Metal Gear Solid V Pc Mods

Metal Gear Solid V Pc Mods Rating: 3,9/5 565 reviews
  1. Metal Gear Solid Free Download

Konami’s latest Metal Gear Solid 5 patch will break your mods. Konami has issued a new patch for Metal Gear Solid V: The Phantom Pain on PC, and it has some unintended side effects – or very.

Mods

ABOUTWelcome to the Metal Gear Solid V PC subreddit. The long-awaited and newest installment hits the PC on September 1st. This subreddit exists primarily to cater towards the many inevitable PC users of the game. RULES1) Search and check the FAQ before posting a question that may have already been answered.2) Be sure to use spoiler tags where necessary. Do not include spoilers in post titles.

  • This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Metal Gear Solid V: The Phantom Pain for PC.If you've discovered a cheat you'd like to add to the page, or have.
  • Good news for our Sekiro, Resident Evil 2 (2019), Vampire the Masquerade - Bloodlines, Dawn of Man, and Surviving Mars communities! As of version 0.18.5, our new mod manager Vortex now supports modding for all of the above games meaning you can use Vortex to mod 59 different games total.

(without the period).3) Respect each other and remain ethical.4) If you are posting in regards to a hacker/hacks, please post it with video proof.5) No piracy or warez content of any kind. IMPORTANT LINKS. Modding Community. Main subreddit. Mod test number???Installed both mods without any problems as usual. The faster base building works as usual, I didn't really need to go into missions to get it done.

I used it to build the last upgrades to 2 of my platforms (I'd saved up the materials). The faster material processing is deifnintely working. When it often shows me processed materials, I've now got 0 raw materials for some materials.

This is likely due to the materials processing faster than they can be acquired. I'll probably need to go and farm up some containers to keep it busy.So an update on more units. Normal cap for each is 100 units I believe. Along with 100 security, this means maxing out motherbase, players hit the 700 unit cap (100x6 departments and 100 security) on the vanilla game anyway.

This means there will be issues anyway without the mod once folks have maxed their motherbase. The additional units is more useful for folks earlier in the game without a fully upgraded motherbase, but once cap is reached, even the base game screws over players with the 700 unit cap. The unit limits do increase with this mod and security unit bug is fixed.My 2 cents. Just use the normal version of the base building & processing mod until we figure out a way to increase the 700 unit limit of motherbase. This may be found in other files in the TPP master folder, if so then it would require time to find it. Or just hope that the devs patch in a higher limit since there are issues with the vanilla limits anyway. There was that Gamespot image I posted on the old thread where they had a limit of 835 without their MB being maxed, with 776 actual units.

No idea how they surpassed the 700 limit in that image, but it shows that the overall limit must be modifiable somehow.Combat deployment mod:Did many combat deployments yesterday, thanks to the reduced time it takes due to this mod. Am I right in thinking that this newer version adds E rank soldiers at a droprate of 40%? Before this mod, certain deployments had no soldiers offered in the reward screen. After installing this mod and refreshing the deployments, those missions now offer at least E rank soldiers at 40% droprate. I've also seen some strange low rank missions offering high level soldiers visible in the rewards, an E rank mission offered up to an S rank soldier and did indeed drop one. I assume this is an effect of the mod. While doing some of the 40% E reward missions I haven't always got soldiers, the other missions I usually get a soldier rewarded of the highest rank.I think when you get a high level soldier, the mission you choose will have the reward determined from the moment the mission appears on the list.

Thus when this mod makes an S rank drop, the mission will show S rank soldiers in the rewards (regardless of what mission it is) and then the player will be guaranteed to get that soldier. The small chance to get the unit affects the mission generation. Thus if a mission states you only get E rank soldiers, you won't get any better than an E rank. But occasionally, those missions will show rewards better than E, which is showing the mod working and giving better rewards. Apologies if I'm incorrect, but this is just me trying to figure out how the game works with the mod installed.Here's a couple of concerns though. With the exception of recruitment deployments, the missions show combat soldiers in the rewards. So far with this mod, I've got a few soldiers where their combat level was the maximum.

It may be just that those deployments only offer combat soldiers or the mod might require separate drop rates for each type of soldier (i.e. I've yet to get a soldier who has one of the other stats as their best stat, though I have only been playing with this mod for a day.Another concern is that the number of dispatch missions is slowly decreasing. Perhaps there is a set time for the generation of these dispatch missions and the missions are being finished too quickly, thereby taking some time to generate new missions. Either that or I don't know.So a few questions for other folks using/testing the deployment rewards mod:1) Before using this mod, did you get absurdly high-rank soldier rewards (listed in the mission select too) on your low-level deployments? Or did it only start happening after using this mod?

I had an E rank mission rewarding an S)2) Do you get soldier rewards that are not listed in the rewards section when you select the deployment? A D-E rank reward mission gave you an A rank soldier)?3) Since using this mod what sorts of soldiers have you been getting with good stats? Have all of them had combat as their best stat or does it vary?Almost done, I'd like to look at the file modified with this mod to see if there are other things that can be changed modded and just to figure out how this works. Any idea how I can extract the files from data1? Is it using that QAR file?Finally thanks to Drogean for plowing the way forward for TPP modding with these 2 great mods. My S soldier says hi:D.

Update: Well after a discussion on another thread, I think I've found why the overall motherbase limit is tightly regulated. Turns out that it's tied to FOBs.

Metal gear solid v pc mods online

If one builds an FOB, it effectively doubles the motherbase capacity to 1400 and also doubles the 100 capacity on each team to 200. Almost makes the extra capacity part of the mod obsolete. Problem is, if you don't want an FOB, you're stuck with the base 700. I bet the MB limit is somewhere within FOB related files.Also I've made myself a mod that I was meaning to make sooner, but then I got ill. I'd post it, but someone managed to implement the same idea I had and the mod is now on Nexus. It effectively adds S+/S soldiers to the normal soldier spawns in missions, which were previously not available. The spawns aren't reliant on that one piece of code by itself, even if one were to change it to 100% S, you'd still get the lower rank soldiers as normal.

It only seems to have a sway the spawnrate in that direction a bit. Which is fine, otherwise it would be OP and would ruin the fun of the game if there were only ridiculously good soldiers around.Oh and here's another mystery solved, the missing A+/A soldiers in the code. I remember discussing this with Drogean regard the BetterCombatDeployment. I was confused by the existence of 'f' and 'g' rank in the game code. I then realised that it was actually referring to D and E rank and that the ranks up to A are named differently in the code. A rank is 'c', A+ is 'b' and A is 'a'. So I guess that means the 10% droprate for C rank soldiers (if that is still the droprate in the current version of the the mod) is actually a 10% droprate for A rank soldiers.Anyhow, I've never really made a mod before and I've had fun doing so.

I wonder what other cool stuff we can do (that isn't OP or takes away from the fun of the game). I don't mean to be funny here but you realise you're helping cheaters fuck up online for other players right?It's even more worrying, that this thread gets stickied.It gives you an unfair advantage over players that are not using this mod, which is in its core as bad as cheating with a trainer.As long as this is also influencing the multiplayer mode, it will be used and exloited.The more I think about this, the more it boggles my mind that this is actually a sticky in this subreddit. Well that's funny. Then why would you want to make this problem even more popular by making a mod, which basically gives you the same benefit like a trainer, sticky?See,If someone wants to cheat, he will find a way to do it.is nothing new and is just skimming the surface.Making things like this a lot more accesible then they already are, for example by making it a sticky, is the actual point.'

Hey, we got a problem, but let's make it fucking worse'.Of course the problem wouldn't be that huge, if the informations on how to exploit were a lot harder to aquire and use. Or do you think the contrary is the case?Basically, we shouldn't care and bother about trainers, what this mod basically is, being on a sticky list? So people, that have spent maybe 1% of the time legit players invested, can fuck us over in a already shitty multiplayer mode? Without any effort, because it's right on the frontpage? That's wrong and fucked in my opinion.This whole thread encourages scriptkiddies to use a tool to exploit.It actually encourages people, that don't want to have anything to do with it, to use it, because otherwise they'd be in a strong disadvantage.But hey, that's just my view on this. Saying 'oh they'll find a way anyway' is bullshit! They find a way by USING these tools!

I'll be off selling cocaine because if I don't do it someone else will.how to cheatgoogle: mods and cheats for metal gear solid vif first result that comes up is this then frankly he's actively engaging. Now I am NOT saying 100% this mod is cheating. I haven't looked into how everything works. But the fact it's interferring with the FOB aspect is going to raise aome eyebrows with Konami and a big fat Cease and Desist in the mail.Again the main issue here is that single player leads directly into multiplayer so by stacking all the stats with mods etc you are cheating and giving cheaters an excuse to do so.

Originally posted by:My apologies if I'm wrong, but I think the XOF outfit for quiet is unlockable anyway? As for the other stuff, probably against the EULA per se, so best to get advice somewhere else.The XOF stuff can be but it takes ages to get. There are a plenty more mods that I'd like to use, speeding up research times, other re-skins and weapons improvements etc.It's my second time buying the game, I also have it on PS4. Mainly got it for the PC for mods, sad they don't work right now.:(. Originally posted by: Konami is lucky I actually bought the game again (I have it on the PS4) and not just found a cracked version online somwhere.Did you just freely admit to pirating the game in the offical steam forums?Yeah.That's going to end well.You have other places to ask. I suggest going there.

Metal Gear Solid Free Download

I just logged into steam just to say how much of an idiot you are. In fact, everyone in this entire thread, except for op, are total scum♥♥♥♥ imbeciles. Did you even read what he said? He said he bought the game twice.

Posted on