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  • 4edfb1 smityh

    I was a fan of another original E.R.O. mod for the longest time, but through word of mouth I heard about this RAGE overhaul and I think it's exceptional. I personally don't use the weapons.meta and it's still 5/5. Great work guys, you make the community's GTA experience 100% better. Thanks for all the time and effort put into this mod, it really shows.

  • 4edfb1 smityh

    @littlefilms Thanks for your help. Sometimes my common sense fails me; I am able to simply open the archive with 7zip and explore the contents smh

  • 4edfb1 smityh

    If you want your delicious little drum mag to have a 100-ROUND CAPACITY like you'd expect, you can make it so with one easy step, it's only one value you have to edit. Some dude mentioned it almost 3 years ago but IT'S 2018 HERE ARE SOME EASY DIRECTIONS:

    -LAUNCH OPENIV

    -REMEMBER TO USE A "MODS" FOLDER IN OPENIV

    -Follow this path from main directory;

    -- UPDATE - UPDATE.RPF - COMMON - DATA - AI

    - In "ai" folder, click "edit mode" on top of screen (IF PROMPTED, REMEMBER TO OPEN OR COPY TO "MODS" FOLDER)

    -Right-click "weaponcomponents.meta," and select "edit"

    -Inside "weaponcomponents.meta," press ctrl+f to search for " assaultrifle_clip_02 "

    -Search lines below to find " <ClipSize value="45" /> " (45 is default, I believe)

    -Replace 45 with your desired magazine capacity.

    -PRESS CTRL+S OR CLICK "SAVE" ON THE BOTTOM OF THE OPENIV TEXT EDITOR TO SAVE YOUR CHANGES.

    -Now show the unsuspecting population of Los Santos the real destructive power of your Hi-Cap AK, just like the bad guys

    Remember you can use this exact method to edit the magazine capacity of any of the vanilla or default weapons, just search for "pistol" or "MG;" use your brain, it's not that hard. DLC weaponcomponents are located in a different path IIRC.

  • 4edfb1 smityh

    @sjaak327 I have a question, man; what are the keycodes for gamepad? I'd like to change the keybind for open menu but I can't find the keycode for the inputs I'd like, the .ini only gives a glossary of keycodes for keyboard. Do you think you could put out an updated .ini?
    Thanks, I use your trainer every day, like it a lot.

  • 4edfb1 smityh

    @jedijosh920 Wassup bro, any chance you could put out a compressed file for manual install 3.1? Also, was that headshot bug a problem with the weapons.meta, or the physics stuff?

  • 4edfb1 smityh

    @Rippler That answered my question perfectly, thanks a lot.

  • 4edfb1 smityh

    Absolutely gorgeous, thanks a lot for your hard work and attention to detail @metroidguy.

    Noticed a little bug today, I attached the default scope and the wep would not zoom to aim down sights when I pressed R3 in first person. When I switched to another wep, aimed down the sight, and switched back to the M249, it was stuck in ADS and could not exit until I switched to another wep and toggled off the ADS.

    Wierd little bug, thought I'd let you know. Thing is so beautiful I don't mind keeping her free of attachments anyways. 5/5

  • 4edfb1 smityh

    @Eddlm Do the killed NPC's use default ragdoll physics? I have E.R.O. installed and after killing peds affected by your script, they seem to fall over like a 6 foot tall sack of potatos just like vanilla. Great idea nontheless, I dig it.

  • 4edfb1 smityh

    Great Idea, but I am getting similar bugs as a lot of other people (driverless traffic, buggy NPC spawns). I use simple trainer. I really wanna like this mod but it's a little too buggy and breaks immersion.

    Don't know if it would be possible, but it would be great if you could somehow direct all peds to flee towards the nearest exit or at least give some random peds bottles and knives because it's pretty annoying that most NPC's don't react much at all when the bullets start flying, and when they do, they just run into a wall. Even just cowering in place would be better than them just standing there.

    Great idea though, and great effort. I hope to see some updates soon, thanks for your time dude.

  • 4edfb1 smityh

    Hey @Kryo4lex, thanks for the response. I've been thinking about what you said about removing the vanilla HUD and I'm curious as to how you'd go about doing it. I would much rather have your dynamic artificial horizon and pitch indicator. If I could easily do it myself, I'm down, but if it's pretty daunting, I'll just leave it to the professionals and wait patiently for an update :P