Fine-Tuned Felony & Response Lite v3.1 + OIV 1.0
4.922
53
4.922
53
- - - - - - - - - - - - - - - - -
!!!! REMEMBER !!!!
Being stealthy is careful planning. USING A SILENCER DOESN'T GRANT YOU INVISIBILITY. Not seeing a witness doesn't make the stealth in this mod broken.
Also, a silenced shot is different from the stealth kill (melee from behind in stealth mode), bullets flight and impact can be noticed by peds at short range. This range has been reduced significantly to better emulate suppressed kills and not aggro people through walls.
- - - - - - - - - - - - - - - - -
FINE-TUNED FELONY & RESPONSE IS A DIRECT CONTINUATION OF CPRE, with revised, fixed, and added features. I genuinely don't think there's a more complete stealth mod out there, well, that's why I created it back then.
1. Quick About
2. Disclaimer
3. Incompatibilities & Known Issues
4. Installation
5. Full Description (mod used)
6. Features
7. Changelog
1. === QUICK ABOUT ===
Multiple mods compiled and reworked into one archive.
Ultimate stealth, challenging but fair cops, unmarked detectives, FIB, and army spawn when wanted, GTA IV/RDR euphoria ragdoll with fine-tuned responsiveness, addictive fist fighting and brawling, refined weapons and gunplay.
FTFR Lite 3.1 was last tested on GTA V v2189 (I'm not entirely sure I have WOV installed, I can't vouch for it anymore, it was always pretty bugged).
2. === DISCLAIMER ===
The FIB now spawn at 4 and 5 stars, but their behavior relies on peds.ymt (update.rpf/x64/data). This file changes FIB peds from civilian to cops. So they don't run away in a fight and spawn properly in vehicles.
This file might be a modded WOV file, I can't remember the version, I've carefully insulted Cass in it, but I forgot to set the version.
If you have any problem, CAREFULLY AND PATIENTLY EXPLAIN THE CONDITIONS IN WHICH THE PROBLEM OCCURRED, as well as give a list of all your installed mods, their versions, and your GTA version.
3. === INCOMPATIBILITIES & KNOWN ISSUES ===
FTFR might be incompatible with scripts modifying AI/cop behavior.
- LSPDFR:
- Problems spawning cops properly, amongst other bugs.
- KeepCalm:
- Potentially incompatible.
- Arrest and Warrant:
- Reported compatible by some, and incompatible by others.
- World of Variety:
- Some versions of ped.ymt might cause crashes, my version is a modded WOV 2.0.2 version (more options available).
- Some versions of popcycle.dat have been reported to cause crashes around Downtown. (Reported by 1 user, and I did have that bug once, but couldn't pinpoint the file.)
- WOV is an overall historically bugged project, I've found that my files on top of his create a pretty stable experience. If you find a solid alternative to WOV, go for it.
- Bystanders Are Pieces Of Shit:
- Its modded scenariotriggers can cause some peds to stop everything mid fight, return to their previous routine, and become collision free until you shoot them.
4. === INSTALLATION ===
BACKUP UPDATE.RPF BEFORE DOING ANYTHING
AGAIN. BACK. UP. UPDATE.RPF. IT'S ONE COPY PASTE. FUCK YOU AND YOUR MOM IF YOU DO NOT BACK UP.
OIV Installation
If you want to use World Of Variety, install it first and then install FTFR Lite on top.
- BACKUP UPDATE.RPF (I'll be helpless if you don't have a backup)
- Launch OpenIV
- Click on Tools and select Package Installer (or click on the dedicated icon)
- Select the FTFR Lite OIV archive
- Click on Install
- Play
Manual Installation
Again, if you want to use World Of Variety, install it first and then install FTFR Lite on top.
FTFR Lite folder tree is mirrored with its recipient locations so everything is easy to locate.
- BACKUP UPDATE.RPF (I'll be helpless if you don't have a backup)
- Launch OpenIV and open the update.rpf archive within /update, enable edit mode
- Navigate through FTFR Lite within /1. Main Files to /update.rpf
- Drag /common and /x64 from FTFR Lite inside the update.rpf in OpenIV
- Play
OIV THANKS TO MANAV121
5. === DESCRIPTION ===
Here's a list of the mods originally used to compile the files (it was much longer before going Lite, I think there no residuals but I could be wrong:
- Crime & Police Rebalance and Enhancement by BobJaneTMart
- Realism Dispatch Enhanced by Dilapitated and mkeezay30 (Without the added models. I only provided the .meta/.ymt files from RDE. And I chopped off many of the features since they were either buggy or completely useless.)
6. === FEATURES ===
Stealth is a fully functional and fair feature
- Silenced and melee weapons act as such, no surprises no bullshit
- Only witnessed and reported crimes grant a wanted level
- Identification range decreased, when hidden in unidentified vehicles, cops need to be close to identify you (a la Watch Dogs)
- When no cops can see you, you become hidden more quickly, letting cops investigate your last known position
- Cops despawn at very high distance, they'll look as if they're still searching your last known position
Cop and enemy AI refined for a smarter and more challenging approach
- Better flanking, climbing and overall investigating from cops
- Specific behavior for the different branch of the police/military forces
- Same for gangs, they will be more reckless than trained officers
- AI view cones are extended to emulate real life sighting
- Longer and custom timers for each wanted levels
- Wanted level spawns diversified, female cops, unmarked cars with detectives, FIB, and army
The whole world feels more realistic
- People aren't focused on your every move, you feel like a citizen among citizens
- Cops won't necessarily be called for a fist fight in the hood for example
- People carry on with their lives for tiny events that don't matter to them
7. === CHANGELOG ===
Fine-Tuned Felony & Response Lite - v3.1 - Phoenix Update
- Added and reduced some distance values in crimeinformation.meta for suppressed shots and melee
- Added unmodded events.meta, scenariotriggers.meta (tests ahead)
- Updated to newer wantedtuning.ymt
- Re-added shockingevents.ymt, changed a few things for PedShot, PedKilled, DeadBody, further
increasing immersive ped reactions for stealth kills (struck gold here)
- Slightly lowered a few cop vision cone ranges and width
- Added optional files for vanilla cop timers
- Reduced Ambulance and Firefighters spawn delay (felt intrusive after stealth kills)
- Added dispatchtuning.ymt
- Decreased cop heli and boat spawn rate
- Decreased some known-position timers
- Made cop seek your last known position always (doesn't seem to fully work)
- Added combattasks.ymt
- Increased cop last known position search radius when hidden
- Changed a few things tied to searching an unreachable player
- Changed FIB ped from SWAT to cop
- Further lowered ID range (to compensate for the undying sixth sense)
- Further tuned combattasks, dispatchtuning, and wantedtuning values to aleviate the sixth sense
and now only one cop seems to go toward the hidden player while the rest slowly investigate
last known position (question mark)
We genuinely might've struck the ultimate stealth thing over here. Legit, I'm a bit dumbfounded and out of words, it's been so long I tried to achieve what I wanted with GTA V and it was right there. For freeroam I recommend you have a trainer and disable restricted zones. I've had an awesome infiltration moment in the Blackwater HQ.
The Stealth - v3.0 - Bitch You Thought Update
- Updated peds.ymt to WOV 6.2.1
- Updated dispatch.meta to 1604.1
- Removed dispatchtuning.ymt (WOV incompatible)
- Removed generaltasks.ymt (not relevant to stealth)
- Removed physicstasks.ymt (not relevant to stealth)
- Removed shockingevents.ymt (surplus)
- Removed pedhealth.meta (not relevant to stealth)
- Removed pedpersonality.meta (surplus)
- Removed damages.meta (surplus)
- Removed agitatedtriggers.meta (useless)
- Removed pedaccuracy.meta (surplus)
- Removed weapons.meta (surplus)
- Slightly reduced hidden evasion timers
- Tweaked navcapabilities.meta to further improve potentially buggy pathfinding in missions
- Further tweaked peds.ymt and dispatch.meta so everything works and spawns flawlessly
- Slightly adjusted overall wanted difficulty through wantedtuning.ymt and dispatch.meta
- Slightly increased known position timer after being seen (to better emulate on foot pursuits)
Fine-Tuned Felony & Response - v2.4a
- Removed Ripplers Lite as it would cause infinite loading screens
Fine-Tuned Felony & Response - v2.4 - Ca passe ou ca Cass Update
- Fixed an issue where cops would stop spawning during wanted level 3
- Fixed the flashing red health bar (regen still is 25/100, going back to default would mean losing the lasting fist fighting)
- Updated weapons.meta to 1180.2 vanilla, every weapon should work properly now
- Modified weapons.meta to match most of FTFRs and some of Ripplers values
(asterix)No bullet tracers, increased range, lowered reticule scale, less time between shots, lowered bullet speed
- Updated peds.ymt to WOV 2.0.2 compatible
- Removed Ripplers from the full archive, put it in a separate OIV (weapons.meta has only half of Ripplers features now)
- Reduced known position timer when seen and reported
- Slighlty increased on foot cops vision cone
- Reduced cop count for wanted level 3, 4, and 5 (lvl5 is still hell)
- Increased heli spawn rate (vanilla = 30, old FTFR = 200, new FTFR = 150)
Fine-Tuned Felony & Response - v2.3a
- Toned down accuracy for deafault peds, cops and sheriffs
- Added FIBsec to FIB spawns at 4/5 stars (dudes with FIB vests)
- Created custom combat behavior/accuracy for detectives and FIB (replacing GRUNT & CAPTAIN CombatInfo, wasn't used(question mark))
- Changed stungun damage so it insta kills (anim/ragdoll unchanged)
- Reduced even more stun gun sound range
- Rebalanced spawn count at 3, 4, and 5 stars
I wanted to do an RDE compatible version before releasing but I got other shit to do right now, and since this is better than 2.3, there you go.
Fine-Tuned Felony & Response - v2.3 - Ghostbusters Update
- Greatly increased cop despawn distance to better emulate hidden evasions and cop investigation
- Cleaned and fixed dispatch.meta
(asterix)Fixed the empty vehicle spawns at 4 and 5 stars (removed riot/army trucks, they aren't handled properly)
(asterix)Replaced boat spawns with vanilla ones to prevent crashes in some instances
(asterix)Balanced and diversified spawns at 4 and 5 stars, it's really neat I love it
(asterix)Added proper unmarked car spawns with detectives at 4 and 5 stars
(asterix)Fixed FIB spawns at 4 and 5 stars (new peds.ymt file makes FIB spawns handled as cop spawns, no more empty vehicles)
- Thus, included new peds.ymt file (update.rpf/x64/data) changing FIB ped values from civilian to cop
(asterix)Provided a WOV compatible peds.ymt by default (seems stable with and without WOV installed, more versions of the file available)
[...]
First Development: February 2016
First Upload: 2016-2017(question mark)
!!!! REMEMBER !!!!
Being stealthy is careful planning. USING A SILENCER DOESN'T GRANT YOU INVISIBILITY. Not seeing a witness doesn't make the stealth in this mod broken.
Also, a silenced shot is different from the stealth kill (melee from behind in stealth mode), bullets flight and impact can be noticed by peds at short range. This range has been reduced significantly to better emulate suppressed kills and not aggro people through walls.
- - - - - - - - - - - - - - - - -
FINE-TUNED FELONY & RESPONSE IS A DIRECT CONTINUATION OF CPRE, with revised, fixed, and added features. I genuinely don't think there's a more complete stealth mod out there, well, that's why I created it back then.
1. Quick About
2. Disclaimer
3. Incompatibilities & Known Issues
4. Installation
5. Full Description (mod used)
6. Features
7. Changelog
1. === QUICK ABOUT ===
Multiple mods compiled and reworked into one archive.
Ultimate stealth, challenging but fair cops, unmarked detectives, FIB, and army spawn when wanted, GTA IV/RDR euphoria ragdoll with fine-tuned responsiveness, addictive fist fighting and brawling, refined weapons and gunplay.
FTFR Lite 3.1 was last tested on GTA V v2189 (I'm not entirely sure I have WOV installed, I can't vouch for it anymore, it was always pretty bugged).
2. === DISCLAIMER ===
The FIB now spawn at 4 and 5 stars, but their behavior relies on peds.ymt (update.rpf/x64/data). This file changes FIB peds from civilian to cops. So they don't run away in a fight and spawn properly in vehicles.
This file might be a modded WOV file, I can't remember the version, I've carefully insulted Cass in it, but I forgot to set the version.
If you have any problem, CAREFULLY AND PATIENTLY EXPLAIN THE CONDITIONS IN WHICH THE PROBLEM OCCURRED, as well as give a list of all your installed mods, their versions, and your GTA version.
3. === INCOMPATIBILITIES & KNOWN ISSUES ===
FTFR might be incompatible with scripts modifying AI/cop behavior.
- LSPDFR:
- Problems spawning cops properly, amongst other bugs.
- KeepCalm:
- Potentially incompatible.
- Arrest and Warrant:
- Reported compatible by some, and incompatible by others.
- World of Variety:
- Some versions of ped.ymt might cause crashes, my version is a modded WOV 2.0.2 version (more options available).
- Some versions of popcycle.dat have been reported to cause crashes around Downtown. (Reported by 1 user, and I did have that bug once, but couldn't pinpoint the file.)
- WOV is an overall historically bugged project, I've found that my files on top of his create a pretty stable experience. If you find a solid alternative to WOV, go for it.
- Bystanders Are Pieces Of Shit:
- Its modded scenariotriggers can cause some peds to stop everything mid fight, return to their previous routine, and become collision free until you shoot them.
4. === INSTALLATION ===
BACKUP UPDATE.RPF BEFORE DOING ANYTHING
AGAIN. BACK. UP. UPDATE.RPF. IT'S ONE COPY PASTE. FUCK YOU AND YOUR MOM IF YOU DO NOT BACK UP.
OIV Installation
If you want to use World Of Variety, install it first and then install FTFR Lite on top.
- BACKUP UPDATE.RPF (I'll be helpless if you don't have a backup)
- Launch OpenIV
- Click on Tools and select Package Installer (or click on the dedicated icon)
- Select the FTFR Lite OIV archive
- Click on Install
- Play
Manual Installation
Again, if you want to use World Of Variety, install it first and then install FTFR Lite on top.
FTFR Lite folder tree is mirrored with its recipient locations so everything is easy to locate.
- BACKUP UPDATE.RPF (I'll be helpless if you don't have a backup)
- Launch OpenIV and open the update.rpf archive within /update, enable edit mode
- Navigate through FTFR Lite within /1. Main Files to /update.rpf
- Drag /common and /x64 from FTFR Lite inside the update.rpf in OpenIV
- Play
OIV THANKS TO MANAV121
5. === DESCRIPTION ===
Here's a list of the mods originally used to compile the files (it was much longer before going Lite, I think there no residuals but I could be wrong:
- Crime & Police Rebalance and Enhancement by BobJaneTMart
- Realism Dispatch Enhanced by Dilapitated and mkeezay30 (Without the added models. I only provided the .meta/.ymt files from RDE. And I chopped off many of the features since they were either buggy or completely useless.)
6. === FEATURES ===
Stealth is a fully functional and fair feature
- Silenced and melee weapons act as such, no surprises no bullshit
- Only witnessed and reported crimes grant a wanted level
- Identification range decreased, when hidden in unidentified vehicles, cops need to be close to identify you (a la Watch Dogs)
- When no cops can see you, you become hidden more quickly, letting cops investigate your last known position
- Cops despawn at very high distance, they'll look as if they're still searching your last known position
Cop and enemy AI refined for a smarter and more challenging approach
- Better flanking, climbing and overall investigating from cops
- Specific behavior for the different branch of the police/military forces
- Same for gangs, they will be more reckless than trained officers
- AI view cones are extended to emulate real life sighting
- Longer and custom timers for each wanted levels
- Wanted level spawns diversified, female cops, unmarked cars with detectives, FIB, and army
The whole world feels more realistic
- People aren't focused on your every move, you feel like a citizen among citizens
- Cops won't necessarily be called for a fist fight in the hood for example
- People carry on with their lives for tiny events that don't matter to them
7. === CHANGELOG ===
Fine-Tuned Felony & Response Lite - v3.1 - Phoenix Update
- Added and reduced some distance values in crimeinformation.meta for suppressed shots and melee
- Added unmodded events.meta, scenariotriggers.meta (tests ahead)
- Updated to newer wantedtuning.ymt
- Re-added shockingevents.ymt, changed a few things for PedShot, PedKilled, DeadBody, further
increasing immersive ped reactions for stealth kills (struck gold here)
- Slightly lowered a few cop vision cone ranges and width
- Added optional files for vanilla cop timers
- Reduced Ambulance and Firefighters spawn delay (felt intrusive after stealth kills)
- Added dispatchtuning.ymt
- Decreased cop heli and boat spawn rate
- Decreased some known-position timers
- Made cop seek your last known position always (doesn't seem to fully work)
- Added combattasks.ymt
- Increased cop last known position search radius when hidden
- Changed a few things tied to searching an unreachable player
- Changed FIB ped from SWAT to cop
- Further lowered ID range (to compensate for the undying sixth sense)
- Further tuned combattasks, dispatchtuning, and wantedtuning values to aleviate the sixth sense
and now only one cop seems to go toward the hidden player while the rest slowly investigate
last known position (question mark)
We genuinely might've struck the ultimate stealth thing over here. Legit, I'm a bit dumbfounded and out of words, it's been so long I tried to achieve what I wanted with GTA V and it was right there. For freeroam I recommend you have a trainer and disable restricted zones. I've had an awesome infiltration moment in the Blackwater HQ.
The Stealth - v3.0 - Bitch You Thought Update
- Updated peds.ymt to WOV 6.2.1
- Updated dispatch.meta to 1604.1
- Removed dispatchtuning.ymt (WOV incompatible)
- Removed generaltasks.ymt (not relevant to stealth)
- Removed physicstasks.ymt (not relevant to stealth)
- Removed shockingevents.ymt (surplus)
- Removed pedhealth.meta (not relevant to stealth)
- Removed pedpersonality.meta (surplus)
- Removed damages.meta (surplus)
- Removed agitatedtriggers.meta (useless)
- Removed pedaccuracy.meta (surplus)
- Removed weapons.meta (surplus)
- Slightly reduced hidden evasion timers
- Tweaked navcapabilities.meta to further improve potentially buggy pathfinding in missions
- Further tweaked peds.ymt and dispatch.meta so everything works and spawns flawlessly
- Slightly adjusted overall wanted difficulty through wantedtuning.ymt and dispatch.meta
- Slightly increased known position timer after being seen (to better emulate on foot pursuits)
Fine-Tuned Felony & Response - v2.4a
- Removed Ripplers Lite as it would cause infinite loading screens
Fine-Tuned Felony & Response - v2.4 - Ca passe ou ca Cass Update
- Fixed an issue where cops would stop spawning during wanted level 3
- Fixed the flashing red health bar (regen still is 25/100, going back to default would mean losing the lasting fist fighting)
- Updated weapons.meta to 1180.2 vanilla, every weapon should work properly now
- Modified weapons.meta to match most of FTFRs and some of Ripplers values
(asterix)No bullet tracers, increased range, lowered reticule scale, less time between shots, lowered bullet speed
- Updated peds.ymt to WOV 2.0.2 compatible
- Removed Ripplers from the full archive, put it in a separate OIV (weapons.meta has only half of Ripplers features now)
- Reduced known position timer when seen and reported
- Slighlty increased on foot cops vision cone
- Reduced cop count for wanted level 3, 4, and 5 (lvl5 is still hell)
- Increased heli spawn rate (vanilla = 30, old FTFR = 200, new FTFR = 150)
Fine-Tuned Felony & Response - v2.3a
- Toned down accuracy for deafault peds, cops and sheriffs
- Added FIBsec to FIB spawns at 4/5 stars (dudes with FIB vests)
- Created custom combat behavior/accuracy for detectives and FIB (replacing GRUNT & CAPTAIN CombatInfo, wasn't used(question mark))
- Changed stungun damage so it insta kills (anim/ragdoll unchanged)
- Reduced even more stun gun sound range
- Rebalanced spawn count at 3, 4, and 5 stars
I wanted to do an RDE compatible version before releasing but I got other shit to do right now, and since this is better than 2.3, there you go.
Fine-Tuned Felony & Response - v2.3 - Ghostbusters Update
- Greatly increased cop despawn distance to better emulate hidden evasions and cop investigation
- Cleaned and fixed dispatch.meta
(asterix)Fixed the empty vehicle spawns at 4 and 5 stars (removed riot/army trucks, they aren't handled properly)
(asterix)Replaced boat spawns with vanilla ones to prevent crashes in some instances
(asterix)Balanced and diversified spawns at 4 and 5 stars, it's really neat I love it
(asterix)Added proper unmarked car spawns with detectives at 4 and 5 stars
(asterix)Fixed FIB spawns at 4 and 5 stars (new peds.ymt file makes FIB spawns handled as cop spawns, no more empty vehicles)
- Thus, included new peds.ymt file (update.rpf/x64/data) changing FIB ped values from civilian to cop
(asterix)Provided a WOV compatible peds.ymt by default (seems stable with and without WOV installed, more versions of the file available)
[...]
First Development: February 2016
First Upload: 2016-2017(question mark)
Carregat per primera vegada: 22 de Juny de 2023
Actualització més recent: 27 de Juny de 2023
Últim descarregat: Fa 5 hores
22 Comentaris
- - - - - - - - - - - - - - - - -
!!!! REMEMBER !!!!
Being stealthy is careful planning. USING A SILENCER DOESN'T GRANT YOU INVISIBILITY. Not seeing a witness doesn't make the stealth in this mod broken.
Also, a silenced shot is different from the stealth kill (melee from behind in stealth mode), bullets flight and impact can be noticed by peds at short range. This range has been reduced significantly to better emulate suppressed kills and not aggro people through walls.
- - - - - - - - - - - - - - - - -
FINE-TUNED FELONY & RESPONSE IS A DIRECT CONTINUATION OF CPRE, with revised, fixed, and added features. I genuinely don't think there's a more complete stealth mod out there, well, that's why I created it back then.
1. Quick About
2. Disclaimer
3. Incompatibilities & Known Issues
4. Installation
5. Full Description (mod used)
6. Features
7. Changelog
1. === QUICK ABOUT ===
Multiple mods compiled and reworked into one archive.
Ultimate stealth, challenging but fair cops, unmarked detectives, FIB, and army spawn when wanted, GTA IV/RDR euphoria ragdoll with fine-tuned responsiveness, addictive fist fighting and brawling, refined weapons and gunplay.
FTFR Lite 3.1 was last tested on GTA V v2189 (I'm not entirely sure I have WOV installed, I can't vouch for it anymore, it was always pretty bugged).
2. === DISCLAIMER ===
The FIB now spawn at 4 and 5 stars, but their behavior relies on peds.ymt (update.rpf/x64/data). This file changes FIB peds from civilian to cops. So they don't run away in a fight and spawn properly in vehicles.
This file might be a modded WOV file, I can't remember the version, I've carefully insulted Cass in it, but I forgot to set the version.
If you have any problem, CAREFULLY AND PATIENTLY EXPLAIN THE CONDITIONS IN WHICH THE PROBLEM OCCURRED, as well as give a list of all your installed mods, their versions, and your GTA version.
3. === INCOMPATIBILITIES & KNOWN ISSUES ===
FTFR might be incompatible with scripts modifying AI/cop behavior.
- LSPDFR:
- Problems spawning cops properly, amongst other bugs.
- KeepCalm:
- Potentially incompatible.
- Arrest and Warrant:
- Reported compatible by some, and incompatible by others.
- World of Variety:
- Some versions of ped.ymt might cause crashes, my version is a modded WOV 2.0.2 version (more options available).
- Some versions of popcycle.dat have been reported to cause crashes around Downtown. (Reported by 1 user, and I did have that bug once, but couldn't pinpoint the file.)
- WOV is an overall historically bugged project, I've found that my files on top of his create a pretty stable experience. If you find a solid alternative to WOV, go for it.
- Bystanders Are Pieces Of Shit:
- Its modded scenariotriggers can cause some peds to stop everything mid fight, return to their previous routine, and become collision free until you shoot them.
4. === INSTALLATION ===
BACKUP UPDATE.RPF BEFORE DOING ANYTHING
AGAIN. BACK. UP. UPDATE.RPF. IT'S ONE COPY PASTE. FUCK YOU AND YOUR MOM IF YOU DO NOT BACK UP.
OIV Installation
If you want to use World Of Variety, install it first and then install FTFR Lite on top.
- BACKUP UPDATE.RPF (I'll be helpless if you don't have a backup)
- Launch OpenIV
- Click on Tools and select Package Installer (or click on the dedicated icon)
- Select the FTFR Lite OIV archive
- Click on Install
- Play
Manual Installation
Again, if you want to use World Of Variety, install it first and then install FTFR Lite on top.
FTFR Lite folder tree is mirrored with its recipient locations so everything is easy to locate.
- BACKUP UPDATE.RPF (I'll be helpless if you don't have a backup)
- Launch OpenIV and open the update.rpf archive within /update, enable edit mode
- Navigate through FTFR Lite within /1. Main Files to /update.rpf
- Drag /common and /x64 from FTFR Lite inside the update.rpf in OpenIV
- Play
OIV THANKS TO MANAV121
5. === DESCRIPTION ===
Here's a list of the mods originally used to compile the files (it was much longer before going Lite, I think there no residuals but I could be wrong:
- Crime & Police Rebalance and Enhancement by BobJaneTMart
- Realism Dispatch Enhanced by Dilapitated and mkeezay30 (Without the added models. I only provided the .meta/.ymt files from RDE. And I chopped off many of the features since they were either buggy or completely useless.)
6. === FEATURES ===
Stealth is a fully functional and fair feature
- Silenced and melee weapons act as such, no surprises no bullshit
- Only witnessed and reported crimes grant a wanted level
- Identification range decreased, when hidden in unidentified vehicles, cops need to be close to identify you (a la Watch Dogs)
- When no cops can see you, you become hidden more quickly, letting cops investigate your last known position
- Cops despawn at very high distance, they'll look as if they're still searching your last known position
Cop and enemy AI refined for a smarter and more challenging approach
- Better flanking, climbing and overall investigating from cops
- Specific behavior for the different branch of the police/military forces
- Same for gangs, they will be more reckless than trained officers
- AI view cones are extended to emulate real life sighting
- Longer and custom timers for each wanted levels
- Wanted level spawns diversified, female cops, unmarked cars with detectives, FIB, and army
The whole world feels more realistic
- People aren't focused on your every move, you feel like a citizen among citizens
- Cops won't necessarily be called for a fist fight in the hood for example
- People carry on with their lives for tiny events that don't matter to them
7. === CHANGELOG ===
Fine-Tuned Felony & Response Lite - v3.1 - Phoenix Update
- Added and reduced some distance values in crimeinformation.meta for suppressed shots and melee
- Added unmodded events.meta, scenariotriggers.meta (tests ahead)
- Updated to newer wantedtuning.ymt
- Re-added shockingevents.ymt, changed a few things for PedShot, PedKilled, DeadBody, further
increasing immersive ped reactions for stealth kills (struck gold here)
- Slightly lowered a few cop vision cone ranges and width
- Added optional files for vanilla cop timers
- Reduced Ambulance and Firefighters spawn delay (felt intrusive after stealth kills)
- Added dispatchtuning.ymt
- Decreased cop heli and boat spawn rate
- Decreased some known-position timers
- Made cop seek your last known position always (doesn't seem to fully work)
- Added combattasks.ymt
- Increased cop last known position search radius when hidden
- Changed a few things tied to searching an unreachable player
- Changed FIB ped from SWAT to cop
- Further lowered ID range (to compensate for the undying sixth sense)
- Further tuned combattasks, dispatchtuning, and wantedtuning values to aleviate the sixth sense
and now only one cop seems to go toward the hidden player while the rest slowly investigate
last known position (question mark)
We genuinely might've struck the ultimate stealth thing over here. Legit, I'm a bit dumbfounded and out of words, it's been so long I tried to achieve what I wanted with GTA V and it was right there. For freeroam I recommend you have a trainer and disable restricted zones. I've had an awesome infiltration moment in the Blackwater HQ.
The Stealth - v3.0 - Bitch You Thought Update
- Updated peds.ymt to WOV 6.2.1
- Updated dispatch.meta to 1604.1
- Removed dispatchtuning.ymt (WOV incompatible)
- Removed generaltasks.ymt (not relevant to stealth)
- Removed physicstasks.ymt (not relevant to stealth)
- Removed shockingevents.ymt (surplus)
- Removed pedhealth.meta (not relevant to stealth)
- Removed pedpersonality.meta (surplus)
- Removed damages.meta (surplus)
- Removed agitatedtriggers.meta (useless)
- Removed pedaccuracy.meta (surplus)
- Removed weapons.meta (surplus)
- Slightly reduced hidden evasion timers
- Tweaked navcapabilities.meta to further improve potentially buggy pathfinding in missions
- Further tweaked peds.ymt and dispatch.meta so everything works and spawns flawlessly
- Slightly adjusted overall wanted difficulty through wantedtuning.ymt and dispatch.meta
- Slightly increased known position timer after being seen (to better emulate on foot pursuits)
Fine-Tuned Felony & Response - v2.4a
- Removed Ripplers Lite as it would cause infinite loading screens
Fine-Tuned Felony & Response - v2.4 - Ca passe ou ca Cass Update
- Fixed an issue where cops would stop spawning during wanted level 3
- Fixed the flashing red health bar (regen still is 25/100, going back to default would mean losing the lasting fist fighting)
- Updated weapons.meta to 1180.2 vanilla, every weapon should work properly now
- Modified weapons.meta to match most of FTFRs and some of Ripplers values
(asterix)No bullet tracers, increased range, lowered reticule scale, less time between shots, lowered bullet speed
- Updated peds.ymt to WOV 2.0.2 compatible
- Removed Ripplers from the full archive, put it in a separate OIV (weapons.meta has only half of Ripplers features now)
- Reduced known position timer when seen and reported
- Slighlty increased on foot cops vision cone
- Reduced cop count for wanted level 3, 4, and 5 (lvl5 is still hell)
- Increased heli spawn rate (vanilla = 30, old FTFR = 200, new FTFR = 150)
Fine-Tuned Felony & Response - v2.3a
- Toned down accuracy for deafault peds, cops and sheriffs
- Added FIBsec to FIB spawns at 4/5 stars (dudes with FIB vests)
- Created custom combat behavior/accuracy for detectives and FIB (replacing GRUNT & CAPTAIN CombatInfo, wasn't used(question mark))
- Changed stungun damage so it insta kills (anim/ragdoll unchanged)
- Reduced even more stun gun sound range
- Rebalanced spawn count at 3, 4, and 5 stars
I wanted to do an RDE compatible version before releasing but I got other shit to do right now, and since this is better than 2.3, there you go.
Fine-Tuned Felony & Response - v2.3 - Ghostbusters Update
- Greatly increased cop despawn distance to better emulate hidden evasions and cop investigation
- Cleaned and fixed dispatch.meta
(asterix)Fixed the empty vehicle spawns at 4 and 5 stars (removed riot/army trucks, they aren't handled properly)
(asterix)Replaced boat spawns with vanilla ones to prevent crashes in some instances
(asterix)Balanced and diversified spawns at 4 and 5 stars, it's really neat I love it
(asterix)Added proper unmarked car spawns with detectives at 4 and 5 stars
(asterix)Fixed FIB spawns at 4 and 5 stars (new peds.ymt file makes FIB spawns handled as cop spawns, no more empty vehicles)
- Thus, included new peds.ymt file (update.rpf/x64/data) changing FIB ped values from civilian to cop
(asterix)Provided a WOV compatible peds.ymt by default (seems stable with and without WOV installed, more versions of the file available)
[...]
First Development: February 2016
First Upload: 2016-2017(question mark)
!!!! REMEMBER !!!!
Being stealthy is careful planning. USING A SILENCER DOESN'T GRANT YOU INVISIBILITY. Not seeing a witness doesn't make the stealth in this mod broken.
Also, a silenced shot is different from the stealth kill (melee from behind in stealth mode), bullets flight and impact can be noticed by peds at short range. This range has been reduced significantly to better emulate suppressed kills and not aggro people through walls.
- - - - - - - - - - - - - - - - -
FINE-TUNED FELONY & RESPONSE IS A DIRECT CONTINUATION OF CPRE, with revised, fixed, and added features. I genuinely don't think there's a more complete stealth mod out there, well, that's why I created it back then.
1. Quick About
2. Disclaimer
3. Incompatibilities & Known Issues
4. Installation
5. Full Description (mod used)
6. Features
7. Changelog
1. === QUICK ABOUT ===
Multiple mods compiled and reworked into one archive.
Ultimate stealth, challenging but fair cops, unmarked detectives, FIB, and army spawn when wanted, GTA IV/RDR euphoria ragdoll with fine-tuned responsiveness, addictive fist fighting and brawling, refined weapons and gunplay.
FTFR Lite 3.1 was last tested on GTA V v2189 (I'm not entirely sure I have WOV installed, I can't vouch for it anymore, it was always pretty bugged).
2. === DISCLAIMER ===
The FIB now spawn at 4 and 5 stars, but their behavior relies on peds.ymt (update.rpf/x64/data). This file changes FIB peds from civilian to cops. So they don't run away in a fight and spawn properly in vehicles.
This file might be a modded WOV file, I can't remember the version, I've carefully insulted Cass in it, but I forgot to set the version.
If you have any problem, CAREFULLY AND PATIENTLY EXPLAIN THE CONDITIONS IN WHICH THE PROBLEM OCCURRED, as well as give a list of all your installed mods, their versions, and your GTA version.
3. === INCOMPATIBILITIES & KNOWN ISSUES ===
FTFR might be incompatible with scripts modifying AI/cop behavior.
- LSPDFR:
- Problems spawning cops properly, amongst other bugs.
- KeepCalm:
- Potentially incompatible.
- Arrest and Warrant:
- Reported compatible by some, and incompatible by others.
- World of Variety:
- Some versions of ped.ymt might cause crashes, my version is a modded WOV 2.0.2 version (more options available).
- Some versions of popcycle.dat have been reported to cause crashes around Downtown. (Reported by 1 user, and I did have that bug once, but couldn't pinpoint the file.)
- WOV is an overall historically bugged project, I've found that my files on top of his create a pretty stable experience. If you find a solid alternative to WOV, go for it.
- Bystanders Are Pieces Of Shit:
- Its modded scenariotriggers can cause some peds to stop everything mid fight, return to their previous routine, and become collision free until you shoot them.
4. === INSTALLATION ===
BACKUP UPDATE.RPF BEFORE DOING ANYTHING
AGAIN. BACK. UP. UPDATE.RPF. IT'S ONE COPY PASTE. FUCK YOU AND YOUR MOM IF YOU DO NOT BACK UP.
OIV Installation
If you want to use World Of Variety, install it first and then install FTFR Lite on top.
- BACKUP UPDATE.RPF (I'll be helpless if you don't have a backup)
- Launch OpenIV
- Click on Tools and select Package Installer (or click on the dedicated icon)
- Select the FTFR Lite OIV archive
- Click on Install
- Play
Manual Installation
Again, if you want to use World Of Variety, install it first and then install FTFR Lite on top.
FTFR Lite folder tree is mirrored with its recipient locations so everything is easy to locate.
- BACKUP UPDATE.RPF (I'll be helpless if you don't have a backup)
- Launch OpenIV and open the update.rpf archive within /update, enable edit mode
- Navigate through FTFR Lite within /1. Main Files to /update.rpf
- Drag /common and /x64 from FTFR Lite inside the update.rpf in OpenIV
- Play
OIV THANKS TO MANAV121
5. === DESCRIPTION ===
Here's a list of the mods originally used to compile the files (it was much longer before going Lite, I think there no residuals but I could be wrong:
- Crime & Police Rebalance and Enhancement by BobJaneTMart
- Realism Dispatch Enhanced by Dilapitated and mkeezay30 (Without the added models. I only provided the .meta/.ymt files from RDE. And I chopped off many of the features since they were either buggy or completely useless.)
6. === FEATURES ===
Stealth is a fully functional and fair feature
- Silenced and melee weapons act as such, no surprises no bullshit
- Only witnessed and reported crimes grant a wanted level
- Identification range decreased, when hidden in unidentified vehicles, cops need to be close to identify you (a la Watch Dogs)
- When no cops can see you, you become hidden more quickly, letting cops investigate your last known position
- Cops despawn at very high distance, they'll look as if they're still searching your last known position
Cop and enemy AI refined for a smarter and more challenging approach
- Better flanking, climbing and overall investigating from cops
- Specific behavior for the different branch of the police/military forces
- Same for gangs, they will be more reckless than trained officers
- AI view cones are extended to emulate real life sighting
- Longer and custom timers for each wanted levels
- Wanted level spawns diversified, female cops, unmarked cars with detectives, FIB, and army
The whole world feels more realistic
- People aren't focused on your every move, you feel like a citizen among citizens
- Cops won't necessarily be called for a fist fight in the hood for example
- People carry on with their lives for tiny events that don't matter to them
7. === CHANGELOG ===
Fine-Tuned Felony & Response Lite - v3.1 - Phoenix Update
- Added and reduced some distance values in crimeinformation.meta for suppressed shots and melee
- Added unmodded events.meta, scenariotriggers.meta (tests ahead)
- Updated to newer wantedtuning.ymt
- Re-added shockingevents.ymt, changed a few things for PedShot, PedKilled, DeadBody, further
increasing immersive ped reactions for stealth kills (struck gold here)
- Slightly lowered a few cop vision cone ranges and width
- Added optional files for vanilla cop timers
- Reduced Ambulance and Firefighters spawn delay (felt intrusive after stealth kills)
- Added dispatchtuning.ymt
- Decreased cop heli and boat spawn rate
- Decreased some known-position timers
- Made cop seek your last known position always (doesn't seem to fully work)
- Added combattasks.ymt
- Increased cop last known position search radius when hidden
- Changed a few things tied to searching an unreachable player
- Changed FIB ped from SWAT to cop
- Further lowered ID range (to compensate for the undying sixth sense)
- Further tuned combattasks, dispatchtuning, and wantedtuning values to aleviate the sixth sense
and now only one cop seems to go toward the hidden player while the rest slowly investigate
last known position (question mark)
We genuinely might've struck the ultimate stealth thing over here. Legit, I'm a bit dumbfounded and out of words, it's been so long I tried to achieve what I wanted with GTA V and it was right there. For freeroam I recommend you have a trainer and disable restricted zones. I've had an awesome infiltration moment in the Blackwater HQ.
The Stealth - v3.0 - Bitch You Thought Update
- Updated peds.ymt to WOV 6.2.1
- Updated dispatch.meta to 1604.1
- Removed dispatchtuning.ymt (WOV incompatible)
- Removed generaltasks.ymt (not relevant to stealth)
- Removed physicstasks.ymt (not relevant to stealth)
- Removed shockingevents.ymt (surplus)
- Removed pedhealth.meta (not relevant to stealth)
- Removed pedpersonality.meta (surplus)
- Removed damages.meta (surplus)
- Removed agitatedtriggers.meta (useless)
- Removed pedaccuracy.meta (surplus)
- Removed weapons.meta (surplus)
- Slightly reduced hidden evasion timers
- Tweaked navcapabilities.meta to further improve potentially buggy pathfinding in missions
- Further tweaked peds.ymt and dispatch.meta so everything works and spawns flawlessly
- Slightly adjusted overall wanted difficulty through wantedtuning.ymt and dispatch.meta
- Slightly increased known position timer after being seen (to better emulate on foot pursuits)
Fine-Tuned Felony & Response - v2.4a
- Removed Ripplers Lite as it would cause infinite loading screens
Fine-Tuned Felony & Response - v2.4 - Ca passe ou ca Cass Update
- Fixed an issue where cops would stop spawning during wanted level 3
- Fixed the flashing red health bar (regen still is 25/100, going back to default would mean losing the lasting fist fighting)
- Updated weapons.meta to 1180.2 vanilla, every weapon should work properly now
- Modified weapons.meta to match most of FTFRs and some of Ripplers values
(asterix)No bullet tracers, increased range, lowered reticule scale, less time between shots, lowered bullet speed
- Updated peds.ymt to WOV 2.0.2 compatible
- Removed Ripplers from the full archive, put it in a separate OIV (weapons.meta has only half of Ripplers features now)
- Reduced known position timer when seen and reported
- Slighlty increased on foot cops vision cone
- Reduced cop count for wanted level 3, 4, and 5 (lvl5 is still hell)
- Increased heli spawn rate (vanilla = 30, old FTFR = 200, new FTFR = 150)
Fine-Tuned Felony & Response - v2.3a
- Toned down accuracy for deafault peds, cops and sheriffs
- Added FIBsec to FIB spawns at 4/5 stars (dudes with FIB vests)
- Created custom combat behavior/accuracy for detectives and FIB (replacing GRUNT & CAPTAIN CombatInfo, wasn't used(question mark))
- Changed stungun damage so it insta kills (anim/ragdoll unchanged)
- Reduced even more stun gun sound range
- Rebalanced spawn count at 3, 4, and 5 stars
I wanted to do an RDE compatible version before releasing but I got other shit to do right now, and since this is better than 2.3, there you go.
Fine-Tuned Felony & Response - v2.3 - Ghostbusters Update
- Greatly increased cop despawn distance to better emulate hidden evasions and cop investigation
- Cleaned and fixed dispatch.meta
(asterix)Fixed the empty vehicle spawns at 4 and 5 stars (removed riot/army trucks, they aren't handled properly)
(asterix)Replaced boat spawns with vanilla ones to prevent crashes in some instances
(asterix)Balanced and diversified spawns at 4 and 5 stars, it's really neat I love it
(asterix)Added proper unmarked car spawns with detectives at 4 and 5 stars
(asterix)Fixed FIB spawns at 4 and 5 stars (new peds.ymt file makes FIB spawns handled as cop spawns, no more empty vehicles)
- Thus, included new peds.ymt file (update.rpf/x64/data) changing FIB ped values from civilian to cop
(asterix)Provided a WOV compatible peds.ymt by default (seems stable with and without WOV installed, more versions of the file available)
[...]
First Development: February 2016
First Upload: 2016-2017(question mark)
Carregat per primera vegada: 22 de Juny de 2023
Actualització més recent: 27 de Juny de 2023
Últim descarregat: Fa 5 hores
I kept maintaining this mod for my personal use and made quite the progress. It's a mod that completely improved CPRE (the father of GTA V stealth mods) and from my insight, kickstarted actual fixes from Rockstar themselves. The old heads know who this comes from and how old this mod is. It was featured at the height of the website and appreciated from a lot.
But of course the average mf cannot use its brain to do basic reading efforts regardless of how thorough and exhaustive the instructions and help are, AND THEN you get baseless criticism and downvotes from mfs who don't even understand how the game behaves, and low and behold, some didn't wait to do just that on this reup...
So you know, this time around I don't think I'll maintain this or provide help, I'm tired. Anyway, be good, don't be dumb, use your brain, have fun.
Honestly vanilla is better than this.
Obviously I looked into some of the edits and they're good.
But for example having FIB under the cop ped personality isn't a good choice, cause there's little to no weapon variety.
During searches cops look hella dumb and fail to notice you honking at them while right behind them etc.
The other changes, like propper crime reporting are good.
I give it a 2.5 for now with room to breathe, if you fix some of these issues and balance it out I'd definitely give it a bigger score.
It's good.
I had no idea navcapabilities.meta existence before this mod, this is amazing find!! :)
are SWAT units able to enter interiors?
There's no file for the "No telepathic cops & army" in the optional files section.
@Matushka I'm glad you were able to find this niche game just last year, hopefully you will understand how it works in the upcoming years, I wish you to have fun in with this awful mod. Cheers!
@-EcLiPsE- Yeah my bad I'll try to get on it, it does change the game dramatically but it's quite fun. Cheers!
Nice work here. I also really appreciate you adding comments that give a brief description of what some of these files do.
do the cops spawn further away? trying to use pull me over but cops never spawn until i get a wanted level. it could be another mod ive recently installed responsible however
Can I remove helicopter guns so they're more like real life and are primarily there to keep eyes on you? what file would this be
lol i should've looked like 5 seconds longer its loadouts.meta
@SPECIALK Yes iirc, they spawn further and they despawn further as well. If I'm understanding this right, if you want the cops to pull you over they'll need to find and catch you first, which with this mod may be complicated, but I guess not really if you don't speed up.
I don't recommend using script mods relying on cop and wanted level data when FTFR is installed. Can give weird behaviors.
Still holding out hope for the no telepathic cops part!
Does this have compatibility with https://www.gta5-mods.com/scripts/better-chases-arrest-warrant ?
just want to make sure if this mod is compatible with pull me over https://www.gta5-mods.com/scripts/pull-me-over-daimian ?
@Aheee @Superiorwitt Both are scripts relying on vanilla files, could be compatible as much as having weird behaviors. Install, test it out yourself and report back.
@RtheC Don't think it'll get any better than this, I forgot about the Progress Entries (you can read them in my folder) and clearly I can't shake it. I don't even believe Rockstar can seeing the way it seems to behave the same since GTA III.
Now if you're talking about the communication between cops, you can change I think peds.ymt? and make all the cops/army to be from the same group (gang type, not cop type, maybe swat type I'm not sure), so they do not communicate with each other upon death. That way you can take out cops and army just like any other peds.
@TonyHighRollerG Is there anyway you can make compatible versions of mods like Bystanders Are Pieces Of Shit, Stop Shitting Bricks and Crouched AI to work with your mod.
Wish the army could spawn like in CPRE. Is there a version that allows it? Thought about throwing in a file from CPRE to see if i can do it manually but that'll probably cause more problems. Got any ideas?