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The Stealth (continued from CPRE) [+ OIV] 2.3

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THE STEALTH
vs
FINE-TUNED FELONY & RESPONSE


The Stealth = Updated, fixed, and enhanced CPRE.

FTFR = The Stealth + a compilation of other realism focused mods (see section 5. of FTFR description).

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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.


Also, a silenced shot is different from the stealth kill (melee from behind in stealth mode), bullets flight and impact can be noticed by peds at short range, this can't be changed without game breaking bugs.

- - - - - - - - - - - - - - - - -

THE STEALTH 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.

______

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


1. === 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. Cop view cones extended, but identification range decreased for better hidden evasions in unidentified vehicles. Cops keeps searching your last known location, even when you bail far away. Silenced and melee weapons act as such, no surprises. Unmarked cars with detectives, and FIB spawn at 4 and 5 stars.

The Stealth v2.3 was last tested on 944.2. It should be fine on all versions.


2. === DISCLAIMER ===

The FIB now spawn at 4 and 5 stars, but their behavior relies on peds.ymt (update.rpf\x64\data). This file changes FIB peds from civilian to cops. So they don't run away in a fight and spawn properly in vehicles.
By default, an older modded World of Variety peds.ymt file is provided, it works with and without WOV installed, but for the sake of compatibility I provided a regular peds.ymt (incompatible with WOV), and the latest WOV (1.8.1) peds.ymt.

OPTIONAL RIPPLERS REALISM FILES AVAILABLE
Baka's Sounds required (I don't use it, no problem).

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.


3. === INCOMPATIBILITIES & KNOWN ISSUES ===

The Stealth might be incompatible with scripts modifying AI/cop behavior.

- KeepCalm: potentially incompatible

- Arrest and Warrant: reported compatible by some, and incompatible by others

- World of Variety: the optional regular peds.ymt may cause crashes with WOV, by default I provided a WOV compatible peds.ymt file


4. === INSTALLATION ===

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

(It is highly recommended to have backups just in case. The strict minimum being a backup of update.rpf.)

- Open update.rpf with OpenIV
- Drag and drop the mod content into its respective game archives

Full file locations inside the "The Stealth" mod folder.

OR

- Go into OpenIV
- Tools > Package Installer
- Install the "The stealth" .oiv provided


OIV THANKS TO MANAV121


5. === DESCRIPTION ===

This is stripped down copy of Fine-Tuned Felony & Response. You can consider The Stealth as an updated and fixed Crime & Police Rebalance and Enhancement

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)


6. === 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 grant a wanted level
- Identification range decreased, when hidden in unidentified vehicles, cops need to be close to identify you (à la Watch Dogs)
- When no cops can see you, you become hidden more quickly, letting cops investigate your last known position
- Cop despawning has been revised, when you're hidden, they will search your last known position even when you leave the 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 than trained officers
- AI view cones are extended to emulate real life sighting
- Longer and custom timers for each wanted levels
- Wanted level spawns diversified, female cops, unmarked cars with detectives, FIB, and army

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



7. === CHANGELOG ===


The Stealth - v2.3 - Stripped & Dilapidated Update

- Toned down accuracy for deafault peds, cops and sheriffs
- Added FIBsec to FIB spawns at 4/5 stars (dudes with FIB vests)
- Changed stungun damage so it insta kills (anim/ragdoll unchanged)
- Reduced even more stun gun sound range
- Rebalanced spawn count at 3, 4, and 5 stars
- Removed pedbrawlingstyle.meta (data)
- Removed peds.meta (data)
- Removed results.meta (data\action)
- Removed weaponanimations.meta (data\ai)
- Removed weaponcomponents.meta (data\ai)
- Removed explosionfx.dat (data\effects)
- Removed peddamage.xml (data\effects)
- Removed weaponfx.dat (data\effects)

The Stealth made sense when WOV was part of FTFR, but after its removal it made no sense. Stripping files down, creating a very light version of FTFR makes more sense now. All stealth and police features are here.


The Stealth - v2.2 - Ghostbusters Update

- Greatly increased cop despawn distance to better emulate hidden evasions and cop investigation
- Cleaned and fixed dispatch.meta
*Fixed the empty vehicle spawns at 4 and 5 stars (removed riot/army trucks, they aren't handled properly)
*Replaced boat spawns with vanilla ones to prevent crashes in some instances
*Balanced and diversified spawns at 4 and 5 stars, it's really neat I love it
*Added proper unmarked car spawns with detectives at 4 and 5 stars
*Fixed FIB spawns at 4 and 5 stars (new peds.ymt file makes FIB spawns handled as cop spawns, no more empty vehicles)
- Thus, included new peds.ymt file (update.rpf\x64\data) changing FIB ped values from civilian to cop
*Provided a WOV compatible peds.ymt by default (seems stable with and without WOV installed, more versions of the file available)



[...]


Continue Reading Changelog On Paste Bin


First Development: February 2016
Show Full Description

First Uploaded: July 31, 2016
Last Updated: June 07, 2017
Last Downloaded: 3 hours ago

All Versions

 2.3 (current)

3,632 downloads , 9.84 MB

187 Comments

  • 601f71 13551768 856255471145491 710850173 n
    The_XXI
    Pinned Comment

    7th June: v2.3 released. Again, very stable, no ghost drivers on my installation, no crashes.

    I changed the ped type of IAA and FIB to cops. It's stable for me, and the most it should do story wise is change IAA and FIB red blips to cop blips.

    FIB spawns are now proper FIB (FIB vest etc).

    Stun gun insta kills so Monkey Business mission doesn't last ages. (Reminder, no damage stun is story incompatible. And previous values made the electrocution last way too long.)

    I removed many files that no longer made sense to be part of The Stealth. The Stealth is a very light version of FTFR, all stealth and police features are here still.

    Cheers and have fun !

    (PS: Special mention that I didn't know was necessary: If you don't know shit about modding, top right, "MORE" section, help's there. Don't ask me for help if you can't use Google or basic common sense.)

    June 09, 2017
  • Default

    @The_XXI Hey man how can i remove the shaking when my character shoots its so shaky and its so hard to aim...what should i remove from the files that i move from the mods folder??

    May 28, 2017
  • A76ac5 cdn 400x400 compréssé

    @The_XXI lol, no problem ^^

    May 28, 2017
  • 601f71 13551768 856255471145491 710850173 n
    The_XXI

    @Pro--Damage Not coming from my mod. List your mods.

    May 28, 2017
  • Default

    @The_XXI the shaking starts when i moved the mods and then when i removed it its gone..i dont know whats causing it

    May 28, 2017
  • Default

    I also noticed that some of the FIB vehicles are moving without a driver

    May 28, 2017
  • 601f71 13551768 856255471145491 710850173 n
    The_XXI

    @Pro--Damage omg really? I troubleshot the ghost drive in 2.2 i can only assume it's install related.

    Again you didn't list me your mods, please list them so i can figure this out

    May 28, 2017
  • Default

    @The_XXI the shaking part is already fine I just need to remove the weapon.meta..but the ghost driver i don't know how to fix it..everytime i reached 4 or 5 star some of the FIB vehicles are moving without a driver on it..btw my mods are:
    VisualIV,World Variety 1.8.1,The Stealth 2.2,E.R.O 1.9.4 by Migguoust, Mod Menyoo Pc, Improvements in Gore 2.1,Be a Bodyguard,Simple Zombies, and the others are just clothing like Stussy pack,Off-white,Bape shark etc..

    May 29, 2017
  • 601f71 13551768 856255471145491 710850173 n
    The_XXI

    @Pro--Damage Wouldn't you be better off using FTFR instead of The Stealth? There's even, IMO, a better version of ERO in there. I find 1.9.4 to be less good. Anyway, I don't understand what's happening with driver less, I made sure that it wasn't the case before releasing, so there's definitely something wrong install wise. Thanks for the feedback.

    May 29, 2017
  • Default

    @The_XXI I don't understand, I follow all the instruction , but thanks for helping.

    May 29, 2017
  • 601f71 13551768 856255471145491 710850173 n
    The_XXI

    @Pro--Damage Hmmm, try this out https://www.mediafire.com/?20ca592vs6b9uqr

    May 29, 2017
  • 601f71 13551768 856255471145491 710850173 n
    The_XXI

    7th June: v2.3 released. Again, very stable, no ghost drivers on my installation, no crashes.

    I tried something new, using an (apparently) unused set of combatbehavior.meta items (Grunt and Captain) to be assigned to Detectives (ciasec) and FIB (fibsec) spawns as custom values for combat behavior so each have their own. I also changed the ped type of IAA and FIB to cops. It's stable for me, and the most it should do story wise is change IAA and FIB red blips to cop blips.

    FIB spawns are now proper FIB (FIB vest etc).

    Stun gun insta kills so Monkey Business mission doesn't last ages. (Reminder, no damage stun is story incompatible. And previous values made the electrocution last way too long.)

    I removed many files that no longer made sense to be part of The Stealth. The Stealth is a very light version of FTFR, all stealth and police features are here still.

    Cheers and have fun !

    (PS: Special mention that I didn't know was necessary: If you don't know shit about modding, top right, "MORE" section, help's there. Don't ask me for help if you can't use Google or basic common sense.)

    June 07, 2017
  • 0ece0c 307

    Nice mod

    June 09, 2017
  • Michael

    man in your next update of this mode, you should make that the peds call the police through the phone!, will most realistic

    June 14, 2017
  • 601f71 13551768 856255471145491 710850173 n
    The_XXI

    @DionardoX They do, the only way to grant you a wanted level is for a ped to pick up his phone and call the police. You probably missed one, or you install another mod on top of mine. I'll refer you to this:

    "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. "

    Thanks for the 5 stars rating though.

    June 14, 2017
  • Default

    Bit of a game breaking bug with this. If you take a helicopter and terrorize the city from the air the mod causes police to only come to where the missile hit and spend forever looking for you. Almost every time I've got away with killing tens of people, you will only ever get higher than 1 star doing this if you specifically shoot at a police vehicle. This isn't very realistic. Apart from this its a great mod though

    10 days ago
  • 601f71 13551768 856255471145491 710850173 n
    The_XXI

    @matthewcl375 Hm, never thought of that, I never use helis and you're the first to report this, thanks a lot, I will look into.

    A dude asked me to do something about the explosions at some point, I bet this is the problems, it's made to work for on ground stealth. I'll add this on the to-do list, thanks for the feedback.

    9 days ago
  • 601f71 13551768 856255471145491 710850173 n
    The_XXI

    @matthewcl375 So, I'm thinking and all...

    You get one star, right, then it's though to jump to two stars, and even tougher to jump to 3 stars? And then, because of the long distance for cop respawning, they keep searching the killing area, and since it's hard to jump wanted levels, even with the killings you never get too much cops on your ass, and thus virtually never have an heli after you?

    See if I don't find a way to specifically change the wanted levels behavior towards heli missiles, I'd have to jeopardize some ground focused stealth features, and that can't really happen. I'll try my best but I can't promise anything.

    9 days ago
  • Default

    @The_XXI Yeah I get that, I rarely ever just go on a rampage like that so its not a huge deal to me, this is still the most realistic on-the-ground simulation of police response I've seen, aside from the issue of them shooting you at two stars rather than melee/tasering but I guess that is a GTA issue.

    Regarding the helicopter missiles yeah, the issue is the police only gather around the point of impact where you struck, so unless you circle around and hit a police car or a civilian within view of the police in the area you'll never get 3 stars. There just needs to be the ability to escalate it automatically to 3 stars once you start blowing shit up.

    Could you not implement something like the default way GTA handles explosions and the wanted level? I get its difficult though because like with sticky bombs, realistically they couldn't immediately identify who set the bomb off, whereas with a helicopter there's a clear suspect to go after as its been witnessed by multiple people on the ground.

    9 days ago
  • Gtao60

    MK II weapons doesn't work with this mod.

    12 hours ago
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