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RebelSchutze

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Everything posted by RebelSchutze

  1. Thanks Robin I'll be seeing about updating this file again soon. that .rpf is a hit marker mod anyway so its not necessary to even have to get the ballistic changes. I'll probably also be revamping the ballistics for greater consistency with some new formulas I've developed next update.
  2. Not really sure what that issue is at all. I'm about to make a clean install on my current game version to see what's going on, these stupid gta online updates generally has me wipe my whole mod setup. The muzzle flash changes are in the same files as the ballistic changes, so you should get either all the effects or none unless you are using a gun script. My mod files overwrite vanilla files without the use of scripts. I will check but it could be other mods. I usually use the realistic driving V mod and have noticed any issues.
  3. I'd have to open it up with Open IV but I don't think the mods would conflict. If you're changing the attributes for the combat rifle you'd be changing the attributes for every vanilla weapon and it would be a massive undertaking/too much of a hassle to make compatibility patches just for reskin mods.
  4. Hey, Roberto, thanks for the callout!
  5. I may be able to. I'll have to compare the two and see which are different. I only changed penetration stats, so it shouldn't be hard to change yourself.
  6. I believe that's in the ped data. Its been a while so I'll have to refresh myself to the files. You will have to understand however that the human player and peds have different health levels, and player health seems to be only affected by mods that use scripts. I did my best to make weapon damage a 1:1 ratio with players and peds, but separating the two will possibly cause a disparity.
  7. Yes it will. This mod has correct rates of fire.
  8. Hi, I just uploaded an update/hotfix to my 'FireFight' combat mod. Give it a try and let me know what else I should change/incorporate.
  9. No sound mod replacement, no weapon replacement. Just a realism mod changing how the weapons shoot and do damage.
  10. I honestly cannot remember, plus I can't seem to find it on the internet.
  11. Mechanically probably not, as his is a script and I overwrite core game files. Will it achieve the effect both mods go for, idk.
  12. I updated the mod and removed it. Bullet damage/player damage is better fit for vanilla health now. Overwrite all my old files with the current version to lower damage vs. player.
  13. That's as simple as it gets m8. I haven't made an OIV for this. Yeah that's some kind of LSPDFR thing. Pedhealth in mods\update.rpf\common\data. Yeah I slowed down time between shots but retained the 'full auto' function on the weapons stats. One-tap and it will semi-auto, as in the video. When you hold down the mouse, it seems to be full auto, but that's about how fast a human can pull the trigger. I did this because really wasn't sure what reception it would have. The M4 has a ~15.6 shot per second rate of automatic fire in real life, trust me you are not shooting at that speed lol. Object penetration does work, however with Rockstar's engine it's less sophisticated than I would have liked. I had to remove Bullet penetration from the body of cars as shotgun pellets were going through the whole car and even the engine block. The engine block is actually featured on the penetration file but regardless of the changes I make it, the effect I want I cannot get. I get the impression that it is not even modelled into the game on most cars. Nope, it doesn't. You're fine. Workinf on a solution to that, It'll take a mod re write so it may be a few days before I can get an update up.
  14. Hey man! TBH I'm not the biggest GTA modding expert in the world. I have a few similiar mods. The times I tend to get crashes is when LSPDFR callouts are running on top of each other. I suppose more traffic can cause memory issues, I've been running something like 1.6 modifier myself and haven't had issues. Modern PCs generally have lots of space for GTA5. All crashes I've experienced have been due to plugins and scripts. My weapon mod is 'light' and simply overwrites vanilla files.
  15. Appreciate it man, watch out for more updates.
  16. I'm fairly new to modding GTA, and I'll see what kind of popularity this mod gets. OIV installers take quite a bit of work to build, from what I understand. I am going to be updating more and switching around files as well, so who knows.
    • 59,287 downloads
    • Version 1.0.8
    THIS MOD IS DEPRECIATED. GTA5 KEEPS HAVING ITS FILE STRUCTURE UPDATED AND IT REQUIRES THE MOD TO BE REBUILT FROM SCRATCH. DESCRIPTION Frustrated with all firearms being shot like laser guns? Being able to walk around and sponge bullets without much need for cover? 'FireFight' is my optionally script-less solution to GTA5's lackluster combat. Now, firefights put you more in touch with your environment, and impose a feeling of higher stakes. CHANGES: - Scaled damage between peds and player: bullets are equally dangerous to both, no more bullet sponging. Players can also be killed with a headshot at any distance. - Damage to humans based on caliber and cartridge type. - Mitigated ranged damage reduction; depending on cartridge type bullets only lose half of their power over several hundred meters. - Varying projectile velocity, based on firearm and cartridge type. - Removed tracer effect on conventional weapons. - Significant bullet spread; unsupported weapons, particularly pistols, no longer shoot like lasers. - Increased weapon recoil. - Correct (often increased) rates of fully automatic fire. - AI is less accurate, particularly when moving. - Double Barrel Shotgun shoots birdshot. - Penetration system that affects *all* kinds of cover. - Red hit marker removed. - Flashlights no longer add accuracy bonus, suppressors no longer reduce damage. - Gunflash effects made to be more realistic. - 20% chance to die from weapon wound, regardless of damage. (Script) - Less melee damage, realistically longer melee combat. COMPATIBILITY This mod will overwrite mods that change weapon and combat behavior files. Some features of other mods like bullet penetration and blast effects can be used with this one, just install theirs first and overwrite with mine. ScriptHookV is necessary to run scripts. How to install: INSTALLATION 1. SETTING UP OPEN IV/MODS FOLDER Open IV is an application that allows you to open GTA game files, an modify them manually or with OIV installers. - Create a folder called 'mods' in your GTA directory. Copy and paste your 'update' folder and 'common.rpf' file (located in the Grand Theft Auto 5 folder) into the mods file. This may take some time, and have 25 gigabites of space free to do this. This prevents you from ruining your base game files. - Install OpenIV. - Set up OPEN IV, by clicking on 'Tools' on the top toolbar. Click on 'ASI manager' from the drop down and 'install' all three items prompted. - Click on 'Edit Mode' in the top right corner of Open IV. You're ready to mod. 2. INSTALLING MOD - Using the file path, go through their respective folders in mods and "add" the files to their appropriate directories with the green 'plus' button. You will be overwriting vanilla files in your 'mods' folder. You are now ready to play! UNINSTALLATION Either delete your mods folder, or overwrite the mod files with vanilla files extracted from the vanilla 'update' and 'common.rpf' folder. Video of mod: Bullet penetration KNOWN BUGS: - Sniper Rifle has issue firing sometimes if deployed during a cutscene in campaign. Not sure yet if it is the mod or just my end. Please report any game-breaking bugs or suggestions to the mod page, or in the discord. Join the Discord: https://discord.gg/kx4FK8NPf3

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