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The Stealth (continued from CPRE) [+ OIV] 2.0a

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NOW WITH AN OPTIONAL RIPPLERS REALISM PACKAGE (Baka's Sounds required. Rippler changed some sound paths. Using RR without Baka's Sounds will result in some weapon sounds have low db or inproper audio. To reassure you, I personally don't use the sound pack and don't notice it.)

This is a direct continuation of CPRE, with revised, fixed, and added features. I genuinely don't think there's a more complete stealth mod out there, well, that's why I created it back then.

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Remember:

Being stealthy is careful planning. Using a silencer doesn't grant you invisibility. Not seeing a witness doesn't make the stealth in this mod broken.

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1. Quick About
2. Disclaimer
3. Incompatibilities
4. Installation
5. Full Description (mod used)
6. Features
7. Changelog


=== QUICK ABOUT ===

The ultimate stealth experience. Fair, realistic, challenging, and fun. Longer and tougher on foot chase. 1 star cops don't shoot as soon as they see your ass. You can hide in unidentified cars (grey blip) and escape if you don't come too close to investigating cops. Silenced and melee weapons act as such, no surprises. Cops will now search the crime scene for longer if they lose sight of you, for better hidden escapes.


=== DISCLAIMER ===

The mods have been carefully merged and troubleshot from day one of The Stealth development. This is a stable version compatible with 944.1. The Stealth might be incompatible with scripts modifying AI behavior, such as KeepCalm and Arrest & Warrant.

If you have any problem, carefully and patiently explain the conditions in which the problem occurred. You might just have other files on your install, incompatible with The Stealth.

It is highly recommended to have backup files before modding GTA V. I have full backups of over 5 versions.


=== INCOMPATIBILITIES ===

- KeepCalm (script)

- Arrest and Warrant


=== INSTALLATION ===

You'll need Script Hook V, an ASI loader (provided with Script Hook V), and OpenIV.asi (provided with OpenIV).

- Open game archives with OpenIV.
- Drag and drop the mod content into its respective game archives.
- Full file locations inside the FTFR mod folder.

OR

- Go into OpenIV
- Tools > Package Installer
- Install the first .oiv provided (and if you want Ripplers Realism, install the second after the first)

OIV THANKS TO MANAV121


=== DESCRIPTION ===

This is a direct copy of my other mod Fine-Tuned Felony & Response. Difference being, it only uses the files that affect stealth.

Here's a list of the mods originally used:

- Crime & Police Rebalance and Enhancement by BobJaneTMart

- Realism Dispatch Enhanced by Dilapitated and mkeezay30

- Ripplers Realism by Rippler (only non DLC weapons are modified in the first .oiv package)


=== FEATURES ===

Stealth is a fully functional and fair feature
- silenced and melee weapons act as such, no surprises no bullshit,
- only witnessed and reported crimes will grant you a wanted level
- when out of sight you have a chance to hide in vehicles (and not be spotted from far away, à la Watch Dogs)
- Cop despawning has been revised so when you become hidden and leave an area, cops keep searching the said area

Cop and enemy AI refined for a smarter and more challenging approach
- better flanking, climbing and overall investigating from cops
- specific behavior for the different branch of the police/military forces
- same for gangs, they will be more reckless and offensive than a trained FIB agent for example
- AI view cones are extended to emulate real life sighting
- wanted timer and out of sight timer have been fine tuned for each different classes of cops, aiming for a more fair and balanced experience

The whole world feels more realistic
- people aren't focused on your every move, you feel like a citizen among citizens
- cops won't necessarily be called for a fist fight in the hood for example
- people carry on with their lives for tiny events that don't matter to them


=== CHANGELOG ===


The Stealth - v2.0a

- OIV Hotfix


The Stealth - v2.0

* Updated my game to 944, old LUAs are all working fine, therefore I'm trying to update all the mods, RWG DLCs crashes the game at this very point
- Tweaked cop spawning values when wanted to compensate for the far car sense range (vision cone)
- Doubled sniper range, you can now hit every ped you see on screen
- Provided Ripplers Realism for The Stealth (optional), except for AI & health files, aswell as some values for Carbine, Sniper, and Stun Gun (my 3 go-to weapons)
- Therefore removing/replacing Refine Weapons & Gameplay
- Tweaked yet again the evasion timers, I'm reaching a middle ground, soon I'll stop messing with those
- Tweaked the number of cops spawning for 3 stars (tweaked 2 stars aswell back in v1.2 and forgot to mention it)
- Decreased evasion timer for 1 star
- Changed the accuracy for the snipers (the Franklin's bridge sniping heist part was unplayable)
- Decreased Stungun damage time and hit force
- For mission compatibility purposes, stun gun returned to default damage, and apparently electric damage is a kill by default
- Added Streets of Rage Brawling and parts of Euphoria Ragdoll Overall, I realize it goes in pair with the damages data in The Stealth


The Stealth - v1.1

- Doubled ammo for pistols, rifles, and snipers, tripled for uzis
- Decreased sniperrifle values (recoil etc) to make rapid scope targeting quicker/easier
- Fixed an issue where an empty car would be dispacthed when dialing the cops
- Reduced timer for known position after being reported and going out of sight
- Increased required evasion time for 1, 2, and 3 stars (don't even know if it does anything at this point)
- Increased cop despawing distance to emulate a still on going search after you leave the area you disapeared in
- Somehow and somewhat increased the on foot pursuit proficiency of cops


The Stealth - v1.0a

- Longer evasion time (out-of-sight to 0 star) for 1 star
- Fixed hearing range of non silenced firearms
- Provided an optional (buggy) file, making all silenced bullet impacts completely silent, but making ~1/5 of witnesses not reacting to people dying around them (still haven't figured out why)


The Stealth - v1.0

- Initial release of stealth only version of FTFR


Fine-Tuned Felony & Response - v1.1b

- OIV hotfix


Fine-Tuned Felony & Response - v1.1a

- Longer ambulance dispatch time
- Pursuing cops (1 star) will wait longer before starting to shoot (2 star)
- Longer evasion time (out-of-sight to 0 star) for 1 and 2 star
- Added unmarked police car to traffic and police spawns


Fine-Tuned Felony & Response - v1.1

- Decreased ambulance dispatch time to emulate a better immersion after silencing peds
- Perfected stealth attributes of melee kills/stun gun (only med/close range visual witnesses can be alerted)
- Pinpointed how to make silencers completely silent (close range hearing) through scenariotriggers, unfortunately every config I tried was bugged, still progress I guess


Fine-Tuned Felony & Response - v1.0

- Initial release


Felony Project - Prerelease Polishhhhhh

- Decreased identification range for all AI to emulate realistic hiding in cars during out-of-sight timer
- Fixed an issue with navcapabilities tied to slope pathfinding that caused some AI to ignore scenarios/pathfinding in some missions
- Fixed some values within \tune that caused random crashes
- Modified pedhealth to increase fist fight durability and change ped response to being shot
- Troubleshot a bunch of files that caused weird behavior from peds
- Decreased time-out timer (wanted to out of sight)
- Increased amnesty timer (out of sight to not wanted)
- Fixed some stability issues tied to wantedtuning.ymt
- Fixed a problem between damages.meta and pedhealth.meta that prevented (knife) stealth kills
- Ajusted stungun values, acts as suppressed (sound range), 6 sec recharge, 12 sec damage duration (stunned)


Felony Project - Alpha Testing

- First comparison and selection of the original files (5 major mods involved + wallets)
- Rebranded every file because it's extremely important to brand files that existed before you even thought of modding them, so people know it's YOU and only YOU who changed some values in a chunk of text
- Got to know the files, took em on a date or two, went to the 3rd base pretty quick, got butterflies up my colon, though when I think of it, it could've been that kebhap from the other night
- First fine-tunes and stability tests
- Increased cop AI sense range and vision cone angle
- Modified combatbehavior to increase efficiency of cops
- Fine-tuned stuff here and there to test ped response to different events
First Uploaded: July 31, 2016
Last Updated: January 12, 2017
Last Downloaded: 2 hours ago
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Def4ba stealth preview
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79 Comments

  • E3986c 943467 10201313054018463 1406495534 n
    The_XXI

    @0x49 I don't really understand what you want. It's a feature already present in the vanilla game. Noticing dead bodies is a scenario, which its activation is ruled in scenariotriggers.

    Arrest and warrant is noted in the incompatibilities in the description.

    What exactly do you want to achieve?

    8 days ago
  • Gtao47

    @The_XXI I'd just like the option that has pedestrians not notice dead bodies, not the other parts since they are not compatible with this.

    8 days ago
  • E3986c 943467 10201313054018463 1406495534 n
    The_XXI

    @0x49 Navigate in scenariotriggers. EVENT_SHOCKING_DEAD_BODY value to 0 I guess, or remove the item entirely.

    8 days ago
  • E3986c 943467 10201313054018463 1406495534 n
    The_XXI

    @0x49 Then there's EVENT_SHOCKING_SEEN_PED_KILLED, don't realy know how you want to tackle your problem. But there are multiple variables. Possibly across different files.

    8 days ago
  • Wade

    @The_XXI Hi! Thank you for Ripplers Realism support.
    Everything works fine, except my HP bar is messed up probably. When the bar is visually empty after taking damage (in a shootout with cops), I'm still alive. First I thought I can't die because of glitch or bug, but I actually can, thus HP bar seemingly represents only a piece of actual health, and some HP are hidden. Besides health regeneration threshold is visually shifted to the left, it's not in the middle of the bar like it should be.

    I don't have any scripts that affect HP, damage or anything else. Everything is up-to-date. Is that normal? It's not a big deal though, just a minor glitch.

    7 days ago
  • E3986c 943467 10201313054018463 1406495534 n
    The_XXI

    @puppyshark Yup totally normal. The health bar doesn't represent properly the actual health. So when it's empty, you don't really know, well you actually do, it takes a tiny bit to fuck you up. And when its regenerated, it's a third, still red, and bleeping.

    All the damages of weapons, fists, have been changed, and the endurance of peds aswell, this is for longer fist fighting, more realistic ped reaction to bullets, now you have more varied responses, you will see more of, hurt reactions, shooting laying on the floor, etc, I guess I could bother to take the vanilla health values of the player and base everything else around that, but I really don't want to bother. Maybe one day when I'll have nothing else to do.

    7 days ago
  • Wade

    @The_XXI Ah, alright then. Thanks.

    7 days ago
  • Default

    Is there anyway I can use this or FTFR but with the full version of RDE(arcade or with military six star) and World of Variety?

    7 days ago
  • Default

    First: Great mod, really appreciate your work!
    However I found four things I'd like to mention:
    - No matter how far away you are when pressing >explode< for the sticky bombs, you will always get one star and
    - cops will definitely find you wherever you hide (even if that is like two kilometers away from the point they've seen you the last time).
    - Cops are totally suicidal. Really. They act as if they didn't give a shit about their lives. Maybe keep the helicopters (no despawn) to make it a little bit more difficult but that suicidal thing turns out to be really annoying to me.
    - Stealth doesn't work on cops; no way to murder one even if you snipe them from a really tough distance and unseen.

    Just some ideas here. (Btw.: Is there someone, who knows which files to tweak in the mod so I can do it on my own maybe...? Big thanks in advance!)

    6 days ago
  • E3986c 943467 10201313054018463 1406495534 n
    The_XXI

    @Achwalt

    - bombs, noted
    - cops have a hardcoded "player magnetized" sense (I believe it's hardcoded, I never saw anything to change that, it's here to stay, although they really tend to focus on the last position more than before)
    - absolutely don't understand what you mean by suicidal, I have cops that keep behind covers, that peeks everynow and then, you'll have to tell me what ped you're talking about, and for which level (army, swat, cop, 1 star, 3 star etc)
    - again hardcoded, it's the way it is, already tried changing the ped attributes, making a cop a security ped for example, it creates unwanted features IIRC

    Get in the files, find your way, that's how I started.

    6 days ago
  • E3986c 943467 10201313054018463 1406495534 n
    The_XXI

    @Achwalt Thanks for all the feedback btw.

    6 days ago
  • Default

    @The_XXI By "sudicidal" I meant eg cops blocking the road with their cars by standing orthogonal to the road (on purpose, driving slightly for-/backwards dependiong on players position) or the ones that just simply do a frontal crash to stop you. Of course, this is not suicidal for cops in the game, but it'd be sure death for other peds if they did it (You can even kill those "normal" peds by crashing into them at ~70 kph, so a frontal crash at 170 should be worse I guess.). This ain't such a big issue, just something I wanted to have mentioned.

    Else I've really enjoyed your work! Very cool that you've noted the bombs! :)

    5 days ago
  • Default

    hey how come I cant pull out my phone anymore

    1 day ago
  • E3986c 943467 10201313054018463 1406495534 n
    The_XXI

    @Saberninja710 Jesus fucking hell, like oh my fucking god...

    My mod cannot affect this mechanic, make sure you don't have scripts installed that could affect that, be sure to have a backup before modding (in this case proceed to restore your installation to no mods, and cross test from there), verify that all your keys are bound as they should, or that your keyboard/gamepad works properly.

    1 day ago
  • Default

    @The_XXI damn bro chill sorry man. didnt know u was gunna be pissed off. I dont know why
    I cant pull out my phone anymore, I changed Franklin's skin to another model maybe that was it

    1 day ago
  • E3986c 943467 10201313054018463 1406495534 n
    The_XXI

    @Saberninja710 It was more of a *sigh* mood than anger. Don't take curses as if they meant total anger. And don't get offended by this, it's genuinely not personal at all, it's just crazy to me than someone with a problem doesn't try to think out of the box to try and identify the problem before claiming it's someone's fault. It's human I understand that, to point at the closest target, but, you have many tools to try and cross test your platform before calling names.

    I'm just really tired but yeah, be curious, and try to research by yourself before anything. What I do on many mods when I have a problem is, load as many comments as I can on the mod page, press ctrl-f to open the search in page option, and then I enter tag close to my problem.

    1 day ago
  • Default

    @The_XXI oh ok cool man fo sho ty

    1 day ago
  • Default

    I'm trying to stay close to the vanilla game and I really don't want the extra stuff like streets of rage or euphoria physics or anything that changes weapons. Could you tell me what files to install that only affect stealth? Or would I be better off just getting that old stealth fix mod? Thanks.

    15 hours ago
  • E3986c 943467 10201313054018463 1406495534 n
    The_XXI

    @NoCountryForOldPodge The Stealth only:

    agitatedtriggers.meta (this comes in SoRB but it affects how people react to crimes too, it goes in pair with stealth features)
    crimeinformation.meta
    crimes.meta
    witnessinformation.meta
    dispatch.meta (evasion timers in there ; & ambulance dispatch delay, vanilla is: kill = you hear sirens right away)
    pedperception.meta
    dispatchtuning.ymt
    shockingevents.ymt (this comes in SoRB but it affects how people react to crimes too, it goes in pair with stealth features)
    wantedtuning.ymt

    You're missing out on many things, aswell as some weapon fixes in weapons.meta. But hey, it's your call.

    12 hours ago
  • Default

    @The_XXI hey just one more thing, sorry to bother. this mod seemed to have removed some interactions such as: close range weapon butt attacks. how do I restore it? thanks

    3 hours ago
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