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NekoNyannnn

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NekoNyannnn

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15 comments

  1. NekoNyannnn
    NekoNyannnn
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    Please provide feedbacks
    It's highly recommended to use this mod with realistic overhauls like my Ultra Realistic Weapon Balance Overhaul. Issues may occur if you use it with RPG gameplay where the TTKs are long.

    1.1A update: 

    • Changed the impulse values of balanced profile based on weapon types. Now light weapons will have lower impulse. Heavy weapons (SG/SR) will have higher impulse. 

    Still testing. Expect bugs.
  2. luclajo
    luclajo
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    Before I download this mod and wind up confused:
    What EXACTLY does this mod do? I don't play CS2 so I don't know what to expect.
    1. NekoNyannnn
      NekoNyannnn
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      It makes your weapons have higher forces. You are free to try if you are not clear by the images. This mod does not make any irreversible changes to the game or your save.
    2. luclajo
      luclajo
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      Okay. Thanks for telling me. I'll test it out. The thing with the irreversible changes was my biggest worry.
  3. Tortellinii
    Tortellinii
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    gold
  4. scottyus1
    scottyus1
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    Any way to add an optional file to your mod to stop the headshots causing heads to disappearing after a headshot?. 

    Appreciate your work :)
    1. NekoNyannnn
      NekoNyannnn
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      That is not controlled by this mod. You need to adjust the dismemberment related stats for it.
      For example
      Items.Base_XYZ_Misc_Stats_inline14:
        $type: gamedataConstantStatModifier_Record
        value: 0.0
        modifierType: Multiplier
        statType: BaseStats.HitDismembermentFactor

      It makes the XYZ type of weapons unable to dismember enemies. It's easy. Look for some modding guides if you are not familiar with them.
    2. scottyus1
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      Thank you kindly! :)
  5. peregrine111
    peregrine111
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    Does this work for all guns or just the vanilla ones?

    Cause I'm using Wilson's Sparkler as my main gun and even my "normal" guns are mod added/modified (like equippable HMGs or weapons crafted with Enhanced Craft and Preem Weaponsmith 2)
    1. NekoNyannnn
      NekoNyannnn
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      It will work as long as your mod weapons are based on vanilla ones. (for almost all weapon mods it should work). I am using mod weapons as well. I'm sure it works with mod weapons.
  6. Actalo
    Actalo
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    I tried  "Balanced" version and noticed that the ragdoll animation, by throwing the enemy, will often kill them, even if non-lethal damage is done in the final hit.
    1. NekoNyannnn
      NekoNyannnn
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      Yea. In balanced version SG/SR have same impulse as excessive one. Which makes them possible to throw weak enemies away by a non killing blow. If you don't like it you can use the old version of "Balanced". Or simply edit the data yourself.
  7. cheers55968
    cheers55968
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    The feel is greatly improved! Thanks :)
  8. Lyirianna
    Lyirianna
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    It's working as well as expected. Although it feels a bit weird sometimes, the behavior is so similar throughout that it feels more like an animation rather than a ragdoll. A bit weird to see an enemy fly 10 meters backwards because of a silenced pistol shot. Other than that, it's amazing for shotguns and other heavy weapons.
    1. NekoNyannnn
      NekoNyannnn
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      Thanks for your feedback. The light weapons will be adjusted in the next version
  9. eytsch
    eytsch
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    As far as I can tell after shooting some bad guys, everything works fine! I'm using Guns Redone V3.0 (Overhauled).
    Thanks for the mod!