About this mod
A 1 to 1 port of Ground Zeroes Hard Mode into The Phantom Pain. Enemy and Player attributes have all been updated to match the Ground Zeroes Hard Mode experience.
- Permissions and credits
Similar to how MGS1 Integral added a new difficulty for players to enjoy, The Integral Update adds in the missing Ground Zeroes Hard Mode into The Phantom Pain
You will know this mod is enabled on the Sortie Prep Screen
Enemy Changes
-Enemy sight increased to GZ's sight: The major overhaul of this mod is updating the enemies's sight to match the enemies's sight in Ground Zeroes Hard Mode (See below for in-depth details)
-Enemy hearing: To my surprise, the enemies in GZ Hard Mode have the same hearing distance as those in Normal mode. So no update has been made to their hearing
-Camo penalty for Hard mode: Ground Zeroes Hard mode applies a universal camo penalty of -10. This actually makes correct camouflage necessary. An example. In vanilla TPP, lying on the ground during the day means enemies will not notice/discover you until they are 10M away. In Ground Zeroes hard mode, the camo penalty is applied and vision cones are extended.
This means lying on the ground during the day will result in enemies noticing you at 30M and discovering you at 15M.
Whereas having the correct camo while lying on the floor will have guards notice/discover at 15M.
-Sleep times decreased: Cut in half, from 5 minutes to 2m30s
-Dieing: 60 seconds to 30 seconds
Player Changes
-Player health decreased: 6000 / 3000
-Health recovery rate decreased: 1000 / 500
-Health recovery cooldown timer increased: 2secs / 6secs
-Optional Subsistence Primary/Secondary
Gaps in knowledge
-Differences in vision cone width/height
-How enemy accuracy is handled (they seem more accurate/aggressive in GZ Hard, but could find no references)
-Anything I missed. Please feel free to leave feedback if there's an aspect of Hard Mode I'm missing. This mod is an attempt to match GZ Hard as best as possible, so if it's not in GZ Hard mode, I will not add it to this mod.
Camo and Enemy vision explanation
To understand the changes made to enemy sight, one must understand how enemy vision and the camouflage system works.
Depending on your current stance/movement, you'll have the following initial camouflage value
Camo Index
-60Sprinting
-30Running
-10Walking
0 Stand Idle
10 Crouch Walking
20 Crouch Idle
30 Crawling
60 Prone Idle
There are also a series of environmental factors that can add or subtract your current camouflage value
Camo Bonuses
-10HARD MODE
10In a shadow
10Nightime
10Pressed against wall/cover
10Camo matches current surface
10Box camo matches current surface
20Half of body is in grass
30Whole body is in grass
-60 In searchlight
-40 In flare light
-20 In light at nightime
-60 Muzzle flash on unsuppressed weapon
Add up all camo bonuses to your initial camo index to get your final camo value
Enemy soldiers have 4 vision cones. "discovery" for the shortest distance, then "indis", then "dim", and last is the "far" cone which is much skinnier but longer than the rest (note: guards at night do not have a far cone).
Depending on your final camo value, the following vision cones will be used for suspicion/alert
Camo IndexSuspicion / Alert
-60 far / far
-50 to -10far / dim
0far / indis
10 dim / indis
20 dim / discovery
30-50indis / discovery
60 discovery / discovery
Given the cones above, here are the suspicion/alert values (distance in Meters) between Vanilla Phantom Pain, and Ground Zeroes Hard Mode
Vanilla TPP DayGZ Hard DayVanilla TPP NightGZ Hard Night
Sprinting 70 / 7070 / 7035 / 3540 / 40
Running 70 / 4570 / 4535 / 3540 / 40
Walking 70 / 4570 / 4535 / 1540 / 40
Stand Idle70 / 20 70 / 4535 / 1540 / 25
Crouch Walking45 / 20 70 / 3035 / 1040 / 25
Crouch Idle 45 / 1045 / 3015 / 1040 / 10
Crawling 20 / 1045 / 1515 / 1025 / 10
Prone Idle 10 / 1030 / 1510 / 1010 / 10
Prone Idle with
+10 camo bonus 10 / 10 15 /1510 / 1010 / 10
Other Vision Cone changes in this update (note: some values had to be made up as I couldn't figure out some values like how to determine combat sight, or they didn't exist like no walker gears or snipers in Ground Zeroes)