Le gustan 0 archivos
25 comentarios
0 vídeos
0 subidas
0 seguidores
@WolfFire23309 And yeah its completely fine, you can take all the time you need or want. I'm seriously busy this year because of competitive exams and will be free by the next year. Take care of yourself.
@WolfFire23309 Thanks man, I really appreciate it. Thank you for your help.
Also good to know that college went great, congrats and good luck for your future, bless ya!
@WolfFire23309 Damn that's cool af.
And yes, I've tried most of your combat mods, they're definitely fun and challenging to mess around with. But I just want to finalize and clear up my query by asking that if you can help me by telling me where the list of combat animations from vanilla as well as the controls that activate them are, I'd be really thankful. I wanted to create my own little fighting moves mod for personal use and saw the original one you made, so I had decided to consult you for help since your combat mods are some of the best the community has to offer, both for vanilla and modded from other games. So I believe you definitely know where the list or file which has the list and its controls is located.
And oh by the way, dude, how did college go? Hope you did great and scored well!
Long time follower of your mods here and your hard work and dedication deserves more love if I'm being honest. However, I wanted to clear up a doubt I had with the game's original, un modded Vanilla hand to hand combat.
I've noticed in your past melee combat mods and probably your very first one where while the animations for punching, kicking, dodging and countering and everything remained unchanged, but the moves that were performed using the game's controls were slightly altered. The best example of this is changing the kick move to moves that are often seen when attempting a failed Takedown and the NPC punching the player in the stomach in retaliation, attempting a take down from behind and being clocked in the face and the failed melee weapon takedowns. I want that instead of the kick animation that initiates when Q is pressed (the button for kicking in a fight). Same I want for NPCs, if they try to kick the player, the animations instead is one of a failed Takedown. If you can help me on this one regarding the file in which such data is located and can probably teach me how to change it up to my preference, I'd be very grateful.
Thank you for reading and keep it up.
Following you for quite a while now, keep up the good work with your mods. However, I do have another mod suggestion that might interest you, the Lowrider Challenge by Guadmaz (https://www.gta5-mods.com/scripts/lowrider-challenge#description_tab ). If you're interested, please look forward into bringing this back whenver you get time and are comfortable enough, some people have really been asking the original author for this one to be updated, but they have since then probably left modding and the mod felt like as if it was just ignored without any sign or chance of it ever being looked upon or updated.
@SelfRayRayBusiness Wait, I guess it was my bad, I located the pedpersonality.ymt file in an x64 something folder found right on the start of OpenIV which can be accesses by scrolling down, and not the one located in Mods/update/update.rpf/x64/data/metadata. I'll correct the path and edit the file as per directed and then observe the results by either taunting the peds or bumping into them. I think this should settle it, if not, I'll come back next year, since I usually don't get time to play due to heavy study stuff until vacations arrive.
@SelfRayRayBusiness Dude you haven't yet replied to my question. If you're reading this, pls answer my above query soon. Thanks.
@WolfFire23309 Thank you man, I'll definitely do that. Also hey, wish you luck for your last semester of college, graduate with great academic scores. Peace.
@WolfFire23309 Hey man. First of all, thank you so much for answering my queries, I wasn't able to reply before because these days I got serious study business and don't really get to hang around the site. I just wanted to ask if you have experience in creating script mods that only require scripthookv and dot net?
@WolfFire23309 Sorry to hear that. It was a great mod, however I forgot to explain what exactly I wanted if it were to ever come back. Now might be the perfect time, so I'll start by saying that I've been following your YT for a while too and this particular video from 4 years ago (https://m.youtube.com/watch?v=y1yE1uVj9p8 ) demonstrates exactly what I want from the mod. As you can see, no new animations, but rearrangements of the vanilla melee combos and counters and a few improvements in them, plus the ability of the player character to trigger the failed takedown animation when you sometimes try to one-hit KO npcs with your fists or melee weapons (here's a beautiful showcase of them https://youtu.be/BNtmCvPkE8c?si=7ravfDC9dvlZO1xm ). Now from my suggestions and requests, I recommend making a standalone mod for this if you ever plan on reviving the mod, which I want you to take your time and patience on, although I'm hope that it would be ready within a year. Thank you for taking your time to read this, your hard work really means a lot to making my experience with the game more fun and to the modding community in general too!