Thanks for checking out this mod! I may make some small tweaks over time, but generally speaking this mod is complete and balanced to my taste as a player. Balance will always be somewhat subjective; players sometimes want different things. That said, if you have an idea or change in mind that fits with the general approach demonstrated here, feel free to suggest it - and thanks again.
Because the Punisher can only penetrate 3 targets total (2 when unfocused) with this mod, unless you're using the 5x Restoration add-on. This is to compensate for the increased damage it receives in place of its normal exclusive. While some of the mod's adjustments are temporarily disabled for the shooting range (for example, the SR 1903's ammo capacity), unfortunately there's no way to override a weapon's penetration parameters just for the range.
As I personally always ignore the range activities in my runs, I wasn't too concerned about it, but I would certainly provide an accommodation if I could! What you can do is temporarily use the Punisher 5x Restoration add-on - you can easily toggle it on for the range and then off again afterwards. If you're not using the Punisher in this run besides the range (or if you prefer the original exclusive), you can simply leave that add-on enabled.
I don't know if that's intentional or.....but the lite version and the riot gun restoration add-on have this issue which the riot gun stat shows the capacity starts with 8 rounds, but the actual capacity is the vanilla value, which starts with 7 rounds....I already checked that theres no conflicts. I see....there's a unexpected hidden conflict with the stack size mod this one.... If you activate them both at the same time, the problem i mentioned above will take place...strange..
Thanks for checking out the mod. This was addressed in previous comments, but stack size mods adjust ItemDefinitionData, which will conflict with some adjustments made here. Assuming you're loading the stack size mod after Improved Weapon Balance and its add-ons (so that it overrides this mod's version of that file), the only thing this should affect is the starting ammo capacities for the bolt-action rifle, Riot Gun and Skull Shaker (note: in the Lite version, the bolt-action starts at vanilla capacity anyhow). You'll have the vanilla max ammo count when first obtaining these weapons instead of this mod's changes to base ammo capacity, but the first ammo upgrade will bring it in line with the expected amount from this mod and each upgrade thereafter will also be as intended.
Stack size mods aren't explicitly supported for this reason (and because I'm not really a fan of them, personally), but they're fully compatible with this one temporary caveat - just be sure to load them last.
I started playing Valkyrie with this mod and notice that the wesker's handgun is invisible and the rate of fire upgrade actually decreases the fire rate (stock fire rate is faster).
Thanks for reporting this. I've identified the issue and fixed it in the latest version of IWB - Valkyrie (v1.5.7), as well as the relevant affected add-ons (each now at v1.2). Please note that the stock fire rate was likely incorrect as some data was missing - the updated mod should match the values present in Valkyrie by default, including the upgrade values.
Can you make an add-on to restore the rate of fire upgrades of SR 1903 instead critical rate and make biosensor and advanced scope compatible with SR? (for Berserker mod). Thanks!
I've added new optional add-ons for IWB - Berserker that restore the rate of fire upgrades for the SR 1903, as in the vanilla game. Note that the standalone add-on for this will conflict with both the Riot Gun and the combined Riot Gun + Stingray/CQBR add-on - be sure to use the new combined versions instead, if you intend to use a combination of these.
The SR 1903's original scope compatibility is already reverted by IWB - Berserker by default, without requiring an additional add-on, though I don't believe it's documented and the in-game text still says the weapon is only compatible with small scopes, as in Berserker - but both biosensor and high-powered variants will work fine with it.
Thanks for checking out the mod. I didn't consider the slower rate of fire a nerf, so that change is included in the Lite version - it's intended to make it more controllable and practical to use w/r/t ammo consumption. But I understand if you prefer the original ROF.
I've added a new optional add-on that restores the CQBR rate of fire to its original vanilla value. I've also updated the Riot Gun Restoration and No Aiming Penalty add-ons to include new combined options, as they would otherwise conflict when used with this.
wow, thank you so much! I'll definitely keep using this mod now. It seems that ROF change is not working for me if I enable mercenaries LITE addon. Also I've noticed that stingray is not getting the damage increase to 5.40, it seems capped at 4.90 but other weapons seem to be getting buffed.
Mercenaries uses different files. I've now updated the Mercenaries add-on to v1.3, which includes bundled Merc-specific add-on options for restoring the CQBR fire rate (alone or in combination with other options).
The Stingray had the correct damage, but this wasn't being reflected correctly in the user interface in-game due to an oversight. This is now corrected for all Mercenaries versions and add-ons. Thanks for catching this.
Thanks for bringing this to my attention. Yes, it still works fine - you just won't get all of the weapon changes from that update as IWB will overwrite it with older data. Specifically, some adjustments that were made to the flamethrower (range, overall behavior) and CQBR (critical hit damage). I will update IWB - Berserker to include these changes once I've examined the files in more detail and done some testing.
Update: the Berserker IWB mod has had all relevant files updated to include these changes, bringing it to parity with v1.7.2 of Berserker.
All adjustments are itemized in detail on the mod description page - there are no hidden changes. I didn't feel the Matilda needed any tweaks as it's only really practical if you're using infinite ammo to begin with (or as a stand-in for an SMG during a knife/handgun only run). I did experiment with lowering its fire rate (with the stock), but felt that really just robbed it of its niche, so ultimately I left it alone.
I really love the buff for Punisher, this feels like perfect melee-combo handgun more than black tail! now I can play Leon Wick with SG09R to Punisher mod :)
142 comments
As I personally always ignore the range activities in my runs, I wasn't too concerned about it, but I would certainly provide an accommodation if I could! What you can do is temporarily use the Punisher 5x Restoration add-on - you can easily toggle it on for the range and then off again afterwards. If you're not using the Punisher in this run besides the range (or if you prefer the original exclusive), you can simply leave that add-on enabled.
I already checked that theres no conflicts. I see....there's a unexpected hidden conflict with the stack size mod this one.... If you activate them both at the same time, the problem i mentioned above will take place...strange..Stack size mods aren't explicitly supported for this reason (and because I'm not really a fan of them, personally), but they're fully compatible with this one temporary caveat - just be sure to load them last.
I started playing Valkyrie with this mod and notice that the wesker's handgun is invisible and the rate of fire upgrade actually decreases the fire rate (stock fire rate is faster).
But i notice that in the berserker balance, the wesker's handgun isn't compatible with laser sight anymore. Can you solve this, please. Thanks!
Can you make an add-on to restore the rate of fire upgrades of SR 1903 instead critical rate and make biosensor and advanced scope compatible with SR? (for Berserker mod). Thanks!
The SR 1903's original scope compatibility is already reverted by IWB - Berserker by default, without requiring an additional add-on, though I don't believe it's documented and the in-game text still says the weapon is only compatible with small scopes, as in Berserker - but both biosensor and high-powered variants will work fine with it.
Happy new year!
I really don't like the slow firing rate but otherwise awesome mod!
I've added a new optional add-on that restores the CQBR rate of fire to its original vanilla value. I've also updated the Riot Gun Restoration and No Aiming Penalty add-ons to include new combined options, as they would otherwise conflict when used with this.
I'll definitely keep using this mod now.
It seems that ROF change is not working for me if I enable mercenaries LITE addon.
Also I've noticed that stingray is not getting the damage increase to 5.40, it seems capped at 4.90 but other weapons seem to be getting buffed.
The Stingray had the correct damage, but this wasn't being reflected correctly in the user interface in-game due to an oversight. This is now corrected for all Mercenaries versions and add-ons. Thanks for catching this.
Update: the Berserker IWB mod has had all relevant files updated to include these changes, bringing it to parity with v1.7.2 of Berserker.
now I can play Leon Wick with SG09R to Punisher mod :)