Hey there, great mod, I have a question about the suspects taking a hostage part, because even before using this mod, in all my playtime it happend to me once and once only when i mirrored a door and saw a suspect holding a civ hostage as a human shield pointing at the door. I found that amazing and it was prob one of my best encounters. The issue i have with this is how rare it is that this happens. In your mod you point that part out so im looking forward to giving it a go and see if i get to see it more but i would like to ask what you have done with it, like did you manage to increase the chance of that event to happen so its not a once in a lifetime :D
how are you gonna claim you made the armour more realistic with a straight face when you say plates are 3a and helmets are level 4? it should be the opposite
that description is pretty old and if you look in the comments I talked to someone that mentioned that as it was misleading. Things have been retuned since then.
hi, i love the mod but is there a way to only add the movement fixes, the blood fixes, and the FX fixes? i really love those the most, the AI was a bit too much for me but its still pretty cool.
Hey I really love the mod, I think you really nailed how recoil should work in most shooters, actually CONTROL it with your mouse and skill knowing the weapons and mouse inputs needed.
One thing though, I feel AP ammo doesn't penetrate enough surfaces, rifles are fine obviously, but 12 gauge should rip through wooden doors and lighter objects like plastic stuff, computers, etc you know. Same thing with 9mm/SMGs AP. It's well known that police forces use JHP ammo because of the danger of overpen through houses even with pistol rounds and shotguns. So it would be nice to be able to run SMGs far often without having to absolutely nail the suspect with direct line of sight to his body.. especially since suspects seem to be able to penetrate MORE surfaces than players with the same guns lol
if using cazanu's visceral blood, some blood pools get very transparent or watery looking compared to others. what file did you modify for the blood pool transparency?
RoN_BloodPool.uasset or something like that. Could have been one of the blood decals in the third party asset file folders too since I've modded all of them and there are a couple that represent the blood pool. But yes I have noticed this myself, unfortunately not able to fix it unless I modify the blood which I probably wont do for just one mod.
what about the ones for thicker blood pools? i do notice some of the blood pools that's really thick and they look cool and i want to try and replicate them for others, but i don't know if they use the same files or need some others to function.
If you are using the ballistics for gunfighter that more than likely would also cause issues given it mods the ammo data tables, I haven't had problems with AI not actually dying. though I'll download the file myself and check it out.
I can kill the ai their just over powered as for example your disc of ai says they aim for legs arms center mass but 9/10 times ive been shot in the head same as for my ai teammates
Dude, this recoil... If you want to experience how it feels to fire a gun while suffering from spinal muscular atrophy, this is the mod for you. Otherwise, better skip it.
Def isn't for everyone. Whole purpose was to make it difficult to kill enemies given it seems peoples #1 favorite thing is to pew pew pew everyone. And since the AI is basically downs, it was always just too easy to run through a match blasting everything.
Ended up beating commander S mode with LL and then with Lethal like the first few weeks, then the addition of all the maps just being slightly changed from it's Pre 1.0 child; It's been repetitive.
So yeah, the recoil is VERY different. It's not aimed to be REAL. It's aimed to give a different type of immersion that you FEEL in your real life. The reason why recoil is the way it is, I have hated how every single game can never replicate the 'chunk' feeling of a weapon. Then again, you are using a mouse to control a gun that is braced against your shoulder. Sorta hard to do. I at least get some sort of 'physical' feeling of having to control my weapon in a video game. Furthering my immersion myself.
Some guns are still being worked on because some are pretty intense. But guns like the G36C I personally have had zero issue on acing missions with. ARN18 is one that needs to be fixed up
Sorry ya didn't like the recoil! Gunfighter does the opposite of mine and makes the weapons even more laser beam still and straight, try that out if this was too hard :D
I think you may have hit handgun ammunition too hard, I don't think two .357 JHP to the mouth should be necessary just to incapacitate a suspect. Figures that my USP was just enough to cause an HVT with a ballistic vest to bleed out after cuffing though.
very slowly working with the ammo tables since they go hand in hand with the guns too. I have to edit both the specific gun and the ammo it uses to get that sweet spot for damage.
I'm not sure how you can go about testing these but running .357 Magnum on Rust Belt and Come Again, so far I've gotten mostly incapacitations and a few deaths, and two playing dead on unarmored suspects. Both AP and FMJ.
396 comments
I have a question about the suspects taking a hostage part, because even before using this mod, in all my playtime it happend to me once and once only when i mirrored a door and saw a suspect holding a civ hostage as a human shield pointing at the door. I found that amazing and it was prob one of my best encounters. The issue i have with this is how rare it is that this happens. In your mod you point that part out so im looking forward to giving it a go and see if i get to see it more but i would like to ask what you have done with it, like did you manage to increase the chance of that event to happen so its not a once in a lifetime :D
One thing though, I feel AP ammo doesn't penetrate enough surfaces, rifles are fine obviously, but 12 gauge should rip through wooden doors and lighter objects like plastic stuff, computers, etc you know. Same thing with 9mm/SMGs AP. It's well known that police forces use JHP ammo because of the danger of overpen through houses even with pistol rounds and shotguns. So it would be nice to be able to run SMGs far often without having to absolutely nail the suspect with direct line of sight to his body.. especially since suspects seem to be able to penetrate MORE surfaces than players with the same guns lol
Thanks.
Could have been one of the blood decals in the third party asset file folders too since I've modded all of them and there are a couple that represent the blood pool.
But yes I have noticed this myself, unfortunately not able to fix it unless I modify the blood which I probably wont do for just one mod.
And since the AI is basically downs, it was always just too easy to run through a match blasting everything.
Ended up beating commander S mode with LL and then with Lethal like the first few weeks, then the addition of all the maps just being slightly changed from it's Pre 1.0 child; It's been repetitive.
So yeah, the recoil is VERY different. It's not aimed to be REAL. It's aimed to give a different type of immersion that you FEEL in your real life.
The reason why recoil is the way it is, I have hated how every single game can never replicate the 'chunk' feeling of a weapon. Then again, you are using a mouse to control a gun that is braced against your shoulder. Sorta hard to do. I at least get some sort of 'physical' feeling of having to control my weapon in a video game. Furthering my immersion myself.
Some guns are still being worked on because some are pretty intense. But guns like the G36C I personally have had zero issue on acing missions with. ARN18 is one that needs to be fixed up
Sorry ya didn't like the recoil! Gunfighter does the opposite of mine and makes the weapons even more laser beam still and straight, try that out if this was too hard :D