Combat Behavior Tweaks 1.0
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Ever notice the police AI is a bit more smarter than standard AI?
For example, they can chase you down when you try to run for cover. Can make life difficult, especially when low on health.
And a cool feature, is when they drag their injured allies to cover, giving a little bit more realism during shootouts, sucks it only works for police NPCs only!
Until now.
After a neat discovery I made about a month ago, I decided to make this cool mod that basically enables these cool features for pretty much every NPC type, like gangs and even ambient NPCs too!
This is great for anyone wanting to spice up gameplay, and this all works natively (a.k.a. through editing the game files)
No scripts here!
INSTALLATION: Place "combatbehaviour.meta" in "mods/update/update.rpf/common/data/ai"
And then place "combattasks.ymt" in "mods/update/update.rpf/x64/data/tune"
More detailed instructions are in the readme provided in the mod, if you want to merge these features with your mods.
Anyways, it's a very simple installation, shouldn't be hard at all!
That's really all I have to say, maybe I'll update this when I find more unique combat behavior flags to add.
But for now, enjoy and later on!
-EcLiPsE-
For example, they can chase you down when you try to run for cover. Can make life difficult, especially when low on health.
And a cool feature, is when they drag their injured allies to cover, giving a little bit more realism during shootouts, sucks it only works for police NPCs only!
Until now.
After a neat discovery I made about a month ago, I decided to make this cool mod that basically enables these cool features for pretty much every NPC type, like gangs and even ambient NPCs too!
This is great for anyone wanting to spice up gameplay, and this all works natively (a.k.a. through editing the game files)
No scripts here!
INSTALLATION: Place "combatbehaviour.meta" in "mods/update/update.rpf/common/data/ai"
And then place "combattasks.ymt" in "mods/update/update.rpf/x64/data/tune"
More detailed instructions are in the readme provided in the mod, if you want to merge these features with your mods.
Anyways, it's a very simple installation, shouldn't be hard at all!
That's really all I have to say, maybe I'll update this when I find more unique combat behavior flags to add.
But for now, enjoy and later on!
-EcLiPsE-
Carregat per primera vegada: 22 de Octubre de 2024
Actualització més recent: 22 de Octubre de 2024
Últim descarregat: Fa 7 hores
15 Comentaris
More mods by -EcLiPsE-:
Ever notice the police AI is a bit more smarter than standard AI?
For example, they can chase you down when you try to run for cover. Can make life difficult, especially when low on health.
And a cool feature, is when they drag their injured allies to cover, giving a little bit more realism during shootouts, sucks it only works for police NPCs only!
Until now.
After a neat discovery I made about a month ago, I decided to make this cool mod that basically enables these cool features for pretty much every NPC type, like gangs and even ambient NPCs too!
This is great for anyone wanting to spice up gameplay, and this all works natively (a.k.a. through editing the game files)
No scripts here!
INSTALLATION: Place "combatbehaviour.meta" in "mods/update/update.rpf/common/data/ai"
And then place "combattasks.ymt" in "mods/update/update.rpf/x64/data/tune"
More detailed instructions are in the readme provided in the mod, if you want to merge these features with your mods.
Anyways, it's a very simple installation, shouldn't be hard at all!
That's really all I have to say, maybe I'll update this when I find more unique combat behavior flags to add.
But for now, enjoy and later on!
-EcLiPsE-
For example, they can chase you down when you try to run for cover. Can make life difficult, especially when low on health.
And a cool feature, is when they drag their injured allies to cover, giving a little bit more realism during shootouts, sucks it only works for police NPCs only!
Until now.
After a neat discovery I made about a month ago, I decided to make this cool mod that basically enables these cool features for pretty much every NPC type, like gangs and even ambient NPCs too!
This is great for anyone wanting to spice up gameplay, and this all works natively (a.k.a. through editing the game files)
No scripts here!
INSTALLATION: Place "combatbehaviour.meta" in "mods/update/update.rpf/common/data/ai"
And then place "combattasks.ymt" in "mods/update/update.rpf/x64/data/tune"
More detailed instructions are in the readme provided in the mod, if you want to merge these features with your mods.
Anyways, it's a very simple installation, shouldn't be hard at all!
That's really all I have to say, maybe I'll update this when I find more unique combat behavior flags to add.
But for now, enjoy and later on!
-EcLiPsE-
Carregat per primera vegada: 22 de Octubre de 2024
Actualització més recent: 22 de Octubre de 2024
Últim descarregat: Fa 7 hores
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@-EcLiPsE- This'll bring more action to the game. Nice tweak :D :thumbs_up:
@@-EcLiPsE- Just a doubt, how did you add the camera and walking like that with the rifle on the first pic?
Incredible mod!! We needed something like this for a long time! I'm gonna have to re-edit the combattasks.ymt file from your mod to work with my cover mod now as there is most definitely gonna be a conflict lol. Great work Eclipse btw, I'm about to have some fun with this mod! 👏👏🐺🔥💯🔥💯
Dope, now the gang bangers can carry each other away in shootouts!!!
@-EcLiPsE- Will this also work for ally peds?
can you please tell what changes you made? i got my files edited and i don't want do replace it
@William Halverd Also, about the animation I used for thumbnail, I combined two anims via Menyoo.
I used a generic running animation for the base, then use the jerry can running animation on top of that, I believe using "UpperBodySecondTask" or something like that, it's very difficult to explain it tbh.
@William Halverd Almost forgot, the rifle I have was already equipped, hence the flashlight being on, while the camera I just attached it to my character's hand to look like she's holding it.
@nj5050 Yes it will, unless if the target or dead ally they're running to is far away, since if a bodyguard is a long distance away from you, they'll sprint back to your position, so only if not following you, I guess.
@KaliLynx I added detailed instructions on how to merge my edits to your modded file in the readme when you download this mod, I made them as simple as I can too.
@skeeze415 @WolfFire23309 @SalsaCookies23 Glad to hear that, hope you dudes enjoy!
Fine mod, keep going with your mods.
@-EcLiPsE- Nice mod, just as always😊But I have a modded "combatbehaviour.meta" file, and I don't want to replace it, so, what the lines I need to change in this file, if I want to install this mod without a file replacement?
Some dispatch mods like PEV have already tweaked AI combat behaviour like this mod but it's a great work you made this as a standalone