@InfamousSabre An idea that popped into my head was givng the option to have multiple weapons in one visual slot. Meaning, you can have more than eight virtual slots for the custom wheel with the standard layout (8 slots). For example, I always sort my weapons according to size, so my thought was to split up the grenade slot, so you can carry 2 types of grenades at once (just an example, my layout is actually a bit more complicated, so it would be to much to explain). So the sticky bomb would be on slot 9 in the script and grenades on slot 7, but they would show up in the same panel and you would have to switch between them.
Not sure if this is a simple solution, or actually too complicated to code, but that's one idea I had. Making an option in the .ini file so people can pick how many weapons they want each slot to be limited to. The more I think about, it the more I feel like this could solve so many problems :D
On a side note I was COMPLETELY wrong about the whole Trevor thing during "Blitz Play": He doesn't get both a sniper and an RPG, the game expects you to STILL HAVE the sniper you bought in "Nervous Ron". Which is understandable, seeing how the developers NEVER intended that we could lose any weapon we got previously (unless the story demanded it). And this one we HAD TO BUY in a mission, so of course they wouldn't give us a replacement in case we didn't have it anymore - because normally there's no way, we wouldn't have it anymore! I'm an idiot...
@InfamousSabre So I did some testing on Blitz Play. Turns out the biggest problems are the following: Franklin gets grenades AND sticky bombs at the same time, meaning the sticky bombs get overwritten and the mission fails, once he gets out of the truck. Similar problem with Trevor: He gets both an RPG and a sniper rifle. He has the RPG first so the sniper is missing. While this doesn't cause a hard fail like the sticky bombs, you still need the sniper rifle to get rid of the LCPD snipers later in the shoot out.
There's gotta be a work around for this
@InfamousSabre "Blitz Play" is currently completely impossible to beat, because the game assumes you're out of stickybombs, right after you slam into the armored truck. Went into the mission with 10 stickybombs but the game insists that I have none. After I exit the mission they are gone too, so my guess is, (although I can't confirm that yet) the game gives Franklin other types of grenades, too (because those GENIUSES at R* probably the figured the mission would suffer if they didn't automatically add like 10 fucking weapons to each players arsenal!!!).
Is there any way to fix this? I really wanted to play the story again with this mod. Please help there's gotta be a way.
Thanks in advance!
@InfamousSabre I'm having problems with the switchblade (at least I assume it's just this weapon). I set auto weapon pickup to "0" but the switchblade gets auto-picked-up anyways. That way I can never get rid of it, once I picked it up by accident. Can you tell me how to fix this?
@dev614 I'm having problems with the switchblade (at least I assume it's just this weapon). I set auto weapon pickup to "0" but the switchblade gets auto-picked-up anyways. That way I can never get rid of it, once I picked it up by accident. Can you tell me how to fix this?
@InfamousSabre@Dogemaster420 Can any of you tell me exactly how to fix the infinite pickup problem, please? Honestly I am a bit clueless as to which gamefiles need to be updated and in what way.
@mickyh85 go to the .ini file and set DebugBlips to true. I did that and it displays blips on your minimap for everything that's happening and every new vehicle.
@Eddlm tested it again and so far every added vehicle I tried taking over despawned once the driver was out. Any solutions for this?
@Eddlm Huh... all I know is I tracked down two of them one car and one motorcycle. I took over the car, drove for like five feet and then it just vanished and I was on foot again, for no reason whatsoever. I knocked the driver off the motorcycle I tracked down, then I got out of my car looked for the bike and it was gone, too. Somethings wrong...
@Eddlm So... when I try too take over any of the added vehicles, when they appear in traffic, they just despawn shortly after I kick original driver out of them. What is up with that? Do I need to install other mods to be able to drive them, instead of just... you know - looking at them? My game is up to date so that can't be it...
@InfamousSabre An idea that popped into my head was givng the option to have multiple weapons in one visual slot. Meaning, you can have more than eight virtual slots for the custom wheel with the standard layout (8 slots). For example, I always sort my weapons according to size, so my thought was to split up the grenade slot, so you can carry 2 types of grenades at once (just an example, my layout is actually a bit more complicated, so it would be to much to explain). So the sticky bomb would be on slot 9 in the script and grenades on slot 7, but they would show up in the same panel and you would have to switch between them.
Not sure if this is a simple solution, or actually too complicated to code, but that's one idea I had. Making an option in the .ini file so people can pick how many weapons they want each slot to be limited to. The more I think about, it the more I feel like this could solve so many problems :D
On a side note I was COMPLETELY wrong about the whole Trevor thing during "Blitz Play": He doesn't get both a sniper and an RPG, the game expects you to STILL HAVE the sniper you bought in "Nervous Ron". Which is understandable, seeing how the developers NEVER intended that we could lose any weapon we got previously (unless the story demanded it). And this one we HAD TO BUY in a mission, so of course they wouldn't give us a replacement in case we didn't have it anymore - because normally there's no way, we wouldn't have it anymore! I'm an idiot...
@InfamousSabre So I did some testing on Blitz Play. Turns out the biggest problems are the following: Franklin gets grenades AND sticky bombs at the same time, meaning the sticky bombs get overwritten and the mission fails, once he gets out of the truck. Similar problem with Trevor: He gets both an RPG and a sniper rifle. He has the RPG first so the sniper is missing. While this doesn't cause a hard fail like the sticky bombs, you still need the sniper rifle to get rid of the LCPD snipers later in the shoot out.
There's gotta be a work around for this
@InfamousSabre "Blitz Play" is currently completely impossible to beat, because the game assumes you're out of stickybombs, right after you slam into the armored truck. Went into the mission with 10 stickybombs but the game insists that I have none. After I exit the mission they are gone too, so my guess is, (although I can't confirm that yet) the game gives Franklin other types of grenades, too (because those GENIUSES at R* probably the figured the mission would suffer if they didn't automatically add like 10 fucking weapons to each players arsenal!!!).
Is there any way to fix this? I really wanted to play the story again with this mod. Please help there's gotta be a way.
Thanks in advance!
@InfamousSabre Sure, but the switchblade has been there before, it's not a new weapon. Also his files don't give anything away about how to fix this.
@InfamousSabre I'm having problems with the switchblade (at least I assume it's just this weapon). I set auto weapon pickup to "0" but the switchblade gets auto-picked-up anyways. That way I can never get rid of it, once I picked it up by accident. Can you tell me how to fix this?
@dev614 I'm having problems with the switchblade (at least I assume it's just this weapon). I set auto weapon pickup to "0" but the switchblade gets auto-picked-up anyways. That way I can never get rid of it, once I picked it up by accident. Can you tell me how to fix this?
@InfamousSabre @Dogemaster420 Can any of you tell me exactly how to fix the infinite pickup problem, please? Honestly I am a bit clueless as to which gamefiles need to be updated and in what way.
@mickyh85 go to the .ini file and set DebugBlips to true. I did that and it displays blips on your minimap for everything that's happening and every new vehicle.
@Eddlm tested it again and so far every added vehicle I tried taking over despawned once the driver was out. Any solutions for this?
@Eddlm Huh... all I know is I tracked down two of them one car and one motorcycle. I took over the car, drove for like five feet and then it just vanished and I was on foot again, for no reason whatsoever. I knocked the driver off the motorcycle I tracked down, then I got out of my car looked for the bike and it was gone, too. Somethings wrong...
@Eddlm So... when I try too take over any of the added vehicles, when they appear in traffic, they just despawn shortly after I kick original driver out of them. What is up with that? Do I need to install other mods to be able to drive them, instead of just... you know - looking at them? My game is up to date so that can't be it...