Ah whoops, just realised I didn’t fix the hard bricks of Colorado with the Nexus download version of the JSON
So assuming you don’t have Lighting Ultimate on, I’m gonna take a guess it was an alerted territory?
I’ll update the Nexus download after my dinner, but in the meantime you can go to the variant picker website in first post and just hit “Generate” and save it over the current file you have in retail/mods
Yeah, I don’t have Lighting Ultimate on (I don’t completely understand its compatibility with FV). If I remember correctly it was just a normal territory.
Few small things fixed/tweaked, but the main changes are improvements to night Miami: Less dark areas, better lighting in indoor areas (specifically the Driver’s Lounge building), way way more targets in Territory Takedown, and the variant now takes place well after the race with crowds gone and only the hardcore sticking around at the end of the night (Just ignore the fact the podium ceremony is still happening… it provided too interesting of a shakeup to NPCs routes for me to bypass… plus I couldn’t be bothered setting every NPC to post-podium state).
Changelog
Hawke’s Bay - Nightcall: Removes Haven viewcones for all but 4 beach guards
Whittleton Night: Invisible muffin box obstacles near van deleted
Whittleton Variants: Alerted Mode Janus guards are now correctly FBI Agents
AHBOS: Territory Takedown – Can no longer disguise as ‘The Vulture’
Miami Night: Removes crowds, adds more lights, improves lighting in the Lounge building, adds ~45x NPCs as targets, fixes Moses Lee’s podium script
Miami Sunset: Adds a buttload of NPCs to target list
Romania: Updates files to match standalone mod (i.e. blank minimap)
I love the changes to the atmosphere the ToD variants bring (might actually have picked daytime Ambrose along with nighttime Haven for the contrast to the originals), but what I probably appreciate the most in this mod is the added maps, so I voted Hawke’s Bay, Hantu and Romania.
1.Chongqing noodle
2. Romania
3. Landside sapienza
4. Hantu port
5.Bangkok the source/Berlin Easter egg
6. Isle of sgail day
7. Haven island night
8. Hokkaido snow festival
9. Chrismas paris
I was not able to lock onto this NPC/target in the office area with a throwable until I woke him up (it was possible with the sleeping NPC in the passenger area).
Something I’ve been noticing as a frequent flyer of this mod that @Kevin_Rudd might want to playtest:
Frequently, if I cause a bunch of suspects to flee, especially on Miami variations (though I tend to use this a lot for showdowns, so it could be confirmation bias to blame this map), a number of them will be in the fleeing state, but utterly stationary and never figure out where to flee to.
Hmm, due to Miami having no bonus missions it’s still using the vanilla Showdown file. Unless The Undying or Silver Tongue delete an exit I had no idea about then it’s probably a vanilla issue, like suspects failing to flee on Dubai (which this mod fixed). I’ll look into it another time
Can’t believe this hasn’t come up before now, should be able to fix that at a later point. Don’t know what’s going on with the sleeping guy tho… maybe too many props close to his head
Having played it extensively without the mod, whilst possible, I’d be very surprised that I’ve had such an error-free experience when FV isn’t installed.
On that note, on some of the variations, one of the steps down to the underground parking on the water-side has a black chunk, not sure if IOI managed to introduce that, but maybe it’s related.
IIRC that issue with the courier is what happens when the game tries to load an NPC outfit or variation that either doesn’t exist or hasn’t been loaded on the map. It uses that placeholder NPC instead. It doesn’t actually have anything to do with the texture, so it’s probably not that.
Most likely it’s either that they were assigned an outfit that exists in Situs Inversus but not P0 (if there is one) or that Rudd tried to use an outfit from Dubai/Training/some other universally accessible place, but forgot to tell the game to actually load it.