Assault Rifle damage increase

Hi

Is there a mod that increases Assault Rifle damage a little or maybe one could be made , particularly on the automatic as it feel it sucks compares to other weapons ? Thanks
 
Play around with weapons.xtbl. I've been tweaking this file recently to make the combat difficulty more like Spec Ops the Line mixed with some other games. If it turns out really good, I might release it.

-less ammo reserve
-four handheld weapons only inventory
-increased damage on main game weapons
-smaller magazines
-other tweaks that may force the player to make decisions based on their situational awareness.
 
Hi

Is there a mod that increases Assault Rifle damage a little or maybe one could be made , particularly on the automatic as it feel it sucks compares to other weapons ? Thanks
Play around with weapons.xtbl. I've been tweaking this file recently to make the combat difficulty more like Spec Ops the Line mixed with some other games. If it turns out really good, I might release it.

-less ammo reserve
-four handheld weapons only inventory
-increased damage on main game weapons
-smaller magazines
-other tweaks that may force the player to make decisions based on their situational awareness.

Increasing the settings in weapons.xtbl will conflict with settings in weapon_upgrades.xtbl. Notebly, increasing damage of rifle in ONLY weapons.xtbl will make the upgrades offset. If one increases the damage for rifle in weapons.xtbl, it would be prudent to increase rifle damage upgrades in weapon_upgrades.xtbl, in a ratio mirroring the original values. For example, increase the "Rifle-Gang" in weapons.xtbl by 100% and then hunt down the damage upgrade for "Rifle-Gang" in weapon_upgrades.xtbl and increase each step by 100%. Otherwise, your un-upgraded "Rifle-Gang" ends up being more powerful than an upgraded "Rifle-Gang". I hope that I said this clearly enough to understand.

If you want to twiddle with settings, I recommend using SRTTxtblEditor (<--clickable link), and making a backup as you twiddle until you have what you like. If you feel frisky, you can use Notepad++ to ADD flags and other properties. I recommend saving .xtbl files with SRTTxtblEditor before attempting ADDING or REPLACING anything with Notepad++, just to keep the formats readable for yourself. The original format puts each weapon in ONE LINE, making quite difficult to read and comprehend. If, however you save the file with SRTTxtblEditor first, then open with Notepad++, the format becomes MUCH more readable.

Good Luck! :)
 
Increasing the settings in weapons.xtbl will conflict with settings in weapon_upgrades.xtbl. Notebly, increasing damage of rifle in ONLY weapons.xtbl will make the upgrades offset. If one increases the damage for rifle in weapons.xtbl, it would be prudent to increase rifle damage upgrades in weapon_upgrades.xtbl, in a ratio mirroring the original values. For example, increase the "Rifle-Gang" in weapons.xtbl by 100% and then hunt down the damage upgrade for "Rifle-Gang" in weapon_upgrades.xtbl and increase each step by 100%. Otherwise, your un-upgraded "Rifle-Gang" ends up being more powerful than an upgraded "Rifle-Gang". I hope that I said this clearly enough to understand.

If you want to twiddle with settings, I recommend using SRTTxtblEditor (<--clickable link), and making a backup as you twiddle until you have what you like. If you feel frisky, you can use Notepad++ to ADD flags and other properties. I recommend saving .xtbl files with SRTTxtblEditor before attempting ADDING or REPLACING anything with Notepad++, just to keep the formats readable for yourself. The original format puts each weapon in ONE LINE, making quite difficult to read and comprehend. If, however you save the file with SRTTxtblEditor first, then open with Notepad++, the format becomes MUCH more readable.

Good Luck! :)

Thanks for the advice, perhaps I should adjust the game to be harder with farther upgrades. weapon_upgrades.xtbl was beyond my interest because I was trying to design the mod, so the weapons caused equal damage to the npcs and player (weapons.xtbl and difficulty_levels.xtbl).
 
Thanks for the advice, perhaps I should adjust the game to be harder with farther upgrades. weapon_upgrades.xtbl was beyond my interest because I was trying to design the mod, so the weapons caused equal damage to the npcs and player (weapons.xtbl and difficulty_levels.xtbl).
AH...

-less ammo reserve-->Ammo.xtbl (reserve drops, clip drops, max reserve etc), weapons.xtbl (magazine/clip max amounts, flags for max reserve drops on certain weapons, flags for no random pickup-not able to change weapon....)

-four handheld weapons only inventory-->not sure here, if you are wanting to restrict inventory wheel for the player maybe use unlockables.xtbl (edit with Notepad++, crashes SRTTxtblEditor)

-increased damage on main game weapons-->For NPCs? Try spawn_info_ranks.xtbl, increase different "levels" of NPCs. For Example, Grunts 1-4 are gang levels. Spawns will use whatever weapon that is PRELOADED, so you could assign rifle slot element with "rifle-gangm00" and/or "rifle-m00" and/or "rifle-gang_cutscene" and/or "rifle-gangm00-NPC" and/or "rifle-gang" (all in weapons.xtbl) which you can adjust PLAYER only damage on each, possibly staging increasing damage...since NPCs don't normally use upgraded weapons leave out the adjustments in weapon_upgrades.xtbl. NOTE:the game will not load a weapon skin/costume other than weapons that are preloaded, basically those listed above, plus the SMG-Storm and the game default gang/alien weapons ; I have tried many and these (PRELOADED) are the only that actually spawn on an NPC i've assigned. Also in spawn_info_ranks.xtbl: Damage Multiplier for Gang Grunts (as an example).

-smaller magazines-->see less ammo reserve, above

-other tweaks that may force the player to make decisions based on their situational awareness
-->also possibly spawn_info_ranks.xtbl for Gang Grunts (again for example) under Per_TEam_info>per_team_elm>Personality_rotation. You could add the flag "incendiary shots" to "rifle-laser_cutscene" (or all alien weapons for that matter, but then the PC gets to use fire too :p ) to use as described above in weapons.xtbl then reassign to any "alien" entries in spawn_info_ranks.xtbl...so player has to deal with fire every time they get shot by aliens. :D As for AI changes...I haven't seen any definitive AI changes in any mods so far, likely not much to work with besides basic functions like RUN/ATTACK/DEFEND.

Anyway, just some ideas for you to twiddle with, if it please you. Good luck with your mod! And Happy New Year, if you celebrate this holiday. :)
 
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