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TheDukeOfRockford
Paducah, Kentucky
7 files liked
33 comments
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  • 552994 192px lord liverpool

    This is going to be a long shot, but I would like to respectfully propose a following option for the trainer, and I think it is appropriate given the name of this trainer (:P):

    An option to toggle explosions that triggers when a vehicle comes in contact, or touches, with any object, destroying the vehicle and any vehicles too close to it. Such objects also includes any detached objects from vehicles. Essentially, it should cause a chain of explosions when the contact is made, because there are always objects nearby, especially with debris from the vehicle destruction. Even destroyed vehicles should still trigger explosions when in contact with an object.

    At least that was what I've seen in zolika1351's GTA5 trainer when I tried it, but he no longer maintained that trainer, unfortunately. I love that effect and really missed it. It was rather amusing to watch. Hope you consider this.

    08. jul 2024
  • 552994 192px lord liverpool

    A follow-up to the comment above: it turned out that ScriptHookDotNet (not to be confused with ScriptHook) is now no longer compatible with the latest GTA V version, so its developer will have to eventually update it. No ETA yet on when that will be.

    01. jul 2024
  • 552994 192px lord liverpool

    Hmm, can anyone confirm that this mod works with the GTA 5 update recently released? I cannot seem to be able to open the menu now for some reason.

    BTW, love this mod! Been having fun with it for years. 5 star rated!

    01. jul 2024
  • 552994 192px lord liverpool

    @adopcalipt First, let me say that I was really happy to see a mod like this paying a homage to the old-school payphone missions from the first four generations of GTA (from GTA 1 to GTA: VC; not sure if GTA: SA had it as well). I am pleased to say that I really enjoyed this mod, and I think it now qualifies as one of my favorites among the GTA 5 mods. So, as a sign of my appreciation, I am giving it 5 out of 5 stars. I also subbed to your YouTube channel as a further sign of my appreciation. You are welcome!

    That being said, I am confused by what this thing is with "low-risk" and "high-risk" acc are. There is no documentation of this anywhere in the mod's description on this page. I went to check out the first video on this page but, unfortunately, it is not subtitled as I am deaf (though, I do wear a hearing aid device in one of my ears; While I can hear sounds just fine, it is just that I cannot easily understand the spoken voices... it is kind of complicated to explain).

    Could you or anyone else kindly please explain what they are or what they do exactly in this mod? Thank you for this mod!

    15. sep 2023
  • 552994 192px lord liverpool

    @SkyFire428 "alice4141 mentioned it above, you have to install it here:
    Grand Theft Auto V\common.rpf\data\ai
    instead of where it says in the instructions"

    Curious, when I read the instructions, I was surprised to see that the vehiclehandlinginfo.meta was not already in /ai folder at update.rpf. However, I do remember that update.rpf overrides common.rpf where a duplicate exists, so I thought maybe adding this file to update.rpf would override that of the vanilla version in common.rpf, but now what you said seem to suggest that it would not work that way. Curious.

    Also, just out of curiosity, when I saw that vehiclehandlinginfo.meta didn't already exist in update.rpf's ai folder despite the instruction to overwrite it, I thought this might suggest that it is possible to add a new file in rpf via OpenIV. Is that even possible?

    Anyway, will try common.rpf route first and see what happens. :)

    23. jun 2023
  • 552994 192px lord liverpool

    Oh, by the way, I almost forgot to mention this but cars slowing down at the intersection while crossing it or turning to another street while speeding through the street is exactly how the cop cars behaves on a car chase. Even though cops drives crazy on the streets during a chase, they still at least slows down at intersection. LOL

    In any case, as I said, it would be good to see an option where the drivers would not stop in front of peds or even slow down while crossing the intersection at all.

    One more thing.... Ped Wanted option might need some adjusting.... right now, it seem that Wanted radius might be a bit too big... most of the targeted peds are well out of my sight. I would prefer that cops near me target the closest ped if possible. My suggestion would be that adding Wanted to a ped within a given radius of your player character. Perhaps at least up to 10 or whatever units of measurement used here (by 10, I mean the 10 units used as one of the range options in Force Field mod by mikeatlantis [can be found on this site] .... I assume that would be 10 meters but not sure) from where your player character is.

    I mean, I want cops standing in front of Mission Row police station to target civilian peds inside the lobby or something like that lol

    By the way, when you mentioned Peds Wanted option as a possible new option about a month ago, I actually thought it would involve you setting the ped target but that is OK. This approach also works, too. lol

    05. feb 2022
  • 552994 192px lord liverpool

    @Art of Simulation An update to my comment above: I should advise that the chances of civilian peds "accidentally" hitting the cops on streets with their cars, while All Drivers in Hurry is activated, is actually better; it just depends on circumstances. I noticed that cars would slow down at the intersection while turning to another street or just crossing. It is especially faster than normal in the sections of road away from intersections, so much that some cars actually crashed into another car.

    Still, I'd like to see an option that is a variant of "All Drivers in Hurry" where drivers would *not* stop in front of peds but it is not vital. Alternatively, consider adding a sub-menu for "All Drivers in Hurry" that modifies its behavior, though, that might not be worth adding unless there are other modifiers that anyone can suggest.

    24. jan 2022
  • 552994 192px lord liverpool

    @Art of Simulation Awesome! I like the Ped Wanted. Thank you!

    Also, another note on All Drivers in Hurry... the drivers will actually stop for the peds that walked across the road. So chances of them "accidentally" hitting the cops that just happen to be nearby is pretty low. :P So I'd suggest another option that is variant of this but without drivers actually stopping for the peds if that is even possible to implement.

    Again, thanks a lot for the Ped Wanted option! I love it. By the way, I'm giving your mod 5-star rating. You're welcome! Good job on the mod and keep it up! *thumbs up*

    21. jan 2022
  • 552994 192px lord liverpool

    As a great lover of palm trees, I was very pleased to see a mod like this. Thank you for making this mod.

    12. jan 2022
  • 552994 192px lord liverpool

    My apologies if I might seem to be nitpicking here but isn't this technically a motel room? Rooms in hotel generally opens into an interior hallway while rooms in motels opens to outside. I actually thought this was in an actual hotel when I first saw this entry listed in a search result before clicking, hence the confusion here.

    12. jan 2022