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.
Unlike previous patches, the new 1.07 game update doesn't appear to have broken anything, at least based on my initial testing of typical problem areas. If you do experience any issues, please report them and I'll update the mod files as needed.
Hi _ I just wanna report that the version that changes gun balance always makes my game crash, tho the melee version works just fine, which is weird since I have nothing else installed that touches guns. Anyway to get a fix or a tip to get it working ? Weapons in this game really need more kick to them
Firearm related crashes are typically due to a version mismatch. Please be sure to use the latest, official release of the game. Out of date (i.e., cracked) versions are not supported.
Last update of this mod was in 25 October 2024, the latest version of the game (1.07) is from 30 January 2025 Is this mod still safe to use, without causing crashes?
@Sn4rk - yes; please refer to the pinned comment above w/r/t version 1.07 (was the same for 1.06 as well - it was 1.04 and 1.05 that made changes to the relevant files and required mods to be updated, if memory serves).
That would be really cool and immersive to see James with all the equipment and bags that he puts into that elevator locker. (it implies he has been carrying those exact bags that we never see otherwise!) I hope that happens too, but I don't think it will. I am however, certain someone will eventually make a "never holster" mod. So we can at least have the same experience as the original game.
I've published a new mod that prevents the currently equipped weapon from being holstered.
As far as holstered weapons being visible on the player model - you'd need to create new sockets (attachment points) on the character's skeletal mesh, align the weapon models properly to eliminate clipping, create fresh (or import and retarget) some corresponding holstering animations, and script new logic to play them / attach the weapon meshes to the new points. Not necessarily impossible, but you'd also need to somehow interrupt the existing holstering function - hook/intercept it with the newly scripted behavior. We've yet to find the relevant function, and I suspect it's not exposed; my Never Holster Weapons mod instead works around this by effectively forcing the in-combat state, which in turn prevents holstering and makes James unholster after any routine actions (opening the map, cutscene transitions, etc).
You'd also potentially run into problems with cutscenes and traversal actions - the many "squeeze through" points this game has would no doubt cause clipping issues; I'd imagine this combined with the general atmosphere/tone of SH vs RE is why the game lacks such a feature.
alright, this mod could be fantastic for Hard Mod, to make the weapons feels like real weapons and lets say less Ammo could make this game the perfect balance
Thanks for checking it out! We haven't yet been able to locate any exposed parameters related to ammo/resource spawns. I'm not certain, but as I continue additional playthroughs I'm beginning to suspect their location and quantities are actually static (though I've only played on Hard, so there may be some difficulty-based variance I haven't seen) - which is unfortunate. Typically the way we'd handle this is by adjusting drop rate parameters that influence RNG.
I wouldn't think so, assuming you're on Hard difficulty. If you'd like additional challenge without using the Hardcore version of this mod, you can use the modular 35% reduced healing add-on available here, or the flat 50% reduction available here.
Additionally, all versions of this mod are compatible with Extreme Difficulties should you want to mix the enemy damage and AI changes from that mod with the various weapon adjustments from this one; instructions can be found in this mod's description.
Great work! Can you please make a version that has the crosshairs *always* focused for the handgun and the rifle?
This may be a tall order but maybe the flashlight dark hotspot in the middle can be tweaked to match where the crosshairs go as well and can be used as an organic sight- I'm getting at a completely HUDless option that still keeps the firearms accurate.
Appreciated! This is now available (also includes the shotgun reticle) in the Focus Options add-on, along with options to selectively disable the additional movement focus loss for the handgun that IWB adds by default in the standard/hardcore versions. I've sent you a direct message regarding the other request.
Thank you for making this mod. I enjoy it very much! I am surprised that a mod to change the status of weapons and Item was made so fast.
I have a question, is it known at this point if it is possible to change Enemy's Health, Speed, etc.? I tried to find a file in FModel that might have set up Health, etc., but I could not find it.
Appreciated! Thanks for checking it out. I've sent you a direct message regarding your question.
Update: some enemy parameters have been found and successfully modified by Extreme Difficulties, which this mod is compatible with should you want to mix and match their elements (which is what I'm doing myself this run).
27 comments
Is this mod still safe to use, without causing crashes?
As far as holstered weapons being visible on the player model - you'd need to create new sockets (attachment points) on the character's skeletal mesh, align the weapon models properly to eliminate clipping, create fresh (or import and retarget) some corresponding holstering animations, and script new logic to play them / attach the weapon meshes to the new points. Not necessarily impossible, but you'd also need to somehow interrupt the existing holstering function - hook/intercept it with the newly scripted behavior. We've yet to find the relevant function, and I suspect it's not exposed; my Never Holster Weapons mod instead works around this by effectively forcing the in-combat state, which in turn prevents holstering and makes James unholster after any routine actions (opening the map, cutscene transitions, etc).
You'd also potentially run into problems with cutscenes and traversal actions - the many "squeeze through" points this game has would no doubt cause clipping issues; I'd imagine this combined with the general atmosphere/tone of SH vs RE is why the game lacks such a feature.
less Ammo could make this game the perfect balance
Thank you for your hard work.
I would like to modify the magazine capacity of the pistol,
Is there any way I can modify it myself?
Additionally, all versions of this mod are compatible with Extreme Difficulties should you want to mix the enemy damage and AI changes from that mod with the various weapon adjustments from this one; instructions can be found in this mod's description.
This may be a tall order but maybe the flashlight dark hotspot in the middle can be tweaked to match where the crosshairs go as well and can be used as an organic sight- I'm getting at a completely HUDless option that still keeps the firearms accurate.
I am surprised that a mod to change the status of weapons and Item was made so fast.
I have a question, is it known at this point if it is possible to change Enemy's Health, Speed, etc.?
I tried to find a file in FModel that might have set up Health, etc., but I could not find it.
Update: some enemy parameters have been found and successfully modified by Extreme Difficulties, which this mod is compatible with should you want to mix and match their elements (which is what I'm doing myself this run).