Started as a successor to Eisenfaust's Realism Mod, this mod is set out to be the absolute pinnacle form of what Star Wars Battlefront could have been, and should be. I've always found the original Battlefront to be sluggish. Slow movement speed. Slow blaster fire that had almost no 'oomf' behind it. It was boring compared to the new shiny gameplay of the EA games. Now I've restored, at least in my opinion, Battlefront's essence- Huge intense battles, immersive sound effects and visuals, do anything you want, go anywhere you want. Fight the battle YOUR way.

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The EGM team is proud to present V3.2 of the Enhanced Gameplay & Graphics Mod.
This was meant to be a simple patch, but it eventually turned into the size of a full release fairly quickly!

This release features a plethora of bug/balancing fixes as well as a way for modders to insert their own LUA plugins.

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DOWNLOAD LINK

Install Guide

What's New In V3.2:

  • Adjusted each map's spawn rates individually to achieve a balance with EGM's faster gameplay
  • Certain unit classes are now more aggressive with pushing forward to capture CPs
  • Rebalanced the heavy class's scattergun. Now it looks and functions more like an SMG. Can no longer zoom. Now has limited ammo, and muzzle flash is now working.
  • Rebalanced class spawn percentages and reworked damage output for torpedo launchers. This makes playing as non-riflemen classes seem more engaging and important, as well as makes vehicles less tanky, but still survive-able to play as.
  • Added a subset of turrets for beachhead maps to act as heavy machine guns, and adjusted the regular turrets to have a slower rate of fire.
  • Fixed Jet Trooper not using EMP cannon over pistol at long ranges
  • Fixed unit class percentages on all maps so that heavy/special class units spawn less often, and also gave a buff to certain units like Super Battle Droids.
  • Fixed geonosis pathing/balance
  • Fixed grenades being thrown too early
  • Fixed Kashyyyk: Docks ATAT missing, Wookies not spawning & stuck units. Removed tower turrets.
  • Fixed Endor ATAT missing & Ewoks not spawning
  • Fixed Hoth balancing: Winning as the Empire is now possible and teams engage more dynamically.
  • Fixed Hoth Dark Trooper's shotgun using old model & texture
  • Fixed Naboo: Plains balancing: Teams engage more dynamically. Added Speeder vehicles for flanking.
  • Fixed instances of units not moving along paths on the following maps: Kashyyyk: Islands, Endor
  • Fix crouch & prone vs standing position accuracy. There is now more incentive to utilize crouching/prone..
  • Increased damage of AT-TE cannon towards vehicles
  • Increased ATAT health and damage slightly
  • Increased Special Unit health
  • Lowered rebel combat speeder HP
  • Lowered fire rate of ATAT weapons
  • Greatly lessened screen-shake from grenades and other explosives.

Launcher Changelog v1.1.1.1:

  • Added Plugins option, to allow developers to add new functionality to the game.
  • Fix issue of injecting DLL in suspended process (steam version) not working.
    ---
    In this new release, you can have plugins to the game that adds or modifies the game logic.
    The release contains two plugins already bundled with the launcher.
    BasePlugin: exposes basic LUA API functions and provide a way to add new LUA functions using RegisterLUAFunctions function.
    SetTeamColor: this is an example plugin that adds support for setting team colors rather than the default Green and Red for allies and foes.
    ---
    Both plugins are open source to help get people to add more plugins. We are looking forward to seeing what you will bring to the game.

EGM Features:

Modifications:

  • Realistic Damage. 1-3 hits kills, depending on distance, type of unit and radius.
  • Larger Battle Sizes for each level depending on what it is
    (I.e, Geonosis will have more units on the battlefield as opposed to Bespin: Platforms)
  • New 'Enhanced' maps. These include HD textures, longer draw distances, Expanded mapspace, more decorations, etc. These do not replace the vanilla maps, but are added alongside them for those who prefer to play the classics.
  • Remastered HD Unit and Vehicle models
  • FOV Increase for all units and vehicles.
  • HD Textures for units and effects
  • Hi-Res shadows for all models
  • New Immersive Sounds (From Giftheck's amazing Visual Sides mod)
  • Blasterbeams move faster and go much further
  • Blasterbeams now have a destructive impact effect like in the movies
  • Firing while moving is very inaccurate, and crouch/prone is more accurate than standing.
  • Rocket launchers now have a bigger blast/push radius. You can now send units flying in a raw display of power.
  • Explosions from vehicles are semi-deadly, and knock back units.
  • Sticky grenades can stick to troops and have more of an effect on troops.
  • 'Special Units' such as the Imperial Jet Trooper, Wookies, and Republic Jet Troopers are harder to take down compared to regular troops, and act as a force to push through enemy lines.
  • Vehicles are stronger, and tanks now live up to the name.
  • Jedi/Sith can now die and block blaster fire.
  • Each heavy weapon troop from each faction carries a machine gun, but moves slower (except for CIS, since they have droidekas).
  • Units generally move faster than they did in vanilla.
  • AI Units now use the 'prone' position when taking cover, and hide in clever defensive spots waiting for the unsuspecting player to pass by. They also lay mines in unexpecting areas as well. (ENHANCED-MAPS-ONLY FEATURE!)
  • Free Camera Mode added to the options menu
  • Vehicles and all grenades now use the large water splash effect when shooting water


    Fixed Limitations-

    Fixed model memory limitation (Low res units fix)
    This fixes the jarring switch out of hi-res unit models/animations to their low-res counterparts. In vanilla, the max hi-res units you can have around you is 8 at a time. This limitation is removed, allowing for hundreds of hi-res units on screen at once with hi-res animations. No more tumble-weed troops!

    RedEngine Memory Increase
    Along with playing a role in fixing the model memory, we have raised the memory allowed by RedEngine as a whole, which allows for over 500 million polygons on screen. We have tested this with High LOD BF2 2017 models with over 400 troops, and it doesn't break a sweat! This fix opens up the door for modders to go ham and create beautiful hi-poly assets and effects for the game.

    Raised the total working AI count allowed on the maps
    Though vanilla has no real limitation on the number of units that can spawn on a map, the max amount of active units total is capped at around 100, however. On larger maps, this causes 50 or so units on each team to stand around doing nothing until they reach their place in the queue. We have done away with this limitation, and now all units are able to be activated by the AI system!

    Command more than 2 AI with the 'Follow Me' key
    Ever wish you could command more than 2 units? Well we did, which is why you can now command up to 8 units! Now you can finally lead a decent sized raid-party to capture those enemy CPs.

    Fixed Crouch glitch in steam version
    Have you been playing the Steam version of Battlefront and noticed the crouch button sometimes making you go prone? This annoying bug is now fixed!

    Fixed Effects Limitation (explosions, blaster fire, etc)
    Raises the total number of allowed effects on screen (blaster fire, explosions, water splash impacts, etc).

    Zero Editor Memory fix
    A good fix for you modders out there who want to edit a map without having to offload your textures and models. We have created our own 'HD' patch for Zero Editor that allows you to load maps with higher resolution textures without it crashing. Saves a lot of time!

    Increased Vehicle limit
    In vanilla you can have a max of around 20 vehicles on a map. We have removed this limitation, allowing for massive air and tank battles.

    Fixed limitation on foliage distance/amount
    Raises the distance at which foliage can appear on screen.

    Fixed limitation on decal distance
    Raises the distance at which decals ( like terrain burns ) can appear on screen, and the amount. Watch as the battlefield progressively gets more destroyed!

    Fixed Sound Memory Limitation
    Raises the number of SFX channels, reducing the chance of blaster audio cutting out on large battlefields, or mods with lots of sfx.

    Increased AI Shooting distance / Aggro distance
    Removes the limit of which an AI can detect other AI and the player. Instead of bee-lining towards each other across the map, they will use the "Max Range" values in their weapon ODFs accordingly to account for their aggro-distance and when they will open fire. This can be seen as a true "Hard" mode, where snipers can actually target you across the map, and return fire from the same distances you can. No more will they allow themselves to be picked-off like flies to your scope!

    Removed Premature LOD switching for Vehicles and Buildings
    Removes the premature LOD switching for vehicles and buildings based off the number of triangles in a scene.

Potential Future Fixes-
- Fix Multiplayer Limitations ❔
- Add the 6th Unit Class ❔
- Add Custom Galactic Conquest ❔

---------------

--MODDERS & 3D DESIGNERS WANTED--
If you or someone you know would like to help out with this project, please reach out to me.

To keep up to date, please visit our Discord- Discord.com

preview image moddb

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The EGM Team

- Antstafer
- Abkarino
- Bexdrey

SPECIAL THANKS:

The EGM Team would like to thank the following people over on swbfgamers.com and Discord for their experience and help with troubleshooting this mod as well as keeping modern Battlefront modding alive. None of this would have been possible without their help.

-DarkPhantom
-Giftheck
-Davewsa30h
-Surestsafe
-Sereja
-Fox

CREDITS:

-Pandemic for the Mod Tools, and LucasArts for the game.
-Blender 3.1
-PrismaticFlower on GitHub for SWBF-msh-Blender-IO.
-LarsH for his beautiful vehicle and unit assets.
-Simon Dudley for letting us use his beautiful combat speeder model.
-Robear on Sketchfab for his R4 Droid.
-Janovich on Sketchfab for his ammo pouches.
-Admiral Tributon on Sketchfab for his Phase 1 Clone Trooper model.
-IgorLethe on Sketchfab for his R2D2 model.
-Eknightger on Sketchfab for his B1 Battledroid model.
-Mindmulchforthemasses on Sketchfab for the speederbike.
-Gazthing on Sketchfab for their beautiful ATAT model.
-Giftheck for his sounds mod, weapons and other models and assets.
-Sereja for the Millenium Falcon rig base.
-Free Radical for assets from Star Wars: Battlefront III.
-EA & Dice for assets from Star Wars Battlefront (2015) & Star Wars Battlefront II (2017).

** If we've accidentally left anyone or specific party out of these credits, please forgive us. **

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EGM V3.2

EGM V3.2

Full Version 10 comments

Started as a successor to Eisenfaust's Realism Mod, this mod is set out to be the absolute pinnacle form of what Star Wars Battlefront could have been...

EGM V3.2 (No Blaster Impact SFX)

EGM V3.2 (No Blaster Impact SFX)

Full Version

An alternate version which removes the blaster impact SFX.

EGM V3.1 (OUTDATED)

EGM V3.1 (OUTDATED)

Full Version 17 comments

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EGM V3.0 (OUTDATED)

EGM V3.0 (OUTDATED)

Full Version 8 comments

Started as a successor to Eisenfaust's Realism Mod, this mod is set out to be the absolute pinnacle form of what Star Wars Battlefront could have been...

Post comment Comments  (0 - 10 of 84)
Soulname
Soulname - - 14 comments

Only crash i guess gog 1.3.7 is no good has its ask for 1.3.5 but how does one get that exe to replace the latest on ?

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Guest
Guest - - 689,813 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,813 comments

I'm thinking on playing this on my old Nvidia 820m (since my laptop is more accessible). Any idea how the performance would be?

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Knight45
Knight45 - - 336 comments

Battlefront 1 is an older game. With that said, having a stronger CPU processor would be more useful since the game does not fully utilize GPU hardware and older games are usually more CPU bound. But keep in mind, even if you have a great PC, you still wont be able to run the mod very smooth because the game is unable to utilize modern hardware to the fullest.

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Vanders
Vanders - - 560 comments

Does this alter classes as well?

For example, can I use any class with a regular blaster instead of annoying grenade, sonic, electric, shotgun weapons?

Because I just want to be an officer or battle droid or dark trooper with a normal gun.

Also appreciate you're work (although I've not yet played the mod).

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Knight45
Knight45 - - 336 comments

No, the soldier's arsenal is very similar to the vanilla game but weapons are more lethal. The only difference I noticed is the heavy uses a highly inaccurate T-21.

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acadea27
acadea27 - - 226 comments

Horrid difficulty,impossible to win when playing the campaign,your team-mates are braindead,while the enemy has nothing but sharpshooters,without cheese it's just not possible,on Hard that is.
Other than that I like it.

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Guest
Guest - - 689,813 comments

heads up : you need to suck on Gaben the Fat Glutton's billionaire co<k to play this. the latest GOG version and old retail disc versions wont work with this mod. use the Steam version if you arent able to downgrade your GOG version to 1.3.5

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Just_Hans
Just_Hans - - 57 comments

The new update is nice, but the new way units spawn has some issues. Especially on the kashyyyk beach map. At times between spawns it's completely empty, only for like a hundred rebels to spawn all around you and gun you down. Also the AT-AT's firerate is so slow now it's just not really fun, but that one is just my personal opinion. I love the mod tho and had so much fun with it so far.

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[...]
[...] - - 3 comments

Is it part of your plans to improve the ingame models of the rebels? somethig like make them look more EA's Battlefront-ish

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