My second mod ever, a bit more involved overhaul of GTA 4's combat system.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version v1.1b
HARDCORE just got more hardcore!
Now you and all NPCs have equal damage multiplier. All weapons damage buffed further.
Version v1.1a
Alternative just got more alternative!
Weapon base accuracy buffed even more. Since almost all gunfights in the game happen across significant ranges, I felt the NPCs needed more of a leg up to actually do some damage to the player consistently.
Weapons rebalanced slightly. Ammo capacity for all guns but the Pistols dropped quite a bit. You'll now have to fall back to the pistols more often, if you don't conserve ammo. Shotgun spreads tightened even more, ranges increased, damage reduced. SMGs are the best all-arounder. Rifles do less raw damage, but are armor-piercing (and carry less ammo). Shotguns are now roughly equivalent to SMGs in range and effectiveness.
Melee combat reworked. I figured out how to make both the player and the NPCs do more melee damage w/o affecting ranged damage (given the 0.4 damage multiplier for all). Now melee damage is way less spongey and tedious. Of course, you'll take more damage too, so get those blocks and dodges in!
Version v1.0b
The HARDCORE approach:
Weapon accuracy is somewhere between the normal and alternate version. Weapon damage vastly increased (about 3 times vanilla). Even with armor, you can only take a few shots. Enemies can take smilar damage (0.5 multiplier opposed to Niko's 0.4). Ammo carrying capacity for ALL guns cut down massively.
Weapon roles:
Pistols - fallback weapons, you can carry the most ammo, relative to all guns. They do very good damage and are fairly accurate. No armor-piercing.
Shotguns - short-to-mid room cleaners. You can carry the least ammo. (for example you can only carry 20 shells for the regular shotgun). Lowered capacities. Will kill most unarmored enemies in one good hit.
SMGs - workhorses. They do very good damage on unarmored NPCs, are reasonably accurate in controlled bursts, and you can carry decent amount of ammo for them. You'll end up using these mostly.
Assault rifles - Anti-Armor. They do less raw damage then SMGs, but will ignore all body armor (you and NPCs). Best used on NOOSE and other armored enemies. More accurate, but you carry less ammo.
Sniper rifles - also armor-piercing. You can carry very limited ammo for them.
Version v1.0a
A Different Take:
As it turns out, NPCs accuracy is *heavily* reliant on weapon base accuracy, so they turned out not to be able to hit anything, with the nerfed accuracy values on some guns. So in this version of the mod, I went the other way. Accuracy of all firearms has been INCREASED, roughly 20-35%. All enemies are now much more accurate (so are you, but it's less pronounced).
Details -- Pistol: 47 damage (15 in mag), Deagle: 72 Damage (8 in mag), Shotgun 20 per pellet (8 shells), Combat Shotgun 15 per pellet (12 shells). Both shotgun spread tightened by half. Range increased. Now they can be used at medium range with reasonable effect. Micro SMG: 27 damage. MP5: 30 damage. Accuracy buffed massively, more then vanilla (to compensate, they do much less damage per shot then the pistol). AK and M4 now do armor-piercing damage. Both for you and the NPCs, body armor is completely bypassed. They do 42 and 37 damage per shot, respectively. M4 can carry more ammo (being lower caliber). Both are very, very accurate.
In short - use cover, and be careful. Enemies are much,. much more accurate.
Sniper rifles nerfed massively. They also do armor-piercing damage, but do much less raw damage per hit. Neither can kill an NPC in one shot, unless it's a headshot.
NPCs now take 50% damage (not 60% as in the original mod). Closer to Niko's hardcoded 40%. NOOSE and FIB take 40%. Boss enemies only take 20% damage. Yeah, bullet sponging a little, but I feel bosses should be BOSSES. They are also (should be, anyway) immune to headshots.
Most vehicles take 40% bullet damage (except bikes and helicopters). Armored cars take 20%.
Version 1.1
Deagle's accuracy nerfed some more.
The Quick And The Dead
Hi there! Having spent some more time with the game, and having finished it twice, I decided to make something a bit more comprehensive then tweaking a few weapon damage values. Long story short, the game is too easy. I'm aware there are mods that try to address this, like Revamped Combat, but their requirements make them difficult to use on a vanilla game.
So here's my take on the subject!
DETAILS:
Weapons:
Pistol: an accurate, reasonably powerful staple you can always fall back on. Does 42 (up from 25) damage per shot, has 19 (up from 17) rounds in a mag. Less aim drift with follow-up shots then vanilla version.
Deagle: a less accurate, but much more damaging pistol. Does 105 (up from 40) damage per shot, but has only 7 rounds (down from 9) in a mag. Lots of aim drift with follow-up shots. Exercise trigger-discipline.
Pump Shotgun: does 30 (up from 20) damage per pellet.
Beretta Shotgun: does 22 (up from 10) damage per pellet. 12 (up from 10) shells in the chamber.
Micro-UZI: A short-to-medium range room-cleaner. Accuracy nerfed MASSIVELY, don't expect headshots unless at very close range. And don't expect to hit anything beyond 5 meters away at full-auto. Lots of spread unless using controlled bursts. 36 (up from 20) damage per shot. In vanilla, there literally was no reason to use rifles in place of SMGs. Now, there is.
MP5: A less powerful but more accurate (still nerfed massively compared to vanilla) SMG. Does 32 damage per shot. Usable at medium-to-long range with controlled bursts. Mag size increased from 30 to 32. Headshots possible (but not very likely) at medium range.
AK47: A big step up from SMGs. Much more powerful, much more accurate, longer range, less aim-drift at full auto. 65 (up from 30) damage per shot. Usable at all ranges. Can double as a sharpshooter weapon if your aim is good, and you don't have a sniper.
M4: Even more accurate, even longer range then the AK, mag size increased to 36 (from 30), but does slightly less damage per shot (60). Good for nailing those 2 pixel headshots behind cover.
PSG Sniper: 12 rounds in a clip (up from 10), now a hitscan weapon like all the other firearms, no bullet-travel (you can snipe moving targets more easily), does 150 damage per shot. Can not kill NPCs in one shot unless it's a headshot.
M40a1 Sniper: Does much more damage (225 per shot). Can sometimes kill (basic) NPCs in one hit. Also a hitscan weapon.
Sniper ammo count increased by 25%. Pistol ammo count halved. SMG ammo count reduced to 2/3rd. Rifle ammo count reduced by about half.
***
NPCs - take only 60% (0.6) damage (down from full damage) - Niko still takes 40% (hardcoded). Melee combat MUCH harder as a result. NOOSE and FIB enemies take 50%. Bosses take 30% (Faustin, Dimitri, Dwayne, Playboy, Pegorino). The net result is that Niko takes much more damage per hit (given increased weapon damages), but the NPCs are approximately as tough (relatively) as they were in vanilla. And the bosses will take a few more hits before going down.
Vehicles - take only 50% damage from bullets (to offset the increased weapon damage). Take 150% engine and collision damage! Drive carefully, you can kill your car faster with collisions!
And just for kicks, I stiffened the suspension on all cars a bit. Just to control that insane body roll. XD That's the only thing I touched handling-wise, otherwise they handle just like vanilla.
***
Requirements - best part. NONE. Just put the files into the common/data folder, and play!