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tooneedim qiuyuewu1987

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604 comments

  1. GreenthMac
    GreenthMac
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    I am unable to run the game with the mod enabbled. Fluffy mod manager launches RE4 normally and I tried another mod as enabled "laser for handguns", also the game launched with it.
    But for some reason I am having a black screen everytime I try to launch the game with Berserker mod, any ideas how to fix it?
  2. fishgame64
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    Fix the crosshair for the sniper scope. It doesn't go back to the original. I want the original crosshair updated please or tell me how to fix it
  3. JungleJim911
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    I like the merchant and gun upgrade tweaks a lot, but in general the gameplay just isn't hitting like Berserker. I get what the author was going for, but the flood of enemies and constant attacks make it almost impossible to survive anything, even if you're playing at your best.

    I think if the merchant and upgrade tweaks were all this mod changed, maybe with a couple other extra things, it would be perfect, but I think as it is now I'll just use the vanilla Berserker mod and look at other gameplay tweaks.
    1. Play v3.0 instead of v4.1, some weapon tweaks and some recent tweaks to enemies made the latest version kinda overwhelming to play, try this version and i believe you enjoy even more, the gameplay is way more Doom-like, you still have lots of powerfull enemies, but you have a powerfull arsenal to beat them, and the fast paced gameplay is way more rewarding.
    2. CuervitoKennedy
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      what's in version 3.0?
    3. Vortex1992
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      @CuervitoKennedy
      Here is version 3.0 Changelogs:

      1. Balance Adjustments
      Striker has been improved.
      The explosive arrow recipe can be purchased in Chapter 11.
      The first exclusive of most weapons can be refunded, excluding DLC weapons and reward weapons.
      The price of the second exclusive has been reduced.
      The second exclusive of the SR M1903 increases critical rate, and the capacity has been increased.
      The wince of Fighting Knife has been decreased, and combat rapid has been reduced.
      Add New weapon: Bolt Thrower.
      Almost all weapons' capacity upgrades have been adjusted.
      Charm: Illuminados Emblem has been enhanced.
      Item Stack has been improved. 
      40 fish per group; exceeding this will result in a drop penalty.

      2.Level Design Adjustments
      Two villagers have been removed from the hunter's cabin in Chapter 1.
      Equipment can be picked up directly in Chapter 2.
      Biosensor Scope can be found in Chapter 4.
      The health of the Chainsaw from Chicken Island has been increased in Chapter 4.
      Fixed the issue of characters floating in Chapter 8.
      In the battle with the knight in Chapter 9, Ashley no longer throws lamps.
      Some explosive barrels have been removed in Chapter 11.
      The laser corridor has been removed in Chapter 13.

      3. Bug Fix
      B-type Plaga can no longer be killed with a single body hit.
      Krauser will not kill you with full health & full Armor in Chapter 11.
      Fixed the white box in your AttacheCase.
      The crafting item list has been reordered.
      The shop's exchange items have been reordered.  
    4. CuervitoKennedy
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      thank you, 
      I should have checked the articles. xd
    5. CuervitoKennedy more importantly, in v4 and 4.1 they :

      - nerfed rifles and rifle drops (stingray on v3 is 2x better than v4)
      - nerfed drops overall
      - added 4 OP dogs on the chapter 5 village fight
      - made some enemies stronger
      - made some changes in enemy positioning that makes some fights harder (like red mist valley and snake farm)
      - made some changes in the map that block ladders, doors and enemy funnels, so it gets harder
      - you no longer get the tmp at the start, wich makes village and every fight untill chapter 5 harder
      - you no longer get the CBQR at chapter 9 instead of 13, wich makes castle harder 

      So its not about v3 exactly, its about not using v4, you could use v1 (like UFO), but v3 made some nice changes
    6. CuervitoKennedy
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      Chasseur2Proserpina thanks for all the information, 
      I have tested version 3.0 but i prefer the latest version, it gives me that feeling of progress when i  get to the island with the cqbr, samuraid edge and elite knife available.
      it would be nice to buff the striker to make it the best shotgun.
    7. ShoahKahn
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      If you're playing without the "melee anywhere", "sprint", and "dodge roll / evade" mods on, you're going to have an excruciating time.  The vanilla game is a near-on-rails, linear, quasi tank controls, borderline turn-based. s/h shooter -- these mods throw all those unnatural limitations out of the window; and unless the player utilises all the tools they have at their disposal, the mods will by more frustration than fun.

      Heck, I even use the wall hack script to get through open windows, to enter buildings which are normally accessible -- it makes more sense than the immersion-breaking amnesia that the character gets in 'forgetting' how to vault over a window sill, and allows one to get some logical respite (inside buildings) from the madness.  These are the kinds of strategies one has to employ to offset the natural imbalances which mods not Q/A'd by dozens of game testers, will inevitably engender.
    8. MrMachineGuy
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      Sounds like a skill issue
  4. nightprowler2
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    Removing a valid combat path and disallowing the usage of ladders, windows and doors is the single worst decision that is made. if your going to block a path at least give a reason why. Also spamming Mandibula on every enemy just is not fun. Every enemy that dies spawns a mandi after the lake, including the brutes.
    1. ReignOfHellXXV
      ReignOfHellXXV
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      Yeah.. the ladder removals/padlock removals are not 'good' design choices. Especially in the Fish Hatchery, where ANYONE can tell that it is there, it's just not available to use is a f*#@ing DICK move. It's basically 'Oh you used to be able to cheese this fight with this in reg RE4R, so I'm choosing to block it because Reasons.' (These kind of arbitrary changes are like Arthmoor did with USSEP, where he just decided to remove things because 'its not the way I want it'.)
    2. MrMachineGuy
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      Removing ladder climb, window vault and entering specific buildings prevents you from easily cheesing an encounter, personally I think it's a great design choice, it makes you prioritise proper strategy and finding a good loop
    3. ShoahKahn
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      No map restrictions should be used to create "artificial difficulty" -- it's one of the weakest points of the vanilla game and should be avoided as much as possible.  If anything, just up the enemy count and spawn types, and/or lower their drop rates... I'd rather that than the immersion-breaking "Oops! I forget how to climb over an open window sill!", followed by the "Oh!  There we go -- I remember how to do it again!"... Which is cringe.  Mods should expand the maps, not restrict them more... The latter is like Capcom's lazy method of "balancing" their games -- in no small part, why we're all here instead of playing the boring vanilla version.
    4. MrMachineGuy
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      Holy yap again, the map restrictions are to stop cheese which would turn well thought out encounters into a waiting simulator, spamming rifle shots on the other side of a window. If you're playing a difficulty mod for IMMERSION you're in the wrong place lol
  5. Just beat V4.1 Leon must die, third time beating this mod.
    New game pro, no special weapons or mods besides Autosave on PRO and auto parry on the krauser fight (chapter 14). 
    谢谢 qiuyuewu1987, its a really good mod.
    Reeeealllly waiting for valkyrie plus.


    Thoughts on V4.1:
    - One thing i would love added is a charm that inscreases leon's resiliency (ex: not flinch when pushed or punched, dont stop for 2 workdays each time fire is near us), basically reduce the stagger on leon, i think is a must, specially with fire

    - The Blacktail and striker are the most underrated weapons, the Blacktail is a beast all around, and the striker is a beast up close, better than the w870 even
    - flamethrower and Stingray are OP, specialy the flamethrower because it denies plagas, stingray has 0 stagger but it melts elite enemies
    - The striker charm is the most important thing on this mod


    Still, some things to improve:
    -  Krauser in chapter 14 being a knife only fight, if you have the Fighting Knife you're screwed, its too much of a hastle, give the option to use weapons.
    (only time i gave up and used a trainer, just cause the fight is impossible without using other knifes)
    - the ammo problem on v4.1 seens to be a bug on castle only, waiting for a fix, its not good to keep dropping lots of tmp and pistol ammo if you're out of shotgun and rifle
    - enemy spawn zones should be visible or have some indication, sometimes you kill a wave and the next spawns right behind you
    - the red zealots and crosbow brutes are unbalanced on V4.1, they need to be changed or removed
    - chapter 5 fight in the village center, the 4 dogs + the original wave is unbalanced
    - the miniguns on chapter 15 before blowing the AA-Gun turn a great fight into something unbalanced, they should be removed

    Bugs:
    - broken neck plagas with white clothes are imune to flashes
    - the type-c plagas on the verdugo fight sometimes are imune to flashes
    - dogs have invunerability when transforming 
    - ammo problem on Castle V4.1

    About the mod being artificial challenge:
    whist a "first run" challenge is really good (like the original berserker), it does not diminish what this mod is trying to achieve.

    Berserker plus will give you a typewriter before every fight for this reason, it wants you to try and "solve" the challenge in a more complex way, a way that the "first run" type of mod will not give you, it requires to play the arena untill you can find a strategy to beat it (and most if not all have them).

    There more enemies because leon is way more powerfull in this version, you have max reload at all times, improved kicks and crits, OP Weapons and more ammo for those weapons since the start, and elite enemies increase in numbers as you get better and better

    The first armored salvador is close to a cliff

    The area of "super salvadors + rockets + catapults+arrows" is meant to make you think "i have a cannon that one shots enemies, just have to kill the rockets first", the salvadores are slowed in that part to make it easier to avoid them

    Not saying its perfect, there are improvements to do on those areas, but every fight has been though out to make it more fair because you now have a OP arsenal to take them.
    1. ShoahKahn
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      "Auto" ANYTHING is, by definition, cheating.  This is because it means that the player is no longer executing the in-game actions -- i. e., the CPU is playing the game for the player, defeating the entire purpose of PLAYING a video game.  It's like having ChatGPT write one's essay, or an image generator A. I. create art: If it's not the person doing it, it's not the person accomplishing the feat.
    2. MrMachineGuy
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      Holy yap, it's a singleplayer game with an unfair fight if you have the wrong knife. Relax
  6. raeyaafirtriinr
    raeyaafirtriinr
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    why my game always crash and force close when from the village to the farm?
    1. Vegas3301
      Vegas3301
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      Yeah, I got the same issue. I can't proceed from there
    2. CuervitoKennedy
      CuervitoKennedy
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      maybe some weapon mod 
  7. Kaizoman
    Kaizoman
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    do i install this alone or do i also install berserker?
    1. trelllos
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      alone!
  8. Vegas3301
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    I just got Ashley in the church and headed to the farm, but right after I open the door, the game crashes. I don't know what to do, it crashes every time
  9. If you are gonna force smg drops onto us, give us better smg options at the start of the game, loads of smg drops and my only option is the awful matilda without the stock until chapter 5.
    The matilda without the stock is basically a weaker version of the blacktail that can't stagger if its life depended on it, give us a TMP at least if you're FORCING smg drops, or improve the conversion, because 216 tmp for only 9 rifle or 270 for only 80 pistol is an awful conversion that punishes the player based on luck.

    Everytime i'm close to a save and get 3-4 smg drops, i aways reload, cause that's the objective worst drop on the probability pool, even a 150 peseta drop is better.


    Btw wish there was a buff to the bolt trower, right now its too weak to compete even with the pistols, and the ammo is a big issue since there are 10x more enemies than base game, so balancing ammo to craft only makes it the weapon with the scarcest ammo, even more than the magnun 
    1. gsa99
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      You can convert smg ammo into handgun ammo and vice-versa in the Crafting tab, it costs the same amount of gunpowder you would need to craft normally, but no resource material.

      Getting SMG ammo is as good as having Small Resources!

      EDIT: I only now noticed you knew about the conversion crafting. Idk, finished this mod twice, never had issue with ammo at all, and the conversion option with crafting made it that much easier considering you get far more SMG bullets from a single drop stack than a handgun's.
    2. Lots of people on this thread are complaining about ammo on v4.1, and i kinda agree

      You really dont get a lot more smg than handgun considering the conversion:
      - you can get drops of 18 or 36 smg , for handguns the drops are 10 or 15.
      - comparing to the conversion, you need 8 drops of 36 to reach over 270, or 15 drops of 18.
      - for handguns you need 6 drops of 15 to get over 80, or 8 drops of 10

      So, your losing the equivalent of 2-7 drops by getting smg ammo, and on top of that, you cant craft shotgun with tmp ammo
      Worse of all, 216 for 9 rifle is really demanding, 2-3 drops of rifle or 1 resource(L) is the equivalent of losing 6-12 drops to bad luck.
    3. ShoahKahn
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      Did collective I. Q.  drop while I was away? =/ ...JUST GIVE YOURSELF THE AMMO VIA THE ULTIMATE TRAINER!   Sheesh  -_-
  10. yolonault
    yolonault
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    Pls make this mod more like version 3.0!! 4.0 is really bad.
    1. JordanRedfield
      JordanRedfield
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      what makes it so difficult for them in version 4.0 or 4.1?
    2. yolonault
      yolonault
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      You run out of ammo way too fast, and even in later chapters, you don't feel strong at all, in 3.0 it is as challenging as 4.0 but you have the tools to fight it. In 4.0 it felt like I'm playing vanilla but the enemies are berserker +, like I still completed it however its just super unfun.
    3. ShoahKahn
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      Use the Ultimate Trainer to give yourself the load-out you need.  I run with Mercs. characters and give them their Mercs. load-out to start with -- that gives them enough tools to get through most of what's thrown at them.