=== Official Project Enhancement V Discord === Make sure to join our Discord for suggestions, bug reports, support, and a look at whats going on behind the scenes. "https://discord.gg/bVBSyzs9QD".
=== Disclaimer ===
Applies for Update 6.0
This mod can affect missions, although not game breaking, certain vehicles may not fit right within the situations at hand, such as military using NOOSE TRU riots during the paleto bay heist.
These 4 vehicle name hashes, FBI2, SHERIFF2, CRUSADER and NOOSEVAN are hardcoded to be able to respond in swat_automobile. Therefore, I replaced FBI2 with a marked LSPD granger, CRUSADER with NOOSE TRU riots and NOOSEVAN with FIB riots.
To spawn the unmarked granger, use fbi.
To spawn the unmarked buffalo use fbi22.
To spawn the crusader, use armycrusader.
=== About ===
Dispatch & Tactics Enhancement V is designed to ramp up the difficulty and action that expands on Grand Theft Auto V's dispatch system while staying true to the lore friendly agencies of GTA V's universe. It provides a complete rework of AI behaviours to refine the experience. No longer a simple combatbehaviours.meta tweak, but a whole overhaul across multiple files to enhance the immersion of realistic police behaviours and other AI such as gangs and the military.
With that being said, this mod provides a plethroa of features that are too many to count! New agencies, custom ped models and vehicles, realistic brawling and more! With more then 4 months of development, I know you will enjoy what this mod has to offer.
=== Features ===
--- Dispatch System ---
- A whole new dynamic dispatch system built from scratch, expanding R*'s dispatch system to its potential.
- Encorporates lore friendly agencies with new vehicles and peds across Grand Theft Auto V's universe.
- New dynamic equipment for law enforcement agencies. At five stars, expect to see helmets, bulletproof vests and tactical leggings.
- Better transition between each wanted level. Every star now lasts longer to build the rising action to five stars.
- Law enforcement no longer forget a wanted felon easily. At five stars, expect a manhunt for a long duration of time.
- Emergency services, such as ambulances and the fire department take much longer to respond to the scene. Making stealth kills more immersive
--- Tactics ---
- Pursuing law enforcement are now much faster, smarter and more efficient onfoot and in vehicles, and will now use PIT menuvers properly.
- Law enforcement are now much more realistic in combat. They will now take cover immediately being fired upon, and will be pinned down in a realistic manner. Police will now flank and strafe much more dynamically, and will stay perfer to stay in a tight group formation to work as a team and will help the wounded much more often.
- Law enforcement will now try their best to avoid shooting the suspect when still or inside an immobile automobile, and will now prefer to arrest the suspect.
- Police helicopters will no longer open fire at three stars, and will now use a megaphone.
--- Stealth ---
- AI now has realistic perception and senses. You can now sneak behind AI without them noticing.
- Police will now search for at your last location, if not found, a large search area will be generated around the player. This will make the police search in said search area, and not go directly to the player's hiding spot.
- Decreased identification range for all AI to emulate realistic hiding in cars.
- All crimes now have to be witnessed and be reported to the police.
- Witnesses take longer to dial 911.
--- Melee Brawls ---
- AI is now more likely to do follow up attacks and combos.
- AI is now more likely to dodge.
- AI is now more likely to counter-attack.
- Fights now last much longer with decreased damage with all melee sources.
--- General ---
- Police, Security, Swat and Army will stay at the crime scene for much longer. Gangs will stick around longer to make sure the hostile is dead.
- Gang members are now much more reckless. - Improved Patrol AI of Security Guards. They will now wait longer before proceeding to the next patrol point, and have a larger patrol radius.
- Improved Shark AI. They now have a more dynamic circle radius, more likely to fake approach the player, and has a longer timeout before giving up chasing the player.
- Improved Criminal AI hijacking other AI's vehicles. They will now search at a greater distance, and will now be able to steal cars at intersections during a redlight.
- Improved Dangerous Driving AI. They will now drive recklessly and faster.
- AI now requires time to aim to shoot out tires.
=== Editions ===
--- Standard Edition --- - A whole new dynamic dispatch system built from scratch.
- Add-on vehicles and peds.
- A complete rework of AI behaviours.
- Requires a gameconfig.
--- Lite Edition --- - No whole new dynamic dispatch system built from scratch.
- No Add-on vehicles and peds.
- A complete rework of AI behaviours.
- Does not require a gameconfig.
✔ Better Chases ✔ World of Variety - Install first, then this mod
½ Handling Mods - Instructions inside archive. Handling.meta is required for police to use searchlight.
½ Hanako's AI Cover Animation - Needs more testing. Optional compatability file included with the mod.
✖ Vehicles.meta mods. - Anything that replaces this file will break the mod. Instructions included with the mod for manual installation to allow custom vehicles.meta.
✖ LSPDFR - Mod wont be noticeable, since LSPDFR uses its own police AI.
=== Requirements! ===
You need a gameconfig to run this mod. I recommend,
Bad Company
- Base Models and textures from Enhanced US Army and Enhanced GIGN.
Notreid
- Badge and Tactical Vests textures from LS/LA County Sheriff's Department.
Baud0412
- Tactical Vests and Hat model.
=== License & Permissions ===
Copying or redistributing this mod or its contents without approval from the respected author is prohibited.
This mod is exclusive for download at GTA5-Mods.com only. Downloads from other sites will be regarded as stolen.
Contact me if you have a question or a problem via fourms or the comments or at the Official Project Enhanced V Discord Server here, "https://discord.gg/kfmVRar".
=== Changelog ===
Dispatch & Enhanced V 6.0 - The Zancudo Update.
[Standard Edition 6.0]
Dispatch System
- Overhauled and Fixed Fort Zancudo Responses.
- Added LSPD/LSSD Detectives. They will respond with unmarked buffalos at 3 stars. - Adjusted Police Automobile and Swat Automobile ratio at 5 stars.
- FIB Responders now use unmarked grangers in teams of four.
- LSPD/LSSD no longer use marked grangers for cops.
Balance
- Increased Police Despawn Distance so police will stay at your last known position much longer before despawning one your further away.
- Decreased Police Spawn Frequency.
- Cops and Swat will now shoot further away, Army, Noose and FIB HRT will shoot even further away.
- Adjusted accuracy across the board.
- Slightly adjusted police senses.
Improvements
- Overhauled Law Enforcement AI. They will now work closer as a team, helping the wounded, staying in defensive positions...etc.
- Overhauled military appareles. New tactical vests, helmets and more.
- Added new bulletproof vest for LSPD and LSSD officers.
- Added new bulletproof vest and tactical headgear for LSPD and LSSD and FIB Responders.
- Replaced Law Enforcement Pilots with LSPD and LSSD Responders.
- Replaced FIB SWAT and FIB HRT emblem with a more realistic counterpart.
- NOOSE TRU, FIB SWAT and FIB HRT will now exit from the back of their riot vans.
- Darkend Goggles to for FIB SWAT and FIB HRT.
- Improved badge texture for male LSPD officers.
- Improved textures for female law enforcement.
- Added specular lighting to badges for female LSPD officers.
- Changed lightbars on police vehicles from grey to blue and red.
Misc - Added optional file for military at five stars.
- Added optional hardcore file for military at five stars.
- Added optional file for improved police arrest behaviours. - Added optional file for compatability with Damian's Police Patrol add-on from Pull Me Over.
- Added optional file for new jurisdictions for military in the rayton canyons combined with Stryfaar's jurisdiction fix.
- Removed Useless File (WeaponEvents.ymt)
Bugs and Fixes
- Fixed LSSD Emblems having LASD emblems.
- Fixed Normal Maps for S_M_Y_SWAT_01
- Fixed SWAT Helicopter not spawning at 5 stars.
- Fixed invalid hashes in Combatbehaviours.meta.
- Fixed unpredectible behaviour from helicopter AI by giving their weapons back.
- Fixed ghost drivers spawning at fort zancudo.
[Lite Edition 1.8]
- Added optional file for improved police arrest behaviours.
- Added optional file for new jurisdictions for military in the rayton canyons combined with Stryfaar's jurisdiction fix.
- Decreased Police Spawn Frequency.
- Adjusted accuracy across the board.
- Increased Police Spawn Distance to match with Police Senses better.
- Increased Police Despawn Distance so police will stay at your last known position much longer before despawning one your further away.
- Removed all Police Despawning when clumped mechanics. This will make it so police can only despawn when you are too far away from your last known position.
- Fixed SWAT Helicopter not spawning at 5 stars.
- Fixed invalid hashes in Combatbehaviours.meta.
- Cops and Swat will now shoot further away, Army will shoot even further away.
[Standard Edition 5.5d]
- Fixed Police Helicopters Fleeing from the scene at 3 stars.
[Standard Edition 5.5c]
- Fixed Police Helicopters not spawning at 3 stars.
[Standard Edition 5.5b]
- Fixed Sounds for Unmarked Granger, FIB Riot and NOOSE Riot.
[Standard Edition 5.5]
- Added compatability for Cops Back on the Beat. This prevents riots spawning in the desert, and only allows cruisers to patrol.
- Added female cops and more variation to the male cop into the natural spawn list.
- Added optional Improved AI traffic behaviours and speed.
- Added LSPD Pilots for Police Helicopter. LSPD SWAT will now only spawn in SWAT Helicopters.
- LSPD, LSSD and FIB SWAT, FIB HRT and NOOSE TRU will now flee without a weapon. NOOSE HRU will now only be confident enough to engage in a melee fight against an armed ped.
- NOOSE HRUs no longer ragdoll upon contact.
- Police automobiles will now break further away arriving at the crime scene.
- Removed Police Helicopters at 4 stars and up. There is now 2 SWAT helicopters at 4 stars, and 3 SWAT helicopters at 5 stars.
- Removed "FLAG_BIG" for all vehicles. Larger vehicles will now stop to let the police pass by.
- Cleaned up and optimized vehicles.meta.
- Changed dlc title to DTE.
[Lite Edition 1.7]
- Added optional Improved AI traffic behaviours and speed.
- Added optional removed "FLAG_BIG" for all vehicles. Larger vehicles will now stop to let the police pass by.
- Swat And Military will now flee without any weapons against an armed ped.
- Police automobiles will now break further away arriving at the crime scene.
- Removed Police Helicopters at 4 stars and up. There is now 2 SWAT helicopters at 4 stars, and 3 SWAT helicopters at 5 stars.
[Standard Edition 5.4b]
- Fixed CTD issue by cleaning, renaming models and optimizing the dlc folder, and the dispatch.meta.
- Improved FIB Riot Livery, replaced police themed USA flag with the offical USA flag.
- Improved Police Pursuit AI. They will now slow down less further away from the player, and will now pursue closer behind.
[Lite Edition 1.6b]
- Improved Police Pursuit AI. They will now slow down less further away from the player, and will now pursue closer behind.
[Standard Edition 5.4]
- Added new variations of police officers and sheriffs.
- Improved FIB HRT textures.
- Improved Sheriff bulletproof vest textures.
- Fixed shoulder clipping by replacing the bulletproof vest encountered at 3 stars with the old vanilla one, but with improved textures, normal mapping and specular lighting.
- Replaced police cruiser roadblocks with interceptors.
- Removed roadblock spike strips at two stars.
- The player now has half the time to loiter in cover before law enforcement can use tear gas.
- Rewrited the names of some models to better fit the ped.
- Police now follow behind pursuit twice as far.
[Lite Edition 1.6]
- The player now has half the time to loiter in cover before law enforcement can use tear gas.
- Police now follow behind pursuit twice as far.
- Added an optional dispatch.meta configuration.
[Standard Edition 5.3]
- Added resilent peds optional file.
- Added hardcore police spawn distance.
- Added livery for NOOSE HRU Riot.
- Added Khaki variations for NOOSE TRU and NOOSE HRU for county responses.
- Adjusted some outdated police spawn parimeters to match accordingly with the newer police despawn distance.
- Adjusted the distance for how far police can leave their vehicle when pursuing the suspect back to vanilla.
- Adjusted reckless driving, interesting driving, jaywalking and crimes to occur more often.
- Fixed helicopter flying too low. Improved heli circling around the player.
- Fixed NOOSE TRU having incorrect normal and specular maps for clothing.
- Decreased damages from melee attacks, counter attacks, animals, kicks & stomps and armed melee attacks.
- Readjusted armour for all law enforcement respondants.
- Slightly increased wanted threshold from 0 to 1 stars. This makes it so that petty crimes are sometimes ignored.
- Slightly increased wanted thresholds between 2-3 stars.
- Increased wanted thresholds from 1-2 stars. This makes it unlikely for cops to begin to shoot during a foot chase, unles hardcoded to do so.
- Removed default helicopter flying altitude.
- Removed Tacticalanalysis.ymt, causes story missions to break in-game.
[Lite Edition 1.5]
- Added resilent peds optional file.
- Added hardcore police spawn distance.
- Adjusted some outdated police spawn parimeters to match accordingly with the newer police despawn distance.
- Adjusted the distance for how far police can leave their vehicle when pursuing the suspect back to vanilla.
- Adjusted reckless driving, interesting driving, jaywalking and crimes to occur more often.
- Fixed helicopter flying too low. Improved heli circling around the player.
- Removed default helicopter flying altitude.
- Removed Tacticalanalysis.ymt, causes story missions to break in-game.
[Standard 5.2 & Lite Edition 1.3]
- Improved Patrol AI of Security Guards. They will now wait longer before proceeding to the next patrol point, and have a larger patrol radius.
- Improved AI Strafing. They can now strafe for longer at a greater distance.
- Improved AI Flanking. Flanking AI will now keep their distance to better suprise the player.
- Improved Shark AI. They now have a more dynamic circle radius, more likely to fake approach the player, and has a longer timeout before giving up chasing the player.
- Improved AI dragging dead allies. Removed time delay to drag, time between drags. AI is now more cautious when to drag dead allies.
- Improved AI response to being hit by explosions. They can now pitch and roll, and ragdoll delay is much shorter.
- Improved AI charging. AI can now charge even if the player has moved away from its original position at a distance. AI can now charge from further away.
- Improved Criminal AI hijacking other AI's vehicles. They will now search at a greater distance, and will now be able to steal cars at intersections during a redlight.
- Improved Dangerous Driving AI. They will now drive recklessly and faster.
- Improved Police Searches for last known position for player.
- Improved AI taking cover. They will now take cover instantly during a gunfight.
- Increased max peds in combat task at once.
- Increased max number of peds chasing on foot at once.
- AI now requires time to aim to shootout tires.
- AI can now use frusturated advances more often (Suppressive fire while charging.)
- Pedestrians now react much faster when aimed at with a weapon.
- Helicopters respawn faster.
- Helicopters never leave to refuel at five stars.
[Standard 5.1 & Lite Edition 1.2]
- Added different combat behaviours to micheal, franklin, and trevor based on their attitude and combat experiences.
- Decreased accuracy nerf modifier when AI walks while firing.
- Decreased accuracy nerf modifier when AI fires from cover.
- Fixed LSPD SWAT, LSSD SWAT, FIB SWAT, FIB HRT, NOOSE TRU, NOOSE HRT not throwing tear gas.
- Gangs are now more likely to walk while strafing.
- Increased threshold for AI to be underfire to become pinned down.
- Improved helicopter strafing around the player instead of being overtop of the player.
- LSPD SWAT, LSSD SWAT, FIB SWAT and Gangs are now less aggressive in tactics, and take longer to charge.
- LSPD Officers, LSSD Sheriffs, LSPD SWAT, LSSD SWAT, FIB SWAT and Gangs now fire from cover less often, and peak at the target more often.
- Lowered max amount of charging AI at once from 9 to 6. This makes it so theres always a swat team in reserve to keep the player pinned, and not all will charge at once.
- Police and Security are now slightly less likely to walk while strafing.
- Modified compatability for Hanako's AI Cover Animation Mod new firing style for cops so that the Military, NOOSE TRU, NOOSE HRT, will have new firing styles.
- Military, NOOSE TRU and FIB HRT now charge sooner.
- Slightly decreased AI retreat distance if too close to target.
Police Dispatch, Response, & Tactics Overhaul 5.0d Hotfix - The Hostage Rescue Team Update
Optimizes dispatch.meta to fix cops not spawning.
[Standard Edition 5.0d]
- 2 Swat helicopters now respond at 5 stars, 1 less police helicopter now respond at 5 stars.
- Removed FBI Buffalo.
- Removed Police Granger roadblocks.
- Removed excess vehicles in entries, such as copys of one vehicle to have a more likely hood of spawning then the other.
- Police Grangers and SUV's have been combined into one entry. Police Grangers will now show up at 4 stars with Police SUV's as well as the SUV appearing at 5 stars with the granger.
- Fixed a name entry error in NOOSE TRU boats
[Standard Edition 5.0c]
- Fixed SWAT Grangers not spawning when wanted.
[Standard Edition 5.0b]
- Fixed Noose APC at roadblocks not firing MG.
Police Dispatch, Response, & Tactics Overhaul 5.0 - The Hostage Rescue Team Update
[Standard Edition 5.0]
Balance - Police Helicopters will no longer shoot at the suspect. Swat Helicopters that spawn above 3 stars will still be able to shoot.
- Rebalanced values for AI being pinned down. (Suppression System)
- Rebalanced armour values across the board for officers to be less tanky.
- Rebalanced FIB agents to be less aggressive across the board, including behaviours and loadouts.
- Rebalanced wanted thresholds. The player obtains up to three starts much faster when conducting a mass shooting. 3 stars now last slightly longer.
- Increased Police/Swat/Army driving abilitiy.
- Reduced Hidden Evasion Times.
- Police will now spawn closer the more you obtain more stars, making the player feel surrounded.
Police Dispatch System - Added FIB HRT units at five stars, replacing FIB SWAT. FIB HRT units are more aggressive then their counterparts, and have slightly more armour.
- Added FIB HRT Annhilator at five stars, replacing the FIB SWAT helicopter.
- Added FIB Riots above 3 stars, replacing the unmarked granger.
- Added Marked Granger roadblocks at 4 stars.
- Reduced amount of boats responding at sea.
- Removed APCs and Mesas spawning in Fort Zancudo when wanted.
- Removed SAM APC's at roadblocks, replaced them with MG APC's.
- Removed MG APC's responding to the scene.
- Removed National Guard responding at sea.
Improvements - Adjusted values for vehicle dead driver behaviour.
- Law enforcement and security will stay at the crime scene much longer. - Increased the distance of AI retreating back if the suspect is too close for comfort.
- Increased the cover entry rate of AI.
- Improved liveries for LSPD and LSSD vehicles.
- Improved liveries for NOOSE Riot.
- Improved normal and speculation maps for tactical vests.
- Modified all values for loud crimes such as discharging a firearm, to have a very small hearing range. This makes it so that witnesses need to identify whom was the cause for the explosion/gunfire for the police to know who to arrest. - Modified officers above 3 stars to appear more battle hardened.
- Modified officers at 3 stars to wear leg holsters.
- Modified sheriff shoulder emblem to resemble its realistic counterpart.
- Modified LSSD SWAT to appear more uniformed with less random clothing.
- Modified FIB armed responders to have camo pants.
- (Experimental) Fixed a typo in combattasks.ymt. This fix makes it so AI will prefer to move as a team and not spread out. (Rockstars fault, not mine)
- (Experimental) Helicopters are less likely to hover straight above a player.
Bugs - Fixed a typo in crimeinformation.ymt. This fix will allow stealth to work again, preventing sixth sense cops sensing every crime you commit.
- Fixed police vehicles driving very slow pursuing the player in an automobile. This fix will allow epic police chases to work once again.
Misc - Added Hanako's AI Cover Animation compatability.
- Cleaned up, and removed some experimental values.
- Changed DLC file name from PRTE to PRTO.
- Removed and discontined hardcore police spawn frequency. (Since the spawn frequency is more frequent as the player obtains more stars.)
- Removed and discontined the NO APC optional file.
[Lite Edition 1.1]
- Rebalanced values for AI being pinned down. (Suppression System)
- Rebalanced wanted thresholds. The player obtains up to three starts much faster when conducting a mass shooting. 3 stars now last slightly longer.
- Increased Police/Swat/Army driving abilitiy.
- Reduced Hidden Evasion Times.
- Police will now spawn closer the more you obtain more stars, making the player feel surrounded.
- Adjusted values for vehicle dead driver behaviour.
- Law enforcement and security will stay at the crime scene much longer. - Increased the distance of AI retreating back if the suspect is too close for comfort.
- Increased the cover entry rate of AI.
- Modified all values for loud crimes such as discharging a firearm, to have a very small hearing range. This makes it so that witnesses need to identify whom was the cause for the explosion/gunfire for the police to know who to arrest. - (Experimental) Fixed a typo in combattasks.ymt. This fix makes it so AI will prefer to move as a team and not spread out. (Rockstars fault, not mine)
- (Experimental) Helicopters are less likely to hover straight above a player.
- Cleaned up, and removed some experimental values
- Fixed a typo in crimeinformation.ymt. This fix will allow stealth to work again, preventing sixth sense cops sensing every crime you commit.
- Fixed police vehicles driving very slow pursuing the player in an automobile. This fix will allow epic police chases to work once again.
- Fixed crashing when Sheriff Vapid Interceptor spawns at 3 stars.
Police Response & Tactics Overhaul 4.0 - The Wrench Update
Police Dispatch System
- Bravado Buffalo now join the chase at 3 stars, along with a new sheriff variant, a new light setup, and a searchlight.
- Marked Declasse Grangers eqipped with a searchlight now join the chase at 5 stars, replacing the Bravado Gresley. - Increased Police spawn distance.
Vehicles
- Bravado Gresley (LSPD, LSSD) now have a new light setup.
- Umarked Declasse Granger now has a push bar and a new light setup.
- NOOSE Riots now has improved livery.
- Fixed Declasse Granger and Vapid Interceptor's indestructible glass and optimized lods.
- Fixed Riots having Crusader sounds.
- Fixed Installation path in readme for vehiclemodelsets.meta
- Fixed Police not spawning at four stars or higher. - Fixed occasional crashes with encounters with NOOSE HRU via meta file optimizations to not require World of Variety's Vehicle Add-on gameconfig.
- Removed the need for World of Variety's Vehicle Add-on gameconfig via meta file optimizations, decreasing pool size.
- Fixed Roadblock Apc's from firing Valkyrie rounds to APC missiles.
- Fixed Police not despawning when they should be. (Lingering literally miles away from your location.)
- Slightly lowered thresholds between 2-3 stars, increased thresholds between 4-5 stars.
- Added MG Apc's to military response.
- Added Riot spawning at Fort Zancudo optional file fix.
- Added Safety glasses to NOOSE HRU.
- Removed Safety glasses from FIB SWAT.
- Removed optional Easy Evasion times.
- Removed Standalone PIT Edition (Included in Lite Edition)
- Added back and fixed unique perimeter AI sets for NOOSE HRU, They will not take cover, and will always charge toward the player while giving covering fire.
- Fixed Sheriff Helicopter not spawning.
- Changed NOOSE HRU's bump into ragdoll to false. You can no longer push them out of the way.
- Removed increased random events, possible root to crashing due to increased memory usage and is not relevant to the mod.
- Slightly increased the amount peds that can throw tear gas at once by law enforcement.
- Slightly decreased the amount peds can chase the player at a time, this creates more exciting chases, as police cars are now re dispatched more often.
- Adjusted search parimeter's to be closer to the player so law enforcement wont despawn searching for the player, causing new law enforcement to spawn and making them know exactly where the player is hiding.
- Slightly increased police spawn frequency.
- Fixed major bug where game crashes at five stars.
- Fixed Searchlight model not appearing on vehicles.
- APC's are dispatched more rarely.
- APC's at roadblocks has less firerate.
- Reorganized and added optional files for NO APCs.
NOOSE HRU - NOOSE HRU is a new heavy armoured assault unit with extremely heavy duty armor, equipped with heavy loadouts that are more then capable of suppressing the player.
- Comes with all new reckless AI and tactics.
Police Dispatch System - Overhauled Military response at Fort Zancudo, from mesas and crusaders to APCs.
- Military will now respond overseas at five stars instead of the US Coast Guard.
- FIB Buffalos and Staniers now join the chase at four stars.
- FIB Buffalos, Staniers and Gresleys now have colour variations.
- NOOSE TRU now respond in RIOT Vans, utilizing a 3 unit team.
- Slightly lowered wanted thresholds.
AI Behavioural Changes - Removed time delay to chase on foot.
- Removed time delay to take cover.
- Police automobiles are faster while pursuing the player.
- Increased driving ability of police automobiles.
- Police automobiles and helicopter senses have been increased for more intense chases.
- Police automobiles now start PIT from further away and are now faster during PIT.
- Slightly increased identification range for Police automobiles, decreased for Police on foot.
- Slightly increased view cone angle of AI.
- Rebalanced Combat Behaviours for AI.
- Police now try to bust you more often inside an automobile.
- AI can now melee you from further away. (Lunge attack.)
- Police searching for the player act more random.
Misc - It now takes 3.5 seconds instead of 0.6 seconds for the busted animation to play while still on foot being under arrest. This should prevent random busting during foot chases.
- Reskinned NOOSE Annihilator and FIB Frogger to resemble more of its real life counterpart.
- Increased probability of random events occuring.
Police Response & Tactics Overhaul 2.1c - The Counter-Terrorism Update
- Increased time for helicopter to respawn after destroyed from 1:30 minutes to 2 minutes.
- Rebalanced armour points for all police AI, making them less beefy.
Police Response & Tactics Overhaul 2.1b - The Counter-Terrorism Update
- Decreased NOOSE TRU Black APC damage and increased fire rate.
Police Response & Tactics Overhaul 2.1 - The Counter-Terrorism Update
- Fixed Helicopter Count on hardcore police spawn at 4 stars.
- Drastically increased the time it takes for a helicopter to try and respawn again.
- Adjusted AI multipliers and reduced all AI accuracy slighty, and SWAT and Army moderately.
Police Response & Tactics Overhaul 2.0 - The Counter-Terrorism Update
Refined and Overhauled the Police Dispatch System. + Added lore friendly vehicles and peds from different agencies in the GTA Universe.
- Better transitions between each star! Each star now lasts long enough to build up for five!.
- Police no longer forget about a wanted terrorist shortly after a massacre. At five stars, they will have a serious manhunt for the player for a longer duration of time.
Combat Behavioural Changes - Law Enforcement are now much more aggressive at 5 stars. Tactical Response Units will fire fully automatically to suppress the player.
- Police Interceptors, and SUV's will now use searchlights on their vehicles to disorientate the player at night.
- Police PIT faster and more efficiently.
- Police pursue onfoot faster and more efficiently.
- Adjusted AI max cover distances for optimal firefight ranges.
- Adjusted AI Combat Behaviours to stand out from each other. AI with little training, such as a pedestrian, will fire out of cover more likely, unaccurately, and in wider intervals. AI such as NOOSE TRU, will only fire from cover accurately, avoiding exposing themselves to gunfire.
- Slightly increased amount of AI that can charge at the player at once.
- Slightly lowered distances between the player and police following behind during a pursuit and minimum distance to begin PIT.
- Reduced accuracy for SWAT and Army.
- Swat and Army can now shoot at a farther distance.
- Police now despawn further away, and can also respond to crimes further away.
Stealth Fixes - Crimes now conducted by the player now have to be witnessed, as well as being reported to the police for the player to obtain a wanted level.
- Adjusted pedestrian AI seeing range to match with wanted level cop senses range.
- Reduced encroachment range of AI sensing players without seeing them drastically.
- Instantly starts evasion time when crime has been reported.
Police Tactics Enhancement 1.5
+ Added an optional file for GTA 5 Default Helicopter Flying Altitude.
- Decreased helicopter flying altitude.
- Slightly decreased police senses with new increased police spawning distances to emulate a realistic response time.
- Randomized where the police will spawn. Making the player surrounded at higher wanted levels in the search zone.. - Removed optional files for GTA 5 Default Police Senses.
* Fixed close police spawn distance from the player
- AI now punch faster, increased counter attack and dodge probability.
- Adjusted AI Accuracy multipliers.
- Decreased police helicopter flying altitude.
- Police will now follow further away from the player's vehicle during pursuit, allowing police to make quicker, and smoother turns.
- Police will now correct themselves drifting to turn sharp corners smoother.
- Removed experimental values from 0.1 and 1.0 leftover.
Police Tactics Enhancement - 1.2
- Increased duration of AI pinned down under suppressive fire.
- Increased distance for effect pinning down AI via suppressive fire or killing other AI.
- Increased police helicopter flying altitute.
- Increased police spawn distance for more realistic response times.
- Police helicopters now have to refuel at all wanted levels. Refuel time is dependant based on wanted level.
- Police and other AI now have a realistic perception of senses of eye sight. They now perfer to look towards the ground more, not spotting you ontop of a 5 story building.
- Cleaned PIT parimeters for less accidental ramming.
* Fixed bugged identification range senses for SWAT AI.
Police Pursuit Behaviour Improved - 1.1
- Increased time for witness to call police.
+ Added Optionals,
+ Optional Standalone PIT Edition.
+ Hardcore Police Spawn Frequency.
+ Random Events Tweak.
- Increased chances of PIT.
- Increased police onfoot chase speed pursuing the player.
- Increased effectiveness of suppressive fire.
- Increased Police despawn range further away to emulate police investigating your last known position.
- Decreased Police automobile speed searching for player.
- Decreased identification range for all AI to emulate realistic hiding in cars during out-of-sight timer
- Police will now apprehend the player up to 3 stars inside an immobile automobile.
- Increased police senses range to spot the player further away once already found.
- Helicopters now take 3x longer to respawn when destroyed.
- Intensified police responses by decreasing the spawn frequency and spawning slightly closer to the player.
* Fixed bug player and ai glitched behind cover.
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