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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
@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.
@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*
As a great lover of palm trees, I was very pleased to see a mod like this. Thank you for making this mod.
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.
@Art of Simulation OMG I wanted a mod like that, marking peds as wanted without need to be in LSPDFR mode (yes I play that mod... you guess it, playing a bad cop. ;P). I hope you eventually release that whenever you are willing and can. I am going to have fun with that haha
Also, on a note unrelated to your mod, just a tip for the chaos fun: I suggest you try out the free-camera Spooner mode at Menyoo trainer. Go to Mission Row police station area, enable that mode (F11 key but can be reassigned in ini settings), then right-click an *occupied* car or, more preferably, a motorcycle nearby. Then move camera to cops nearby, then point the camera up in the air above the cop, and then click on the "Bring Entity to Self" (The Self being the camera pointer, not your character, in this mode). It may take a few tries but, eventually, that motorcycle will "accidentally" land on the cop. A shootout will then ensue. >:D Bahaha I prefer motorcycles, by the way, so to not kill the cop right away, as a car landing on them can.
I've also had cops shooting at several other peds subsequently because they unwisely drove into the cops in panic immediately after that shootout. xD fun fun
I've been experimenting a lot lately with mods and trainers, as I obviously had with Menyoo trainer. Another tip is to use Simple Native Trainer: with Never Wanted enabled, select cop as model for spawning ped, spawn a cop ped as enemy (O (not zero) + 8 hotkey by default), and then immediately dismiss that ped (O + 9 hotkey by default). That ped will then start shooting at random nearby peds. Nearby ambient/scenario cops will also shoot at some of those peds that the spawned cop is shooting at. LOL :D :D :D (make sure to not be in line of sight of enemy peds or they will start jerking around as though they are responding to your presence and you being Wanted, because that spawned cop still have you as enemy; speaking of which, do make sure that spawned cop remain near you to prevent it from de-spawning because it will de-spawn automatically at a distance after being dismissed)
I'm naughty, I know. Haha I figured you might like to try out possibilities for instigating chaos. Hehe
@Art of Simulation I can confirm that immediately selecting the Drivers in Hurry option first and only at the time had peds immediately armed with rifles. What was interesting, though, was that in several cases, some peds dropped not one but *three* rifles when killed. I even saw a rifle hanging in the air after a ped de-spawned.
Regarding the peds running away with snowball equipped, yes, I kind of figured that would happen, considering my extensive modding experience, as I have witnessed that before. No idea how to resolve this but it is unfortunate. In any case, it is not essential but, like I said, would be funny.
Regarding the ambulance not stopping after responding to a shootout, I can confirm that they do not stop even when the shootout had ceased. Yes, I am aware that they will flee if in the presence of an ongoing shootout. I would not have reported it otherwise if that was the case here. Regardless, a number of ambulances did passed by without stopping at all while responding when there is no active shootout in the area.
I have not tried out the Riot Mode yet. Oh, I almost forgot but I would also suggest an ini setting to allow for configuring the hotkey to bring up the menu, since I already had assigned F10 to a trainer (had to reassign that trainer to F12). Not essential, though, but would be a convenient feature.
Finally, I want to mention that, to my knowledge, there is not a chaos mod that have certain options such as All Drivers in Hurry. Actually, that is somewhat not true, but such effects in fact existed as timed effects in mods such as Chaos Mode V by Pongo1231 but I don't like waiting for such effects and felt like I have less control over them, to be honest. This is the first mod where I found something similar to All Drivers in Hurry that I wanted for first time. So I am really pleased with this mod.
Hi, I was intrigued by this mod so I tried it out. I really liked it, especially the All Drivers in Hurry option. However, it automatically armed the peds with rifles. Unless this is a bug, I would suggest that arming peds with weapons be only toggle-able as a separate option. An option to set their own weapons to specific weapon or weapon class would also be nice to have but not necessarily a must-have.
Although... having peds fight each other with snowball or something and dies from them (you can literally kill a ped with several well-placed snowballs) would be funny to watch. ;) But, I digress.
Anyway, this is just a preliminary observation which need further confirmation but it appear that, when All Drivers in Hurry option is active, ambulances do not stop at all when responding after a shootout. It just kept going in the other direction. Whether this is due to the effects of that option, I am uncertain. I have not observed the firetrucks yet with this option active at the moment but will report on this as soon as I can. In any case, I would advise that ambulances and firetrucks should be excluded from the effects of this option, unless driven by non-emergency personnel (I have witnessed their carjackings by NPCs quite a several times), assuming that they are effected. Or at least make that toggle-able.
On a related note, while I have not yet observed paramedics or firefighters, I am concerned whether they will also be armed, as I would prefer them not be armed, what with them being non-police emergency personnel. It would be kind of weird for me, to be honest. So I would also recommend an option to toggle this if they are in fact armed. Again, I have not yet observed these NPCs so I do not know if they are armed or not but I thought it would be best to get this out just in case.
At any rate, I did observed that drivers were in fact speeding through the intersections after selecting the fore-mentioned option above so I was pleased to see this, as I had a rather mischievous plan to provoke NPC-NPC fights/shootouts for my own amusements by "accidentally" pushing peds into the rather irresponsibly speeding traffic. Especially if they are cops or gangsters. >:D ;P In fact, several NPCs cars did hit cops on their own and all hell broke out. Naturally. :p
Regardless, thank you for this mod. It is a fine idea with real potential and I do hope you continue to develop and expand this mod over the long run. I strongly encourage you to. Good luck with your development of this mod. Happy new year! Cheers!
@RampageDev First of all, let me say thank you for this trainer. I really enjoyed using many of their features and had a lot of fun with it. It is much appreciated.
Second, I noticed there is a log console that showed up outside GTA V application while the game is running (never had this until recently; no idea what caused it to appear now every time the game is run with this trainer, couldn't find any settings that refers this). In the log, I see an error that mentioned something about "Failed UAO". Can you explain what UAO is? I should say that the trainer does not appear to be adversely impacted, as it worked fine but this particular line in the log got me curious. Otherwise, the log console showed everything else is fine so it is probably not significant but still...
Otherwise, I am giving this 5-star rating. Again, thank you very much for this trainer that made the game even more really fun and enjoyable. Happy new year! Cheers!