Believe me, I know what it's like trying to manage many files for one mod over a lengthy development. No worries. Again, this mod is top notch!
Oh man. I'm sorry to hear that. That really sucks. :(
ALL Guns now fire FIRE! (Including your enemies!)
NOTES:
The way this mod works is by turning all Guns into Flamethrowers.
This means the actual bullets no longer do any damage. So you will have to wait for the fire to do it's damage.
You will also not be able to shoot from vehicles. (This...
Updated ReFabricated Library to v1.2.1:
- Added .cmesh files to remove shadows for "Beenie w/ Propeller" and "Devil Horns" which were omitted from v1.2 by mistake.
- Added new shorter versions of "Cocktail Dress", "Prom Dress" and "Women's Dress":
Are you using Juiced with GotR? It sounds like you've installed preload_anim.tbl to your patch.vpp_pc. Due to how Juiced changes load priorities, you might have to install this mod (or at least it's preload_anim.tbl) to the "mods" folder. You can read more about this issue here.
Press 'Insert' (might be different depending on keyboard) and some white text should appear in the bottom left of the screen. Then type "play_as npc_gat" (or whichever NPC you want to play as).
This is a retexture for the teeth. So they're already applied when you install the mod. Go to the Plastic Surgeon and apply a facial expression to see them better. NPCs will also have them because the same teeth texture is shared for all human characters.
Updated the original post with a link to Juiced Patch. I never noticed it on console to though. I only noticed it when I switched to PC, and then started making FPA+ in-part to fix it.
It's a generic scaling factor. Knowing what I know about all of the systems in SR2 working for the Playa, I...
Prevented tables and chairs in the food court being unloaded in the final Samedi mission, then restored some unused code for the IG cutscene in which the General enters the Bulldog. This was the result:
(Click to play GIF)
Awesome! Thanks, Clippy!
On the subject of cutscenes, I noticed recently that cutscene Fade-To/From-Black effects require HDR. Which is strange because fade effects work fine everywhere else without HDR. I wonder if that could be looked into for a future update?
Fantastic update! But I have an issue with DynamicRenderDistance. I've been using a cutscene option called "City Render Fade Dist Scale" to increase the City Object render distance in cutscenes for the next Cutscene Patch update. But even with DynamicRenderDistance switched off, "City Render...
Hi, Jose. I did mean to archive it when v1.3 released, but forgot all about it. So I'll archive it here.
"No Letterbox Edition" archive:
This is the now obsolete "No Letterbox Edition" of Cutscene Patch which released alongside Cutscene Patch v1.2. It does not (and will not) include any fixes...
I see. I mentioned the orange-ness back on the old thread and concluded it was just down to personal preference. But when I noticed this glitch, I wondered if it actually looked correct for me in the first place. Even without any modified TOD files, it still looks like Mars to me. (Again...
I've just started using VanillaFXPlus recently. I didn't use it before because it made everything look way too orange (despite the .ini saying it's supposed to do the opposite). But I've found toggling it on/off via the pause menu causes it to look different.
So I'm not sure how it's supposed...
The "Of Shipments and Skee-Ball" (BR09-01) cutscene features 29 Skeeballs.
Each one of these is an animated Character, not so different from Playa and Shaundi.
(Aside from having a different model and animation rig.)
In the Cutscene file (BR09-01.xtbl), each Skeeball Character is named with a...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.