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  • Could contain: outdoor, sky, plant, grass, hiking, ruins, person, mountain, landscape, standing, field, rock, ruin, desert
  • Could contain: outdoor, sky, plant, mountain, tree, landscape, grass, horse, desert
  • Could contain: outdoor, sky, building, house, plant, tree, grass, fence, wooden, porch, mountain, person, ground, landscape
  • Could contain: outdoor, sky, horse, tree, stallion, mare, saddle, rein, horse supplies, bridle, equestrianism, horse tack, halter, mane, person, riding
  • Could contain: outdoor, sky, animal, wheel, horse, ground, cart, horse supplies, transport, rein, halter, pack animal, mare, bridle, livestock, wagon, stallion, cowboy, riding, horse-drawn vehicle, carriage, mountain, drawn

What this mod does is that it changes the default ped's accuracy into a more realistic and cinematic way by using some specific values in the pedaccuracy.meta file & combatbehaviour, making that those bullets fx on the screen be more constantly making the shootings feel way more tense and cinematic than in the basic game as well that it changes the pedaccuracy but doing the perfect balance between realistic and enjoyable, realistic enough so they don't look like complete idiots with guns that hit nothing, but enjoyable enough that it is not so difficult and frustrating when it comes to trying to not get hit. (It is more like cinematic than realistic imo).
Now you will have to take cover while you're in a shootout.

 

*This mod requires Lenny's mod loader*

 

Changelog:
V1.5
      [Dispatch]
      |
-Tumbleweed can now spawn a marshal wagon (just like in Rhodes or Blackwater)
-Valentine can now spawn a marshal wagon (just like in Rhodes or Blackwater)
-Saint denis can now spawn a marshal wagon when reached 1000$ bounty (just like in Rhodes or Blackwater)
-Rhodes can now spawn lawmarshals when reached 1000$ bounty
-Tumbleweed has increased its law enforcement so now they come in groups of 6 most the time
      [Pedaccuracy]
        |
-Decreased the pedaccuracy when not showing shooter on the screen
-Reduced the global ai accuracy while player is in cover
-Increased the bullet ricochet
      [CombatBehaviour]
        |
-Minimum Distance To Target is now disabled (any distance)
-Minimum In Cover Distance To Target is now disabled (any distance)
-Law NPCs can now rarely charge at you using only their knives (i think it's a good immersion because if you look closely for some reason the law npc's have pinkeyes like if they doped before going into the battle so...)
-Distance To Consider Dismount is now set to "any distance"
-Some law NPCs can now switch to defensive if player is in cover and at the same time they are permitted to charge beyond their defensive area
-Reduced Grays accuracy
-More NPCs have larger attack ranges (larger distances)


V1.4 Dispatch & CombatBehaviour UPDATE
-Increased the distance to consider dismount a bit more for law and ODriscoll's
-Now with the dispatchresponses folder LawMarshalls will appear in Saint Denis when you have a bounty above 1000$ (just like in BlackWater) and it also adds more chances to spawn law leaders (which are more experimented and aggressive than regular lawmen)
-Now with the dispatchresponses folder, the Valentine LawMarshalls will always spawn in groups of 7 instead of 6 or 5 (it might sounds like a subtle detail but trust me it doesn't, now valentine will be a real warzone)
-Decreased the pedaccuracy when not showing shooter on the screen
-Added Pinkertons in CombatBehaviour (deadshot) although it only works for peds that spawn naturally like confinement area of new austin and west elizabeth (not in missions)
-Fixed a bug with the ''sharpshooter'' lawmen that had 100% accuracy, now it has normal accuracy
-Added a chance to spawn a lawleader in Valentine dispatchresponse

V1.3 CombatBehaviour UPDATE
-Aggressiveness, this has been severely tweaked so law and npc's now frequently prefers to use cover and use positions with different shooting points against target, more experimented npc's will preffer to charge against target if they can't find cover. (Ex: Regular lawmen are more likely to be less aggressive than LawMarshalls)
-Law snipers now they don't stay forever on the same position since now their movement now is set on ''WillAdvance'' 
(now, they do will choose higher positions as these are their preferred tactical positions, the difference now is that they will start
chasing you when they notice that you are not into his sights)
-AttackRanges, npc combat ranges have been severely increased
-Banzai Attack, now this has been tweaked so the law and other npc's don't abuse the charge attack to the point that are suicidal attacks, (they DO will charge against you but less frequently)
-Now the charge attack or ''Banzai Attack'' is only used when there's too many enemies against you or there's npc's with shotguns so stay alert when theres npc's with shotguns. 
-Distance To Consider Dismount, Law, Bountyhunters and guards have been tweaked so now they dismount from their horses at farther distances, law with shotguns prefers to dismount at closer distances.
-Defensive Guards, the only npc's that are Defensives now are guards but now they are permitted to charge beyond their defensive area also their Combat Ability is now fixed
-FireRate of the npc's and above all the law, have been tweaked, unskilled and amateur npc's have faster FireRate but worse accuracy while more proffesional npc's have faster FireRate and better accuracy (perfect example for this are LawMarshalls)
-Gangs Combatbehaviour are all tweaked
-The Laramie Gang tend to use cover away from target while a few others slowly approach target, usually nevers charge against target
-The Del Lobo gang tend to use cover away from target while a few others try to flank the target, prefers to use positions with different shooting points against target
-The ODriscoll's are now less aggressive and tend to use cover away from target while a few others slowly approach target
-The indigenous or ''savage'' gangs are more defensive and prefers to retreat against target
-Grays and Lemoyne raiders are more aggressive and will frequently flank the target and prefers to use positions with different shooting points against target

V1.2
-fixed the high accuracy that peds have on long ranges
-i tweaked the bullet ricocheting
-increased the peds accuracy
-increased the peds accuracy when not showing shooter on the screen
-increased the firerate for unskilled guards

V1.1
-I tweaked all gangs and npc's accuracy and overall pedaccuracy
-now peds have better accuracy and to dodge bullets you'll have to move faster
-i modified the bullet ricocheting a little bit

V1.0
-initial release

Edited by AaronPvP

What's New in Version 1.5   See changelog

Released

Changelog:
V1.5
      [Dispatch]
      |
-Tumbleweed can now spawn a marshal wagon (just like in Rhodes or Blackwater)
-Valentine can now spawn a marshal wagon (just like in Rhodes or Blackwater)
-Saint denis can now spawn a marshal wagon when reached 1000$ bounty (just like in Rhodes or Blackwater)
-Rhodes can now spawn lawmarshals when reached 1000$ bounty
-Tumbleweed has increased its law enforcement so now they come in groups of 6 most the time
      [Pedaccuracy]
        |
-Decreased the pedaccuracy when not showing shooter on the screen
-Reduced the global ai accuracy while player is in cover
-Increased the bullet ricochet
      [CombatBehaviour]
        |
-Minimum Distance To Target is now disabled (any distance)
-Minimum In Cover Distance To Target is now disabled (any distance)
-Law NPCs can now rarely charge at you using only their knives (i think it's a good immersion because if you look closely for some reason the law npc's have pinkeyes like if they doped before going into the battle so...)
-Distance To Consider Dismount is now set to "any distance"
-Some law NPCs can now switch to defensive if player is in cover and at the same time they are permitted to charge beyond their defensive area
-Reduced Grays accuracy
-More NPCs have larger attack ranges (larger distances)

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