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Improved Weapon Balance  

Upload: 15 Sep 2024, 23:02
Created by: andrewRCr [X]
Uploaded by: Aqxaro
Improved Weapon Balance

Some weapons are either not as powerful as other options or lack a distinctive feature that would encourage players to use them repeatedly in subsequent playthroughs. This mod aims to address these issues and improve overall balance by making targeted and conservative adjustments.

Most weapons have undergone minor changes to their key secondary stats to make them feel more unique and viable by emphasizing their existing strengths.

Several exclusive upgrades have had their multiplier reduced slightly, with the difference being redistributed earlier in the upgrade curve for those weapons. This makes those weapons feel stronger earlier in the game and reduces the need for exclusive upgrades. The cost of these upgrades has been adjusted accordingly.

This mod is balanced around the Professional difficulty level, but the results may vary on lower difficulty settings.

==// Knives //==

Combat Knife

  • Headshot wince (stagger into melee opening) multiplier added:  1.0x    5.0x
  • Damage increased:  0.6 / 0.7 / 0.8 / 0.9 / 1.0     0.8 / 0.9 / 1.0 / 1.1 / 1.2
  • Wince rate increased:  1.5 / 1.8 / 2.1 / 2.5 / 2.8     1.5 / 2.25 / 3.0 / 4.0 / 5.0

The Combat Knife's attack speed and overall solid performance are improved by further specialization into opening enemies up for melee attacks, provided you can land the headshot. Knives feel like they should have greater headshot wince overall (it's a knife to the face, after all), but giving it to this one alone makes the choice of whether to switch to the Fighting Knife later in the game a more interesting decision.

Primal Knife

  • Damage reduced (optional):  0.80 / 0.90 / 1.00 / 1.10 / 1.20    0.50 / 0.60 / 0.70 / 0.80 / 0.90
  • Durability redistributed/increased:  1.60 / 1.80 / 2.00 / 2.20 / 2.40    2.00 / 2.50 / 3.00 / 3.50 / 4.00
  • Additional repair cost when fully broken increased by 50% (optional)
  • Exclusive upgrade cost increased: 10k    35k (optional)

The Primal Knife's exclusive upgrade (indestructibility) is so strong that it needs greater trade-offs. To compensate for this, more of that upgrade's value has been added to the base curve, to make your decision to go with durability over stun or raw damage more meaningful earlier in the game.

It also makes an excellent dedicated low-damage secondary/back-up knife in this configuration. If you intend to approach it in this way, an optional add-on is available that removes all random kitchen/boot knife drops - though if you intend to utilize the Bolt Thrower, you may want to keep those for crafting.

Fighting Knife

  • Headshot damage multiplier increased:  1.5x    1.75x
  • Headshot stopping (animation interruption) rate multiplier added:  1.0x    1.5x
  • Damage redistributed:  1.0 / 1.2 / 1.4 / 1.6 / 1.8  [3.6 ex]    1.2 / 1.4 / 1.6 / 1.8 / 2.06  [3.6 ex]
    Exclusive upgrade:  2x power    1.75x power (same max, 3.6)  (cost: 80k  65k)

The Fighting Knife is an absolute DPS beast in exchange for less durability, greater storage requirements and later game availability, but it requires some upgrade investments to get there. An upfront boost to its existing strengths - particularly when landing a head stab - keeps it a compelling and distinct option.

==// Handguns //==

SG-09 R  /  Sentinel Nine

  • Damage - final two upgrades (only) increased:  1.8 / 2.0    1.9 / 2.1  (SG-09 R),  1.7 / 1.9    1.8 / 2.0 (Sentinel Nine)
  • Wince (stagger into melee opening) rate - final two upgrades (only) increased:  1.45 / 1.7    1.96 / 2.45
  • Critical rate redistributed/increased:  5 / 7 (focused)  [ex 25 / 35]    5 / 12 (focused)  [ex 25 / 42]
            Exclusive upgrade:  5.0x critical rate  →  3.5x critical rate  (cost: 80k  65k)

These pistols already excel in their intended role, but drop off a bit in the late game due to the helmets and general tankiness of enemies on the island - even with their exclusive. A small buff to late game damage and medium increase to corresponding wince rate help to alleviate this, along with a smoother, higher maximum critical rate curve.

Punisher

  • Critical rate increased:  4 / 8 (focused)    5 / 9 (focused)
  • Damage increased:  0.90 / 1.10 / 1.40 / 1.70 / 1.90    1.10 / 1.30 / 1.60 / 1.90 / 2.20  [3.30 ex]
  • Ammo capacity reduced:  12 / 15 / 18 / 21 / 24    10 / 11 / 12 / 13 / 15  (optional)
  • Penetration power when focused increased:  2x normal, 3x critical    3x normal, 4x critical
  • Exclusive upgrade replaced:  5x penetration power    1.5x power (new max 3.30)  (cost: 70k  100k)  (optional)
                                              Exclusive upgrade also provides 1.5x wince, break, and stopping rate

The Punisher stands out due to its penetration capabilities, but feels a tad weak (in comparison to other options) in every other scenario. A conservative damage increase should make it feel less situational, and a new 1.5x power and secondary stat exclusive makes it more competitive later in the game after the Blacktail has been introduced. To compensate for these changes, ammo capacity has been lowered and penetration power when focused (or using the laser sight) is now a middle ground between vanilla behavior and the previous 5x penetration exclusive upgrade.

Should you prefer to keep the original exclusive, an optional add-on is available that restores it.

Red-9

  • Critical rate when focused increased:  5 / 7 (focused)    4 / 12 (focused)
  • Stock attachment: reticle bloom reduced, focus achieved faster and more easily maintained
  • Break (dismemberment) rate increased:  1.0 / 1.25 / 1.5 / 1.75 / 2.0  [ex 3.0]    1.75 / 2.19 / 2.63 / 3.06 / 3.5  [ex 5.25]
  • Stopping (animation interruption) rate increased:  1.0 / 1.25 / 1.5 / 1.75 / 2.0  [ex 3]    1.5 / 1.88 / 2.25 / 2.63 / 3.0  [ex 4.5]

The Red-9 isn't as strong as in the original 2005 game - but it was also obviously overpowered there; the remake's nerf was a correction that needed to happen. A buff to break and stopping rates make it feel more powerful without upsetting that balance. The increased critical rate spread makes the stock attachment more valuable, and synergizes with the improvements to the stock itself - lining up your shot is well-rewarded.

Blacktail

  • Critical rate increased:  4 / 6 (focused)    5 / 7 (focused)
  • Ammo capacity increased:  9 / 10 / 11 / 12 / 13    10 / 12 / 14 / 16 / 18
  • Compatible with the laser sight by default, with updated in-game text descriptions. Additionally, when you equip or remove it, the weapon's in-game model will be visually updated to match - courtesy of excellent work by elsuperaguas, included with permission

The Blacktail doesn't need much help, but its critical rate and ammo capacity have been slightly upped to maintain balance with the other handgun adjustments. Everyone knows this one just feels like it should be laser sight compatible, so that's been included here without the need for another mod.

==// Shotguns //==

W-870

  • Vertical spread reduced:  [1, 5]    [1, 3]
  • Horizontal spread reduced:  [3, 4]    [1, 4]
  • Center pellet critical rate increased:  3    5
  • Damage redistributed:  5.60 / 6.72 / 7.84 / 8.96 / 10.1  [20.2 ex]    6.72 / 7.84 / 8.96 / 10.1 / 11.55  [20.2 ex]
             Exclusive upgrade:  2x power    1.75x power (same max, 20.2)  (cost: 80k  70k)
  • Break (dismemberment) rate increased: 1.0 / 1.3 / 1.6 / 1.9 / 2.2  [4.4 ex]    1.5 / 1.95 / 2.4 / 2.85 / 3.3  [6.6 ex]
             Exclusive upgrade still provides 2x break (as well as 2x wince, stopping power)

The W-870 already had the best stopping power, wince (opening enemies to melee) and break (dismemberment) rates, but these strengths were overshadowed by the sheer DPS of the Riot Gun. Its spread has been reduced to be close to what the Riot Gun's was, and its break and critical rate (center pellet) have been buffed as well. This is more reflective of its slow-firing, hard-hitting nature.

Riot Gun (optional)

  • Vertical spread increased:  [1, 2]   [1, 4]
  • Horizontal spread increased:  [1, 4]    [2, 4]
  • Center pellet critical rate reduced:  5    3
  • Center pellet damage redistributed across spread:  62.5% (center) / 37.5% (around)    43.75% (center) / 56.25% (around)
  • Damage reduced:  6.4 / 8.0 / 9.6 / 11.2 / 12.8 [19.2 ex]    5.7 / 7.04 / 8.32 / 9.6 / 11.53  [17.3 ex]
  • Ammo capacity increased:  7 / 8 / 9 / 10 / 12    8 / 9 / 10 / 12 / 14
  • Stopping (animation interruption) rate increased:  1.0 / 1.14 / 1.3 / 1.44 / 1.6  [2.4 ex]    1.5 / 1.64 / 1.8 / 1.94 / 2.1  [3.15 ex]

The Riot Gun's strengths over the W-870 are fire rate and capacity; it shouldn't have such a raw power advantage as well. The reticle has been changed to reflect the increased spread, and its damage has been more evenly distributed throughout its pattern. This combined with newly increased ammo capacity, buffed stopping power and innately high rate of fire make it much better suited to its name. To accompany this, the model's magazine tube has been visually extended via bloocobalt's excellent Riot Shotgun Alteration mod, included with permission.

These changes also position the Striker as a more interesting later alternative, as it also focuses on crowd control yet trades some of the Riot Gun's (still impressive) raw damage for penetration, enhanced critical chance and even higher fire rate and capacity.

The adjustments to spread, critical rate, damage curve and pellet distribution are not included in the Lite version of this mod (the same goes for all weapon changes listed as optional). Additionally, should you want to keep all other weapon adjustments but these, an optional add-on for the Standard version is available that restores these Riot Gun characteristics to vanilla values.

Skull Shaker

  • Vertical spread reduced:  [1, 5]    [1, 4]
  • Horizontal spread reduced:  [3, 7]    [2, 6]
  • Center pellet critical rate increased:  3    8
  • Ammo capacity increased:  2 / 3 / 4 / 5 / 6    3 / 4 / 5 / 6 / 7
  • Reload speed scaled to new capacity:  1 / 2 / 3 / 4 / 6    2 / 3 / 4 / 5 / 7
  • Damage redistributed:  5.40 / 6.32 / 7.24 / 8.15 / 9.07  [18.1 ex]    6.32 / 7.24 / 8.15 / 9.07 / 10.35  [18.1 ex]
           Exclusive upgrade:  2x power    1.75x power (same max, 18.1)  (cost: 80k  70k)
  • Wince (stagger into melee opening) rate increased:  1.0 / 1.375 / 1.75 / 2.125 / 2.5    2.25 / 3.1 / 3.94 / 4.78 / 5.63

The Skull Shaker's primary advantage is of course its compact size, but the spread was a bit too wide to be useful at anything but point-blank range, and while the lower ammo count is a fair trade-off, starting with only 2 shells is rough. Finally, true to its name, this shotgun's specialty is now melee stagger via the increased wince rate. You won't feel this on regular ganados (as they tend to die, dismember or be knocked down by shotguns instead), but it's very useful against elites and balances the weapon out nicely.

Striker

  • Vertical spread unchanged:  [1, 5]
  • Horizontal spread reduced:  [3, 11]    [2, 9]
  • All 16 non-center pellets can now critical hit:  0    4
  • Penetration power (all pellets) added:   1x    2x
  • Ammo capacity increased:  12 / 15 / 18 / 21 / 24  [48 ex]    15 / 18 / 21 / 24 / 32  [64 ex]
                   Exclusive upgrade still provides 2x capacity
  • Stopping (animation interruption) rate increased:  1.0 / 1.17 / 1.33 / 1.5 / 1.67    2.25 / 2.62 / 3.0 / 3.375 / 3.76

The Striker mostly needed its spread tightened a bit to be properly viable, maintaining the damage / range trade-off for unrivaled rate of fire and crowd control potential. Ammo capacity at max has been slightly raised in reference to the original game, while newly added penetration power, scattering pellet critical chance and an enhanced stopping rate lean into its strengths, giving it more identity and value.

==// SMGs //==

TMP

  • Precision with stock attachment: slightly reduced (optional):  0.0 / 0.0 (focused)   0.025 / 0.005 (focused)
  • Reticle bloom with stock attachment: increased, to reflect change in precision (optional)
  • Stopping (animation interruption) rate increased:  1.0 / 1.2 / 1.5 / 1.8 / 2.0   1.5 / 1.8 / 2.25 / 2.7 / 3.0

The TMP's advantages over the LE-5 are power and reload speed - a versatile, crowd control and/or focused DPS weapon. To distinguish it further from the LE-5, the stock attachment has been optionally given a slight nerf. Meanwhile, a buff to stopping power emphasizes a core strength.

LE-5

  • Precision increased when focused:  0.02 / 0.005 (focused)   0.02 / 0.0 (focused)
  • Reticle bloom reduced, to reflect change in precision
  • Critical rate increased:  5 / 7 (focused)    6 / 8 (focused)
  • Wince (stagger into melee opening) rate increased:  1.0 / 1.15 / 1.3 / 1.45 / 1.7   1.5 / 1.73 / 1.95 / 2.18 / 2.55

Able to be fitted with scopes, the LE-5 trades damage and reload speed for both precision and penetration. This has been leaned into, with complimentary enhancements to secondary stats, to make it a more compelling late-game option - and more useful for Regeneradores. Both overall and per-shot reticle bloom have been improved to allow better utilization of its increased precision and enhanced critical rate when focused.

==// Rifles //==

SR M1903

  • Ammo capacity reduced (optional):  5 / 7 / 9 / 11 / 13    3 / 4 / 5 / 7 / 9
  • Damage redistributed:  2.50 / 3.20 / 3.90 / 4.60 / 5.30  [10.6 ex]    3.20 / 3.90 / 4.60 / 5.30 / 6.06  [10.6 ex]
    Exclusive upgrade:  2x power    1.75x power (same max, 10.6)  (cost: 100k  85k)
  • Break (dismemberment) rate increased:  1.0 / 1.4 / 1.8 / 2.2 / 2.6  [5.2 ex]    1.5 / 1.9 / 2.3 / 2.8 / 3.2  [6.4 ex]
    Exclusive upgrade still provides 2x break (as well as 2x wince, stopping power)

The bolt-action rifle feels a bit weak when you first get it, and almost too strong when fully upgraded. With a more front-loaded damage curve, along with a capacity reduction and small break rate bump to offset it, it better occupies its intended niche.

Stingray

  • Critical rate increased:  4    7
  • Damage increased:  3.30 / 3.70 / 4.10 / 4.50 / 4.90    3.60 / 4.06 / 4.50 / 4.95 / 5.40
  • Wince (stagger into melee opening) rate increased:  1.0 / 1.15 / 1.3 / 1.45 / 1.6    1.25 / 1.5 / 2.0 / 2.5 / 3.25

The semi-auto rifle always feels a little underwhelming when you make the switch from the SR M1903, but it does need somewhat reduced damage in light of its fire rate. A small buff to critical and wince rate helps compensate for this, and give it a more unique flavor in the rifle line-up.

CQBR Assault Rifle

  • Rate of fire reduced:  2.0    3.0  (time between shots; lower is faster)
  • Wince (stagger into melee opening) rate reduced (optional):  1.0 / 1.5 / 2.0 / 2.5 / 3.0    1.0 / 1.25 / 1.5 / 1.75 / 2.25
  • Stopping (animation interruption) rate increased:  1.0 / 1.25 / 2.0 / 2.5 / 3.0    1.5 / 2.0 / 2.5 / 3.0 / 3.5

The assault rifle is generally a straight upgrade to the semi-auto, but can be impractical to use due to the recoil and how quickly it consumes ammo. A small decrease in fire rate makes it much more controllable, while increased stopping power offsets the resulting lowered DPS potential. A slightly reduced wince rate further differentiates it from the Stingray.

==// Magnums //==

Broken Butterfly

  • Critical rate spread increased:  4 / 8 (focused)    3 / 15 (focused)
  • Precision spread increased:  0.04 / 0.004 (focused)   0.06 / 0.002 (focused)
  • Reticle bloom decreased, focus achieved faster and more easily maintained

The Broken Butterfly has the highest per-shot damage in the game (outside rocket launchers), but nonetheless struggles against the Killer7 due to that weapon's much higher rate of fire, reload speed and permanent focus. Here, it's received similar treatment to the Red-9 - incentivizing taking the time to focus your shot, which has been made significantly more achievable in the heat of battle. While the Killer7 is still a great option for pure DPS, the Butterfly requires a bit more finesse of its users - and rewards them for it.

Handcannon

  • Reticle bloom slightly decreased

As a bonus weapon with potentially infinite ammo, the only change here is a small quality-of-life bump. Accuracy is a bit better as focus is more easily achieved.

==// Special //==

Bolt Thrower

  • Headshot damage multiplier added:  1.0x    2.5x
  • Headshot wince (stagger into melee opening) multiplier increased:  2.4x    4.0x
  • Wince rate (base rate + body shots) increased:  1.0 / 1.25 / 1.5 / 1.75 / 2.0    1.75 / 2.0 / 2.25 / 2.5 / 2.75
  • Precision increased:  0.004 / 0.002 (focused)   0.003 / 0.0 (focused)
  • Bolt speed increased: 30   35

The Bolt Thrower's attachable mines are very powerful, but its standard bolts can be underwhelming. A new damage headshot multiplier to go along with an enhanced one for wince makes it much more useful for tanky elites and later game enemies. A modest increase to all-around wince rate, combined with slightly faster bolts and increased precision make its standard fire mode a highly viable option - so long as you can land those headshots.

Interestingly, this weapon's precision is dependent on reticle focus - but in the released game, the reticle can't be (meaning the weapon was always at its less accurate value). This reticle focusing has now been implemented (at the same improved parameters the Red-9 stock received), and the focused accuracy rate increased along with it.

Chicago Sweeper

  • Reticle bloom slightly decreased

Similar to the Handcannon, the Typewriter has only seen a small quality-of-life reduction in bloom. Accuracy is still rough - but that hardly matters with infinite ammo and no reloads.

Flamethrower (Berserker)

  • Damage increased:  0.65 / 0.75 / 0.85 / 0.95 / 1.05    0.98 / 1.07 / 1.17 / 1.27 / 1.40
  • Wince (stagger into melee opening) rate increased:  1.0 / 1.25 / 1.5 / 1.75 / 2.0    1.5 / 1.75 / 2.0 / 2.25 / 2.5
  • Embers (residual flames) wince & stopping rate increased: 1.0    2.0

The flamethrower is fun to use, but consumes ammo so quickly (which doesn't appear to be modifiable) that it needs to do work while it can. Wince rates for the flame spray and embers have also been buffed, because - well, you're on fire.

==// Separate Ways //==

As these weapons do not have as many alternatives to compete with, fewer adjustments are needed.

Tactical Knife

  • Headshot wince (stagger into melee opening) multiplier added:  1.0x    5.0x
  • Wince rate increased:  1.5 / 1.8 / 2.1 / 2.5 / 2.8     1.5 / 2.25 / 3.0 / 4.0 / 5.0

As this weapon is identical to the base game's Combat Knife, it's received the same wince adjustment for consistency (and to compel you away from the Elite Knife), but without any raw damage changes as there's no Fighting Knife equivalent to balance against.

Punisher MC

  • Critical rate increased:  4 / 8 (focused)    5 / 9 (focused)
  • Ammo capacity reduced:  12 / 15 / 18 / 21 / 24    10 / 11 / 12 / 13 / 15  (optional)
  • Penetration power when focused increased: 2x normal, 3x critical    3x normal, 4x critical
  • Exclusive upgrade replaced: 5x penetration power    1.5x power (new max 3.30)  (cost: 70k  100k) (optional)
                                              Exclusive upgrade also provides 1.5x wince, break, and stopping rate

The Punisher MC has received the same adjustments as the base game's version of the weapon, albeit without the base damage curve adjustments, as Ada's version was already relatively strong and well-balanced for her early campaign's progression. Should you prefer to keep the original exclusive, an optional add-on is available that restores it.

Blacktail AC

  • Critical rate increased:  4 / 6 (focused)    5 / 7 (focused)
  • Ammo capacity increased: 9 / 10 / 11 / 12 / 13 → 10 / 12 / 14 / 16 / 18
  • Compatible with the laser sight by default, with updated in-game text descriptions and in-game weapon model

The Blacktail AC has received the same adjustments as its base game counterpart.

Red-9

  • Critical rate when focused increased:  5 / 7 (focused)    4 / 12 (focused)
  • Stock attachment: reticle bloom decreased, focus achieved faster and more easily maintained
  • Break (dismemberment) rate increased:  1.0 / 1.25 / 1.5 / 1.75 / 2.0  [ex 3.0]    1.75 / 2.19 / 2.63 / 3.06 / 3.5  [ex 5.25]
  • Stopping (animation interruption) rate increased:  1.0 / 1.25 / 1.5 / 1.75 / 2.0  [ex 3]    1.5 / 1.88 / 2.25 / 2.63 / 3.0  [ex 4.5]

The Red-9 has received the same adjustments as in the base game.

Sawed-off W-870

  • Vertical spread reduced:  [1, 5]    [1, 4]
  • Horizontal spread reduced:  [3, 7]    [2, 6]
  • Center pellet critical rate increased:  3    6
  • Break (dismemberment) rate increased:  1.0 / 1.3 / 1.6 / 1.9 / 2.2  [3.3 ex]    1.5 / 1.95 / 2.4 / 2.85 / 3.3  [4.95 ex]

As they already shared a reticle, this was brought in line with the adjusted Skull Shaker in terms of spread, for consistency. Its critical rate now lies between the base game's adjusted Skull Shaker and full-barrel W-870, as does its break rate.

SR M1903

  • Ammo capacity reduced (optional):  5 / 7 / 9 / 11 / 13    3 / 4 / 5 / 7 / 9
  • Damage redistributed:  2.5 / 3.2 / 3.9 / 4.6 / 5.3  [10.6 ex]    3.2 / 3.9 / 4.6 / 5.3 / 6.06  [10.6 ex]
    Exclusive upgrade:  2x power    1.75x power (same max, 10.6)  (cost: 100k  75k)
  • Break (dismemberment) rate increased:  1.0 / 1.4 / 1.8 / 2.2 / 2.6  [5.2 ex]    1.5 / 1.9 / 2.3 / 2.8 / 3.2  [6.4 ex]
    Exclusive upgrade still provides 2x break (as well as 2x wince, stopping power)

The bolt-action rifle has received the same adjustments as in the base game.

Stingray

  • Critical rate increased:  4    7
  • Damage increased:  3.30 / 3.70 / 4.10 / 4.50 / 4.90    3.60 / 4.06 / 4.50 / 4.95 / 5.40
  • Wince (stagger into melee opening) rate increased:  1.0 / 1.15 / 1.3 / 1.45 / 1.6    1.25 / 1.5 / 2.0 / 2.5 / 3.25

The semi-auto rifle has received the same adjustments as in the base game.

Chicago Sweeper (Vertical Foregrip)

  • Reticle bloom slightly decreased

Ada's version of the Typewriter has received the same adjustment as in the base game.

COMPATIBILITY
This mod should work with anything that doesn't also adjust:

  • WeaponEquipParamCatalogUserData
  • WeaponDetailCustomUserData
  • WeaponCustomUserData
  • ItemDefinitionUserData
  • WeaponPartsCombineDefinitionUserData
  • PlayerLaserSightControllerUserData
  • InGameShopItemSettingUserData
  • chXxWeaponDamageRateUserDataHead
  • BulletAttackHitUserData
  • any individual weapon's ShellInfo / ShellGeneratorUserData files

BERSERKER / VALKYRIE
These versions function as add-ons for the Berserker and Valkyrie mods, and should be installed after them. They are built based on their overhaul mod's relevant files, and generally respect the mod author's decisions on weapon balancing and upgrade economy - they aim to enhance rather than replace.

Using the bolt-action rifle as an example: in the Berserker add-on, the author's even lower ammo capacity is kept, but the damage curve and break rate improvements from this mod are added to it. The exclusive still provides a 1.75x multiplier (with redistributed damage), but as Berserker raised the price of that exclusive to 125k, the add-on only lowers the cost to 100k (the non-Berserker version changes it from 100k to 85k). The new critical rate upgrade category (replacing rate of fire) from Berserker is also preserved.

An exception to this approach is the adjustment to the Red-9 stock - in this mod, the Red-9 has an increased focused critical rate, so in the Berserker add-on, while its stock is improved compared to the base game, it isn't quite as strong as in the Berserker base mod (where it's almost permanently focused), as that would be a bit OP. The buffs to the flamethrower are also perhaps beyond the author's intent, but there seems to be consensus it needed a little help.

Both the Berserker and Valkyrie versions include the IWB changes to the Riot Gun, but each of these can have their spread, critical rate, damage curve and pellet distribution restored using the optional included versions of the Riot Gun Restoration add-on. They also both have optional add-ons (included in download) that revert the changes Berserker/Valkyrie made to ADS (aim down sights) for the Stingray and CQBR, and utilize the Improved Weapon Balance fire rate for the CQBR (slower than vanilla, but faster than Berserker/Valkyrie). Note that the bolt-action rifle is untouched in Valkyrie, as it functions as a magnum in that mod.

BEFALLING OF NIGHT / NIGHTMARE / INFERNO
If you'd like to use Improved Weapon Balance with these overhaul mods, be aware that it will override any changes those authors made to weapon statistics. This support is experimental and may be improved over time, but has been tested and generally works as expected. There may be minor issues, such as most shop prices (weapon upgrades, repair costs) being overridden with vanilla values (and the small changes IWB made, outlined in the description).

For Befalling of Night, a dedicated add-on is available that overrides most weapon upgrade prices and certain item definitions (starting ammo capacities, inventory sizes, etc) with those from that mod, for improved compatibility. IWB's changes to these are included on top of the existing adjustments from BoN; most upgrade prices are either taken directly from that mod or appropriately scaled where applicable. For example, the W-870's exclusive upgrade is raised close to BoN's price, but slightly less to account for IWB's reduction in that exclusive's value from 2.0x to 1.75x. Elsewhere, BoN removes some upgrade levels entirely, capping a category at level 3 - as IWB doesn't do this, the pricing for the upgrade levels not present in that mod are instead scaled similarly. These upgrade price adjustments are to keep up with Befalling of Night's modified economy; otherwise you'd have everything maxed far too early.

Additionally, an optional add-on that normalizes enemy HP to vanilla values is also included. While not required, this option will help keep your damage output (utilizing IWB values) effective, as BoN drastically increases the HP of most enemies and bosses. You may also simply prefer this option if you dislike bullet sponge enemies. You may end up with an excess of ammo from time to time because of this, but otherwise it plays very well this way.

Do not use the Improved Item Stacking Add-On with Befalling of Night, as it will interfere with item definition data. The improvements from it are built into the dedicated Befalling of Night add-on. Also be sure not to use the No Random Knife Drops Add-On when playing with any these overhauls, as it will override any changes those mods made to the drop rate tables - which you likely do not want. Finally, do not use the Riot Gun Restoration Add-On with Befalling of Night - instead, an optional BoN-specific version is included with the main BoN add-on.

Install your chosen overhaul mod first, then Improved Weapon Balance, then any of the desired relevant add-ons.

INSTALLATION

  • download preferred version of mod and FluffyModManager
  • place the mod's entire .zip file into ModManager/Games/RE4R/Mods
    -- if using the Berserker/Valkyrie add-on versions, unzip and place the pak files into your Mods folder, not the entire zip file
  • toggle on/off Improved Weapon Balance from the mod manager's GUI menu
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