Seeing lots of comments of people mentioning enemy damage is too high, is there a version of only more enemies, or the enemies move too fast, I will attempt to help to clear up confusion and solve issues that people may have with the mod. Inferno Insanity is the most downloaded version even though it SHOULD NOT be played on a first playthrough, and it is not typically fair in a lot of areas due to the increased speed specifically for Inferno Versions combined with the high enemy count.
INSANITY VERSIONS
DO NOT download the "Insanity" versions as those are much harder versions of Nightmare and are NOT meant for a first playthrough (unless you want to really struggle). Insanity Versions include removing delay between enemy attacks, and doubling nearly all enemy spawn counts. Insanity versions should only be downloaded when you are comfortable with the mod itself, or looking for a much more difficult first playthrough. You have been warned.
INFERNO VERSIONS
Inferno versions are also a harder version of the mod compared to Nightmare. Inferno increases the Movement AND Attack Speed of enemies. Enemies will often be able to catch up to the player unless obstacles or the player has increased movement speed. These are also not typically meant for a first mod playthrough, unless you again want to struggle more. Inferno can be more referred to as the unfair difficulty of this mod.
NIGHTMARE VERSIONS
Nightmare is the default mod versions which will not include super speed enemies like Inferno. On a first playthrough of this mod, "Nightmare V1.7.2" should be used. Standard difficulty should also be used as each difficulty plays one above what it is originally, such as Standard being Hardcore, Hardcore being Professional, and Professional being a whole new difficulty. Each difficulty has MORE enemies than the one before and NEW enemies spawns. If you do not want the damage changes, see below.
Better Weapons Add On
The Better Weapons Add On is optional, but SHOULD be used to make the bolt thrower more useful by increasing bolt speed, greatly reducing gravity and damage drop-off, nearly no aiming sway/bloom, 20% Crit Chance (had none originally), and increases the stagger chance. In addition to the changes to the Bolt Thrower, each weapon now has reduced sway/greatly reduced aim bloom by half of the original amount. Handguns also now always have base 15% Critical Chance. Machine Guns now have a 7% base Critical Chance. Shotguns and Rifles now have a base 10% Critical Chance. Magnums now have a base 7% Critical Chance. Knives have been given 15% base Critical Chance and reduced usage by half when using it as melee. Works in both the Main Game and Separate Ways. This addon can be installed in any order with other add ons as well, as long as it is enabled with the Main Mod version you chose (EXAMPLE: Enable Nightmare V1.7.2 AND this add on).
Optional/Misc Versions
There are several optional and miscellaneous downloads. If you are looking to play WITHOUT changes to enemy damage, then download the "No Modified Enemy Damage Add On". Be sure to enable this one AFTER enabling your chosen mod version (EXAMPLE: Enable Nightmare V1.7.2, THEN the Add on).
There is also a download called "Nightmare MORE ENEMIES ONLY" which will not include any changes to the game consisting of enemy damage, moved key items and such, but ONLY keep in the double enemy spawn counts, as well as the new enemy placements.
There are also "Double Enemies" versions which doubles enemy spawn counts as in the name.
The "NGPLUS" Versions are meant for New Game+.
The "Plus" Versions are the 2nd tier of difficulty above Nightmare which remove enemy at tack delay, allowing them to combo you to death quite often than normal.
BETTER DROP TABLE
Lastly, the "Better Drop TABLE" add-on increases the amount of ammo/resources dropped from enemies and boxes. There is two versions of this add on. The heavy version: double the amount of items dropped (a stack of 10 handgun originally will now be 20), as well as replaces a some of the lower value money drops with handgun bullets, with a slight chance of scoring double that drop amount!The regular version simply provides a bit more ammo and doubles ammo drops amount only instead of replacing low money with ammo and providing too much.
In all, if doing multiple playthroughs of this mod, it should be played in the order of Nightmare > Nightmare Plus > Nightmare Insanity. If you are using Inferno, then it would be Inferno > Inferno Plus > Inferno Insanity. My order I would recommend if doing a few playthroughs of the mod would be: Nightmare > Inferno > Nightmare Insanity > Inferno Insanity.
It is important that everyone does Re-read game archives in the mod manager before playing the mod (including doing so every new version or if the game is downpatched, updated etc). This ensures all changes are present to the game. You must be playing the LATEST version.
V1.7 V1.7 is here! V1.7 balances some aspects of the mod, as well as adding some new features to the game here and there, such as a COMPLETE Charm Rework! The tutorial section has also been replaced with a "Mod Notes" section for further information about some aspects of the mod. There is also a new version out called Nightmare or Inferno+, that makes the mod slightly harder than the regular versions. V1.7.1 Added harder versions and more enemy versions!
V1.7.2 and V1.7.3 are the latest mod versions.
Please note: You CAN Switch between any version (Such as No Damage Changes, Or Inferno, Or Nightmare at any time.
Separate Ways Attaché Cases have the wrong description for Silver, Black, and Red. Reason being, they share the same Text-String as leon and can not be changed or the other one changes too. They are listed in game in "Mod Notes"
Separate Ways IS possible on Professional New Game Pro to kill ALL enemies without cat ears or any outside tools. My playthrough, as well as Chapter 5 can be found on my YT.
I've also done a S+ Rank Run on New Game Professional :)
If Anyone has Videos/Images they would like to upload to the mod page, please do I will approve them (if they are appropriate lol).
took a few days of trying but I beat mendez with tanky boss enemies + relentless enemies on a fresh save without ∞ weapons(did use primal knife tho). He has 100k per phase so 200k total so it was quite the fight. I still have trouble dodging the lunging attack he does at top. ill take any tips if anyones got some to share ;)
Mendez is quite literally impossible without something that's at least infinite or you're playing Pro. The amount of resources it takes is just not something you can have on a new save and the only load out you can run MUST have a maxed out rifle on it.
here is a tip for you: USE INFINITE AMMO... this here kind of difficulty is exactly why cat ears were placed in the game for... it took you a "few days" to beat Mendez??? lol wow... but, whatever.. to each his own...
This mod V1.4.2 Tanky Boss Enemies + All High Health Enemies is designed for the new game +, but I decided to go through it on the new game, additionally killing everyone. Help me is a treasure map. Bosses have 100-250k health, enemies x3, mini-bosses x2. To increase the difficulty, I use the relentless enemies mod. I have a lot of saves due to loot generation. With such complexity, this is indispensable. In chapter 6, I used the autosave pro mod only to generate loot, but passed everything the first time. Verdugo Rocket Launcher deals 55k damage at 250k health. I counted on a different expense, but I had to take the elevator again. Accidentally removed novistadors in front of Verdugo, but they are much easier to deal with in the water. The most difficult moment is 14 chapter dragline excavator. There is no such video and most likely never will be. There are enough places in the game that can be complicated without making them boring and impassable. Adding new enemies would fix this. The mod is excellent and the only one worthy of attention. Данный мод предназначен для новой игры+, но я решил проходить его на новой игре дополнительно всех убивая. Помощью мне служит карта сокровищ. У боссов 100-250к здоровья, у врагов х3, у мини-боссов х2. Для повышения сложности использую мод безжалостные враги. У меня много сохранений по причине генерирования лута. На такой сложности без этого не обойтись. В главе 6 использовал мод автосохранение про только для генерации лута, но прошел всё с первого раза. Вердуго ракетница наносит 55к урона при его здоровье 250к. Рассчитывал на иной расход, но пришлось снова сесть в лифт. Случайно удалил новистадоров перед Вердуго, но в воде с ними куда проще справиться. Самый сложный момент 14 глава драглайн экскаватор. Подобных видео нет и скорее всего никогда не будет. В игре хватает мест которые можно усложнить не делая их нудными и непроходимыми. Добавление новых врагов исправило бы это. Мод отличный и единственный заслуживающий внимания.
This mod(Nightmare V1.3.1 version of Tanky Boss Enemies) is designed for the new game plus and infinite ammo, but I decided to try it on the new game without deluxe content and bonus weapons, additionally killing all the enemies.To increase the difficulty, I use the relentless enemies mod. All yellow paint has also been removed. El Gigante has 26000xp in pro, 100000xp in mod. Mendez has 23000xp in pro, 200000xp in mod. Verdugo has 55000xp in pro, 250000xp in mod. I had to sit in an elevator, too much health, but it's not easy to run from him, he kills with one blow. It's good that the developers came up with a rescue with him. Salazar has 35400xp in pro, 100000xp in mod. Krauser has 25000xp in pro, 100000xp in mod. Saddler has 45000xp in pro, 100000xp in mod. Thanks for the great mod! Completed the walkthrough. Данный мод предназначен для новой игры плюс и бесконечных патронов, но я решил попробовать пройти его на новой игре без делюкс контента и бонусных оружий дополнительно убивая всех врагов. Для повышения сложности использую мод безжалостные враги. Также убрана вся желтая краска. El Gigante на профи имеет 26000 xp, в моде 100000xp. Mendez на профи имеет 23000 xp, в моде 200000xp. Verdugo на профи имеет 55000xp, в моде 250000xp. Пришлось сесть в лифт, слишком много здоровья, но и бегать от него не просто, он убивает с одного удара. Хорошо что разработчики придумали с ним спасение. Salazar на профи имеет 35400xp, в моде 100000xp. Krauser на профи имеет 25000xp, в моде 100000xp. Saddler на профи имеет 45000xp, в моде 100000xp. Спасибо за отличный мод! Завершил прохождение.
Mod ain't designed for ng+ at all. Mod author's own words: "The mod is meant for a New Game on any difficulty, with no Bonus Items/Weapons or Accessories"
Verdugo can be killed with a rocket launcher while frozen. 100 spinels are going to fight him. It is possible to generate spinel drops from barrels. When I first played, I didn't know who had how much health.
This requires catears still though. There simply aren't enough resources to survive and get past enough enemies otherwise. The mod places a damn brute on the path to the village, and locks off the tower for the village ambush, plus gives the chainsaw guy rocket boots he moves so fast.
Use this post to tag where you find charms in V 1.7 throughout the story WITHOUT using the gun range. I shall update this as I progress through the campaign. I will miss a number of them so sorry in advance, but it will help future players in where/ what to kill/ find to collect the scattered charms. Remember there are 2 charms per chapter excluding Chapter 16, 15, and 14. The charm is described within the parentheses. INFORMATION REGARDING CHARM EFFECTS IS FOUND IN THE CHANGELOGS UNDER THE DESCRIPTION TAB OF THIS MOD. Chapter 1: In shed right before entering the village, should be where flashbang usually is ( Leon w/ shotgun charm- 40% Ammo Resale Value, +5% Movement Speed, +5% Damage Reduction) :Kill the chainsaw man that spawns after you use the crank on bottom floor of farmhouse, he is located in the tower back at main village (Male villager w/ throwing axe- +15% Handgun Ammo Bonus Craft Frequency, +5% Movement Speed) Chapter 2: Across from the window on the right side in Dynamite Valley the Bigger House ( Zealot w/ Spike Shield- +20% Shotgun shells bonus craft frequency, +5% Melee Critical Chance) : In chest where safe key is used/ where you collect your gear from again (Lady w/ knife- 15% Magnum ammo craft bonus frequency, +5% Handgun Ammo Drop Rate) Chapter 3: Gold Knight thats found approaching Church (Ada w/ Pistol- 30% off body armor repairs, +50% Bolts Craft Bonus Frequency, +30% Attachable Mines Bonus Craft Frequency) : Chainsaw man in the farm after tower falls in the village (Male Villager w/ pickaxe- +15% rifle ammo craft bonus frequency, +5% Knife Damage) Chapter 4: In the locked area where you find one of the heads, has Dynamite thrower nearby (Old Man pointing finger- +15% Shotgun Shells craft bonus frequency, +5% Damage Reduction) : Back at fish farm after entering the church, kill the archers that are up top the ladder thats next to the boathouse (Leon w/ Pistol- 30% off Knife Repairs, +10% Movement Speed, +10% Damage Reduction) Chapter 5: Brute with white mask and horns guarding bridge to cabin (Zealot w/ bow- +20% Bolts craft bonus frequency, +10% Melee Critical Chance) : Complete Savage Mutt task then head back to the church and kill the large mutts waiting there (Majini w/ Gatling Gun or JJ-40% off Resources, +20% Melee Damage, +20% Melee Critical Chance) Chapter 6: As soon as you start level turn around and it will be on the right (Chainsaw man- +20% rifle ammo craft bonus frequency, +5% Melee Damage) : Kill the villager thats in the left side hut during the Mendez chase (Bass- +100% Health Recovery for black bass, +30% Health Recovery from Green Herbs, +30% Health Recovery from Vipers) Chapter 7: At Garradors feet in dungeon where he is chained up (Zealot w/ Scythe- +20% Submachine Gun ammo craft bonus frequency, +7% Damage Reduction) : Right side 1st floor of Water Hall/ Where the knight is standing as soon as you enter Water Hall (Armored Guy w/ Pike Hammer- +20% Handgun Ammo craft bonus frequency, +15% Melee Damage) Chapter 8: Bottom of first tower where Gigante is, its left side of the oil lamp (Villager w/ Pitchfork- +15% Handgun Ammo Bonus Craft Frequency, +5% Movement Speed) : In the chest that requires a small key after meeting up with Ada/ Lithographic stones room (Bella/Chainsaw sisters- +20% Magnum Ammo Bonus Craft Frequency, +7% Movement Speed) Chapter 9: In the first dog cage or the one thats on the left side of the maze ( Ashley- 50% health recovery for green herbs, +10% Handgun Ammo Drop Rate) : Goat head room below where it normally sits on the statue in the right corridor (Chicken- +100% Health Recovery for all egg types, +10% Movement Speed, -1 Gunpowder used when crafting) Chapter 10: Get note thats up the stairs to entrance of bug room, then back track to entrance of castle where its found on the Garrador (Teddy Bear- -1 Gunpowder used when crafting, +40% Handgun/SMG/Shotgun/Rifle Bonus Craft Frequency) : After falling down the pit and pushing dead zealot out of the way, go immediately to the left cubby hole (Illuminados Emblem- +30% Melee critical hit rate, +30% Melee Damage) Chapter 11: Before entering the room to pull lever to lower bridge in mine area, look to the right next to the railing (Red Robe Zealot- +10% Health Recovery for Green Herbs, +10% Damage Reduction) : After mine section and you drop down to the base level where red barrel is ahead, go past it and it should be between the rock column on left and rock wall (Island soldier w/ Electric Rod- +15% Bolts craft bonus frequency, +15% Knife Damage) Chapter 12: Salazaar Tower bottom floor in the chest on the left (Beetle- +50% recovery item resale value, +5% Red Herb Drop Rate) : Right across from the double doors leading into Salazaar fight (Villager w/ dynamite- +30% attachable mines Craft bonus Frequency, +9% Movement Speed) Chapter 13: Close to area where the cat treasure is normally, guy is kneeling down looking thru opening to cat treasure room (Merchant- 5% off weapon upgrades, +15% Handgun Ammo Drop Rate) : In 4 frozen Regenerator room on the same side close to green herb (Villager w/ head plagas exposed- +30% health recovery for vipers, +15% Melee Critical Chance) Chapter 14: Kill Iron Maidens that complete the Blue task once crane room is complete,must backtrack a tad (Luis w/ pistol- +20% Weapon resale value, +50% Knife Damage, 20% off Knife Repairs) Chapter 15: Next to 2nd steel door/obstacle Mike destroys from chopper (Villager Lady w/ pot- +30% health recovery for vipers, +20% Melee Damage)
Let me tell the location of EACH charms I found, Chapter 14 and 15 only have 1 charm while Final chapter doesnt have (refer to the Mods section)
Spoiler:
Show
Chapter 1 : 1. Before taking double doors there is a hut with a charm in there replacing Flashbang 2. Read Merchant Notes and use the crank to open the Tower in Village and beat them for charm
Chapter 2 : 1. If you take the right-side window, check the charm behind the stacks of chicken cage/coops 2. In drawer where small key is used to collect treasure (now replaced with a charm)
Chapter 3 : 1. After tower destroyed, backtrack to the farm once again and beat Salvadors for charm 2. When you reach the Church section, you need to beat the Golden Armor to get new charm
Chapter 4 : 1. In the cave where we get Apostate Head, charm was in there (open the puzzle door 1st) 2. After you reach the Church, backtrack to the Fish Farm and kill all enemies for charm
Chapter 5 : 1. Before reaching Infamous Cabin, defeat the Brute in Farm and he will drop the Charm 2. Backtrack to the Church AFTER you finish the Merchant Request and beat the Dogs for charm
Chapter 6 : 1. On the starting point, turn back and check the charm on the corner of the gate 2. On Mendez chase section, check the hut and kill the Villager INSIDE of it for charm
Chapter 7 : 1. During the introduction of Garrador, check the charm in front him 2. In the Water Hall section, kill the Armored Knight for the charm
Chapter 8 : 1. In Tower section, drop down to basement on 1st tower and check the charm near Lamp Oil 2. After meeting with Ada, use the small key to open the Drawer and you will get charm
Chapter 9 : 1. In the Goat Head room, jump down on right side of the statue and you will see charm nearby 2. When you meet the 1st Dog Cage (Courtyard), kill the dogs and check the cage for charm
Chapter 10 : 1. In Novistador room, check the notes and backtrack to the Entrance and kill them for charm 2. After fall from trap, check the charm on left side after moving pasts sticking corpse
Chapter 11 : 1. Before entering the Building to flip the switch, check the right-side of it for charm 2. After mine cart section, look at the merchant note and check the charm near the wall
Chapter 12 : 1. In Clock Tower and cutscene happened, take the left side and check the chest for charm 2. Before facing Salazar, face the double door and turn back, there is charm lying in there
Chapter 13 : 1. When you see the soldier squatting on the crack of the wall, charm is in front of him 2. When you visit the room with 4 Regenerators, charm was on the table (left-side)
Chapter 14 : After Wrecking Ball section, take the Merchant Request and defeat Iron Maidens for charm
Chapter 15 : When Mike destroyed the 2nd door AFTER taking down AA Guns, check the left side of the door
Chapter 5 was already fixed and only Chapter 9 left to find the correct guide right now. Edit : ALL the charm location was FIXED and finished, you guys can find them easily with this guide. I wont provide Image of the location because you guys need to predict where are the location from my guide.
Author of mod PLEASE Keep this post as one of the top comments so all players can see where the charms are scattered throughout their respective runs! Thanks
Yeah, @Vortex1992 please mark the post as a spoiler though, condenses the size in pinned above and hides spoilers for people searching for it. If you dont know how, its "[Spoiler ]" at the beginning of the text (without the extra space between spoiler and the bracket), and do the same at the end with a "/" before Spoiler, like "[/ Spoiler]", no space.
@Multi202 Already done like what you said, you can pin this for the Guide. If my post still not meet your criteria, tell me whats wrong with my post and give me the direction to fix it again. Thanks for your mods and advice for it.
Thanks so much for this mod! I'm enjoying and suffering loads haha just wanted to check what the silver and gold coins for the charm machine are used for. I have gotten 5 in total from treasures but cannot go down the shooting range. I haven't been able to find any info on it so thought I'd ask and see if there is a specific purpose for them or they just look nice in my key items inventory! Thanks for your time,
the mod is quiet fun, its just the one-shot instant kill thats annoying. and also if you dont mind, can you release a version that doesnt alter the key item placements?
For context - I'm playing Nightmare on Professional difficulty, without extra accessories or weapons (not sure if any of the following changes on Inferno, insanity or lower difficulties).
For future reference, to people having trouble finding the first cannon weight (to destroy the castle door) - it is in the final area of this section, near the door you unlock after climbing the ladder past the cannon itself (before being raised).
After reading this comment section I was worried about illogical key item and weight placements on the mod but, so far, the cannon weight and Lithograph C are the only changes that I consider both illogical and unreasonable from a gameplay's perspective - you're likely to clear all enemies and catapults in this area (there's actually very few of them), so there's no real danger and the cannon weight is hidden in a weird angle that will never be seen during normal gameplay, you actually have to hug a corner and turn the camera - the things hidden here should probably receive the same treatment hidden items from previous chapters got.
That being said - for all key items before Chapter 7 (which is where I'm at right now): I do think that the mod developer did a fantastic job with spreading them - most of the time key items and treasures are just swapped between themselves and when something is in an actual new place the developer left contextual hints pointing to where the player is supposed to backtrack to (written behind pictures most of the time) - so you're never left wandering aimlessly.
As for combat difficulty - I believe locking the "Combat Knife" behind a 30 spinel purchase is a mistake, the knife is by far the most important tool in the game and the resources early in the game (before the first merchant) are too scarce to properly deal with the stronger enemies - mainly the Brute right before the village and Salvador at the village - this is reinforced by the tower being locked which makes the very first "survival" area of the game (up until the bell) by far the most difficult section so far - this could, of course, be partly attributed to me still getting used to the mod, since it's my first time experiencing it.
Past the first merchant (or for people using the primal knife I'd imagine) however, I think the mod is quite well balanced for combat and I've found the experience quite enjoyable - I didn't experience any cheap deaths so far since you can always hear the dangerous enemies (Salvadors, armors or brutes - as of up to Chapter 7) way before they're actually active - it does take some getting used to how fast Salvador is (main reason the vast majority of my deaths are on the first village) but it still feels fun rather than cheap.
Thank you, thats fair and understandable feedback. Glad you gave it a try despite some comments saying to avoid for for certain reasons.
I feel like the Knife changed worked a lot better in older versions before new and or enemy swaps, but not as much with the current version as it is which is fair.
Coming back to revisit this mod after a year or so of being away, and I gotta say, I love all the changes. Not only just the general progress but the optional files you've made. So many "challenge" mods have an air of "MY WAY OR THE HIGH WAY," whereas you've made the base version, multiple harder versions, and some small buffed versions for those who may be struggling but still wish to experience the mod authentically (IE without cheat engine.) The double ammo version is especially helpful for those who may have been struggling, as from what I recall, ammo was a bit of a pain back when the mod first launched.
Good on you, bud; this is top-quality stuff right here and is THE way to re-experience the game once tired of vanilla IMO.
This mod used to be great without all the shitty medallions and item keys different locations, I don't want to explore all that stuff, I just want harder combat. Is there any optional file to put key items and medallions back on their original spots? medallion and key item hunting is just annoying, boring and the only reason Im relunctant to go back into this mod, and asking me to watch videos telling me where they are is just as boring.
I'm playing with the nightmare more enemies only and in the description it says key items aren't moved yet in the game key items are still moved from their original location. I don't have any other versions installed so I'm not sure if it's intended.
Same $hit. Author must be completely confused with his own mods. Also more enemies only version doubles them as well which is stupid. Even in vanilla nightmare 1.7.2 enemies aren't doubled by default.
No, enemies are tied to some of the level files with their drops as well. Removing items = removing enemies too. It'll have to stay that way as I wont be going through and redoing all the files specifically for that version.
This version includes double enemies because if I did not, there would just be a few new enemies here and there, but no other changes from the mod, so I had kept it this way.
1595 comments
Seeing lots of comments of people mentioning enemy damage is too high, is there a version of only more enemies, or the enemies move too fast, I will attempt to help to clear up confusion and solve issues that people may have with the mod. Inferno Insanity is the most downloaded version even though it SHOULD NOT be played on a first playthrough, and it is not typically fair in a lot of areas due to the increased speed specifically for Inferno Versions combined with the high enemy count.
INSANITY VERSIONS
DO NOT download the "Insanity" versions as those are much harder versions of Nightmare and are NOT meant for a first playthrough (unless you want to really struggle). Insanity Versions include removing delay between enemy attacks, and doubling nearly all enemy spawn counts. Insanity versions should only be downloaded when you are comfortable with the mod itself, or looking for a much more difficult first playthrough. You have been warned.
Inferno versions are also a harder version of the mod compared to Nightmare. Inferno increases the Movement AND Attack Speed of enemies. Enemies will often be able to catch up to the player unless obstacles or the player has increased movement speed. These are also not typically meant for a first mod playthrough, unless you again want to struggle more. Inferno can be more referred to as the unfair difficulty of this mod.
Nightmare is the default mod versions which will not include super speed enemies like Inferno. On a first playthrough of this mod, "Nightmare V1.7.2" should be used. Standard difficulty should also be used as each difficulty plays one above what it is originally, such as Standard being Hardcore, Hardcore being Professional, and Professional being a whole new difficulty. Each difficulty has MORE enemies than the one before and NEW enemies spawns. If you do not want the damage changes, see below.
The Better Weapons Add On is optional, but SHOULD be used to make the bolt thrower more useful by increasing bolt speed, greatly reducing gravity and damage drop-off, nearly no aiming sway/bloom, 20% Crit Chance (had none originally), and increases the stagger chance. In addition to the changes to the Bolt Thrower, each weapon now has reduced sway/greatly reduced aim bloom by half of the original amount. Handguns also now always have base 15% Critical Chance. Machine Guns now have a 7% base Critical Chance. Shotguns and Rifles now have a base 10% Critical Chance. Magnums now have a base 7% Critical Chance. Knives have been given 15% base Critical Chance and reduced usage by half when using it as melee. Works in both the Main Game and Separate Ways. This addon can be installed in any order with other add ons as well, as long as it is enabled with the Main Mod version you chose (EXAMPLE: Enable Nightmare V1.7.2 AND this add on).
There are several optional and miscellaneous downloads.
If you are looking to play WITHOUT changes to enemy damage, then download the "No Modified Enemy Damage Add On". Be sure to enable this one AFTER enabling your chosen mod version (EXAMPLE: Enable Nightmare V1.7.2, THEN the Add on).
There is also a download called "Nightmare MORE ENEMIES ONLY" which will not include any changes to the game consisting of enemy damage, moved key items and such, but ONLY keep in the double enemy spawn counts, as well as the new enemy placements.
There are also "Double Enemies" versions which doubles enemy spawn counts as in the name.
The "NGPLUS" Versions are meant for New Game+.
The "Plus" Versions are the 2nd tier of difficulty above Nightmare which remove enemy at
tack delay, allowing them to combo you to death quite often than normal.
BETTER DROP TABLE
Lastly, the "Better Drop TABLE" add-on increases the amount of ammo/resources dropped from enemies and boxes. There is two versions of this add on. The heavy version: double the amount of items dropped (a stack of 10 handgun originally will now be 20), as well as replaces a some of the lower value money drops with handgun bullets, with a slight chance of scoring double that drop amount!The regular version simply provides a bit more ammo and doubles ammo drops amount only instead of replacing low money with ammo and providing too much.
In all, if doing multiple playthroughs of this mod, it should be played in the order of Nightmare > Nightmare Plus > Nightmare Insanity.
If you are using Inferno, then it would be Inferno > Inferno Plus > Inferno Insanity.
My order I would recommend if doing a few playthroughs of the mod would be: Nightmare > Inferno > Nightmare Insanity > Inferno Insanity.
PLEASE CHECKOUT THE CHARMS!! THEY HELP!!!
V1.7
V1.7 is here! V1.7 balances some aspects of the mod, as well as adding some new features to the game here and there, such as a COMPLETE Charm Rework! The tutorial section has also been replaced with a "Mod Notes" section for further information about some aspects of the mod. There is also a new version out called Nightmare or Inferno+, that makes the mod slightly harder than the regular versions.
V1.7.1
Added harder versions and more enemy versions!
V1.7.2 and V1.7.3 are the latest mod versions.
Please note: You CAN Switch between any version (Such as No Damage Changes, Or Inferno, Or Nightmare at any time.
Separate Ways Attaché Cases have the wrong description for Silver, Black, and Red. Reason being, they share the same Text-String as leon and can not be changed or the other one changes too. They are listed in game in "Mod Notes"
Separate Ways IS possible on Professional New Game Pro to kill ALL enemies without cat ears or any outside tools. My playthrough, as well as Chapter 5 can be found on my YT.
I've also done a S+ Rank Run on New Game Professional :)
If Anyone has Videos/Images they would like to upload to the mod page, please do I will approve them (if they are appropriate lol).
thanks for nightmare. its been really fun
This mod V1.4.2 Tanky Boss Enemies + All High Health Enemies is designed for the new game +, but I decided to go through it on the new game, additionally killing everyone. Help me is a treasure map. Bosses have 100-250k health, enemies x3, mini-bosses x2. To increase the difficulty, I use the relentless enemies mod. I have a lot of saves due to loot generation. With such complexity, this is indispensable. In chapter 6, I used the autosave pro mod only to generate loot, but passed everything the first time. Verdugo Rocket Launcher deals 55k damage at 250k health. I counted on a different expense, but I had to take the elevator again. Accidentally removed novistadors in front of Verdugo, but they are much easier to deal with in the water. The most difficult moment is 14 chapter dragline excavator. There is no such video and most likely never will be. There are enough places in the game that can be complicated without making them boring and impassable. Adding new enemies would fix this. The mod is excellent and the only one worthy of attention.
Данный мод предназначен для новой игры+, но я решил проходить его на новой игре дополнительно всех убивая. Помощью мне служит карта сокровищ. У боссов 100-250к здоровья, у врагов х3, у мини-боссов х2. Для повышения сложности использую мод безжалостные враги. У меня много сохранений по причине генерирования лута. На такой сложности без этого не обойтись. В главе 6 использовал мод автосохранение про только для генерации лута, но прошел всё с первого раза. Вердуго ракетница наносит 55к урона при его здоровье 250к. Рассчитывал на иной расход, но пришлось снова сесть в лифт. Случайно удалил новистадоров перед Вердуго, но в воде с ними куда проще справиться. Самый сложный момент 14 глава драглайн экскаватор. Подобных видео нет и скорее всего никогда не будет. В игре хватает мест которые можно усложнить не делая их нудными и непроходимыми. Добавление новых врагов исправило бы это. Мод отличный и единственный заслуживающий внимания.
https://youtube.com/playlist?list=PLf-nlVgWgOZHRIIM15hOCe3RzSAhAMEIa
This mod(Nightmare V1.3.1 version of Tanky Boss Enemies) is designed for the new game plus and infinite ammo, but I decided to try it on the new game without deluxe content and bonus weapons, additionally killing all the enemies.To increase the difficulty, I use the relentless enemies mod. All yellow paint has also been removed. El Gigante has 26000xp in pro, 100000xp in mod. Mendez has 23000xp in pro, 200000xp in mod. Verdugo has 55000xp in pro, 250000xp in mod. I had to sit in an elevator, too much health, but it's not easy to run from him, he kills with one blow. It's good that the developers came up with a rescue with him. Salazar has 35400xp in pro, 100000xp in mod. Krauser has 25000xp in pro, 100000xp in mod. Saddler has 45000xp in pro, 100000xp in mod.
Thanks for the great mod! Completed the walkthrough.
Данный мод предназначен для новой игры плюс и бесконечных патронов, но я решил попробовать пройти его на новой игре без делюкс контента и бонусных оружий дополнительно убивая всех врагов.
Для повышения сложности использую мод безжалостные враги. Также убрана вся желтая краска. El Gigante на профи имеет 26000 xp, в моде 100000xp. Mendez на профи имеет 23000 xp, в моде 200000xp. Verdugo на профи имеет 55000xp, в моде 250000xp. Пришлось сесть в лифт, слишком много здоровья, но и бегать от него не просто, он убивает с одного удара. Хорошо что разработчики придумали с ним спасение. Salazar на профи имеет 35400xp, в моде 100000xp. Krauser на профи имеет 25000xp, в моде 100000xp. Saddler на профи имеет 45000xp, в моде 100000xp.
Спасибо за отличный мод! Завершил прохождение.
Chapter 1: In shed right before entering the village, should be where flashbang usually is ( Leon w/ shotgun charm- 40% Ammo Resale Value, +5% Movement Speed, +5% Damage Reduction)
:Kill the chainsaw man that spawns after you use the crank on bottom floor of farmhouse, he is located in the tower back at main village (Male villager w/ throwing axe- +15% Handgun Ammo Bonus Craft Frequency, +5% Movement Speed)
Chapter 2: Across from the window on the right side in Dynamite Valley the Bigger House ( Zealot w/ Spike Shield- +20% Shotgun shells bonus craft frequency, +5% Melee Critical Chance)
: In chest where safe key is used/ where you collect your gear from again (Lady w/ knife- 15% Magnum ammo craft bonus frequency, +5% Handgun Ammo Drop Rate)
Chapter 3: Gold Knight thats found approaching Church (Ada w/ Pistol- 30% off body armor repairs, +50% Bolts Craft Bonus Frequency, +30% Attachable Mines Bonus Craft Frequency)
: Chainsaw man in the farm after tower falls in the village (Male Villager w/ pickaxe- +15% rifle ammo craft bonus frequency, +5% Knife Damage)
Chapter 4: In the locked area where you find one of the heads, has Dynamite thrower nearby (Old Man pointing finger- +15% Shotgun Shells craft bonus frequency, +5% Damage Reduction)
: Back at fish farm after entering the church, kill the archers that are up top the ladder thats next to the boathouse (Leon w/ Pistol- 30% off Knife Repairs, +10% Movement Speed, +10% Damage Reduction)
Chapter 5: Brute with white mask and horns guarding bridge to cabin (Zealot w/ bow- +20% Bolts craft bonus frequency, +10% Melee Critical Chance)
: Complete Savage Mutt task then head back to the church and kill the large mutts waiting there (Majini w/ Gatling Gun or JJ-40% off Resources, +20% Melee Damage, +20% Melee Critical Chance)
Chapter 6: As soon as you start level turn around and it will be on the right (Chainsaw man- +20% rifle ammo craft bonus frequency, +5% Melee Damage)
: Kill the villager thats in the left side hut during the Mendez chase (Bass- +100% Health Recovery for black bass, +30% Health Recovery from Green Herbs, +30% Health Recovery from Vipers)
Chapter 7: At Garradors feet in dungeon where he is chained up (Zealot w/ Scythe- +20% Submachine Gun ammo craft bonus frequency, +7% Damage Reduction)
: Right side 1st floor of Water Hall/ Where the knight is standing as soon as you enter Water Hall (Armored Guy w/ Pike Hammer- +20% Handgun Ammo craft bonus frequency, +15% Melee Damage)
Chapter 8: Bottom of first tower where Gigante is, its left side of the oil lamp (Villager w/ Pitchfork- +15% Handgun Ammo Bonus Craft Frequency, +5% Movement Speed)
: In the chest that requires a small key after meeting up with Ada/ Lithographic stones room (Bella/Chainsaw sisters- +20% Magnum Ammo Bonus Craft Frequency, +7% Movement Speed)
Chapter 9: In the first dog cage or the one thats on the left side of the maze ( Ashley- 50% health recovery for green herbs, +10% Handgun Ammo Drop Rate)
: Goat head room below where it normally sits on the statue in the right corridor (Chicken- +100% Health Recovery for all egg types, +10% Movement Speed, -1 Gunpowder used when crafting)
Chapter 10: Get note thats up the stairs to entrance of bug room, then back track to entrance of castle where its found on the Garrador (Teddy Bear- -1 Gunpowder used when crafting, +40% Handgun/SMG/Shotgun/Rifle Bonus Craft Frequency)
: After falling down the pit and pushing dead zealot out of the way, go immediately to the left cubby hole (Illuminados Emblem- +30% Melee critical hit rate, +30% Melee Damage)
Chapter 11: Before entering the room to pull lever to lower bridge in mine area, look to the right next to the railing (Red Robe Zealot- +10% Health Recovery for Green Herbs, +10% Damage Reduction)
: After mine section and you drop down to the base level where red barrel is ahead, go past it and it should be between the rock column on left and rock wall (Island soldier w/ Electric Rod- +15% Bolts craft bonus frequency, +15% Knife Damage)
Chapter 12: Salazaar Tower bottom floor in the chest on the left (Beetle- +50% recovery item resale value, +5% Red Herb Drop Rate)
: Right across from the double doors leading into Salazaar fight (Villager w/ dynamite- +30% attachable mines Craft bonus Frequency, +9% Movement Speed)
Chapter 13: Close to area where the cat treasure is normally, guy is kneeling down looking thru opening to cat treasure room (Merchant- 5% off weapon upgrades, +15% Handgun Ammo Drop Rate)
: In 4 frozen Regenerator room on the same side close to green herb (Villager w/ head plagas exposed- +30% health recovery for vipers, +15% Melee Critical Chance)
Chapter 14: Kill Iron Maidens that complete the Blue task once crane room is complete,must backtrack a tad (Luis w/ pistol- +20% Weapon resale value, +50% Knife Damage, 20% off Knife Repairs)
Chapter 15: Next to 2nd steel door/obstacle Mike destroys from chopper (Villager Lady w/ pot- +30% health recovery for vipers, +20% Melee Damage)
Chapter 1 : 1. Before taking double doors there is a hut with a charm in there replacing Flashbang
2. Read Merchant Notes and use the crank to open the Tower in Village and beat them for charm
Chapter 2 : 1. If you take the right-side window, check the charm behind the stacks of chicken cage/coops
2. In drawer where small key is used to collect treasure (now replaced with a charm)
Chapter 3 : 1. After tower destroyed, backtrack to the farm once again and beat Salvadors for charm
2. When you reach the Church section, you need to beat the Golden Armor to get new charm
Chapter 4 : 1. In the cave where we get Apostate Head, charm was in there (open the puzzle door 1st)
2. After you reach the Church, backtrack to the Fish Farm and kill all enemies for charm
Chapter 5 : 1. Before reaching Infamous Cabin, defeat the Brute in Farm and he will drop the Charm
2. Backtrack to the Church AFTER you finish the Merchant Request and beat the Dogs for charm
Chapter 6 : 1. On the starting point, turn back and check the charm on the corner of the gate
2. On Mendez chase section, check the hut and kill the Villager INSIDE of it for charm
Chapter 7 : 1. During the introduction of Garrador, check the charm in front him
2. In the Water Hall section, kill the Armored Knight for the charm
Chapter 8 : 1. In Tower section, drop down to basement on 1st tower and check the charm near Lamp Oil
2. After meeting with Ada, use the small key to open the Drawer and you will get charm
Chapter 9 : 1. In the Goat Head room, jump down on right side of the statue and you will see charm nearby
2. When you meet the 1st Dog Cage (Courtyard), kill the dogs and check the cage for charm
Chapter 10 : 1. In Novistador room, check the notes and backtrack to the Entrance and kill them for charm
2. After fall from trap, check the charm on left side after moving pasts sticking corpse
Chapter 11 : 1. Before entering the Building to flip the switch, check the right-side of it for charm
2. After mine cart section, look at the merchant note and check the charm near the wall
Chapter 12 : 1. In Clock Tower and cutscene happened, take the left side and check the chest for charm
2. Before facing Salazar, face the double door and turn back, there is charm lying in there
Chapter 13 : 1. When you see the soldier squatting on the crack of the wall, charm is in front of him
2. When you visit the room with 4 Regenerators, charm was on the table (left-side)
Chapter 14 : After Wrecking Ball section, take the Merchant Request and defeat Iron Maidens for charm
Chapter 15 : When Mike destroyed the 2nd door AFTER taking down AA Guns, check the left side of the door
Chapter 5 was already fixed and only Chapter 9 left to find the correct guide right now.
Edit : ALL the charm location was FIXED and finished, you guys can find them easily with this guide. I wont provide Image of the location because you guys need to predict where are the location from my guide.
where should look?
Thanks so much for this mod! I'm enjoying and suffering loads haha just wanted to check what the silver and gold coins for the charm machine are used for. I have gotten 5 in total from treasures but cannot go down the shooting range. I haven't been able to find any info on it so thought I'd ask and see if there is a specific purpose for them or they just look nice in my key items inventory! Thanks for your time,
Yuni
For future reference, to people having trouble finding the first cannon weight (to destroy the castle door) - it is in the final area of this section, near the door you unlock after climbing the ladder past the cannon itself (before being raised).
After reading this comment section I was worried about illogical key item and weight placements on the mod but, so far, the cannon weight and Lithograph C are the only changes that I consider both illogical and unreasonable from a gameplay's perspective - you're likely to clear all enemies and catapults in this area (there's actually very few of them), so there's no real danger and the cannon weight is hidden in a weird angle that will never be seen during normal gameplay, you actually have to hug a corner and turn the camera - the things hidden here should probably receive the same treatment hidden items from previous chapters got.
That being said - for all key items before Chapter 7 (which is where I'm at right now): I do think that the mod developer did a fantastic job with spreading them - most of the time key items and treasures are just swapped between themselves and when something is in an actual new place the developer left contextual hints pointing to where the player is supposed to backtrack to (written behind pictures most of the time) - so you're never left wandering aimlessly.
As for combat difficulty - I believe locking the "Combat Knife" behind a 30 spinel purchase is a mistake, the knife is by far the most important tool in the game and the resources early in the game (before the first merchant) are too scarce to properly deal with the stronger enemies - mainly the Brute right before the village and Salvador at the village - this is reinforced by the tower being locked which makes the very first "survival" area of the game (up until the bell) by far the most difficult section so far - this could, of course, be partly attributed to me still getting used to the mod, since it's my first time experiencing it.
Past the first merchant (or for people using the primal knife I'd imagine) however, I think the mod is quite well balanced for combat and I've found the experience quite enjoyable - I didn't experience any cheap deaths so far since you can always hear the dangerous enemies (Salvadors, armors or brutes - as of up to Chapter 7) way before they're actually active - it does take some getting used to how fast Salvador is (main reason the vast majority of my deaths are on the first village) but it still feels fun rather than cheap.
I feel like the Knife changed worked a lot better in older versions before new and or enemy swaps, but not as much with the current version as it is which is fair.
Good on you, bud; this is top-quality stuff right here and is THE way to re-experience the game once tired of vanilla IMO.
Is there any optional file to put key items and medallions back on their original spots? medallion and key item hunting is just annoying, boring and the only reason Im relunctant to go back into this mod, and asking me to watch videos telling me where they are is just as boring.
This version includes double enemies because if I did not, there would just be a few new enemies here and there, but no other changes from the mod, so I had kept it this way.