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Menu is unresponsive and mod routinely breaks.
gotta know all the model names and continuous spawn points dont seem to be a thing, meh
Does what it's supposed to. Pity you can only run in a straight line when you use it though.
@nm710 Great mod! I love the smoke effects and how the auto-cursor really makes using it smooth. I've been looking in the config file and I wonder if there's a way to make the teleport key Shift + Middle Mouse (since middle mouse is used for a different mod I use). If not thats okay, but I wondered if you had an idea how that would work.
@Eddlm Fantastic mod, especially considering the update that removes the vehicle restriction! I do have a bug to report and a suggestion if you still intend on updating the mod:
The delete key doesn't seem to work with removing the criminals and police during bugged out situations. Luckily they don't bug out often, but the delete key seems to not be effective. I've tried both the "DEL" key on the number pad and the normal "Delete" key above the arrow keys.
One last suggestion that I could think of to improve this mod would be an option in the menu to disable being ignored by the police. By default it would be off, and everything would be as it already is. But when enabled, the police will also attempt to stop you as well as the criminals (when the player does something that alerts the police like shooting or ramming a police vehicle). I feel like that could add a new element of vigilantism to the mod's abilities.
This is a great mod. It might be more versatile/fun if instead of triggering it by being in a police vehicle, it just had a toggle key that would set you on duty and begin issuing callouts.
For the people not wanting to use the police car, the FIB sedans and SUVs also count as "police" vehicles with this mod. They arent sports cars but they're something different.
Will there ever be a fucking mod that does the opposite of this one?
broken at the moment
Also the assassination mission only repeats at the same location for me.
For some reason the markers don't leave the map. They just stay there even after the ped is killed.