NPC behaviour and spawn mod

Yeah, same here. I've seen a few mentions of arrest behaviour in the game's files and animations, but I haven't found any way to make cops actually try to bust you. It's probably just leftover stuff from SR2 anyway.

I could have sworn I've been busted in srtt just like sr2, but maybe I'm not remembering correctly. In SR2, the trigger was to have 1/3 or less health and get knocked down on the ground by anything. Any nearby cop would then run over, kneel down, and handcuff you.
 
You can just copy them into customizable_action.xtbl yourself if you want them, just look for the names in anim_default.xtbl or life_default. Also, I uploaded yet another update, this one just removes height variations on some story characters. Edit: added another one that gives SWAT riot shield guys better weapons than just crappy police pistols. Okay I'm done with this for now
 
Would I be able to make all deckers Cyber deckers without causing any real issues? Plus any chance I could make it so Avatars spawn in open world as specialists? I'm not looking for this as a feature in your tweak I just want to do it for kicks! Also now that I think of it would it be hard to make a whole gang Zombies?
 
Would I be able to make all deckers Cyber deckers without causing any real issues? Plus any chance I could make it so Avatars spawn in open world as specialists? I'm not looking for this as a feature in your tweak I just want to do it for kicks! Also now that I think of it would it be hard to make a whole gang Zombies?

If you want to change all the regular deckers to cyber deckers, just change them in characters.xtbl to use the cyber decker npc model. For example, change this:

<Character><Name>npc_deckers_male_s02_b</Name><_Editor><Category>Entries:Syndicate:Deckers</Category></_Editor><Character>deckers_male_jack</Character><Spawn_Info_Rank>Gang Grunt</Spawn_Info_Rank><Team>Deckers</Team><AI_Personality>gang normal</AI_Personality><Cash><Dollar><Min>15</Min><Max>30</Max></Dollar><Min>10</Min><Max>20</Max></Cash><MetaGame><Name>METAGAME_GANG_MEMBER</Name><Value>100</Value></MetaGame><Flags><Flag>use_knees_and_elbows</Flag><Flag>use_leg_bone_constraints</Flag></Flags><Filters><Gender>Male</Gender></Filters><StreamCategory>Spawnable Deckers</StreamCategory><Color_Palette>NPC_Deckers_Palette</Color_Palette><Firearm_Damage_Multiplier>1.0</Firearm_Damage_Multiplier></Character>

into this:

<Character><Name>npc_deckers_male_s02_b</Name><_Editor><Category>Entries:Syndicate:Deckers</Category></_Editor><Character> npc_decker_cyber </Character><Spawn_Info_Rank>Gang Grunt</Spawn_Info_Rank><Team>Deckers</Team><AI_Personality>gang normal</AI_Personality><Cash><Dollar><Min>15</Min><Max>30</Max></Dollar><Min>10</Min><Max>20</Max></Cash><MetaGame><Name>METAGAME_GANG_MEMBER</Name><Value>100</Value></MetaGame><Flags><Flag>use_knees_and_elbows</Flag><Flag>use_leg_bone_constraints</Flag></Flags><Filters><Gender>Male</Gender></Filters><StreamCategory>Spawnable Deckers</StreamCategory><Color_Palette>NPC_Deckers_Palette</Color_Palette><Firearm_Damage_Multiplier>1.0</Firearm_Damage_Multiplier></Character>

Just change the <character> entry for whichever decker npc you want to use the cyber decker character model. As for using avatars as specialists- can't be done, none of that giant avatar stuff works properly outside of the mission for now. To make a gang of zombies, just apply the zombie flag (try and find it yourself!) to whichever character you want to act like a zombie.
 
Thnx for the mod it's Great :) , but ill find one issue - the look like "?" pedestrians :confused: . You can see it in Whored Mode at Deadalus 2nd mission, called like "Secret agents" or something like that. First time ill saw it in Sunset park at clothing store (if it helps). Can you Remove this "?" pedestrians from mod ?

PS:
Sory for my bad English
 

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Shitface, if you ever remove the ? characters, I'll cut you. :p
 
Not to worry, I don't plan on taking them out of the mod.

But Kojinzx, if you want to remove them on your end, just delete npc_questionmark from spawn_info_groups.xtbl.

Edit: sorry, another update. Had to clean up the mess I made when I first put in female cops. Female police officers are now their own character entry. AI behaviour was also tweaked again to make NPCs better at melee-ing stuff.
 
thnx for help, and one more question - ill see tigers in main game like other walking npc, but animation for it kinda weird, if ill want to remove tigers what ill need to delete(ill found npc_tiger 2 times and <Variant>tiger_escort</Variant>)?

thnx again
 
Already starting to see how awesomely this mod affected my game immediately after I loaded it. Thanks shitface.:D
 
thnx for help, and one more question - ill see tigers in main game like other walking npc, but animation for it kinda weird, if ill want to remove tigers what ill need to delete(ill found npc_tiger 2 times and <Variant>tiger_escort</Variant>)?

thnx again

You only need to get rid of npc_tiger. <Variant>tiger_escort</Variant> is the convertible justice you drive during the tiger escort missions. If you don't want those to spawn on the roads, go ahead and remove that line too.
 
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