Not a models pack, a difficulty-change patch - that was the closest category for addons.
This pk4 includes definitions to nerf the bad guys back to more regular difficulty levels (still harder than original on "marine" difficulty, not as hard or as random as default PerfectedDoom level),
and to make the discrepancies between shooting/getting-shot-in the head vs the rest of the body, less apparent.
Removed most insta-kill values on the bad guys.
Personally didn't like the way the extreme differences affected combat - made it more prone to consta-reloading.
May redo when v7 comes out.
Uploading now so that other casual players can benefit before v7 comes out.
To install just copy into your Perfected Doom folder.
Click Read More for version changes.
v1.5 - nerfed remaining bosses, upped baron of hell health a little. Probably my last iteration of the mod this time round, but could probably use tweaking on the boss fights.
v1.4 - fixed fireball on imps. A little rebalancing on some enemies. Added the eyecandy crosshair mod.
v1.3 - removed invisidudes - invisi-pinky and invisi-imp - balanced weapons a little better. A few monster damage changes.
v1.2 - made baron of hell actually killable - bunch of other small changes for hell demons. Small reduction in smoke for pain elemental and deadsouls - almost impossible to see with all their smoke, previously.
v1.1 - Rebalancing a bunch of hell demons
v1.0 - Rebalancing
v0.9 - nerfed chaingun commando and archvile, rebalanced other villains slightly, adjusted run and walk speeds.
v0.8 - correctly imported a bunch of defs from 6.2 and 6.23 - versions I was using were from 6.00.
v0.5 - nerfed revenant, de-nerfed cherub, nerfed turrets, falls and toxin damage.
v0.4 - rebalancing for machine gun, plasma gun, shotgun, imp, trite, lost soul.
v0.3 - rebalancing for shotgun, machine gun, maggot, imp, trite.
v0.2 - more rebalancing, reduced body-hit differences yet again.
v0.1 - initial release.
Good job! But in some levels I keep getting an error message related to baron of hell, especially on Our Last Hope. The level not even load. Otherwise is a very good addon!
Should be fixed now - I accidentally used some defs from v6 instead of v6.2
I think V7 is going to be more balanced than V6 so I believe, but it still sounds like it will kick my arse lol.
I don't know why, but this patch breaks the iron sights on all the weapons except the pistol. I'm sure it's this patch, because when it removed it the iron sights started working again.
Can't replicate that, sorry.
You could try putting in this (better) ironsight:
Fileplanet.com
He's not talking about crosshairs. He's talking about the actual aim down sights feature added to most weapons. Did you replace the entire def file for most of the weapons? That would remove a lot of code needed to enable things like aim down sights and dual wielding.
Corrected. I was using some defs from v6 that should've been from v6.2 and v6.23 respectively. That should also fix the problem the guy was having with the later levels.
BTW, did you realise the double-shotgun is broken from v6.2 onwards? Ammo only goes down by one after firing instead of 2, so it doesn't autoreload or shoot. This is with or without Wussmod. I've got no other mods installed. Works fine in v6.0
Never noticed that. It always seemed to work for me properly. It works for sure in version 7.
Ah, I see what you did there - alt-fire = the other barrel - not exactly intuitive, but interesting.
It's back to primary fires both barrels and secondary fires a single barrel now. Works better that way with the dual wielding capability.
If you guys want, I can remake this mod on v7. Even though my premium pack already includes nerfed monsters, those that just want the wuss mod for v7 with unchanged gameplay, let me know in the comments section here.
I wouldn't mind having it for v7 if you didn't mind.