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Immersive Santos 1.1

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This mod makes Los Santos feel more alive with improvements and additions to the world, making it more immersive, fun and realistic.

The mod is split into two parts: a script and an OIV package.

OIV Package

Crime Awareness
- Fixed broken crime witness data that could cause crashes or be ignored by the game
- Gunfire can now be heard up to 100m away (was 50m)
- Explosions can be heard up to 150m away (was 65m)
- Shooting peds or cops is noticed up to 40m away (was 14m)
- Shooting vehicles is noticed up to 50m away (was 30m)
- Non-lethal weapon use is noticed up to 15m away (was 4m)
- Suppressed weapons are slightly more noticeable (6m, was 3m)
- Killings, cop kills and hitting pedestrians are noticed from further away

Living Streets
- Pedestrians no longer stay frozen in one activity forever: people on their phones, smoking, leaning, drinking, window shopping or reading maps now move on after a few minutes
- People wait longer at bus stops
- Fewer idle police officers standing around
- More people sitting on benches
- More homeless people on the streets
- Twice as many birds in trees and on telegraph poles

Pedestrian Awareness
- Ambient pedestrians notice deaths nearby from further away

Script

Living World
- Pedestrian, traffic, scenario and parked vehicle density adjusted by time of day and by area (beaches, downtown, nightlife, hoods, industrial, airport, countryside, suburbs)
- Daily rhythm: busy rush hours in the morning and early evening, and quiet, empty streets in the dead of night
- Groups of 2-4 people walking together, some of them out walking their dog
- People use benches, ATMs, vending machines and shop windows placed by the game itself
- People standing, chatting, smoking or drinking in small groups, with activities that fit the area and the time of day
- Office workers spilling out onto the pavement in the evening, smoking and talking in groups
- Queues outside clubs at night, with a bouncer at the door
- Terraces and cafes filling up during the day
- People waiting at bus stops
- Couriers double parking, carrying the parcel to the door and driving off
- Bin lorries working their round with two crew members walking behind
- Nobody stands in traffic: people are never placed on roads or crossings, and anyone the script tasks who ends up on a lane is sent back to the pavement
- Nothing spawns in front of you: everything appears far away or out of view

Shops
- Shops and Ammu-Nations have life inside: there is almost always someone buying, and they can be empty, almost empty, normal, busy or packed depending on the time of day, with extra clerks and the occasional queue at the counter
- Clerks are never frozen waiting: they check their phone, drink coffee, smoke, lean on the counter or do paperwork, and change activity while you are not looking
- A robbed shop closes for a while: no customers go in, and police park outside and look around

Interiors (optional, off by default)
- People living inside buildings instead of empty rooms
- Banks come configured out of the box and work in the base game: tellers behind the counter and customers queueing and waiting
- Offices, bars, shops and homes can be added with your own coordinates if you use an "enable all interiors" style mod
- People only appear while you are outside and the interior is loaded

Traffic
- Broken down cars with the bonnet up, smoke and the owner on the phone
- Cars arriving, parking, locking up and their occupants walking away
- Petrol stations with cars refuelling and people standing around them
- Drivers stuck behind you honk and shout out of the window
- Faster traffic overtakes you on the highway

Realistic Reactions
- Pedestrians walk away briskly when you carry a weapon near them, just like when you crash near them, and it does NOT give you a wanted level
- People raise their hands or cower when you aim at them
- Real fear around gunfire
- Crashes draw reactions: some people walk away, others record with their phones
- Pedestrians interact with their surroundings and chat with each other
- People stop to take photos of your car when it is parked (muscle, sports, sports classic and super cars by default)

Witness System
- Crimes no longer give instant stars when no cop sees them
- Witnesses flee first, then call the police with their phone or the nearest phone booth
- Stop them before the call ends (knock them down, kill them or aim at them) and the police never find out
- Cops that see the crime give stars instantly
- Optional: crimes with no witnesses give no stars at all

Identity & Disguise
- The police remember your outfit, mask and vehicle from the crime
- Change your clothes and vehicle without being seen and you lose the stars
- Dark window tints or a new look keep cops from recognizing you automatically, unless one gets close enough to inspect you

Progressive Vehicle Damage
- Throttle stutter on heavily damaged vehicles
- Bent axles after hard hits make your vehicle pull to one side
- Very hard impacts can damage the brakes and cause random brake failure

Ammo Economy
- Every Ammu-Nation has limited ammo stock per category (pistol, SMG, rifle, shotgun, sniper, MG)
- Buying a lot raises prices, and stock can run out for in-game days
- Prices depend on the area too: downtown is pricier, the countryside cheaper
- Gunfights around the city reduce the stock
- Stock refills and prices drop over time

Dynamic Events
Events appear around you depending on the area and time of day. You can ignore them or get involved.

Police
Only a handful of police activities, so officers never behave strangely:
- Car patrols driving around the area
- Cops on a break: groups having coffee, eating donuts, smoking or chatting outside police stations or next to their parked car, then driving off on patrol
- Road checkpoints: a line of cones closes a lane, patrol cars sit across it with their lights on, an officer waves cars down and the others check the driver's documents before letting them through
- Occasional police chases that can end on foot, with backup units and arrests
- A police helicopter circling at night over the city and the hoods
- Municipal tow trucks hooking up badly parked cars and taking them away
Police never interfere with the other events unless you turn it on in the ini.

Gang Territories
- Gang hangouts: members of the gang that actually controls the area hanging around their parked cars, drinking, smoking and keeping watch, with one of them dealing and buyers coming and going
- Gun deals out of a car boot, with a lookout, and buyers walking away armed
- Street drug deals, far more common in gang and industrial areas
- Gang fights between the real rival gangs of each area (Families, Ballas, Vagos, Marabunta, Aztecas, The Lost)
- Gang drive-bys
- Gang memory: kill enough members of a gang and that gang attacks you on sight in its own turf, until they forget about you

Crime
- Muggings: armed hold-ups and snatch-and-run thefts, usually targeting people already walking around, and the victim may fight back or chase the thief. Far more likely in rough areas
- Traffic accidents with injured people and onlookers filming
- Street fights with people cheering and recording
- Store robberies with getaway cars
- Carjackings

Emergency Services
- Ambulances and fire trucks rush with sirens to real incidents: paramedics treat injured people and take them away, firefighters put out burning wrecks
- Burning dumpsters in the hoods at night, put out by the fire brigade

Streets & Traffic Events
- Racers and night street race meets with a crowd
- Taxis picking people up
- People interacting with parked cars
- Cars with bikes on the roof
- Tuned cars leaving Benny's
- Tow trucks actually towing cars
- Work crews and electricians
- Air traffic
- Add-on vehicle injector: your add-on cars can appear in traffic

Countryside & Coast
- Tractors and combines working the fields
- Fishermen on piers and shores
- Groups of hikers, sometimes with a mountain biker
- Truckers resting next to their trucks, smoking or having a coffee
- Biker convoys of 3-5 Lost riding in formation
- Off-road vehicles
- Camping spots with bonfires and tents
- Barn finds: rare abandoned classic cars you can take

Optional Events (off by default)
- Traffic stops where the driver may flee
- Foot patrols
- Foot chases with tasers and arrests
- Prisoner transport convoys with escorts
- Police raids that can turn into shootouts

Hotspots
- Save your own spots in-game and fill them with crowds, beach parties, queues, construction workers, electricians or parked planes with pilots and mechanics

Super Lively Mode
- One switch for a much busier city: many more people and traffic, packed shops, far more events and a lot more crime
- You choose which parts get boosted (density, crowds, shops, events, crime, reactions, traffic) and how strong the boost is

Configuration
- Over 50 events, each with its own weight, spawn chance, cooldown, areas, hours and per-area probability multipliers
- Everything can be configured in ImmersiveSantos.ini: toggle any feature, police behaviour, daily routines, interiors, models, gang territories, shop and petrol station locations and more
- F10: enable/disable the mod, F11: save your current position as a hotspot, F9: reload the ini in-game
- Hotkeys can be disabled with EnableHotkeys=0
- Automatically pauses during story missions

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Changelog
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-1.1:
Interiors (now on by default)
- 16 base-game interiors included, no interior mod required: 6 banks, 5 clothing stores, 2 barbershops, 2 tattoo parlours and the Vanilla Unicorn
- Banks have tellers behind the counter and customers queueing
- Clothing stores have people browsing, trying things on and waiting, following each shop's opening hours
- The club holds eight people from midday to 6am
- Clothing stores raised from 4 to 6 people inside, Binco from 3 to 5

Police and NPCs
- Traffic stops are back on: officers pull over NPC cars, and the driver sometimes runs
- New interrogations: one or two officers with their car parked and lights on, questioning someone with their hands up. 25 percent run, 30 percent end up cuffed, the rest are let go
- Foot patrols and foot chases are back on
- Road checkpoints: two can now be up at the same time, and they also appear downtown and in nightlife areas
- New highway checkpoint: same setup out in the countryside, industrial areas, the airport and the suburbs

Alley drug deals
- New event that looks for a real alley: it casts rays in four directions and only accepts spots with walls on at least two sides and no traffic lane nearby
- Runs from 17:00 to 6:00, with the highest weight of any crime and only a 2 minute cooldown. x4 in gang areas
- A dealer with a lookout, and buyers turning up one after another

Gang wars
- 4 or 5 members per crew with real weapons, shooting it out until one side goes down
- After 20-40 seconds a carload of reinforcements arrives and opens up with a drive-by
- Civilians nearby run for it
- Runs from 19:00 to 5:00, in gang territories only

People looking for trouble
- A drunk or cocky guy squares up to someone walking past, insults them and gets in their face. 55 percent of the time it turns into a fist fight with onlookers, otherwise the other one walks away fast
- He then calms down, has a smoke and starts again with someone else
- Street arguments: two people talking who raise their voices, and 35 percent end in a fight

Clerks with a life
- Wider list of activities when nobody is being served, with the phone showing up twice as often: phone, coffee, cigarette, paperwork, leaning on the counter, tidying up and waiting
- With 3 or more customers they actually serve, with the clipboard or standing at the counter
- In Ammu-Nation the guard stance comes up less often with no customers, so they check their phone or smoke too
- They change activity every 45 seconds, and only while you are not looking, so you never see the switch
- This now applies to bank tellers and interior staff as well, who used to stand frozen

Many more shoppers
- Empty shop during the day: 8 percent down to 4 percent. At night: 45 percent down to 28 percent
- Single customer: 20 percent down to 12 percent
- Busy (4-7 customers): 25 percent up to 35 percent
- Packed (8-14 customers): 8 percent up to 15 percent
- Normal is now 2-4 customers, was 2-3
- Maximum customers raised from 12 to 14
- Counter queues: 6 percent up to 10 percent
- Extra clerk: 60 percent up to 75 percent
- A shop that rolls empty is rerolled after 3 minutes instead of 5
- The 25 percent rush hour bonus for busy and packed shops still applies between 11:00 and 20:00, so almost nothing is empty at those hours

-Minor fixes liek spawns, not very lively etc...
-trying to improve functions of the mod
-Fixed INI
-Fixed Wanted level always on 0
-Fixed OIV Package
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First Uploaded: 3 days ago
Last Updated: 4 hours ago
Last Downloaded: 5 minutes ago

All Versions

 1.1 (current)

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14 hours ago

 1.0

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3 days ago

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