Metal Gear Solid V: The Phantom Pain
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Calslock

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Calslock

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106 comments

  1. Ruffosan
    Ruffosan
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    Well, it took a while..., got into fixing stuff within the mod and noticed there were kind of a "few" more things to care for. So, I ended working on a whole excel file to try finding how did Calslock come up with the values he used in here. SO, after fking up a few times, I think i was able to fill some gaps so far. For context, I changed server-side stuff only, and kept offline equipment and weapons vanilla (I think). Other than that, my changes go like this:

    1. Resource cost values pretty much balance out for a similar outcome, some stuff became actually cheaper, some other stuff became actually more expensive (in comparison to current mod). In fact, and funny enough, it became way cheaper to go lethal instead of non-lethal.
    2. Due to how tough it gets to try deploying stuff you just developed because of materials and plants, I removed materials and plants from deployment costs, but made them rougher on GMP (same lethal vs non-lethal, logic), so you can pretty much sell surplus stuff and keep the resources you actually need the most. (then again, I only touched server-side stuff)

    About lethal vs non-lethal, there's a few exceptions to rule, in example, Serval Anti-EVERYTHING Rifle goes 100k GMP for a deployment, while tranq rifles cost less. The less "appealing" the weapon, the cheaper it'll be, (yes, Riot SMG is dirt cheap now). Also, disabled every single FOB-related piece of equipment from the mod (once again, at least I think I did).

    I've not uploaded my edit since idk if i should just handle it to Calslock himself, or just post it on a "new" one..., I could use some help at that part.
    1. Calslock
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      Hi! I'm sorry I haven't got into fixing some stuff with the mod, it was really small at the time, and later life... happened, and I had less and less time because of uni and work... I'm really sorry about that.

      I'm planning to get back to the mod really soon, finish the game again and fix all the bugs I would stumble upon. However, if you plan to release your own edit, absolutely feel free to do so! Or if you want to share your findings and want me to incorporate them into the mod - I'd be absolutely grateful to do so. Feel free to contact me anytime on Discord if you have any questions or want to share your ideas.

      As for values I came up with - from what I remember while reading Lua I picked values that would occur most commonly in late stages of game, while still being obtainable while playing fully offline. And I have to admit - I haven't checked in-depth how balanced everything would be in late stages of the game. Or what bugs it would cause. Again, I'm really sorry about that - I would never expect for this mod to become so popular, as it was nothing more than a simple Lua edit at the start.
    2. th2e3gd11
      th2e3gd11
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      Wow, you’re comeback.
      Thank you as always for making this mod.
      I like development time version because it is closer to the original than one without a timer.
      Can we wait for the last update?
  2. Azf12
    Azf12
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    Seems like this mod suddenly stopped working for Combat Deployments. I checked to see if maybe they added any since the last time, but as far as I can tell, there doesn't seem to be anything added, which baffles me as to why CDs aren't instant with No More Timers.

    Edit: Turns out Zeta was the culprit. Who would've guessed? Not me, that's for sure.
    1. LOWDUDE345
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      I have Zeta and the mod works fine but could you tell me if you fixed it by removing Zeta?
  3. SpikeDRose
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    Killer Bee Grade 10 and 11 cannot be produced, costs 6,363,370 and 7,304,710 but we can only have 5,000,000.
    1. JetstreamWolf
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      Weird....i had correct cost....you installed this mod mid-game?


      Nvm it's same for me
    2. SpikeDRose
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      Had it installed from the very beginning of my save, for the record.
    3. JetstreamWolf
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      yeah it seems there are few oversights also did you have disappearing items ? some items disappeared for me after uploading GZ Save
    4. Dewelwield1010
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      alright, if you want to fix this yourself, the line you need to edit is at 1010 for grade 10, and 1011 for grade 11. the value you want to edit is p53 and you should reduce it down to around 3 to 4 million. for reference, I set it to:

      line 1010 :::::::: p53=3231100
      line 1011 :::::::: p53=4300800

      this should fix the price and make them obtainable again (though they might be cheaper than the last tier depending on how the game adds the values up as its not 1 to 1 with the gmp prices for some reason) anyway hope this helps.

      also you should know, the kabarga shotgun has the same problem, the fix for that is on line 222 and p53=4373300.
    5. RedNox2
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      this post may be old but holy, it actually solved my issue
    6. josefrino
      josefrino
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      line 222 isn't p54 also too expensive? or should i leave it like that? ik the post is old, sorry.

      Edit:Nvm, p54 has one zero less than p53 originally, didn't notice that sorry. Wish i could delete this..
    7. Ruffosan
      Ruffosan
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      Thanks for the info m8

      EDIT: Another thing to notice, ZE'EV 10 final rank has a 3k+ deployment cost, if you make some comparison and maths, it should be something like 209. Just in case anyone wonders at this point.
  4. Ruffosan
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    Edit: Tried myself (also fixed the GMPcosts for weapons with over-the-cap costs), on my end, you can just develop all of the online-locked items, then uninstall the mod and they'll still be there for later deployment, BTW, deploying with them after that will be a bit rough on GMP, but you'll be fine thanks to NMT (allowing you to do instant staff deployments) and any resource compensating mod, like anyone's improvements or IH with some fairly tuned scalings. For the record: I kind of rocketed the development staff level requirements because I got Immersive S++ staff mod, which allows ballooning such ranking staff and also boosts main guys up to S++. I'm playing fully offline from the start, so far, I can say it works pretty good, guess I'll use the mod to unlock everything once I unlock everything prior to online stuff to keep some sense of progression/challenge. On a sidenote: guess i should just manually avoid developing FOB only items in case, once read those bug on single player.

    TL/DR version of Edit: you can install, develop stuff, uninstall, and keep whatever you developed.

    Hi there, late to the party. Was forced due "reasons". So question, I'm playing entirely offline, in fact, turned on offline mode on IH. So, If i install this, then develop stuff and then remove the mod, will that stuff be still there when i get back? or do I have to keep it installed?
  5. TheREALHummingBeard
    TheREALHummingBeard
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    a lot of the weapons that are supposed to be unlocked here are not for me. i only got the FOB exclusive stuff. does it show later or have i done something wrong?
  6. graysob
    graysob
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    Help! I developed the dark matter generator, uninstalled the mod, and now i can't even develop it or any of the FOB camos online.
    1. elijjajangmyeon
      elijjajangmyeon
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      you uninstalled the mod, that's the problem since the mod makes that all available in the first place
  7. ojitoo
    ojitoo
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    For me it works perfectly, thanks a lot for this amazing mod
    I just had an issue with certain weapons. high level ones (not identified as FOB only) for instance i was able develop a lvl 11 assault riffle but can use only up to lvl 8 or something like that. Higher than that the weapon doesn't show the ammunition description (DMG, STUN or ZZZ) and when equipped  i can take shots but bullets won't hit or damage in any way the npc soldiers  (it does hit the level terrain because the soldiers hear and react to the sound of the bullets)
  8. Doternoob
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    Is it safe to install this mod in the middle of online development/base construction ?
  9. Scieverr
    Scieverr
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    Is there a mod that lets me use FOB only items and weapons in regular offline missions ?
    1. Dewelwield1010
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      unfortunately not, as the weapon limitations seem to be baked in from an engine level.
  10. ammonhar
    ammonhar
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    Does it make FOB-only items like the RENOV-ICKX BIS usable in singleplayer? Has anyone installed this in an ongoing campaign?
    1. Dewelwield1010
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      about a year late but incase anyone else wants to know, the answer is no. you can develop them, but there completely useless since you cant deploy to FOB offline. if you want, all the FOB only items are listed as such in the file. to edit them out, change value p69 from 0 to 1 and that will stop them from appearing in the development list. (note: do NOT just delete the entries, that causes them to become glitched)