Nice custom soldiers!
A soldiers from colorado location
Mod Request / Idea…
I’m not sure how this could work. With melee items, you can lock onto a target’s head. Would there be a way that, instead of throwing (whatever) item, you could fire a weapon while having a lock-on?
Even more difficult (I’d imagine) would be to have multiple lock-ons at once, or 1 for every NPC within a certain distance.
Essentially, an improved point-shooting mechanic without the fidgety mouse or (God forbid) analog stick movements. It’d work with aim-assist (assuming it’s turned on in the options). Or maybe not if it functions as easily as the melee lock-on.
I don’t know about long-distance shots. The melee lock-on has a limited range, so I’m assuming it would have to work off of that.
Can sb help me with sound swapping? I’ve basically done all these steps:
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Using rpkg, I found the WWEM file I wanna change (tried a couple of them, one of them being 0026F460AA08FF8C.WWEM in chunk16 (whittleton creek main soundtrack) and 00DC74E8041C8EA7.WWEM in chunk0 (main menu soundtrack))
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I exported the files as .ogg, edited them in audacity into a different soundtrack (e.g. blood money ambience), and exported it as .wav
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Using Wwise, I turned it into a vorbis high .wem file, and then renamed the extension into a .WWEM
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I then tried patching it in the game:
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Using SMF, the soundtracks were just silent
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Using rpkg, the soundtracks were also silent, but rpkg also crashed when trying to play it
I’ve hit a wall and I have no idea what to do. And the dc channel is unfortunately overflooded (I understand modders not answering every single message). It’d mean a BUNCH if sb could please help me, cause i really wanna get into modding the game (also for the sake of eventually making tutorials on this)
Passenger Train Standalone Mission work begins
I’ve begun work on turning the Passenger Train variant into a standalone mod and mission for release on Nexus, and hopefully a plugin on Peacock for people to make contracts on it. I’m hoping for it to have something ‘special’ about it but don’t expect any dialogue or mission stories because I’m not dedicating the kind of time and effort to modding as I used to, especially since Freelancer was the priority for this map.
The pathfinding issues preventing me from making a mission and Showdown versions of this map haven’t fully been rectified by @AtomicForce. Long story short NPCs (and targets) can be scripted to walk between sections of the train now but can’t cross under any dynamic circumstances (combat, panicking, stashing weapons/items, body dragging, escaping a showdown, blah).
ETA unknown but hopefully not a long time if I’m not putting crazy effort in.
Offline Mode Enhanced 1.6.6 - Peacock Compatibility
Basically all issues in Peacock were completely Peacock’s fault and nothing to do with me x
Now they’ve put out an update, I can work around Peacock’s issues to deliver something workable, without making the user pick between deploying one mode for Peacock and one mode for Offline
Changelog
- Fixes crashes and duplicates in Peacock
- Removes incomplete difficulty brick from Landslide
- Removes saving from Sniper missions (caused too many issues in Peacock)
- Removes escalation enhancements from Peacock (caused too many issues)
- Removes bad spawns from The Author and AHBOS
- Adds the extra spawns to contracts mode of AHBOS (Useful in Peacock and offline escalations)
Please note that Ambrose Island doesn’t show offline for any mod that adds any contract, this is an SMF issue. As usual the problem is never me x
At least now I have an explanation for why Ambrose Island hasn’t been showing up. I hope that the next SMF update fixes it.
A quick stream of @Kevin_Rudd Freelancer Variation mod.
A quick heads up @Kevin_Rudd. CJ also decided to stream Freelancer Variations today!
Nice!
And can add Mungadungalis to the list (Passenger train at 1:39:35 for those interested)
Haven’t really worked on Berlin Reimagined lately, so this Week I got back on track with it and it’s nearing it’s completion.
With it however, I have also have to share some temporary bittersweet news, which is Berlin Reimagined introduces a new way of handling my depends. Starting with REi Berlin, a seperate mod called “REi Depends” will be a mandatory download. This Mod will include almost all depends used in my Mods, so the the depends will no longer be included within every single mod, which will reduce the filesize quite alot and also hopefully lead to way fewer crashes because of duplicate depends.
The Bittersweet Part however is that this will most likely break any Mods from the REi Series so far. Of course that’s only going to be temporary, so seing that there are also still a couple of things I’d like to change about some mods, it will be a while until there all up to date.
Anyway, here are few more new models for Berlin. Most of Female ones are still WIP though.
Full Frame
Close ups
You should try using SMFs dependencies manifest key instead of shipping the dependencies manually. Saves on mod size and reduces incompatibilities.
Thanks for the info. Never heard of this, so does this work with Custom Depends with Custom Hashes, not part of the regular Gamefiles for the most part?
Ah no. Those you’d still have to include manually. But the vanilla gamefiles they use can still be ported using the manifest.
With how well Berlin worked for me, despite the troublesome history I originally had with modding this Map and being almost finished now, I thought I try out my new method on Ambrose Island, which REi Mod was broken on Release.
I won’t go back and attempt to fix the original one in particular because most of my models from it aren’t really my best work and if I want, I can still recreate the few I did really like. (Currently theres only one that comes to mind.)
Anyway, I started Ambrose Island after setting everything up and so far, it seems like this new method really is the solution to so many of my headaches from the past. Below are a few Pictures of some very simple Civilains for it, which are very much subject to change.
sadly he didnt updated it ! cause right now im using it ! and game wont safely save after planting more than two bodies in conatiners
New Ambrose Island and everything is still working to perfection. Among this Pictures are also 2 of the 3 models I brought over from the original Ambrose Mod those being the Female Civillian, the first Militia Soldier and the Bandana Pirate.
Edit: Started with the Pirates. Also includes a special shot for @Mini featuring my personal favorite new model I’ve done so far in reference to a special shot with Diana for the very first version of Mendoza Refaced.
(The Glasses have been fixed of course)
Doesn’t meet the standards set by the game itself and the fans. We need to work on image quality.