[URL="https://modworkshop.net/mydownloads.php?action=view_down&did=21995"]This thing is finished[/URL]
[t]https://modworkshop.net/mydownloads/previews/preview_1664_1519190694_490fbd271133f68ec7e48e20dd1dc64d.jpg[/t]
[QUOTE=SlickBlade;53148258][URL="https://modworkshop.net/mydownloads.php?action=view_down&did=21995"]This thing is finished[/URL]
[t]https://modworkshop.net/mydownloads/previews/preview_1664_1519190694_490fbd271133f68ec7e48e20dd1dc64d.jpg[/t][/QUOTE]
That NPC Weapons mod is still dead, isn't it? I feel it'd be funny if the HQ weapons being disabled would render the NPC versions of those guns if a player uses it in third-person view.
(Now, where is the playable Cloaker mod? What about playable Heavy ZEAL units?)
[QUOTE=BenjaminTennison;53148419]That NPC Weapons mod is still dead, isn't it? I feel it'd be funny if the HQ weapons being disabled would render the NPC versions of those guns if a player uses it in third-person view.
(Now, where is the playable Cloaker mod? What about playable Heavy ZEAL units?)[/QUOTE]
The mod works for all units, ignoring OD and Russian Akans. But as the desc reads, all those player weapons in the hands of AI, huge performance sink. Lowered fps, microstutters on unit spawn, out-of-memory crashes, and a few of the guns crash no matter what.
This mod is very lightweight.
[QUOTE=SlickBlade;53148470]The mod works for all units, ignoring OD and Russian Akans. But as the desc reads, all those player weapons in the hands of AI, huge performance sink. Lowered fps, microstutters on unit spawn, out-of-memory crashes, and a few of the guns crash no matter what.
This mod is very lightweight.[/QUOTE]
There's NPC Weapons Customizer, or so I think it was called.
[QUOTE=BenjaminTennison;53148491]There's NPC Weapons Customizer, or so I think it was called.[/QUOTE]
Oh that one, that's long dead. The one I mentioned before was just player versions of the models and thats it
[QUOTE=SlickBlade;53148521]Oh that one, that's long dead. The one I mentioned before was just player versions of the models and thats it[/QUOTE]
Good, that confirms it. [SP]I'll have to say again, that it'd have been kinda funny if the NPC versions of the various weapon models were used in place of player variants with HQ weapons disabled in the options.[/SP]
However, I wish NPCs would spawn with either the Crosskill OR Chimano, to make variation. Look at this list of weapons they can have according to [B]charactertweakdata.lua[/B] : [CODE]function CharacterTweakData:_create_table_structure()
self.weap_ids = {
"beretta92",
"c45",
"raging_bull",
"m4",
"ak47",
"r870",
"mossberg",
"mp5",
"mp5_tactical",
"mp9",
"mac11",
"m14_sniper_npc",
"saiga",
"m249",
"benelli",
"g36",
"ump",
"scar_murky",
"rpk_lmg",
"svd_snp",
"akmsu_smg",
"asval_smg",
"sr2_smg",
"ak47_ass",
"x_c45",
"sg417",
"svdsil_snp",
"mini",
"heavy_zeal_sniper"
}
self.weap_unit_names = {
Idstring("units/payday2/weapons/wpn_npc_beretta92/wpn_npc_beretta92"),
Idstring("units/payday2/weapons/wpn_npc_c45/wpn_npc_c45"),
Idstring("units/payday2/weapons/wpn_npc_raging_bull/wpn_npc_raging_bull"),
Idstring("units/payday2/weapons/wpn_npc_m4/wpn_npc_m4"),
Idstring("units/payday2/weapons/wpn_npc_ak47/wpn_npc_ak47"),
Idstring("units/payday2/weapons/wpn_npc_r870/wpn_npc_r870"),
Idstring("units/payday2/weapons/wpn_npc_sawnoff_shotgun/wpn_npc_sawnoff_shotgun"),
Idstring("units/payday2/weapons/wpn_npc_mp5/wpn_npc_mp5"),
Idstring("units/payday2/weapons/wpn_npc_mp5_tactical/wpn_npc_mp5_tactical"),
Idstring("units/payday2/weapons/wpn_npc_smg_mp9/wpn_npc_smg_mp9"),
Idstring("units/payday2/weapons/wpn_npc_mac11/wpn_npc_mac11"),
Idstring("units/payday2/weapons/wpn_npc_sniper/wpn_npc_sniper"),
Idstring("units/payday2/weapons/wpn_npc_saiga/wpn_npc_saiga"),
Idstring("units/payday2/weapons/wpn_npc_lmg_m249/wpn_npc_lmg_m249"),
Idstring("units/payday2/weapons/wpn_npc_benelli/wpn_npc_benelli"),
Idstring("units/payday2/weapons/wpn_npc_g36/wpn_npc_g36"),
Idstring("units/payday2/weapons/wpn_npc_ump/wpn_npc_ump"),
Idstring("units/payday2/weapons/wpn_npc_scar_murkywater/wpn_npc_scar_murkywater"),
Idstring("units/pd2_dlc_mad/weapons/wpn_npc_rpk/wpn_npc_rpk"),
Idstring("units/pd2_dlc_mad/weapons/wpn_npc_svd/wpn_npc_svd"),
Idstring("units/pd2_dlc_mad/weapons/wpn_npc_akmsu/wpn_npc_akmsu"),
Idstring("units/pd2_dlc_mad/weapons/wpn_npc_asval/wpn_npc_asval"),
Idstring("units/pd2_dlc_mad/weapons/wpn_npc_sr2/wpn_npc_sr2"),
Idstring("units/pd2_dlc_mad/weapons/wpn_npc_ak47/wpn_npc_ak47"),
Idstring("units/payday2/weapons/wpn_npc_c45/wpn_npc_x_c45"),
Idstring("units/pd2_dlc_chico/weapons/wpn_npc_sg417/wpn_npc_sg417"),
Idstring("units/pd2_dlc_spa/weapons/wpn_npc_svd_silenced/wpn_npc_svd_silenced"),
Idstring("units/pd2_dlc_drm/weapons/wpn_npc_mini/wpn_npc_mini"),
Idstring("units/pd2_dlc_drm/weapons/wpn_npc_heavy_zeal_sniper/wpn_npc_heavy_zeal_sniper")
}[/CODE]
The Beretta 92, Crosskill .45, and Locomotive 12G are never used by NPCs in PAYDAY 2. But I guess the main reason is that these are leftovers from PDTH.
Hm. One missing from that list is a NPC Mosconi 12G, with sawn off barrel and sawn off stock.
The files are there, but not used by anyone at all. Let alone in that list.
I know one of those enemy overhaul mods introduced a bulldozer using one. Screenshots are gone though.
[QUOTE=Robospike;53145436]Some [URL="https://www.reddit.com/r/NintendoSwitch/comments/7ye2n6/payday_2_arrived_early_will_try_the_game_for_any"]guy on Reddit[/URL] managed to get Payday 2 Switch early (although he hasn't said much). No Scarface, Sangres, Duke, or h3h3 (their perk decks neither, assumably).
[b]Edit:[/b]
[URL="https://www.reddit.com/r/NintendoSwitch/comments/7yv8gr/please_do_not_buy_payday_2_for_switch_its_a/"]uhoh[/URL][/QUOTE]
Update: Looks like [URL="https://www.reddit.com/r/paydaytheheist/comments/7yuljb/the_switch_version_is_below_update_130/dukmqb6/"]the Switch version is running on Update 117 (!)[/URL] which hilariously enough was day 9 of the 10-day Housewarming event. [URL="https://www.reddit.com/r/paydaytheheist/comments/7yuljb/the_switch_version_is_below_update_130/"]More details in the OP update[/URL].
absolutely disgusting
It's because of the cert timeline. They already said they're going to release content updates. A lot people on reddit seemingly not understanding what Nintendo cert entails. A lot of folks thinking console updates are free and fast. A lot of folks seemingly thinking starbreeze wouldn't have access to the cert process in advance of the public console release, which is particularly mind-boggling.
Yeah that makes sense. Just disappointing we can't launch with the team AI updates, but portable payday is portable payday
could be worse
could be a shitty ipad pvp game
[QUOTE=SlickBlade;53148945]Hm. One missing from that list is a NPC Mosconi 12G, with sawn off barrel and sawn off stock.
The files are there, but not used by anyone at all. Let alone in that list.
I know one of those enemy overhaul mods introduced a bulldozer using one. Screenshots are gone though.[/QUOTE]
I've been looking at the C45 again, it's actually the Chimano 88 with the tactical pistol light. Also, Dallas uses [b]beretta92[/b] as a team AI bot.
It's been a couple years since I looked into it, and evidence is hard to find because it's NDA'd to hell and back (and because leaking is a good way to never get published again), but I believe Nintendo has a reputation for absolutely crippling certs and standards from several directions. They don't have the reputation for arbitrary reversals and sudden cert requirement changes that Microsoft did back in the day, but their certs are really demanding (and, obviously, they can take [I]forever[/I]).
iirc patch charges were in the many millions of dollars, too, but that info was a couple consoles back. ofc patch cert also has a timeline, though it probably varies a lot.
By all means, Overkill have once again really sabotaged themselves by neglecting communications work on this area, but the complaints are basically not grounded in reality. There's basically nowhere else that works like Steam does. Valve's user-friendliness for developers (and ability to eat the associated costs and risks) is a huge part of why they're still so dominant in the PC distribution field.
[QUOTE=Finale;53149012]It's been a couple years since I looked into it, and evidence is hard to find because it's NDA'd to hell and back (and because leaking is a good way to never get published again), but I believe Nintendo has a reputation for absolutely crippling certs and standards from several directions. They don't have the reputation for arbitrary reversals and sudden cert requirement changes that Microsoft did back in the day, but their certs are really demanding (and, obviously, they can take [I]forever[/I]).
iirc patch charges were in the many millions of dollars, too, but that info was a couple consoles back. ofc patch cert also has a timeline, though it probably varies a lot.
[/QUOTE]
if i’m remembering podcasts and my own knowledge through the year, the Nintendo cert process has lightened up a ton around early Wii U.
I think. pretty sure.
Simon Viklund will be holding a charity eBay auction today; he'll be auctioning off the two sets of headphones he used to compose the soundtracks for Payday 1 and 2. He's also going to throw in a Payday 2 duffle bag, and his crew t-shirt.
isn't he still doing tracks for payday 2?
New beta update, adding a number of enemy hurt animations, and attaching the separate One Down modifier onto the server and menu interfaces.
[QUOTE=PaperMartin;53153496]isn't he still doing tracks for payday 2?[/QUOTE]
Occasionally, as freelance.
[QUOTE=Finale;53153776]New beta update, adding a number of enemy hurt animations, and attaching the separate One Down modifier onto the server and menu interfaces.
Occasionally, as freelance.[/QUOTE]
Ah, a new Mutation that allows playing One Down on any difficulty? This should get the drop on them newbs!
Haha, they screwed...something up and were briefly giving all players a weird collection of conditional "complete overkill with X" achievements. Hotfix just patched that. Also, again, a handful of weird undocumented adjustments to reload speeds and some other stats, according to Hoxi in the forums.
[QUOTE=BenjaminTennison;53153905]Ah, a new Mutation that allows playing One Down on any difficulty? This should get the drop on them newbs![/QUOTE]
It's a separate toggle (a bit like the team AI switch) in the heist setup, and they've added a very visible indicator to the crimenet interface. Right now you wind up with ONE DOWN: ONE DOWN lobbies.
[QUOTE=Finale;53154065]Haha, they screwed...something up and were briefly giving all players a weird collection of conditional "complete overkill with X" achievements. Hotfix just patched that. Also, again, a handful of weird undocumented adjustments to reload speeds and some other stats, according to Hoxi in the forums.
It's a separate toggle (a bit like the team AI switch) in the heist setup, and they've added a very visible indicator to the crimenet interface. Right now you wind up with ONE DOWN: ONE DOWN lobbies.[/QUOTE]
Some more stuff from Hoxi's [URL="http://steamcommunity.com/app/218620/discussions/31/1693788384129620763/"]post[/URL], the Compact 40mm uses a new equip different from the GL40 (I thought it was different when it was added extending the stock) and "the CMP, Spec Ops, Jackal, Patchett L2A1, Jacket's Piece and CR 805B SMGs got the same treatment as most pistols and some other ARs when firing the last round in the mag." I assume this means the bolts/slides lock back. Also
[QUOTE]There are other minor cosmetic changes but I would need to launch the game to check them individually. If you want to do that, check the Signature looks when modified with the slides and the Baby Deagle when modified with the Spike Body Kit.
Also check the Crosskill normal and empty reload, because of this:
self.colt_1911.animations = {
fire = "recoil",
- reload = "reload",
- reload_not_empty = "reload_not_empty",
I hope that doesn't cause any issues. Those lines just got removed.[/QUOTE]
[QUOTE=Finale;53154065]Haha, they screwed...something up and were briefly giving all players a weird collection of conditional "complete overkill with X" achievements. Hotfix just patched that. Also, again, a handful of weird undocumented adjustments to reload speeds and some other stats, according to Hoxi in the forums.
It's a separate toggle (a bit like the team AI switch) in the heist setup, and they've added a very visible indicator to the crimenet interface. Right now you wind up with ONE DOWN: ONE DOWN lobbies.[/QUOTE]
ONE DOWN: ONE DOWN, kinda redundant there. That's why the hardest difficulty will be renamed.
Also, I've got my DMR kit for the AK weapon family. I don't know if they ever fixed Here Comes the Pain Train, but I guess I've rightfully earned it… just like Hassat Hunter is awesome guy.
[QUOTE=BenjaminTennison;53154265]ONE DOWN: ONE DOWN, kinda redundant there. That's why the hardest difficulty will be renamed.
Also, I've got my DMR kit for the AK weapon family. I don't know if they ever fixed Here Comes the Pain Train, but I guess I've rightfully earned it… just like Hassat Hunter is awesome guy.[/QUOTE]
DMR weapons are sort of overnerfed. They didn't get a damage buff after the silencer skills removal, and their ammo efficiency got thrown in the dumpster. The M308 used to have 3-5 bullets per box with Fully Loaded Aced. Now you're lucky to get 2.
They add 50 new hurt animations but still don't have animations for miniguns in third person? I find that particularly baffling since the minigun dozers are featured in actual difficulties now, rather than just CS
[QUOTE=Square_Rabbit;53154384]They add 50 new hurt animations but still don't have animations for miniguns in third person? I find that particularly baffling since the minigun dozers are featured in actual difficulties now, rather than just CS[/QUOTE]
Not only that, the minigun is an actual, practical weapon to use now.
Rather than being a shitty meme before its rework.
[QUOTE=brenz;53154462]Not only that, the minigun is an actual, practical weapon to use now.
Rather than being a shitty meme before its rework.[/QUOTE]
Is the Minigun still viable in the beta after a bunch of guns got damage buffs to make up for removing Silent Killer?
[QUOTE=TheBorealis;53154701]Is the Minigun still viable in the beta after a bunch of guns got damage buffs to make up for removing Silent Killer?[/QUOTE]
Absolutely.
Frenzerker, Iron Man Aced with Bullseye Aced and Shock n Awe Aced, Underdog Aced, Body Expertise with Surefire and Lock n Load Aced. Add to that the 25% knockdown skill and the +12 hipfire accuracy skills and for the perk deck, all you need is Anarchist.
Speaking of animations, I guess I haven't been that active in this thread the past year but it's been mostly due to shifting priorities (I've been working more on Dead By Daylight these days).
I figured though since some of you know I work here, I'll pop in to say as of March 23rd I'm actually leaving Starbreeze & Overkill. Partly due to health reasons (I'm currently on a doctor-ordered sick leave), but also because I feel it's just time for me to move on and feel the grass on the other side of the fence.
I'll be starting at a smaller studio called Toadman Interactive though, and I'm moving away from the whole trailer/marketing thing to focus on gameplay animation again. One of the [URL="https://twitter.com/Sadir_S_Samir"]former Payday-writers[/URL] actually works there already, so it's familiar faces. :]
Gotta say that it's been pretty cool to see this thread stay so alive these past 3.5 years, I've seen it go from the first thread to this iteration. Some of you were even here from the start and it's been fun to take this "journey" with y'all. :vs:
I'll probably still play the game though. Maybe actually more now that it's not longer my job to do so, lmao
payday had writers?
[QUOTE=TheBorealis;53154701]Is the Minigun still viable in the beta after a bunch of guns got damage buffs to make up for removing Specialized Killing?[/QUOTE]
Fixed it for ya.
i’m gonna be real upset when they add a whole set more of difficulty achievements for this OD difficulty push they just sort of decided to greenlight despite the community reception being lukewarm
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