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catsmackaroo
14 hours ago, Boomerbang31 said:

So only the fit cops have body armor? Not the fat cops?

They did originally but it doesn't feel right. The fat cops are meant to be useless as hell, it's funny how terrible they are, so I kept them as R* intended

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littlefilms420

i would love to use this mod but it's not compatible with other mods, scripthook.net mods? I can't seem to get this to work with my other mods, I've tried everything and played with the config, removed scripthook.net and tried putting my old scripts in the IVSDKDotNet Script's folder but nothing seems to work or it crashes?

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Boomerbang31
8 hours ago, catsmackaroo said:

They did originally but it doesn't feel right. The fat cops are meant to be useless as hell, it's funny how terrible they are, so I kept them as R* intended

Is it possible to add more cop models and still make the script do as intended?

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17 hours ago, littlefilms420 said:

i would love to use this mod but it's not compatible with other mods, scripthook.net mods? I can't seem to get this to work with my other mods, I've tried everything and played with the config, removed scripthook.net and tried putting my old scripts in the IVSDKDotNet Script's folder but nothing seems to work or it crashes?

looks like running this with legacy .net mods, although the new IV SDK is now able to (kind of) load them, it's super unstable and causes crashes

Edited by crocket88
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AngryMeatPie

@catsmackaroo a small idea for the mod: since there are armored cops now, maybe it's possible to add armoured security guards the same way? I think their model is in the files already and iirc Liberty Rush adds them into the game but I don't remember any other mod that does it. Probably it's possible to make them spawn naturally within Liberty Tweaks too?

Edited by AngryMeatPie
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AngryMeatPie
10 hours ago, catsmackaroo said:

To people who've been mentioning save corruption in the past, I think it's fixed now? Test it in 1.5 and let me know if you have further save issues. More info in the changelog

Will saves made with Liberty Tweaks 1.4 still get corrupted when shifting to the new version of the mod?

Edited by AngryMeatPie
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AngryMeatPie

Just tested it. The personal vehicle feature doesn't work near the Pay'n'Spray (the one next to Outlook Park in Broker). Just after the mission "Easy fare" (the one that unlocks pay'n'sprays). And the new version of L. Tweaks corrupted the saves made with LT 1.4.1.

Edited by AngryMeatPie
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I ran into an issue with the personal vehicle script, after the game autosaves it starts stuttering like crazy and it doesn't go away, even after closing the game and reloading the save. Disabling the personal vehicle option in the .ini seems to get rid of the stutter. It's worth noting that this happened with an add-on vehicle, haven't tested vanilla cars.

Edited by diperro
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catsmackaroo
17 hours ago, Boomerbang31 said:

In the armoredcops file, can you also insert the cop mdoels in GQComms's NEW COPS FOR EFLC as well? The armoredcops file overwrites all m_y_cop files in components.img including the EFLC cops, making us stuck with only 3 cop models. Variety would be nice!

If I can figure out how to load files per episode, then yeah sure. would just need to ask GQComms for permission

 

4 hours ago, AngryMeatPie said:

Just tested it. The personal vehicle feature doesn't work near the Pay'n'Spray (the one next to Outlook Park in Broker). Just after the mission "Easy fare" (the one that unlocks pay'n'sprays). 

I was checking the mission complete stat, without realizing it counts those little random encounters too. It should be fixed now. I've released another version of 1.5 which contains an Impound script as well as a few fixes for personal vehicles, including this. keep in mind that this script is not finished, i have a lot planned still.

 

By the way, do you think the tracker payments increasing depending on type of vehicle would be cool? thinking of making emergency vehicles the most expensive options, followed by super cars

 

4 hours ago, AngryMeatPie said:

And the new version of L. Tweaks corrupted the saves made with LT 1.4.1.

well like i said on the changelog, this can happen.

at least people new to the mod will no longer be confused. i apologize to anyone this has irritated. it was irritating me myself, i typically use a 100% save for testing mods, and i haven't 100% this game in years.

 

3 hours ago, diperro said:

I ran into an issue with the personal vehicle script, after the game autosaves it starts stuttering like crazy and it doesn't go away, even after closing the game and reloading the save. Disabling the personal vehicle option in the .ini seems to get rid of the stutter. It's worth noting that this happened with an add-on vehicle, haven't tested vanilla cars.

i have yet to test this with addon vehicles but i doubt it's related.

it's probably because every tick i grab the vehicle's current condition, which i should probably just change to check it whenever the game is saving. i originally built the script pretty poorly to be honest and that's one main reason.

but still, it's interesting that's causing stuttering. i'll try to fix it in the next hotfix. sorry for the inconvenience

 

edit: i've now partially addressed this here. let me know if this works 🙏

Edited by catsmackaroo
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AngryMeatPie
1 hour ago, catsmackaroo said:

I was checking the mission complete stat, without realizing it counts those little random encounters too. It should be fixed now. I've released another version of 1.5 which contains an Impound script as well as a few fixes for personal vehicles, including this. keep in mind that this script is not finished, i have a lot planned still.

Sorry haven't edited the post in time, I've already pmed you on Discord, everything worked after updating Clonk's Coding Lib but thanks anyway for responding 

 

1 hour ago, catsmackaroo said:

By the way, do you think the tracker payments increasing depending on type of vehicle would be cool? thinking of making emergency vehicles the most expensive options, followed by super cars

That would be a great option btw! Speaking of the payment, initially I was too lazy to just give myself money through trainer so I ran over innocent peds who used ATMs to collect enough for the tracker 😂

 

1 hour ago, catsmackaroo said:

well like i said on the changelog, this can happen.

at least people new to the mod will no longer be confused. i apologize to anyone this has irritated. it was irritating me myself, i typically use a 100% save for testing mods, and i haven't 100% this game in years

NP man, my goal wasn't to express irritation here but rather to just report that the save corruption happens indeed so people in the thread are aware of it before installing. I didn't have any huge progress on those saves anyway so no need to apologise)

Edited by AngryMeatPie
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1 hour ago, catsmackaroo said:

i have yet to test this with addon vehicles but i doubt it's related.

it's probably because every tick i grab the vehicle's current condition, which i should probably just change to check it whenever the game is saving. i originally built the script pretty poorly to be honest and that's one main reason.

but still, it's interesting that's causing stuttering. i'll try to fix it in the next hotfix. sorry for the inconvenience

 

edit: i've now partially addressed this here. let me know if this works 🙏

Thanks for addressing the issue and replying so quickly! I will check when I get home and edit this comment with my findings. 

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5 hours ago, diperro said:

Thanks for addressing the issue and replying so quickly! I will check when I get home and edit this comment with my findings. 

Sorry for double posting but I think it's worth it this time. Just tested a "Clean Getaway" vanilla save and after 1+ hour of playing I haven't had any crashing issues so far, so it seems the broken saves problem is most likely fixed now. Also the game no longer stutters after autosaving with the personal vehicle script enabled, so that seems to be fixed too. I tested this with an addon car btw.

Great work cat! you're awesome! have another cat:

Spoiler

IMG_20240217_231639252.thumb.jpg.86bce14119a9528149bf0cc6cd99f404.jpg


 

Edited by diperro
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On 5/22/2024 at 3:02 AM, littlefilms420 said:

i would love to use this mod but it's not compatible with other mods, scripthook.net mods? I can't seem to get this to work with my other mods, I've tried everything and played with the config, removed scripthook.net and tried putting my old scripts in the IVSDKDotNet Script's folder but nothing seems to work or it crashes?

I'm having the same problem, my problem is with the 'Dialogue System' mod, which loads but it doesn't work... found any solution??

Edited by Geresman
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littlefilms420
8 hours ago, Geresman said:

I'm having the same problem, my problem is with the 'Dialogue System' mod, which loads but it doesn't work... found any solution??

yo bro it seems like our older mods aren't compatible, I think some may be but not all? I just wanted to use it change the ped accuracy using that part from liberty tweaks 

Edited by littlefilms420
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catsmackaroo
On 6/2/2024 at 11:37 PM, Boomerbang31 said:

So how is the planned working firefighters addition gonna work? Will you give the firefighters fire extinguishers or are they just gonna use the water canon on the fire trucks?

If i do do that, it would be the water canon. but i doubt i can get that to work. I have no idea. If i do do it, it won't be anytime soon i'm afraid. the to-do list is quite lengthy.

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On 6/5/2024 at 12:09 AM, catsmackaroo said:

If i do do that, it would be the water canon. but i doubt i can get that to work. I have no idea. If i do do it, it won't be anytime soon i'm afraid. the to-do list is quite lengthy.

I know this is off topic, but if you somehow someday get the AI to use the water canon then it also means you can get it to use other things. You reading my mind? *apc*

Edited by Ab duoh
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Deusrexmachina

Quick request, hope it's the right place, haven't been here for a while...

I still have to install Liberty Tweaks; in "ZmenuIV.ini" I have BulletImpactEuphoria=1, meaning Niko reacts like the NPCs when hit. In vaniilla it doesn't happen.

Request: is there a way to make him NOT react when hit when his armor is full, but when his armor starts to be closer and or equal to zero, he then reacts to the bullets? I think it's a little more realistic, IMO. 

I think it'll be more challenging if this would be applied to normal cops as well. 

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