Metal Gear Solid V: The Phantom Pain

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NasaNhak

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NasaNhak

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About this mod

Changes the mechanics of revenge blocking dispatch missions and the way subtypes of Stealth and Combat revenge work

Permissions and credits
Donations
Revamped Revenge System r3
Updated for version 1.10
Snakebite [SBWM] version included


All my mods:
The Ultimate Phantom Pain Mod
TPP HARDCORE Mod Updated and Revised
The Legend of Big Boss
FultonExtraction3000
Real Time Scale and Local Time Mod
NewGamePlus Mod
OSP Mod
Revamped Revenge System
MB Clothing Line - Battle Dress



WARNING: This mod messes with a save file variable. I did not find any issues playing an unmodded game and every care has been taken to ensure your save file does not get messed up. Do a back up of your saves before installing this mod. I take no responsibility for fucked up saves. This mod is highly EXPERIMENTAL. But seriously, try it.

TL;DR:
Revenge blocking dispatch missions now reduce the corresponding revenge type. Each mission will reduce revenge by a 100 points except for children of Stealth and Combat. They will reduce Stealth and Combat revenge by a small margin. A 100 point reduction means the revenge level will go down by 1. If just completing a mission, there may be situations where the revenge level may not go down even though you used a dispatch mission because your play style caused that particular revenge to gain points and cross the 100 point threshold for the level to remain the same.

Revenge types Strong Tranq Notice and Fulton cannot be reduced because they do not have corresponding dispatch missions. Strong Tranq Notice however is tied to Stealth revenge level.

This mod leads to a very new and unique experience with the game's existing revenge system.

Workings of the vanilla revenge system:
Stealth and Combat revenge rise by 1 level(or 100 points) every 4 missions(or 25 points per mission) provided you play only Stealth or Combat and each can reach max lvl 5.

If you play Stealth and Combat then both will rise together by 1 level(or 100 points) every 5 missions(or 20 points per mission). However, both will only ever reach max lvl 3. If any one of them was higher then it will drop down to lvl3.

If you switch from one style of play to the other than the other revenge will only ever drop to min lvl1 and not further.

So how does the game decide whether you are playing stealth or combat?

If you kill/knockout/unconscious an enemy in SNEAK phase(i.e. when absolutely no type of caution/alert/combat alert has been triggered) then it counts as a Stealth point otherwise as Combat. You get 5 points for this.

If you eliminate an entire Outpost/Guardpost in in SNEAK phase(i.e. when absolutely no type of caution/alert/combat alert has been triggered) then it counts as a Stealth point otherwise as Combat. You get 15 points for this.

At the end of a mission which ever tendency has a higher score and if the difference is over 10, then that revenge type increases by 25 points and the other decreases. If the difference is not more than 10 points then a draw is called and both Stealth and Combat increasedecrease by 20 points towards lvl3.

Level downlevels are very slow and here is the number of missions it takes to downgrade from a level-
Lvl5 - 2 missions
Lvl4 - 2 missions
Lvl3 - 10 missions
Lvl2- 20 missions
Lvl1 - cannot be down leveled

So it would take 34 missions of higher Stealth tendency to reduce Combat to lvl1. And hence this mod.

Child revenge types I have introduced follow the same increase and decrease as the vanilla Stealth and Combat revenge types - each child matching its parent revenge. The added bonus is that dispatch missions help reduce revenge faster and provide a new game play experience.

DETAILS:
In the vanilla game, Stealth and Combat revenge consist of the following child revenge types in order:
Stealth - Camera, Decoy, Mine
Combat - Shotgun, Mg, Soft Armor, Shield, Armor

As you beat missions and do stuff, Stealth and Combat revenge levels rise unlocking new more powerful revenge types. For example, Camera is unlocked at Stealth lvl1, Mines at Stealth lvl3, Armor at Combat lvl3 and so on.

Now revenge blocking dispatch missions block any of these child revenges for up to 3 missions. They only unlock when the corresponding child revenge is applicable. For example, Riot Shield blocking dispatch mission unlocks only when ARMOR is applied by the revenge system.

This is understandable but when you successfully complete that dispatch mission, Armor is blocked completely throughout the world. Now I always found this odd. You can't possibly destroy a storage shed and have all the existing Armor in the world disappear too, right? The dispatch mission descriptions are misleading. And tbh when I first started using dispatch missions after hours and hours of play, I thought they would lower the Stealth and Combat revenge that had been set up.

So I went about trying to do EXACTLY that. With this mod, dispatch missions do NOT block a child revenge type, but rather simply lower it's revenge lvl.

For example, Camera at Stealth lvls 4 and 5 is set to a Gun Cam. Now if you complete a camera dispatch successfully, the Camera revenge downlevels to Stealth lvls 1,2,3 where it is only the normal cam. Another cam dispatch mission will out right remove cameras.

This may not seem very interesting but getting this done was challenging.

In the vanilla game, mines will not activate till cameras and then decoys are activated first. The code is setup such that it would have been impossible to remove cameras without removing mines so I had to do a lot of work writing/testing the new system.

So now, cameras can be removed even when mines are active. Similarly, shields can be removed when armor is active.

When a dispatch mission completes, it takes down the the level of the respective child revenge and ALSO of the parent revenge type(Stealth or Combat). Stealth and Combat do have more revenge attributes that are applied apart from these child types so those can be lowered as well.

This also allows you to reset ALL the world revenge lvls to 0 - something which is impossible to do in the vanilla game. The only revenge types that do not have dispatch missions are fulton and a strong tranq notice by guards(where they inform CP before waking somebody up).

I find that lowering a child revenge is much better from a gameplay perspective than outright removing it. 2 shields after a successful dispatch seems more believable than 0 shields.

What this mod does:
Now that all that is over, dispatch missions will now lower revenge lvls depending on how many levels the child types have.

Camera - 2, Decoy - 2, Mine - 1
Shotgun-2, Mg-2, Soft Armor-4, Shield-3, Armor-3

So it takes 5 dispatch missions to lower Stealth to lvl0 and 14 to lower Combat to lvl0.

These child revenge also gain points similar to their vanilla game counterparts. So Mine will only gain points when it can activate at Stealth lvl3 and as a result, Mine gains points at Stealth lvl2. This does create some differences with the vanilla revenge system eventually but it is part of the revamped logic.

The screenshots show different scenarios not possible in the vanilla game

Currently there is no indicator of what lvl a parent or child revenge is on, if there are no dispatch missions for it then it is completely removed. I can put in an ugly text message but don't want to. Look at the iDroid map menu icon colors for guidance.

This mod will allow you to have more of a balanced and natural play. Also dispatch missions will be available as soon as they are completed since they are no longer blocked. If you use another mod which causes instant dispatch mission completion then you can spam revenge dowleveling a lot more.

Naturally not compatible with Infinite Heaven or my main mod but it should work with all others since I haven't seen any mods touch TppRevenge. Ask tinmantex for the same in IH if you enjoy it! :D