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Author Topic: [MOD]Liberal Overhaul+Rebalance  (Read 57029 times)

The Cheshire Cat

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Re: [MOD]Liberal Overhaul+Rebalance 0.4
« Reply #15 on: September 23, 2019, 05:57:27 pm »

Imagine an entire squad of LCS operatives stealing a tank and firing the turret backwards at the police as they drive off?

If GTA3 taught me anything it's that doing this also makes the tank go faster.
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LCS Graphical Remake:

https://the-cheshire-cat.itch.io/lcs
Current progress: ~100%

Taberone

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Re: [MOD]Liberal Overhaul+Rebalance 0.5
« Reply #16 on: October 15, 2019, 12:34:06 am »

0.5 is up. See attached "modding changes" file or the OP for details. Needs some testing from the community, since I've got college and not as much time to do so. Overall, it is a mixed nerf and buff with more focus on fixed, rather than random, weapon damage.

« Last Edit: October 15, 2019, 12:47:31 am by Taberone »
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hatecamel

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Re: [MOD]Liberal Overhaul+Rebalance 0.5
« Reply #17 on: October 17, 2019, 02:44:33 pm »

Hey, this mod isn't working for me. In the xmllog file there are a ton of "invalid interval" and "unknown element" errors (eg. "Invalid interval for age on creature_bouncer: mature" and "unknown element for creature_bouncer: stealth_difficulty") and nothing changes in game. Do you have any idea what could be causing that? Thanks.
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IsaacG

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Re: [MOD]Liberal Overhaul+Rebalance 0.5
« Reply #18 on: October 17, 2019, 03:26:24 pm »

Hey, this mod isn't working for me. In the xmllog file there are a ton of "invalid interval" and "unknown element" errors (eg. "Invalid interval for age on creature_bouncer: mature" and "unknown element for creature_bouncer: stealth_difficulty") and nothing changes in game. Do you have any idea what could be causing that? Thanks.
edit: That's a bug that got fixed in 4.12.41.  It has nothing to do with this mod.
You need the .exe and /art folder from 4.12.41
It's actually a bug that's went almost two years unreported.
« Last Edit: October 17, 2019, 03:32:47 pm by IsaacG »
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LCS 4.12 Thread
https://discord.gg/HYbss8eswM
Quote
Many people, meeting Aziraphale for the first time, formed three impressions: that he was English, that he was intelligent, and that he was gayer than a tree full of monkeys on nitrous oxide.
Constitution of the Confederate States
Article I Sec. 9 4
No bill of attainder, ex post facto law, or law denying or impairing the right of property in negro slaves shall be passe

hatecamel

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Re: [MOD]Liberal Overhaul+Rebalance 0.5
« Reply #19 on: October 17, 2019, 06:20:15 pm »

Hmm that actually didn't solve the problem.

Edit: ok nevermind it did work. For some reason I still got those errors in xmllog but then they stopped. I had to have been doing something dumb. Thanks for the help.
« Last Edit: October 17, 2019, 06:32:34 pm by hatecamel »
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hatecamel

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Re: [MOD]Liberal Overhaul+Rebalance 0.5
« Reply #20 on: October 17, 2019, 10:25:53 pm »

I'm actually having another issue now. I can't seem to get any of the new guns. I can't find them for sale from stores or gang members and I haven't seen any drop as loot either. Anyone know what's up with that? Thanks
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Taberone

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Re: [MOD]Liberal Overhaul+Rebalance 0.5
« Reply #21 on: October 18, 2019, 10:51:31 am »

I'm actually having another issue now. I can't seem to get any of the new guns. I can't find them for sale from stores or gang members and I haven't seen any drop as loot either. Anyone know what's up with that? Thanks

New guns are implemented, but cannot be found yet. I'll actually have them in the stores of gang members/pawnshop once I finish adding the rest.
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Broseph Stalin

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Re: [MOD]Liberal Overhaul+Rebalance 0.5
« Reply #22 on: October 21, 2019, 11:18:09 pm »

I'm spending a lot of time and ammunition shooting "scruffy unnamed janitor"

Vanilla problem please disregard.
« Last Edit: October 27, 2019, 09:14:06 pm by Broseph Stalin »
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Taberone

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Re: [MOD]Liberal Overhaul+Rebalance 0.6 - Partial implementation of new guns
« Reply #23 on: October 23, 2019, 08:16:46 pm »

I'm actually having another issue now. I can't seem to get any of the new guns. I can't find them for sale from stores or gang members and I haven't seen any drop as loot either. Anyone know what's up with that? Thanks

0.6 is out! Work begins on the Conservative Armory Expansion, and some of the new guns can now actually spawn in the game world! You're gonna have to loot them off the corpses of fallen conservatives for now, though. Things are still very WIP.

Police Gang Units: AR-15, .45 Pistol, .44 Magnum
CEOs: Five SeveN, .44 Mag
Secret Service: MAC-10, TEC-9, .45 Pistol, P90, Five SeveN, Vector, UMP45, MP40, M4
CCS Officer: M249, Flamethrower, MG42, MP40
SWAT: P90, Five SeveN, UMP45
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Taberone

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Re: [MOD]Liberal Overhaul+Rebalance 0.6 - Partial implementation of new guns
« Reply #24 on: November 01, 2019, 10:48:23 am »

0.6B is out - Updating to LCS 4.12.41 is required.

Continuing work on Conservative Armory Expansion.
Deathsquads: AA-12, M249, MG42, MP40, P90, .44 Mag, Desert Eagle, Vector, Microgun
Agents: .45 Pistol, Five SeveN, P90, AA-12, Vector, UMP-45, MP40, Tommy Gun, Desert Eagle, MAC-10, TEC-9, Sniper
CCS Officer: Now capable of using the Microgun.

Armor and Interrogation:
SWAT Armor now has an Assault Bonus.
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Taberone

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Re: [MOD]Liberal Overhaul+Rebalance 0.6b - Updated to LCS 4.12.41
« Reply #25 on: November 23, 2019, 02:27:24 pm »

Conservative Armory Expansion is finished for now.
   Police Gang Units: AR-15, .45 Pistol, .44 Magnum
   Deathsquads: AA-12, M249, MG42, MP40, P90, .44 Mag, Desert Eagle, Vector, Microgun
   CEOs: Five SeveN, .44 Mag
   Agents: .45 Pistol, Five SeveN, P90, AA-12, Vector, UMP-45, MP40, Tommy Gun, Desert Eagle, MAC-10, TEC-9, Sniper
   Secret Service: MAC-10, TEC-9, .45 Pistol, P90, Five SeveN, Vector, UMP45, MP40, M4 Carbine
   CCS Officer: M249, Flamethrower, MG42, MP40, Microgun
   Military Police: P90, Five SeveN, Vector, UMP45, MP40, MG42, .45 Pistol, .44 Mag, AA-12, Desert Eagle, MP5, Tomahawk
   Soldier: Shotgun, M4 Carbine, 9mm Pistol, .45 Pistol, MP5, Tomahawk, Combat Knife
   SEALs: P90, Five SeveN, AA-12, Vector, Combat Knife, Tomahawk
   SWAT: P90, Five SeveN, UMP45
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Taberone

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Re: [MOD]Liberal Overhaul+Rebalance 0.8
« Reply #26 on: December 23, 2019, 12:45:54 am »

0.7B Update:
Baseball Bat, Crowbar, Hammer, Maul can take hostages quietly
All shops use Fullscreen interface for buying
Oubliette sells Pitchfork, Brass Knuckles, Spiked Knuckles

Slowly adding the new weapons to the shops so you don't always have to loot them off corpses.
« Last Edit: December 23, 2019, 12:47:30 am by Taberone »
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Taberone

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Re: [MOD]Liberal Overhaul+Rebalance 0.8
« Reply #27 on: February 26, 2020, 09:04:26 pm »

0.8 Update:
Massive list of changes. Check the OP and ModdingChanges.txt file (the Readme) for what the mod currently has.
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Taberone

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Re: [MOD]Liberal Overhaul+Rebalance
« Reply #28 on: July 09, 2020, 04:51:44 pm »

Got a question because I'm not sure on where to go with this mod:

How should weapons and ammo be handled? Genericized guns and ammo keeps down on the clutter and makes the mod more accessible to non-gun enthusiasts. Non-genericized guns and ammo, on the other hand, is more realistic, but less accessible.
Having to sort through tons and tons of different 7.62 calibers just to find the right one for your AK (7.62x39) or your SVD (7.62x54) or your FN FAL (7.62x51) for example? That's very cluttered and un-fun.
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Durian Hohlades

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Re: [MOD]Liberal Overhaul+Rebalance
« Reply #29 on: August 31, 2020, 07:43:23 am »

unfun ammo clutter confirmed :'D
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