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@thalilmythos @Aiakos You can now configure the WantedDecrease setting to reduce a set amount of stars in the latest version (v1.1.0).
@Aiakos @ReNNie Based on my testing, this mod seems to work fine with Better Chases+ 1.1.2 on default settings, even with WantedLevelControl set to 'Full'.
@acetone To clarify the mod function: When the bar empties, further respawns should disable. You can then clear out all remaining cops shown on the mini-map or escape from them to drop the wanted level before backup fills the bar again and dispatch is re-enabled.
You can adjust the CopsBase, BackupCops and BackupDuration preferences to reduce the cop number and lengthen backup progression. If there is still an issue, check if any other scripts are forcing dispatch to stay on or if it only happens for a certain spot on the map.
@defiant I would recommend enabling CopsRemoveEvaded - this reduces the cop number for escaped cops. You can then modify CopsBase to determine the amount needed to disable respawning.
@rap1st I've made sure it works on missions with the 'Lose the Cops' objective, such as Dead Man Walking, The Long Stretch, Legal Trouble and The Big Score (obvious approach), or any time you manually get a wanted level mid-mission and that objective appears. Sometimes the game sets a 'fake' wanted level and spawns scripted cops as part of the mission (like Blitz Play), which the mod ignores.
@MaxLuk @SemKill Thanks for the feedback, v2.1.0 should address gradual performance drops.
@mbarcs86 The black and white effect in the older versions can be toggled with the EnableEffect setting in the INI file, although it has been changed to a different one with a slight tint in v2.0.0.
@iammistahwolf In the latest version (v2.0.0), you can now set DamageDetectionLevel to 3 to trigger for any deaths, and I can confirm the camera should work with melee kills.
@SARRADORSUPREMO @oooper666 @Miichi5 @monchaso @cjw145 @SecreTTT @Pizzahut @Reyser
Hello! Issues with time scale, effects and enemy detection may have been caused by the config file being read incorrectly by certain systems. This has been addressed in the latest version (v2.0.0), let me know if it works!
@Aldritch The game sometimes modifies ped attributes upon death, so to keep it consistent I've disabled the display of dead peds by default in the latest version (v1.2.1), let me know if it works! (Also the AboveActiveDurationDead setting is specific to the display above peds).