Factions Redux 2.0 with Living City merge, with already compiled patch1 version as well as loose files for manual install.
Update 2.0 completely overhauls police balance, FD/EMS adds unmarked cars, plainclothes police officers, Illinois State Police, Living City scripts and more. As a note, we have also dropped support for the re-textures only, from now on, the UV mapped vehicles with re-textures are only available.
Please contact us if something appears broken, bugged, or if you have just general feedback. It's valuable to the cohesion and evolution of the mod!
Various assets from this pack will also be made available standalone
such as UV mapped police cars (featuring templates) by F3nd3rB3nd3r, DukeOfFail's vehicle textures, or my ped edits. You may find them just below:
Police Liveries Revamped
Revamped Peds Collection
List of current features:
*New features will be in bold.
GENERAL
NEW IN 2.0
- with Silver's permission, added specific scripts from Living City; ctOS scans to go directly to police system from 911 calls and certain factions may now use ctOS to try and stop you
- certain factions may now use ctOS to try and stop you
- added merge version for Living City Mod by Silver
- updated Living City police officer outfit with Factions Redux assets
- complete overhaul of the police wanted table, integrated with missions
- minor adjustments to other factions chase settings
- Heat level increases way faster depending on scale of action taken
- citizens are more vigilant to illegal/suspicious behavior, particularly if at low reputation
- re-enabled some unused reputation incidents (car thefts, jackings)
- reputations hits far more punishing depending on crimes committed
- reduced cooldown on ambient events
1.0
- police radio chatter emits from patrol officers when on-foot and out of combat
- lethal takedowns enabled on Law Enforcement
POLICE HEAT
NEW IN 2.0
- dispatch time increased, and reduces as your Heat increases, units also spawn further out
- units get more aggressive as you gain more Heat
- police muscle cars, SUVs etc. are no longer tied to Heat levels and use them regardless of it
- police units may deploy with any combination of allowed standard issue weapons, regardless of Heat
- heavily reduced amount of on foot police officers and spawn them further out
- police roadblocks no longer spawn with spike strips
- police searches get more aggressive with Heat, spawn times reduced for all elements
- search timers and radiuses increased drastically as your Heat level rises
- arrests enabled on all chapters up to Heat 3
- police will begin to halt trains at Heat 3
- unmarked cars with plainclothes police officers & Illinois State Police are added to spawn pool at Heat 3, but never completely replace regular units.
- police use city infrastructure as weapon in restricted fashion at Heat 4
- helicopter crewmen are unarmed, unless spawned or respawned at Heat 5, in which case they are armed
- with carbine rifles
- helicopter respawn timer increased
- police begin to drive-by at Heat 5
CHICAGO POLICE
NEW IN 2.0
- supervisors turned into new entities, using "Veteran" archetype
- unmarked Polar, Solaris and Vessel added as new entities
- unmarked police vehicles no longer display radar icons
- plainclothes police officers added as new entities, under "Gunman" archetype
- added Chicago Police & Cook County Sheriff's Police helicopter crewmen as new entities
- helicopter updated with Cook County Sheriff's Police emblem to emphasize CPD/CCSP Helicopter Task Force
- integrated all new cars and peds to the wanted system
- Vessel now patrols and chases, added to spawn pools
- updated the police hat to have a badge, silver for regulars and golden for supervisors
- dropped support for the police cars using default UV mapping, it will be a standalone texture mod
- sometime in the future
- removed vehicle specific dispatch barks and have them use more generic lines instead
- regular police officers can no longer be Sergeants or Lieutenants, only supervisors
- added localisation for helicopter crewmen job title
1.0 Hotfix 1
- included lower detail models of UV mapped vehicles for playing on lower graphics settings
1.0
- new UV mapped police vehicles, helicopter, accompanied by lore-friendly liveries
- various new clothing items ranging from shirts with ties, pants with duty belts, to high visibility traffic vests
- supervisors with white shirts (jacket cops included) with appropriate yellow and white checkered caps
- additional head variation, such as introducing asian and hispanic faces, overall more variety
- alterations to some of the base assets such as cargo pants, trousers, jackets, hats to be overall more darker tone of navy blue
- different body types
CHICAGO SWAT
NEW IN 2.0
- Enforcers may sometimes work in pairs
- some SWAT teams have no Enforcers
- headshots now possible on Enforcers
- replaced the LMG Enforcer's gun with P416
- SWAT officers may spawn with P416's now
- removed frag grenades from SWAT
- replaced previous dispatch bark with SWAT specific lines
- adjusted localisation for job title to specify them as SWAT team members
1.0
- new UV mapped SWAT SUV with a fresh livery
- new clothing items such as caps, goggles
- new heads
- re-textured SWAT uniforms to include various patches
- whole new look for the Enforcer, which gets rid of the full-body suit and replaces it with more grounded heavy armor
- SWAT Enforcer has health lowered by 50%
CHICAGO FIRE/EMS
NEW IN 2.0
- vehicles have new UV mapped textures, with alternating variations
- firefighters as well as paramedics have new clothing items and presets
ILLINOIS STATE POLICE
NEW IN 2.0
- Illinois State Police Cavale, Polar, Solaris, Vessel added as new entities
- Illinois State Troopers added as new entities under "Gunman" archetype
- integrated both cars and peds to the wanted system
- added localisation for "State Trooper" job title
BLUME/CTOS
NEW IN 2.0
- using Silver's scripts, ctOS will use the city infrastructure as weapon, unrestricted just as in Living City
MISSION TWEAKS
NEW IN 2.0
Bottom of the Eighth:
- inserted additional dialogue to indicate police searching for Aiden
- new police wanted settings to simulate a lockdown surrounding the stadium, police helicopter also makes a return
Backseat Driver:
- added dialogue to the first part to foreshadow helicopter search for the next segment
- added an active police search to the first part of the mission
- you can now reach the garage and the final checkpoint while in a police search mode
- some police spawns in the second part are now dynamic instead of scripted
- police radio re-enabled in both segments
will Living_City_MOD_CONFIG.txt still function with this mod ?
Yes, it should. This is just Factions Redux merged into Living City.
BadBlood DLC are not Compatibility , will trigger Disrupt_b64.dll error code 0xc0000005.
Bad Blood is technically compatible, but you first have to load into the main game, then go back to main menu and access the DLC.
Otherwise the game won't load some of the new assets and will result in a crash or be unstable.
living city has updated to 2.7.
dumb question but does living city come with this mod?
Living City just has Living City. If you want Factions Redux with LC, you'd need to use the file download on this page with it pre-merged.
Alternatively, you could download LC & our mod seperately, and merge them, but we don't offer support for this.
What version of Living City does it merged with this mod? Does this file have 2.6 version?
Yes indeed, it is the latest version 2.6.
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So, the merged edition basically adds Living City to your mod? With all its features ?
Yes indeed. Various files it also uses were modified, so merging it was simplest solution on the table.
Bad Blood didn't work
This is indeed an issue with BB but it does work once you load the main game, go back to the main menu, then start the expansion.
Hi guys , thanks for this beautiful mod ; but with police outfit the police forces will be enemies anyway ?
Outfits have no effect on the player other than visual.
Is it possible to call the police on gangs/criminals ?
Yes, but it's a feature of The Living City mod, so it's only in the merge version.
What other mods could be compatible with this? I'm interested in Graphic Mods and any other QoLs
hi, 1 folder of loose files appears in the .rar, is that folder copied or is it in case you want to join it to another mod?
download the version together with living city
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some of the cops are invisible when i installed this mod. would you happen to know how i can fix it? sorry for the double post.
This usually happens in the event you change either some of the graphickit items/model stuff or potentially entitylibrary. Also if the meshes/textures/materials themselves are missing.
They all contain the necessary items to set up the peds correctly and if you remove one from the equation, or data inside it, it has the potential to break as described.
ah ok thanks. probably because i added other graphical stuff on top of it then. damn.
Hi. I'm using the Police and Faction Overhaul mod, but the mod author on the mod's Nexus Mods page has apparently not responded to comments for a while. Therefore, I would like to ask for help here, since Factions Redux and Police and Faction Overhaul, according to my observations, are quite similar projects.
I noticed that the patrol officers are now dressed only in shirts. I would like to know how to return their jackets - it seems more logical to me. I tried deleting some files of the mod, but I found that the character models were just starting to have body parts missing. Any help is apperciated.
We've worked closely with Police and Faction Overhaul in the sense we did a lot of asset, intel sharing about game documentation. Helped each other out.
While I can't say for what Police and Faction Overhaul does in detail to the uniforms, who spawns with what, how they set that up, what I can say is all CPD And Ilinois State Police peds in Factions Redux are randomly chosen from between using a jacket and not using one.
See references:
Media.moddb.com
Media.moddb.com
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Is this merge using the latest 2.7 version of Living City mod or still currently using the 2.6 version?
2.6, you'll have to manually merge it at this time, but from my understanding not much has changed, so it should be relatively painless.