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SC's Mod
Version 8.8 | Last Updated: 05-23-2017, 04:13 AM
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Zdann
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THERE WILL NOT BE A VERSION THAT JUST HAS THE NEW ENEMIES AS A STANDALONE, DUE TO THE WAY EVERYTHING IS HOOKED IN THE MOD AND HOW THEY'RE BALANCED AROUND MY OTHER GAMEPLAY CHANGES.

BREAK THROUGH THE RIBCAGE
edition.

Since I just wanted to repost my mods to LBG real quick since I got the go-ahead for my dumb mods, gonna just copy and paste what I have set over at paydaymods because I'm lazy as hell to type up stuff.

To sum it up, it's simply a mod that tries to balance certain aspects of the game while at the same time increasing the game's difficulty to make the game more intense and challenging while remaining fair to the player. There's a million different things the dumb mod does and I don't have enough room to list every single thing here, so go here for a somewhat complete list of things the mod adds/changes.

Weapon Overhaul

Yeah I know what some folks are probably thinking, ANOTHER weapon overhaul? This one's slightly different, the system is balanced similar to pre U79 values to keep the gunplay about the same as it was before Crimefest ruined gun balance, as well as nerfing a few aspects of weapons. Most weapons have had their damage based on the actual caliber of the bullet that the weapon uses, tactical reloading is present on all closed bolt magazine fed weapons, and new weapon mods such as drum magazines have been enabled.

Weapon stats boosts from both skins and stat boosting mods HAVE BEEN disabled. Stat Boost mods have been replaced with Stat Modifiers, which are not straight upgrades. While they will increase a stat on a weapon it also will reduce ANOTHER stat, so just gives more ways to customize your weapons.

Of course: this part can be toggled off if this isn't your speed, or if you prefer another weapon overhaul like DMCWO. No worries.

Skill/Perk Changes

This might be the part where I lose people, but it's worth it I promise.

While I don't have enough room to go into huge detail as to what I did, to sum it up I changed the way the skilltrees were handled. The big changes are the tier requirements for unlocking the tiers. For example to get to Tier 3 now, you need 9 skillpoints invested in the subtree, and 18 for tier 4. Infamy no longer lowers these requirements as I didn't agree with it having an effect on gameplay. Now infamy is just cosmetic and a status symbol as (I believe) it should be.

Oh, and did I mention I lowered the max skillpoints to 100 from 120? Hey look at that, now you can't have a jack of all trades build as easily. And before you go unloading on me, you have to remember the entire point of this mod is to make the game harder.

And before you ask: No, you CANNOT turn this option off. As it's essential to the mod's gameplay balance. If you would like to see a detailed spreadsheet about the new subtree setups and such go here!


Cop Changes

Probably what the mod's known more for anyway, the AI in general has been upgraded to offer a larger challenge to the player. Enemy stats have been changed across the board to be similar to pre-housewarming, so no more crazy bullet sponge 225 damage SWATs, lower difficulties have been changed to be less of a snoozefest but still fair to the average level playing those difficulties and higher difficulties have been made harder without just inflating HP/damage. New AI tactics left unused by Overkill have also been enabled, including shield formations, unique squads of specials designated for specific situations, and clearing rooms with support grenades.

Why stop at just improving the AI's abilities? Their spawn rates have been adjusted to not completely overload the game like vanilla does which ends up making the game chug pretty badly. Instead now units will spawn in squads that allow units to work together better, for example Dozers spawning with shield flanks to cover his approach to the player. On top of this the cut unit the "Gensec Shotgunner" has been enabled and acts as the squad leader of Gensec Elites on the Deathwish difficulty, and the now cut Hostage Rescue Teams now spawn between assaults with the intent to avoid frontal combat and rescue hostages from right under our noses.

New enemy units have also been added recently thanks to Beardlib. Such as: Captain Spring, FBI SWAT Veterans, the akimbo glock wielding Veteran Cop, and the grenade lobbing Grenadier.

However having cop changes enabled forces your game to only be able to play with other SC's mod users, due to custom units crashing non-modded clients.

That's just a quick summary of the major changes my mod brings to the table, you're better off taking a look in game to gather all the details. As well as checking my steam group to get more in depth analysis about the mod, as well as just using it to keep up with updates easier.

8.8 5/22/17
--General--
Updated for U146
Removed unnecessary files.
--Bug Fixes--
Fixed Saiga enemies on normal having less damage dropoff than intended.
Fixed Cops being spam happy with Smokes/Flashbangs.
Fixed Bots with shotguns not having ANY falloff. (This is on Overkill but whatever)
Fixed FBI Swat Veterans not counting towards achievements related to FBI Swat.
Fixed enemies using cover grenades sometimes ignoring smoke grenade cooldown.
--AI Changes--
Veteran Cop has been taking lessons from Sangres, he now gains additional dodge chance from deploying smoke grenades.
--Perk Deck changes--
Changed Crew Chief's "Wolf Pack" perk to give 5% HP bonus to your team mates.
Changed Crew Chief's "Testudo" perk to give 5% armor bonus to your team mates.
Sicario's "Smoker" perk now increases dodge chance by 5%.
Sicario's smoke grenades now last 12 seconds. (Increased from 10)
Sicario's smoke grenades now increase dodge chance by 10%. (Lowered from 50)
Sicario's smoke grenades now have a cooldown of 30 seconds. (Lowered from 60)
Changed Sicario's "Twitch" perk to increase dodge chance by 10%.
Changed Sicario's "Subtle" perk to increase dodge chance by 10%.
Changed Sicario's "Agility Shield" perk to increase dodge chance by 10%.
Changed Sicario's "Unseen Shadow" perk to increase smoke bomb effects by 50%.
--Weapon Changes--
Increased the 1911's maximum ammo to 80 (From 60)
Increased the Akimbo 1911's maximum ammo to 120 (From 80)
46 Rowland now decreases maximum ammo.
46 Rowland now decreases stability.

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05-23-2017, 06:04 PM
@Gramas
Quote:THERE WILL NOT BE A VERSION THAT JUST HAS THE NEW ENEMIES AS A STANDALONE, DUE TO THE WAY EVERYTHING IS HOOKED IN THE MOD AND HOW THEY'RE BALANCED AROUND MY OTHER GAMEPLAY CHANGES.
First line in the description for this mod.

05-23-2017, 02:11 PM
Any chance to alternative version without skills changes ? Only new enemies .

05-05-2017, 06:35 AM
has any of you ever killed that dozer capatin?

04-25-2017, 08:04 AM
@The Master
Standalone stuff likely isn't gonna happen anytime soon (or ever), since stuff like the skill changes are a very major part of the balance for the mod.

04-23-2017, 03:47 PM
Would you consider releasing a standalone version of this that only has the AI changes(and maybe enemies too)? I think many people would really love to be able to have smarter and more challenging cops.

03-06-2017, 02:02 PM
New skulldozer from this mod in a nutshell:
you're gonna have a really bad time

03-06-2017, 08:34 AM
@S E K T O R
I just never thought infamy should be anything BUT cosmetic is all guy, especially since all it does is force players to go to infamy V if they want optimized min/maxing for builds.

:conwayshrug:

03-06-2017, 07:09 AM
I really can't understand your reasoning for disabling the perks of infamy. There's seriously no reason to infamy if you don't get a reduction to the tiers for the first fives levels.  There's enough changes in this mod to make the game harder AND more enjoyable without including superficial things like that. Besides, it's entirely cosmetic beyond V-100 as is. 

But whatever man, it's your mod. 


02-23-2017, 08:13 AM
@[YT]T0XICxSTR1KE
What

02-23-2017, 07:20 AM
can you make the cop outfits a separate override mod!

02-13-2017, 04:54 AM
@Rump Roast
It should be fine now as of 7.5.

02-12-2017, 02:14 AM
Installing this mod makes the game crash on startup for me. Here's the crash log if it can help you fix it.

Application has crashed: C++ exception
[string "lib/tweak_data/weapontweakdata.lua"]:17721: attempt to index field 'svdsil_snp_npc' (a nil value)



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12-28-2016, 09:51 PM
Can I have Images of the new Units?

12-19-2016, 03:55 PM
Grenadier is waifu material csdsmile

12-11-2016, 12:50 AM
@Zdann
But where's the anime thingamajig in the mod? I got curious.

12-11-2016, 12:11 AM
@|JSRL| SecaNaChuva
I don't see anything wrong with it.

12-10-2016, 10:52 PM
Why the anime tag?

12-03-2016, 12:48 PM
Yes there's on/off switches.

12-02-2016, 09:09 AM
Can you turn this mod on and off in the options, or do i have to delete it manually if I want to play vanilla payday?

11-27-2016, 03:05 PM
You can play Online with other SCmod users only, so, add me, Ellie, JCDenton, and invite your friends to convert to SCmod Master Race.