A new mod will add the assault rifle to all difficulties. Will bring nightmare elements to hardcore. More zombies. More Parasites. New difficulty adjustments.
Just finished a Standard playthrough, since that is what the mod was tuned for. While it was certainly more tense in the first half, by the end, I still had a storage box full of grenade launcher ammo and healing items. I'm not sure how much key items could be moved around, considering how linear RE3 is compared to RE2.
Found a few instances of 15 handgun round spawns in the city for Jill, which seems like the default value on this difficulty. Cutting those in half, at least, would be a good idea.
You could stand to scale back the amount of explosive powder lying around in the later areas. I didn't mix any until the disposal pit fight and had about a dozen of each, which is honestly way too much. (Maybe on Hardcore, I would have been forced to use more of it...) I suggest replacing some of those with regular and high-grade powder.
There's an imbalance of herbs for Carlos to find. I habitually save my green herbs for mixing with reds, but across both of his playable sections, I think found 2 greens and 5 reds. (Didn't use any of them, since there were plenty of aid sprays.) At the very least, those spawns should be reversed.
Also, in the final Nemesis encounter, the ammo lying around was changed to 3 grenades and 2 loose assault rifle rounds? Grenades are of dubious value here, but the rifle rounds are even worse, since Jill doesn't even get that gun. Leaving these as handgun ammo would be better; that gun is actually still useful for popping Nemy's tumors and should be your emergency option once every other weapon is empty.
For the record, I'm no "pro" gamer. Just very cautious and patient to line up my shots. I suck at the dodge timing, so I try not to let anything get that close, and I take advantage of choke points, like zombies only being able to bash through doors one at a time. In order to make RE3 more about survival than action, I feel like that should be the playstyle this mod promotes. As it stands, I was still able to kill just about everything in my path.
I hope those notes are useful for making the next update. I look forward to testing a refined version on Hardcore. (Always happy for an excuse to check out more of these sexy Jill mods, lol!)
I have revamped this mod for nightmare mode, hopefully fixed all of these problems. Thanks for your feedback, can't wait for your feedback on the new update soon.
Finished my Nightmare run and I think you got it just right. Not too generous on ammo/resources, but not so stingy that I ever felt cornered or forced to reload an earlier save. Needing to juggle all my weapons is a nice change of pace too; I've never been forced to use the grenade launcher outside of boss fights until now. (I pretty much second all of SmashingYigit's feedback.) This would probably work just as well for Inferno mode.
Speaking of juggling weapons, I do kinda want a version of this where Jill gets the Assault Rifle. Having a ton of weapons but sparse ammo for all of them is a great way to force the player to experiment with their approach. (For example, I never bothered using the handgun on Hunter Gamma's before now, but I found it's ideal for dumping excess ammo since the shotgun becomes my primary weapon in the late game.)
I'm thinking the rifle can go in the sewers in place of the grenade launcher, which actually isn't useful for the Construction Site fight (imho). Explosive powder down there can be changed to rifle ammo. The launcher I would then place somewhere after the train crash, maybe topside on the wharf, AFTER all those zombies in the service tunnels. Fighting through them should be a lot harder.
The Clocktower fight is kind of a breeze if you already have Flame and Explosive rounds handy, so I like the idea of the grenade launcher just being "mine thrower" for now, which is how it's presented in the file down there. Instead of putting explosive powder in that arena, just more mine rounds -- or grenades! (I never tried knocking Nemy down with those, but it just now occured to me. Must test!) If the player is forced to use up their shotgun and rifle ammo in this boss fight, that makes scrounging around the hospital even more necessary, instead of just a bonus.
After Jill recovers, half the explosive powder spawns can be changed to AR ammo. There are no more mines after the Clocktower anyway, but it makes sense for Umbrella to be stocking supplies below the hospital and in NEST2 for B.O.W. containment. Whether to use your limited powder for explosive, flame, or acid rounds then becomes much tougher to decide.
The question is where to put the AR mods? Is it possible to edit Nemy's item drops? He already has two mods for the handgun, but the other two are just ammo. Maybe make the third supply case the shotgun's shell holder and the fourth case can be the AR's scope. (Missible pickups make the player weigh cost/benefit of using ammo versus just running away.) Put the tactical grip where the shell holder was in the hospital basement, then the dual magazine can go somewhere in NEST2, like in the stasis tank chamber with all those Tyrants and Hunter Betas.
Amigo me he pasado tu mod un par de veces y si bien en pesadilla me quede atorada en una parte porque me era imposible salir del laboratorio sin que los Pale Heads me comieran viva... eh de decir que sin ninguna ayuda de monedas o manual ni cuchillo de fuego, era posible con mucha consistencia y divertido, excepto por los zombies del parasito que son horrorosos de lidiar con Carlos, pero en fin ese no es el punto, lo que quería decir es, Sweet Dreams mod es una versión mas pulida de este mod el "Survival Horror" ? o es diferente en su estructura? por cierto agregue a su mod el Némesis Mejorado de Doomed City Mod y es una locura lo bien que tienes que esquivar y usar la fuerza bruta de Némesis para barrer las calles de Raccon de los Zombies parasito, es muy divertido de verdad, claro esto lo hice para mi disfrute personal pero me gustaría que veas estos pequeños clips donde se ve la velocidad de Némesis contra tus Parásitos en modo Infierno:
Creo que eres de los primeros que e visto hacer un mod con muchos enemigos y que aparte equilibre la barra de salud y no Mueras de 1 golpe como en la versión Vanilla, eso me dio mas margen de aventurarme a exprimir las máximas dificultades con la intención de experimentar el remplazo de otros enemigos y ver que tan mal se puede poner sin llegar a ser asfixiante y frustrante, en fin felicidades y saludos!!!
For some reason when I play the game with this mod on, it completely screws the game up. I can start a new game no problem, but, trying to load into a game from a previous save just doesn't do anything.
Does this do anything to change the damage the player does when shooting zombies? I want a mod where the player dies from one or two bites without bullet sponge zombies, so the zombies ALSO die from being shot three or four times in the head.
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I'm currently working on a new variant, with suggestions by SaiyanHeretic (nexusmods.com).
A new mod will add the assault rifle to all difficulties.
Will bring nightmare elements to hardcore.
More zombies.
More Parasites.
New difficulty adjustments.
Try out new mod Sweet Dreams
Found a few instances of 15 handgun round spawns in the city for Jill, which seems like the default value on this difficulty. Cutting those in half, at least, would be a good idea.
You could stand to scale back the amount of explosive powder lying around in the later areas. I didn't mix any until the disposal pit fight and had about a dozen of each, which is honestly way too much. (Maybe on Hardcore, I would have been forced to use more of it...) I suggest replacing some of those with regular and high-grade powder.
There's an imbalance of herbs for Carlos to find. I habitually save my green herbs for mixing with reds, but across both of his playable sections, I think found 2 greens and 5 reds. (Didn't use any of them, since there were plenty of aid sprays.) At the very least, those spawns should be reversed.
Also, in the final Nemesis encounter, the ammo lying around was changed to 3 grenades and 2 loose assault rifle rounds? Grenades are of dubious value here, but the rifle rounds are even worse, since Jill doesn't even get that gun. Leaving these as handgun ammo would be better; that gun is actually still useful for popping Nemy's tumors and should be your emergency option once every other weapon is empty.
For the record, I'm no "pro" gamer. Just very cautious and patient to line up my shots. I suck at the dodge timing, so I try not to let anything get that close, and I take advantage of choke points, like zombies only being able to bash through doors one at a time. In order to make RE3 more about survival than action, I feel like that should be the playstyle this mod promotes. As it stands, I was still able to kill just about everything in my path.
I hope those notes are useful for making the next update. I look forward to testing a refined version on Hardcore. (Always happy for an excuse to check out more of these sexy Jill mods, lol!)
Thanks for your feedback, can't wait for your feedback on the new update soon.
Speaking of juggling weapons, I do kinda want a version of this where Jill gets the Assault Rifle. Having a ton of weapons but sparse ammo for all of them is a great way to force the player to experiment with their approach. (For example, I never bothered using the handgun on Hunter Gamma's before now, but I found it's ideal for dumping excess ammo since the shotgun becomes my primary weapon in the late game.)
I'm thinking the rifle can go in the sewers in place of the grenade launcher, which actually isn't useful for the Construction Site fight (imho). Explosive powder down there can be changed to rifle ammo. The launcher I would then place somewhere after the train crash, maybe topside on the wharf, AFTER all those zombies in the service tunnels. Fighting through them should be a lot harder.
The Clocktower fight is kind of a breeze if you already have Flame and Explosive rounds handy, so I like the idea of the grenade launcher just being "mine thrower" for now, which is how it's presented in the file down there. Instead of putting explosive powder in that arena, just more mine rounds -- or grenades! (I never tried knocking Nemy down with those, but it just now occured to me. Must test!) If the player is forced to use up their shotgun and rifle ammo in this boss fight, that makes scrounging around the hospital even more necessary, instead of just a bonus.
After Jill recovers, half the explosive powder spawns can be changed to AR ammo. There are no more mines after the Clocktower anyway, but it makes sense for Umbrella to be stocking supplies below the hospital and in NEST2 for B.O.W. containment. Whether to use your limited powder for explosive, flame, or acid rounds then becomes much tougher to decide.
The question is where to put the AR mods? Is it possible to edit Nemy's item drops? He already has two mods for the handgun, but the other two are just ammo. Maybe make the third supply case the shotgun's shell holder and the fourth case can be the AR's scope. (Missible pickups make the player weigh cost/benefit of using ammo versus just running away.) Put the tactical grip where the shell holder was in the hospital basement, then the dual magazine can go somewhere in NEST2, like in the stasis tank chamber with all those Tyrants and Hunter Betas.
https://www.twitch.tv/sherrymooonzombie/clip/HomelyAbstruseDelicataMoreCowbell-n-uNY38pV-R-0ep1?filter=clips&range=30d&sort=time
https://www.twitch.tv/sherrymooonzombie/clip/CutePerfectTortoisePoooound-fFgktRu0OX6sxCaa?filter=clips&range=30d&sort=time
https://www.twitch.tv/sherrymooonzombie/clip/BenevolentZanyEndiveCeilingCat-5oLKQLRF3Glv9u1E?filter=clips&range=30d&sort=time
Creo que eres de los primeros que e visto hacer un mod con muchos enemigos y que aparte equilibre la barra de salud y no Mueras de 1 golpe como en la versión Vanilla, eso me dio mas margen de aventurarme a exprimir las máximas dificultades con la intención de experimentar el remplazo de otros enemigos y ver que tan mal se puede poner sin llegar a ser asfixiante y frustrante, en fin felicidades y saludos!!!