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Changelogs
Version 1.1.1
Updates manifest to correct SMF2 release format
Version 1.1
Fixes Diana refusing to give hints after an escape
Makes water barrels pierceable by screwdriver
Fixed some NPCs clipping, floating, and interacting with nothing (Some NPC paths have been tweaked)
Patients’ phones now ring and they speak when the phonecall clue occurs
Changed tile image to fit in with style of rest of PZ mission images (47 in foreground, out of focus)
Version 1.0
Fixes bug where half of targets would instantly reach car and escape the moment they're panicked
Removes Vanilla server vs Peacock options in SMF for an automated system (Download the updated Peacock Plugin)
Diana's intro now plays fully if you don't skip
Tall weeds removed from orchard
Slight changes to Master Mode (Mainly affects house area)
This mod turns The Vector into a fully functional sandbox map. It is very different to the Sniperplus mod
Features: - Disguise zones and enforcers are back/added - Normal AI - Choose from all normal Colorado spawns and pickups - Returns some Freedom Fighters NPCs - Adds generic dialogue to the target and their patients - Diana's hints aren't so fast, giving you time to actually reach the area before she's rattled them all off and nagging you - Fixed oddity where no NPCs were capable of being pacified (they all instantly died) - It actually works - Mostly reverts the map to Freedom Fighters version, this is so all the indoors areas are normal and not empty etc, and so the NPCs I brought back don't spawn in the middle of objects - Adds VR mode (untested) and difficulties - Can be played on vanilla IO server, you will be given a silverballer and fibre wire since the server still won't allow you to choose - Can be played on Peacock too, where you can take advantage of loadout screen, difficulties and VR available in offline mode. Make sure you have latest Peacock Plugin - Comes with musicalmushr00m's Lighting Ultimate improvement for The Vector
Bugs: - NPCs may walk through some objects or float on top of them. I've reduced this in version 1.1. - Rare chance Diana may not give you any clues if you use the Hacker starting point, should be fixed on restart. - Some of the dialogue I added may be cut off or not ideal.
Thanks BIG thanks to 2kpr for fixing Diana, who couldn't grasp that people being pacified were in fact not dead, which totally ruined the hints/objective system for this mission. As usual thanks to all mod tool developers, particularly for RPKG and QNE (and Simple Mod Framework, so yes I'm talking about Atampy26)