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10 hours ago, catsmackaroo said:

That could be it, yeah. Keep in mind you can also skip Killcans with space or left click. It's supposed to have a 1 second delay before you can skip it, though. If you downloaded the hotfix I released 2 days ago, I probably messed something up when I messed with it last time. I'll try to fix it tomorrow if so

Could you also make skip with left click not shoot? Thanks.

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By combining the extendedpedweaponpool feature of this mod and Potential Grim, I can make a gang shootout. Just aim at a gangster then he will pull out his gun and shoot at you, the rival gang members will also pull out their guns and shootout will begin.

 

Some gangster will throw molotov cocktails too, really chaotic

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On 1/14/2025 at 4:02 PM, Haxogone said:

How do you tell one has an explosive shotgun without getting blown up? NOOSE carry Automatic Shotguns in vanilla.

I give the automatic shotguns to the FIB instead, and also set the explosive shotgun at very low percentage to spawn.

 

Tho sometimes watching your getaway car suddenly wrecked is not fun

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On 1/16/2025 at 4:30 AM, Chunk Norris said:

as soon as IVSDK.net will be compatible with CE. perhaps never, hopefully someday

someone asked if the IVSDK was going to be compatible on august 13, and he replied "It's deffo planned, but i'm not sure when it will actually happen yet unfortunately",ItsClonkAndre . so maybe we will get it eventually.

 
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catsmackaroo
On 1/13/2025 at 8:49 PM, Haxogone said:

I don't know why this hasn't been mentioned yet, the grenade launcher guys are f*cking dumb

Why is that? I assume because you can barely see the grenade and it can be annoying to explode seemingly randomly, but I also think it's cool when it's a genuine close call with one. Then you become paranoid, e.g naturally becoming more aware of who has what weapon, or if you hear a grenade being launched.

 

On 1/15/2025 at 8:41 PM, Haxogone said:

Why do the vehicles just feel way slower?

Like Ed said it's probably because of the default Dynamic FOV changes I made. I cut some values so it's more like vanilla instead of being quite exaggerated. You can get similar results as prior by just increasing the "Maximum FOV Increase" a little in the .ini

 

On 1/18/2025 at 2:29 PM, Haxogone said:

@catsmackaroo How many of these options only apply to the player?

A lot. I try to mention it when it only applies to the player. For example, the Improved Car Crashes only occurs to player's vehicle at the moment. I'm going to add it to ped vehicles eventually. Probably.

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2 hours ago, catsmackaroo said:

Why is that? I assume because you can barely see the grenade and it can be annoying to explode seemingly randomly, but I also think it's cool when it's a genuine close call with one. Then you become paranoid, e.g naturally becoming more aware of who has what weapon, or if you hear a grenade being launched.

No, I can the the grenade and its very obvious smoke just fine. The complaint is because they keep blowing themselves, their vehicles, and their colleagues up.
Like they're actually dumb.

 

2 hours ago, catsmackaroo said:

Like Ed said it's probably because of the default Dynamic FOV changes I made. I cut some values so it's more like vanilla instead of being quite exaggerated. You can get similar results as prior by just increasing the "Maximum FOV Increase" a little in the .ini

Not likely, since I've only started experiencing handling bugs on the latest version. Since then I've noticed vehicles sometimes having one of these traits:
1. The previously mentioned slower speed.

2.Way too fast and responsive.

3. Too easy to flip over.

This also doesn't change when I turn Car Rollover and/or RPM Shake off. Might be influenced by reloading scripts.

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1 hour ago, Haxogone said:

No, I can the the grenade and its very obvious smoke just fine. The complaint is because they keep blowing themselves, their vehicles, and their colleagues up.
Like they're actually dumb.

 

Not likely, since I've only started experiencing handling bugs on the latest version. Since then I've noticed vehicles sometimes having one of these traits:
1. The previously mentioned slower speed.

2.Way too fast and responsive.

3. Too easy to flip over.

This also doesn't change when I turn Car Rollover and/or RPM Shake off. Might be influenced by reloading scripts.

Ahh then its prob caused by the dynamic handling or whatever cat calls it, i tried to finetune it in a way so that it only makes a subtle difference. The responsiveness is intended as part of dynamic handling, basically the vehicle's max traction and center of mass is tied to speed. The faster you go, the lower the center of mass and the higher the traction (to simulate downforce). Im already aware of the problem with increasing traction causing vehicles to flip easier but it should already be counteracted by the lower center of mass so i dont know why it still happens in your case. The slower speed might be an unforseen side effect of changing those values tho. My theory is that IV's engine thinks that higher traction between the wheels in the road means more friction resistance, which also explains why you can achieve higher top speeds when driving without tires. I think there should be an option in the .ini to disable it tho, cat mightve forgotten to add it.

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1 hour ago, EdEdEdEd said:

Ahh then its prob caused by the dynamic handling or whatever cat calls it, i tried to finetune it in a way so that it only makes a subtle difference. The responsiveness is intended as part of dynamic handling, basically the vehicle's max traction and center of mass is tied to speed. The faster you go, the lower the center of mass and the higher the traction (to simulate downforce). Im already aware of the problem with increasing traction causing vehicles to flip easier but it should already be counteracted by the lower center of mass so i dont know why it still happens in your case. The slower speed might be an unforseen side effect of changing those values tho. My theory is that IV's engine thinks that higher traction between the wheels in the road means more friction resistance, which also explains why you can achieve higher top speeds when driving without tires. I think there should be an option in the .ini to disable it tho, cat mightve forgotten to add it.

Except of course, it's in that state no matter the speed.

I'm pretty sure the flipping issue is tied to Car Rollover.

Dynamic Handling isn't part of, or at least a configurable option in the latest pre-release. It was there earlier, which might mean it was removed.

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30 minutes ago, Haxogone said:

I'm pretty sure the flipping issue is tied to Car Rollover.

Maybe it isnt getting disabled 🤔.

 

31 minutes ago, Haxogone said:

Dynamic Handling isn't part of, or at least a configurable option in the latest pre-release. It was there earlier, which might mean it was removed.

It's still there, you can see it changing the values with zmenu's handling editor.

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On 1/19/2025 at 4:54 PM, catsmackaroo said:

For example, the Improved Car Crashes only occurs to player's vehicle at the moment. I'm going to add it to ped vehicles eventually. Probably.

But for now, it leads to very awkward things; like breaking as soon as I enter.

 

By the way, car crash shake happens when you get in a car that was damaged while you were out.

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AngryMeatPie
1 hour ago, Haxogone said:

More Dialogue for looting plays even if you've already collected the ammo or can't collect the ammo at all. Anyone else have a problem with that?

Yep, that happens, can confirm. Can't say it bothers me too much though, but it seems to happen when you just walk over a weapon, not necessarily picking up ammo. 

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