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  1. RabbitTooneedIM
    RabbitTooneedIM
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    Berserker v1.7.2 Update:
    0. From this update, this mod will provide unpak file, mean u can install this mod like normal "natives" mod. You can freely modify and use the files inside. If you need to release a new mod that uses files from the "Berserker" mod on other websites, simply credit the use of those files.
    1. Adjusted the performance of the flamethrower, the previous version had a slight deviation from the expected performance;
    2. Now the flamethrower will leave a flame at the farthest range, and players do not need to intentionally spray it towards the ground;
    3. Fixed the issue of CQBR not causing additional damage during critical hits;

    Berserker v1.7.1 Update:
    1. Fixed the issue caused by the 1.7 update where the flamethrower could not correctly recognize liquid fuel (unable to load ammunition);
    2. Fixed the issue of white blocks encountered by some players when picking up weapons not belong of Leon (probably fixed);

    Berserker v1.7 Update:
    1. When Ch3's boss dies, it will drop treasures and automatically pick them up;
    2. When U3 of Ch11 dies, treasures will be dropped;
    3. Refactoring the flamethrower, now able to ignite enemies and fix issues that cannot be fully modified below expert difficulty level;

    Berserker v1.6.6 Update:
    1. Fixed the bug crashes in the fish farm.

    Berserker v1.6.5 Update:
    1. Fixed a bug where the critical hit attribute of the M1903 couldn't be modified below Pro difficulty.

    2. Removed the limit on IP drops for gunpowder, as there was a calculation error bug causing gunpowder to drop less frequently in the mid to late game. This should now be resolved.

    Berserker v1.6 Update:
    After this update, only Pak format MOD files will be provided. To install the MOD, simply drag the Pak file into the game's root directory. I do not recommend using any mod manager. If your game already has a 004pak and you know exactly what MOD it is (such as a custom clothing MOD), you can rename my MOD to 005.pak and place it in the game's root directory.

    Bug fixed
    1. Fixed the crash of the flamethrower in CH12.

    Difficulty Adjustment
    1. Strengthened the Red 9, slightly increased power, reduced spread, significantly increased stock.

    2. The Black Tail can now equip a laser sight, but with a slight decrease in magazine capacity.

    3. The Samurai Edge can equip a laser sight; its sound effect is changed to Ada's.

    4. The sniper rifle's triple headshot damage is restored; the Mauser's final upgrade power is doubled, with a drastic reduction in magazine capacity, bolt-action modification removed, increased critical hit rate modification, and only small scopes can be installed.

    5. Fixed the crafting of explosive crossbow bolts ( Reduced number ).

    6. Adjusted drops to be similar to my valkyrie mod.

    7. Strengthened the stock of the TMP.

    8. Added crafting rewards charm.

    9. Modified the number of enemies in the Ch1~Ch6, such as the number of Parasites ( Reduced number ).

    10. The Chainsaw Sisters will no longer block backway.

    11. Adjusted the aiming perspective of the Stingray and CQBR.

    12. The Mad Chainsaw is no longer as charge.

    13. The damage system of the Stingray has been re-corrected, and its critical hits will be different from other sniper rifles, causing triple damage.



    Berserker v1.5 Update:

    Bug fixed
    1. Fixed a bug where the Flamethrower, Explosive Crossbow, and Samurai Edge couldn't be upgraded on difficulties below "Leon Must Die";
    Note: If you are already in a modified gameplay process, you will need to progress through the current level to refresh the merchant's upgrade shop. This is because the merchant's upgrade offerings are refreshed once per level. So if you are unable to upgrade the aforementioned weapons in the current level, accessing the merchant's shop directly after applying this patch will still not allow for upgrades. You need to progress through the current chapter at least to upgrade normally.

    2. Fixed some bugs causing missing text in multiple language versions.

    3. Fixed a bug where players would get trapped in a trap room if they avoided the knight trap box during the wall parkour in Chapter 9 and then returned to explore in subsequent chapters without refreshing the knight.

    4. Removed the included "ref" plugin in the MOD, as it seemed to cause some bugs on different devices. Therefore, I have temporarily disabled the ban pause buffer. ( if subsequent testing proves stable, I may consider reintroducing this plugin )

    5. Now the Explosive Bowgun can properly inflict damage on the walls in Ch14 and the Anti-aircraft gun in Ch15.

    6. Fixed an issue where the critical damage of the Stingray was not 1.5 times the base damage.

    7. Fixed an issue where a Deluxe Edition reward was still dropping silver coins.

    8. Fixed an dropitem error in Ch14.

    9. Fixed the issue in Ch6 where the white chainsaw enemy could unexpectedly leave the bridge and pursue the player. Also resolved the problem where the white chainsaw was not properly removed after the player crossed the broken bridge animation.

    10. Fixed a bug where in multiple playthrough saves, weapons and flamethrower range upgrades could not be advanced in other difficulty levels where upgrades were not possible. (Thx for HotAda)

    11. Attempted to fix the issue that some players encountered where they were unable to pick up explosive bolts / Samurai Edge / explosive crossbow arrows, or picked them up but they turned into white blocks, and also where weapons disappeared after loading a save. Please note that this is an attempt to fix the issue as I was unable to trigger this bug on my own device, so I am not sure if it has been fixed correctly.

    Difficulty Adjustment
    1. Added the sale of "Gunpowder" on all difficulties below "Leon Must Die."Note: The icon for Gunpowder shows x10, but when purchased, it is actually one piece of Gunpowder.

    2. Adjusted the dynamic drop table, reducing the likelihood of empty crates appearing.

    3. Adjusted the difficulty levels of U2 in Ch3 and U3 in Ch10 to ensure that they are correctly applied across different difficulty settings, addressing a bug that caused excessively low difficulty.

    4. Added additional supplies in the walls site in Ch14 and the McFarlane Ranch in Ch15.

    5. The spawns of creatures in the Ramon Battle have been adjusted to reduce their frantic behavior, and their respawn intervals have been increased.

    6. Increased the quantity of rifle ammunition dropped from the random loot table. Please note that this refers to an increase in the amount dropped per occurrence, not an increase in the drop probability.



    Content Adjustments
    1. Blinded enemies in the starting cage battle in Ch11 now drop hourglasses.

    2. Increased the initial critical hit rate of the Stingray, resulting in greater benefits from its final upgrade (4% → 10%). However, it's important to note that in reality, sniper rifle critical hits only deal 1.5 times the damage. Nevertheless, critical hits with the Stingray will now cause additional dismemberment damage.

    4. Roaming corpses are no longer alone.

    5. In New Game+, some original weapon-containing boxes can now be looted for treasures.

    6. The pigs enemy on the island are no longer stingy with dropping only Purple Herbs; they will now drop higher-level treasures.

    7. Added explosive crossbow arrows to the random loot table, with a drop probability similar to Magnum ammunition.

    8. The flamethrower has new upgrade options, and the prices for upgrades have been adjusted.

    9. Modified the main game interface, now if the MOD is installed correctly, you can easily confirm that the game has changed in Main Menu. (Also thanks to HotAda for inspiring me.)
    10. Integrated the Glowing Mines MOD, making the mines easier to see now. (Thx for RuJiuWood)
    And the good news is, I mentioned that I am no longer maintaining this MOD because I have spent more time creating ADA's MOD.
  2. Assistantaxis41
    Assistantaxis41
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    So the "Hide Weapons or Nades on Leon's Back (Shirt Ver.)" mod doesn't work because the file that it replaces the is "ch0commonweaponmountuserdata.user.2" from chainsaw-appsystem-character-ch0common-userdata. What does this file do? I don't want to replace something that could be vital the berserker mod and if this file is vital, then is there any way i can like incorporated the hide weapons mod to the berserker mod?
  3. Sapient1024
    Sapient1024
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    How tf do you even get past the return to the village? There isn't enough ammo to progress with so many back to back boss/miniboss encounters
  4. bubasudbansui
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    Hey guys .. i found a solution for chapter 11 not loading .. you have to remove the Valkyrae mod COMPLETELY 

    to do that uninstall the game from steam and locate the game file and also delete it manually then reinstall everything ... this will not remove your save files 
    1. exilevege
      exilevege
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      谢谢兄弟
    2. ShoahKahn
      ShoahKahn
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      Berserker and Valkyrie are incompatible... Likely, because they use the same "004" file.  Also, when going from one to the other or back to vanilla, even with Berserker PLUS, I'd advise manually deleting the 004 chunk file that FMM creates when installing the mods -- I've had this file remain, despite uninstalling via mod manager.
  5. Amnu42
    Amnu42
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    The idea is great, the first encounter with Mendez at his house is brilliant...but after rescueing Ashely the Berserker Mod goes fully unplayable and this is shit. With Ashley you've nearly no chance to play it deathless. The game is a middle finger to all players who like to play Deathless...and yes i know there are videos on YouTube of players who have made it to NoHit but this is only grinding grinding and grinding... 
  6. TrickshotCat12
    TrickshotCat12
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    absolute cheeks mod the moment you fight mendez, and the road to the castle and castle itself, completely lost the plot with near impossible encounters due to ashley existing
  7. ShoahKahn
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    Suggestions for if there's ever a "Berseker+":

    • bear traps do damage to player (according to difficulty setting, 10%/15%/20%/25% of what full HP would be)
    • yellow herbs no longer drop, and can only be acquired via Merchant, in exchange for spindles (5 spindles); with increased spindle rewards if necessary (for balance)
    • trip wires are insta-kills at any HP level (like those explosive vases)
    • range for disarming trip wires reduced to minimum
    • AoE of trip wire explosions increased
    • no knife escapes from grapples (button-mash escapes only); optionally, knives consumed / broken after used for a grapple escape
    • herb healing is temporary, with HP ticking down at a predetermined rate depending on herb mixture used (single green = fastest tick, followed in order by x2 green, x3 green, green + red, x2 green + red)
    • elites can only be killed via head shots, repeated explosions or melees (body shots will, at most, stagger or knock down)
    • neither map nor attaché access pauses time any longer (if attacked during inventory screen, window immediately closes)
    • Ashley can die from all enemy attacks (attacks have the same effect as they do on the player character)
    • enemies can target Ashley
    • "stay" option for Ashley, that makes her crouch and cower where she stands; alternatively, generic hiding places added consistently around applicable areas; increased "distant" command range (muting her "Wait" alerts if necessary)
    • player cannot melee while in red health state
    • windows and doors which are normally accessible, such as in the main Village, aren't all blocked and/or can be broken through -- it feels artificial and buggy to disallow access to accessible areas, and difficulty can be finessed if accessible to builds makes things easier
  8. Deuzzzzzzzzzz
    Deuzzzzzzzzzz
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    no crosshairs with counter strike mod how to fix?
  9. ShoahKahn
    ShoahKahn
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    The "Head to the Church" segment of the Village is sometimes impassable, either by design or it's a bug: The door that is locked from inside, that leads provides access to the two-room house that serves as the only route to the Insignia key door, won't always become unlocked after explosions (tried blast arrows).  It's either randomly "un-unlockable", or it has to be shot from a specific location in order break the internally lock (seems to be directly opposite the door).

    It's a neat set-up, to be sure...  But, because it didn't work for me the first couple of times, I had to wall hack inside to find out what the actual method was; which then revealed the anomaly of the inconsistent lock destruction.
    1. erikasanina128
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      It's on the description page.
      This MOD NEED Separate Ways DLC,This MOD NEED Separate Ways DLC,This MOD NEED Separate Ways DLC!
    2. ShoahKahn
      ShoahKahn
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      I have the DLC.
    3. erikasanina128
      erikasanina128
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      Well, that's strange then...
      Black robe should spawn at the village square and after defeating her the sewer entrance should open.
    4. ShoahKahn
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      From memory, the sewer section (where the lasers are?) lead to a ladder that did not have a climbing prompt; and I had to back-track a such.  I'm not sure if that was because I'd used the wall hack to get through the locked door, or some other bug (Im running quite a few mods together with "Berserker").  Either way, I got through the area, and am up to the Castle now.  (NB: It's not to imply that it should be change, because I found having to blow that lock off from the blind side (assuming that is actually how it's designed to work), quiet an interesting twist... I'd even like more of those "think outside the box" type of progression puzzles -- if for nothing else, than just as a change-up from Capcom's boring and linear and rote "get key item -> proceed" pseudo-puzzles.)

      -- EDIT --

      I also noticed that the extra Gando in the upper floor of the barn, in the second section of Village (where the cog is needed to open the gate), just "blinks" in if the player enters from the window on the walkway outside (via the area with the gate mechanism is) -- he only appears after the player vaults in through the window.

      -- EDIT --

      I get it now -- you have to survive long enough for the "a hole opened up somewhere" message to appear.  I didn't realise it was like the first Village segment.  However, notwithstanding, I did get into that room by blowing the lock from the outside, using Ada's blast arrows.  So, if that's unintentional, it was still an interesting work-around, and the kind of thing that makes the gameplay feel much more "emergent" than the "go here > get key item > go there > open gate > rinse-repeat formula that Capcom seem married to.
  10. duyu14794820994
    duyu14794820994
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    作者你好我想问一下CQBR突击步枪怎么单发改成连发单发感觉玩起来不爽
  11. Hikaruuu69
    Hikaruuu69
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    am I doing wrong? when picking an item, the image is gone and all of my control isnt working, help