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IIrish

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  1. The optional (Extended Features) files make peds writhe for longer in dismemberment and increase artery bleed chance. I use many LML mods and LST and I get random stutters during gameplay (and this is on a 12900K/32GB ram/3090 Ti). I don't think much can be done about it.
  2. The old exe replace method has been working for me with all my mods and scripts. I don't find it any trouble at all. Going to wait it out before updating everything I think.
  3. Ah yes, I better set those, thanks for that. I've just been more focused on getting other parameters configured to my liking. Everything feels great so far.
  4. For anyone interested, I managed to configure PDO 2.0 so that it no longer interferes with the running around with artery shots (vanilla behavior). I downloaded the optional file on the nexus PDO page (which disables almost all pdo features by default). Then I ended up with the following; NPCHealth = 105 DyingMovementThreshold = 51 DyingMovementThreshold2 = 50 DyingThreshold = 30 UseAnimChance = 100 Along with a couple other minor tweaks.. So it requires a compromise but it fits my preferences perfectly. I can't enjoy the game without those artery shots! Now I get to have both again. EDIT: A couple of people have asked for my .ini file so I'm adding it here. Keep in mind I'm using another mod which affects weapon damage hence why I have my weapon modifiers at 100 so your results may differ. PedDamageOverhaul.ini
  5. As for the push force. I didn't understand it much initially, but I've been playing around with ''UseAnim'' chance in the ini and I kinda like having that at 50 (so a mixture of both) for more variety. I might be in the minority though. When the push forces aren't going wild (haven't noticed that much in newest version), I think it looks good. That 'fetal position' pose (when the animations trigger I guess?), after you push a ped on the ground, looks a little weird at times but I like the twitching when they're bleeding out.
  6. I love the new beta features, such as expanded support for the TYL mod, but I gotta say I miss the NPCs running away after artery shots that has been missing for a while now. That vanilla behavior was working with the mod before. Would be great if at some stage you can figure out how to bring it back.
  7. Nothing major. Just enabled longer bleed outs and bleedwhenshot. It seems that when they start to roll, it sometimes becomes excessive to the point that they leave the ground and it looks odd. Using the beta you posted on Friday btw.
  8. Is there any way to stop NPCs launching themselves off the ground while in the more 'lively' dying state stage? It's kinda immersion breaking. They spin around through the air and it seems a little too much.
  9. It is very rare with the mod at stock settings and only seems to occur when a ped falls in an awkward position (between objects or on top of a chair). 'Always bleed out longer' causes issues, and peds often won't die with this enabled no matter how they fall. Btw 'spine paralyze' is causing that audio looping sound from npcs.
  10. Still happening in this version. Like I noted before, if I push any ped stuck in dying states they'll usually die or get up and walk away.
  11. Ah ok. It seems to happen way less often in the new betas though which is good. So not a big deal really.
  12. You were right, that mod was causing the lasso glitch. I've uninstalled it for now. @HughJanus I noticed the odd random ped still goes well past the maxdyingstatetime. When this happened in my brief testing of newest beta, the peds in question were witnesses. One stayed on ground for near 5 mins, until I went over and pushed him and he got up walked off. This might be intended though?
  13. I can confirm the issue is fixed for me in the beta. Thanks for that! Best one yet for me. Only bug I noticed from testing so far is the lasso glitches when used on npcs on horseback. They freeze upright in the air momentarily.
  14. Hi great work on the mod, it adds so much to the game! I've noticed that in versions after 1.53 (IIRC), NPCS don't die/bleed out within the time specified in the ini. In fact they don't die at all in dying states until I shoot them after losing patience.. They can be visibly bleeding on the ground, yet won't die. This is also the case with latest test build.
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