Serious Sam 3: BFE

Serious Sam 3: BFE

Artificial's Weapon Enhancements
24 Comments
Artificial  [author] 31 Oct, 2015 @ 1:21pm 
@Bossun: I can only do that globally unfortunately. And I would have to edit the GlobalGameParameters.rsc file which I don't like to do because it might interfere with other mods.

Nevertheless, it can be done. Perhaps I might make a seperate mod for it. In terms of a percentage, how much would you like me to increase the ammo, with 100% being the normal ammo capacity you have on Normal mode?
Artificial  [author] 31 Oct, 2015 @ 1:21pm 
@Bossun: I can only do that globally unfortunately. And I would have to edit the GlobalGameParameters.rsc file which I don't like to do because it might interfere with other mods.

Nevertheless, it can be done. Perhaps I might make a seperate mod for it. In terms of a percentage, how much would you like me to increase the ammo, with 100% being the normal ammo capacity you have on Normal?
べしん 31 Oct, 2015 @ 7:27am 
would be good if you increase the ammo capacity
CrusaderTheFirst 21 Dec, 2014 @ 9:28pm 
Ah, good, then it's just me then.
Artificial  [author] 21 Dec, 2014 @ 9:27pm 
All changes listed above are true and exact. While the minigun did get a damage buff, the lasergun does more damage per shot now than the minigun. I made it this way due to the fact that the lasergun does not have the advantage of being a hitscan weapon like the minigun and, as such, suffers for this. However, with the massive damage increase, there is now much more of a reason to use the lasergun and also much of a reason to look for and pick up the weapon and ammo for it. Now it fills its proper role as a constant fire close range suppression weapon.
CrusaderTheFirst 21 Dec, 2014 @ 9:20pm 
Maybe it's just me, but I think you swapped the minigun and lasergun damages because I can do more damage with the minigun than lasergun with one shot fired. Still, maybe it's just me, please do check to make sure.
Artificial  [author] 5 Nov, 2014 @ 11:52am 
I just want to say, thanks everyone for all the faves and subs. I had no idea AWE would get so popular. You're all AWEsome. ;)
Mogadadou 12 Oct, 2014 @ 9:10am 
d'un coup c'est plus simple même si j'ai déjà finit ce jeu :D
MaddHatt 3 Sep, 2014 @ 7:58pm 
the rocket thing would just be a reskin. you could take it from almost any pc shooter. and you said homing rockets were allready int he game. just enable the homing rockets, and chaneg the skin.
MaddHatt 3 Sep, 2014 @ 7:57pm 
If you can figure out how to make right clickign with a mini gun spawn a mob (any a kleer for example) then you can make it spawn the mini gun. If i am completly wrong, please correcct me because i am tryign to learn this myself.
MaddHatt 3 Sep, 2014 @ 7:56pm 
your a better choice than me, I know HTML5 and some python. I wouldnt know where to start. (well besides google. lol) For the mini gun, you could just make it to where when you right click, it spawns the turret entitie used in that scene. Just make a code that is , rightclick = spawn entie (in this case minigun turret) The turret is a mob techniclay if i am correct, so its functionality should be there alllready.
Artificial  [author] 3 Sep, 2014 @ 2:57am 
Wouldn't know how to write the turret functionality in at all and the rocket launcher... I'd have to put in a new fire mode and I don't know how to do that either. I'm just generally the wrong guy for this job.
MaddHatt 1 Sep, 2014 @ 12:18pm 
You could persay, replace the modle of the rocket launcher with a rocket launcehr from present, lik a javlin, and lower the fireing speed to be more realistic. :kungfusam:
MaddHatt 1 Sep, 2014 @ 12:16pm 
Holy crap! this is awesome! i think i know a way you can do the mini gun turret thing. remember the turret you get the mini gun from? what if you made a mod so that if you hit mouse2 it spawned that turret infront of you and took away you mini gun. Since that turret eventulay drops its mini gun, you just pick it back up when its done. As to the homing rockets, you could do all kinds of stuff.
Artificial  [author] 28 Aug, 2014 @ 6:36pm 
Thanks, doctor!

I'll check out the Steam group.
Scav 27 Aug, 2014 @ 8:58pm 
these enhancments and balances makes the weapons so much better.
Obey138 26 Aug, 2014 @ 1:57pm 
Post a discussion on Seriously! Steam group and someone might consider doing it
i know you been pissing 22 Aug, 2014 @ 5:47pm 
Talk to the devs about modding! They're fairly active on this forum, and the worst they could say is no.
Artificial  [author] 22 Aug, 2014 @ 4:36pm 
One of the features I'd love to add, if I could ever write it, would be to make it to where you could set the Minigun down as a turret temporarily... Dang, you're idea of unique properties is sounding better and better the more I think about it. But unfortunately, I really wouldn't even know where to start writing it. Maybe some of these other fine people here can do it.

In the meantime, would anyone else like me to make a version 2.0 with some of the features I dug up and/or increased ammo pickups?
i know you been pissing 22 Aug, 2014 @ 2:57pm 
That'd be sick. I'd definitely play like that. Homing rockets were probably going to be released to counter multiple technopolyps in one encounter, but that's speculation.
Artificial  [author] 22 Aug, 2014 @ 2:19pm 
Thanks! Yeah, that's what I was trying to discourage with this mod. With it, each of the weapons that were once weak can now actually do work which actually makes the more powerful weapons able to used more commonly since, if you run out of ammo for one of them, it's not that big a deal since the weaker weapons are now able to back you up some. As to unique properties, if it's not already in the game somehow, I'm afraid that's far beyond my modding abilities. :\ Sorry.

I am noticing some features though in these options that were disabled for whatever reason. For example, it looks like the Rocket Launcher can fire homing rockets.

Wondering whether I should do a version 2.0 with some of those features I found unlocked and increased amounts for the ammo you find.
i know you been pissing 22 Aug, 2014 @ 1:31pm 
I like the classic deagle. Nice work! If you decide to do more weapon modding, I'd love to see more unique properties among weapons - at the moment it's not so much a tactical choice of weapon so much as "what is the weakest weapon I can get through this scene with". :P
Artificial  [author] 22 Aug, 2014 @ 1:30pm 
Done.
i know you been pissing 22 Aug, 2014 @ 12:03pm 
Could you list the specific changes to each gun?