GTA V / Mods / Modificaciones
Pile Up
- Darksteps | subido por Darksteps
- 06/04/2015
- 4352 Descargas
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Descripción
I modified the vehicleaihandlinginfo file to make the AI drive a little more erratic and less like they're on rails. There are way more wrecks in town and pile ups on the freeways.
Unrar, use OpenIV, access common.rpf, navigate to data/ai and replace the original file, and rebuild.
Updated: Version 1.01
- All vehicles have a better chance to stop.
- Sports cars have a better chance of stopping but a worse chance of swerving to miss something. Also if they're taking a corner too fast there's a chance for them to skid and lose control.
- All vehicles have a tendency now to over or under compensate certain turns or swerving. It's funny on the freeway because it is closer to realistic in how stupid human drivers are when swerving to miss something. In order not to hit what is in front of us, we can't seem to think before we swerve, "is there a car next to me?"
- Motorcycles are still pretty agile. Didn't see any in accidents since the new changes. Not saying there won't be.
- Wreck frequency is a lot lower in downtown and intersections.
Still not 100% happy with it, should be another update in a couple of days.
Update 1.02:
While there were some minor tweaks all around, my main focus was on sports cars.
- Sports cars can now slalom traffic at high speed missing the other cars by inches/cm as seen in the new video. However, while I've given them a slight increase of braking distance, I also increased their speed at maximum braking distance which causes them to skid out of control.
- normal vehicles have similar changes.
Keep in mind, this file only controls the AI's ability to brake and turn/swerve in whatever vehicle it is in and is still dependent upon the handling file which I am not making changes to. So some cars will handle better and some worse depending on the parameters set by R*.
I Will be focusing on the trucks for the next update.
Unrar, use OpenIV, access common.rpf, navigate to data/ai and replace the original file, and rebuild.
Updated: Version 1.01
- All vehicles have a better chance to stop.
- Sports cars have a better chance of stopping but a worse chance of swerving to miss something. Also if they're taking a corner too fast there's a chance for them to skid and lose control.
- All vehicles have a tendency now to over or under compensate certain turns or swerving. It's funny on the freeway because it is closer to realistic in how stupid human drivers are when swerving to miss something. In order not to hit what is in front of us, we can't seem to think before we swerve, "is there a car next to me?"
- Motorcycles are still pretty agile. Didn't see any in accidents since the new changes. Not saying there won't be.
- Wreck frequency is a lot lower in downtown and intersections.
Still not 100% happy with it, should be another update in a couple of days.
Update 1.02:
While there were some minor tweaks all around, my main focus was on sports cars.
- Sports cars can now slalom traffic at high speed missing the other cars by inches/cm as seen in the new video. However, while I've given them a slight increase of braking distance, I also increased their speed at maximum braking distance which causes them to skid out of control.
- normal vehicles have similar changes.
Keep in mind, this file only controls the AI's ability to brake and turn/swerve in whatever vehicle it is in and is still dependent upon the handling file which I am not making changes to. So some cars will handle better and some worse depending on the parameters set by R*.
I Will be focusing on the trucks for the next update.
Comentarios
Ya se han publicado 7 comentarios.
06/07/2015 19:29
I checked it out and I think it's just what they talk about when they hang out. I finished the story mode on mine, so all they talk about is the last heist and Michael apologizes for f-ing over Trevor. So I think that's just banter and nothing to do with this mod. It could also be a bug with the latest update from R*. If it is from this mod, maybe someone else will comment. But it shouldn't anyway since I didn't mess with any of the scenario files or actual AI.
If it keeps doing it, drop the original file back in and see if it still does it. If not, then I will reinvestigate.
Thanks man
Citar | Responder
I checked it out and I think it's just what they talk about when they hang out. I finished the story mode on mine, so all they talk about is the last heist and Michael apologizes for f-ing over Trevor. So I think that's just banter and nothing to do with this mod. It could also be a bug with the latest update from R*. If it is from this mod, maybe someone else will comment. But it shouldn't anyway since I didn't mess with any of the scenario files or actual AI.
If it keeps doing it, drop the original file back in and see if it still does it. If not, then I will reinvestigate.
Thanks man
Citar | Responder
06/07/2015 14:57
After testing, it messes with the dialogue, maybe. I'll explain. I was playing as Trevor, called Micahel to hang out. When I picked him up, instead of it going into the scripted dialogue, Michael is acting as if we robbed a bank, saying "Hurry it up. Can you step on it? And, "Grab the money and let's go!" Unsure if it did anything to main missions as I didn't go that far.
Citar | Responder
After testing, it messes with the dialogue, maybe. I'll explain. I was playing as Trevor, called Micahel to hang out. When I picked him up, instead of it going into the scripted dialogue, Michael is acting as if we robbed a bank, saying "Hurry it up. Can you step on it? And, "Grab the money and let's go!" Unsure if it did anything to main missions as I didn't go that far.
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06/05/2015 19:08
Understood, I've done some tweaking to the AI's ability to swerve as well as increased their ability to stop, but not so much that it won't happen sometimes. The updated version should be up later today, next update should be out in a few days. Thanks for the heads up.
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Quote: MaxInk099
Great idea, but now, every single NPC crashes into any industrial/hauling vehicles all of the time. It's not random at all, it's either all or nothing. It needs a middle ground.
Understood, I've done some tweaking to the AI's ability to swerve as well as increased their ability to stop, but not so much that it won't happen sometimes. The updated version should be up later today, next update should be out in a few days. Thanks for the heads up.
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