• PAYDAY 2 V8 - Mint-Condition Thread
    5,002 replies, posted
[QUOTE=KennyAwsum;49740722] I don't want to know how much of a nightmare this was to do in the diesel engine.[/QUOTE] Honestly, not very. He loaded the package that has the goat model [b](SOMETHING YOU NEVER WANT TO DO IF YOU WANT THE GAME TO FUNCTION NORMALLY)[/b], parented the animations to various actions, and then gutted the playerstandard etc. files to make it behave nice. A relatively simple process, just tedious.
There are still peoples out there seriously thinking overkill's plan are to destroy the PD2 community and create a new one for TWD [editline]15th February 2016[/editline] new achievement with no name. probably the goatsim pro job DW one
[QUOTE=Mr. Someguy;49728373]Coyoteze doesn't come here anymore?[/QUOTE] [QUOTE=Bread_Baron;49728572]He was giving them good PR so Almir told him to stop.[/QUOTE] I haven't had much to reply to so I've been lurking v:v:v That and I took some time off for Valentines. Anyway here's a picture of the Pounder being rendered out in the trial version of Octane Render (Maya plugin). Been toying with some renderers recently in my spare time and this one is [I]mindblowing[/I]. [t]http://i.imgur.com/YSEsHUO.png[/t] [editline]15th February 2016[/editline] (It's mindblowing mostly becuase that took [B]about 8 [I]seconds[/I] to render[/B], if I recall. Did it last week.)
Here's the hotfix. [QUOTE] Heisters, We're live with Hotfix 95.1 Hotfix 95.1 changelog Update size: 24.6 MB Weapons Increased the damage on the "Pounder" melee weapon from 30(80) to 70(450) Increased the knockdown on the "Pounder" melee weapon from 30(80) to 70(450) Increased the charge time on the "Pounder" melee weapon from 2 seconds to 4 seconds Fixed an issue where the wrong grenade launcher appeared as a favorite weapon in the FBI files Counterfeit Fixed an issue with the "Basement Dwellers" achievement. It can now be completed on the correct difficulty requirement Fixed an issue related to sound playing from dead civilians Fixed an issue where hostages appeared outside the map Fixed an issue where the team AI walked around during stealth Fixed a collision issue by the beach Fixed an issue where all players had to put on their masks in order for Mitchell to proceed Undercover Fixed an issue where players could get stuck on the roof Sound Fixed an issue with the default soundtrack settings on "Home Invasion 2016" and "Three Way Deal 2016" Thanks! [/QUOTE]
ah yes I cannot wait to return to the hell that is goat sim DW, but harder now
[url]https://steamcommunity.com/groups/sc_mod/discussions/1/520518053432953711/[/url] Has anyone heard of this mod? This seems absolutely amazing. [QUOTE] Complete rebalance of ranged and melee weapon damage. Gun damage is now based on their caliber while melee weapons now closer match the damage cops do. All difficulties have been made much harder. Enemies spawn in greater waves and larger squads.* See here for HP and damage changes. The AI now utilizes functions that Overkill never finished. In other words, they're a lot smarter. Team AI are a lot smarter and far more deadly in a fire fight. They'll also go through hell and high water to get your ass up, and you can now shoot through AI team mates. For those who have small groups or play solo rejoice! Cop AI is much smarter this time around, they rescue civilians when you're not looking, flank, deploy smoke and flash bangs at their feet, regroup and reinforce partial squads, push aggressively when they have you cornered, will use cover intelligently, and deploy special units depending on what you're doing. IE: got an LMG? Expect a lot of Shields.* The AI can now no longer shoot explosives (except Molotovs) out of the air like they're fucking Point Man. Cops now use cameras to get intelligence on your position. So break cameras when you can. Players have less HP but armor and dodge have been rebalanced to compensate for the extra damage enemies do. Cloakers can now be stunned but are completely silent so be sure to check your corners! Cloakers can now wall jump. (Limited to what maps actually have the node for it.) Sprinting Dozers are back and more aggressive than ever! They also can not be stunned. Specials will now spawn in unique squads. Watch out for take down teams, shield phalanxes, and Dozer teams. Skills and Perk Deck rebalances. Master Mind: Hostage Taker now gives 2.5% on basic, and 5% on ace every 5 seconds. Enforcer: Tough Guy Aced now gives 100% more HP during bleed out. The Saw can now saw through shields and does proper damage against dozers if you saw them in the face. Overkill aced now gives a damage bonus for 15 seconds. Pumping Iron Aced now allows you to sprint with any bag. Carbon Blade basic now gives 25% more damage with the saw and Ace no longer has enemies wear it down. Hard Boiled basic makes you 50% more accurate with all weapons when hip firing and Ace gives you 40% more HP Technician: Mag Plus is now % based and gives 25% for both basic and Ace. You can now get a total of 10 trip mines. Sentries in general are much more powerful without skills compared to vanilla so upgrading them can make them quite the tool. The base speed for fixing drills is now 8 seconds, Hardware Expert lets you fix drills in five seconds and Ace now will guarantee you will get the auto restart function applied to drills. Shockproof Ace will now deal 100% of the Taser's HP in damage and are immune to gunfire while being tased. Ghost: SMG Specialist Ace now gives 15% more damage. Dead Presidents replaced with SMG Handling. Basic gives 20% faster RoF on SMGs and Ace gives 25% more stability. Nine Lives Ace now gives a 50% chance to get right back up when getting downed. Moving Target replaced with Subtle. Basically Sneaky Bastard for Ghost. Doesn't stack. The player now has Moving Target and Dead Presidents for free. Fugitive: Swan Song ace no longer gives you infinite ammo and it's time is increased to 5 seconds basic and 10 Aced. Winstone Wolfe basic now lowers cleaner costs by 95%, and ace ADDS one additional bodybag to your inventory. Brother's Keeper now applies to HRTs. Perk Decks: Crew Chief Hostage Situation now gives you and your crew 5% max health and 10% stamina for each hostage up to 4 times. Wolf Pack now gives you and your crew 15% more health. Testudo now gives you and your crew an additional 15% armour. Grinder Has a 50% armour penalty. Gives a 40% HP bonus. Regens 4 HP every half second for 6 seconds while wearing the Flak Jacket when damaging an enemy. Armorer Liquid armor now makes you immune to suppression. Hitman No longer gives an armor penalty but now gives a 45% boost to armor regeneration. Muscle Regen is now 2.5% instead of 4% and only gives 40% more HP. Panic will only effect LMGs and SMGs. Crook No longer gives an armor bonus. Infiltrator You now get a 20% instead of 32% Damage Resistance when surrounded by enemies. Sociopath Now only offers a 5% damage resistance when surrounded by enemies. Weapons and weapon mods. Weapon mod drop system has been changed. You only need to get the card once and you have that mod forever. Almost every weapon mod has been changed in some way, so I will only list mods and weapons with unique effects. Cyclic mods no longer give damage, accuracy, or lock your fire mode. Instead they will increase or decrease your RoF by 15%. Quadstack magazines slow your reload by 15% and drums by 30%. Accuracy now determines damage falloff on shotguns. Every LMG has a "I'll take half that" kit removing the movement penalty and making them easier to control for less total ammo. The MP7, P90, Desert Eagle, (and Raging Bull with a mod) can now pierce body armor and shields. C96 is now full auto. Stat boosts are disabled, the stat boost mod will now unlock unique legendary mods. Threat replaced with Noise Level. Suppressors now give variances on how silent they actually are, the bigger the silencer the less noise they produce. Melee weapons can now score headshots. New weapon mods! Or rather restored ones that Overkill wont release. This includes: 20 round drum magazine for the Saiga-12. 50 round .22lr drum magazine for the MP5. 100 round RPK drum magazine for the AK74. 100 round Beta-C magazine for the M16, M4, AR-15, Olympic Arms K23B, AK5, and LA85A2. 60 round banana magazine for the RPK. (Coming eventually.) Three vertical grips for most assault rifles and some SMGs. Tactical Reloading![en.wikipedia.org] (+1 in the chamber.) Does not effect open bolt, belt fed, breach loaded, and clip fed weapons. Other Changes. Progressive health loss. When revived health restored is dependent on your downs remaining. 75%>50%>26% (disabled on Deathwish, you're fixed to revive at 26%) Tasers will no longer reload your weapons when you get tased. LMG Iron Sights. (This will break if you use another mod that gives ADS to them.) You now have 30% less weapon spread when crouching and 30% more when moving. Recoil is now properly tied to the animation. Ie: Bullets follow the reticule. (So if you're using this mod[forums.lastbullet.net] you might want to turn it off.) Guards who are dominated in stealth will not have their pager go off unless killed. (This still triggers the inspector. Killing him triggers the alarm.) A flash bang indicator. Also flash bangs last 50% longer. Compatibility: -Compatible with NATO -Compatible with Pocohud3. -Compatible with PDTH Hud. -Compatible with Restoration Mod. -Compatible with Project CANARY. -Compatible with DMC's Weapon Overhaul. -Compatible with MORE. -Compatible with Lekousin's Armour Overhaul. -Compatible with Overkill/Deathwish+. -Compatible with Better Bots. -Semi-compatible with Goonmod. See Known Issues. -NOT compatible with Hoxhud or the club sandwich BLT. Known issues: -The world model for the npc M249 may not render correctly. -You can not buy weapon mods with gagecoins from Goonmod while weapon changes are enabled. *Where applicable, not all heists can support it. IE: Nightclub or Jewelry Store.[/QUOTE]
[QUOTE=VietRooster2;49748118][url]https://steamcommunity.com/groups/sc_mod/discussions/1/520518053432953711/[/url] Has anyone heard of this mod? This seems absolutely amazing.[/QUOTE] The creator of it linked it last page :v: [sp]I also did some model/icon work for it so you should totally download it.[/sp]
[QUOTE=fendermcbender;49747110]ah yes I cannot wait to return to the hell that is goat sim DW, but harder now[/QUOTE] What parts give you trouble? Maybe we can advise.
[QUOTE=Finale;49749329]What parts give you trouble? Maybe we can advise.[/QUOTE] I don't think I have any personal problems with it. it usually comes down to my teammates not really knowing what to do and dying at the start? basically either go to the fire apartment, scaffold, or side cafe areas depending on where you spawn. I haven't decided if it's better to get the goats closest to you while taking care of the seemingly endless weak cops that are on the map, or to hold tight and take care of the cops and then get the goats. regardless, the well being of that run of the mission can usually be determined by the first few seconds of the heist. additionally, it's also a little difficult to run on any of my favorite builds. i'm a big support dude in this game (for many reasons) so my latest craze is laying down constant stuns in the form of whatever choice of bow ammo I decide to use, while the fugis/shotgun using forcers lay down the law on stunned specials. kinda hard to do on the wide open day 1. day 1, as I approached understanding how to do the heist, isn't that bad. day 2 just seems pretty unfortunately variable with the cage placement. like, a cage placement by the street where the cops spawn? yeeeeesh.
[QUOTE=VintageCat;49732486][t]http://i.imgur.com/tUxIxsM.png[/t] Ughhhh Why don't they just make a Kawaii with glowing eyes, like the original Mega masks?[/QUOTE]:kawaiidowns:
Poking around with Counterfeit stealth, it appears that they've changed up a few dynamics-but also that a number of bugs remain. I got into the basement without talking to Mitchell by killing the black civilian near the door and crowbaring my way in. So far, so good. When the first pair of police arrived, I killed the first, who pathed into the basement. The other never went downstairs, but instead I found that two civilians (who had spawned in conversation in Mitchell's kitchen) pathed into the basement and alerted off of the hack, which seems to have caused things to instantly go loud. I wish I knew enough to read the heist's scripts the way Frankelstner does, so I could tell what's meant to be going on. Other fun things: Bain answers the phone as so far, FWB, Sturr's office and Steve's Pet Shop. Mitchell's steaks will sometimes catch on fire- I believe it's triggered by amount of time in the heist. It appears that the roof heli-drop of snipers/blue swat can only occur once. [QUOTE=fendermcbender;49750276]I don't think I have any personal problems with it. it usually comes down to my teammates not really knowing what to do and dying at the start? basically either go to the fire apartment, scaffold, or side cafe areas depending on where you spawn. I haven't decided if it's better to get the goats closest to you while taking care of the seemingly endless weak cops that are on the map, or to hold tight and take care of the cops and then get the goats. regardless, the well being of that run of the mission can usually be determined by the first few seconds of the heist. additionally, it's also a little difficult to run on any of my favorite builds. i'm a big support dude in this game (for many reasons) so my latest craze is laying down constant stuns in the form of whatever choice of bow ammo I decide to use, while the fugis/shotgun using forcers lay down the law on stunned specials. kinda hard to do on the wide open day 1. day 1, as I approached understanding how to do the heist, isn't that bad. day 2 just seems pretty unfortunately variable with the cage placement. like, a cage placement by the street where the cops spawn? yeeeeesh.[/QUOTE] Some Goat heist tipz(really? no bulleted lists, but I can insert and modify tables?!): General: Typical DW rules apply- having someone with an RPG is strongly recommended. Helicopter snipers can be killed before they can fire. This saves a tremendous amount of time. As always on DW, be comfortable [I]not[/I] killing all the cops. [B]Day 1:[/B] Your first step should be to take out only immediately nearby targets and get out of the starting area- it's effectively an enemy crossfire. Run the central park first-it has much worse sniper overlook than any other part of the map. I recommend doing the apartment next, because it's usually the make-or-break part of runs due to scripted internal spawns. Generally stay in a group, with the exception of the person moving goats to/from the truck with the car. Stick to the outer edge of the map, as it takes police longer to path around. [B]Keep Moving.[/B] GS day 1 is a repeat of the good old days of the armored transports- "kiting" an assault wave around the map dramatically reduces the amount of police you will face in a given location. When facing Winters' location from the park, the right side is further from normal enemy pathing and spawnpoints. It's the best approach when setting up explosives/molotovs. A player with Technician skills to speed up the drill/cutter task is great, but not really needed. [B]Day 2: [/B] Players should know where the Hondurans will spawn and attack from- particularly holes in the roof. A flamethrower is excellent for this part of the day. Don't forget that preventative molotovs are good for keeping the police off of the cage. Good holdouts for cage positions: Road- the area between the front of the truck and the nearby waist-high wall. Bridge-the area between the cage and the nearest wall, or the nearest SWAT truck. Silo- In many cases, staying closer to the barn is better. You really don't need to stay on top of the cage. Have someone with C4 or a saw for the bridge control door. If not, note that you can fix the drill from below the stairs. The best holdout for the bridge sequence is directly behind the building, on the far right corner when coming into the area from the road. You can take potshots at police pathing around the fence, you have a right angle to use as cover, and you're as far as you can safely be from enemy spawnpoints. If your car is smoking, consider intentionally breaking it, then repairing it during an assault break.
[IMG]http://i.imgur.com/KvCk67U.png[/IMG] [editline]16th February 2016[/editline] by the way am I the only one who want them to do some sort of character that is both a contractor and a heister?Like,he talk like other contractor do in recent heist,but if you play as him you hear him talking but not through the radio,etc
I was kinda hoping they would do mega versions of all the hiester masks before they did any other designs. Richard returns returns plz.
Glad the new heister is going to have a lot of lines but could we like get some lines for the old heisters too? Big Fat VO update, where are you?
So are people who join servers already in progress supposed to go down for no reason at all when they spawn?
[QUOTE=fulgrim;49753392]I was kinda hoping they would do mega versions of all the hiester masks before they did any other designs. Richard returns returns plz.[/QUOTE] That's honestly what I wanted the most. It'd have to be retroactive though and include a mega design for every new heister they make.
[QUOTE=VietRooster2;49748118]Has anyone heard of this mod? This seems absolutely amazing.[/QUOTE] Never heard of it. I think it looks pretty bad, just because it's a mod that changes stats. And as we know those are cheats no matter the context, anyone using this mod is getting kicked from MY lobbies and reported to Overkill.
[QUOTE=SC;49755530]Never heard of it. I think it looks pretty bad, just because it's a mod that changes stats. And as we know those are cheats no matter the context, anyone using this mod is getting kicked from MY lobbies and reported to Overkill.[/QUOTE] Woah, edgy.
[QUOTE=Zadrave;49755624]Woah, edgy.[/QUOTE] Not wanting script kiddies shitting up your game is edgy? Or is it because he formed his own opinion?
[QUOTE=Mr. Someguy;49755672]Not wanting script kiddies shitting up your game is edgy? Or is it because he formed his own opinion?[/QUOTE] "Reporting to overkill" for using mods is probably the most unintelligent thing I've heard today.
[QUOTE=SC;49755530]Never heard of it. I think it looks pretty bad, just because it's a mod that changes stats. And as we know those are cheats no matter the context, anyone using this mod is getting kicked from MY lobbies and reported to Overkill.[/QUOTE] [del]Okay hall monitor, might as well report the majority of the people in this thread, it's safe to say most of us use some kind of stat re-balance mod, myself included[/del] That went over my head big time, apologies.
In case the joke went above everyone's head. SC is the creator of SC's mod. Go figure.
Not only that but he was being tongue in cheek and sarcastic about how Overkill and the community react. Its really edgy, he is poking fun at the less than stellar support and less than stellar community.
I feel idiotic now.
I dunno why but everytime i seem to play with randoms on payday 2, people continue to stun me in disbelief as to how fucking stupid they can be. It feels like a majority, even with people that have Infamy levels. Generally however about 5-6+ Infamy is when you start getting people with a brain. I dunno how many times i have to say "don't put in that fucking bar code for the love of god" in HM only to have some chump walk right up to it with whatever code he picked up and waste a couple of minutes of my time. It's the exact same with anything that requires you to think logically about an objective, Meth, Computers in Big Bank, The engines in Big Oil. Ectra. I wish there was a mod that could essentially idiot proof those objectives, i know meth helper exists and god knows i'd never get tons of bags in cook off Overkill without it with randoms around. The most frustrating part is when you meticulously explain how the objective works and they fuck it up anyway, either because they weren't listening, didn't understand or already jumped the gun and did it before i could say anything to the contrary. You could say that the solution is to raise the rep limit of the lobby and host or even group up in the FP group or with my friends. However for most of the time when i want to play Payday 2, i want to jump into a quick heist for a fix and relax. I don't want to babysit my lobby or have to wait until my friends are online or someone to join the game in the group.
[QUOTE=E.C.S;49755762]In case the joke went above everyone's head. SC is the creator of SC's mod. Go figure.[/QUOTE] [QUOTE=doommarine23;49755788]Not only that but he was being tongue in cheek and sarcastic about how Overkill and the community react. Its really edgy, he is poking fun at the less than stellar support and less than stellar community.[/QUOTE] Well I'm glad a few folks seem to have gotten the joke initially. In all seriousness that attitude is what modders have had to deal with since release, it's that reaction that the majority of the community gave to actually talented people that drove them away. I mean it seems whenever someone does something groundbreaking they end up getting something along the lines of that abortion of a post I typed up (Ironically of course). Thankfully this behavior has actually died down a LOT since a certain moderator on the Steam Hub was removed from his position, one of the reasons for that being his general snarky attitude about Payday lua mods and condoning that kind of harassment in the modding subforum (It's why nobody's posted in there for the longest time.) Might seem salty as hell for me to make fun of the "Vanilla or die" crowd, but me being salty about harassment from these kind of people to myself and my peers doesn't make my complaints any less justified.
One potential solution on Overkill's part might be a server "gameplay modded" tag equivalent to the loud/stealth tags. Counterfeit stealthchat: So many bugs edition The sequence of cop arrivals appears to only begin when you place the first hacking device. A team with bodybags may be able to drastically simplify this process by...removing...all civilians from anywhere the police will path. It appears that at some point in the process after the first pair of police arrive, any NPC being alerted immediately sets the game to loud. The details of this are unclear, but it appears to occur before any "mandatory loud" trigger. Whether or not you answer the phone may not do anything to the stealth portion. Responses I've heard so far include: McKendrick Museum, FWB, Dragon Buffet, Steve's Pet Shop, "Mr. Sturr's office". On the bright side, I've confirmed that Mitchell likes his steaks well done: (no timg? really?) [img]http://i.imgur.com/LP3DMLy.jpg[/img] This triggers at ~20 minutes on the heist timer. Obviously they didn't imagine things would remain quiet for so long. Another bug: before you talk to him, Mitchell is holding a bugged-out cigarette model inside his hand. After he returns from the basement, he's properly using a barbecuing fork.
[img]https://img1.etsystatic.com/108/0/11005815/il_570xN.922182815_4kd0.jpg[/img] [url="https://www.etsy.com/listing/268180335/hoxton-payday-mask?ga_order=most_relevant&ga_search_type=all&ga_view_type=gallery&ga_search_query=payday%20mask&ref=sr_gallery_13"]Wowzers[/url]
[QUOTE=KennyAwsum;49756017]I dunno why but everytime i seem to play with randoms on payday 2, people continue to stun me in disbelief as to how fucking stupid they can be. It feels like a majority, even with people that have Infamy levels. Generally however about 5-6+ Infamy is when you start getting people with a brain. I dunno how many times i have to say "don't put in that fucking bar code for the love of god" in HM only to have some chump walk right up to it with whatever code he picked up and waste a couple of minutes of my time. It's the exact same with anything that requires you to think logically about an objective, Meth, Computers in Big Bank, The engines in Big Oil. Ectra. I wish there was a mod that could essentially idiot proof those objectives, i know meth helper exists and god knows i'd never get tons of bags in cook off Overkill without it with randoms around. The most frustrating part is when you meticulously explain how the objective works and they fuck it up anyway, either because they weren't listening, didn't understand or already jumped the gun and did it before i could say anything to the contrary. You could say that the solution is to raise the rep limit of the lobby and host or even group up in the FP group or with my friends. However for most of the time when i want to play Payday 2, i want to jump into a quick heist for a fix and relax. I don't want to babysit my lobby or have to wait until my friends are online or someone to join the game in the group.[/QUOTE] Personally, when I deal with pubs, I don't really take it seriously ; I mostly run around and do as many kills as possible while the noobs try and figure out how to play.
you know a third person animation update will be great.. but no.
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