Metal Gear Solid V: The Phantom Pain

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WaffleOleg

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WaffleOleg

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27 comments

  1. stephenrhamilton
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    This is a cool pack, lots of decent missions. The plot through it all is a nice touch though it brings to light an interesting issue with the UI for side missions. To see the description of a mission you have to go and scroll through the list to find it. I think this is part of why the names for the default missions are so uninspired, they have to also explain what needs to be done in the mission. I would often find myself walking into a mission then not remembering what I had to do and needing to open up the menu to check.

    The later missions also start to get a bit repetitive once they become just "guard post with a lot of enemies", it would probably be better to break those up more with other kinds of missions, even if the difficulty isn't so strictly linear as a result.

    The missions all worked surprisingly well considering I ran into a bunch of bugs while playing them. I had at least 4 cases of automatic fultoning(a mix of prisoners and downed soldiers) and some other funny things like how "The Third Target" loaded while I was standing in the middle of the outpost.

    Some of the missions have descriptions that make it sound like they were meant to involve locating items (like some of the Morbid Side-Ops do), was this too hard to get working?
    1. WaffleOleg
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      Hello. Thank you for your feedback stephenrhamilton. I love doing all kinds of main and side missions in various games, and this was my main goal - to give people a lot of 'something to do', but also include some kind of story in each of the missions. As I have stated in the description of the mod, I didn't aim to come up with something innovative, gameplay-wise, but just to make a pack of simple, but challenging and interesting missions.

      As for the bugs, again, I have mentioned this in the description. Some of the areas of the map, for some reason, have these special areas where missions are glitched or bugged, and there's nothing I can do about it, well, maybe, not make missions in there, but I wanted to include every outpost and guard post in the game.

      Talking about your last sentence, I was following a guide on YouTube about making a SideOp, but it only involved the basics, so I didn't know how to do more complicated stuff. This is a lame-ass excuse for my incompetence, I know.

      Anyway, I hope you have enjoyed the missions. If you have anything to add, please don't be shy.
  2. Primaris82
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    I wish this was compatible with the handful of US Naval Prison Facility side op mods mods as they add a lot with that map.
    1. WaffleOleg
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      Hi. 'They add a lot with that map' in the meaning of that most of my SideOps are about CIA? I actually wanted to make SideOps in Cuba after releasing this pack and I even have notes on what kind of missions I would do (they are connected with the 'Phoenix Program'), but sadly I lost interest in making SideOps. In the future I may return with something new (like the commentators below mentioned, I may add walkers or something like that). Anyway, thank you for playing the mod! Happy New Year! :)
  3. Bollixed
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    I've got a problem and I'm hoping you can help.

    I've only done 2 missions but I'm enjoying how you've put a multi-mission story with it (it really adds to it, your mission brief is such a small thing but it really fleshes it out :D  )

    I can't seem to start 'The Rat' (mission 3). I've changed options in IH but it is always grayed out. I can click on it and start the mission (probably because I've changed some options in IH's side op menu) but when I land there is no blue circle and when I enter that area it doesn't tell me in yellow text that the mission has started (on the side of the screen). I've tried playing with a lot of options in IH side op menu (like 'Reroll Side Ops' etc) But The Rats is always grayed out.

    I hate that my first comment to you is asking for help instead of 'great mod' etc but I can't even get to appreciate your mod because I can't continue the story with part 3 (and I don't really wanna skip it... unless I have to).

    Do you know of any reason why it isn't starting/it's grayed out? Do you think IH could have an option to make it playable? 

    I don't have any other (proper) game side ops taking place in that exact area. (the next side op isn't close to it)

    I have no other Side ops mod installled.

    I'm up to about mission 40 in main missions. (so I haven't completed the game)

    I'm using Snakebite, IH and IHHook.

    I've had no issues with the game and my mods are installed correctly (I think).

    Hopefully you can help. (though I'm not sure it's a problem with your mod as no one else has mentioned it).
    1. WaffleOleg
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      There's an option in IH to enable a certain SideOp, even if it was finished or doesn't show up. Open IH, then go to SideOps menu, Open specific SideOp and you can pick a SideOp in the list there.

      If that doesn't help, if I remember correctly, the blue circle is rather small in this SideOp and only appears near a house where the target is supposed to be. Try going there and see if the yellow text appears.

      If that doesn't help either, the problem may be that SideOp that isn't close, that you've mentioned. The game shows you a blue circle, which is where the mission is supposed take place, but in reality area of the SideOps can be bigger, and that can cause problems, like mission not working properly or not ending. Try to beat that SideOp, then enable my SideOp in IH and visit the area again.

      If that doesn't help either, then I don't really know, brother. I asked a friend to check if the mission works properly. It works fine for him, yellow text appears and all.

      Either way, please respond when you've fixed the issue.
    2. evan2337
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      Aight man try this, open your IH menu in the ACC and go to <Side ops menu <2:Force specific sideop # <> and then select 160: ih_quest_q30702 to make the side ops available .It being grayed out means that the mission is not really available ,hope it will help though 
    3. Bollixed
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      Thanks for the quick reply WaffleOleg, I tried 'force opening' and I think I found it in the list ( thinking it was 30702 because of what you stated on the main page). When I select that mission should it auto start or will selecting that option make it highlighted (clickable) in the game side op menu? 

      I'm gonna try all that you mentioned because I need to find the fix in case it happens again further along the 50 missions.

      I really don't think it's your mod as there would be a lot of talk about it in the comments lol, happening on the third mission of a 50 mission pack would stand out :D but thanks for checking anyway.
    4. Bollixed
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      Thanks for the info Evan2337, I'm gonna give that a go first as WaffleOleg also mentioned it (the easiest and most simple to do (fingers crossed)) I'm hoping that's the solution because having to clear the surrounding side missions would annoying the s#*! out of me when I just wanna get on with the quest chain lol.
    5. Bollixed
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      The first option worked.

      Thanks WaffleOleg and Evan2337,

      I thought I tried that last night but thinking about it I might have used 30703 instead of 30702 (thinking third mission = 03... doh)

      Cheers for taking the time to help.

      I'm off for a long gaming session :D (though I don't think I can finish all 50 in 1 night lol)
    6. WaffleOleg
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      I'm glad it worked. Enjoy the missions and if you have questions, I will be happy to answer.
  4. zack112121
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    Hello.

    Does this mod require a specific version of infinite heaven? I cannot get this mod or any other side op mods to work with the current version of infinite heaven. I have attempted to use the menu to force it but it only recognizes that I have 157 ops which I believe is how many there are in the base game, so the new ones are not even appearing. Am I missing something? I installed through snakebite
    1. WaffleOleg
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      Hello.

      No, it shouldn't require a specific version of IH. There's probably something on your end that is causing the issue. To be honest, I haven't played the game since December last year, so I don't remember half of the things I used to do. Either way, please respond when you have figured the problem out. 

      Sorry that I was of no help :(
  5. deeyourelf
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    Yay!
  6. deleted157291728
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    Is giving story to side ops possible for a non modding person, on this site there is only side ops companion but it hasn't being updated for ever. Like Spugmay Keep and the ruins can't have enemies cause base game doesn't spawn people there in free roam. 
    1. WaffleOleg
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      Uhm, sure. I'm not a modder myself, but with the help from a SOC guide on YouTube I could easily figure it out and make my own SideOps.

      As for the Spugmay Keep and the ruins, I've actually tried to do a SideOp there, but I had a problem - the enemies would just spawn in the ground 100 km away from the actual position. I tried using every different route, but nothing worked and I just couldn't figure it out.

      I didn't quite understand your message, so please reply to this one and describe if you have any problems or questions. :)
  7. Archdeer
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    Hello. Did you use the custom stuff like gun cameras/heavy armor/mouned walking gears in your side missions?
    1. WaffleOleg
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      Hi :). No, I did not. I honestly don't like all these things, especially cameras. I could've come up with something walker gears related, but, to tell the truth, I didn't even think about including them. Is it something you would like to see in future SideOps, if they are ever released?
    2. Archdeer
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      Yeah, walker gears and drones are highly underused in the main game. It can spice up some challenge with ops like "Infiltrate an high tech base and extract smth". 
  8. madonnagwen
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    Great pack,yeah.......hope pack 2,lol.......
    1. WaffleOleg
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      I honestly can't tell if this is sarcasm or not. If not, then I doubt I will release pack 2. In my opinion, 51 SideOps is enough. I'd like to make a small pack and use some custom models or something, but not in the near future.
    2. deleted116464963
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      yeah custom models would be really cool
  9. deleted116464963
    deleted116464963
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    I like how you gave all these lore, feels less empty than the normal side ops....
    1. WaffleOleg
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      Thanks! I hope you've enjoyed them.
  10. Rintintinseigneur
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    Love the content for the moment.

    Your missions are grounded within the universe, and the historical context, love those little scenarios you gave us. And unlike some other user's side ops, yours seems pretty balanced and fair. You didn't filled the map with 100of items/soldiers and that's a good thing (I play the game with tweaked settings for a more hardcore/tactical experience)

    I haven't finished them all so maybe I will have some critiques in the futur but for now besides minor bugs (like an enemy being fultoned by it's own when I approched him lol) it's all very refreshing
    1. WaffleOleg
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      Thank you for your comment! I'm glad you're enjoying the mod. I tried not to spam soldiers, but there will be a mission or two where there are a lot of enemies (spoiler for ''PSYWAR'', but I hope you'll enjoy it XD). 

      I also tried to put some kind of a story into a SideOp and make them interesting, so I hope people read what I've written there. That's one of the main reasons I wanted to make SideOps - to tell a small story.

      As for the bug, unfortunately, I don't think it's fixable. There are certain areas on the map, where prisoners will just extract themselves. During playtesting, I encountered it only on the mission ''The Failure'', so I think everything should be alright.

      Looking forward to your next comment! If you have any critiques, don't be afraid to post them!