Resident Evil 4 (2023)

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MrBoobieBuyer

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  1. MrBoobieBuyer
    MrBoobieBuyer
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    AWF is no longer a required mod, though it remains fully compatible.

    Do not extract the mod before giving it to Fluffy Mod Manager! Leave it compressed. Things will break if you extract it.

    If you experience unexpected weapon behavior, try checking/unchecking a box or changing profiles(Opening the dropdown and selecting the same profile you have active will work). 

    If the problem persists, try resetting scripts.

    If that doesn't work, the fastest way to contact me is the Modding Haven discord. Investigating and debugging is very difficult in the comments.

    After every RE4 game update, mods will break! After every update you need to uninstall all mods and re-read game archives within Fluffy Mod Manager. You can find more information on how to do this on the Fluffy mod page. 

    When enabling Shotgun Slugs, DO NOT DO SO WITH THAT SHOTGUN EQUIPPED!

    ======================================================================
    2.0 is huge! Read the top of the description for the details!

    The Add Profile button creates a brand new profile with default stats to start. If you already have a folder of the same name with weapon files inside, it will be added to the list of profiles to select/edit.

    As of 2.2.1, existing profiles should no longer break when an update releases that adds support for new weapons. They will use default values for the new weapons from the none profile until you make changes and save them in your profile.

    =====================================================
    If you like my mods and want more, please consider buying me a coffee. Members get:

    • Access to a private discord server
    • Custom versions of mods
    • Early test builds
    • More direct input for new mods and features
    • An inside look at what I'm working on and modding RE games in general
    • And more
  2. MMK314
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    Hi there. I was told this mod can display real rate of fire values, in the "rounds per second" sense, is it true ? I thought it was what the game give us in the gun stats, but now I'm not so sure. If this mod can do it, can someone give me those values ? Or does it display the duration of the firing like in hte OG RE4 ? ether way I'm intersted, I'm trying to get the damage per second.
    Thanks
  3. PrometheusJK
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    There is a Better Weapon Balance profile stats for SW? i really don't have idea what is balance for a gun, i don't wanna break my own experience testing all weapons in SW.
    1. Aeroscorp
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      There is not, unfortunately.
  4. BlackSpyder73
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    Hi! I've made the combat knife's durability strong as hell with this mod but sometimes whenever I startup my game and load a save, the knife's durability is low? Not sure if this applies with the other knives but yeah it's bothering and a bit of a hassle to have it get repaired all the time when I load a save.
    1. BlackSpyder73
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      up
    2. BlackSpyder73
      BlackSpyder73
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      up
  5. yistars
    yistars
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    How to change the pierce for the gun?
  6. Endlessunset
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    Is it normal to have to reselect your profile every time you start the game or load a save or checkpoint?
  7. rafalicious101
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    Firstly I wanted to thank you for this amazing mod although I'm not sure I fully understand how the damage works ie Red9 has 2.0 damage @max level 5 but the power displayed is 3.0 - similar issue with the Blacktail - how does this work?

    I am also having some rather unique issues which I have been experiencing prior to installing your mod which I was wondering you could help me with any input or experience - when I use the Red9 with the laser attachment the crosshair is also still showing - it's so annoying. Once it displayed only the laser bit most times it displays both. Blacktail has no issues with the laser sight the crosshair disappears. I am using the "Lasers for every handgun" mod. 

    Another issue I am having is with the LE5 - the reload speed stays at lvl1 speed even when I've maxed it out to lvl5 - loading your dynamic profiles doesn't make any difference. Again very rarely it reverts back to it's sped up state but most of the time it stays slow which forfeits me using the gun at all which is a shame because I want to use it. Any help or advice is most appreciated. For both these issues I have tried unloading any mods to do with the LE5 reskin I'm running and perfect accuracy/no reticle bloom to no avail - the problems persist.

    Has anyone else experienced these issues? 

    I am so close got running the game just the way I want it but these issues are holding me back and I can't figure out why or what is causing them. Any help or advice is severely appreciated! 
    1. MrBoobieBuyer
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      I'm currently working on a more comprehensive guide to DWP and RE4 stats, so definitely come back and check in if I haven't posted a second comment with a link to that within a few days.

      As for your other issues, that sounds a bit like a mod is causing you issues. I'd be happy to help figure out what's going on there. What mods are you running or have you run just before disabling them all and still having the weird reticle or reload speed behavior? 

      The next step would be to completely uninstall all mods and ensure that no traces are left behind. Then 1 by 1 reintroduce them and see when the problem arises. After identifying the problem mod, there might be a solution on the mod page or you might have to stop running that mod until the author can post a fix. 



      As for weapon damage stats:

      It's important to note that the INFO stats have no effect on the actual stats. Those fields are only what is displayed in the inspect/upgrade screen(except cost, that actually sets the cost as well as the displayed cost). Below are the vanilla Red 9 stats as in the None profile.

          "HG_BaseDMG": 1.0,
          "DMG_LVL_01_INFO": "1.50",
          "DMG_LVL_02": 1.2,
          "DMG_LVL_02_INFO": "1.80",
         "DMG_LVL_03": 1.4,
          "DMG_LVL_03_INFO": "2.10",
          "DMG_LVL_04": 1.6,
          "DMG_LVL_04_INFO": "2.40",
          "DMG_LVL_05": 1.8,
          "DMG_LVL_05_INFO": "2.70",

      Each non INFO damage level is a multiplier for the vanilla DMG_LVL_1_INFO field. You can check to be sure your change will work as you intend by performing a simple calculation(I promise it's easy for those who aren't confident with math. I encourage you to follow along with your phone or pc calculator). 

      DMG_LVL_01_INFODMG_LVL_02 = DMG_LVL_02_INFO
      1.5 * 1.2 = 1.80

      For setting the damage of each level, the calculation is the same, only you replace DMG_LVL_02 with whatever damage level you're working with. They all are a multiplier for that base damage, not a multiplier for the tier beneath. Feel free to skip the next set of calculations if you're confident with the previous one. Below are the rest of the damage fields demonstrated for those 

      DMG_LVL_01_INFODMG_LVL_03 = DMG_LVL_03_INFO
      1.5 * 1.4 = 2.10

      DMG_LVL_01_INFODMG_LVL_04 = DMG_LVL_04_INFO
      1.5 * 1.6 = 2.40

      DMG_LVL_01_INFODMG_LVL_05 = DMG_LVL_05_INFO
      1.5 * 1.8 = 2.70

      Then in the case of the Red 9 and any other weapons whose Exclusive upgrade is for firepower:

          "EX_DMG": 1.5,  means the final firepower with this upgrade will be 2.70 * 1.5 = 4.05. 

      If you are making a profile and you decide that you want the Red 9 to have a particular firepower but you don't know what the multiplier should be, this calculation will be extremely helpful:

      DMG_LVL_02_INFO / DMG_LVL_01_INFO = DMG_LVL_02
      1.8 / 1.5 = 1.2

      So for example, lets say we want the Red 9 to have a firepower of 3.0 at Lvl 2:

      3.0 / 1.5 = 2.0

      So we would set DMG_LVL_02 to 2.0 to achieve a firepower(INFO stat) of 3.0.


      Please do let me know if you have further questions or need clarification on my explanations. Thanks and I hope this helped!
    2. Tacitus57
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      Hi there, Mr BB. Thanks for your explanation (of 27/12/23), but I have to say this is still a bit baffling.

      My initial Q is simply this: having just started with RE4R, I have one pistol. How do I use DWP (now installed and visible in RE Framework) to increase its stopping power? What should I tweak, and how do I save that tweak? Then, do I rinse and repeat with every new weapon I find?   

      From the user perspective, some clear step-by-step guide would be great. 

      All the best!
    3. alphahere
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      Hello!
      I have a question: will the damage change at all if I change DMG_LVL_01_INFO to 1.0 and just put, let's say, 3.0 to both DMG_LVL_02 and DMG_LVL_02_INFO regardless of weapon? 
    4. f0rce21leaderkronic
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      Only question i have is this, is base damage the exact base damage of the weapon or is it the percentage of the original damage the game set it to. Ergo two weapons both being base damage 1 doesn't necessarily mean they do the same damage this is the only explanation i have for why lvl 1 info wouldn't match base damage
  8. pakrj434
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    Is it possible to remove grenade trajectory reticle please?
  9. razelfragel
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    Fully upgraded Skull Shaker with Better Weapon Balance keeps unloading my shotgun every time I load the game. The new max ammo capacity in the store says it holds 7 shells, but when I reload it fills up to 8 shells. But if I save my game and reload, my Skull Shaker has only 6 shells, although everything else in my inventory is the same. I've lost a lot of shotgun ammunition because of this.
    1. razelfragel
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      Nvm I fixed it. Apparently under the Skull Shaker's stats in the profile editor the AMMO LVL 05 field said "8" while the AMMO LVL 05 INFO field said "7", so I changed both to "8".
    2. razelfragel
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      Well, disregard my previous post, it looks like I'm still having issues with ammo capacity. After reloading my game after quitting and launching the program it went back to reverting to the incorrect ammo max for my Skull Shaker, as well as several other guns (Blacktail, Punisher, and TMP). I've upgraded all my weapons to maximum level, yet the Blacktail and TMP seem to keep reverting to the LVL 3 Ammo Capacity (under Better Weapon Balancing), and the Punisher and Skull Shaker revert to the LVL 4 Ammo Capacity amount. This causes me to have to reload my weapons after every load which is costing me a lot of ammunition.
    3. KaiserPowers
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      +1
    4. KaiserPowers
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      I've found a workaround, if you load a save after starting up the game and the issue is there, simply reload the same save and you're ammo will not be lost.

      Edit for clarity: Load the save you intend to play on twice to fix the issue.
      1. Start Game and load save
      2. Enter pause menu once loaded and load the save again
      3. Profit
  10. cangyuyao
    cangyuyao
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    This mod breaks the trajectory of bolt thrower/blast bow/RPG by default. The path is severely affected by gravity. 
    Is there a true None profile without this change? 
  11. alphahere
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    Hello!
    Is there any way to change weapons' penetration via this mod?