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- CONTINUED FROM https://www.gta5-mods.com/misc/the-stealth-oiv
- The Stealth - v2.2 - Ghostbusters Update
- - Greatly increased cop despawn distance to better emulate hidden evasions and cop investigation
- - Cleaned and fixed dispatch.meta
- *Fixed the empty vehicle spawns at 4 and 5 stars (removed riot/army trucks, they aren't handled properly)
- *Replaced boat spawns with vanilla ones to prevent crashes in some instances
- *Balanced and diversified spawns at 4 and 5 stars, it's really neat I love it
- *Added proper unmarked car spawns with detectives at 4 and 5 stars
- *Fixed FIB spawns at 4 and 5 stars (new peds.ymt file makes FIB spawns handled as cop spawns, no more empty vehicles)
- - Thus, included new peds.ymt file (update.rpf\x64\data) changing FIB ped values from civilian to cop
- *Provided a WOV compatible peds.ymt by default (seems stable with and without WOV installed, more versions of the file available)
- The Stealth - v2.1a
- - Entirely rewritten relationship.dat, tension is here, but no more random hate
- The Stealth - v2.1 - Ganon Is Dead Update
- - Toned down sound witnessing radius for explosions
- - Switched back all ammo capacity to vanilla amount
- - Fixed the utter mess that was relationship.dat
- *Deers now flee
- *FIB isn't hated by other forces
- The Stealth - v2.0a
- - OIV Hotfix
- The Stealth - v2.0
- * 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
- - Tweaked cop spawning values when wanted to compensate for the far car sense range (vision cone)
- - Doubled sniper range, you can now hit every ped you see on screen
- - Provided Ripplers Realism for The Stealth (optional), except for AI & health files, aswell as some values for Carbine, Sniper, and Stun Gun (my 3 go-to weapons)
- - Therefore removing/replacing Refine Weapons & Gameplay
- - Tweaked yet again the evasion timers, I'm reaching a middle ground, soon I'll stop messing with those
- - Tweaked the number of cops spawning for 3 stars (tweaked 2 stars aswell back in v1.2 and forgot to mention it)
- - Decreased evasion timer for 1 star
- - Changed the accuracy for the snipers (the Franklin's bridge sniping heist part was unplayable)
- - Decreased Stungun damage time and hit force
- - For mission compatibility purposes, stun gun returned to default damage, and apparently electric damage is a kill by default
- - Added Streets of Rage Brawling and parts of Euphoria Ragdoll Overall, I realize it goes in pair with the damages data in The Stealth
- The Stealth - v1.1
- - Doubled ammo for pistols, rifles, and snipers, tripled for uzis
- - Decreased sniperrifle values (recoil etc) to make rapid scope targeting quicker/easier
- - Fixed an issue where an empty car would be dispacthed when dialing the cops
- - Reduced timer for known position after being reported and going out of sight
- - Increased required evasion time for 1, 2, and 3 stars (don't even know if it does anything at this point)
- - Increased cop despawing distance to emulate a still on going search after you leave the area you disapeared in
- - Somehow and somewhat increased the on foot pursuit proficiency of cops
- The Stealth - v1.0a
- - Longer evasion time (out-of-sight to 0 star) for 1 star
- - Fixed hearing range of non silenced firearms
- - 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)
- The Stealth - v1.0
- - Initial release of stealth only version of FTFR
- Fine-Tuned Felony & Response - v1.1b
- - OIV hotfix
- Fine-Tuned Felony & Response - v1.1a
- - Longer ambulance dispatch time
- - Pursuing cops (1 star) will wait longer before starting to shoot (2 star)
- - Longer evasion time (out-of-sight to 0 star) for 1 and 2 star
- - Added unmarked police car to traffic and police spawns
- Fine-Tuned Felony & Response - v1.1
- - Decreased ambulance dispatch time to emulate a better immersion after silencing peds
- - Perfected stealth attributes of melee kills/stun gun (only med/close range visual witnesses can be alerted)
- - Pinpointed how to make silencers completely silent (close range hearing) through scenariotriggers, unfortunately every config I tried was bugged, still progress I guess
- Fine-Tuned Felony & Response - v1.0
- - Initial release
- Felony Project - Prerelease Polishhhhhh
- - Decreased identification range for all AI to emulate realistic hiding in cars during out-of-sight timer
- - Fixed an issue with navcapabilities tied to slope pathfinding that caused some AI to ignore scenarios/pathfinding in some missions
- - Fixed some values within \tune that caused random crashes
- - Modified pedhealth to increase fist fight durability and change ped response to being shot
- - Troubleshot a bunch of files that caused weird behavior from peds
- - Decreased time-out timer (wanted to out of sight)
- - Increased amnesty timer (out of sight to not wanted)
- - Fixed some stability issues tied to wantedtuning.ymt
- - Fixed a problem between damages.meta and pedhealth.meta that prevented (knife) stealth kills
- - Ajusted stungun values, acts as suppressed (sound range), 6 sec recharge, 12 sec damage duration (stunned)
- Felony Project - Alpha Testing
- - First comparison and selection of the original files (5 major mods involved + wallets)
- - 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
- - 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
- - First fine-tunes and stability tests
- - Increased cop AI sense range and vision cone angle
- - Modified combatbehavior to increase efficiency of cops
- - Fine-tuned stuff here and there to test ped response to different events
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