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Rededrunk

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Rededrunk

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  1. Rededrunk
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    🚨 NOTICE TO MOD THIEVES 🚨
    I put a lot of time and effort into making this mod, and I won’t tolerate anyone stealing my work. If you think changing a few numbers and re-uploading it makes it yours, think again.

    YGBRO has uploaded my very heavily edited files with even the same lines that is only distinct to me. With only minor tweaks to the numbers and no credit given to the original work, this is nothing more than low-effort theft. Some of the 26 mods he uploaded in a single month are outright stolen from other creators with minimal changes and with no credit given to the original authors.

    Stealing mods not only disrespects the original creator but also ruins the integrity of the modding community. If you didn’t make it, don’t claim it as your own.

    Anyone caught stealing or reuploading my work without permission will be called out and reported. Do your own work or don’t bother at all.
    Stay honest, and respect the effort real modders put in.
  2. Rededrunk
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    Just want to say thank you for your patience! 1907 Edition of this mod is here! 

    Rededrunk's Realistic Law Dispatch Response - 1907 Edition

  3. Xarius87
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    Do you edit the loadouts of lawmen and bounty hunters? I want to use this with Realistic Loadouts, and while everything else will work, the dispatch.meta file controls what loadouts lawmen spawn with. Because of that, I'm hoping you edited and/or added to the loadouts of lawmen? Whether the answer is yes or no, I will definitely be using this, alongside your new bounty hunting mod! Thank you!
    1. Rededrunk
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      Add this to any loadouts you want to use to merge mines with theirs:

          <Item>
            <Name>LO_BOW</Name>
            <Items>
              <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_UNARMED</WeaponName>
                <Ammo value="0" />
                <Flags>OnlyAddToInventory</Flags>
                <ComponentNames />
              </Item>
              <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_MELEE_KNIFE</WeaponName>
                <Ammo value="1" />
                <Flags />
                <ComponentNames />
              </Item>
      <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_BOW</WeaponName>
                <Ammo value="100" />
                <Flags />
                <ComponentNames />
              </Item>
            </Items>
          </Item>
      <Item>
            <Name>LO_KNIFE</Name>
            <Items>
              <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_UNARMED</WeaponName>
                <Ammo value="0" />
                <Flags>OnlyAddToInventory</Flags>
                <ComponentNames />
              </Item>
              <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_MELEE_KNIFE</WeaponName>
                <Ammo value="1" />
                <Flags />
                <ComponentNames />
              </Item>
            </Items>
          </Item>
    2. Xarius87
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      Sorry, I think you may have misunderstood me, although I also think I may have gotten an answer to my question. from my understanding, dispatch.meta controls what loadouts lawmen use, and so while a loadout can be set in loadouts.meta, if dispatch.meta has been changed in certain places then law npc's will use the vanilla loadouts instead of the modded ones. If that's all that needs to be added, I suppose you didn't edit the law loadouts? In any case, this is a fantastic mod, thank you!
    3. Rededrunk
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      Ohh, I see. I don't edit any loadouts, just added the two I showed. Sorry, misread what you were asking!
    4. Xarius87
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      It's all good! Despite the magic you guys work, modders are human like the rest of us, and humans make mistakes. Thanks for the new answer, and again, I can't say this enough, great mod!
  4. Skarzul
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    Hello, Thanks a lot for all your work, you are a HERO =)
    Have a question : Does your MODS are compatible with "Ambient Gang" mod please ?
    1. Rededrunk
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      Thank you! Yes, it should be.
  5. Xarius87
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    Hey, this is great! Having civilians fight you, and having cops eventually show up in Rhodes and other places makes the world feel a lot more connected! I do have a question though, would I be able to activate this below Llama's Police Overhaul without losing functionality? I'm pretty sure that most of what that mod does is behavior, but I'm not sure how much is based on the dispatch files. Or could you tell me how to merge the files? Just wondering, I'm a lot more experienced with merging weapon and metaped mods than dispatch. Can't wait for the next update of Ambient World! Thank you!
    1. Rededrunk
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      Yes, let my mod load after his and it should be fine!
    2. Xarius87
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      Sounds great! Could you let me know how to create at least a couple file merges? Merging all of them would be a literal wall of text, but the dispatch and loadout.meta files would be nice. Thank you!
    3. Rededrunk
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      Just add these two loadouts to any loadout.meta you're using and it should work:

           <Item>
            <Name>LO_BOW</Name>
            <Items>
              <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_UNARMED</WeaponName>
                <Ammo value="0" />
                <Flags>OnlyAddToInventory</Flags>
                <ComponentNames />
              </Item>
              <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_MELEE_KNIFE</WeaponName>
                <Ammo value="1" />
                <Flags />
                <ComponentNames />
              </Item>
      <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_BOW</WeaponName>
                <Ammo value="100" />
                <Flags />
                <ComponentNames />
              </Item>
            </Items>
          </Item>
      <Item>
            <Name>LO_KNIFE</Name>
            <Items>
              <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_UNARMED</WeaponName>
                <Ammo value="0" />
                <Flags>OnlyAddToInventory</Flags>
                <ComponentNames />
              </Item>
              <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_MELEE_KNIFE</WeaponName>
                <Ammo value="1" />
                <Flags />
                <ComponentNames />
              </Item>
            </Items>
          </Item>

      As for dispatch.meta, there is just too many changes I've made to make it work well. My dispatch.meta is necessary for things to work as this is highly customized and each location references this.
    4. Xarius87
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      Thank you! I highly doubt it, but are there any files that were only edited slightly that I could merge? Not a big deal, I just like having everything as compatible as possible.
  6. KyruMedias
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    Can I overwrite your loadout file from this mod with realistic loadout (mainly because of the diversity of weapons every npc uses). Would love to see your own iteration of this mod that's fully compatible with your current mods already. I know u have your own loadout file but It seems to only apply to lawmen, I'd like to see all npcs have a complete overhaul if we can see that in the future. Your mods are goated. Another thing I'd like to note, maybe we can see a harder version of your combat mod. Maybe you can allow npc's to use all ammos types expect fire and explosives. You have the best mods out right now when it comes to npc, immersion and realism!

    Edit: If there isn't a way to overwrite your mod with realistic loadouts, if you ever get the time, could we get a version of this mod w/o changing their loadouts or isn't loadout.meta dependent?
    1. Rededrunk
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      Hi Kyru,

      Just add these two loadouts to any loadout.meta you're using and it should work:

           <Item>
            <Name>LO_BOW</Name>
            <Items>
              <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_UNARMED</WeaponName>
                <Ammo value="0" />
                <Flags>OnlyAddToInventory</Flags>
                <ComponentNames />
              </Item>
              <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_MELEE_KNIFE</WeaponName>
                <Ammo value="1" />
                <Flags />
                <ComponentNames />
              </Item>
      <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_BOW</WeaponName>
                <Ammo value="100" />
                <Flags />
                <ComponentNames />
              </Item>
            </Items>
          </Item>
      <Item>
            <Name>LO_KNIFE</Name>
            <Items>
              <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_UNARMED</WeaponName>
                <Ammo value="0" />
                <Flags>OnlyAddToInventory</Flags>
                <ComponentNames />
              </Item>
              <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_MELEE_KNIFE</WeaponName>
                <Ammo value="1" />
                <Flags />
                <ComponentNames />
              </Item>
            </Items>
          </Item>
    2. KyruMedias
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      thanks, is there a way to test this to make sure I merged it correctly?
    3. Rededrunk
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      Go to the grizzlies and get wanted, you can even use a trainer if you like. The responding Wapiti Warriors equip bows too, if they're shooting at you with bows then you're good! You can also try going to the outskirts of Saint Denis North, the regular response there should just be locals with knives.
    4. KyruMedias
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      i believe realistic loadout already allows the natives to equip bows and they do shoot at me with the bows as well. north saint denis locals did pull out a knife on me. So I'll assume it works but if there are any bugs, ill be sure to report back! Thank you!
    5. Rededrunk
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      Enjoy!
  7. poppaPommi
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    good mod overall i like but i cant stay out of town for 2 seconds without bounty hunters coming to get me. please make it rarer for small groups to come i cant use trapper at all. and please dont make me lose honor for killing the local guide its annoying. thanks
    1. Rededrunk
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      In regards to losing honor, this mod doesn't change any NPC attributes, sorry!
      In regards to bounty hunters... I just released a mod that you might be interested in! 

      Link:
      Rededrunk's Hunted
    2. poppaPommi
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      description looks good should make the rest of the playtrough better. Thanks
  8. Endlessunset
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    I'm getting an issue in St.Denis (only tested here so far) where NPCs aren't really reacting to violent actions around them. Some in the immediate area will run but won't notify law. Others slightly further away but in plain view of crime don't react at all. They'll even walk right by people bleeding out and won't react. Even law will do this.
    1. Rededrunk
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      This mod does not change any behavior to NPCs. This mod affects the dispatch groups that come and the timings, but does not change any behavior.
    2. Endlessunset
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      Ah I see. In that case, would you consider modifying witness behavior to be more reactive to murder and deadly crime? Like as soon as someone is killed all NPCs within viewing range flee and most alert the law? Would also be great if you could make it so once NPCs flee the wanted zone they don't respond until the wanted zone clears. It's odd in St.Denis when you're in a big shootout on one street, move to another and then back again to find like 10 NPCs standing around like nothing is happening.
    3. oofkal
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      It's odd in St.Denis when you're in a big shootout on one street, move to another and then back again to find like 10 NPCs standing around like nothing is happening.
      This happens in every town, I don't know if there's much that can be done about it but it seems as though every law mod is unable to fix the issue.

      It seems that even though the player is wanted, the game will disregard this and spawn normal town NPC's doing tasks or simply standing around regardless of if the player massacred the whole town and everybody fled or was killed. It could possibly have something to do with the games source code but that's pure speculation.

      Maybe Rededrunk could offer their two cents and see if they could potentially do something about the issue.
    4. Rededrunk
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      oofkal is correct. I believe this has something to do with how culling works. To save on resources and improve performance, it's typical for game developers to use this technique. Unfortunately, when the NPCs are culled away and then respawned back when they are in view, it doesn't retain their memories so they reset to what they were programmed to do.

      The thing is, removing the culling means it will lag so much as it's crucial for a game like this where everything is so detailed.
  9. Endlessunset
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    So did you make any changes to law loadouts? If not I was wondering if I could delete your loadouts.meta so I can use other dedicated loadout mods.
    1. Rededrunk
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      I had to add two main loadouts in loadouts.meta. If you want to merge my loadouts with other mods, you'll just need to add these two:
      <Item>
            <Name>LO_BOW</Name>
            <Items>
              <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_UNARMED</WeaponName>
                <Ammo value="0" />
                <Flags>OnlyAddToInventory</Flags>
                <ComponentNames />
              </Item>
              <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_MELEE_KNIFE</WeaponName>
                <Ammo value="1" />
                <Flags />
                <ComponentNames />
              </Item>
      <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_BOW</WeaponName>
                <Ammo value="100" />
                <Flags />
                <ComponentNames />
              </Item>
            </Items>
          </Item>
      <Item>
            <Name>LO_KNIFE</Name>
            <Items>
              <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_UNARMED</WeaponName>
                <Ammo value="0" />
                <Flags>OnlyAddToInventory</Flags>
                <ComponentNames />
              </Item>
              <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_MELEE_KNIFE</WeaponName>
                <Ammo value="1" />
                <Flags />
                <ComponentNames />
              </Item>
            </Items>
          </Item>
    2. Endlessunset
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      So I just replace these lines with the one in your mod or add them to it? Add them to the bottom of the list?
    3. Rededrunk
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      Just add it to whatever loadouts.meta you want to use, these lines are added by me. You can add it to the bottom if you wish, just make sure it is within the </LoadOuts>.
      So it should look something like this if you're adding it to the bottom:

      </Item>   <<<------------------------- THIS IS THE END OF THE OTHER LOADOUT indicated by "/"
      <Item>  
            <Name>LO_BOW</Name>
            <Items>
              <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_UNARMED</WeaponName>
                <Ammo value="0" />
                <Flags>OnlyAddToInventory</Flags>
                <ComponentNames />
              </Item>
              <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_MELEE_KNIFE</WeaponName>
                <Ammo value="1" />
                <Flags />
                <ComponentNames />
              </Item>
      <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_BOW</WeaponName>
                <Ammo value="100" />
                <Flags />
                <ComponentNames />
              </Item>
            </Items>
          </Item>
      <Item>
            <Name>LO_KNIFE</Name>
            <Items>
              <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_UNARMED</WeaponName>
                <Ammo value="0" />
                <Flags>OnlyAddToInventory</Flags>
                <ComponentNames />
              </Item>
              <Item type="CLoadOutWeapon">
                <WeaponName>WEAPON_MELEE_KNIFE</WeaponName>
                <Ammo value="1" />
                <Flags />
                <ComponentNames />
              </Item>
            </Items>
          </Item>
        </LoadOuts> <--------------------------------------------------- PASTE WITHIN HERE, so your line will end with </Item> above this part
        <!-- 000000 -->
      </CPedInventoryLoadOutManager>

      Do not copy and paste the yellow text.

      It's much easier to look at if you're using Notepad++ as you can collapse each loadout.
    4. Endlessunset
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      Where does this line go?:

       <!-- 000000 -->
      </CPedInventoryLoadOutManager>
    5. Rededrunk
      Rededrunk
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      That's already there, you're just copy and pasting the lines within the yellow text.
    6. Endlessunset
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      So I followed all the steps. Law no longer has any weapons...

      Would you mind sending the edited file from Realistic Loadouts Dual Wield version?
    7. Rededrunk
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      As much as I'd like to help, I don't want to edit anyone's file in respect to the author. Send me a screenshot of where you've placed the two loadouts I've given you, so I can see what happened.

      I'm surprised that law no longer has any weapons after your edit since you're not touching any loadouts but adding two, so I'm thinking you may have pasted it incorrectly or there are conflicting lines in their mod. 
  10. Xarius87
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    Hey, this mod is spectacular! I love how distinct different areas feel when you commit a crime! when it comes to compatibility with other law mods, how does yours work? I would assume to just put it lower in the mod order, as usual, but do other mods that edit the same files rely on them? For example, if I put your mod below Llama's Police Overhaul, would it break it? I doubt it, but I'm just getting back into modding this game after a 2 or 3 year hiatus, and I don't' want to break anything. Thank You!
    1. Rededrunk
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      Xarius!
      This mod doesn't change any law behavior, it changes the dispatched groups and timing. For this to properly work, it needs the files dispatch and loadouts, as the rest are dependent on these two. If you want to use Llama's law behavior, you can just load mines later and your game will use my dispatch groups and timings, but it will use Llama's crimeinformation and behaviors.
  11. Q20250210008
    Q20250210008
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    Your mod is the best I've ever seen.When I delete the FRONTEND.awc file in your mod,Do I need to remove the content about FRONTEND.awc from the Install file.To prevent conflicts with other AWC mod.
    1. Rededrunk
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      Thank you! You don't need to remove it from the install file since the install file is basically saying, replace the in game file with whatever is in that folder. But since you've deleted the FRONTEND.awc, it'll just skip over it since it doesn't exist anymore!
  12. Q20250210008
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    Your mod is the best I've ever seen.When I delete the FRONTEND.awc file in your mod,Do I need to remove the content about FRONTEND.awc from the Install file.To prevent conflicts with other AWC mod.