solved.
now to learn how one transfers/sets weighting.
Born to retarded viking immigrants, raised by wolves.
A decade of graphic design experience, years of custom texture work, ex professional prop builder, ex criminal.
solved.
now to learn how one transfers/sets weighting.
the materials.dat file contains a penetration resistance parameter to correspond to the penetration value in the weapons.meta file in addition to "shoot_thru" and "shoot_thru_fx" flags.
a materials.dat file with the shoot through flag on for every material, and a weapons.meta file with penetration values tweaked could be used with a script to add caliber based bullet penetration correct?
so that a heavy sniper could blast through concrete and a 9mm couldn't among other real world scenarios.
currently the default for those wanting more realistically difficult gunfights is to use a .dat file with the shoot through flag turned on for things one can reasonably shoot through and the material used for car engines swapped to solid metal with the shoot through flag turned off.
I can't go back to everyone driving a vehicle with bulletproof body panels and 9mm slugs not punching through sheet metal, plywood, drywall, etc. but would love to see this concept go to the next level.
I'm certainly nowhere near the level of scripting knowledge to do so myself yet but based on my years of modding multiple games it seems doable given the engine already has stats in place making it seem as if they had it in mind once upon a time.
These masks were originally for another project I was working on, but hoping to find someone with a full copy of zmodeler to convert and weight them.
Custom meshes by SadSadKiddie with a plethora of textures by me in substance painter. custom normals, spec maps, buckles, a full strap setup, etc. Just need importing
I'm used to weighting, tweaking meshes, and doing custom textures for fallout 4, very different since the tools for most (non gta v) games are free. . . Anyone with a full copy who would like to help put these into a DLC pack? Happy to credit them
Two of the multiple manhunt themed paint schemes for the metal mask.
The Smileys
The Skullz
Goalie mask in a semi classical style. thinking of using mine as a replacer til I can get the mesh used for "hockey heat" in payday 2.
the ones I did for gta V use classic patterns such as the Jason Voorhees paint used in early releases of gta V and one covered in tally marks (not shown, only had a pic of my fallout paint scheme uploaded)
@Algonquin1234 It is a request to have the mod fixed (or made compatable with whatever script may be conflicting) in addition to controller support. Not troubleshooting or installation related in any way.
@Jitnaught I'm guessing so, It was all I found that gave the appearance of one after trying to use it in game. The trunk of vehicles open, so part of it seems to work but the rest doesn't at all for me.
Not that I can see, but I'm admittedly a noob at GTA v modding. used to reading this sort of stuff from fallout NV and 4 but perhaps my untrained eye missed something.
[00:04:37] [DEBUG] Loading assembly NAudio.dll ...
[00:04:37] [INFO] Found 0 script(s) in NAudio.dll.
[00:04:37] [DEBUG] Loading assembly NoOnCrashExplosionSHVDN.dll ...
[00:04:37] [INFO] Found 1 script(s) in NoOnCrashExplosionSHVDN.dll resolved to API 2.10.12.
[00:04:37] [DEBUG] Loading assembly NotUselessArmor.net.dll ...
[00:04:37] [INFO] Found 1 script(s) in NotUselessArmor.net.dll resolved to API 2.10.12.
[00:04:37] [DEBUG] Loading assembly PlayerBulletRagdollReactions.dll ...
[00:04:37] [INFO] Found 1 script(s) in PlayerBulletRagdollReactions.dll resolved to API 2.10.12.
[00:04:37] [DEBUG] Loading assembly Rob_Fleeca_V2.dll ...
[00:04:37] [INFO] Found 1 script(s) in Rob_Fleeca_V2.dll resolved to API 2.10.12.
[00:04:37] [DEBUG] Loading assembly SafeCracker.dll ...
[00:04:37] [INFO] Found 1 script(s) in SafeCracker.dll resolved to API 2.10.12.
[00:04:37] [DEBUG] Loading assembly Stolen.dll ...
[00:04:37] [INFO] Found 1 script(s) in Stolen.dll resolved to API 2.10.12.
[00:04:37] [DEBUG] Loading assembly Weapon_Recoil.dll ...
[00:04:37] [INFO] Found 1 script(s) in Weapon_Recoil.dll resolved to API 2.10.12.
[00:04:37] [DEBUG] Instantiating script AccuracyFix ...
[00:04:37] [INFO] Started script AccuracyFix.
[00:04:37] [DEBUG] Instantiating script Amarrar.Configuracoes ...
[00:04:37] [INFO] Started script Amarrar.Configuracoes.
[00:04:37] [DEBUG] Instantiating script Amarrar.Inicio ...
[00:04:37] [INFO] Started script Amarrar.Inicio.
[00:04:37] [DEBUG] Instantiating script LocalizarIdioma ...
[00:04:37] [INFO] Started script LocalizarIdioma.
[00:04:37] [DEBUG] Instantiating script BetterChasesPlus.ArrestWarrants ...
[00:04:37] [INFO] Started script BetterChasesPlus.ArrestWarrants.
[00:04:37] [DEBUG] Instantiating script BetterChasesPlus.BetterChases+BetterChasesActive ...
[00:04:37] [INFO] Started script BetterChasesPlus.BetterChases+BetterChasesActive.
[00:04:37] [DEBUG] Instantiating script BetterChasesPlus.BetterChases+BetterChasesPassive ...
[00:04:37] [INFO] Started script BetterChasesPlus.BetterChases+BetterChasesPassive.
[00:04:37] [DEBUG] Instantiating script BetterChasesPlus.Options ...
[00:04:40] [INFO] Started script BetterChasesPlus.Options.
[00:04:40] [DEBUG] Instantiating script BetterChasesPlus.Renderer ...
[00:04:40] [INFO] Started script BetterChasesPlus.Renderer.
[00:04:40] [DEBUG] Instantiating script BetterChasesPlus.Witnesses ...
[00:04:40] [INFO] Started script BetterChasesPlus.Witnesses.
[00:04:40] [DEBUG] Instantiating script HollywoodRollover ...
[00:04:40] [INFO] Started script HollywoodRollover.
[00:04:40] [DEBUG] Instantiating script NativeUI.BigMessageThread ...
[00:04:40] [INFO] Started script NativeUI.BigMessageThread.
[00:04:40] [DEBUG] Instantiating script NoOnCrashExplosion ...
[00:04:40] [INFO] Started script NoOnCrashExplosion.
[00:04:40] [DEBUG] Instantiating script NotUselessArmor ...
[00:04:40] [INFO] Started script NotUselessArmor.
[00:04:40] [DEBUG] Instantiating script Main ...
[00:04:40] [INFO] Started script Main.
[00:04:40] [DEBUG] Instantiating script RobFleeca ...
[00:04:40] [INFO] Started script RobFleeca.
[00:04:40] [DEBUG] Instantiating script SafeCrack ...
[00:04:40] [INFO] Started script SafeCrack.
[00:04:40] [DEBUG] Instantiating script Stolen ...
[00:04:40] [INFO] Started script Stolen.
[00:04:40] [DEBUG] Instantiating script Weapon_Recoil ...
[00:04:40] [INFO] Started script Weapon_Recoil.
The mod itself is in portugese, but the file containing the messages that show on screen are in an easily change .ini file to be translated by the end user.
When testing, the trunk opens as I press B on keyboard, but the rest of the mod doesn't work on scripthook V .net for me.
Does most of it no longer function or am I having a mod conflict?
seems like it needs some sort of update to me.
I was hoping to use this for my Fleeca heists (the popular SP script mod) with "the stealth" and "Better chases+" so that it requires phone calls from people in the bank to summon cops. But if I can't restrain them and move them out of line of sight to the door it gets in the way a bit.
In short I need it to work and the addition of controller support.
I'm a scripting noob and just started learning C++ on codecademy so I can't do ANY of it myself yet, but have a decade in graphic design (substance painter and other professional tools) and would trade custom texture work with normal, spec, occlusion, parallax and any other maps needed to run fully in GTAV (not sure what types it supports).
Amarrar Pedestres (tie pedestrians)
the language .ini file translates directly to
[Dialogos]
linha_1 = Press ~INPUT_ENTER~ to take that person~n~Press ~INPUT_JUMP~ to free that person
linha_2 = Press ~INPUT_ENTER~ to tie that person
linha_3 = Press ~INPUT_ENTER~ to drop that person
linha_4 = Press ~INPUT_ENTER~ to drop that person~n~Press ~INPUT_JUMP~ to put in the trunk
linha_5 = Press ~INPUT_AIM~ to get that person out of the trunk
Download link, not my mod and he removed it from here, but I need it to complete my immersive robbery nonsense
for personal and educational use. not to redistribute. just to be clear.