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FTFR Changelog Continuation

The_XXI May 27th, 2017 (edited) 354 Never
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  1. CONTINUED FROM https://www.gta5-mods.com/misc/fine-tuned-felony-response
  2.  
  3.  
  4.     Fine-Tuned Felony & Response - v2.3 - Ghostbusters Update
  5.  
  6. - Greatly increased cop despawn distance to better emulate hidden evasions and cop investigation
  7. - Cleaned and fixed dispatch.meta
  8.    *Fixed the empty vehicle spawns at 4 and 5 stars (removed riot/army trucks, they aren't handled properly)
  9.    *Replaced boat spawns with vanilla ones to prevent crashes in some instances
  10.    *Balanced and diversified spawns at 4 and 5 stars, it's really neat I love it
  11.    *Added proper unmarked car spawns with detectives at 4 and 5 stars
  12.    *Fixed FIB spawns at 4 and 5 stars (new peds.ymt file makes FIB spawns handled as cop spawns, no more empty vehicles)
  13. - Thus, included new peds.ymt file (update.rpf\x64\data) changing FIB ped values from civilian to cop
  14.    *Provided a WOV compatible peds.ymt by default (seems stable with and without WOV installed, more versions of the file available)
  15.  
  16.  
  17.     Fine-Tuned Felony & Response - v2.2a
  18.  
  19. - Entirely rewritten relationship.dat, tension is here, but no more random hate
  20.  
  21.  
  22.     Fine-Tuned Felony & Response - v2.2 - Ganon Is Dead Update
  23.  
  24. - Replaced vehiclelayout.meta with 944.2\update.rpf vanilla one
  25.    *Fixing the Father/Son vehicle entering crash
  26.    *Granger entering crash
  27.    *Dirverless SUV
  28. - Toned down sound witnessing radius for explosions
  29. - Switched back all ammo capacity to vanilla amount
  30. - Fixed the utter mess that was relationship.dat
  31.    *Deers now flee
  32.    *FIB isn't hated by other forces
  33.  
  34.  
  35.     Fine-Tuned Felony & Response - v2.1 - Stick Up The Butt Update
  36.  
  37. - Decreased Stungun damage time and hit force
  38. - For mission compatibility purposes, stun gun returned to default damage, and apparently electric damage is a kill by default
  39. - Removed WOV because I done fucked it up boyyyyy (shoudda asked... to then get cockblocked... the circle is complete)
  40.  
  41.     Fine-Tuned Felony & Response - v2.0a
  42.  
  43. - Decreased evasion timer for 1 star
  44. - Changed the accuracy for the snipers (some missions were unplayable)
  45.  
  46.  
  47.     Fine-Tuned Felony & Response - v2.0 - The Big One
  48.  
  49. * Updated my game to 944, old LUAs are all working fine, therefore I'm trying to update all the mods, RWG DLCs crashes the game at this very point
  50. - Updated Streets of Rage Brawling files to 5.1
  51. - Updated World of Variety to 1.7.5 (your archives are the messiest, dude, god damn)
  52. - Removed old WOV files (x64e.rpf), keeping them in your install shouldn't cause problems, they just won't be avalaible in this version
  53. - Tweaked cop spawning values when wanted to compensate for the far car sense range (vision cone)
  54. - Doubled sniper range, you can now hit every ped you see on screen
  55. - Merged Ripplers Realism to FTFR, except for AI & health files, aswell as some values for Carbine, Sniper, and Stun Gun (my 3 go-to weapons)
  56. - Therefore removing/replacing Refine Weapons & Gameplay
  57. - Tweaked yet again the evasion timers, I'm reaching a middle ground, soon I'll stop messing with those
  58. - Tweaked the number of cops spawning for 3 stars (tweaked 2 stars aswell back in v1.2 and forgot to mention it)
  59.  
  60. SPECIAL MENTION: Fuck OIVs, fuck them, fuck them hard, fuck them good, way deep in there, all dry, with sand paper. Be thankful it's provided, be fucking thankful.
  61.  
  62.  
  63.     Fine-Tuned Felony & Response - v1.2
  64.  
  65. - Doubled ammo for pistols, rifles, and snipers, tripled for uzis
  66. - Decreased sniperrifle values (recoil etc) to make rapid scope targeting quicker/easier
  67. - Fixed an issue where an empty car would be dispacthed when dialing the cops
  68. - Reduced timer for known position after being reported and going out of sight
  69. - Increased required evasion time for 1, 2, and 3 stars (don't even know if it does anything at this point)
  70. - Increased cop despawing distance to emulate a still on going search after you leave the area you disapeared in
  71. - Somehow and somewhat increased the on foot pursuit proficiency of cops
  72.  
  73.  
  74.     Fine-Tuned Felony & Response - v1.1c
  75.  
  76. - Longer evasion time (out-of-sight to 0 star) for 1 star
  77. - Fixed hearing range of non silenced firearms
  78. - Provided an optional (buggy) file, making all silenced bullet impacts completely silent, but making ~1/5 of witnesses not reacting to people dying around them (still haven't figured out why)
  79.  
  80.  
  81.     Fine-Tuned Felony & Response - v1.1b
  82.  
  83. - OIV hotfix
  84.  
  85.  
  86.     Fine-Tuned Felony & Response - v1.1a
  87.  
  88. - Longer ambulance dispatch time
  89. - Pursuing cops (1 star) will wait longer before starting to shoot (2 star)
  90. - Longer evasion time (out-of-sight to 0 star) for 1 and 2 star
  91. - Added unmarked police car to traffic and police spawns
  92.  
  93.  
  94.     Fine-Tuned Felony & Response - v1.1
  95.  
  96. - Decreased ambulance dispatch time to emulate a better immersion after silencing peds
  97. - Decreased number of sheriff cars patrolling in the countryside
  98. - Increased number of police bikes patrolling on freeway and countryside
  99. - Perfected stealth attributes of melee kills/stun gun (only med/close range visual witnesses can be alerted)
  100. - Pinpointed how to make silencers completely silent (close range hearing) through scenariotriggers, unfortunately every config I tried was bugged, still progress I guess
  101.  
  102.  
  103.     Fine-Tuned Felony & Response - v1.0a
  104.  
  105. - Reverted ERO files to 1.8.1, way better work
  106.  
  107.  
  108.     Fine-Tuned Felony & Response - v1.0
  109.  
  110. - Initial release
  111.  
  112.  
  113.     Felony Project - Prerelease Polishhhhhh
  114.  
  115. - Decreased identification range for all AI to emulate realistic hiding in cars during out-of-sight timer
  116. - Fixed an issue with navcapabilities tied to slope pathfinding that caused some AI to ignore scenarios/pathfinding in some missions
  117. - Fixed some values within \tune that caused random crashes
  118. - Added Euphoria Ragdoll Overall
  119. - Modified pedhealth to increase fist fight durability and change ped response to being shot
  120. - Troubleshot a bunch of files that caused weird behavior from peds
  121. - Decreased time-out timer (wanted to out of sight)
  122. - Increased amnesty timer (out of sight to not wanted)
  123. - Fixed some stability issues tied to wantedtuning.ymt
  124. - Updated ERO files to v1.7, new features, shit's tight yo!
  125. - Fixed a problem between damages.meta and pedhealth.meta that prevented (knife) stealth kills
  126. - Updated WOV files to v1.1
  127. - Ajusted stungun values, acts as suppressed (sound range), 6 sec recharge, 12 sec damage duration (stunned)
  128. - Updated WOV files to v1.2.1
  129. - Updated ERO files to 1.9.4, removed pedbounds.xml
  130.  
  131.  
  132.     Felony Project - Alpha Testing
  133.  
  134. - First comparison and selection of the original files (5 major mods involved + wallets)
  135. - Rebranded every file because it's extremely important to brand files that existed before you even thought of modding them, so people know it's YOU and only YOU who changed some values in a chunk of text
  136. - Got to know the files, took em on a date or two, went to the 3rd base pretty quick, got butterflies up my colon, though when I think of it, it could've been that kebhap from the other night
  137. - First fine-tunes and stability tests
  138. - Increased cop AI sense range and vision cone angle
  139. - Modified combatbehavior to increase efficiency of cops
  140. - Fine-tuned stuff here and there to test ped response to different events
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