This mod is aiming to provide a realistic gunfight experience in theory(based on gameplay), covering some CQB concepts and tactical thinking in recent years.
Requirements
This mod does not have any known dependencies other than the base game.
HIGHLY RECOMMENDED FOR MORE AMMO AND ARMOR VALUE TWEAKS
Permissions and credits
Credits and distribution permission
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Changelogs
Version 5-2.1 Patch
1.pakchunk99-Mods_Gunfighter_5_Basic_P: (1)Fix ARWC recoilADS and MK17 strafe inertia drag
Version 5-2.1
1.pakchunk99-Mods_Gunfighter_5_Basic_P: (1) First ViewModel/Recoil Overhaul after Dark Water, updated weapons that had not been adjusted in time before, and overhauled multiple existing ARs to unify them;Some ADS speed enhance as well.
Version 5-2.0
DLC2 ready
Version 4-1.5
1.pakchunk99-Mods_Gunfighter_4_Basic_P: (1) Readjusted the viewmodel and re-positioned the following weapons: SMG:All; Shotgun:M1014/M870; Rfile: F90; Pistol:All;
2.pakchunk99-Mods_Gunfighter_4_Ballistic_P: (1) Stopping power overhaul of all ammunition; AI will react (similar to being stunned) with a high probability after being hit, instead of continuing to fire accurately in full-auto;
Version 4-1.4
0.Kind of hot fix:
1.pakchunk99-Mods_Gunfighter_4_Basic_P:(1)Slightly lower DM4's recoil again to match sub300BLK and fix the 28round magazine bug;
2.pakchunk99-Mods_Gunfighter_4_Ballistic_P:(1).300BLK sub overhaul minor update,not a big deal;
3.pakchunk99-Mods_Gunfighter_4_Mov_P:(1)Massively reduces the range of sway after arms being injured. I still need a computer that doesn't freeze when saving (sigh);
Version 4-1.3
0.This is standard version:
1.pakchunk99-Mods_Gunfighter_4_Basic_P:(1)Rebalance the attachments buff so that they no longer have a very large difference;(2)Readjust AR platform's recoil;
2.pakchunk99-Mods_Gunfighter_4_Ballistic_P:(1)Weaken the damage curve of .300BLK so that they are severely attenuated beyond 150-200 meters (although we usually don't need to fight at such a long distance);
3.pakchunk99-Mods_Gunfighter_4_Mov_P:(1)After both arms are seriously injured,your primary weapon will be very difficult to control, even though ADS can reduce this effect, you will still feel more recoil , so you must reduce the rate of fire or change to your sidearm AKA pistol; (2)After each leg is seriously injured, the movement speed will be reduced by 8%, which means a maximum reduction of 16%, so don't get shot;
4.pakchunk99-Mods_Gunfighter_4_Device_P:(1)Added 9banger's stun effect on players at very close range (underfoot);
5.pakchunk99-Mods_Gunfighter_4_Flashlight_P:(1)Reduced the brightness and reduced the cone by 2-3°
Version 4-1.2
1.pakchunk99-Mods_Gunfighter_4_Basic_P: (1)Recoil control overhaul as description page said(Increment-1 pak is readjusted);(2)Reduced the velocity of the projectile for the .300BLK platform to make them subsonic;
2.pakchunk99-Mods_Gunfighter_4_Device_P: (1)Add GPNVG to Tactical devices;
3.pakchunk99-Mods_Gunfighter_4_Flashlight_P: (1)As description page said; 4.pakchunk99-Mods_Gunfighter_4_Ballistic_P: (1)Increased the dismemberment ability of most ammunition;
Version 4-1.1
1.pakchunk99-Mods_Gunfighter_4_Basic_P: (1)Fix FN57 FP holding angle bug; (2)Reduce inertial sway of weapons I missed before;
2.pakchunk99-Mods_Gunfighter_4_Anim_Chg_P: (1)DM4PDW now using MK18's new C-clamp animation; 3.pakchunk99-Mods_Gunfighter_4_Device_P: (1)NVG/Gasmask/Anti-flash goggles/BallisticMask now in TACTICAL devices;
Version 2.1 Standard Update
-2/9/2024:
Update/Restore[pakchunk99-Mods_Gunfighter_3_Basic_P]: 1.Add back MK18/Glock19 with FX kit; 2.Fixed an error due to oversight in some weapons;
Update [pakchunk99-Mods_Gunfighter_3_Mov_P]: 1.Restore leaning movement speed; 2. Fine-tune and strengthen the punishment after injury;
Add [pakchunk99-Mods_Gunfighter_3_ExtraWps_P]: 1.Just move M4A1/M24/M16A4/STI2011 from Basic to here;
Version 1.4 Massive Update
1.4 Standard -1/22/2024
Involving modifications in various details, please check the description
Version 1.3.3
-1/12/2024:
Update [pakchunk99-Mods_Gunfighter_3_Basic_P]: 1.Reworked on BCM to overall recoil to be similar to other DI platform ARs; 2.For some ARs, slight adjustments compression distance;
Update [pakchunk99-Mods_Gunfighter_3_Device_P]: 1.Add Ballistic Mask to tactical device slot
Version 1.3 Standard
1.3.1 — 2024/1/3 1.Update [pakchunk99-Mods_Gunfighter_3_Basic_P]: Mainly rebuild ARs muzz control again,this time I actually did some recoil changes to make ARs feel similar,then reset the return center ratio to make shooting smoother.
2.Update [pakchunk99-Mods_Gunfighter_3_Basic_P]: (1)Fix muzz control for other pistols except Glock19; (2)Some minor control adjustments to other weapons;
3.Update [pakchunk99-Mods_Gunfighter_3_Ballistic_P]: (1)Edit .300BLK JHP as Subsonic 220gr OTM, has higher Stopping Power on suspects; (2)Improved the Stopping Power of 9x19mm and 10mmAuto again
Version 1.2.3 Standard
— 2023/12/24
1.Update [pakchunk99-Mods_Gunfighter_3_Anim_Chg_P]: (1) MCX G1/ ARWC/ ARN180 now using LVAR's animation when select Combat Grip; (2) HK416 now using SPC9's animation when select Combat Grip;
2.Update [pakchunk99-Mods_Gunfighter_3_Basic_P]: (1)Rebuild viewmodel of MCX G1/LVAR, VKS and Shotguns; (2)Update 870 breaching shotgun's view model when close to the doors.
3.Update [pakchunk99-Mods_Gunfighter_3_Ballistic_P]: (1)Slightly adjust ability of ammunition to unarmored parts (especially limbs) to improve the Stopping power;
Version 1.2 Standard
— 2023/12/22
1.Update [pakchunk99-Mods_Gunfighter_3_Device_P] Add Gas Mask to the Tactical Device Slot ,make it won't conflit with NODS
2.Update [pakchunk99-Mods_Gunfighter_3_Basic_P] (1)Add BACK:M24; M4A1; M16A4; STI2011; (2)Add MK18/Glock19 with Fx simulation kit; (3)Apply the ST2011 handling stance in Gunfighter 2.0 version to other pistols.
3.Update [pakchunk99-Mods_Gunfighter_3_Mov_P] (1)Slightly raise the Freelook angle again; (2)Slightly raise the low ready run speed again;
Version 1.2 Pre-T&E
— 2023/12/18
1ADD [pakchunk99-Mods_Gunfighter_3_Ballistic_P_TE] v1.2: (1)Slightly adjust ability of ammunition to unarmored parts (especially limbs) to improve the Stopping power; (2)The ammunition (especially JHP) has a certain dismemberment ability, but it still requires quite a few shots to achieve.
2.ADD [pakchunk99-Mods_Gunfighter_3_Mov_P_TE] v1.2: (1)Walking speed is 104% of vanilla; (2)Increase the Free Look angle to see the side and rear (WIP); (3)Increase Low Ready walking speed (WIP/Could be bugged).
3.Update [pakchunk99-Mods_Gunfighter_3_Anim_Chg_P] v1.2: (1)The animation of MCX G1 using the Combat Grip is currently changed to the one used by LVAR; (2)Fixed the problem that MK18 yelling animation still exists.
2.Update [pakchunk99-Mods_Gunfighter_3_Anim_Chg_P] (1)Rebuild muzz control/sway/compression distance of all ARs and SMGs,sry for my fault in former version; (2)Adjust attachments' data to make their buff almost the same(just like the old days); (3)NVG improvement with Gain, Bloom Suppression and Auto-Gating ability; (4)Fix MP5 view mod bug; (5)Add M24 and old M4A1
Version 1.1 Standard
1.Rebuild LVAR's compression distance/ Recoil Control/ Sway for testing; 2.Adjust attachments' data to make their buff almost the same(just like the old days); 3.Fix MP5A2 tacticool but buggy viewmodel bcuz of my fault;
============ Preface ============
First of all, I would like to thank my friends who have been supporting the Gunfighter 2.0,3.0 and 4.0 Gunfighter has been updated to 5.0!
Biggest thanks to void interactive! To update their wonderful game!
============ Introduction ============
What is Gunfighter? From 7/16/2022 to now,1.0 pass to 5.0,Gunfighteris a mod aiming to provide a realistic gunfight experience in theory(based on gameplay), covering some CQB concepts and tactical thinking in recent years. It intended to provide players with a comprehensive combat effectiveness enhancer.And compatible with teams of various styles.
P.S. I want to emphasize that about those features, as a game on the PC, it is absolutely impossible to restore some in real life situation (just like recoil), so I emphasize that these designs are "based on the game", they are just a reflection of reality. Further Materials
============ Install ============
1.IF you care about what the hell are those 1000 pak work for, then please read the full description, those features really need explaination;
2.IF you don't care about what are they or how they work,then download AIO in optional catalog;
Then unzip whatever you download and paste them in ...\steamapps\common\Ready Or Not\ReadyOrNot\Content\Paks;
=========== Uninstall ===========
1.Delete all gunfighter paks;
============ Full Description Part.1 ============
What Do We Have Now?
The current Gunfighter will contain the following:
0.pakchunk99-Mods_Gunfighter_5_AIO_P: All in one,you can have everything below except the Flashlight pak;
1.pakchunk99-Mods_Gunfighter_5_Basic_P: (1) All the weapons have Compression/Short Stocking capability when they are close to the object(noted:somehow, it may not work sometimes, I'm not 100% sure);
(2)Weapon Recoil Control/Centering Overhaul;
After a single shot, most weapons will fall back to centre a little,instead of being fixed at the angle after firing, which will make gunplay smoother, but it is still very important to control the rate of fire based on distance; IIRC, Void already introduced this feature for most rifles from during 1.0-DLC1, so I'm mainly adding it to the remaining guns that don't have,and increase all the ratio.
In DLC2,void have overhual recoil design. I don't think it needs that much changes.It's a game recoil thing,everyone has their own set of standards,and I believe there will be some other attachments mods that will eliminate most recoil. I personally won't make recoil almost gone, Here is my point,so I'll make adjustments but not too much,except for .300blk sub platform;
(4) Reduce inertial drag of most weapons when firing and moving;
(5) 25 slots in Stab/Light/Heavy Armor;
(6) Our primary weapons will be lower than the axis of the eyes in the non-ADS state, so that we have a better vision, and they will tilt inward slightly at the same time. (It is similar to the state of Operator in Depressed-Ready in reality, but it is impossible for me to really tilt the muzzle down, which would be very counter-intuitive in the game) About the view model or gun position here is my point
(7)The breaching shotgun will have a more vivid holding angle change when close to the lock;
(8)Secondary weapons will be near center of pov in non-ADS state now, and they will tilt inward slightly at the same time too;
(9)Light Armor could also select side plates as Heavy one does;
2.pakchunk99-Mods_Gunfighter_5_Device_P: (1)Add 9Banger with some modiftcation; Compared to the Flashbang in the game (the M84 one), 9banger has a much smaller area of effect,likely a half. We can see in various videos that operators are clearing the room while deploying 9banger. So I keep 9banger has no stun effect on the player to ensure that we can do the same dynamic weapon flow as real operators(unless you drop it at your feet). This is definitely from the perspective of realism. Here is more explanation
3.pakchunk99-Mods_Gunfighter_5_Anim_Chg_P: (1)"Remove" the yelling animation;
(2)C-clamp animation replacement(for Combat Grip); DM4PDW's from MK18; GA51's from LVAR; ARCW's from LVAR; MK17's from SPC9; ARN180's from LVAR;
4.pakchunk99-Mods_Gunfighter_5_Mov_P: (1)Gobal move speed is 104.6% of vanilla;
(2)Increase debuff when getting hit; First,after both arms are seriously injured,your primary weapon will be very difficult to control, even though ADS can reduce this effect, you will still feel more recoil, so you must reduce the rate of fire or change to your sidearm; Second, per leg per injured will cause 6% of move speed reduce; It means that after each leg is seriously injured(go deep red), the movement speed will be reduced by 12%,maximum reduction of 24% when both leg broken; P.S.I plan to adjust this more in FURTHER updates to make the damage penalty more obvious. From a game perspective, we must consider the impact of AI behavior on players, so I don't think it should be simple one hit to dead,that's why take time;
(3)Increase freelook angel to 120 degrees(both left and right) ;
(4)Increase movespeed by 25% when leaning;
5.pakchunk99-Mods_Gunfighter_5_Ballistic_P: (1)Ammunition Adjustment; Increase "Hit Chance" and limb damage of all ammunition, will significantly increase the Stopping Power, and the suspect will tend to react(stop what they are doing) after being shot, rather than fighting back like Iron Man.; All ammunition (especially JHP) has a certain dismemberment ability, but it still requires quite a few shots to achieve;
(2)Remove the move deacceleration and reduce spalling penalty of the steel plate;
(3)Minor durability improvements to ceramic plates; Maybe not easy to detect, because at most it can just block 1-2 more bullets for us.
(4).300BLK overhual; Consider the .300BLK as subsonic rounds, renamed AP into FMJ(as AAC 200gr), JHP into OTM(as Fed 220gr); Weaken their damage curve, so that they are severely attenuated beyond 150-200 meters; Reduce penetration, JHP/OTM cannot effectively penetrate level 3A armor (such as enemies in Sin of Father and Neon Tomb), AP/FMJ can do,but still need more shot. Slightly increases the damage of both to unprotected areas, as (1) said;
(5)5.56mm AP/JHP minor overhual; Slightly boost their damage curve, improve their performance beyond 100-200m(it's not that obvious in game, but I still write it to modders,in case something bad);Increase penetration of 5.56AP so that IT could penetrate the suspect's defenses more effectively.
6.pakchunk99-Mods_Gunfighter_5_Flashlight_P: (1)Always been T&E Version Roughly 2-3 times the diameter of the vanilla version,could be a ltl too bright
7.pakchunk99-Mods_Gunfighter_5_ExtraWps_P: (1)Add 2 simulation weapons in loadout:MK18, G19 Noted: These sim guns are specially designed by void for use in training mode,they both load 9mm JHP in the game; Void probably wanted to show the "suspect player" being knocked down in the training mode in this way. I did not modify it to prevent unnecessary problems; And they are suitable for mini-PVP in kill house; I think there will be mods that make them less-lethal,so currently they are sort of placeholder.
============ Also ============
Side mod: (1)The Doors T&E Version,when using breaching shotgun, the door will not be half opened due to the impact. We still need to push or kick.