Insurgency

Insurgency

The Co-Op Experience | TCE v4.2
770 Comments
blxckdreadful  [author] 4 Jul @ 6:28pm 
@NeKash if the crashes are related to dismemberment (kills using explosives or shooting ragdolls) then it means the files are not in your Custom folder. I recently updated so if you are subscribed to this mod, the new .vpks are in the 2752265980 workshop folder again
NeKash 4 Jul @ 6:11am 
thanks boris
Boris 3 Jul @ 4:17pm 
lower your paged pool memory to low
NeKash 3 Jul @ 3:49pm 
alright, so i'm experiencing crashes, i feel like this mod is the one that's causing them, but i don't want to delete it. anything to do?
NeKash 2 Jul @ 10:07am 
@blxckdreadful the mod is amazing, added a lot of great weapons, with double the attachments and add-ons. wish my PC was a whole lot better to really soak in this game and mod with max graphics.
blxckdreadful  [author] 2 Jul @ 4:02am 
@NeKash the modding scene is pretty active still, the releases have really toned down but the modders are still active - at least in terms of helping each other out.

Hopefully you enjoy this mod if you ever try it out and feel free to let me know what you think about it
NeKash 1 Jul @ 9:18pm 
im glad people are still playing and modding this game, considering im new to it
blxckdreadful  [author] 1 Jul @ 1:35am 
updated, cant do an extensive test yet but it's supposed to fix sounds getting cut off from sharing the same channels (weapon)
blxckdreadful  [author] 9 Jun @ 12:13am 
fixed a minor issue
blxckdreadful  [author] 27 May @ 2:37am 
Updated. details in changelogs
blxckdreadful  [author] 10 May @ 1:05am 
@Kaedescope thanks for pointing that out, I'll be fine-tuning more FOV values to prevent clipping. I'll move the camera closer during prone so that clipping won't be visible. It'll be in the upcoming update but idk when it'll be ready to be released cause there's a lot of new stuff coming. (Spoilers: RMR Sights on some Pistols. MP5k is now MP5a4 that can accept foregrip upgrades, and a new dmr!)
Kaedescope 9 May @ 10:38pm 
@blxckdreadful A little thing i noticed the POV you put on the guns is great but some of them have some issues with certain animations. The Typhoon F12 when crawling you can see the arm cuts off on the left during the animation xD.
blxckdreadful  [author] 9 May @ 2:52am 
@Kaedescope Hunt, and Conquer are both supported too - If it's under the "Default, Classic, Hardcore, Elite" theaters in the Solo Tab it will be TCE except Survival
Kaedescope 8 May @ 5:34am 
Thats aight mang you already doin a lot of work with just the main areas of the mod anyways, keep it up brotha! Btw what modes are supported other than checkpoint?
blxckdreadful  [author] 5 May @ 8:38pm 
Can't figure out how the Survival mode actually spawns in the Security side. Upon further checking in the theaters, there are class templates in the Survival theater that corresponds to what is actually spawning in the game.

But this isn't used at all in any theaters. It might be the map itself that uses those templates and not dictated by the theater.

Even with something in mind, I'll have to put aside the Survival Mode
blxckdreadful  [author] 5 May @ 12:56am 
Shotguns, depending on the range can really go ham on the jugg, but not really recommended cause he'll go light you up too. Slug has a pretty high multiplier, and the Spas/M1014 does the most damage out of all the shotguns. Incendiary Shells can't be resisted by the jugg too, so it will work with him pretty well, but on a really short distance. Since the shotgun dmg is calculated per pellet, I gave the incendiary shell really small dmg since it can't be resisted and will be taken as is.

On my runs, (Hunt only, never finished a Checkpoint in my mod lmaoo) The ones I can easily take the jugg down with when I'm using the Breacher is only Spas or M1014, barring the use of Incendiary.

Nova is out of the question cause of how broken the Frag HE Shells.
blxckdreadful  [author] 5 May @ 12:53am 
@Kaedescope His weakest damage resistance is on the head. He has a bit of Blast Resistance too. What he doesn't have is Melee Resistance, Fire Resistance, and Gas Resistance. All pistol ammo except the larger calibers will do 0 damage if not on AP - I think SMGs if not AP does little to no damage too, iirc it's not even 1dmg, just 0.(n)

45acp can dent, but in terms of Pistols/SMGs, the 5.7 cartridge has innate AP abilities. Which means by default, it does less damage to unarmored limbs and 9mm will beat it on that area. That's just game design things but ofc irl it would just hurt as much lol.
Kaedescope 4 May @ 10:44pm 
Thats great to hear! Im a fan of the building your own weapon thing, seems more reasonable with the direction youre mod is plus the way you configured attachments will play a hand in your idea for survival. Glad my input could help a bit and i cant wait to see where it goes ;>

Also an off topic question but, how do you really deal with the juggernaut in general? Like i do know that Snipers/DMRs and LMGs with AP ammo will do the trick pretty staright forwardly but I never figured out how to consistently take them down with shotguns, rifles or smgs/pistols. Do they really have weakpoints and/or are weak to certain weapons/explosives?
blxckdreadful  [author] 4 May @ 9:30pm 
So I tested out survival today, I'm not quite sure how they pulled off the progression but I can see the Security side changing weapons as the wave goes higher. However, upon checking the theater, all the security side points to "template_specialist_security" which means they're only using one loadout - theoretically it would be the same all throughout .

It seems like they're coded to switch their weapons depending on the wave number. I have to test how crazy it would go if I edit their loadouts heavily. or if it would even work as intended. if It's purely rng, then I think leaving them all with just a pistol makes it so they will automatically buy whatever weapon they wanna use after some time
blxckdreadful  [author] 4 May @ 3:39pm 
I recently fixed a Juggernaut model that fits for security but idk where it came from so I can't just use it out right haha, will ask around for it. But yeah, I have something on my mind now on how to do a similar gameplay on the Insurgent side. I'm thinking of limiting the weapon per class to maybe 1 or 2, but the upgrade mechanics in TCE will be the one to substitute on the weapon progression. Like you'll get a really stripped down AK then build it on upgrades til it handles smoothly
Kaedescope 4 May @ 3:15pm 
Also regarding the juggernaut, you could either nerf it a bit for survival, or add more starting supply points so players could at least get AP ammo earlier depending on how you see fit to spawn juggernauts in.

In general the juggernauts you added for the other modes like checkpoint really add a sense of urgency and panic like facing a literal tank. You either need a coordinated attack, good aim, or just a high powered weapon. In relation to survival, might be a bit hard considering you haven't thought out the insurgent's weapon kits yet.
Kaedescope 4 May @ 3:11pm 
They could work but might just need a bit more balancing such as when to spawn them in regarding the fact you start the first wave with a mere pistol haha. If anything a security juggernaut might be something cool to witness, though if you want to keep immersion levels high a suicide bomber security enemy might not work lore-wise and gameplay-wise (the gamemode is already hectic with gunfights in all directions a bomber enemy might just make it impossible haha)..
blxckdreadful  [author] 4 May @ 3:06pm 
@Kaedescope do you think special enemy types would work in Survival or would it be too hard?
Kaedescope 4 May @ 4:02am 
That's aight this is probably the single best balanced mod pack for insurgency rn and me and my friends are loving it.

AS for endless survival: Its basically you spawn in at a random location on the map with next to nothing but only a pistol and you have to go to make your way to random but certain locations on the map to earn supply points to get better gear as to compliment the waves getting harder. During all this enemies will constantly spawn in and get progressively harder to fight. Im not much of a modder myself but thats basically how the mode goes down, its really fun and the points you gotta to get too are random making each game unique. If anything im just glad the mode still works with your mod installed so even if your mod doesnt affect survival mode i can still play it with the bois without having to tweak like with other mods.
blxckdreadful  [author] 4 May @ 2:27am 
@Kaedescope I haven't thought of a way yet, on how to balance the Insurgent side as a player so I can't make any promises. Since I don't really play Survival Mode, I honestly no idea how it flows and how I can make a TCE version of it
Kaedescope 3 May @ 10:54pm 
Any chance we could get some of these changes into survival mode?
blxckdreadful  [author] 18 Apr @ 4:19am 
[UPDATED]

Just a somewhat minor update, changelogs for what's new
Lima 1 Mar @ 12:53pm 
Literally the best co-op mod. :steamthumbsup:

EN: If anyone wants to play with me, write.
RU: Если кто-то хочет поиграть со мной, пишите.
UA: Якщо хтось хоче зі мною пограти, пишіть.
blxckdreadful  [author] 24 Dec, 2024 @ 6:50pm 
@zakat C:\Program Files (x86)\Steam\Steamapps\Workshop
Zakat 24 Dec, 2024 @ 9:45am 
Ok, where this folder?
blxckdreadful  [author] 31 Oct, 2024 @ 1:44am 
@Eminent Demon then you have to make one
Eminent Demon 31 Oct, 2024 @ 12:08am 
What if i don't have a custom folder in insurgency folder?
El Empanauta ® 10 Sep, 2024 @ 5:17pm 
:lunar2019coolpig: :lunar2019coolpig:
blxckdreadful  [author] 9 Sep, 2024 @ 5:12pm 
Big update, details in changelogs.
blxckdreadful  [author] 8 Sep, 2024 @ 10:26pm 
Replaced the old photos using new screens, those are what's coming for the next update: Just polishing more stuff
blxckdreadful  [author] 1 Sep, 2024 @ 8:48pm 
aside from 20 new weapons, I'm editing all of the models again to make it compatible with the visible laser mod - gonna take a while.
El Empanauta ® 18 Aug, 2024 @ 5:56pm 
Take your time my friend, first things first :steamthumbsup::steamthumbsup:
blxckdreadful  [author] 18 Aug, 2024 @ 2:52am 
been cooking a big update lately but something really personal happened again and I'm not in a condition where I can work on it seamlessly. Stay safe out there peeps
blxckdreadful  [author] 6 Aug, 2024 @ 7:51am 
Updated, added a few stuff and did some fixes, details in changelogs.
blxckdreadful  [author] 6 Aug, 2024 @ 2:58am 
updated again for some changes and a request by Akaris
blxckdreadful  [author] 5 Aug, 2024 @ 2:26am 
updated once more, just a minor fix
blxckdreadful  [author] 4 Aug, 2024 @ 7:54pm 
been updating continuously, trying to get that Juggernaut to work properly, hopefully this time
blxckdreadful  [author] 4 Aug, 2024 @ 6:31am 
@SempeR be sure to follow the install instruction first as noted in the description because it will crash if not (Dismemberment Mod).

You can launch it in the Solo Tab by picking Classic/Hardcore/Elite or if you scroll down a bit, you will see the TCE Playlist, be warned tho: the TCE playlist has a custom command that makes the bots significantly harder
SempeR 4 Aug, 2024 @ 12:31am 
how to laucnh?
blxckdreadful  [author] 2 Aug, 2024 @ 9:10pm 
just updated for some changes on sway values, if there are any bugs, lmk
blxckdreadful  [author] 1 Aug, 2024 @ 11:51pm 
updated, changelogs for the details.
blxckdreadful  [author] 3 Jul, 2024 @ 5:40am 
@No_meta if you know how to edit the theaters, feel free to rip the vpk and do edits on how you wish it to be, but currently I haven't added a theater without a Juggernaut
blxckdreadful  [author] 10 Jun, 2024 @ 2:52am 
So - I'm a bit of a perfectionist and I know this mod has an extensive customization option. One thing about that is, every other gun parts are considered as Attachment. And by vanilla standards, attachments are not rendered after a certain distance: stripping the gun down to its bare bones when that is reached. So I've been considering of re-doing that portion of the mod, however that means having no Handguards,Stocks, and Magazines. Which to me, is something hard to let go. Do you think it'll be better to have that removed or for it to stay as it is in the current version?
blxckdreadful  [author] 29 May, 2024 @ 2:44am 
I compressed textures for attachments, and weapons, lowering the file size from 2.45gb to 935mb. Which means, I can add more stuff - probably.
blxckdreadful  [author] 4 May, 2024 @ 1:31am 
@Nomneko if you have some pvp mods, like Heat of Battle - that theater will work. But this mod alone doesn't have pvp, I haven't been modding actively for some time now cause of irl stuff so I haven't been able to work on anything for so long sadly