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Author notes
The MergeMod removetightaimscreenshake.m3m removes weapon screenshake not related to weapon properties. You may use this file in your own mods without asking permission, but please do credit me with it. Feel free to read any notes I have left in BioWeapon.ini and apply the knowledge your own mods.
File credits
Mgamerz, developer of Me3Tweaks Mod Manager Tajfun403, for allowing me to modify weapons stats in Modern Weapon Pack
Viper zoom FOV changed to 12, Incisor zoom FOV changed to 15
Fixed enemy flamethrower being modified instead of player
Version 1.3.1
Changed mount priority for compatibility with Classic Heatsinks + Universal Thermal Clips
Version 1.3
Various changes to recoil, mostly slight reductions or adding a little character.
Finally made adjustments to heavy weapons.
Incorporated changes to weapons added by Modern Weapon Pack by Tajfun.
Nearly all Modern Weapon Pack weapons gain recoil re-centering to match what's normal for ME2.
Armor/shield/barrier multipliers have been left alone, so they'll still be accurately reflected if you're using Easy Armor Stats mod.
Removed changes to weapons from Cerberus Weapons mod (sorry, I wasn't happy with my work there, and 2 of the 4 are in Modern Weapon Pack anyway).
Version 1.2
Changes some stats from the mod Cerberus Weapons (LE2)
Removed class weapons selector option
Tempest damage slightly reduced (21.8 > 20.5) Tempest long range multipliers slightly reduced Tempest updated description
Reserve ammo increased on various weapons
Lowered Shuriken damage from enemies (I previously failed the fully account for the rate of fire increase)
Version 1.1.2
> Avenger recoil pattern changed from zigzag to linear up-right
> Vindicator recoil reduced to emphasize it as the accurate AR
> Mattock max reserve ammo increased from 160 to 180
> Collector Rifle increased hipfire accuracy
> Tempest recoil pattern changed from zigzag to popcorn up-right
> Tempest max reserve ammo increased from 450 to 500
> Tempest centerspeed increased to enhance pop fire
> Tempest close range damage slightly increased
> Tempest long range damage slightly decreased
> Katana short range damage increased
> Katana slightly increase aimed accuracy
> Scimitar slightly increase short and mid range damage
> Scimitar max reserve ammo increased from 40 to 48
> Scimitar slightly increased aimed accuracy
Version 1.1
> Locust now has correctly increased reserve ammo. > Corrected refire mechanics on Vindicator > Removed the rightward circular recoil effect from most weapons (helps burst and semi-auto weapons return to original point of aim)
Overview: Focusing primarily on weapons, my goal for this mod has been to make Insanity more enjoyable while keeping the game close to vanilla difficulty, and make every weapon viable for all content. All tuning and playtesting was done on Insanity, but this mod can be used on any difficulty. Some concessions of difficulty have been made in favor of fun and variety. In-game text descriptions are unchanged. The Locust SMG was initially used as a baseline for balancing, although the mod has somewhat taken a life of its own over time.
- Nearly every weapon is more accurate and easier to control. - Reserve ammo is much higher. - Starting weapons are significantly better, making early game less tedious. - Weapons are more broadly effective, such as shotguns working outside point blank. - SMGs are much more accurate, but deal less damage at range than Assault Rifles. - Follow-up shots with burst weapons and semi-auto snipers are less chaotic. - Weapons that are generally considered overpowered have not been nerfed.
If you're curious about the specifics of what has changed for each weapon, see this Article. You can find example comparisons of recoil pattern changes in the images (they are gifs).