Melee and Notoriety Reinforcement mod.

First off, these mods are created solely for post-campaign(finished story) freeroam. Any issues/conflicts in missions, or activities with these, I'll probably not be able to address. I hope this is clear.

Installation; As always, simply place them .xtbl's to your SRIV root folder.

=Portalistic Notoriety reinforcement mod=
(CZ45PKmodv1.0.zip)

Anyway, loving the new, portal-base reinforcement mechanic. Not as realistic or grounded as the old vehicular approach, but whatevs! You gets to have intense skirmish in almost anywhere now(rooftop battle)! Also comes with two flavors, check 'em.

Notes:
Readme in zip file. Read it.

Again, only recommend this in post-campaign freeroam. Most of the tweaks(especially the NPC team/alignment changes) are probably not gonna bode well for some game missions. But if it did work out, then cool. :)

Conflict with other mods that deals with similar tweaks(reinforcement/NPC/enemy gang mods) may occur. Though it might be okay with different type of mods (weapon, vehicle mods, etc.).

=Superpowered takedowns for weapon groin attacks mod=
(CZ45WeapMeleemod.zip)

What the title said, melee mod, just like my previous(SRIII) mod. The super low punch and the super groin kick is fun, but given that that's what you can only do on every weapon? Kinda gets stale pretty quick. This melee mod does the same, turning different weapon groin attacks into specific superpowered takedowns. No more sprinting towards baddies to initiate attack, and you gets to repeat your favorite superpowered takedowns on your leisure.

Also, melee weapons like the bat or the sword? Melee(groin) attack is now a knife attack, stabby-stabby!

Notes:

-Some weapons may not have a superpower takedown designated to them. Which means it'll probably default to a typical pushing kick, or not initiate at all.
-Even though the animation is changed, the attacks are still "groin attacks" in actuality. Which means slam and headstomping a guy into a bloody pulp is still considered testicular manslaughter, and the damage remains the same, can't kill an enemy on a single attack.
-Getting nerfed down(those power disabling grenades?), you can still initiate these attacks.
-This mod is for the typical superpowered freeroam, don't know how'll this fare up during missions(especially on non-superpowered parts). You've been warned.

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As usual, anyone wanting to tweak these mods for themselves are welcome. Understandable that not everyone will like my mod preferences. I've included a minor reference sheet regarding each super-powered takedown animations.

=Update as of 9/8/2013=

"CZ45PKmodv1rev1.zip"
-Added two new flavors for the reinforcement mod. And also, written up a basic guide on what I've understood on tweaking the enemy portals. Hope it helps for those interested in tweaking these themselves.

"CZ45SPWeapMeleemodv1rev1.zip"
-Tweaked all of the melee attacks. Also updated the reference sheet and added a readme file.
-Added "TweakingNotes-MeleeMod.txt" for some additional references and a tweak info.
 

Attachments

  • CZ45PKmodv1rev1.zip
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  • CZ45SPWeapMeleemodv1rev1.zip
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  • TweakingNotes-MeleeMod.txt
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Can you do Genki (or Super-Genki - for musch fun) and Zin variants for notoriety mod?
 
@Azellz
Added the Zin variants (only the grunt and the specialists), and have my try in the Genki part(what I got was those baseball-wielding folks from a certain game activity). I also added a little guide regarding tweaking them.

@[TB] Mustachioed Massacre
"CZ45SPWeapMeleemod.zip" - Replaces the typical super melee attacks (the F key attacks) with superpowered takedowns. Holding different weapons does different SPTD animations. I'm currently doing a revision of this one.

"CZ45PKmodv1rev1.zip" - 'Locks' the notoriety level to 2, instead of vehicle-based spawning, I solely focused on utilizing the enemy spawn portals. Also, based on what you have chosen, the game now spawns either various military uniforms/soldiers. Various gangs, mass of zinyak infantries, or even lots of Professor Genkis. Note that you must be on Act 3 on your story( or better yet, in post/finished-story/campaign freeroam). I think this won't work swell on earlier mission parts.

I've also included a guide on the zip file, regarding on tweaking the notoriety portal mechanics. Hope that helps.
 
As soon as I figure out how to merge Mods, I'm going to try this one out as well. I love melee combat, anytime I could just beat the shit out of anything I choose to do that versus use weapons. Hell I didn't upgrade my weapons until I- erm... got well into the game.
 
@Oakland
I updated the melee mod for a final tweak. This is probably my last update regarding these two. I've provided some guides and references (and I sure do hope they'd help out), and I encourage anyone interested to simply take it from here and give it a go on tweaking those for themselves. :)
 
@Azellz
Added the Zin variants (only the grunt and the specialists), and have my try in the Genki part(what I got was those baseball-wielding folks from a certain game activity). I also added a little guide regarding tweaking them.

@[TB] Mustachioed Massacre
"CZ45SPWeapMeleemod.zip" - Replaces the typical super melee attacks (the F key attacks) with superpowered takedowns. Holding different weapons does different SPTD animations. I'm currently doing a revision of this one.

"CZ45PKmodv1rev1.zip" - 'Locks' the notoriety level to 2, instead of vehicle-based spawning, I solely focused on utilizing the enemy spawn portals. Also, based on what you have chosen, the game now spawns either various military uniforms/soldiers. Various gangs, mass of zinyak infantries, or even lots of Professor Genkis. Note that you must be on Act 3 on your story( or better yet, in post/finished-story/campaign freeroam). I think this won't work swell on earlier mission parts.

I've also included a guide on the zip file, regarding on tweaking the notoriety portal mechanics. Hope that helps.
Thanks a lot.
 
please which is the <SyncedMove> [animation here] </ SyncedMove> of the super quick and low punch?
 
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@shametal
The animations for the super groin attacks? Here;
*syncedmove anim names - anim description*
SuperNutShot_Back - Super nut kick from behind
SuperNutShot_Front - Super low punch
SuperNutShot_Front_Kick - Super nut kick upfront.

Also, for those interested;
Found a tweak entry called "Testicular_assault_damage_override" in "tweak_tables.xtbl". Seems that this are the actual controls for the groin attacks' damage.

Added these infos on "TweakingNotes-MeleeMod.txt".
 
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