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Awesome! Always thought the plant life looked a little drab. Looking forward to trying it out tomorrow!
Though, a question: Will v2 affect ALL foliage, or just the grass and weeds etc. added by bumping the Grass up to High? I unfortunately can't run it too well, so I tend to keep it on Normal.
Oh my word, FINALLY. THANK YOU SO MUCH. I've been waiting for someone to make something like this. Though, next step: do you think you could make it so that the paramedics that arrive on-scene at a death will attempt this as well? It's always irritated me that they'd just show up, stare at a person with a broken nose or a single gunshot wound, proclaim them dead and walk off.
Keep working on it! I love seeing cool little stuff like this get made.
@PlasticTangerine Thanks for the fix! Glad to see you're still alive and involved in the modding scene.
@Prof_Farnsworth Well, after a restart, some messing about, and a whole ton of accidentally-spawned propane tanks (Numpad 0? ._.) I think it's working as intended. I managed to do four contracts in a row, and each seemed to be working fine, and even in line with my edited .ini file. I'd hit K, Contract Recieved came up, after a few seconds it would give a line about the target and the red dots popped up, and I'd go over and kill them and it said "All contracts fulfilled."
Though, I did have one instance where Contract Received came up followed by no mission text, but the targets still spawned and despawned as normal. So, I'd call at least this much a success!
The latest ScriptHook update reportedly broke the red crosshair blip. It's a global issue, not just this mod. The only thing to be done is to wait for a new ScriptHook to fix it, or hope Tangerine comes along and changes it to something else.
But hey, his last comment was over two weeks ago. Can't say I'm holding out hope.
@Prof_Farnsworth Awesome! What was the problem, anyways?
@Prof_Farnsworth Well, that wasn't happening either. I did do some messing about and figured out that instability was due to me using a different playermodel in story mode via a trainer. If I start the game and stay as Micheal, then press K, then the mission loads as normal, albeit while cutting the framerate in half. However, changing my playermodel mid-contract will cause the mission to despawn a few seconds later, and trying to start another mission after this (no matter what model I play as at this point) then it just gives the "Contract recieved" message, and nothing else happens.
So, seeing as I detest playing as any of the three main protagonists, I guess this is a bust in my case. Brilliant concept though, and I'll definitely be keeping an eye on this mod, and any others you happen to release in the future. Best of luck!
I'm sorry, I think I'm doing something wrong.
Just installed the mod with an updated game (Patch 1.28), and the latest Scripthook.NET (v10.1), but the mod seems to not be working properly. I start the game and press the "K" key, and nothing happens for a few seconds. Then, some text appears that says: "Contract recieved. Fulfill the terms." Or something to that extent. Either way, I've checked my map, looked all through the readme, and I can't for the life of me figure out what the terms of said contract are, or if the mod is even working in the first place. Am I just not getting something?
Additional note: I haven't tried a mission from a payphone booth yet, as I can actually seem to find any.
Any help you can offer would be appreciated. Thanks in advance!
@PlasticTangerine Love the concept of this mod. However, is there any chance you'll be adding configuration options later on? For instance, just an .ini file that allows you to alter the wait times, remove the on-screen notifications, etc.?
Also, one thing that would make it significantly better for me, being a person who likes to free-roam and just mess about in the sandbox, but still likes some objectives every now and again: Change it from an automatic thing to a toggle sort of affair. Similar to Online where you open your Job List and pick a job, just hit F5 (or whatever key) and it gives you the option of a few different events. Pick one and it spawns for however long you put in the config file.
Just throwing a few ideas out there. Glad you're still making mods, and I look forward to seeing what else you put out in the future!
@jedijosh920 :'3