Splinter Cell: Blacklist

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Onberg

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onberg

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About this mod

This mod is my take on tweaking gameplay to make the game more challenging, realistic and giving the player a bit more control over Sam. The main goal is to make the caliber and exact guns you choose very important for each mission and play-style, while also making them more realistic and challenging, there will be little room for mistakes.

Permissions and credits
Changelogs
Install & Compatibility:
(standard procedure for UMD-mods in SC Blacklist)

1): Backup the original "Blacklist.umd" in the folder: 'Tom Clancy's Splinter Cell Blacklist\src\SYSTEM\UMDs'
2): Replace the "Blacklist.umd" from the previous step with the one from the mod’s zip file.

This mod should be compatible with any mod that doesn’t replace the "Blacklist.umd".



ChangeLog:
(Only broad descriptions and version numbers will be shown here. Detailed updates will be put in the change log tab)

V1.0 - initial release



Key features and changes:
(Detailed stats and changes can be found in "fileChangeLog.txt", in the mod files.)

Gameplay and Difficulty changes: (No difficulty changes made to "Rookie")
    No last seen shadow or stealth warnings.
    NightVision takes longer to fade in and out.
    Cover-autoNav can move to closer positions, making it easier to move around corners while using cover.
    The crosshairs are now centered with the screen, it was slightly high before.

Changes to Stealth:
   Detection speed is greatly increased.
   Number of illuminated bones required .to be visible is increased.
   More light is required to mark a bone as illuminated.

Changes to aiming:
[ADS (Over the shoulder)]
    No reticle (only laser dot)
    ADS over the shoulder now only has a 10% FOV zoom, not the extreme 50% zoom from before.
    The sensitivity modifiers for ADS have been adjusted to match the new zoom.
[ADS (Scopes)]
    Reticle disabled in third person. Reticle is enabled in scopes, as most scopes aren't correctly centered to the reticle, at least now you can see where to really aim.
    The sensitivity modifiers have been increased by 10%
    ACOG zoomed out to 60% FOV and the mesh has been left the same to make it appear smaller on the screen.
    The VSS scope is now a 65% FOV, instead of 25%, The mesh has been re-scaled to match, but wont be the same scale as before
    
Firearm Changes:
(The key changes are related to guns stats, excluding special weapons and multiplayer guns)


Range and Tracer speed has been completely changed to reflect each caliber more realistically and emphasis their pros and cons.

Accuracy of all guns (exclude shotguns) has been enhanced dramatically, I have made pistols more accurate overall than is realistic, but of course it’s more fun this way. ADS provides a more substantial increase in accuracy and is based off the weapon category.

Damage values are caliber based and take barrel length into consideration. Overall, the values are about the same as before, as in I haven’t scaled gun-damage up or down as a whole, but with increased accuracy there's no excuse not to get headshots.

Mark and Execute has been reworked overall and the maximum number of targets and shots per a target is different for each weapon type. The point of this is not to Nerf Execute overall, but change its use cases, depending on your weapons. The main changes is that I've swapped the targeting order method with 1 of the 2 alternative methods, now the order targets are execute in it manual, most recently marked are shot first. The detection area for marking is thinner(but not shorter) to try make it easier to mark clustered targets.

    Here is a brief description of how I approached the stats of each category, based on the ergonomics and recoil:

    Pistol:       Best target-transitions, difficult follow-up shots.
    SMG:Good target-transitions, good follow-up shots
    Rifle: Easy target-transitions, decent follow-up shots.
    DMR:Poor target-transitions, difficult follow-up shots.
    Shotgun:  Good target-transitions, difficult follow-up shots.



Known Issues:

//weapons related (1)
1.1:    Changes made to display values in the "weaponconfiguration.ini" and "weapontuning.ini" files has no effect in gear menu.
1.2:    First-person (FP) aiming with certain weapons doesn’t reflect the tracer speed of the weapon, seems that stats of weapons when in FP are grouped under 1 preset by type, example: rifles in FP use the "Echelon.EWeaponArchetype.Assault_ARX160_FirstPerson" preset, if this is the case then I doubt anything can be done, without more serious modding.

//file: "difficultyconfiguration.ini" (2)
2.1:    "bEnableDetectionWarnings" doesn’t disable stealth gauge as expected, may need to be found and disabled in more than 1 location.

If you know how to solve any of these issues, please post it on the mod page so that it can be implemented.