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@AndreyevOkonievsky a readme file with data on how to interpret the new configuration file settings with min-max values would be awesome.
otherwise it's difficult to set it properly to imitate the other ragdoll player mods, replace armor with new meshes, etc.
I would happily extract the multiplayer body armors and rig them if I only had the data in a readme to apply them to your mod :)
2.5 stars is best I can do until it doesn't break story missions.
shame because this is EXACTLY what i have been looking for outside of some flaws. Happy to re-rate after an update.
@danistheman262 is it possible to pull a bank job WITHOUT the alarm sounding? asking as a seasoned Payday 2 player who uses a mod called "The Stealth" where a human based NPC with a phone has to see a crime AND call it in for police to show up.
So far no matter what they get called even with no witnesses.Is the alarm going off by default scripted or am I missing something?
BADASS mod either way. Just hoping stealth is possible.
I LOVE THIS MOD.
I've overhauled all firearm based combat to be realistic enough this mod turned into a MUST HAVE.
If I credit you and link this mod would it be possible for me to package this in an OIV with my realistic firearms mods?
I'm happy to send you a test version first for approval.
the mission issue could be fixed by implementing an "armory" feature as used online in MC clubhouses, executive office, etc
it makes items invisible to the weapon wheel with a gun cabinet as a place to alter the loadout rather than remove them from inventory. so when a gun is forced into inventory, it can make the old one occupying the slot invisible to the weapon wheel to be "retrieved" from the gun cabinet/trunk of a character car
Easiest interface point for swapping through loadouts is the trunk of each characters assigned vehicle in my opinion.
@hunk has a trunk mod that gave me the idea on implementing the online armory concept into a trunk.
@InfamousSabre I have been searching for a mod like this for use in story missions to add depth for a LONG time. . . but the post about it breaking the o'neil hunting mission makes me want to hold off until the next update.
I very sincerely hope there is a next update. either that or permission to have a coder friend of mine fix it and reupload :)
also. . . is it possible to easily disable the floating ammo counters/ weapon names?
@Bass Dragon I love this mod and have reworked the weapons.meta and weaponcomponents.meta to give weapons realistic ammo capacities ,range, bullet drop, armor penetration,and rates of fire based on their real world counterparts as well as realistic ammo capacity for player inventory. also removed hitscan in favor of using a "delayed" hit with bullet drop like the engine handles sniper rifles.
wondering if I can include your mod with my new materials file,weapons.meta,weaponcomponent.meta, etc.
I find most realism mods over reach so I was focusing on one that only changes gunplay.
this mod is essential in changing gunplay. . . so I thought I would ask since they have an overlap
ahh!!!! good to know!
thank you for the prompt response.
@Daimian just curious before making the temporary change you suggested, was two helicopters at 3 stars the default setting in vanilla?
I don't want it having TOO many behind me as I escape :)
@Daimian would it be possible to keep the warrant system and other parts of the mod active during missions and simply disable whichever part is interfering with the mission/helicopter spawn while on missions?
the warrants give reason to play mini games. feels like it should have been in the vanilla game as a reason to "relax" between jobs while indulging in the minigames needed to boost skills.