I plan to add that to this mod once the SDK is released. Until then, changing melee animations is just too difficult. For now, here's a small update which beefs up the enemy suppression grenades- giving them a shorter fuse and longer superpower disabling time. They also explode on contact with...
I've been finding my way around the limits of this game and been making a terrible mess for a couple years now, I'll be fine. The vehicle unlocks won't be included though, because I hate them and the vehicles themselves can be located really easily if using my NPC mod.
Hey, nice job on restoring more of this cut content. Would you care if I added some of the gang and outfit unlocks to the unlockables xtbl in the expanded arsenal mod?
Here's an updated version of this mod, which includes yukichigai's ported vampire skill from SR3, plus some very small matfx and effect changes to a couple weapons.
Adding new animations means that I've had to include a preload_anim packfile. This one is of course compatible with my NPC mod and...
Nice job. I was curious about trying this for a while, but never got around to it. Nice to see that it still works without much of a headache. Mind if I include this in the expanded arsenal mod?
It wouldn't be possible right now to add separate notoriety levels for each gang, unfortunately. It could be possible to replace the police/zin notoriety spawns with different gangs for each level, but that's a lot of work and I probably won't bother with that until the SDK is out. DLC...
My "NPC Behaviour and Spawn Mod" also brings back past gangs, plus revamping the spawns and AI, as well as introducing crazy shit like superpowered enemies.
It might be once the SDK is out. A lot of the warden stuff is hard-coded and not very easy to change right now without causing a lot of bugs. I've also reached the limit of new character entries I can add to the game right now, and the mod is already a huge mess due to working around these...
Dude, use the decapitation necklace to hide your head!
Seriously though, that looks pretty fun to try out, although the lighting rotation bug would get annoying pretty quickly. I likely won't be getting an Occulus any time soon (especially now that Facebook owns it) but if I did, this game...
Check the OP. The files are almost 100% the same, except the tweak_table included in this mod completely removes the pixelation "glitch" effect on cars, npcs and buildings. The tweak_table from my NPC mod keeps the effect, but greatly reduces its frequency.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.