Serious Sam 3: BFE

Serious Sam 3: BFE

Custom maps, mods, skins & campaigns
Discover and download custom maps, character skins, weapon modifications, skins, enemy modifications, campaign mods, and much more. Plus, click here to learn more about creating and sharing your own mods.
Sappykun 1 19 Jun, 2015 @ 11:04am
Why do Steam Workshop weapons replace vanilla weapons?
I've been playing with some of the weapon mods on the workshop. One in particular is JasonBob45's AA12 mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=101349060

I like using this mod because it makes the shotgun not completely worthless later on in the game versus hundereds of enemies at once. However, this mod completely replaces the normal pump-action shotgun, meaning the early levels of a typical campaign are a complete cakewalk. I'd expect the pump-action shotgun to exist for the early levels, then upgrade to the automatic shotgun later on.

It seems that most, if not all, of the weapon mods on the workshop overwrite slots for vanilla weapons. Is this a limitation with Serious Editor 3.5, or is it simply easier to overwrite a weapon? Is it possible to add a new weapon that takes up an unused slot (like the space below the pistol or the rocket launcher)?
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Solais 31 19 Jun, 2015 @ 12:07pm 
It is a limitation of the Serious Engine 3.5. Fortunately, Serious Engine 4 have this limitation lifted, so it will be possible to make completely new weapons in SS4.
Netsa 7 Apr, 2016 @ 7:38pm 
Originally posted by Solais:
It is a limitation of the Serious Engine 3.5. Fortunately, Serious Engine 4 have this limitation lifted, so it will be possible to make completely new weapons in SS4.

Really?! Now I'm even more excited for the next game than I was before. Mods for that game will be insane.
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