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Thebluelightsaber

Could you also add damage when in vehicle accidents/crashes, similar to GTA V, every crash, based on how huge or small it is, takes health or may even stop you from driving for a few seconds (basically means knocked out), and big crashes may knock you out for a bunch of seconds (unless its on fire)

Also add the option to buy cars? this could be appearent in, eg; drive yards with a person standing with their vehicle for sale, junkyards (with beaters), the dealerships and such perhaps?

Edited by Thebluelightsaber
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catsmackaroo
Posted (edited)
9 hours ago, dobrogodnamamavideo said:

I added the different hashes for the gang peds but they are still armed, no idea. I changed the fat cops gun to be the desert eagle and it works. I also noticed that the sprint fix stops working when you're in combat even if the option is set to 0, it also stops working for a brief second when you're pressing any other key when sprinting (c too look back for example, or holding shift while in a gunfight)

I'll look into these, sorry I missed this post. Thanks for el bug reporto

Edit: sprint fix thing is working again now

 

5 hours ago, Thebluelightsaber said:

Could you also add damage when in vehicle accidents/crashes, similar to GTA V, every crash, based on how huge or small it is, takes health or may even stop you from driving for a few seconds (basically means knocked out), and big crashes may knock you out for a bunch of seconds (unless its on fire)

Also add the option to buy cars? this could be appearent in, eg; drive yards with a person standing with their vehicle for sale, junkyards (with beaters), the dealerships and such perhaps?

Sir yes sir. I'll probably just do the health thing tho

As for the buying cars thing, I've been wanting to do that for awhile in the form of Chop Shops. I wanted them to give missions too. I may end up doing it for a separate project

Edited by catsmackaroo
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Thebluelightsaber
On 3/4/2025 at 10:22 PM, catsmackaroo said:

I'll look into these, sorry I missed this post. Thanks for el bug reporto

Edit: sprint fix thing is working again now

 

Sir yes sir. I'll probably just do the health thing tho

As for the buying cars thing, I've been wanting to do that for awhile in the form of Chop Shops. I wanted them to give missions too. I may end up doing it for a separate project

Could you also make both the Police cruiser (stanier) and Police patrol (merit) spawn together, rather than from one to the other.
Same for taxis too? (taxi1 and taxi2)
and perhaps an option in the config file to have police drive whatever car you select, eg; washington, minivan (using zolikapatch to give car's sirens makes them use sirens)

Edited by Thebluelightsaber
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gildamortheus

does anyone know why the reloading feature isnt working? the ammo still behaves like vanilla, tested on multiple installs. also, for some reason this mod seems to override any changes i make to the reload animations for the ak47 animation. I wanted to use the ak reload animation from HD IV Weapons which makes the gun actually reload as opposed to just racking the nonexistent charging handle but it will not work. The magazine prop will appear in nikos hand, but the animation is otherwise the same as vanilla.

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catsmackaroo
1 hour ago, gildamortheus said:

does anyone know why the reloading feature isnt working? the ammo still behaves like vanilla, tested on multiple installs. also, for some reason this mod seems to override any changes i make to the reload animations for the ak47 animation. I wanted to use the ak reload animation from HD IV Weapons which makes the gun actually reload as opposed to just racking the nonexistent charging handle but it will not work. The magazine prop will appear in nikos hand, but the animation is otherwise the same as vanilla.

There was a pretty big mechanic added into 1.6. Just look around on the changelog for an explanation. But you can disable the new mechanic. In short, hold the sprint key as you press the reload key, and it will deplete the magazine properly, while also making the animation faster

 

13 hours ago, Thebluelightsaber said:

Could you also make both the Police cruiser (stanier) and Police patrol (merit) spawn together, rather than from one to the other.
Same for taxis too? (taxi1 and taxi2)
and perhaps an option in the config file to have police drive whatever car you select, eg; washington, minivan (using zolikapatch to give car's sirens makes them use sirens)

Possibly maybe

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catsmackaroo
6 hours ago, Thebluelightsaber said:

when i press tab to disarm myself, any pistol i have is stuck on Niko's hand, but im still able to melee, and if i select another gun (even pistol) niko has either 2 pistol or a pistol and other gun on his right hand

are you sure it's specifically Liberty Tweaks? that feature doesn't do anything particularly hacky, it basically gives the player the unarmed weapon, or the previous weapon. Do you have any other mods that could be conflicting with it?

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Thebluelightsaber
10 hours ago, catsmackaroo said:

are you sure it's specifically Liberty Tweaks? that feature doesn't do anything particularly hacky, it basically gives the player the unarmed weapon, or the previous weapon. Do you have any other mods that could be conflicting with it?

I think it also happens in drive by's when i use a pistol, niko ends up with a handgun in his hand.
You can see in the car pic niko has a pistol in his right hand

I have also have some script mods installed in the 4th pic

Screenshot (340).png

Screenshot (341).png

Screenshot (342).png

Screenshot 2025-03-11 105435.png

Edited by Thebluelightsaber
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EdEdEdEd
12 hours ago, Thebluelightsaber said:

I think it also happens in drive by's when i use a pistol, niko ends up with a handgun in his hand.
You can see in the car pic niko has a pistol in his right hand

I have also have some script mods installed in the 4th pic

Screenshot (340).png

Screenshot (341).png

Screenshot (342).png

Screenshot 2025-03-11 105435.png

Def weapfuncs issue, those scripthook versions are old af. Get the new IVSDK.NET versions of my mods instead.

 

Edit: If it still happens, use the 1.4 pre-release patch. That should fix it (hopefully, idfk anymore).

Edited by EdEdEdEd
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catsmackaroo
7 hours ago, Haxogone said:

I'm pretty sure turning off BlindFire Disable HUD doesn't work

(seems to depend on the weapon)

There was a typo in the script which basically inverted the enable checks. So off was on, on was off. It's fixed now tho

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Thebluelightsaber
9 hours ago, EdEdEdEd said:

Def weapfuncs issue, those scripthook versions are old af. Get the new IVSDK.NET versions of my mods instead.

 

Edit: If it still happens, use the 1.4 pre-release patch. That should fix it (hopefully, idfk anymore).

I think it works when i disable "reload in car", because i made it "false" and it stopped giving niko a handgun on his hand all the time

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Hey, I'm new to GTA IV. The last GTA I played was San Andreas about 20 years ago, and then Vice City & GTA 3 before that.

 

I have done some research about it and I didn't like the idea of easy cops, so I found myself to this plugin :)

 

It looks and sounds amazing from the videos I've watched, and as a fellow dev I know how time consuming these projects can be, so great work @catsmackaroo

 

I'm wondering what the current state of this plugin is? My plan is to downgrade the complete edition (1.2.0.59) down to 1.0.8.0, and use Liberty Tweaks along with FusionFix (as per Gillian's guides). 

Edited by BB888
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Thebluelightsaber

Why don't the ASP wear body armour like the LCPD do?
Also if i we're to install this mod (https://www.lcpdfr.com/downloads/gta4mods/character/47202-enhanced-lcpd-officers-pack/?do=download&csrfKey=f1fc8bcb959b3c17d1b692dee0ce8735) for the uniforms, would it conflict with the LCPD wearing armour?

Edited by Thebluelightsaber
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EdEdEdEd
13 hours ago, Thebluelightsaber said:

Is there a way to disable NOoSE in TBOGT using the Grenade launcher? its rly makes close combat unfair especially when doing hospital shooting :c
Also add option for them to use the M249?

Configure the .ini under extended ped weapon pool

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Thebluelightsaber

Could you add an option for Police in the Extended Ped Weapon Pool to use certain weapons that you can add at a wanted star level, eg;
Episode=3
ChancePercentage=2
Area=any
PedModels=0xF5148AB2,0xFAAD5B99
Weapons=13,15
(I would be set the wanted level weapons are used here if i have The police set in "PedModels", eg; 3 stars)
MissionPeds=false

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MurphyLAW

Thebluelightsaber The ASP people didnt get any vests cuz cats didn't have a model for them, lets just pretend that in the lore, vests for ASP are simply ended

 

On 3/17/2025 at 10:13 AM, Thebluelightsaber said:

Why don't the ASP wear body armour like the LCPD do?
Also if i we're to install this mod (https://www.lcpdfr.com/downloads/gta4mods/character/47202-enhanced-lcpd-officers-pack/?do=download&csrfKey=f1fc8bcb959b3c17d1b692dee0ce8735) for the uniforms, would it conflict with the LCPD wearing armour?

Edited by MurphyLAW
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Thebluelightsaber
1 hour ago, MurphyLAW said:

Thebluelightsaber The ASP people didnt get any vests cuz cats didn't have a model for them, lets just pretend that in the lore, vests for ASP are simply ended

 

A model for them do exist actually, from "Enhanced state troopers" by Q supply Co. LTD, who i believe, interestingly enough, gave Catsmackaroo the vest models from the enhanced LCPD officers pack for Liberty Tweaks.

Edited by Thebluelightsaber
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MurphyLAW
16 hours ago, Thebluelightsaber said:

A model for them do exist actually, from "Enhanced state troopers" by Q supply Co. LTD, who i believe, interestingly enough, gave Catsmackaroo the vest models from the enhanced LCPD officers pack for Liberty Tweaks.

Well yeah, but cats said 'not sure' when i said that Q supply Co. LTD has vests. I think you need to ask a question about it. I anyway dont care about vests, only gameplay

Edited by MurphyLAW
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