO, but I could be wrong.

 

The recoil I have in mind, is to be as it is now, but with a slight offset per shot & accuracy penalty for trigger happy gaymers.

 

P.S I was talking to my friend about the recoil, and his is far too strong. We even swapped .ini files, and the results were not consistent from me to him. The recoil now is supposed to be mostly minor, except for shotguns. I'm wondering how it is for you.

 

On 9/21/2024 at 11:54 PM, EdEdEdEd said:

Edit: Forgot to mention that the NOoSe still have 450 firerate in the ini, you haven't changed that from the last update so I'm assuming it's intentional but I'll just put this here in case it wasn't and you just forgor to change it.

lmao nah. 100 is the max i think anyway. should be fixed now. The .ini is getting too big so errors like that are becoming more common. I should make it more organized

 

On 9/21/2024 at 11:03 PM, FrankLuck said:

sorry to bother you, but I redownloaded and installed both requirements and it still says this:

An error occured while processing Tick event for script LibertyTweaks.Main. Aborting script. Details: System.MissingMethodException: Método no encontrado: 'UInt32 IVSDKDotNet.Native.Natives.GET_INT_STAT(UInt32)'.
   en LibertyTweaks.AutosaveOnCollectibles.Tick()
   en LibertyTweaks.Main.Main_Tick(Object sender, EventArgs e)
   en IVSDKDotNet.Script.RaiseTick()
   en Manager.Classes.FoundScript.RaiseTick()
   en Manager.Main.<>c__DisplayClass34_0.<RaiseTick>b__0(FoundScript fs)

Refer to the bottom of the post you quoted

 

On 9/21/2024 at 6:57 PM, Oscar_Lazarus said:

we would appreciate some explaination on the  "Armor Still Hurts settings !

The Health Damage Minimum/Maximum percent refers to how much health damage you take per shot. The minimum being set to 0 means sometimes you won't take any damage. 'Least in theory.

 

The Armour Threshold Level 1/2 refers to what % your armour is to be before you actually take said health damage.

When your armour is below 33%, you take the most health damage compared to if you were in-between 33-66.

Above 66, you take no health damage.

 

Within the "Extensive Settings" side of the .ini is "Included Weapons" which basically is a list of weapons that are strong enough to penetrate through armour. For example, the dinky ass Pistol won't damage the health, even if you're below the thresholds. 

Edited by catsmackaroo
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7 hours ago, catsmackaroo said:

IMO the penalty is having to stand still for that. It's partially the reason why accuracy from peds was so high, so more ppl would use cover. It's an interesting discussion. However, to be honest if people are abusing "bugs" like that in singleplayer, they'll probably just end up disabling the recoil feature altogether. I will probably still do as we've discussed previously tho. Not only for the reasons u've said, but because it would feel more... complete. As for the crosshair thing, I recommend Zolika's recoil for that. If I remember right, it has an option where it returns to the original location, rather than being like CSGO, but I could be wrong.

 

The recoil I have in mind, is to be as it is now, but with a slight offset per shot & accuracy penalty for trigger happy gaymers.

 

P.S I was talking to my friend about the recoil, and his is far too strong. We even swapped .ini files, and the results were not consistent from me to him. The recoil now is supposed to be mostly minor, except for shotguns. I'm wondering how it is for you.

 

lmao nah. 100 is the max i think anyway. should be fixed now. The .ini is getting too big so errors like that are becoming more common. I should make it more organized

 

Quote

Refer to the bottom of the post you quoted

 

The Health Damage Minimum/Maximum percent refers to how much health damage you take per shot. The minimum being set to 0 means sometimes you won't take any damage. 'Least in theory.

 

The Armour Threshold Level 1/2 refers to what % your armour is to be before you actually take said health damage.

When your armour is below 33%, you take the most health damage compared to if you were in-between 33-66.

Above 66, you take no health damage.

 

Within the "Extensive Settings" side of the .ini is "Included Weapons" which basically is a list of weapons that are strong enough to penetrate through armour. For example, the dinky ass Pistol won't damage the health, even if you're below the thresholds. 

done

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13 hours ago, catsmackaroo said:

As for the crosshair thing, I recommend Zolika's recoil for that. If I remember right, it has an option where it returns to the original location, rather than being like CSGO, but I could be wrong.

Sadly, ZMenu doesn't have that option. I think your mod is the only recoil mod where the crosshair returns to original location. (Also iirc, CSGO does return to original location but I haven't played in years so maybe they've updated it).

 

13 hours ago, catsmackaroo said:

The recoil I have in mind, is to be as it is now, but with a slight offset per shot & accuracy penalty for trigger happy gaymers.

Sounds good man

 

P.S: I found another thing haha. Sometimes NOoSe guys don't ragdoll or get up immediately when ragdolled even when "No Ragdoll NOoSE" is disabled. I'm guessing it's because that feature is "On" by default so everytime the script runs after whatever interval, the ragdoll gets disabled for a fraction of a second, causing the NOoSE guys to have disabled ragdoll for that brief period before it reads the .ini file (or something like that idk exactly lol).

Edit: Nvm, it just disables ragdoll after crossing a certain armor threshold (I think). Here's a video of it.

 

P.P.S: Sorry I've been posting here a lot haha. I'll probably do some more testing and make a list of things I find so I can post them all at once instead of replying to this topic everyday.

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6 hours ago, Chunk Norris said:

Cats my good fellow  person.

 

https://gtamods.com/wiki/DISABLE_POLICE_SCANNER

 

How do u feel about this  addition to the mod? I think it would fit pretty well

I was thinking about it yeah. I was gonna disable it whenever the player wasn't in the appropriate vehicle. Maybe enabled during missions?

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17 hours ago, catsmackaroo said:

I was thinking about it yeah. I was gonna disable it whenever the player wasn't in the appropriate vehicle. Maybe enabled during missions?

hell yes that would be the dream. I wouldnt bother enabling it during missions but good to have options

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9 hours ago, Jacorywoohoo said:

Came here from a YouTube video about the mod to ask, is it possible to get just the CIty Hall hospital spawn and the overtaking fix? Those are the most important to me, if so let me know !!

the mod is modular, so u can turn off just about any feature you don't like

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On 9/23/2024 at 8:57 PM, catsmackaroo said:

P.S I was talking to my friend about the recoil, and his is far too strong. We even swapped .ini files, and the results were not consistent from me to him. The recoil now is supposed to be mostly minor, except for shotguns. I'm wondering how it is for you.

Hey sorry for the late reply, been a bit busy myself. Yeah the recoil is better but it's still messed up. I noticed it back when I first installed this mod but I just assumed it was broken due to me increasing the RoF on all weapons. However, testing it now with vanilla RoF didn't change much (I'm assuming therefore that RoF doesn't affect the amount of recoil). From what I've gathered, the "Increasing Recoil" feature is the culprit. It just increases recoil to an absurd degree, though after disabling it I've noticed that all full-auto weapons seem to have barely any recoil.

 

Edit: Now I'm confused lol. How does the recoil work exactly? What does amplitude and frequency do? Even when I set both amplitudes and frequencies to the same value, the amount of recoil seems to change every shot. Also the crosshair for me doesn't go straight up, instead it sorta curves strangely to the right of the screen. I thought I was just seeing sumsh*t at first so I experimented with increasing the recoil values tenfold to confirm and sure enough it DEFINITELY curves to the right.

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RecklessGlue540
10 minutes ago, Jacorywoohoo said:

Is it compatible with CE? Cause I don't wanna downgrade in the off chance it isn't.

This mod's compatibility with CE depends first on IV SDK.NET's, which doesn't support it atm. I don't think it's something easy to do in that case and it may take *some time until it's going to be ported, sadly.

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1 hour ago, RecklessGlue540 said:

This mod's compatibility with CE depends first on IV SDK.NET's, which doesn't support it atm. I don't think it's something easy to do in that case and it may take *some time until it's going to be ported, sadly.

Rip, I really hope theres a way for me to get that hospital spawn and overtake maybe without the mods... idk

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On 9/28/2024 at 6:08 AM, EdEdEdEd said:

Hey sorry for the late reply, been a bit busy myself. Yeah the recoil is better but it's still messed up. I noticed it back when I first installed this mod but I just assumed it was broken due to me increasing the RoF on all weapons. However, testing it now with vanilla RoF didn't change much (I'm assuming therefore that RoF doesn't affect the amount of recoil). From what I've gathered, the "Increasing Recoil" feature is the culprit. It just increases recoil to an absurd degree, though after disabling it I've noticed that all full-auto weapons seem to have barely any recoil.

 

Edit: Now I'm confused lol. How does the recoil work exactly? What does amplitude and frequency do? Even when I set both amplitudes and frequencies to the same value, the amount of recoil seems to change every shot. Also the crosshair for me doesn't go straight up, instead it sorta curves strangely to the right of the screen. I thought I was just seeing sumsh*t at first so I experimented with increasing the recoil values tenfold to confirm and sure enough it DEFINITELY curves to the right.

Even I've confused myself with this feature lmao

 

To simplify, the amplitude changes the recoil strength. The frequency changes how often it shakes, thus having a stronger value will cause it to appear more random, while really, it's just more "hectic," I guess. 

The reason it seems to change each shot is because the 1 & 2 for the amplitude & frequency are ranges. It's randomized between two values you set. But if you meant you set them as the same all around, then I probably messed up something on my end.

The curve is because I use the vanilla camera shake with low frequency. You can notice this more if you use a shotgun with Increasing Recoil on. SMGs you can notice a more "random" effect as there's a better balance between the amp & freq. 

The full-auto weapons are meant to have not much recoil, as it's intended to be used alongside Increasing Recoil.

And a side note, the explanations I've provided are my interpretations of the camera shake native here.

 

Here's an adhd riddled example on how the recoil is intended to look:

Comparing it to stuff others have sent me, it's vastly different and I don't know why.

What do you think of how it's intended to look, though?


In my opinion the feature is weirdly/poorly made, but it's the only way I knew how while still making it feel vanilla.

Considering all this, I'll have to go over everything again sometime soon. I may even redo the entire feature. I'm still pretty new to this programming stuff, so I mess up sh*t a lot.

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10 hours ago, catsmackaroo said:

Even I've confused myself with this feature lmao

 

To simplify, the amplitude changes the recoil strength. The frequency changes how often it shakes, thus having a stronger value will cause it to appear more random, while really, it's just more "hectic," I guess. 

The reason it seems to change each shot is because the 1 & 2 for the amplitude & frequency are ranges. It's randomized between two values you set. But if you meant you set them as the same all around, then I probably messed up something on my end.

The curve is because I use the vanilla camera shake with low frequency. You can notice this more if you use a shotgun with Increasing Recoil on. SMGs you can notice a more "random" effect as there's a better balance between the amp & freq. 

The full-auto weapons are meant to have not much recoil, as it's intended to be used alongside Increasing Recoil.

And a side note, the explanations I've provided are my interpretations of the camera shake native here.

 

Here's an adhd riddled example on how the recoil is intended to look:

Comparing it to stuff others have sent me, it's vastly different and I don't know why.

What do you think of how it's intended to look, though?


In my opinion the feature is weirdly/poorly made, but it's the only way I knew how while still making it feel vanilla.

Considering all this, I'll have to go over everything again sometime soon. I may even redo the entire feature. I'm still pretty new to this programming stuff, so I mess up sh*t a lot.

Yeah it looks fine in your game but it's way too much on mine. I tested it on different framerates and resolutions but it doesn't have any effect (or at least not a noticeable one).

I set all the parameters to the same value but the amount of recoil still changes per shot. Here's a video of the curve thing (in hindsight I should've sent this in my earlier reply). I've set all parameters to 1.5 to exaggerate the effect for demonstration purposes. You can also notice the randomness in the recoil here.

 

Anyways, I may or may not have found the issue for the curving. I've looked into the code and I noticed that you used two types of camera shakes, one for the up/down and another for left/right. The issue is that the left/right amplitude values are always positive (which makes the cam go right) because the code only subtracts 0.15f from the value.

 

I can't really explain it right so as an example here's the line of code for the heavy pistols:

 

gameCam.Shake((CameraShakeType) 1, (CameraShakeBehaviour) 1, 200, Natives.GENERATE_RANDOM_FLOAT_IN_RANGE(Recoil.HeavyPistolAmplitude - 0.15f, Recoil.HeavyPistolAmplitude2 - 0.15f) + currentRecoil, Natives.GENERATE_RANDOM_FLOAT_IN_RANGE(Recoil.HeavyPistolFrequency, Recoil.HeavyPistolFrequency2), 0.0f);

 

 

I think it should be:

 

gameCam.Shake((CameraShakeType) 1, (CameraShakeBehaviour) 1, 200, Natives.GENERATE_RANDOM_FLOAT_IN_RANGE((Recoil.HeavyPistolAmplitude2 * -0.15f), (Recoil.HeavyPistolAmplitude2 * 0.15f)) * currentRecoil, Natives.GENERATE_RANDOM_FLOAT_IN_RANGE(Recoil.HeavyPistolFrequency, Recoil.HeavyPistolFrequency2), 0.0f);

 

This way the cam moves in both left and right directions.

Edited by EdEdEdEd
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10 hours ago, catsmackaroo said:

In my opinion the feature is weirdly/poorly made, but it's the only way I knew how while still making it feel vanilla.

Considering all this, I'll have to go over everything again sometime soon. I may even redo the entire feature.

It definitely needs adjustments but you still did a pretty good job with it. This is an ambitious mod that tries to do a lot of things so mistakes are bound to happen.

 

10 hours ago, catsmackaroo said:

I'm still pretty new to this programming stuff, so I mess up sh*t a lot.

Yeah same here lol, it also doesn't help that IV is broken as f*ck.

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7 hours ago, EdEdEdEd said:

I can't really explain it right so as an example here's the line of code for the heavy pistols:

gameCam.Shake((CameraShakeType) 1, (CameraShakeBehaviour) 1, 200, Natives.GENERATE_RANDOM_FLOAT_IN_RANGE(Recoil.HeavyPistolAmplitude - 0.15f, Recoil.HeavyPistolAmplitude2 - 0.15f) + currentRecoil, Natives.GENERATE_RANDOM_FLOAT_IN_RANGE(Recoil.HeavyPistolFrequency, Recoil.HeavyPistolFrequency2), 0.0f);

 

I think it should be:

gameCam.Shake((CameraShakeType) 1, (CameraShakeBehaviour) 1, 200, Natives.GENERATE_RANDOM_FLOAT_IN_RANGE((Recoil.HeavyPistolAmplitude2 * -0.15f), (Recoil.HeavyPistolAmplitude2 * 0.15f)) * currentRecoil, Natives.GENERATE_RANDOM_FLOAT_IN_RANGE(Recoil.HeavyPistolFrequency, Recoil.HeavyPistolFrequency2), 0.0f);

 

This way the cam moves in both left and right directions.

I added this, had to adjust some stuff but it seems to be working now. Man, what an oversight. I appreciate that a lot. Let me know if it seems a bit better now

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dobrogodnamamavideo

Amazing script, I do have some suggestions for new features.

- No pocket reload to go along with the discard ammunition feature (Your magazine ammo stays the same even when switching weapons)

- A feature to keep your weapons even if there’s no more ammo left (Like GTA 5)

- Something like the GTA 5 mod „Manual Pickups“ (You have to press E, by default, to pickup weapons)

- Maybe a feature to store your guns in your vehicles trunk for when you die or get arrested.

 

So far the script looks promising, can‘t wait to see what more you‘ve planned 👍

 

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5 hours ago, catsmackaroo said:

I added this, had to adjust some stuff but it seems to be working now. Man, what an oversight. I appreciate that a lot. Let me know if it seems a bit better now

Just to make sure, the fix you guys are talking about should help with this?
 

https://youtube.com/clip/Ugkxz6Nazfn0Nj0MJXzYFSM1RYeQpnKctc7q?si=VnzsNZInjTS_JeDE

 

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11 hours ago, catsmackaroo said:

I added this, had to adjust some stuff but it seems to be working now. Man, what an oversight. I appreciate that a lot. Let me know if it seems a bit better now

Yep, works fine now and the recoil is not as strong anymore. Looks exactly like in the video you sent. Good job.

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catsmackaroo
17 hours ago, dobrogodnamamavideo said:

- No pocket reload to go along with the discard ammunition feature (Your magazine ammo stays the same even when switching weapons)

- A feature to keep your weapons even if there’s no more ammo left (Like GTA 5)

- Something like the GTA 5 mod „Manual Pickups“ (You have to press E, by default, to pickup weapons)

- Maybe a feature to store your guns in your vehicles trunk for when you die or get arrested.

Both the first & last one I do have planned.

The first one I had a semi-working script, but I cannot figure out why it doesn't work. I know there's an old scripthook mod that works, Real Reload or something. But I remember not liking the implementation & wanted to figure out my own way. I'll work on it again for 1.6.

The last one would only be for Personal Vehicles, to give that feature a bit more reason to exist. The feature teleports vehicles to you upon death, so having weapons stored away would be nice.

In 1.6 I have a Weapon Progression/Leveling feature coming which basically limits weapons earlier in the game until you've gotten enough experience. One way I wanted to limit things is to only allow one or a couple of one-handed weapons, and one two-handed weapons at a time until you've reached a certain point in experience. It would also limit max ammo, accuracy, & recoil but anyway, I'm mentioning this because the feature would help in that regard too. Red Dead Redemption 2 actually has a feature very similar to this. But unlike that game, I'll allow all weapons at once when you've reached the max level to not divert too far from the original game's vision.

Basically, yeah, I'm going to try to make those two work. Thank you for the suggestions.

 

The other features I personally don't have an interest in. I love how Niko throws away guns when he's run out of ammo. It makes no sense but it's badass for some reason

 

17 hours ago, diperro said:

Just to make sure, the fix you guys are talking about should help with this?
 

https://youtube.com/clip/Ugkxz6Nazfn0Nj0MJXzYFSM1RYeQpnKctc7q?si=VnzsNZInjTS_JeDE

 

Yeah, that should be fixed now

Edited by catsmackaroo
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Hi, I made an account to ask for help, I haven't played GTA 4 in a very long time, 2021 I think.  The last time I tried, it was a chore due to the crappy port performance. the game works much better with mods but I'm struggling to understand how to make some of them work. 

 

I can't seem to get the car tracker from this mod to work. it showed up on the map, behind the Pay n Spray, once after the end of a mission but it would not let me use it, it said I was still in a mission, so I drove to the apartment, saved, and reloaded, now I cant get the tracker at all, the location doesn't work anymore. 

 

Am I stupid or is this a bug?

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