Everything posted by Kipila
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Different xinput1_4.dll file in LSPDFR and ScripthookV
I'm struggling getting LSPDFR and NVE to work together as I used to successfully before January update. Both modifications works separately just fine. I found interesting (i think?) that files xinput1_4.dll included in latest LSPDFR Enhanced preview package and ScripthookV package are different (see attached image). Also xinput1_4.dll file included in NVE is the same as in ScripthookV source. Anyone knows if that difference matters?
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MTFO: Move The F*** Over
- 108 comments
- 19 reviews
- ELS on GTAV Enhanced?
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ELS on GTAV Enhanced?
I can recommend siren mastery by Albo https://www.lcpdfr.com/downloads/gta5mods/scripts/12577-siren-mastery-fully-master-your-siren-tones/
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Manual Transmission Broken in GTAV After v.3095 (Chop Shop) Update
I didn't see anyone mention this so it seems there is a paid update on mod's author Patreon site.
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Rebalanced Dispatch Enhanced
- 1,507 comments
- 85 reviews
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Slower (more realistic) pursuits
@gta5Bosnianpolicedesigns I tried most of handling and AI behaviour mods but the problem with "cheating" NPCs is unsolved and exists after applying mentioned mods. But maybe it is a good idea to write suggestion for lspdfr v 0.5 Devs. @GTAbear I think you explained the root problem - thank you.
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Slower (more realistic) pursuits
I get your point @GTAbear. But the reasons for my questions lie elsewhere: As I try to tune GTA and LSPDFR to my needs (realistic handling and pursuits), I see a fleeing suspect not making turns or rear ending other NPCs due to the handling changes I made (lower grip, sharper grip curve, etc.). I'm not trying to make pursuits easier - just the opposite. Since last discuscusion here i found NPC are using given nodes instead of ai (yeah, they're quite brainless...) when calculating corner speed. Now I also found that the fleeing suspect uses some kind of magic on a given handlig.meta - The NPC applies certain multipliers to acceleration values and maximum speed. After the changes I made in handling.meta (as an experiment), I could reach max speed about 60 miles per hour in a given car while the fleeing from police suspect reach about 80 miles per hour in the same car. After all if fleeing suspect didn't cheat it would be easier to fine tune handling.meta with vehicleaihandling.info data to get realistic physics that NPC can handle.
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ERR_GEN_MAPSTORE2 Error
I had same error after installation of NVE. Switching option "Main.DisableMultiplayerMap" to true in lspdfr.ini solved the problem.
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Updated Natural Vision Evolved BETA Released - December 2023
Thanks for info. It's a pity there is no update so we have to download whole package once again
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Looking for realistic driving mod / driving settings
Try Killatomate's "Realistic Driving V" or PermissionToLand's "Drive V". Be aware of that leads to AI crashes due to reduced grip (rear ending, not making turns) I am experimenting with handling.meta (using Nathan Auckett's "GTA V Handling Editor" and I am also looking for good AI mod to keep them from crashing.
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LSPDFR 0.5.0
If there could be a setting so we could adjust: 1) general fleeing cars speed (aggressiveness) 2) PIT execution difficulty (how difficult is to rotate suspect) that would be handy. I am tuning my lspdfr in that area to fit into my likings togheter with handling.meta and vehicleaihandlinginfo.meta. I also read some post that one wants pusruits faster, other likes it slower or PIT is too easy/difficult - so maybe placing an option to adjust those settings would keep all of us happy 🙂
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Slower (more realistic) pursuits
Since it's my first post - Hi 🙂 Just like KLEO wrote, I'm trying to make lspdfr as much realistic as I it is possible, and I see crazy pursuit the biggest issue for now. Does anyone know mod which will slow down suspects? Yea, I know, it's about chasing, but when it comes to realism (which I like most) speeds like 100+ mph should be seen occasionally. Now almost all of the chases end up with high speed in narrow city streets. Chris