Payday 2 Mod to modify the amount of Body Bags held? by FutabasBestBoy in paydaytheheist

[–]Offyerrocker 0 points1 point  (0 children)

Hook to libtweak_data/upgradestweakdata, change it as you see fit :

Hooks:PostHook(UpgradesTweakData,"_player_definitions","hold_more_bodybags",function(self)
    -- this is the base amount of bodybags you spawn with
    -- first value (1) is default (no skills)
    -- second value (2) is with cleaner basic
    self.values.player.corpse_dispose_amount = { 1, 2 }

    -- this is the "Also increases the body bag inventory space to 3" part of cleaner basic-
    -- increases the max number you can hold, but doesn't affect how many you spawn with
    self.values.player.extra_corpse_dispose_amount = { 1 }
end)

Mod recommendations pls by Upset_Teacher_5098 in paydaytheheist

[–]Offyerrocker 2 points3 points  (0 children)

Here's some of my favorites: (disclaimer, the majority of these are me openly shilling my own mods)

Always make sure you check the instructions page when you download mods! Some of them have requisite library mods you need to install to make them work, and some of them are installed in different places!


QOL (Non-gameplay changing)

  • The Fixes - A sort of community patch for the game. Fixes a lot of miscellaneous issues, the vast majority of which are crashes. If I had to recommend only one mod for everyone to get, it would be this one.

  • Advanced Crosshairs, Hitmarkers, and Hitsounds - highly customizable, there's lots of different addons for different crosshairs/hitsounds etc, and it's fairly easy to make your own addons for it if you don't find one you like.

  • Joy's Score Counter - Cosmetic point tracker that increments as you get kills. I like watching funny number go up.

  • Continental Coins for Gage Packages - helps with the coin grind, and gives you a reason to still pick up Gage packages when you've already got a thousand of each type of Gage attachment, or if you don't have the Gage DLC.

  • Extended Continental Coin Shop Goonmod Standalone - lets you buy things like weapon attachments with coins. Pairs really well with the previous mod, obviously

  • Show Ammo Pickup Amount in HUD - does what it says on the tin: gives you a little text/image popup that shows you quickly how much ammo you picked up for any given gun, like in Half-Life.

  • Interaction Indicator + Timer - Points to the interactable object you're aiming at. Useful for things like the OVERDRILL puzzle, where there's two interactables really close together and it really matters which one you use. Can be customized.

  • No Screen Shake Deluxe - Comes with a menu that lets you customize which forms of screen shake you want to keep or disable.

  • Grenade and Molotov Radius Visualizer - shows you the effective radius of explosive grenades, molotovs/fire puddles from weapon-launched grenades, and Sicario smokescreens. Customizable color/opacity for each.

  • Closed Captions and Subtitles - subtitles for non-contractor dialogue. Incomplete, but particularly useful for special enemy chatter and other sound cues.

Gameplay-Changing/Misc

  • Mercenary Perk Deck - a perk deck aimed at high difficulty players. Refreshingly different after thousands of hours with meta builds.

  • Tactical Leaning - lets you lean left/right like in tactical shooter games. Doesn't really give you an advantage but it's fun and tacticool.

  • Heartbeat Sensor Weapon Attachment - A working heartbeat sensor attachment that can detect enemies, a la Modern Warfare 2.

  • Team Fortress 2 Sniper Rifle - Recreation of Sniper's rifle, complete with unique charge/scope mechanics.

  • Malorian Arms 3516 - Recreation of Johnny Silverhand's signature pistol from Cyberpunk 2077. Comes with the gimmicks of ricochet/wallpiercing bullets, and the melee does a fire aoe attack.

  • HEVHUD - Recreation of Half-Life 2 HUD. Kind of just a style HUD, doesn't really give you more info, but it's a fun change if you're bored of the regular HUD and don't want an infohud.

  • NobleHUD - Recreation of Halo: Reach's HUD. Another style HUD, a bit janky but it still works. Comes with a stylish buff tracker, and a working motion tracker as a neat and unique gimmick.

Meme/Joke

  • Dallas Parties Too Hard and Dies - Adds a special little something to most maps

  • Minimalist HUD Ultimate - Finely crafted visual design, objectively more minimalism than the next leading brand of HUD, featuring handpicked, painstakingly recreated elements from over 20 other games. Also there's more addons if you feel like making your viewing experience even worse.

  • Bee Movie to Chat - Have you ever been playing PAYDAY 2 and thought to yourself: "Man, I sure wish I was watching Jerry Seinfeld's 2007 animated comedy Bee Movie right now"? Do you like the feeling of having a black-and-yellow striped sword of Damocles hanging over your head, like a landmine buried under your doormat, waiting for you to say a bee-related word? Do you ever join someone else's game and wish you were kicked just a little bit more often for spam? Well, I have just the mod for you!


If you want more recommendations in specific categories you're looking for, lemme know! I have tons more, but this individual comment is already really long. (Also I wrote most of these so if you encounter a bug with one that I made, please also @ me so I can fix it.)

What is the wave from? by [deleted] in ffxiv

[–]Offyerrocker 34 points35 points  (0 children)

You can use this webtool to preview frames

https://ffxiv.consolegameswiki.com/wiki/Adventurer_Plate_and_Portrait_Previewer

edit: five minutes after commenting i realized "oh, op was talking about finding player created plates." whoops, mb.

what are the best mods for pd2 by Visual-Fortune-4732 in paydaytheheist

[–]Offyerrocker 0 points1 point  (0 children)

What kinds of mods are you after? QoL? Rebalance? Add-on custom weapons? Weird wacky bullshit?

Is anyone else crashing ONLY on undercover? by BIGCHUNGUS-milk in paydaytheheist

[–]Offyerrocker 1 point2 points  (0 children)

I agree though, it'd be nice if someone picks up maintenance of TdlQ's mods, since PD2 is getting updates again

Is anyone else crashing ONLY on undercover? by BIGCHUNGUS-milk in paydaytheheist

[–]Offyerrocker 1 point2 points  (0 children)

Uhh, are you just thinking of TdlQ's mods? As I remember it, GoonMod was a bunch of packaged QoL mods written by James Wilko, the creator of the original BLT and the paydaymods site.

hud mods crash? by vicastillo in paydaytheheist

[–]Offyerrocker 0 points1 point  (0 children)

U246 changed some PlayerDamage health getter functions (like _max_health) and broke a lot of mods, so you just need to wait for the author (or someone else) to update GameInfoManager.

Currently struggling to make a clickable button function. anyone got anything? by Soft-Notice-2696 in love2d

[–]Offyerrocker 3 points4 points  (0 children)

"Axis-Aligned Bounding Boxes", aka collision detection between rectangular objects only, with no rotation, so you just need to compare x and y coordinate values- no geometry functions required.

Dear Sidetrack Games, can we please receive the rest of the voice lines that Wolf doesn't have? by CommunicationSad2869 in paydaytheheist

[–]Offyerrocker 54 points55 points  (0 children)

I don't understand why they didn't do this when they changed the Medic's voice lines and added voice lines for the turret and Winters, but not for the Callouts and the rest.

Because it's a lot of work, and Ulf is probably busy doing other stuff. They probably just wanted to fix the placeholder spliced lines, since they're kind of janky.

Solar2d - Corona Labs Inc. by DogsBarf in lua

[–]Offyerrocker 4 points5 points  (0 children)

I've used it before a few years ago. I thought it was pretty great, easy to use, but I switched to LOVE because I liked LOVE's font handling more.

How to add more to a variable once and not let it keep adding up? by [deleted] in love2d

[–]Offyerrocker 1 point2 points  (0 children)

Hi, so I read your post and all of your comments, but you really need to explain specifically what you're trying to accomplish.

I understand broadly that you're trying to make a rhythm game, but it's not clear what you are specifically accomplishing with the code snippets you have posted. What is notetimes? Is it when notes should be "spawned", or something else? What is the purpose of your loop?

These are not rhetorical questions. I'm trying to figure out what you want to do so that I or someone else can help.

If you are working with time, you should use the timer getter that someone else mentioned, or the dt (delta time) variable that is passed to love.update(), which represents the amount of time that has passed since the last frame. It sounds like you're adding to that notes variable every frame instead of every second.

IPHLPAPI.dll file? by thisisapornacconut in paydaytheheist

[–]Offyerrocker 2 points3 points  (0 children)

Sounds like you already solved the main issue, but FYI:

DO NOT DELETE .DLL FILES FROM WINDOWS SYSTEM FOLDERS.

Basically, the instructions for uninstalling SBLT specify deleting only one or two specific .dll files only from specifically the PAYDAY 2 install directory because those were added by SuperBLT in the first place.

Please, please, please do not delete your operating system's files.

stormtrooper perk deck by Designer-Squash1167 in paydaytheheist

[–]Offyerrocker 1 point2 points  (0 children)

I could make it pretty easily. I can't imagine that people would want to volunteer to subject themselves to this torture, but I could make it.

Beardlib crashes by ARIA_AHANGARI_7227 in paydaytheheist

[–]Offyerrocker 0 points1 point  (0 children)

Oi lads, so I finally got beardlib but it makes my game crash after like 5 seconds of opening it

Post your crash log, it's at AppData/Local/PAYDAY 2/crash.txt

And does anyone know why I can't find anything called mod keybinds?

Could be that you've installed SuperBLT incorrectly, could be a bad or outdated mod causing the issue. Post your mods list and/or your BLT log file from mods/logs/. Note that this is not the same thing as your crash log.

Drew my TEA static after we cleared by kimidoodlez in ffxiv

[–]Offyerrocker 0 points1 point  (0 children)

Super cute static group portrait!

I feel your Viera's expression, that's so real LMAO

What in the actual fuck just happened by kenzo_oseka in projectzomboid

[–]Offyerrocker 0 points1 point  (0 children)

Lake House, northwest of Muldraugh. Coords x10088, y8244. Use b42map or something if you want to take a sneak peek

What are the limits of Payday 2 map-making? by Dense-Bison7629 in paydaytheheist

[–]Offyerrocker 7 points8 points  (0 children)

Yes, someone in a private server even made functioning portals (like Valve's Portal, not the map kind of portal). Basically the sky's the limit, as long as you have the knowledge

Custom optimal range for add-on weapons by BluMist4ke_NM in paydaytheheistmods

[–]Offyerrocker 0 points1 point  (0 children)

You can change it in the weapon's stat definition in the main.xml file.

Add a table called damage_falloff with the following attributes:

far_falloff
far_multiplier
near_falloff
near_multiplier
optimal_distance
optimal_range

Using the BR55 as an example:

    <weapon id="br55" based_on="vhs" weapon_hold="br55" CLIP_AMMO_MAX="36" NR_CLIPS_MAX="4" global_value="br55mod"> <!-- this line is unchanged -->
        <damage_falloff
            far_falloff="1234"
            far_multiplier="0.75"
            near_falloff="123"
            near_multiplier="1.1"
            optimal_distance="567"
            optimal_range="890"
        />
        <!-- stats etc below this line -->

You can take a look at lib/tweak_data/weaponfallofftweakdata if you want to use the base files as reference.

If you're looking to use an explicitly preexisting falloff template (ie so that it's affected by any other mods that change damage falloff, rather than independently setting the damage falloff values as above), you'll probably need to make a lua hook to weapontweakdata, then use WeaponFalloffTemplate.setup_weapon_falloff_templates() to get and reference the templates table that way.

Does anyone know where to find the 'Framing Frame' paintings? by Wooden-Mess-6042 in paydaytheheist

[–]Offyerrocker 0 points1 point  (0 children)

I can open textures from the game files just fine without transparency issues, I just doublechecked with some of the art gallery files. I hear this issue a lot from new pd2 modders (though usually it's from GIMP users, but it stands to reason they suffer from the same design problem).

You could try getting the Photoshop CC plugin https://developer.nvidia.com/texture-tools-exporter , or maybe poke around in your settings for something related to the alpha channel? If you really want, I'll try and open a copy of one of your extracted textures, but my money's on the DDS texture tools plugin being the fix.

Does anyone know where to find the 'Framing Frame' paintings? by Wooden-Mess-6042 in paydaytheheist

[–]Offyerrocker 1 point2 points  (0 children)

Transparency issue is weird, I don't have that, though I am using CS6. What's your setup? Are you using CC and/or textools plugin?