Awesome, Time To Make Screen Shots Look Even CoolerNext update will have a few more additions and the infamous Slew Mode (you can thank Tervel for finding the controls and parameters for it left in the code)
Awesome, Time To Make Screen Shots Look Even CoolerNext update will have a few more additions and the infamous Slew Mode (you can thank Tervel for finding the controls and parameters for it left in the code)
Slew mode is a dream come true! Thank you!F4 - Slew Mode (Replaced Detach Camera, Thanks Tervel)
I've done the same thing with my unreleased animations mod. Juiced Patch does it better though, because it disables those animations from outside of the animation set files themselves, so it works with any animations mods.Added new option ([Gameplay] > BetterMovementBehaviour = 0-1)
Stops some animation events from running, more notably the 180 turn anims that add extra movement delay. Feels like SR1 movement.
When you change the sex of your character to Female, the game assigns a set of feminine animations to the Playa.
However, the effects of this do not save in the PC Port, meaning whenever you load into an existing save, you will be made to use the default masculine animations.
The "RemoveVignette" feature also disables 'fade-to/from-black' effects which are used to mask the loading of assets when loading into a game, or using teleporters. Hiding the HUD also does this.Added new option ([Graphics] > RemoveVignette = 0-1)
Removes the vignette effect. (Thanks Tervel)
Maybe this is just an issue of preference, but the new optional "VanillaFXPlus" looks weird to me. It says that it removes the yellow/orange filter, but my game looks even oranger while outside, and bluer in interiors like Saints HQ.([Graphics] > VanillaFXPlus= 0-1)
Enhances lighting and screen effects substantially, keeps the SR2 feel while removing the yellowy/orange tint to the entire screen and makes graphics sharper. (Thanks Tervel)
all for compatibility sake yesI've done the same thing with my unreleased animations mod. Juiced Patch does it better though, because it disables those animations from outside of the animation set files themselves, so it works with any animations mods.
stand to ready causes a weird issue where when you stagger from walking to standing your 2 handed guns use the 1 handed anim so i left it alone"run to stop" has been removed (fixing the weapon firing delay), but I know from development of my animations mod that "stand to ready" also negatively affects gunplay, and hasn't been removed by Juiced Patch.
wasnt aware could you please show me thisA cool option to have would be the ability to toggle door animations on/off ("door open push" and "kick door"). (The door animations kinda break the flow of player movement imo, and it's satisfying barging through doors like they aren't even there!)
id say just use that xtbl fix for nowSpeaking of animation fixes, I wonder if you guys would be able to fix this issue in a future update:
had no idea actuallyThe "RemoveVignette" feature also disables 'fade-to/from-black' effects which are used to mask the loading of assets when loading into a game, or using teleporters. Hiding the HUD also does this.
its all preference i personally think it looks better because those colors arent being muted or blurred with it onMaybe this is just an issue of preference, but the new optional "VanillaFXPlus" looks weird to me. It says that it removes the yellow/orange filter, but my game looks even oranger while outside, and bluer in interiors like Saints HQ.
ur good lolI hate to sound like I'm being overly critical, but I want to provide useful feedback wherever I can because this project is so damn cool.
super ui no vignette is a texture swap while juiced is a texture remover so I'd say use super ui for it if you prefer. Just remember to edit super uis vint_lib.lua to always enable it instead of having to enable it every launchI can second the bit about RemoveVignette removing the fading effects to mask loading. In comparison, SuperUI's no-vignette option doesn't do this.
Huh. That is weird. It does look like the patch is also removing the "walk to stand" animation for the AK animation group, so the AK is falling back on it's parent animation group's (Rifle) "walk to stand" animation, which doesn't exist in any animation set (maybe a leftover), so it falls back further on Rifle's parent animation group's (default) "walk to stand" animation.stand to ready causes a weird issue where when you stagger from walking to standing your 2 handed guns use the 1 handed anim so i left it alone
Sure:wasnt aware could you please show me this