Mod doesn't work. Uninstalled mods, re-read archives time and time and time and time again, and just refuses to work, no matter what order I install the mods in.
Edit: nvm, just found out it conflicts with another mod I was using
Edit 2: actually, no. It just straight refuses to work any more.
A lot of these mods which are months old, have become deprecated. According to SteamDB, there was a belated "patch" on the 4th of March 2025, which changed something in the 003 and 004 "chunk" files -- as far as I can tell, the latter file (004) being the one that contains gameplay parameters. This might have killed some mods, and particularly those associated with the campaigns and Leon / Ada -- e. g., the "visible weapons" mod works with Wesker, even in the campaigns; yet, causes a menu freeze with Leon or Ada. On top of that, "Script Core" and "RE Framework" mods can clash (e. g., "Dodge / Evade / Roll" and "Kick Doors / Melee Anytime" mods); which also adds to the incompatibility gumbo...
Long story, short: As usual, thank Crapcom for, again, throwing an unnecessary wrench in players' works >_>
I got it to work again eventually. It seems to conflict with a lot of pak mods, I've managed to get it working with all of the mods I want to use again, but it was a hassle trying to figure out what went wrong last time. That's a shame really, but I guess if worst come to worst we could always just edit flinching parameters with AWF and DWP mods
Is there anyway around this? I really want stagger stuns to work, as in the orig RE4.
What is the point of headshots, and knee shots if they won't stun enemy. Even if it as 50% stagger, that would be fine.
But without it, the aim and skill is rendered pointless.
I like to play PRO difficulty, and avoid any damage, plus kill all crows and max enemy kills per chapter, as a personal incentive to keep playing. But without stagger, it is very hard to play through entire game without getting hit, or instantly killed.
I'm unfamiliar with the "kick doors open" mod, but I do use the Dodge and Sprint mod.
When it comes to this mod, it seems that when you install and tick on "First Natives" it seems to make the Stagger mod work, that's what I noticed, as it seems to prioritize Native folders/files as opposed to PAK files, the Stagger mod is based in Native, not PAK.
It plays well it A LOT of mods, Script-based and cosmetic and even with HotAda's Merchant mods. But I noticed when I installed "Realistic Jiggle" which is a PAK, it conflicted with the Stagger pack, and that was the only mod I noticed would cause an issue. I hope this answers your question.
If the stagger mod is still being frustrating, you can download Dynamic Weapon Profiles and setting each weapon's flinch multiplier to the values of 7x. That seems to make it consistent but not guaranteed which I think is a fair balance. It feels like 9/10 shots will stagger. For rapid fires like the TMP, I'd lower that value to like... 2x or 3x. Lower impact should be less stagger. You can also increase stopping power to for central chest shots to stop rushing enemies and grabs.
(in the profile, just type the value like "7.0")
That was my backup plan if I couldn't get this mod to work. Use the trainer and the spawning tool and just test weapons as you adjust their values, it's a bit tedious and long, BUT, it's worth it.
Thanks for the mod! When I originally played the game, it was really annoying to me how it took 3-5 legshots or headshots to stagger an enemy, same as it bugged me in RE2Re.
However, replaying the game with this mod on, specifically on professional, made me realize why the developers made it the way they did. Staggering enemies with one headshot to open them up for a melee follow-up significantly trivializes combat. It basically turns it into a melee spam-fest and makes facing groups of enemies pretty much stress-free. Seeing the same melee animations over and over on repeat so quickly also gets quite repetitive.
In the original RE4 the staggers also weren't quite so powerful, because movement was even slower and clunkier, getting the melee opportunity didn't always mean actually being able to capitalize on it unless the enemy was in your face already. There were also no knife prompts which can 1-hit-kill regular enemies outright. In the Remake there are several stages of stagger, you go from non-stagger to short stagger to melee opportunity long stagger to it falls on the ground, requiring 2-4 shots to go from each stage to the next. But with the mod, most of the time, you skip right away to long stagger or it falls, bypassing the short stagger.
I think if the mod was more consistent about not bypassing the short stagger, it would be less OP while still achieving its purpose. It would probably even be OK if the way it actually worked was only getting rid of non-stagger but still requiring 2-3 follow-up shots to from short stagger to long stagger. The problem i see however is that the game seems to tie the stagger chance to weapon damage, since by the end of the game a powerful Red9 actually gets to the point of being quite satisfying with staggering enemies quickly, compared to the start of the game where the enemies barely react. I suspect the way you did the mod is by lowering the threshold for stagger proc, which means it's likely not possible to fine-tune it the way i proposed.
While i wish the game designers found a more elegant solution to make staggers proc faster, it would pretty much require rebalancing, if not redesigning every other aspect of combat. As it stands, just this one change turns you into an unstoppable Tekken character. I'm really grateful for the mod, it's really nice for what it is, but it made me realize how the original system wasn't so bad since it balanced out some aspects of the combat, even if it was quite a rough way to handle it.
Well said. I agree. Balance would be better. Removing the non-stagger, and allowing a 45% slow stagger rate would be ideal. So no more than 2-3 shots to stagger knee, or head.
@xISpecktraIx I would be so grateful if you could repair this mod, making it compatible again. Could you implement some features through RE Framework, to allow us to tailor the stagger rate? Much appreciated.
Not sure if anyone has this problem but anytime I enable these stagger mods seperately, the game is stuck on the loading screen. Then it works fine when I uninstall them. With the stagger pack, fluffy manager says that files fail to copy. I even tried re-reading the archives in FMM, but the issues still come up
Fluffy's mod manager keep saying there were unexpected changes in the game's PAK files when trying to install this mod and if I open the game I get an infinite black screen, someone knows why or if it can be fixed?
Works fine here,you dont have the latest version of the game,installed things wrong or something changed in fluffy manager tool wich is not a problem with my mod
80 comments
Please uninstall all mods and re-read game archives in Fluffy Manager if the mod is not working
Edit: nvm, just found out it conflicts with another mod I was using
Edit 2: actually, no. It just straight refuses to work any more.
Long story, short: As usual, thank Crapcom for, again, throwing an unnecessary wrench in players' works >_>
RE Framework Kick Doors doesnt work anymore.
Is there anyway around this?
I really want stagger stuns to work, as in the orig RE4.
What is the point of headshots, and knee shots if they won't stun enemy.
Even if it as 50% stagger, that would be fine.
But without it, the aim and skill is rendered pointless.
I like to play PRO difficulty, and avoid any damage, plus kill all crows and max enemy kills per chapter, as a personal incentive to keep playing. But without stagger, it is very hard to play through entire game without getting hit, or instantly killed.
How did you get it working?
Through trial and error, elimination process of deactivating mods?
I mean, does the mod work standalone without any other mods running?
(Ask, because my version of this mod never works anymore)
When it comes to this mod, it seems that when you install and tick on "First Natives" it seems to make the Stagger mod work, that's what I noticed, as it seems to prioritize Native folders/files as opposed to PAK files, the Stagger mod is based in Native, not PAK.
It plays well it A LOT of mods, Script-based and cosmetic and even with HotAda's Merchant mods. But I noticed when I installed "Realistic Jiggle" which is a PAK, it conflicted with the Stagger pack, and that was the only mod I noticed would cause an issue. I hope this answers your question.
(in the profile, just type the value like "7.0")
That was my backup plan if I couldn't get this mod to work. Use the trainer and the spawning tool and just test weapons as you adjust their values, it's a bit tedious and long, BUT, it's worth it.
However, replaying the game with this mod on, specifically on professional, made me realize why the developers made it the way they did. Staggering enemies with one headshot to open them up for a melee follow-up significantly trivializes combat. It basically turns it into a melee spam-fest and makes facing groups of enemies pretty much stress-free. Seeing the same melee animations over and over on repeat so quickly also gets quite repetitive.
In the original RE4 the staggers also weren't quite so powerful, because movement was even slower and clunkier, getting the melee opportunity didn't always mean actually being able to capitalize on it unless the enemy was in your face already. There were also no knife prompts which can 1-hit-kill regular enemies outright. In the Remake there are several stages of stagger, you go from non-stagger to short stagger to melee opportunity long stagger to it falls on the ground, requiring 2-4 shots to go from each stage to the next. But with the mod, most of the time, you skip right away to long stagger or it falls, bypassing the short stagger.
I think if the mod was more consistent about not bypassing the short stagger, it would be less OP while still achieving its purpose. It would probably even be OK if the way it actually worked was only getting rid of non-stagger but still requiring 2-3 follow-up shots to from short stagger to long stagger. The problem i see however is that the game seems to tie the stagger chance to weapon damage, since by the end of the game a powerful Red9 actually gets to the point of being quite satisfying with staggering enemies quickly, compared to the start of the game where the enemies barely react. I suspect the way you did the mod is by lowering the threshold for stagger proc, which means it's likely not possible to fine-tune it the way i proposed.
While i wish the game designers found a more elegant solution to make staggers proc faster, it would pretty much require rebalancing, if not redesigning every other aspect of combat. As it stands, just this one change turns you into an unstoppable Tekken character. I'm really grateful for the mod, it's really nice for what it is, but it made me realize how the original system wasn't so bad since it balanced out some aspects of the combat, even if it was quite a rough way to handle it.
Balance would be better.
Removing the non-stagger, and allowing a 45% slow stagger rate would be ideal.
So no more than 2-3 shots to stagger knee, or head.
@xISpecktraIx
I would be so grateful if you could repair this mod, making it compatible again.
Could you implement some features through RE Framework, to allow us to tailor the stagger rate?
Much appreciated.
last case scenario verify the game in steam
wich is not a problem with my mod
like theyre just gone
completely