Left 4 Dead 2

Left 4 Dead 2

[FFHRRM] Fire's Flaming Hot Rebalance And Realism Mod
122 Comments
〘FIRE〙ファイアさん  [author] 14 Aug, 2021 @ 8:37am 
Hi Chris
To be perfectly honest, its been years since I've done any L4D2 modding so I could not say for sure :steamsad:

However, if you see above this comment section, in the discussions I have a "How to Edit this mod to your liking" post, in which my past self will probably be more helpful.

From memory though the process for changing things with this mod was not complicated, just tweaking clearly labled values in a script (text) file. Good Luck :cinnamon2:
Chris 14 Aug, 2021 @ 12:36am 
I like it, I really enjoy on this Mod!!
But I have a question...
How Can I remove the Fast Reload?
๖ۣۣۜ𝒮𝓂𝒾𝓁𝑒 7 Jul, 2020 @ 3:52pm 
idiots :retreat:
Sharks 20 Jun, 2017 @ 7:56pm 
The most unrealistic mod ever.
Flopsy007 10 Mar, 2017 @ 9:14am 
Hi FIRE.
- I rename my mods to fx 'weap_ranged_M16_HK416' so finding the vpk files is no problem.
- None of the mods have scripts (checked them with GCFscape and there is no scripts folder i the left pane).
- None of the mods conflict with FFHRRM (no conflict message).
- Also tried removing my other 250 addons :) but I get the same issues with FFHRRM and these weapon mods.

NOTE TO THE PEOPLE: don't let the issues discussed here turn you away from this great addon. These are minor issues that I could ignore or avoid just by choosing other weapon skins for a few weapons. It's just an itch that needs scratching because I loves those skins :)
〘FIRE〙ファイアさん  [author] 10 Mar, 2017 @ 12:20am 
You will also need to be able to find those mods in your steam workshop folder for L4D2 which will not have actual file names but instead the workshop ID for that item.

You can find the correct ID by going into Steam settings and enabling page URLs, going to the workshop page for the mod you want to find and looking at the URL for the part that says /?id=xxxxxxxxxxxxx where x is the ID number you want.

This will also be what you need to do if you want to change reload speeds in FFHRRM.

Good luck ^^
〘FIRE〙ファイアさん  [author] 10 Mar, 2017 @ 12:20am 
Some weapon mods are packaged with scripts. These scripts will confict with FFHRRM and might cause the issues you are having. Does L4D2 throw up a conflict message when you enable these mods with FFHRRM?

You can try to open up the weapon mods you got with GCFscape and see if they have script files. More info on how to do this can be found in the "How to edit this mod to your liking" discussion.

Flopsy007 9 Mar, 2017 @ 2:02pm 
Hi DEUS VULT. I've tested some more and narrowed it down to only a couple weapon mods that cause trouble:

Mac-10 mod: Hyper's Mp7 Silenced Smg
mod link
Problem: at the end of the reload sequence there's about 1 sec. delay, then a draw weapon animation.

M16A2 mod: HK416
mod link
Problem: at the end of reload sequence the "button" is pressed twice instead of just once like it's supposed to.

SCAR-L mod: SIG SG552 Commando(SCAR)(2016)
mod link
Problem: just reloads extremely fast which spoils the lovely reload animation for this mod. May be fixed just by adjusting reload time???

Use mods for the rest of the weapons without isues.
Flopsy007 5 Mar, 2017 @ 1:43pm 
Hi DEUS VULT and FIRE. Thanks for the support. I will gladly post which weapon mods I have trouble with, but I have a busy couple of weeks coming up at work. Have to travel most of the time, so it'll be a little while. Also will test a bit more to make sure it's not a wild goose chase :)
GabenPlzNerf  [author] 5 Mar, 2017 @ 12:19pm 
Hey Flopsy007 would you mind posting and weapon mods that seem to not work? I would like to replicate your issues to see if we need to address them
〘FIRE〙ファイアさん  [author] 4 Mar, 2017 @ 8:32pm 
yes, some reload speeds assume weapons will be a certain type (For example that the magnum is a revolver.)

You are free to edit this mod however you like. Since I no longer mod for L4D2 I'm afraid I can't be of much help though. Good luck ^^
Flopsy007 4 Mar, 2017 @ 4:45pm 
Thanks for a great mod. I could use a little help though.
When I use FFHRRM with custom weapon skins that include custom animations, the animations get weird - is this because reload time has been changed?. I figure I could fix this myself just by changing back the reload time in the scripts?
GabenPlzNerf  [author] 29 Jul, 2016 @ 10:25pm 
Yes, while the mod will show confliction on the L4D2 activation page, they will function flawlessly
skunkape420 25 Jun, 2016 @ 5:04pm 
the recoil breaks this mod
〘FIRE〙ファイアさん  [author] 9 May, 2016 @ 10:56am 
FFHRRM is compatable with all weapon skins apart from any of the counter strike weapons, since those are usually bundled with a script that switches the side of the screen the weapon appears on, and that script would conflict with FFHRRM's changes.

I have made a pack of skins for the counter strike weapons that I have made compatable with FFHRRM, which I have put a link to at the top of this page, or if you want to use a different skin you can check the Discussions i have pinned above the comments for a guide on how to make any CS weapon skin compatable with FFHRRM.

Otherwise, every other skin or graphical mod should work as long as it does not contain a script of any sort, which usually only CS weapon skins do.
Mary 9 May, 2016 @ 10:47am 
Is it compatible with the weapon reskins?
EVIL Quinnz 22 Jan, 2016 @ 9:26pm 
you really dont need to get the mod to already know its a good mod
Amber 24 Dec, 2015 @ 7:01am 
:D yea it makes everything a whole lot more realistic,I also love shotguns so I like being able to carry around the PumpAction shotgun as a secondary ;3,I also love the power the Chrome shotgun has now,I have pointed at a smoker from 5 feet away and blew his head off >:3 still remember while this mod was enabled a smoker tryed pulling me off i whiped my chainsaw out to cut the tongue and he already pulled me over the ledge by the time i did cut the tongue
〘FIRE〙ファイアさん  [author] 23 Dec, 2015 @ 11:34pm 
@Sidekitten

Yeah unfortunantly there is a lot of buggyness when modding L4D2 scripts that I can do absoloutely nothing about.

Glad you are enjoying it otherwise though ^^
Amber 23 Dec, 2015 @ 5:27pm 
AWESOME! I have discovered a Slight bug with it though in that if your holding your Primary weapon Uzi,Ak,etc before you go incaped you seemingly at times dont pull out ur pistols instead lay there with your arms doing the animation as if you WERE holding a pistol but yet you arnt then again gives it if you dont decide to switch to ur secondary,if ur secondary is something other then a Pistol then your kinda screwed but it gives that Relying on your teammates alot more kinda feel,
Jackofallasses 13 Sep, 2015 @ 3:17pm 
Now This mod is great for me! Sets the realism top notch! Great job!
〘FIRE〙ファイアさん  [author] 25 Jul, 2015 @ 4:22am 
@Shallex
That is probably a better way of phrasing it, yeah ^^
Shallex 25 Jul, 2015 @ 4:20am 
Ah, I did not know for sure that the stats are modelled around different firearms included in different mods, but I suspected it. If you want to be technical, "Realism where possible" sort of means "Realism at all costs". Perhaps what you meant was "Realism where desirable"
〘FIRE〙ファイアさん  [author] 25 Jul, 2015 @ 3:53am 
@Shallex
The short answer is so that I could make the game, in my opinion, more fun and reality has a habit of not being much fun. The goal was "Realism where possible" not "Realism at all costs."
〘FIRE〙ファイアさん  [author] 25 Jul, 2015 @ 3:53am 
The long (winded) and detailed answer is that the mod intends to redefine the game's balance and the player's options when it comes to weapons, and to a lesser extent items, to provide more destinct and hopefully more interesting differences between them. Take for example Vanilla's assault rifles. They are extremely similar.

However to achieve this the bounds of reality, i found, needed to a be stretched a little to accommodate changes i found meaningful or interesting. As such each weapon is less about the specific weapon the vanilla model represents and more about what guns of that "class," if you will, are capable of.

Though, even with all of that said, each change i've made has been modeled after weapons or magazine sizes which do exist. Ill list them for you:
〘FIRE〙ファイアさん  [author] 25 Jul, 2015 @ 3:52am 
The SPAS is now modeled after the Armsel Striker, a 12 round drum magazine manually fed riot shotgun. More info here: https://en.wikipedia.org/wiki/Armsel_Striker

As for hunting rifles, which is a broad term for a vast variety of guns, many are box magazine fed. As is the case with box magazine fed weapons, especially those commerically available to civilians, the range of capacity and caliber combinations is nearly infinite. 20 is actually a fairly common capacity for bullets of calibers designed for hunting small to medium game.

The same of course is the true for pistols that are also box magazine fed.

The desert eagle was probably the most stretched of all the guns I edited in that the gun it's changes were modeled after is not technically the same "class." Taking the term "Magnum Pistol" broadly, it has been modled after a Revolver to accommodate my desired changes.
〘FIRE〙ファイアさん  [author] 25 Jul, 2015 @ 3:52am 
If the changes compared to the original weapon models is distracting for you, I have a list of suggested mods for L4D2 that include more suitable weapon models: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=258898895 Though it has been some time since i last played L4D2 so I cant guarentee anything about other people's mods still working with this mod/at all.

Though, that said, the magnum is the most egregious of the changes and deserves a Revolver skin of any type to look right and as such i have linked a suggestion in the mod's description which is also included in the list of mods I linked before.

Hope that clears it up for you ^^
Shallex 25 Jul, 2015 @ 3:16am 
If this is meant to make the weapons more realistic, why do you do things like giving the SPAS a 12 shell tube, the Hunting Rifle a 20 round magazine, the pistols a 20 round magazine, and the Desert Eagle a 6 round magazine?
〘FIRE〙ファイアさん  [author] 18 Apr, 2015 @ 3:44pm 
The pumpshotgun is modeled after your classic sawn-off shotgun, most models of which are barely larger than your average pistol and thus easily portable and concealable.

Many gangs and organised criminal groups buy normal shotguns and "Saw off" most of the barrel to increase spread and make the gun much easier to hide.

https://en.wikipedia.org/wiki/Sawed-off_shotgun

Something of that size would be easy to tuck into a belt, under a shirt or even placed in a largeish pistol holster, so its not too difficult to imagine the survivors carrying one around especially when they already carry very cumbersome melee weapons around with no issue : 3
〘FIRE〙ファイアさん  [author] 18 Apr, 2015 @ 3:31pm 
@TFKnight™
Uh, there are 4 Shotguns? I haven't changed this...
〘FIRE〙ファイアさん  [author] 28 Feb, 2015 @ 3:01am 
@JPomichael
Where can you see what?
JPomichael 27 Feb, 2015 @ 2:38pm 
Where can I see this?
〘FIRE〙ファイアさん  [author] 12 Feb, 2015 @ 2:34pm 
Heh, no problem
Kurmut 12 Feb, 2015 @ 2:28pm 
I have mac though but Thanks alot!!! Ive been waiting for this for days!
〘FIRE〙ファイアさん  [author] 12 Feb, 2015 @ 11:57am 
[115] Piglet
Hey. I reccomend you get another addon to change this, as it falls outside of the scope of my mod. A really good one i use is called Urik Game Menu and not only adds sliders for changing the gun distance, but your crosshair's colour, opacity, size, as well as being an awesome general mod for improving the menus for PC users.

I reccomend you use that, but im sure there are plenty of mods out there capable of doing this, as well as a console command which i keep forgetting. But thats the one i use. Hope this helps.
Kurmut 12 Feb, 2015 @ 4:11am 
Fire does the guns are further from your face cause im tired of that in game (not that im hating your mod) Like seriously they're too close to me Could you make one or is it in this mod or is it options HELP ME!
〘FIRE〙ファイアさん  [author] 27 Nov, 2014 @ 4:18am 
@Muffins Vs Cupcakes
Ah, It was changed back to 60 a while ago for balance reasons. Must have forgot to change the description : /

Sorry about that, ill edit the description.
575676786 26 Nov, 2014 @ 9:09pm 
The Combat Rifle's mag cap is still 60? At least, on mine.
call me mr wiggle 1 Oct, 2014 @ 10:13am 
love this mod boom stick good
Perfectly Sane Individual 4 Sep, 2014 @ 11:39am 
Alright, thank's.
〘FIRE〙ファイアさん  [author] 4 Sep, 2014 @ 11:39am 
@°вυѕιneѕѕ ĸιng°☭

Yes as long as both of these things are true -
1: You are hosting a Local server with this mod activated, or using a Dedicated private server with this mod installed.
2: All other players on that server have this mod installed and activated

Point 2 isn't strictly needed, but without it there will be lots of animation bugs and the like.
I have uploaded this mod to Gamemaps to make it easier to download and install on a private server. You can find it here [www.gamemaps.com]
Perfectly Sane Individual 4 Sep, 2014 @ 7:42am 
So, does this work in an online game?
Kobra 1 Sep, 2014 @ 1:48am 
!!!!!!!!
〘FIRE〙ファイアさん  [author] 2 Aug, 2014 @ 11:26pm 
@TheWeakness
Actually, with a little more thought I have decided to make a guide which you can find here. This way everyone can read it.
〘FIRE〙ファイアさん  [author] 2 Aug, 2014 @ 11:16pm 
@TheWeakness
Sure, editing it aint that difficult. Ill send you a message with details on how to do it.
but doctor, i am pagliacci 2 Aug, 2014 @ 10:53pm 
But I Dont Want It,Can You Edit It Or Tell Me How To Edit It Or Give Me A Different Version?
And How To Make The 2nd Slot Just For Pistol ?
Thank You.
〘FIRE〙ファイアさん  [author] 2 Aug, 2014 @ 10:21pm 
@TheWeakness
Good that you ask this actually. This is intended and not a bug. And there are a few reasons for this.

First, in a S**T Hits The Fan situation, and for whatever reason you leave a gun behind... Are you gonna leave a fully loaded mag in that gun that you could use in whatever you are switching to? Ideally i'd have it so that if you drop a gun ever it goes to 0 clip, but unfortunantly technical limits prevent me from doing so.

Second, and this is a much more gamey reason, you ever been a situation where you have an infinite copy of the weapon you are using right next to you while you fend off a horde? Well say hello to 0 reload time, just pick up a new copy each time you run out.

So yeah, for balance and realism's sake, Guns start at 0 bullets.

And personally I think its cool you need to do all the loading/priming/readying stuff each time you pick up a new weapon in a safehouse. Gives you the feeling you really are preparing for a S**t-storm.
but doctor, i am pagliacci 2 Aug, 2014 @ 8:09pm 
Why Default Clip Become 0 ?
I Must Reload Before Shoot Zombies!
Heavy Mithril Bakadere  [author] 29 Jun, 2014 @ 3:33pm 
No problem. :)
〘FIRE〙ファイアさん  [author] 29 Jun, 2014 @ 3:12pm 
Right, bug-fixes applied and new versions uploaded for both the L4D1 and 2 versions.

Thanks again. It's great to have another pair of eyes for this to keep me right. ^^