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@Dilapidated So, the version of WoV that's included - is it the standard version of the mod, or is there an option when installing RDE to install the "Story Compatible" version of WoV instead?
Now all we need is a good weapons.meta overhaul that can recreate MP3's gunplay - mainly its weapon accuracy/spread and its weapon damage. Even with the weakest pistol an unarmoured gang member dies in about four shots, where IIRC in MP3 even the weakest enemies could take a decent amount of fire, which was great since for both gunplay and euphoria reactions.
@Cass And what about if we want to use the Story Compatible version with RDE? Just overwrite the files? It won't conflict with anything?
@Cass So since RDE contains WOV, should we be able to install the story compatibility version over RDE's files, and also delete whatever files RDE edits but WOV's Story Compatibility doesn't contain to assure story mode compatability?
@jedijosh920 Also, awesome job. Just from watching the video it looks great. The semi/full auto shots look so much like Max Payne 3, and the slower shots and reactions are very reminiscent of IV/RDR. Very good.
@jedijosh920 So what exactly did you do with weapons.meta? I haven't had a chance to look at it but I'm assuming it's just the bullet forces for each weapon. Just wondering so I can make this compatible with whatever weapon overhauls there are, if there are even any still up to date nowadays.
@Cass IIRC, wasn't there a story mode compatibility option on the forums somewhere? Is that updated with the original mod? What exactly were you changing to make it Story Compatible? Also, wouldn't it be more lore friendly to not have story mode characters appear in free roam? Like Karen, or I remember seeing Terry and Clay spawn with some of The Lost.
@nkjellman That was supposed to reply to you too. It's a good idea. Hope it's implemented.
@jedijosh920 @You know what that made me think of? How about making these takedowns work like they did in RDR? So if you have your weapon out and your too close an NPC and you attempt to fire (RT/Left Mouse Button) you'll perform the beta takedown, but if you get close to them and hit the secondary melee button (B on controller, "R" key on keyboard) you'll use the default takedowns. Good idea
@jedijosh920 Do you think it's possible to still keep the stealth/melee takedowns for mission compatibility? Like if the player is in stealth/crouch mode they'll use the default takedowns - but when not in that mode, they'll use the beta ones? I think it should be possible considering there are situational unarmed takedowns for stealth and non-stealth mode.