Serious Sam 4

Serious Sam 4

Enemy Behaviour Restoration (Addon)
37 Comments
Roosev  [author] 24 Apr, 2024 @ 10:20am 
I'll see if I can make a tweak package so that you can disable it if you wish.
aaa a a aa AAA 21 Apr, 2024 @ 4:17pm 
Good mod, sadly completely ruined by the inclusion of that abhorrent and overpowered Kleer Bola attack.
Roosev  [author] 31 Jul, 2023 @ 12:21pm 
Updated. Fixed. Please let me know if there are any other oddities!
steak jacobs 31 Jul, 2023 @ 7:48am 
Scrapjack Grenades aren't working for some reason. As far as I know I don't have any mods that are interfering with it.
Roosev  [author] 30 Jul, 2023 @ 9:51am 
Updated. Should be fixed.
Spaghettacus 29 Jul, 2023 @ 4:19pm 
Why does this mod disable the Sniper's laser sight? It practically breaks them.
Roosev  [author] 31 Mar, 2022 @ 3:32pm 
Cool idea, but I think that'd fit better into a separate mod!
This mod returns behaviours from previous SS games (and newer ones like SM), so custom attacks won't belong here unfortunately.
stalker13576 19 Mar, 2022 @ 1:46am 
Khnums are, of course, very vile opponents due to shooting in front, but can they add a directed shock wave as an alternative attack at close range, similar to what the Swamp Hive boss has?
Roosev  [author] 28 Feb, 2022 @ 4:42pm 
Updated. I do apologize for the wait. Thanks for the bug report!
Tim Ozman 25 Feb, 2022 @ 1:06am 
Maybe it's just me, but major biomechs do not seem to be doing their death attack.
Roosev  [author] 18 Feb, 2022 @ 10:40pm 
SS4 has originally not come with the enemy multiplier though.

I do agree that these extra behaviours do make the game much harder, but I don't see much point in "balancing" a game setting where the player is obviously at a disadvantage.

Even if I did make a variant on the mod where I'd deactivate these extra behaviours, you'd be left with like 2 or 3 changes (like the extra spider attacks). At that point you might as well de-activate the mod if you want to play with the multiplier.

I do understand the reasoning, but please don't forget that you may simply deactivate it. It's why I made this and ECF separate mods.
Tayzor Azul 18 Feb, 2022 @ 5:13pm 
- A cut behaviour has been re-added! Scrapjacks will now rarely decide to attack on the move. (Hard/Serious only.)
May I suggest removing this ? It is enough that Srapjaks now fire grenades and rage.
Playing with this mod and x11 makes it hard enough but when 11 Scrapjacks shoot 100 grenades its kinda impossible to dodge.

There is a reason why some of these behaviors did not make it in Sam 4. Its because they thought about the enemy multiplier.

For example this mod is good for regular Serious difficulty play. But when increasing enemy spawn its not, Biomechanoid Minor now shoots to fast, Kleers with prediction bolas, etc.
Anything that has a slight modified speed or prediction movement shots make it impossible.
Maybe a mod that balances the enemies when playing on x11 multiplier ?
Roosev  [author] 18 Feb, 2022 @ 1:36am 
Heh, when I'm on a roll I get these spurts of activity. It does mean a lot of updates but hey, more content! I'm glad you like the mods though, and I'm really hoping we can keep the workshop going via maps too, lol.
Tim Ozman 18 Feb, 2022 @ 12:35am 
Jesus you're really on this and ECF. Hell yeah man. Keeping the Sam4 workshop alive.
Tayzor Azul 16 Feb, 2022 @ 2:29pm 
Ok so I will unsub the Kleer standalone mod.
Roosev  [author] 16 Feb, 2022 @ 1:18pm 
If any other enemy behaviour mods replace stock enemy files (like replacement mods) chances are there might be compatibility problems. You won't really know until you try! At worst, neither of the mods will work together, and at best only one of the mods will actually make changes.
Tayzor Azul 16 Feb, 2022 @ 1:14pm 
Does this conflict with other enemy behavior mods ?
Roosev  [author] 16 Feb, 2022 @ 10:54am 
You're welcome man. This game deserves better!
steak jacobs 14 Feb, 2022 @ 12:22am 
This mod just keeps getting better and better! I already loved this mod for adding back in alternate attacks from Fusion but I love it even more for adding in alt attacks from SM and for improving small details. Thank you for everything you do.
Roosev  [author] 8 Feb, 2022 @ 9:52am 
And yes, the disable headshots mod will be coming very soon. I'm just currently trying to polish up on most of my mods before making new ones.
Roosev  [author] 8 Feb, 2022 @ 9:51am 
Mod has been updated! It is now an addon to ECF. It won't work without it!

However, you'll get those sick fixes working with the new attacks, so it's a trade for a trade.
Tim Ozman 13 Jan, 2022 @ 7:24pm 
It's not an emergency. Great mod man!
Roosev  [author] 13 Jan, 2022 @ 1:20pm 
I'll definitely have a look at it! Will add it to the description of this mod if it gets done.
Tim Ozman 13 Jan, 2022 @ 2:11am 
The disable headshots mod does not seem to work with this. Any chance you could make an additional mod for that?
Roosev  [author] 6 Jan, 2022 @ 10:47am 
You're welcome man. :TheSeriousBomb:
Brunnhilde 2 Jan, 2022 @ 11:40am 
Thank you so much for making this - can't wait to play it. The AOE laser from the mechs and grenade showers from scrapjacks made each fight in Fusion so much more intense and badass, and I'm super excited to see them in 4 as well
Drag0n 1 Jan, 2022 @ 1:57pm 
@rusev
Oh, well that's ok, it's a small thing compared to how gr eat this mod is. :)
Roosev  [author] 1 Jan, 2022 @ 1:07pm 
Yeah, unfortunately you can blame my lack of modelling knowledge on that one. The chainball model in SS4 is actually fully 3D unlike the SS:Fusion counterpart. If I ever get better at modelling, it will be the first thing I'll change. But until that happens, it will have to stay the way it is.
Drag0n 31 Dec, 2021 @ 3:21pm 
Really great, but could you possibly make the Kleer side chain effect look... better? It looks kinda cartoony.
Roosev  [author] 14 Dec, 2021 @ 2:55pm 
I don't wanna copy Sacor's things so that's out of the question, but I'll see what I can do! I can spruce the gibbing sounds up.
steak jacobs 13 Dec, 2021 @ 10:55pm 
well actually my dream would be to have these enemy behaviors and Sacor's unique gibbing sounds but amazing work nonetheless
steak jacobs 13 Dec, 2021 @ 10:51pm 
damn, this is like a dream come true. hope modders will use these in their maps, I especially love how punishing Fusion Scrapjacks are with their multiple attack styles
Roosev  [author] 13 Dec, 2021 @ 3:02am 
@MattStarChief
Oh, you know it! I'm going to update this first and make sure it's up to proper standards before I make it into a resource pack (for the sake of my sanity).
Tim Ozman 13 Dec, 2021 @ 1:49am 
Niiice
MattStarChief 12 Dec, 2021 @ 11:15pm 
Awesome work! I'm looking forward to the resource pack : )
Misha 12 Dec, 2021 @ 8:15am 
Ah no. Khnum not nerfed. My brain nerfed
Misha 12 Dec, 2021 @ 7:57am 
Khnum nerfed(