Realism mod

this is mod is nice its a bit big as i am using other mods i like a small version of the enemy in helicopters have RPG and give enemy gangs the AK with the grenade launcher also i just wounder how i can make my self weaker rockets don"t kill me in the game after i did health upgrades they should have give you options to undo them
 
Gearing up to include this as an option in the next gui GoS release and noticed there is no readme included in the archive as our rules require. Would you please take care of it as soon as you can? Thanks.
 
Wow I can't believe this mod reached over 1k downloads,that's amazing !

Gearing up to include this as an option in the next gui GoS release and noticed there is no readme included in the archive as our rules require. Would you please take care of it as soon as you can? Thanks.

Yes I will remove the mod archive and reupload it with a readme,sorry for breaking the rules by the way.

Finally I'm proud to announce that I'm going to start modding again soon but now with the missions.I want to make them a lot more challenging and difficult so you and your co-op partner will enjoy every bit of playing through the story.
 
Thanks for including a readme. :)

Shitface and I are in the middle of doing a unlock mod that adds in quite a few things that were missing. We thought about possibly doing some of the DLC vehicles or clothing as unlocks but were unsure what would happen if a player doesn't own it. Have you tested it with, for instance, the spec ops unlock? If a player doesn't own DLC, does it fail silently or does it show them it's unlocked but then they don't have the actual vehicles?
 
Thanks for including a readme. :)

Shitface and I are in the middle of doing a unlock mod that adds in quite a few things that were missing. We thought about possibly doing some of the DLC vehicles or clothing as unlocks but were unsure what would happen if a player doesn't own it. Have you tested it with, for instance, the spec ops unlock? If a player doesn't own DLC, does it fail silently or does it show them it's unlocked but then they don't have the actual vehicles?

You will not receive the DLC vehicles if you don't own it first,and I have the proof:There is a bug(I found it out from my gameplay experience and from a lot of hours played on coop) that when you play on someone's server(keep in mind that the host doesn't own any of the vehicle DLC's);take any of your DLC vehicles out of your garage and leave them outside in the world and then if your game crashes,the DLC vehicle you left in the host's server will still remain even though you crashed and left the session.After I join back the host's server,I can see that my DLC vehicle is still there and when I go to my garage I can use the same DLC vehicle I left when I crashed and now you have an extra clone of the DLC vehicle.If your coop partner tries to put both of the original DLC vehicle and the cloned one(the one I've recently taken out of the garage after I rejoined) he will not be able to put any of them in his garage.Once he attempts to put the original vehicle(the one I used before I crashed),a message pops up for him that he doesn't own the respective DLC to store it in the garage and if he tries to put the cloned one then it's obvious what it says:You can't store your partner's vehicle.

So theoretically,if someone who doesn't own the Saints Spec Ops DLC vehicles and forces them to be unlocked in a certain mission,the vehicles will simply not appear in his/her garage after finishing the mission or a message might pop up saying that you don't own the DLC or something like that.
 
Oh, I already knew that. I wasn't questioning your including it or anything. Any guns and weapons dlc simply aren't available for someone who doesn't own it which gives us as modders more flexibility to change how they work (for someone who does own it.)

My question is, since you moved the unlock, what does the unlock message look like for someone who doesn't own it? For example, let's say you make the spec ops vehicles unlock after m23 completion. A player who doesn't own spec ops completes mission 23 with your mod. Does he get a message saying that he's unlocked the vehicles? Is there no message? We didn't want to do this in our mod because we thought it might look kind of tacky to have an unlock message for them if the player doesn't own it and will never get them.
 
What are you talking about is the DLC alert which is shown automatically once you bought the DLC and load the game.This DLC alert doesn't contain any content it's just a message showing you that you bought a DLC and the real content is another separate unlockable.For example, the Nyteblayde pack has 3 unlockables:

1).the alert message which shows you that you now own the DLC;
2).the vehicles(the motorcycle and vampire car);
3).the outfits(Altar Boy and Bloody Cannoness).

What I did in my mod was to only unlock the vehicles and not the alert message.
 
This mod virtually makes it impossible to do some car theft activities. You have to transport one vehicle to the other side of the map while helicopters are wildly shooting anti-armor bullets. And the back guns are useless because if I aim directly at anything, you clearly see your bullets actually avoiding your target at all costs. Right now I'll try to exploit every hole in this game, but it's really hard. Hope you can fix the turrets on the commander.

Edit: From what I found, you have to get really lucky on the helicopter, and hope it sends in the one that doesn't shoot (the one that drops off troops). Finally beated it, but only with 3 stops in player-owned areas.

Edit: Alright, all this aside, I'm getting saint calls every 10 minutes now. Is there a way to turn it off the volume of the person I need to answer to? I'm hearing the same thing over and over again.

Edit: I ended up removing this, completing the game to a 100%, then wanting to use this mod again. But really, this mod increases the difficulty significantly, not make it realistic. I love the AI changes with this mod that makes the AI more player-like such as fire rockets more often and such, but adding health bonuses doesn't really add much to the reward in killing (In default hardcore I'm already unloading 3 shots just to kill a person). Overall, this mod is truly for hardcore saints row players. I always play on hardest, but this is above my level.
 
Hmm... How did you do STAG soldiers resist being grapped as a human sheld? I'm doing my own mod, trying to make a STAG tougher opponents (and gangs a weaker one, as they are kind of overpowered in game), but I can't make them resist the hostage grap like all specialists. I've tried by making them a "specialist" type in spawn_info_ranks.xtbl, but it made nothing (only the radar sign changed).
And also - can I make THEM take human shields like gangs do?
 
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