LOL, first day was way too tricky since they sound the alarm directly if body is seen, also the challenge there was limited body bags. We still don't have thugs in the game to reuse. Last day is a simple bank. So, that was the only possible day. Also, that is one of the smallest maps in the game so it was easiest to implement and almost all components needed were already available in pd3.
Unfortunately, Nadz reinstated the lock, that the map has to be in mods folder. I used a custom folder named custom content that maps sbz folder structure, this is why it is missing. I will try to see if he willing to adjust his code, else I will release a different mod for that.
The current game version is 1.4.0 and this mod works with it. The crash is unrelated to the mod. Are you using the old modloader? Are you using ue4ss or file log argument?
Great proof of concept and I am just brain dumping feedback based on the basic structure so far.
I played using the tutorial injection which seemed to work fine and I wrote basically all of this while playing through each style. Sorry for any grammar issues, I am bad at that type of thing.
Stealth: breaker flips: I think some logic for where to look might be needed akin to gold & Sharke only being in the vault or the second story 6 computer hack: if no hints are given I think 1 to 2 computers is probably a better number though it could be interesting to do something like car shop with name tags to reward observant players with less hacks key card: will probably need a voice line to explain that it is needed GPS node hack: there are a lot of tasks and this one could be cut all together with the amount of running around is needed for the breaker flips, I would rather have one or the other for most missions but hey that's just me Overall thoughts: great proof of concept and I am interested to see how this feels with actual guards patrolling which will determine a lot of the difficulty and length of the heist
Loud: First Hack: I will hold off on if 3 minutes is too long or short based on how it feels with swat second (rerouting) hack: I think 30 seconds for a second hack is a bit too long, just a hack within a hack feel strange in general but I see this a more of the beginning of syntax error instead of the shut down of sins but maybe I'm wrong. Third (Manager) Hack: starting to get too many hacks, I think maybe replacing one of these hacks with a drill or thermite might be a better solution, spice it up a little GPS node hack: I think this works as is in this version but I think if it is in the loud it should be removed from stealth let stealth have the breakers, let loud have GPS Drills: again I think this works though if left in then replace one of the hacks with thermite. Escape: no feedback though we will need to see with swat what it is like Overall thoughts: again a great proof of concept and a lot of my thoughts will probably change with swats, and how long this becomes with swat because it took some time without swat I can see this being much longer with swat
Final thoughts: This is a great setup for a great mission and I am very excited to see what comes of it. I appreciate all the work you have done with this as well as with your other great mods. hopefully my feedback is constructive in some way.
Wow, awesome detailed feedback. I will respond out of order here. Voice lines: since I am not recording anything, I need to existing from other heists, so it is matter of finding a close one even if it says vault instead of server room. Without voice lines, name tags will be hard. The wifi hack is meant to expose you on stealth as much as possible, support sabotage on loud as I setup light breaker on loud but not functional without swat. For the boxes, I used payday 2 locations and just randomized then showing only 5 on normal and exact 4 on higher difficulties. There are 22 places total. Between either boxes or wifi hack, boxes require scouting the whole building while hacking requires you to set as a setting duck for cameras and patrols. The wifi is relatively easy but might need time reduction. Easy because we only have 5 boxes and at least one active will be near the door on the same level, all 5 are really close to the door. Might reduce time but make it two places only so you can be forced to change floor. The thermite idea is great, I could use the penthouse as a reference, I will keep that one in mind. --- Last thing, regarding the too many steps, the main reason for this is that I want modders to have access to an open source map with as much game functionality as possible, to kick start some other maps from other modders. The timing is easily changed, 180, 30 or 10 would depend on the gameplay after adding spawn. I can change those easily and will keep open mind. Why 180 second and two hacks? Because 6 stealth computers each take 30 seconds. So it is more of a parity and at the same time since this is the first part of the heist, it would take some time to you get swat spawning. Also security room is easily controlled, this is why I try to split the team and move them around. Thank you for your feedback. It is the reason why I uploaded it now.
A lot of that does help, especially including many steps to be the groundwork for other custom heists as an example.
And if voice lines doesn't work, maybe having it as an optional task. Optional tasks might be able to help with the name tag issue, and then just have it on a whiteboard like breaking feds.
I totally understand the timing/number of tasks and a lot of my opinions will probably change when swat are added.
Very excited to see the next iteration.
Two side comments as well.
I am very dumb when it comes to making mods, though I would love to try and understand the import of custom missions to tutorial because that could be very helpful for the proving grounds mod.
In the version this is in now is probably the most unsettling experience I've had in PD2/3. Some real old school G-Mod feeling where you feel like you are not alone even when you are. I can see someone taking this and actually making a horror map using that fear.
I don't like the tutorial injector because you will lose the difficulty selection which is something I already have setup, like less boxes, making one error cause the alarm, titan camera and both lead guard and guard count. I do think mod loader with OHSM is the best option but I couldn't make it work, probably has to do with some requirement that I don't know. Anyway, adding more level as tutorial is quite easy: - open fmodel and add the aes key. - extract the `PAYDAY3/Config/DefaultGame.ini` (you could use unpak but fmodel will allow you to extract one file only) - add two lines under their sibling items: +LevelsTutorial= +TutorialLevelPairArray= You will need two paths (3 places) for this to work. The map path and info file path. Both can be found easily in fmodel. For proving grounds, you should find both under PAYDAY3/Content/Mods/...
Ah you can extract my loader rather than using fmodel with unpak and you would get that only file with complete structure. Here are my two line: +LevelsTutorial=/Game/CustomContent/FIRESTARTER-DAY2/Prototype/Maps/FbiServer.FbiServer +TutorialLevelPairArray=(HeistData=PD3HeistDataAsset'"/Game/CustomContent/FIRESTARTER-DAY2/DataAssets/Heists/DA_Heist_FbiServer.DA_Heist_FbiServer"',LevelPath=/Game/CustomContent/FIRESTARTER-DAY2/Prototype/Maps/FbiServer.FbiServer)
"only 5 on normal and exact 4 on higher difficulties"
My issue there is that flipping the wrong switch does not progress the objective and locks that box, if there's only 4 boxes, then that effectively softlocks you, 5 boxes, no more and no less.
As mentioned before, you only need 4 boxes, on normal you get 5, that allows you to make one mistake and still be able to cut the alarm. On higher difficulty, it meant to be a one chance to get it right or you would have to switch to loud after opening outer. Are you looking for an objective fail message after all boxes are done? What would be your recommendation here?
I can't replicate the crash on overkill. Mine loads as expected. Regarding optimization, I didn't do any models. The heist is composed of a lot of cubes. Maybe someone will convert those later, but my focus at the moment is having the logic working.
I uploaded a working version for you. It took me almost two days to get to work in the game since a lot have changed in the game since then. Had to delete few door though but they don't affect the gameplay. Honestly, I don't expect it to be finished anytime soon. I lost all hope on it. Players are not interested in playing it without p2p. Modders haven't used it to build maps. Even my call for a level designer to help me, didn't workout.
I don't think Nadz updated his mod to work with this one. He requires the map to be in a certain folder so mine won't work. I would recommend the main file + modloaderloader (remove the rest of loaders if you have any). Then download https://modworkshop.net/mod/44049/post/253816 the drive link here, I think it should be the same as the main download. From more menu, select Old Heist Selection Menu (OHSM), then select the heist and click host. I am still using the OHSM.
i used the main file + modloaderloader and its worked i didnt downlorded the zModLoader_P i had alr so i didnt redownlorded it btw it is working with the newer ohsm i too still got the virsion of the ohsm infact i even still got the pause mod for the ohsm since its got out i never removed it in the first place! since i got allmost 1k hours i wanted something new actuly i tryed alr for a long time to downlord it its was so long idr idk why i didnt asked before what a fool i am tnx a ton a thing that bothered me a lot is why you didnt uploaded this mod to modworkshop? its great
I have had a prior conflict with modworkshop moderators before, so I stopped adding new stuff there. I only maintain the mods I uploaded there. Basically, I uploaded the hud mod there without the source code since it wasn't ready and I didn't want people to copy it before I have it ready. A moderator said he will leave me a message, then changed his decision and made it unlisted, and after few hours he took it private because people were still sharing the link. Yet, till this day, mods are uploaded without source, only mine was taken down in less than 8 hours. So, I took all new releases here, even those that had the source released.
tnx for the full anser even my freinds dont ansering to me this fully i never understanded that thing with the source code and why they wont it so badly i myself got problams there after i talked a lot there with some guys who made mods to change the fire mod of a gun of the houston breakout dlc guns from burst to auto then i think i got baned since modworkshop discord servergot removed from my discord server list i like cant see it anymore and when i trying to join with the link in the website to join: https://discord.gg/Eear4JW and its never let me to join since i dont good at discord stuff so idk if i got baned or something wish somone was helping me but idk even where to ask
So it was not only my impression... They like to have this arbitrary rules on what can get posted as mods and what cannot.
Someone posted a Chanit S3 Famas in full auto mod once, and it got removed soon after, because it was considered cheating. Now a version exists that has it nerfed...
Little offtopic: Do you think you can make such a mod and post it here? I've been looking for it because famas is one of my favourite weapons, but the burst fire ruins it. I'd love to get an auto famas, with no other stats changes. It doesn't even matter if the audio bugs out because it was designed as a burst fire weapon.
I don't know, I mod UI mainly. The only exception was this map. But I haven't checked out or planned to work with weapons. I won't be checking it until I start working on adding firemode to the hud mod given it was an option in wolfhud.
i wanted to give the respect it deserve so i only played it when i had the power to do so its realy impresive i just wish there was cops spowning in loud so its wont be just wait and just do obzectives allso the ai dont move and if you got cops you got to have overkill weapon if its had this 3 things its was truely perfect thought sadly since i was so late its probely wont hapend very sadly wish it was
Thank you for that feedback! The cop spawning at the front door, patrols the front area, and can hear you if you go running and will walk to your location. The other two are stuck, probably the area between desk an wall doesn't create enough space to make navigation, but I think they shouldn't be moving since those are supposed watching the cameras. The map was about how to use the stuff like hacking, drills, safes, cams, escape, chopper, … . There a lot elements implemented, only few remain, like camera randomization, complete patrol and assault phase spawning, those were in need of a level designer rather than a developer. There is also the team AI not moving, not sure why though yet. I hope to complete it one day, I didn't have much time to spend on it and without a designer, it was just me messing around. More or less, I didn't want to spend countless hours more on this project given that it was almost dead from start.
36 comments
Also, that is one of the smallest maps in the game so it was easiest to implement and almost all components needed were already available in pd3.
it all honesty this is the fastest way to get a stealth bonus while going loud on day 1 and day 3
I will try to see if he willing to adjust his code, else I will release a different mod for that.
Are you using the old modloader? Are you using ue4ss or file log argument?
I played using the tutorial injection which seemed to work fine and I wrote basically all of this while playing through each style. Sorry for any grammar issues, I am bad at that type of thing.
Stealth:
breaker flips: I think some logic for where to look might be needed akin to gold & Sharke only being in the vault or the second story
6 computer hack: if no hints are given I think 1 to 2 computers is probably a better number though it could be interesting to do something like car shop with name tags to reward observant players with less hacks
key card: will probably need a voice line to explain that it is needed
GPS node hack: there are a lot of tasks and this one could be cut all together with the amount of running around is needed for the breaker flips, I would rather have one or the other for most missions but hey that's just me
Overall thoughts: great proof of concept and I am interested to see how this feels with actual guards patrolling which will determine a lot of the difficulty and length of the heist
Loud:
First Hack: I will hold off on if 3 minutes is too long or short based on how it feels with swat
second (rerouting) hack: I think 30 seconds for a second hack is a bit too long, just a hack within a hack feel strange in general but I see this a more of the beginning of syntax error instead of the shut down of sins but maybe I'm wrong.
Third (Manager) Hack: starting to get too many hacks, I think maybe replacing one of these hacks with a drill or thermite might be a better solution, spice it up a little
GPS node hack: I think this works as is in this version but I think if it is in the loud it should be removed from stealth let stealth have the breakers, let loud have GPS
Drills: again I think this works though if left in then replace one of the hacks with thermite.
Escape: no feedback though we will need to see with swat what it is like
Overall thoughts: again a great proof of concept and a lot of my thoughts will probably change with swats, and how long this becomes with swat because it took some time without swat I can see this being much longer with swat
Final thoughts:
This is a great setup for a great mission and I am very excited to see what comes of it. I appreciate all the work you have done with this as well as with your other great mods. hopefully my feedback is constructive in some way.
I will respond out of order here.
Voice lines: since I am not recording anything, I need to existing from other heists, so it is matter of finding a close one even if it says vault instead of server room. Without voice lines, name tags will be hard.
The wifi hack is meant to expose you on stealth as much as possible, support sabotage on loud as I setup light breaker on loud but not functional without swat.
For the boxes, I used payday 2 locations and just randomized then showing only 5 on normal and exact 4 on higher difficulties. There are 22 places total.
Between either boxes or wifi hack, boxes require scouting the whole building while hacking requires you to set as a setting duck for cameras and patrols. The wifi is relatively easy but might need time reduction. Easy because we only have 5 boxes and at least one active will be near the door on the same level, all 5 are really close to the door. Might reduce time but make it two places only so you can be forced to change floor.
The thermite idea is great, I could use the penthouse as a reference, I will keep that one in mind.
---
Last thing, regarding the too many steps, the main reason for this is that I want modders to have access to an open source map with as much game functionality as possible, to kick start some other maps from other modders. The timing is easily changed, 180, 30 or 10 would depend on the gameplay after adding spawn. I can change those easily and will keep open mind.
Why 180 second and two hacks? Because 6 stealth computers each take 30 seconds. So it is more of a parity and at the same time since this is the first part of the heist, it would take some time to you get swat spawning. Also security room is easily controlled, this is why I try to split the team and move them around.
Thank you for your feedback. It is the reason why I uploaded it now.
And if voice lines doesn't work, maybe having it as an optional task. Optional tasks might be able to help with the name tag issue, and then just have it on a whiteboard like breaking feds.
I totally understand the timing/number of tasks and a lot of my opinions will probably change when swat are added.
Very excited to see the next iteration.
Two side comments as well.
I am very dumb when it comes to making mods, though I would love to try and understand the import of custom missions to tutorial because that could be very helpful for the proving grounds mod.
In the version this is in now is probably the most unsettling experience I've had in PD2/3. Some real old school G-Mod feeling where you feel like you are not alone even when you are. I can see someone taking this and actually making a horror map using that fear.
I do think mod loader with OHSM is the best option but I couldn't make it work, probably has to do with some requirement that I don't know.
Anyway, adding more level as tutorial is quite easy:
- open fmodel and add the aes key.
- extract the `PAYDAY3/Config/DefaultGame.ini` (you could use unpak but fmodel will allow you to extract one file only)
- add two lines under their sibling items:
+LevelsTutorial=
+TutorialLevelPairArray=
You will need two paths (3 places) for this to work. The map path and info file path.
Both can be found easily in fmodel. For proving grounds, you should find both under PAYDAY3/Content/Mods/...
Here are my two line:
+LevelsTutorial=/Game/CustomContent/FIRESTARTER-DAY2/Prototype/Maps/FbiServer.FbiServer
+TutorialLevelPairArray=(HeistData=PD3HeistDataAsset'"/Game/CustomContent/FIRESTARTER-DAY2/DataAssets/Heists/DA_Heist_FbiServer.DA_Heist_FbiServer"',LevelPath=/Game/CustomContent/FIRESTARTER-DAY2/Prototype/Maps/FbiServer.FbiServer)
My issue there is that flipping the wrong switch does not progress the objective and locks that box, if there's only 4 boxes, then that effectively softlocks you, 5 boxes, no more and no less.
Are you looking for an objective fail message after all boxes are done?
What would be your recommendation here?
Appreciate the video. I hope you liked the new additions.
Regarding optimization, I didn't do any models. The heist is composed of a lot of cubes. Maybe someone will convert those later, but my focus at the moment is having the logic working.
Honestly, I don't expect it to be finished anytime soon. I lost all hope on it.
Players are not interested in playing it without p2p. Modders haven't used it to build maps. Even my call for a level designer to help me, didn't workout.
the mod: https://modworkshop.net/mod/46992
I would recommend the main file + modloaderloader (remove the rest of loaders if you have any).
Then download https://modworkshop.net/mod/44049/post/253816 the drive link here, I think it should be the same as the main download.
From more menu, select Old Heist Selection Menu (OHSM), then select the heist and click host. I am still using the OHSM.
i too still got the virsion of the ohsm infact i even still got the pause mod for the ohsm since its got out i never removed it in the first place!
since i got allmost 1k hours i wanted something new actuly i tryed alr for a long time to downlord it its was so long idr idk why i didnt asked before what a fool i am
tnx a ton
a thing that bothered me a lot is why you didnt uploaded this mod to modworkshop? its great
Basically, I uploaded the hud mod there without the source code since it wasn't ready and I didn't want people to copy it before I have it ready. A moderator said he will leave me a message, then changed his decision and made it unlisted, and after few hours he took it private because people were still sharing the link. Yet, till this day, mods are uploaded without source, only mine was taken down in less than 8 hours. So, I took all new releases here, even those that had the source released.
i myself got problams there after i talked a lot there with some guys who made mods to change the fire mod of a gun of the houston breakout dlc guns from burst to auto then i think i got baned since modworkshop discord servergot removed from my discord server list i like cant see it anymore and when i trying to join with the link in the website to join: https://discord.gg/Eear4JW and its never let me to join since i dont good at discord stuff so idk if i got baned or something wish somone was helping me but idk even where to ask
Someone posted a Chanit S3 Famas in full auto mod once, and it got removed soon after, because it was considered cheating. Now a version exists that has it nerfed...
Little offtopic: Do you think you can make such a mod and post it here? I've been looking for it because famas is one of my favourite weapons, but the burst fire ruins it. I'd love to get an auto famas, with no other stats changes. It doesn't even matter if the audio bugs out because it was designed as a burst fire weapon.
if its had this 3 things its was truely perfect thought sadly since i was so late its probely wont hapend very sadly wish it was
The cop spawning at the front door, patrols the front area, and can hear you if you go running and will walk to your location. The other two are stuck, probably the area between desk an wall doesn't create enough space to make navigation, but I think they shouldn't be moving since those are supposed watching the cameras.
The map was about how to use the stuff like hacking, drills, safes, cams, escape, chopper, … . There a lot elements implemented, only few remain, like camera randomization, complete patrol and assault phase spawning, those were in need of a level designer rather than a developer. There is also the team AI not moving, not sure why though yet. I hope to complete it one day, I didn't have much time to spend on it and without a designer, it was just me messing around. More or less, I didn't want to spend countless hours more on this project given that it was almost dead from start.