Serious Sam 4

Serious Sam 4

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Quality of L.I.F.E.
   
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753.065 MB
5 May, 2022 @ 2:54am
2 Nov, 2024 @ 8:07am
19 Change Notes ( view )

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Quality of L.I.F.E.

Description
Version 1.17

This mod focuses on several quality of life changes for the Serious Sam 4 campaign:
  • Easier parkours secrets.
  • Gadgets reset on each chapter, capped at 10 and rarely play the animation.
  • Upgrades available on the main path but will reset on chapter's end.
  • More lights for Carcassonne's castle and the Oil Rig.
  • Implemeted the +5 grenades ammo model and functionality.
  • Out of bounds random enemy fights in the countryside reworked.
  • Tons of other optimizations to placements, clipping models, EST, scores, texts and more




Wishlist / To do
  • Making the Black Hole effect less jarring
  • Understand why electricity is considered an upgrade
  • Fixing parachute drops being weird
  • (4) Stop the secret torch from flying around
  • (10) Delay the voiceover between Kenny and Sam after meeting at the bridge
  • (13) Prevent the deafening gate sound upon clearing the last area
Entering possible hardcoded territory
  • Changing the audio log glow color
  • Applying the SM Healing Punch changes
  • Allow gadgets to be changed while riding a vehicle
  • (14) Add a skip button to the text adventure



Special thanks
  • MattStarChief and steak_jacobs for inspiring the mod
  • Biomechanoid for technical support
  • SeriousSacor and Neiser for providing some models
Popular Discussions View All (1)
0
25 Aug, 2024 @ 6:17am
PINNED: Full Changelog - update 1.15 (France revision #2)
SeriousAmaro
22 Comments
SeriousAmaro  [author] 6 Mar @ 12:12pm 
Mmh I'll test it out for the next update
Gusλλλλλλ 6 Mar @ 12:09pm 
Thanks for making this!

In Breakfast in France, enemies start spawning the moment you open the box with shotgun upgrade. That means some unavoidable damage during the pickup animation.
SeriousAmaro  [author] 6 Nov, 2024 @ 11:36pm 
Removing NPCs is not a quality of life change, I'll leave that for other mods like Serious Sam Reworked. Besides, I don't share the common hatred for them personally
d1974 6 Nov, 2024 @ 9:40am 
Hello there. Can you possible remove Friendly NPC's from the campaign? They really make the game unsatisfactory to play
SeriousAmaro  [author] 15 Sep, 2024 @ 6:26am 
There's currently a bug preventing some conditional ammo to spawn (for instance, assault rifle bullets in level 2) - I'm working on a fix
SeriousAmaro  [author] 4 Sep, 2024 @ 5:30am 
Yeah, it took me a couple of years to finish my projects on Fusion. Now it's SS4 time... Any suggestions are appreciated, considering how broad this mod is
Artemy 4 Sep, 2024 @ 5:18am 
Glad to see that project is still going on
SeriousAmaro  [author] 27 Aug, 2024 @ 7:03am 
Thanks for the report niotorre, the fix is now up in version 1.10 you shouldn't have problems with ASSPBR as I decided to remove all of their assets
niotorre 26 Aug, 2024 @ 9:54am 
@SeriousAmaro You could make your mod not need the seriously stupid carcasone because you need to have it active to play and this creates incompatibilities with other mods
SeriousAmaro  [author] 18 Nov, 2023 @ 2:16am 
@bigtree2x4 Just tested both level 1 and level 2 in case you mispelled... everything is fine! This mod doesn't break anything