Mod looks super promisinng, can't wait to try some of the peds. Would it be possible though, to install them as ad-don standalone peds rather than replacements? My game is extremely hostile to replacements in general for some reason.
1) about "ped slots" i mean where you choose the ped model to be spawned (sorry, didn't know what name to use) like for example g_m_y_vagos_01 or something, now if in a squad sub-menu i can choose g-m-y-vagos_01, THEN g_m_y_vagos_02, THEN 03 and then the female vagos, i have a mixed squad of the whole vagos gang. For now i can obtain this only by using multiple squads (unless there is a way i didn't discover yet)
2) Yes that would be great, the same effect you get with any trainer when the ped automatically follows you, gets in your car, fights back if you get attacked and so on...
3) Most likely i forgot to hit "validate", i will keep testing.
4) That would also be great, but i suggest to keep it simple and effective. Too much stuff could make the mod clunky, you will have more stuff to fix and the average user could take hours before creating a squad. I'd rather focus on making the mod more responsive and reliable. Just my personal opinion of course!
Thank you for your offer, but i don't think i'm much of a tester actually. I will keep following your updates and give you feedback whenever possible though!
@ramirezdud06 Thanks for the info, it was my scripthookdotnet needing some update, now it works. Allright, it seems it's going in the right direction! Glad to see that peds are now randomized, but a couple more ped slots in each squad sub-menu, to make them more varied, wouldn't hurt. At the moment the mod's not much useful as a "bodyguard" mod, rather a "quick combat scenario maker" if you use it to spawn hostile peds, which is also good. (bodyguards can be easily manged by any trainer) Unfortunately, the hostile peds seem to be a bit unreliable in behaviour: They didn't react to me attacking them once, and another time they didn't follow my "walk there" order: they were like frozen. Anyways i will keep testing, this mod has great potential!
Been waiting for this update! However i can't start the mod, the only thing i did is changing the key from F10 to F12, and yeah, i hit the key and nothing happens. Am i doing something wrong?
@ramirezdu06 yes, it was precisely that, tested now and i can confirm that the squad doesn't spawn with auto respawn off. Small bug that you will eventually fix. Take your time man, this mod is a so much needed gem! :D
Yes! Mod is nearly perfect! especially now, with the added feature of changing the keys, plus the ability of adding a virtually infinite number of enemies/allies models. Something that can really improve the single player experience. A couple of notes though: 1st, i encountered some problems with spawning. The first squad, after being spawned "around player" won't spawn again, in none of the selectable spawning modes, No problems with squad 2. might require some more testing but it's probably a small bug. Second: would it be possible to add some variety to squads, like the old mod this one is inspired to? Could be another two or three lines in the squad menu, where you select other models and then the script randomizes between those three models, something like that. And 3rd: Spawn to waypoint? In any case excellent mod!
An enhanced version of one of the best mods of all time. You'd deserve 5 stars only for this! Anyway, i wasn't able to start the mod so far, iprobably my scriphookdotnet is a bit old, or at least i hope so. Another thing, i think an .ini file where to assign the start key is essential! People have loads of mods and re-assigning all the keys might become a nightmare. Please consider adding this option in the next update!
@IsabelleXoxo__ just wanted to let you know that the tip you posted is working perfectly, but most importantly, IS THE KEY TO FIX OTHER BROKEN INTERIORS AS WELL! Changing those values is a bit of a lottery to be honest, but i'm slowly getting there. It would be cool to understand what those values actually do to the rpfs, in any case, you are a saviour!
It's a great mod and a great project, sad to see it ending, but the amount of work here is mind blowing. The current version with slope acknowledgement and grip is a massive improvement from the past. The ability to create custom cars is gone (it's missing the "advanced options" feature in the .ini file too!) and i hope it will get fixed soon. Quick question: How much can you increase the grip and slope acknowledgement? gan i get them over 100 or it's a percentage?
Mod looks super promisinng, can't wait to try some of the peds. Would it be possible though, to install them as ad-don standalone peds rather than replacements? My game is extremely hostile to replacements in general for some reason.
@ramirezdud06
1) about "ped slots" i mean where you choose the ped model to be spawned (sorry, didn't know what name to use) like for example g_m_y_vagos_01 or something, now if in a squad sub-menu i can choose g-m-y-vagos_01, THEN g_m_y_vagos_02, THEN 03 and then the female vagos, i have a mixed squad of the whole vagos gang. For now i can obtain this only by using multiple squads (unless there is a way i didn't discover yet)
2) Yes that would be great, the same effect you get with any trainer when the ped automatically follows you, gets in your car, fights back if you get attacked and so on...
3) Most likely i forgot to hit "validate", i will keep testing.
4) That would also be great, but i suggest to keep it simple and effective. Too much stuff could make the mod clunky, you will have more stuff to fix and the average user could take hours before creating a squad. I'd rather focus on making the mod more responsive and reliable. Just my personal opinion of course!
Thank you for your offer, but i don't think i'm much of a tester actually. I will keep following your updates and give you feedback whenever possible though!
@ramirezdud06 Thanks for the info, it was my scripthookdotnet needing some update, now it works. Allright, it seems it's going in the right direction! Glad to see that peds are now randomized, but a couple more ped slots in each squad sub-menu, to make them more varied, wouldn't hurt. At the moment the mod's not much useful as a "bodyguard" mod, rather a "quick combat scenario maker" if you use it to spawn hostile peds, which is also good. (bodyguards can be easily manged by any trainer) Unfortunately, the hostile peds seem to be a bit unreliable in behaviour: They didn't react to me attacking them once, and another time they didn't follow my "walk there" order: they were like frozen. Anyways i will keep testing, this mod has great potential!
Been waiting for this update! However i can't start the mod, the only thing i did is changing the key from F10 to F12, and yeah, i hit the key and nothing happens. Am i doing something wrong?
@ramirezdu06 yes, it was precisely that, tested now and i can confirm that the squad doesn't spawn with auto respawn off. Small bug that you will eventually fix. Take your time man, this mod is a so much needed gem! :D
Yes! Mod is nearly perfect! especially now, with the added feature of changing the keys, plus the ability of adding a virtually infinite number of enemies/allies models. Something that can really improve the single player experience. A couple of notes though: 1st, i encountered some problems with spawning. The first squad, after being spawned "around player" won't spawn again, in none of the selectable spawning modes, No problems with squad 2. might require some more testing but it's probably a small bug. Second: would it be possible to add some variety to squads, like the old mod this one is inspired to? Could be another two or three lines in the squad menu, where you select other models and then the script randomizes between those three models, something like that. And 3rd: Spawn to waypoint? In any case excellent mod!
@ramirezdu06 great! looking forward to it!
An enhanced version of one of the best mods of all time. You'd deserve 5 stars only for this! Anyway, i wasn't able to start the mod so far, iprobably my scriphookdotnet is a bit old, or at least i hope so. Another thing, i think an .ini file where to assign the start key is essential! People have loads of mods and re-assigning all the keys might become a nightmare. Please consider adding this option in the next update!
@IsabelleXoxo__ just wanted to let you know that the tip you posted is working perfectly, but most importantly, IS THE KEY TO FIX OTHER BROKEN INTERIORS AS WELL! Changing those values is a bit of a lottery to be honest, but i'm slowly getting there. It would be cool to understand what those values actually do to the rpfs, in any case, you are a saviour!
It's a great mod and a great project, sad to see it ending, but the amount of work here is mind blowing. The current version with slope acknowledgement and grip is a massive improvement from the past. The ability to create custom cars is gone (it's missing the "advanced options" feature in the .ini file too!) and i hope it will get fixed soon. Quick question: How much can you increase the grip and slope acknowledgement? gan i get them over 100 or it's a percentage?