@TrevorIndustries47 Thanks man! Always happy to please someone with my work. NexusMods will likely follow for this mod as soon as i got time. I got NexusMods already, jet this mod not released there. And about your question: I am constantly working to improve the behaviour with my next mod. The issue is know, the reason is simple. The cops will, after some time, always get close to your position, regardless of ingame mods and tunings. Maybe its more extreme on the RDE GTA 5, or on the GTA 5 without any mods, but its a fundamental thing in the game AI. Assuming, this is hardcoded in the game. Without scripting, this will not really change. When i got a better solution to at least improve it, or a fix, i will of coures share it!
@bloolol None, you have to set their headshot damage multiplier for each weapon in their corresponding meta file (weapons.meta weapons meta files in the DLCs) to a value that allows peds with high armour (armoured NPCs usually wear helmets) to have more health and thus resist headshots. Its armour, health, and weapon damage bound. Not Helme-t object bound. I set most multipliers, depending on the weapon, to 4.0 to 6.0.
Looks interesting jet you should really update your hardware man ... i had an r7 radeon 240 4gb gddr3 (old desktop gpu). It kinda worked for GTA 5, but not for newer games ... then i updated when it was cheap enough. It was worth it 10 times, i was only wondering why i did not do it 4 years prior.
@wxwx Hi, i found an error. I am sorry, i tested on an older version of RDE and assumed it would work fine, as none of the core files changed, but i mistaken, it does not. I will upload a new version, RDE_compatible v1.0.0.
@thehappytrashcan What you mean "Tweak SWAT AI" to work in Teams? With or without this mod? The SWAT does not have any extra AI, the AI for Combat is universal. The settings are in combattasks.ymt, the tactical checking timers in tacticalanalysis.ymt, and the values for what position to prefer in movementtasks.ymt. You can only modify SWAT behaviour with the FLAGS and settings available in combatbehaviour.meta: "SWAT". Or you need to script via scripthookV or ScriptHookVDotNet or similar, what would be more difficult but would allow you to override with your own custom AI for certain NPCs, like SWAT.
@click7414 Try laser then
@TrevorIndustries47 Thanks man! Always happy to please someone with my work. NexusMods will likely follow for this mod as soon as i got time. I got NexusMods already, jet this mod not released there. And about your question: I am constantly working to improve the behaviour with my next mod. The issue is know, the reason is simple. The cops will, after some time, always get close to your position, regardless of ingame mods and tunings. Maybe its more extreme on the RDE GTA 5, or on the GTA 5 without any mods, but its a fundamental thing in the game AI. Assuming, this is hardcoded in the game. Without scripting, this will not really change. When i got a better solution to at least improve it, or a fix, i will of coures share it!
@bloolol None, you have to set their headshot damage multiplier for each weapon in their corresponding meta file (weapons.meta weapons meta files in the DLCs) to a value that allows peds with high armour (armoured NPCs usually wear helmets) to have more health and thus resist headshots. Its armour, health, and weapon damage bound. Not Helme-t object bound. I set most multipliers, depending on the weapon, to 4.0 to 6.0.
@Aztecz8798 Ah i see man! Then have fun. One day you might update. Happens
Looks interesting jet you should really update your hardware man ... i had an r7 radeon 240 4gb gddr3 (old desktop gpu). It kinda worked for GTA 5, but not for newer games ... then i updated when it was cheap enough. It was worth it 10 times, i was only wondering why i did not do it 4 years prior.
@Neuromance Should be fixed now, in the assembly there was an mismatch in the file description that OpenIV most likely failed to work with.
@Neuromance i will look into them.
@wxwx Hi, i found an error. I am sorry, i tested on an older version of RDE and assumed it would work fine, as none of the core files changed, but i mistaken, it does not. I will upload a new version, RDE_compatible v1.0.0.
@wxwx @wxwx Hi, okay, i see! I used and tested it on RDE a while ago stable, jet i will check of course. I can release an update
@thehappytrashcan What you mean "Tweak SWAT AI" to work in Teams? With or without this mod? The SWAT does not have any extra AI, the AI for Combat is universal. The settings are in combattasks.ymt, the tactical checking timers in tacticalanalysis.ymt, and the values for what position to prefer in movementtasks.ymt. You can only modify SWAT behaviour with the FLAGS and settings available in combatbehaviour.meta: "SWAT". Or you need to script via scripthookV or ScriptHookVDotNet or similar, what would be more difficult but would allow you to override with your own custom AI for certain NPCs, like SWAT.