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Metal Gear Solid V: Custom Modded Side Op - XOF Ops 06: Green Collar скачать в хорошем качестве

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Metal Gear Solid V: Custom Modded Side Op - XOF Ops 06: Green Collar
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Metal Gear Solid V: Custom Modded Side Op - XOF Ops 06: Green Collar

Download here along with other XOF Ops: https://www.nexusmods.com/metalgearso... Requires Infinite Heaven: https://www.nexusmods.com/metalgearso... Created using: FoxKit: https://github.com/youarebritish/FoxKit/ Side Op Companion: https://github.com/Morbidslinky/SOC FMDL Studio v2: https://github.com/BobDoleOwndU/FMDL-... Special thanks to Modders' Heaven for creating those tools, guiding me through them and making this possible!   / moddersheaven_   Since this side op originally released about 9 months ago, I have some ruminations about it, along with some notes on its recent update shown in this demo. I feel like the location was perfect, though the positioning of the guards might have been a bit too tight; it's the point of these, kind of - since I can only use 8 soldiers wearing XOF uniforms, I wanted to make them guard a smaller, tighter spot. The prisoner's placement I really like too - it even feels like the outpost was designed to have such a target there, with the little window besides the door to this always empty room I actually discovered while making the side op. Even had a pre-placed shelf for me to dump ammo and suppressor refills on for the player who made it to the target! The whole image of that helicopter parked there on the Nova Braga Airport building just kinda came to me when I started to play around with FoxKit. Or it could have just been The War Economy coming back to me, I don't know. The parked helicopter model comes from MGO3's Black Site map, and the black paint comes from the opening cutscene of Ground Zeroes and the hospital escape sequence from The Phantom Pain. A lot of this is actually just me learning how to make this type of stuff with FoxKit. Placing all the blood around was a bit tedious at first though, since there was so much. In the initial release, I had two interactable gimmicks in this side op - a barrel and a gas can to go along with some burned corpses outside (I removed them because I felt that they didn't fit anywhere). The intel file there was another thing I just wanted to learn how to use. I believe it was first used by Ventos in one of his side ops (https://www.nexusmods.com/metalgearso...) and I followed it as an example. With the XOF soldiers' appearances, I decided to remove their helmets from what I used in the original five XOF Ops, which were all released simultaneously much earlier than this (and boy do those need updating just to flesh them out!). After releasing this XOF Op, I thought that they look a bit too bare without their helmets, so I tried to improve their looks in the next XOF Op and in the update to XOF Op 06 shown here, I used a different version of that; instead of the big goggles they use in Afghanistan, I made them use the smaller goggles they wear in Ground Zeroes. Maybe they use them in case of rain?... Which leads me to some issues I have with this side op, even after just updating it. The helicopter originally had this texture issue with the glass I overlooked when releasing it at first, I could have easily patched it real quick but there's so much else to do that I figured I'd make one substantial update instead of one for the little parts and then a big one, especially if it the little one was so late. The helicopter also takes up a lot of room, and sometimes the soldiers might walk too close to it and get stuck on it - and I don't mean continuously walk into it - I think they get stuck in the nav bounder I set up around the helicopter so they could at least try to walk around it, so they get stuck in this one caution/surprised pose and drift to the side. It's really weird, but it should happen much less now. The helicopter also has this really weird issue where you can shoot through it and guards can see through it, as if it wasn't there. Actual collision with characters, though, works perfectly fine. I'd blame it on the .geom collision file incompatibility between TPP and MGO3, though I find it kinda strange that it happens in the first place. That format is another that hasn't been looked into too much since it isn't as important, and I'm not really a reverse engineering type of guy - those are the great guys at Modders' Heaven, without whose tons of amazing work this wouldn't have ever been possible. And yes, the three Snakes gimmick was borrowed from C&I's LP of MGSV (You can check it out here:    • (Uncut) Metal Gear Solid V: The Phantom Pa...   by the way, thanks for using my Decoy Snake mod in the last episode!). I just thought that with the Fulton Ballista goof at the end, it would fit pretty well.

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