Who uses vehicles in SR4? Seriously though, the truck traffic could be thinned out a bit. I've re-uploaded v35 with a reduced brotherhood monster truck spawn rate to make things a little easier.
NPC_Damage = damage done to NPCs by the weapon
Player_Damage = damage done to player characters by the weapon
Check out the information at the bottom of the table files, it explains what most of this stuff means.
Boats are probably going to be off the table for a long time. The entire boat vehicle class was reworked into the Zin teleportals, and as such none of the physics work properly. You can try to add them to your garage but they aren't usable or able to be spawned.
The crouching problem is occurring because the animation set that the mission forces the player to use (mission00.xtbl) doesn't contain any animations for crouching and dual wielding weapons. Just remove the dual wieldable flag from the weapons (SMG-StormM11, SMG-StormM11-B) for now and you'll...
How would I go about removing this disintegration effect applied to vehicle corpses? Is there also a way to disable the automatic removal of notoriety spawned police/aliens when your notoriety dips into a lower level?
Here's another small update which reduces the cluster cost of the DLC and new super powers.
There's no way to get them back that I know of. Deal with it.
I think I'm going to take a break from modding until the SDK comes out. This is pretty time consuming stuff, and all I receive for it is...
It works just fine for me. Are you running a pirated copy of SR4? If so, this mod will not work with it.
Edit: Here's a small update which increases NPC hadouken damage and re-enables the glitch effect.
Update time!
v33 makes it likelier for Genki to spawn randomly, along with other super powered enemies. Also changed gang grunt weapon loadouts (removed some weapons that didn't show up) and added some unused saints vehicle variants.
Here's another update which moves the new weapon entries to the end of their respective table files. Hopefully, this should prevent the game from getting confused and giving you the wrong gun during missions. I also fixed a bug that caused NPC animations to sometimes stop playing when shot with...
The flickering effect has not been disabled in tweak_table.xtbl, despite what it says in the OP. The effect is just much less frequent, especially in alien-controlled areas. Also, here's another update which changes the minethrower to the explosive slot, and improves the damage done by the...
Yeah, most of the knife attacks from story mode are just long animations used in QTEs. They wouldn't really be very good for use in the open world as they're quite slow and expose you to a lot of fire, making the knife an even worse melee weapon choice. I may look in to trying to use one of them...
The "touchstone 40 cal" weapons are from the single player missions. One of them is semi-automatic, and the other has automatic fire. I don't ever use those weapons, but Fan of Saints enjoys them.
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