Oh No You Didn' 3.0
344
22
344
22
Mod Changes:
v3
Deer dont take 3 shots anymore! Happy Hunting!
Improved overall fight proficiency loadout.
Some values to Weapon Accuracy changed,
making cops a bit better with their weapons & swat even better!
Gangs have better aim too, they learnin'
v2
Lowered health chart.(see below)(v1 included)
Lowered all thresholds of peds getting tired.
Weapon Accuracy increased.
Army has great aim, Swat has good aim, Cap'n & cops have aiiiit aim, security suck.
(gangs and grunts still being worked on)
Weapon
v1.
Mod affects all peds, including gangs, security, cops, swat, & military personnel.
Peds still ragdoll but depends on shot location if they fall or not. (Needed mod:https://www.gta5-mods.com/misc/euphoria-ragdoll-overhaul-ero)
Security, Cops, Swat, Military all take less time to help eachother out.
Attack Range increased.
Distance for cover increased.
but more attacks from cover. (burst duration)
Fight Proficiency decreased. (Security, Captian, Cops, & Swat)
Time Between Peeks from cover decreased.(more peeks)(more bursts)
Weapon Accuracy decreased.(Security, Captian, Cops, & Swat)
Weapon Accuracy increased. (Army)
Fight Proficiency increased. (Army Only)
Increased Ped health, armour and thresholds Chart:
ORIGINAL vs. MODv1 vs. MODv2
Strong
Health:200 vs. 500 vs. 300
Armour:0 vs. 200 vs.200
Injured at:100 vs. 115 vs. 115
Dying at:100 vs. 99 vs. 99
Tired at:150 vs. 200 vs. 100
Average
Health:175 vs. 400 vs. 275
Armour:0 vs. 200 vs. 200
Injured at:100 vs.115 vs. 115
Dying at:100 vs. 99 vs. 99
Tired at:137 vs. 155 vs. 100
Weak
Health:150 vs. 300 vs. 250
Armour:0 vs. 200 vs. 200
Injured at:100 vs. 115 vs. 115
Dying at:100 vs. 99 vs. 99
Tired at:125 vs. 155 vs. 100
Armour
Health:200 vs. 500 vs.300
Armour:100 vs. 200 vs. 200
Injured at:100 vs. 150 vs. 115
Dying at:100 vs. 99 vs. 99
Tired at:120 vs. 120 vs. 100
This mod goes great with the following other mods:
My own Bearly Crosshair'd Mod
https://www.gta5-mods.com/misc/bearly-crosshair-d-small-weapons-wheel
MiGGousT's Ragdoll mod
https://www.gta5-mods.com/misc/euphoria-ragdoll-overhaul-ero
Eddlm's heal mod
https://www.gta5-mods.com/scripts/heal-by-leaning-against-wall
yoits3030's injured played movement
https://www.gta5-mods.com/scripts/injured-player-movement-recovery
BUUBURN & ZiPPO RAID's Roadkill mod
https://www.gta5-mods.com/scripts/net-roadkill
&
HIppieCommunist's Zombiez mod
https://www.gta5-mods.com/scripts/zombiez-v
(make Zombiez harder)
v3
Deer dont take 3 shots anymore! Happy Hunting!
Improved overall fight proficiency loadout.
Some values to Weapon Accuracy changed,
making cops a bit better with their weapons & swat even better!
Gangs have better aim too, they learnin'
v2
Lowered health chart.(see below)(v1 included)
Lowered all thresholds of peds getting tired.
Weapon Accuracy increased.
Army has great aim, Swat has good aim, Cap'n & cops have aiiiit aim, security suck.
(gangs and grunts still being worked on)
Weapon
v1.
Mod affects all peds, including gangs, security, cops, swat, & military personnel.
Peds still ragdoll but depends on shot location if they fall or not. (Needed mod:https://www.gta5-mods.com/misc/euphoria-ragdoll-overhaul-ero)
Security, Cops, Swat, Military all take less time to help eachother out.
Attack Range increased.
Distance for cover increased.
but more attacks from cover. (burst duration)
Fight Proficiency decreased. (Security, Captian, Cops, & Swat)
Time Between Peeks from cover decreased.(more peeks)(more bursts)
Weapon Accuracy decreased.(Security, Captian, Cops, & Swat)
Weapon Accuracy increased. (Army)
Fight Proficiency increased. (Army Only)
Increased Ped health, armour and thresholds Chart:
ORIGINAL vs. MODv1 vs. MODv2
Strong
Health:200 vs. 500 vs. 300
Armour:0 vs. 200 vs.200
Injured at:100 vs. 115 vs. 115
Dying at:100 vs. 99 vs. 99
Tired at:150 vs. 200 vs. 100
Average
Health:175 vs. 400 vs. 275
Armour:0 vs. 200 vs. 200
Injured at:100 vs.115 vs. 115
Dying at:100 vs. 99 vs. 99
Tired at:137 vs. 155 vs. 100
Weak
Health:150 vs. 300 vs. 250
Armour:0 vs. 200 vs. 200
Injured at:100 vs. 115 vs. 115
Dying at:100 vs. 99 vs. 99
Tired at:125 vs. 155 vs. 100
Armour
Health:200 vs. 500 vs.300
Armour:100 vs. 200 vs. 200
Injured at:100 vs. 150 vs. 115
Dying at:100 vs. 99 vs. 99
Tired at:120 vs. 120 vs. 100
This mod goes great with the following other mods:
My own Bearly Crosshair'd Mod
https://www.gta5-mods.com/misc/bearly-crosshair-d-small-weapons-wheel
MiGGousT's Ragdoll mod
https://www.gta5-mods.com/misc/euphoria-ragdoll-overhaul-ero
Eddlm's heal mod
https://www.gta5-mods.com/scripts/heal-by-leaning-against-wall
yoits3030's injured played movement
https://www.gta5-mods.com/scripts/injured-player-movement-recovery
BUUBURN & ZiPPO RAID's Roadkill mod
https://www.gta5-mods.com/scripts/net-roadkill
&
HIppieCommunist's Zombiez mod
https://www.gta5-mods.com/scripts/zombiez-v
(make Zombiez harder)
First Uploaded: 01. mar 2016
Last Updated: 06. mar 2016
Last Downloaded: 27. sep 2024
26 Comments
More mods by mxt333:
Mod Changes:
v3
Deer dont take 3 shots anymore! Happy Hunting!
Improved overall fight proficiency loadout.
Some values to Weapon Accuracy changed,
making cops a bit better with their weapons & swat even better!
Gangs have better aim too, they learnin'
v2
Lowered health chart.(see below)(v1 included)
Lowered all thresholds of peds getting tired.
Weapon Accuracy increased.
Army has great aim, Swat has good aim, Cap'n & cops have aiiiit aim, security suck.
(gangs and grunts still being worked on)
Weapon
v1.
Mod affects all peds, including gangs, security, cops, swat, & military personnel.
Peds still ragdoll but depends on shot location if they fall or not. (Needed mod:https://www.gta5-mods.com/misc/euphoria-ragdoll-overhaul-ero)
Security, Cops, Swat, Military all take less time to help eachother out.
Attack Range increased.
Distance for cover increased.
but more attacks from cover. (burst duration)
Fight Proficiency decreased. (Security, Captian, Cops, & Swat)
Time Between Peeks from cover decreased.(more peeks)(more bursts)
Weapon Accuracy decreased.(Security, Captian, Cops, & Swat)
Weapon Accuracy increased. (Army)
Fight Proficiency increased. (Army Only)
Increased Ped health, armour and thresholds Chart:
ORIGINAL vs. MODv1 vs. MODv2
Strong
Health:200 vs. 500 vs. 300
Armour:0 vs. 200 vs.200
Injured at:100 vs. 115 vs. 115
Dying at:100 vs. 99 vs. 99
Tired at:150 vs. 200 vs. 100
Average
Health:175 vs. 400 vs. 275
Armour:0 vs. 200 vs. 200
Injured at:100 vs.115 vs. 115
Dying at:100 vs. 99 vs. 99
Tired at:137 vs. 155 vs. 100
Weak
Health:150 vs. 300 vs. 250
Armour:0 vs. 200 vs. 200
Injured at:100 vs. 115 vs. 115
Dying at:100 vs. 99 vs. 99
Tired at:125 vs. 155 vs. 100
Armour
Health:200 vs. 500 vs.300
Armour:100 vs. 200 vs. 200
Injured at:100 vs. 150 vs. 115
Dying at:100 vs. 99 vs. 99
Tired at:120 vs. 120 vs. 100
This mod goes great with the following other mods:
My own Bearly Crosshair'd Mod
https://www.gta5-mods.com/misc/bearly-crosshair-d-small-weapons-wheel
MiGGousT's Ragdoll mod
https://www.gta5-mods.com/misc/euphoria-ragdoll-overhaul-ero
Eddlm's heal mod
https://www.gta5-mods.com/scripts/heal-by-leaning-against-wall
yoits3030's injured played movement
https://www.gta5-mods.com/scripts/injured-player-movement-recovery
BUUBURN & ZiPPO RAID's Roadkill mod
https://www.gta5-mods.com/scripts/net-roadkill
&
HIppieCommunist's Zombiez mod
https://www.gta5-mods.com/scripts/zombiez-v
(make Zombiez harder)
v3
Deer dont take 3 shots anymore! Happy Hunting!
Improved overall fight proficiency loadout.
Some values to Weapon Accuracy changed,
making cops a bit better with their weapons & swat even better!
Gangs have better aim too, they learnin'
v2
Lowered health chart.(see below)(v1 included)
Lowered all thresholds of peds getting tired.
Weapon Accuracy increased.
Army has great aim, Swat has good aim, Cap'n & cops have aiiiit aim, security suck.
(gangs and grunts still being worked on)
Weapon
v1.
Mod affects all peds, including gangs, security, cops, swat, & military personnel.
Peds still ragdoll but depends on shot location if they fall or not. (Needed mod:https://www.gta5-mods.com/misc/euphoria-ragdoll-overhaul-ero)
Security, Cops, Swat, Military all take less time to help eachother out.
Attack Range increased.
Distance for cover increased.
but more attacks from cover. (burst duration)
Fight Proficiency decreased. (Security, Captian, Cops, & Swat)
Time Between Peeks from cover decreased.(more peeks)(more bursts)
Weapon Accuracy decreased.(Security, Captian, Cops, & Swat)
Weapon Accuracy increased. (Army)
Fight Proficiency increased. (Army Only)
Increased Ped health, armour and thresholds Chart:
ORIGINAL vs. MODv1 vs. MODv2
Strong
Health:200 vs. 500 vs. 300
Armour:0 vs. 200 vs.200
Injured at:100 vs. 115 vs. 115
Dying at:100 vs. 99 vs. 99
Tired at:150 vs. 200 vs. 100
Average
Health:175 vs. 400 vs. 275
Armour:0 vs. 200 vs. 200
Injured at:100 vs.115 vs. 115
Dying at:100 vs. 99 vs. 99
Tired at:137 vs. 155 vs. 100
Weak
Health:150 vs. 300 vs. 250
Armour:0 vs. 200 vs. 200
Injured at:100 vs. 115 vs. 115
Dying at:100 vs. 99 vs. 99
Tired at:125 vs. 155 vs. 100
Armour
Health:200 vs. 500 vs.300
Armour:100 vs. 200 vs. 200
Injured at:100 vs. 150 vs. 115
Dying at:100 vs. 99 vs. 99
Tired at:120 vs. 120 vs. 100
This mod goes great with the following other mods:
My own Bearly Crosshair'd Mod
https://www.gta5-mods.com/misc/bearly-crosshair-d-small-weapons-wheel
MiGGousT's Ragdoll mod
https://www.gta5-mods.com/misc/euphoria-ragdoll-overhaul-ero
Eddlm's heal mod
https://www.gta5-mods.com/scripts/heal-by-leaning-against-wall
yoits3030's injured played movement
https://www.gta5-mods.com/scripts/injured-player-movement-recovery
BUUBURN & ZiPPO RAID's Roadkill mod
https://www.gta5-mods.com/scripts/net-roadkill
&
HIppieCommunist's Zombiez mod
https://www.gta5-mods.com/scripts/zombiez-v
(make Zombiez harder)
First Uploaded: 01. mar 2016
Last Updated: 06. mar 2016
Last Downloaded: 27. sep 2024
=================================================================
Few things I need back from the community: Input/Comments & Video Responses
Looking for scripter(s) to help with a mod concept. (price can be discussed in private)
Not making any money from these mod's I would still want to see my idea come to life, if that means paying a bit for help. BUT! Then releasing the project to the community free of charge.
Anyone with modding experience, coding, scripting, game development, & graphic design interested in my idea, send me a pm or add me via skype/steam.
Low community response will prolly evolve files dying.
I mod more than I game, only because I want to make the game better for everyone.
Thank you everyone that try's, tried, and will try my work.
=================================================================
@The_XXI yes i was gonna say. i still have some fine tuning to do as i think it makes it a bit too easy with the accuracy. might make swat just have perfect aim again, lower some hp and armour levels and mess with the accuracy of peds. let me know what/when you find something really realistic. Also im using this mod: https://www.gta5-mods.com/scripts/heal-by-leaning-against-wall and this https://www.gta5-mods.com/scripts/injured-player-movement-recovery which ill add to the other great mods now!
@The_XXI awaiting approval now bud. hope you like the changes. included 1.0 for anyone that wants zombies hard to kill. Also ment to ask you what do you think of the cover distance? they tend to hide far now.
@mxt333 I didn't really look at the cover distance. It's think it's 55 ain't it ? Well, it's average, you know in the end some come by and try to advance. And in any case, that's relatively realistic, they don't go suicide on your ass. That's good. Plus in a good scenario you're supposed to run and retreat, so they advance and follow you. All good mate.
Okay so for pedhealth, here's what I did and will keep having http://pastebin.com/QW5rqMth though I have a big problem, I mean kinda, the swat are weak, and I do not understand where it comes from. Like, are swat the armour ones, or the strong ones ?
@The_XXI I think either average or armour, i found it hard to adjust the cop/swat values but v2.0 is pretty good so far. pretty much made them same values to each other with only 25hp difference.
I was thinking increasing the distance a bit more for swat and army esp. last time i played i got sniped from nowhere on 5star and it felt good. lol also their accuracy is sweet, must be the training.
cops i should decrease the distance make them come closer to the fight scenes while swat get vantage points further range. Check last screenshot of how far the actually go.
@mxt333 Do you have a clear idea of what <TriggerChargeTime_Near value="4.0"/> <TriggerChargeTime_Far value="10.0"/> do ?
@The_XXI near range short bursts, far range longer bursts. i would assume. trial and error i guess
@mxt333 Pinpointing them values, god damn I wish we could modify them ingame.
@mxt333 Great idea. It's been bothering me from beginning that peds in gta5 die way too fast and easily. I've tried your file, I even modified Ped health to 1000 and Dying Threshold to 1, still one pistol shot to leg = die after 3 seconds. Is there something I can do to make peds injury time last longer? Thank you so much.
@sof119 what kinda guns are you using? lol and do you have any other mods that effect your weapons? its clearly not the health of peds but your weapon settings, also i find that impact physics work well if set to the right values. I can give you mine if you want to try them.
@mxt333 hey man thanks for replying, no i don't think it's the weapons. Maybe i'm a little obsessed with the peds dying realism :) The vanilla game is all like hollywood style flip over and dead really quickly. MiGGousT's mod did a great job on that but still in real life people just don't die that easily. One example if you notice is that usually during car collisions, peds got knocked out while player's health didn't affected at all. I even wanna reduce guns' damage to make peds live and strugle longer. Sometimes I wonder if they design this mechanism on purpose to make game less gruesome,you know. Yeah of course i to like to try if you can share. Thanks bro.
i don't know if you use @jedijosh920's Crawl Injury. It's the only alternation that can keep peds from dying instantly and even under that mod when something TOUCH the crawling peds = instantly die.
@sof119 try increasing armour not health. might be a max limit im not sure.
@mxt333 Will do.
@sof119 you want more blood, download my burnout mod v3 wont be disappointed.
@mxt333 yeah gonna try for sure thanks
@mxt333 , you know what though, after reading the description, Would you consider doing a version that reduce or even remove car hit blood? I dont really know but sometimes seeing vehicles at a very slow speed hitting player or peds leave a large blood pool on vehicle or ground feels kinda weird. Or will you tell me what files to modify, appreciated
@sof119 under materialfx you change the raise the threshold, the higher the minimum value the less chance of blood.
Loving this mod! Hope you can help me with something - I use Impact Physics also. Your mod is working great and I'm using MODv1 so it's zombie like. What I like to do is spawn Sanchez in traffic and I have it set so hillbillies (Salton) are riding them since they always have guns and love to attack me. The problem is after 3 pistol shots they're on the ground writhing. No other peds do this but the hillbillies riding Sanchez. The 2 drivers I have set in vehicles.meta are A_M_M_Hillbilly_02 and A_M_M_Salton_01. What am I missing? Why are they on the ground in pain after 3 shots to the legs? I can always change the default ped that rides Sanchez but those hillbillies are just fun to mess with lol. Thanks in advance and also for the great mod! My pistol is set to like .1 damage so no peds die unless I hit them 10-12 times. I thought the hillbillies fell into the gang category but not sure.
@sof119 Try no writhes mod