Because SC:Blacklist is a game that was never intended to be modded, I highly recommend taking a look at the info in the readme files before using the mod. Also, check out the change logs for the changes that have been made since release. When launching the game with the mod for the first time, the game may crash. This is normal - you may have to launch the game a couple times for it to work.
v5.1a
Just a small update to the AI vision and hearing.
The AI won't spot you immediately when they catch a glimpse of you anymore - I think I went a bit overboard with how fast the detection meter fills up. I was going for realistic (at least as realistic as you can get in a game) and it's not realistic that a person will identify a threat the exact second they glimpse a portion of the intruders body.
As for hearing, the enemies ears have been nerfed by about 20% for sprinting, 15% for jogging.
v5.1 changes
v5.1 delivers the biggest AI sensory enhancement thus far. Enemies may very well spot you even if a little part of your body is showing, especially when they are aware of your presence in the area and are actively searching for you. Stealth is actually wicked hard - very realistic now, in my opinion. It doesn't matter who you are, it's not going to be easy sneaking by a half dozen armed guards with flashlights. The same approach isn't going to cut it in every situation. There are times where it will be nearly impossible to go undetected - do you use brute force and start shooting heads off on your own terms? Or do you risk trying to sneak by undetected, only to be spotted while completely unprepared? You'll have to approach many situations with different tactics. Whatever you do I hope I've managed to make it more of a challenge.
I've also managed to finally get the MG4 Light Machine Gun in as a single player weapon - to use it select the Prototype Sniper Rifle (which is no longer in the game). It has a very high rate of fire and excellent range, however using it in close quarters can be difficult.
Tweaked a handful of weapon stats, especially the Mac-11. Check the armory for details.
Updated the "hardcore" mode to only deal 3x as much damage to enemies rather than 4x as before.
Update: Added an experimental first person view aiming mode to the file.
Cool.
I love the hardcore mode idea - I would always mod something like that into your mod for personal use before.
Yeah, I thought it would be nice to have options since there's basically only one difficulty level in the mod.
this sounds cool,also like to try the weapon sight thing your working on.
I just added it to the existing 5.1 download. It isn't an actual first person camera, it's just very close to the player. The camera is slightly off center - I put it over to the right slightly so the characters head isn't in the way. This is still just a prototype though, it can be adjusted and tweaked as needed.
why don't you leave the option open for sam to wear the alpha,raven,and the echelon like he was able too? I tried the new stealth suit but his feet are gone also his hands are missing so not really impressed with that,but it was a good try. The Ai from my testing of it can hear a little to good as like they can hear over loud gun fire that you just moved to a location. but the rest is good I like that they now can see your hands while traversing the ledges because honestly you should. Keep up the good work
In order to make the SvM suits available in single player, I had to replace existing suits, and those are the ones I went with.
Make sure you take a look at the readmes, the SvM suits are a bit complicated to use since they aren't intended for single player.
In order to use the spy suit you need to select the 4E Eclipse gloves AND boots, and to use the merc suit you need to select the Upper Echelon Suit gloves AND boots.
I agree that the AI may hear a bit too good, I'm thinking of tuning it back just a little for sprinting and jogging.
Can you fix the guns notice the 416 rifle you can't use acog anymore there is no scope just a cross hair. Not sure if the other rifles are like that,but I like this gun.The sniper rifle scope works,but haven't tried the others.
I removed the first person scope of the ACOG, it's just another optic attachment now.
looks like you took the sniper rifle scope away too...Question why did you take the scopes away what did it benefit in that edit?
The only first person scope I removed was the ACOG, all other long range scopes should be working properly. If one isn't though let me know.
I took the zoom away from the ACOG for a couple reasons.
First, I wanted it to have more utility - it's hard to use the ACOG zoom in close quarters like the first floor in Russian Embassy.
Second, rifles are already very powerful at long range, but they aren't sniper rifles. I designed them to be your workhorse - able to be used effectively in CQC or at long range, however not as good as an SMG for CQC or a sniper rifle at range, kind of a jack of all trades.
The way the current ACOG is set up makes it more effective at long range precision shooting while maintaining a level of effectiveness at close quarters that you wouldn't have using a scope.
The main sniper rifle scope doesn't work I think you took the one off as well could you please return the scope.
I don't know what to tell you, I double checked and all three sniper rifle scopes are still working and I haven't changed anything.
If you're using the SR-25 make sure you have the high power scope equipped instead of the ACOG.
ok figured out what I did wrong thought I had the scope attached but it was my fault sorry keep up the good work.
You got it if you need any more help let me know.
Hey been playing campaign and the game crashes when I enter the security area in the estate any idea how to get this to stop doing that?
This was actually one of the most frustrating bugs I found. I pulled my hair out trying to find the issue, did everything I could to narrow it down, suddenly the issue fixed itself without me actually changing anything. Which really breaks my crayons because I hate not knowing the source of a problem and how to repair it.
So unfortunately I don't know how to actually fix it. The best advice I can give you is to remove the mod, play to the next checkpoint with the original blacklist.umd, then swap back to the modded file.
Sorry for the trouble though. I hate leaving loose ends, but the campaign doesn't always run smoothly with the mod. LNG Terminal probably won't even work at all without swapping back to vanilla blacklist. If you find more issues I'd be happy to hear about them, I haven't played through the campaign fully with the mod yet so there could be problems I've yet to stumble upon.