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Really impressed by the mod's quality. The script in itself works like a charm, everything is well performed, the consumption rate, the HUD, the menus for customizations, the props, sounds, textures, etc. The mechanics like grabbing a basket in the store and having to walk around to choose stuff and then going to checkout, it's these kind of stuff that really brings in the immersion that misses in other mods, we need the character interacting with the world, not just us pressing buttons and everything changing within menus and HUDs, this is what makes this mod really enjoyable.
As for feedback, I have a few technical comments that could be improved upon and maybe some ideas that I don't know if other people already suggested (there's a lot of comments to read XD), so here we go:
1. When you're in a store buying stuff, the mod limits us as to how many things we can buy in a certain group, like, only 1 drink, 1 chip, etc, but somehow I managed to put a lot of stuff in the basket and when doing the checkout, the mod blocked me from paying stating that there was too many stuff, making me discard my current basket to pickup another one and picking up less items. So there needs to be more clarity on this mechanic, as to how many items or item types you can put in the basket and how many you can actually buy. And also, what could be cool is if we could delete specific items from the basket instead of having to discard the whole thing and have to restart with a new basket. I tried hitting delete, backspace, etc, but couldn't delete a single item from the checkout list, so I don't know if it's already possible.
2. Following that line, I found the store/items list HUD a bit confusing on 2 aspects. First, when going through the list, each item depicts which bars they fill (hunger, thirst, energy) but they also show a green bar... I don't know what that is. And also, sometimes a few items in the list become greyed out, like it would mean they are unable to be bought, but I can still put them in the basket... so yeah, don't know why, I think it needs a bit more clarification on those.
3. Still on the store HUD, but this one is a nitpick, definitely ignorable. I found SUPER cool the discount mechanics, makes it feel more alive and grounded to reality, but the behaviour itself could improve... Like, whenever I grab a basket, check the items list and there's like, only 1 item in discount... then go to discard the basket and pickup another one and check the same items list, it changes which and the amount of items with discount. I know it must be working like it loads a random ssed of discounts each time you initiate a shopping, but could you make it "fixed" for a certain amount of time, like a full day or a week, and only refresh it after that period of time has passed? Again, this one is a nitpick and you can completely dismiss this.
4. This one I DID see other people commenting about and have also seen you replying stating that it's on the horizon, but just to make it more pronounced as a highly wished feature, yeah it would be awesome to implement motels/hotels and MAYBE even make it work alongside other mods such as Safehouse Reloaded (or any other alike), which comes with interiors and beds to sleep. This would 100% improve on the roleplay mechanic of having a unique character apart from Franklin, Michael and Trevor and have that new character have his own home with interactable stuff that do actually work with the character's needs
Is there a way to implement an option to activate this mod with all vehicles? Like, I've been looking for a mod that makes the traffic lights go green whenever I approach them cus the vanilla timers are so bad to RP, it's like such a short amount of seconds to go through a green light that by the time you're making it, it already turns yellow and red, especially when using traffic density mods
Does not work. Did a fresh install of the game (version 3411) without any other mods, only put the base mods required such as ScriptHook 3521.0/814.9, ScriptHookDotNet 3.7.0 Nightly, NativeUI 1.9.
Tried with and without the MLOs but have the same log as @Leqionz. Once the script loads in, it freezes the game then proceeds to crash. Have tried with previous versions of the mod and this current 1.4 and they all result in the same problem.
Oh I see, thanks for clarifying those infos. Yeah I guess creating a lot of different options isn't really viable in this state and I don't want to be a "spoiled kid" to demand that kind of work.
But I think maybe I haven't made myself 100% clear on the "posts" situation. Yeah I know those can do serious damage IRL, but a "serious" damage would be from a car hitting it, not by simply falling over a car (a concrete one yeah but not a metal one). The way it's acting right now in the game is just "too much". I know you said they can weigh up to 400lbs, but the amount of damage it's doing right now is way overkill for 400lbs, it's literally crushing and twisting the trunk in an unrealistic and unnatural way as if it weighs, like I said, 3 tons, and 3 tons is completely different than 400lbs. Not even when I drive backwards into a truck or roll over from high speeds it gets that much damage, it only happens specifically from posts, so yeah, it is exaggerated, it is weird.
And about the yellow taxis... ok, it came along from your personal game edits, since you like to use yellow taxis, and that's completely fine, but since it became a public mod, that edit should've been kept only in your personal files, not brought together, cus as I said, this was supposed to be a physics mod, not a "skin changer/visual edit". For the mod's purpose, it would be more in line to not have this option at all, this feature would better fit either as another entirely different mod or as an option to ACTIVATE it separately, not to have it pre-installed and as an option to uninstall (as is right now).
I know all this that I'm saying may sound rude and imposing of my personal preferences, but it goes more as a way to get the mod more in line/consistent/aligned to what it proposes and I know you may dismiss all this and it's ok if you do, after all, it's your work, but just try to see it as a means of improvement
Would be nice if a few things were implemented:
1. Even if I disable the car HUDs such as the buttons for the engine, seatbelt and cruise or the speedometer, they all remain active, the buttons still work, the fuel still works, etc. Would be cool to disable such functions if the HUD is deactivated.
2. The automatic turning signals at first look kinda cool, but most times they get it all wrong, like not activating at all or activating but not deactivating after I finish the curve, so it would be cool to either change this from automatic to manual, so we can activate it at our own, or simply remove this feature.
3. To improve the "RP" side of the mod, would be nice to make the peds on the Bolt job just walk instead of run. They always look so desperate LOL.
4. Would be SUPER cool to allow size customization for the HUD. It's already nice to be able to move it around, but would be super to resize it too (and maybe even the opacity?)
5. Add an option to customize consumption rates, for the fuel, hunger, thirst, etc
6. Add customizable buttons for everything, even the "lock client's car" in the Vallet job
Yep, coming back to report this as well. Seems like the Private Heli Tour that worked for me for like 2-3 jobs was just luck. Have tried again but once again had this problem where either the security or the VIP don't move at all, they just kept inside the car and soft-lock the job
Not working right now. Placed all the files in the correct folders but when I try to load the script, it just freezes the game. If I configure ScriptHook to automatically load my scripts, the game doesn't even load... it boots, but doesn't load. Removed the files and the game loads without problem with other mods, but if I remove all other mods and leave only this one in the scripts folder, it doesn't work, stays frozen. My game version is 1.0.3411
Ok, so new feedback:
Had to do a little "reinstall" of all my mods because of current crashes and filtered a few that I wasn't using too much and didn't care too much about, so after this revamp, the Helicopter VIP transport is fully working, the scurity spawns correctly, opens the door for the VIP, the VIP spawns correctly and gets in the heli and at the destination everything keeps working well, so we can all agree that one of the mods I had was indeed causing conflict. With that said:
Helicopter Taxi Pilot: A perfect 5/5. Super immersive with the security opening the door for the VIP, the luxury cars awaiting my arrival, etc. NICE!
Millars Boat Shop: 5/5. Not much to it, kinda like a common delivery.
Fort Zancudo: Only tested once and had a major flaw twice in the same "mission". And it's about the drivers' AI. First one, once I reached the west highway, the car behind the convoy, y'know, the one following me, got all crazy and just drove off-track and stayed there indefinitely... so I kept going since the first car (who I am supposed to follow) was still sane XD. That is until we reached around the stadium area, where he tried to do a curve and got stuck on a little wall... tried everything to push him while not getting stuck myself but had to terminate the job... I'll still try another time tho.
Prison Labor Transport: Still the same problem as before... tested with the game clean, no other mods installed and... well, nothing. When I get to the prison and the last prisoner gets in the bus, it gives me an error message, shuts down the mod and the cops in the prison kill me.
As for the jobs in Liberty City in the LCPP mod, there is a bug where whenever I drive off to any bridge to get to another island, the game gives me that message "Welcome to Liberty City", as if I'm exiting this map and entering again, thus making the mission fail. Won't test this one again because I don't want to reinstall LCPP for now
Didn't test any in Liberty City yet.
Tested a few mods that handle the vehicle physics and this one has been the best so far, but there a few things that needs improving or changed, and others that just didn't make sense to me... Please take these as constructive criticism, not as rudeness or any other kind of "mean comment".
1. Would be super cool to have the option to choose the level of deformation. As is right now, the physics are top notch, reigns supreme over other mods I tested, but I just can't with these over the edge deformations... I know it's supposed to bring more realism, but for me it should be a balanced realism, I still want to be able to keep driving my car after I crash it 2 or 3 times, it's frustrating to knock over a lamp post or traffic light post and the car gets all busted up. And actually there's a bug regarding this... whenever I hit one of these posts and it falls on top of the car and simply touch the back of the car, the back get all twisted and smashed LOL as if the post weighed 3 tons. So yeah, maybe create 3 OIV installers, one for each level of deformation for the user to choose from, ranging from "no deformation" for those that can't stand having a smashed car at all, a "standard deformation" for those like me, who wants the normal level of deformation but nothing too limiting, and a "realistic deformation" for those who want a full realistic experience, taking care not to crash or even dent the car.
2. Kind of a nitpick here but why make the taxis full yellow? I know the readme have instructions to make it standard again (y'know, the blue detail), but what I mean is that this is supposed to focus on the physics, not a "skin changer", so this is kind of forcing the user to use this yellow skin, or rather go through extra steps to return to original... If you want to keep this as an option, ok, make it as an option, not as the default, kinda like what you did with the optional AI improvements and traffic edits, those ones are really nice and as it should be: optional.
Apart from those 2 things, thanks for the amazing work on the physics, the heavy vehicles, such as trucks and busses are AMAZING to roleplay, as well as other "entry-level" cars and vans, just love driving those
@CorpseGrinder Yeah, after my comment, I did a full delete of the mods folder and reinstalled everything, only THEN it finally worked. Maybe I was the one who did something wrong, don't know, important is I didn't have to reinstall the whole game from scratch, just a new mods folder