This improves and expands the gameplay of the base game with custom missions, random events and new features, which will provide many hours of fun.

Report Living_City Mod 1.8
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This is the official release of the Living_City Mod for Watch Dogs created by The_Silver

Living_City Mod 1.8
The_Silver Author

Living_City MOD Update 1.8 Changelog:

- Released LOOSE FILES version specifically made for easier merging with other graphic mods.
- Enabled access to inmates rooftop yard of Palin Correctional Center unlocked interior.
- Added more voicelines for blowing up target and evading in ARMOR PLATED random event.
- Applied proper video displayed on Blume Information Kiosk screen inside Pawnee Blume HQ.
- Added specific profiler informations to Blume Information Kiosk inside Pawnee Blume HQ.
- Fixed unescapable Ambush chase if triggered when starting specific random events.
- Disabled useless re-hack of Iraq's mainframe server inside Rossi-Fremont unlocked interior.
- Prevented G1gg1L3s videos from playing on city screens if exiting his camera by FastTravel.

Living_City MOD Update 1.7 Changelog:

- Replaced personal vehicle Sonarus LX of First_Load script with a black Vespid 5.2
- Improved spawn of personal vehicle feature of First_Load script to prevent bugs.
- Fixed VIP limo of BREAKTHROUGH random event not appropriately fleeing after VIP hacked.
- Improved Prison interior script to ensure player can't trap himself inside it.
- Included a fix for a rare bug where First_Load camera could start in a wrong position.
- Implemented additional checks to safely disable the mod while playing Bad Blood.

Living_City MOD Update 1.6.1 Changelog:

- Removed leftover debug script that might have displayed debug messages in custom missions.

Living_City MOD Update 1.6 Changelog:

- Made G1gg1L3s apartment camera intrudeable again at any time after completing his mission.
- Completely fixed Human Traffic custom mission of Loop district (including unhackable laptop).
- Completely fixed new Gang Hideouts contracts (now completable also by killing all enemies).
- Improved Replace_Scan feature and prevented conflicts with any vanilla mission.
- Slightly lowered RoF of enemy pistols so they shoot believably instead of full-auto madmen.
- Enabled collision with civilians for NPC bullets (in vanilla they just hit you through them).
- Fixed rare chance of final campaign mission breaking due to Merlaut unlocked interior.

Living_City MOD Update 1.5 1.4 1.3 1.2 1.1 Changelog:

- Added "THE FUTURE IS IN BLUME" unlocked interior inside pawnee Blume HQ restricted area.
- Added "THE PALACE" unlocked interior from The Palace Pack and made it a new hideout.
- Added "HOPE IS A SAD THING" T-Bone workplace interior and made it a new hideout.
- Reworked existing "THE RAT'S LAIR" unlocked interior and made it a new hideout.
- Initial fix for Human Traffic custom mission of Loop district (proper destination arrival).
- Initial fix for both new Gang Hideouts contracts (now completable by leaving their area).
- Added "Empty" items in gunshops which allows to empty any weapon slot you want.
- Ensured main gates ctOS box of Pawnee Blume HQ is always hackable when appropriate.
- Fixed chance of Rossi-Fremont restricted area re-enabling too early after killing Iraq.
- Fixed chance of inventory improperly restored after EXCLUSIVE CONTRACT random event.

Reply Good karma+1 vote

You forgot a couple of interiors.
1. Infinite 92's cutscene room;
2. T-bone's silo and all other Bad Blood's interiors.
There are glitches in the Merlaut where NPCs behave weirdly at the elevator room and despawning vending machines.
Hope you're still working on this. This game needs YOU to be perfect.

Reply Good karma Bad karma+1 vote
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