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noab guy

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noab guy last won the day on February 17 2023

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  1. the parameter NPCWeaponModifier is set to 230 by default. setting it to 100 would bring it back to the vanilla value
  2. is it giving you the ".ini not found" message when you press f9?
  3. Ped Damage Overhaul does that and a lot more. But be warned, I've never tried the playerhealth setting and according to the .ini it's a little buggy.
  4. thanks so much!! you're a lifesaver
  5. i dont think anything on this site is intended to be used online. if you have a private server i would look at the redm forums for support, but any mods claiming to work on rockstar servers are liable to get you banned
  6. Hi all, maybe a silly question because I don't see it asked anywhere else, but can any more experienced modders recommend a safe download site for OpenIV? I wanna experiment with file editing and stuff but the download link on GTA5-Mods.com is broken, and everything else looks kinda shady.
  7. it's definitely the SpineShotsParalyze feature doing it. when the feature activates, not only do they spasm as mentioned above, but they also don't bleed or go into dying states, despite those settings being enabled. even when an "artery shot" occurs before or after they go down, they will stop bleeding if "paralyzed." maybe this is all intentional? but the reason i didn't recognize that it was this feature causing the behavior was because i had the chance set to 100, which i assumed meant the behavior would activate every single time they were shot in the spine, but instead, when set to 100, it activates when shot anywhere in the torso. i set it to 99 and it activated almost every time they were shot in the torso, away from the spine.
  8. do you have EuphoriaModInstalled set to 1 in the .ini?
  9. PS - could we get a keybind option to toggle the health overlay? it's very useful for testing but kind of annoying to have to restart the game to turn it on/off, especially since it interferes with trainer menus
  10. i've noticed a bug with WHM's 1899 Firearms on Nexus where any guns that are duplicated variants of vanilla guns, like the Model 100, Winchester models 1873 and 1894, and all of the different versions of the double action, don't induce dying states. Whichever variant of each shows up in the weapon wheel first seems to work just fine, but every other doesn't. At first I thought the "duplicate" guns were just much weaker than the others but I confirmed from the PDO health overlay the dying states just aren't being used, and the guns seem to work just fine, performing about the same as the "base" guns, without PDO loaded. I've tried everything I can think of to fix this in the PDO .ini to no avail, and already have PDO loaded first and set to overwrite. Surely I can't be the only one experiencing this? I'm not totally sure which mod is causing the issue but I'm thinking maybe PDO doesn't recognize the "duplicate" guns as actual weapons and therefore thinks they shouldn't induce dying states? I know 1899 isn't your mod but if this something you can fix in PDO, or if there's anything I'm missing in the .ini that might do it, it would be much appreciated. Thanks for your hard work, as always 🙂
  11. they seem to do more damage at least
  12. i took a look and it appears they edit the same file, weapons.ymt, and therefore won't be compatible. try to load them individually and see if they work, and if so you can ask for a merge in the comments of either but until/unless someone makes it you'll have to choose one or the other unfortunately. also if you're new to modding you may want to download Rampage Trainer. sometimes with mods that edit weapons.ymt the changes won't appear until you remove the item from your inventory and get it again, and the trainer makes that much easier.
  13. try running it as administrator if you haven't already @TheOneShotKid
  14. what are playstyle are you going for? im using the default settings with 1899 Firearms from Nexus and it feels fairly realistic, peds usually go down in one or two body shots
  15. update, reset the ini to default and everything seems to be working fine. still not sure what was causing the weird animations, the health info overlay indicated that the npcs hadn't entered any dying states and their health was well above the dyingmovement and even knockback thresholds. ill do some more testing and report back if i find any specific feature or setting that's bugged
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