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Professor2 in WeaponSubmitted -
All base gun metals are modified to look more reflective and realistic.
This is a .ymt file so you need the LATEST Lenny's Mod Loader.
INSTALL:
Extract and drop the 'Shiny Guns' folder into RDR2/lml directory
It should be Red Dead Redemption 2\lml\Shiny_Guns
This is work in progress. The end goal is to make the materials look as good and realistic as possible.
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Update 1.3: Blood Money out now!
This mod brings all the good stuff from Red Dead Online to singleplayer and allows you to access it via the various vendors in the game. You can of course still use a trainer to access these items, but we have spent a lot of time to make everything fit in with singleplayer naturally so we believe this is the best way to experience this mod. The special weapons from MP are unlocked from the start, but only available at select merchants to fit in nicely with story progression. There are a few minor issues with a few items, which you can learn more about in the Known Issues section further below.
We hope you enjoy the first version of our mod, we certainly had lots of fun making it! There are plans to update this mod in the future to expand it and address a few issues, so stay tuned! A very special thanks to @Senexis and @bolmin who are the true creators and masterminds behind this modification, I am just uploading it. No xml tags were harmed during development (we promise!).
Item Locations
The added weapons can be found available for purchase in the following location:
NEW! Full Blood Money update compatibility NEW! All Multiplayer weapons are now available Left Rings, Right Rings, Gun Belt Accessories: Trappers (Accessories tab) Unique Half Chaps, Spurs, Ponchos, Gun Belts and Holsters: Trappers (Chaps, Ponchos, Weapon Accessories, Accessories tabs) All 42 Legendary Animal hoods: Trappers (Legendary Animals tab) Half Chaps, Spurs, Ponchos, Gun Belts and Holsters: Tailors and General Stores that sell clothing (Ponchos, Weapon Accessories, Accessories pages) Saddles, Saddle Bags, and Horns: Stables (Equipment) Manes and Tails: Stables (Appearance) Navy Revolver: Gunsmiths at Saint Denis Elephant Rifle: Gunsmiths at Saint Denis Lowry's Revolver: Fences Reinforced Lasso: Gunsmiths Bolas: Gunsmiths and Fences Special Bolas (renamed to the creators Bob, Bolmin and Lenny): Fences .22 Sedative Ammunition: Trappers and the Gunsmith Customize screen for Varmint Rifles Nitro Express Ammunition: Gunsmiths and the Gunsmith Customize screen for Elephant Rifles Animal Reviver: Trappers Tracking Arrow: Trappers Multiplayer Weapon skins, metals and wraps: Gunsmith Customize screens
Installation
Download with Mod Manager from here or drag and drop the extracted folder into your LML folder so that you have a structure like "Red Dead Redemption 2\lml\red_dead_offline". Please make sure to have Lenny's Simple Trainer or Outfit Changer installed to load all multiplayer components! Otherwise many components, such as the navy revolver, will not show up. If you have the Navy Revolver in SP mod installed, make sure to uninstall it completely. This mod supersedes it and having both installed will likely cause issues!
Missing/Locked Guns
If you are experiencing an issue where guns are not unlocked, or are missing, please make sure to try the following:
Update the game:
This mod currently supports game version 1355. If you are on an earlier version, some or all added guns will be locked or missing. Update Lenny's Mod Loader:
The mod currently supports LML version beta 6 and higher. If you are on an earlier version, some parts of the mod may not work. Make sure Navy Revolver in SP is uninstalled:
Like mentioned in the Installation section, this mod is not compatible with it and will cause guns to be hidden. Make sure other mods are compatible:
Any LML-mod that edits the catalog_sp.ymt file without specific compatibility patches is currently not compatible. Make sure Lenny's Simple Trainer or Outfit Changer is installed:
Without either of these, Multiplayer components will not show up, causing multiple items to be missing.
Known Issues
Currently in the mod, there are a couple of known issues that may impact you while playing:
NEW! Off-Hand Holsters will incorrectly display the Off-Hand firearm and will cause glitchy animations. NEW! Certain ponchos will display visual clipping, not all of them are as bad as some are. Some Saddles and Saddle Accessories combinations will cause clipping, "None" options have been added to fix this. When purchasing a Reinforced Lasso, you will be able to purchase them infinitely. You only need to buy it once for it to be unlocked. When purchasing any Bolas, the texture that appears on the right will be a placeholder texture. This can be ignored. In some cases, when purchasing a Burled Grip, it will appear invisible. This only happens on some guns. Bolas might cause weird clipping and/or physics, this can be ignored as it is just a visual bug. Bolas will not be picked up when hogtying people, unlike in Multiplayer where you will get them back. Tracking Arrows will not cause a path to be drawn in Eagle Eye. Weapon variants can't be applied. This is due to them not working properly (i.e. invisible, broken textures, unable to apply correctly). -
download with mod manager. Requires LML
I've done quite a bit of research on the guns of this game, it's really interesting. so i used that knowledge to make Changes to weapon stats to make them even more accurate to their real life counterparts. keep in mind that i was only targeting realism, not gameplay balance in this mod. however, i haven't made any guns obsolete with my changes.
i understand that this may be a niche mod. people dont really want hyper realistic guns. but, i wanted to test my knowledge and i just wanted to create this mod, honestly.
i recommend using this mod alongside my other mod, Realistic Combat Overhaul, but if that doesn't take your fancy, you might want BDERO. it isn't my mod, but it's a pretty cool mod that overhauls the physics. keep in mind that you can only choose one of those.
Cattleman : damage increase,. it's 45. and the muzzle velocity is pretty high. fire rate decreased, cocking and firing would be a bit slower. accuracy increased. can't slow down the reload speed, if i could, i would.
double action : nothing changed, the game depiction is surprisingly accurate. the double action operation works by letting you cock and shoot the gun at the same time, pretty much, so the trigger is hard to pull, and distrupts aiming. but, it is fast.
Schofield : its depicted pretty well, it is top break, and the frame gets stressed a lot and it can break easily. i thought about raising its degradation modifier so it degrated quicker, but people wouldn't like that, plus, afaik that feature is a bit problematic, it can break stuff. so, nothing changed here either.
Volcanic : decreased damage to half, it was so uneffective that there are reports of people attempting suicide several times with this gun and failing repeatedly. fire rate decreased, the lever action is actually extremely hard to operate.
lemat: this is a really old gun, and it's already pretty well depicted, except for the reload speed. would decrease it if it was possible, but it isnt. no changes.
mauser: pretty well depicted.
semi auto : pretty well depicted.
m1899: pretty well depicted, but this gun was a prototype and it wouldn't be available to the public in 1899. nothing changed though.
lancaster : increased accuracy. it actually handles really smoothly. increased fire rate as well, for the same reason. increased damage just a little bit.
litchfield: decreased accuracy. the barrel had no grip, and it would get hot, distrupting aiming. increased damage.
olling block rifle : pretty well depicted.
springfield rifle : pretty well depicted.
bolt action rifle : decreased fire rate a bit.
sawed off shotgun : these would realistically break your wrist the moment you fired it with one hand. but, there's nothing that i could change to really simulate
that, but i decreased fire rate just a bit for a little pause between the shots.
double barrel : it's depicted pretty well.
pump action : it's relatively modern for its time, but it was a bit quirky. the bolt could hit your thumb, or face, while pumping it, but ingame, arthur pumps it
properly so it doesnt hit him. would decrease the reload speed if it was possible, but it sadly isnt. other than that, pretty well depicted.
semi auto : pretty well represented.
- 23,617 Downloads
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- 10 Comments
Professor2 in WeaponUpdated -
[REQUIRES LATEST LML UPDATE!]
This changes 4 guns to their RDR1 counterpart.
Lancaster=Winchester
Carbine=Repeater Carbine
Litchfield=Henry
M1899 Pistol=High Power Pistol
TO INSTALL:
Place rdr1_weapon_names folder into your MAIN LML FOLDER, then open LML mod manager to confirm its working.
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My mod is designed to bring more immersion to Red Dead Redemption 2, giving you that authentic Wild West feel. With this mod, you can have fun creating quickdraw scenes or performing Gun Tricks. You can also change the weather, time of day, and more as updates come in. I'm currently developing this mod to raise money to study programming and learn more about modding. However, by supporting me on Patreon, you'll unlock new features of the mod and gain the ability to help decide what gets added in future releases!
Support my work: Click here!
To inspect the weapon, hold down "TAB"!
To use QuickDraw, press the "X" key.
To use Gun Tricks, press "TAB" once.
To open the menu, press "F5" and "RB".
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This mod makes poison depletion work the same for knives and arrows by either restoring the pre-patch thrown poison knives behavior where they wouldn't deplete or by keeping the current poison knife behavior and changing poison arrows to deplete too.
In the vanilla game poison arrows can still be picked up unchanged after being used unlike knives which deplete instantly even after throwing them at the ground,
But if you don't throw the poison knife but instead use it as a melee weapon the poison never runs.so I'm not sure the devs went with realism in mind regarding poison mechanics .
Before the dlss update for me the poison knives didn't deplete and I doubt that after 3 years they would introduce this change intentionally only to the knives without changing melee and poison arrows too.
From what I've seen this change was also introduced on the console version back in 2019 without it being mentioned but somehow it didn't make it to the pc version until now.
I think the game never had a proper poison depletion mechanic so the recent change might be a bug caused by a typo in the weapons file or the poison arrows not depleting could be the bug.
Because I'm no longer sure which is the intended behavior(realism aside) now the mod has 2 different options.
-->How to Install
Choose your preferred version and drop it in your lml folder.
Or if you're already using a mod that edits weapons.ymt,open it with notepad/notepad++ and:
->for a more realistic experience that makes sense both poison arrows and knives deplete:
-search for <Name>AMMO_ARROW_POISON</Name>
-then go to <PickupHash>PICKUP_AMMO_SINGLE_ARROW_POISON</PickupHash>
-and replace it with <PickupHash>PICKUP_AMMO_SINGLE_ARROW</PickupHash>
->for the pre-patch poison knife behavior:
-search for <Name>AMMO_THROWING_KNIVES_POISON</Name>
-then go to <PickupHash>PICKUP_WEAPON_THROWN_THROWING_KNIVES</PickupHash>
-and replace it with <PickupHash>PICKUP_WEAPON_THROWN_THROWING_KNIVES_POISON</PickupHash>
-->Changelog:
-Repurposed the mod to fix depletion parity between poison weapons
-Added a version where both poison arrows and knives deplete
-The other version is now considered a pre-patch behavior restoration instead of a bug fix as I'm no longer sure if it is.
As a mod creator you're free to implement this change in your weapons mod.
Thanks to Bob Ross and LMS for the repaired weapons.ymt
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reupload of my old mod because I had to delete my nexus account for personal reasons.
Swaps normal weapon metals to oxidized ones (the ones seen on gang members guns and knives).
FOR BOTH VERSIONS, DRAG THE LML FOLDER OR INTO DIRECTORY, OR PLACE SUBFOLDER IN LML
NOTE: STANDARD VERSION will conflict with anything utilizing weaponcomponents.meta
Also, all versions contain the ivory grip
In Case You Want To Make A Merge for this I have not already made (I suck at that) here are the oxidized steel names:
Weapon_Steel_Blackened_Oxidized
Weapon_Steel_Blued_Oxidized
Weapon_Steel_Browned_Oxidized
Weapon_Iron_Oxidized
Weapon_Nickel_Oxidized
Weapon_Gold_Oxidized
Weapon_Silver_Oxidized
Weapon_Steel_Rough (Not Included in this mod but is good nonetheless)
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This mod adds the navy revolver to singleplayer. You can fully customize it at the gunsmith and even purchase it in Valentine and Saint Denis. This is the first release, so please let me know if anything is broken. Also please consult the known issues below.
Installation
Download with Mod Manager from here or drag and drop the extracted folder into your lml folder so that you have a structure like "rdr2\lml\navy_revolver_sp". Please make sure to have Lenny's Simple Trainer or Outfit Changer installed to load all multiplayer components! Otherwise the revolver will not show up.
Known Issues
The camera at the gunsmith does not always pan correctly for certain options such as barrel length.
Most clothing items at the store will lose their icon (you can still view and purchase them). A fix for this is in development and requires an LML update.
Support development & early access
Interested in following more development news and testing early releases? Join our Patreon!
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Imagine a blade forged in the fires of history, a weapon that has seen the rise and fall of empires, The bayonet.
With this mod, you will no longer use a simple knife, you will use
a weapon used by military forces all over the world
Replaces: Hunting Knife
Known Issues:
Blade doesn't get bloody or dirty
Made by: Mostly Mr. Jack Swede
Visolarity
and me
Bayonet used in the mod
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All of RDR2's vanilla gun metals look dull so I decided to rework the material properties and tweak the color tones for all gun metals. Engravings included.
This is a .ymt file so you need the LATEST Lenny's Mod Loader.
INSTALL:
Delete any previous version first!
Extract and drop the 'Shiny Guns' folder into RDR2/lml directory
It should be Red Dead Redemption 2\lml\Gun_Metal_Rework\(ymt and xml files)
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Available for Download :
Legendary Grip Alph Grip Carvings V.2 Grip Carvings V.3 Hand of God Grip... you know the one Lenny's Gun Grip Scorpion Gun Grip
i made this as a test and for my playthrough and decided to share.
I do not accept requests or suggestions. in fact I may not even fix bugs.
Installation
Lenny's Mod Loader
If the mod has a instal.xml in it then extract the mod in your lml folder
otherwise drop all files in the Stream folder; you need to create one if you don't have it already
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Ridiculously high fire rate and reload speeds for all non-special weapons, as well as massive spread reduction.
You have to equip improved iron sights on your gun for the mod to work!
except for the lemat revolver
Note: Most changes don't work on special and DLC guns.
UPDATES:
Version 1.2.0:
- Fixed the Mauser, Semi-automatic pistol, and the Varmint rifle by slightly lowering the fire rate for it to work when you paint targets in deadeye
- The Double action revolver's reload is now 2 bullets at a time.
- The Schofield's reload is now 3 bullets at a time.
- Revolver and Pistol long barrels now increases damage by 20%.
- Slight damage increase for shotgun long barrels (sawed off not included).
- Slightly decreased the Double action revolver's fire rate for a more double action feel.
- Slightly decreased the Volcanic's fire rate for less clunky cocking.
- Slightly decreased Sawed off's spread.
- Increased the lancaster and litchfield's fire rate.
Note: The lancaster and litchfield also has the deadeye painting problem but the fire rate has to go unimpressively low for it to work while painting people in deadeye, so its safe to say its much preferable to not paint targets while in deadeye when using these.
Make sure to delete the previous version in your lml folder before installing!
PDO ini 1.0.1 changes:
- Increased bleeding damage for NPCs.
CHANGES:
- Fire rate greatly increased on all guns.
- Reload speed greatly increased on all guns; special and DLC guns.
- Draw speed is increased by 3 times.
- Degradation is also slowed by 25% on all guns.
- Reticle spread is reduced by a lot that theres almost no spread.
- Camera fov when aiming is increased on all guns for quality of life.
- Double barrel shotguns are now more realistic by drastically increasing the fire rate (since double barrel shotguns have separate triggers) but most of the time they wont work in deadeye if you paint targets, cuz its really fast that it breaks.
Inspired from really fast firing videos on YT, you could say world records if it is.
INSTALLATION:
Extract the rar and drop "Fastest Gun In The West" into your lml folder.
Heres my lemat mod since this mod doesn't work on DLC weapons:
Better and Faster Lemat Revolver
UPCOMING UPDATE NEWS:
Nothing to see here for now.
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Makes weapons holster / unholster 50%, 25% or 10% faster. You can increase or decrease the speed by editing these lines in weapontasks.ymt file:
Line 91 - when standing or on a horse
Line 95 - when crouched in cover
Line 101 - when standing in cover
Line 104 - when crouching
Requires Lennys Mod Loader. For installation put the Faster Holstering Unholstering folder inside lml folder.
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While on a horse, to put a rifle on your back, press the holster key. To put the rifle on the horse, select Fist/Unarmed in the weapon wheel or Page Down key (Fist/Unarmed does not work in first person view). Alternatively, you can use custom keys for enabling and disabling holstering on a horse. The mod will not work correctly if weapon wheel screen effect is disabled. If you use my mod Disable Screen Effect open animpostfx and set line 9, 1114 and 1364 to false for this mod to work as intended.
Version 1.1: -mod remade as asi file
-horse holstering can now be enabled or disabled in-game
Version 1.2: - horse holstering is now automatically switched to disabled when dismounting (to prevent teleporting of weapons)
Version 1.3 : -fixed trainer teleport not working
-horse holstering is now always enabled when not on the horse
-weapons holstered on the horse are now always deselected (to prevent weapon duplication)
-added option to equip horse and back holsters made by QwardNaffle
-added another key that directly holsters rifle on the back (alternative to pressing forward key and than holster key
-added option to remove weapon wheel screen effect (if you use my mod Disable Screen Effect open animpostfx and set line 9, 1114 and 1364 to false for this mod to work as intended)
Version 1.4 : -if using custom keys, the saddle can now be put back on the horse
-if not using custom keys, you do not have to push the move forward key anymore to disable holstering on a horse
-removed holster keys
Version 1.5: -fixed mod not working correctly in first person
-weapon deselection now only occurs when dismounting
Version 1.6: -brought back keys for holstering (Page Up and Page Down)
-fixed disappearing weapons when dismounting
Version 1.7: -removed "konc" message
-custom keys are now disabled by default
Disable Rifle Left and Rifle Back Bow Left Version 1.1:
-picked up weapons will now be transferred to the back back slot after they are holstered
Holsters made by QwardNaffle:
Holster bugs: -game will crash if you load a save
-if you remove a saddle and than immediately put it back on the same horse the game will crash
Holsters can be put both on the player and the horse. Player back holster will not disappear when un-holstering a weapon like in the original mod.
To use the holsters:
-you need Online Content Unlocker or version.dll file
-download Rifle Holster mod made by QwardNaffle
-choose any holster variant
-rename w_repeater_strap01.ydr to mp005_s_cn_1800_1899_gd_lo.ydr for the player back holster
-rename w_repeater_strap01.ydr to mp005_s_cn_1700_nyt.ydr for the horse
-put both files inside stream folder or original Rifle Holster mod place Example: Red Dead Redemption 2\lml\Rifle Holster Arthur\RifleHolster
-enable holsters in the DisableHorseHolstering.ini
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"Burger King Foot Lettuce"
this is a real mod, and it works!
The last thing you'd want in your Burger King burger
Is someone's foot fungus
But as it turns out
That might be what you get
A 4channer uploaded a photo
Anonymously to the site
Showcasing his feet in a plastic bin of lettuce
With the statement: "this is the lettuce you eat at Burger King"
long live memes!!!
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Whether you want to recreate a civil war battle, go hunting or just go on a Lemoyne Raider rampage, This mod is for you. I replaced the rolling block rifle with a buffalo sharps. Keep in mind my tools are very limited and It isn't perfect. Some of the original gun remains and I cannot remove it yet. I'm trying to find a solution.
To minimize the clipping change the gun metal to be full browned steel. I also included a custom weapon icon but it isn't a 1:1 match to the original artstyle. It is purely optional.
- 4,955 Downloads
- 69079 Views
- 3.45 MB File Size
- 8 Comments
KristianD3 in WeaponUpdated -
Feeling like the shotguns in the game don't quite have that "spaghetti western" punch? Well, now your double barrel will kick like a mule...or rather a team of mules. This mod cranks the knockback from the double barrel to insane levels. Send those NPCs flying!
Video Preview:
NOTE: This mod was created using files from Red Dead Offline, just because I couldn't figure out another way to do it. I modified the weapons.ymt file from Red Dead Offline but the mod will only activate that one specific file. The rest of the Red Dead Offline files that are included in this package don't actually activate. If anyone wants to show me how to remove all of the RDO stuff and have nothing other than a weapons.ymt file and an install.xml file in my mod that would be great.
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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]
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-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]
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-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]
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-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