This modification for Blood 2 will attempt to reiginite the fires of this classic FPS.

Report abuse Blood 2 - Extra Crispy v4.0
Filename
Blood2-ExtraCrispy_v4.0.zip
Type
Full Version
Uploader
VGames
Date
Jan 16th, 2012
Size
43.57mb (45,687,070 bytes)
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2,216 (3 today)
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Description

This is the fourth version of my Blood 2 mod which attempts to reiginite the fires of this classic FPS. This fourth version includes everything that was in version 1, version 2, and version 3. So you do not need any files from the previous releases of this mod.


Installation:
1. Make sure that there is a folder in your Blood 2 directory named Custom. If there is not then make one.
2. Place the EC_EnhancerPack_v4.0.rez file in your Blood 2 Custom folder.
3. Place either the Blood2_EC_v4.0.rez file or the NightmareLevels_EC_v4.0.rez file in your Blood 2 Custom folder. The Blood2_EC_v4.0.rez file is for standard Blood 2 fully patched to version 2.1.233. The NightmareLevels_EC_v4.0.rez file is for Blood 2 with The Nightmare Levels addon.
4. Start up the Blood 2 launcher and make sure that you have selected both of the Extra Crispy version 4.0 REZ files in the Customize menu to loadĀ up when you play Blood 2.

Features:
Fire FX for burnt flaming characters and fire rising up out of burn barrels looks like the one's used by the Red Divine Zealot's projectile when it hits the wall.
Grenade Launchers now use 5 rounds per shot instead of 1.
Bug Buster uses 2 rounds for the secondary attack instead of 5 and both fire modes only shoot 5 projectiles now.
The Minigun's primary attack is now the same as the original primary fire, it does not have any spin up, and it has a 1 second wind down.
The Minigun's secondary attack shoots twice as fast as the primary fire mode, it has a 1.5 second spin up, it uses 4 rounds per shot, and it has a 3 second wind down.
The Sniper Rifles damage rate has been increased by 10 points to allow one to be able to kill a Shikari with 1 shot, and it's fire animation has been sped up by removing the manual reload animation after every shot.
The Tesla Cannon's primary fire rate has been doubled.
Tweaked the Cultists', Fanatics', and Civilians' AI using the Shikari's AI values for reference.
Increased the Napalm Launcher's damage rates.
Increased the Howitzer's damage rates.
Reduced Gas Grenade's Timer to 2 instead of 3, and also made them do fire damage instead of explosion damage.
If you start a new game each character starts with their own designated weapon:
Caleb - Double Barrel Shotgun & 100 shells
Ophelia - Beretta & 200 Bullets
Gabriella - Minigun & 200 Bullets
Ishmael - The Orb & 400 Focus
The Bug Buster now does acid damage on characters.
Knife damage has been increased.

Preview Image
Blood 2 - Extra Crispy v4.0
Post comment Comments
Zaero
Zaero Jan 17 2012, 9:00am says:

Another, simply amazing release.

VGames asked for futher ideas, comments etc. Now when I tried the 4.0 version of this mod, here they are:
-Redone flames, Vulcan cannon, unique weapon for each chosen - redefinition of the word "awesome" ;)

Notes:
-I found the orb bug still occuring, as well as the orb being more lagging when altfire is used, the thing which didn't happened in EC 3.0

Ideas:
-Robed Cultist model and sounds randomly replacing other cultists in separate, optional rez file. Or replacing non randomly but on weapon basis: modern weapon - present day cultist, sawn-off shotgun etc - robed cultist
-Magical starting weapon for Ophelia
-Starting Shotgun for Caleb only in Chosen mode (In story mode startup weapon should be pistol to be constant with the intro movie and vanilla weapon progression)

And finally the most important thing: THANK YOU VGames!

+2 votes     reply to comment
VGames
VGames Jan 17 2012, 9:47am replied:

I was unable to fix the orb bug this time around. But I will try again in the next release. I'll also add another weapon to each characters starting arsenal too.

I didn't notice anymore lag then before with the alt orb. I didn't make any changes to it whatsoever. Don't know what's happening there.

Robed Cultists need to stay in The Nightmare Levels. They're from a time long ago.

Glad you enjoyed the new changes. Thanks for the comments.

+2 votes     reply to comment
Zaero
Zaero Jan 17 2012, 11:51am replied:

"I will try again in the next release" - so there'll be next release - cool!
"I'll also add another weapon to each characters starting arsenal too." - you mean 2 starting weapons per chosen, or an alternation of already assigned weapons? I really like the selection for "chosen" Caleb, Gabby and Ish, just not the Ophelia and "story Caleb" - as I listed above.

"I didn't notice anymore lag then before with the alt orb" - I played the Ish when it occured (Museum level) on the same B2 installation as before. Well, let's forget about it till some other user will confirm that.

"Robed Cultists need to stay in The Nightmare Levels. They're from a time long ago." - well I know. Just thought that would be cool to add some "classic" feeling to this classic title (as an option of course). But it's ok the way it is.

BTW did you changed properties of each chosen? I mean the strenght, resistance, speed and focus? In the MP those settings are:
Gabby: 5,5,1,1
Caleb: 5,3,3,1
Ophelia: 2,1,5,4
Ish: 1,3,3,5
and I think that is the best setup for SP as well (but the speed setting shouldn't be lower than the lowest speed in vanilla - may prevent the level progression). With the setups listed above each chosen is really unique and interesting.

Could you add a MP custom character setup to SP as well? Or imrove the SP with experiance system which boosts character setting as the game progresses?

+2 votes     reply to comment
VGames
VGames Jan 17 2012, 12:50pm replied:

I'm gonna have each Chosen to start with 2 weapons and their melee weapon. 3 weapons total.

I could add those MP stats to the SP stats. Looks interesting. Good idea. Don't forget to rate this mod.

+2 votes     reply to comment
Zaero
Zaero Jan 17 2012, 1:14pm replied:

"3 weapons total." - knife, beretta and chosen-specific gun perhaps?

"I could add those MP stats to the SP stats. Looks interesting. Good idea. Don't forget to rate this mod." - just make sure the lowest "speed" is sufficient to complete the game. The mod already got rate of 10 from me. ;)

1. How about the whole xp/rpg idea?
2. How about getting ammo from weapons without actually picking them up?

+2 votes     reply to comment
VGames
VGames Jan 17 2012, 1:57pm says:

Yeah. The knife, a beretta, and a character specific weapon.

I'm sure it's possible to do an rpg thing with the lithtech engine but I'm running out of time with this mod. I really don't have time to try and figure it all out. Plus most of the tuts to using the source are long gone and nobody is around to help me learn anything about it. So that's probably not gonna happen. And I don't see the point in getting ammo from weapons without picking them up. I've got a few more ideas that I want to try and add to this mod for the next release so I need to get on those. Thanks for your appreciation of this mod.

+2 votes     reply to comment
Zaero
Zaero Jan 17 2012, 3:12pm replied:

"I don't see the point in getting ammo from weapons without picking them up" - it would be usefull in the later parts of the game, in the situation such as: player have all 9 slots already occupied with a different weapon in each, but only one bullet weapon (let's say Vulcan). Everytime s/he wants to get some ammo from more common weapon (M16, Mac-10, Beretta etc), there is a need to drop the Vulcan, and collect the other guns, then drop them, then collect the Vulcan again. After a while there is a need to repeat the whole process (tens times a game). What will happen if player will forget that dropped weapons falls thru metal footbrige? S/he will need to go back to get the weapon or will loose it permanently (some areas under the gangplanks are inaccesible)- "Bye, Bye Vulcan". The whole trouble just becouse the main hero is unable to deattach the clip from the rifle.. damn! ;P

I don't know about the other players but I use different ammo type weapon in each slot to be able to fully use the ammo pickups scattered.

It's is possible for player to drop the weapon with no ammo to remove it from the slot, then why not create a script which:
1. When Player walks over a weapon checks if player already has it or don't
2. If has it then the weapon is picked with ammo - as usual
3. If not, the ammo from gun is added to the PC's inventory, and the pickup is replaced with empty variant (the same as if the player dropped it, to release the slot).

It would be simpler, less annoying. Sorry for this technical guide VGames, I know I'm no authority in programming etc - just an idea, it's your mod after all.

ps. The Nightmare-only weapons don't lie flat, do they?

+2 votes     reply to comment
VGames
VGames Jan 17 2012, 3:48pm says:

That makes sense now that you explained it to me. I'll definitely look into it. I need to add lie flat models for the 2 Nightmare Level weapons. Thanks for reminding me.

+2 votes     reply to comment
Zaero
Zaero Jan 17 2012, 3:53pm replied:

"That makes sense now that you explained it to me. I'll definitely look into it. I need to add lie flat models for the 2 Nightmare Level weapons. Thanks for reminding me."

Always, Dude! :)

+2 votes     reply to comment
m22av
m22av Nov 7 2012, 10:07am says:

i can`t download the mod

0 votes     reply to comment
m22av
m22av Nov 7 2012, 12:34pm replied:

mod downloaded

0 votes     reply to comment
poop87
poop87 Mar 3 2013, 1:44pm says:

How do I load this on the GOG.com version?

+1 vote     reply to comment
VGames
VGames Apr 6 2013, 6:40pm replied:

The instructions to load this mod are in the readme file. But I'll add them to the description for this mod. Hope this helps.

+1 vote     reply to comment
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Icon
Blood 2: The Chosen Icon
Platform
Windows
Developed By
VGames
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Release Date
Released Jun 23, 2011
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MD5 Hash
0641f0335e5f5c1afa9512e0eb14317b
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