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  • @seb007
    The issue where police cars occasionally disappear is fixed in the next update; the update should be ready tomorrow or Tuesday.

  • @seb007
    To clarify: this only applies to Enhanced users who installed v1.1 or older. Back then the textures came from dismemberment.ytd inside mods/update/update.rpf/x64/textures/script_txds.rpf. If you still have that file, open OpenIV, go into edit mode and delete it — that one file only, don't touch anything else in there.

    I removed it in v1.2 so the mod is compatible with NVE (NVE replaces script_txds.rpf, so anything of mine in there would clash). Since then the textures ship as plain PNGs in the scripts folder — nothing to install into the game files at all.

    So if you installed v1.2 or newer, there's nothing for you to delete. 👍

    If that clears it up, I'd appreciate it if you'd reconsider the rating 🙂

  • @khanh123002 @GrandHaven
    Many thanks! :)
    The update will arrive early next week, though initially without the torso-splitting feature, as I’m still waiting on the textures for that. New animations aren't included yet either—that’s not so simple to do—but everything will be in V1.6.coming end of the month,.... On the plus side, V1.5 includes bug fixes and all the user requests made here ;)

  • @Trevor789FD Good news: exactly what you describe is already built and will be in the next update. It works differently from the damage-based mode — that one only looks at the weapon, which is why your Juggernauts still turned to paper.

    The new system is a model list in the ini (your RDE and PEV models are the defaults, including all the Heavy variants) plus a health threshold. Peds on that list cannot be dismembered at all while they are above the threshold — no matter the weapon. Below it, or once they are dead, everything works as normal. Default threshold is 30 % of their health, adjustable in the menu.

    And it runs alongside your cfg weapon list, so you keep your selected weapons exactly as they are.

    Update lands in roughly a week. Since you have PEV set up, you would honestly be the perfect person to tell me if the threshold feels right for Heavies — I will ping you when it is out. Thanks for the patience, friend.

  • @MaxLuk hey vielen dank Max.
    ja das problem mit dem polizeiauto, ist echt nervig, ich hatte es letztens schon gefixt gehabt, dann kam es wieder,...nachdem ich die neue torso funktion eingefügt hatte,... und 2 andere sache,...hab alle userwünsche schon reingefügt und bin noch an 2 neuen sachen dran.. muss schauen das die bugfixes alle klappen, dann kommt das update :) aber wird noch ein paar tage dauern, hab mir ein paar tage auszeit von der mod gegönnt, war zuviel geworden...haha

  • @Trevor789FD Thanks for the detailed report, and for the model list — that saves me a lot of work.

    There is already a setting that does part of what you want: under weapon mode you can switch from "config only" to "damage based", and then peds are only dismembered once the hit does enough damage. But that replaces your cfg weapon list instead of adding to it, so you would lose your selected weapons to get it. That is a real gap, not something you are doing wrong.

    So I will add it the other way around: a model list with a health threshold. Peds on that list only come apart once they are below a set percentage of health, and it works alongside whichever weapon mode you have chosen — your cfg list stays exactly as it is.

    I will build it as an open ini list rather than hardcoding your models, so anyone can add their own tough peds, but your RDE and PEV models ship as the defaults.

    One question so I get the feel right: should a heavy weapon hit that would kill them outright still dismember, or should tough peds never come apart while alive at all? I am leaning towards "only when the hit is lethal anyway", which sounds like what you described.

    On timing: a lot of other requests are in the works and most of them are already done. I am still waiting on a new 3D model, and I want to add some new animations on top of that. Right now I am taking a short break from the mod, so realistically the update will not land for another 10 days at the earliest.

  • best in the country

  • Oh, that was such a wonderful time. :)