Designed for HARD difficulty gameplay. Most changes made for more fun, challenging and a bit more realistic gunplay.
KEY CHANGES:
>Recoil animation is very low and more satisfying to shoot. No more crosshair "dancing" around (but be aware vanilla game have bullets spread).
>Bullets hit to enemy/player fixed. Enemies now reacting to damage.
>No more "empty" bullets in magazine (some bullets was only sound, wtf devs?).
>Bullets distance fixed, not disappearing mid-air (bullets range changed x3 to original).
>No more infinite respawning enemies, dead bodies not disappear anymore (most of them).
>Boss type enemies have more realistic to human HP.
>No death penalty for shooting/killing SWAT members in Sewer level (worst level in game).
>Many small needed changes and tweaks for game.
!!! Enemies AI and behavior unchanged !!!
>HARD difficulty balanced.
>Easy and Normal some balance changes.
REQUIREMENTS:
Game patched to v1.04.
RECOMMENDED:
Play on HARD (most attention only for hard and more realistic/challenging difficulty).
Lock game framerate for less bugs and mouse aiming problems.
CHANGES:
Recoil animation now very low.
(Shooting spread same (vanilla) - but no more shaking crosshair all around.)
Recoil animation now almost non existing for auto-weapons and low as possible (no more crosshair "dancing" around, just slightly left-right). But bullets shooting spread same (vanilla).
All bullets connects while shooting (how it should be).
(Bullets range fixed (x3), all bullets connects - be aware vanilla game have bullets spread)
In game was set how many bullets from magazine connects and how many is "empty" shots. Bullets range was set too short. So basically some fired bullets like "empty" (only sound) and even "good" bullets has short range (no bullet drop, just disappears). So how it was.. shooting to longer distance bullets disappears without reaching target cause that short range, shooting at closer range, some bullets connects, some of them "empty" shots.
Enemies reacting to damage.
After "All bullets connects while shooting" fix (no empty and disappearing bullets) enemies reacts to hits how it should be.
Dead bodies not disappearing anymore (most of them).
In vanilla game, killed enemies disappearing after seconds, now dead bodies stays (this change worked not for all enemies).
No infinite re-spawning enemies.
Game should be not shooting fest. Every terrorist should be threat and if you kill it - is killed.
Enemies "speed running" unnatural speed fixed to normal speed.
Enemies speed changed to normal. Boss type enemies leaved unchanged (faster than general enemies).
Boss type enemies HP changed to more to "human" levels (no more insanely bullet sponges).
Everyone should be human and challenge from Boss type enemies should be more to quickness, accuracy and caution.
No death penalty for shooting/killing SWAT members in Sewer level.
Now death penalty disabled in worst level in a game (Sewer), you can return fire to SWAT if you need.
In game, if you shoot SWAT or hostages - death penalty (instant 1000 damage to player).
It was confusing level alone, not mentioning SWAT members shooting to kill you while you have to go through them. Many players was quit playing once reached this level.
Many small and other changes.
Not worth mentioning changed stuff like e.g. increased fire extinguisher capacity, cutters reach...
-While playing you can give suggestions what overall changes and difficulty balance changes maybe needed.
Mod by ReiKaz. Cover art by nailz-dx.
Designed for HARD difficulty gameplay. Most changes made for more fun, challenging and a bit more realistic gunplay.
Improved Edition almost finished now! What's left - only suggested difficulties balance, any type of changes and tweaks to improve game more.
KEY CHANGES:
>Recoil animation is very low and more satisfying to shoot. No more crosshair "dancing" around (but be aware vanilla game have bullets spread).
>Bullets hit to enemy/player fixed. Enemies now reacting to damage.
>No more "empty" bullets in magazine (some bullets was only sound).
>Bullets distance fixed, not disappearing mid-air (bullets range changed x3 to original).
>No more infinite respawning enemies, dead bodies not disappear anymore (most of them).
>Boss type enemies have more realistic to human HP.
>No death penalty for shooting/killing SWAT members in Sewer level (worst level in game).
>Many small needed changes and tweaks for game.
!!! Enemies AI and behavior unchanged !!!
>HARD difficulty balanced.
>Easy and Normal some balance changes.
CHANGES:
Recoil animation now very low.
(Shooting spread same (vanilla) - but no more shaking crosshair all around.)
Recoil animation now almost non existing for auto-weapons and low as possible (no more crosshair "dancing" around, just slightly left-right). But bullets shooting spread same (vanilla).
All bullets connects while shooting (how it should be).
(Bullets range fixed (x3), all bullets connects - be aware vanilla game have bullets spread)
In game was set how many bullets from magazine connects and how many is "empty" shots. Bullets range was set too short. So basically some fired bullets like "empty" (only sound) and even "good" bullets has short range (no bullet drop, just disappears). So how it was.. shooting to longer distance bullets disappears without reaching target cause that short range, shooting at closer range, some bullets connects, some of them "empty" shots.
Enemies reacting to damage.
After "All bullets connects while shooting" fix (no empty and disappearing bullets) enemies reacts to hits how it should be.
Dead bodies not disappearing anymore (most of them).
In vanilla game, killed enemies disappearing after seconds, now dead bodies stays (this change worked not for all enemies).
No infinite re-spawning enemies.
Game should be not shooting fest. Every terrorist should be threat and if you kill it - is killed.
Enemies "speed running" unnatural speed fixed to normal speed.
Enemies speed changed to normal. Boss type enemies leaved unchanged (faster than general enemies).
Boss type enemies HP changed to more to "human" levels (no more insanely bullet sponges).
Everyone should be human and challenge from Boss type enemies should be more to quickness, accuracy and caution.
No death penalty for shooting/killing SWAT team members in Sewer level.
Now death penalty disabled in worst level in a game (Sewer), you can return fire to SWAT if you need.
In game, if you shoot SWAT or hostages - death penalty (instant 1000 damage to player).
It was confusing level alone, not mentioning SWAT members shooting to kill you while you have to go through them. Many players was quit playing once reached this level.
Many small and other changes.
Not worth mentioning changed stuff like e.g. increased fire extinguisher capacity, wire cutters reach...
Fixing "Die Hard: Nakatomi Plaza (2002)" gunplay. Strange devs changes for game.
A classic Sierra Entertainment text adventure is being remade by its founders, so take a look back at these five mods for classic Sierra titles!
Improved gunplay - overhaul and overall fixes, changes (shooting, recoil, accuracy), Why?! READ FULL DESCRIPTION!
I can't thank you enough for making this, appreciate it so much! I've always wanted a Die Hard FPS and this game was so close but just too janky to really be fun.
This mod turns it from a frustrating mess into a difficult but incredibly enjoyable game.
Thanks for all your hard work <3
I just installed the game, patch and this mod and started a new game in hard. The cinematics are ksipping automatically without me doing anything, I hear something from an scene then it goes to the other real quick, in the end I haven't heard nor read anything. Then the mouse is glitchy, movement is slow but then out of the blue it moves super fast for a second. Are these known problems? Any way to fix them?
Edit: Okay, it not only happens in the cutscenes but in any dialog, when I'm talking with the receptionist it also skipped all the dialog. And the mouse is worse than I though, can't really use it, is very glitchy. Tried changing from 1000 to 150 speed but still no difference, I think it was worse.
that happens because the game runs too fast (too high framerate).
you need to use another renderer like D3D9, 10 or 11,thats more compatible with modern GPU's. you can find instructions on pcgamingwiki.
here, pcgamingwiki.com/wiki/Die_Hard:_Nakatomi_Plaza#High_FPS_Issues
then you can activate Vsync, or framerate limit or any other GPU settings via Nvidia Control Panel or its AMD equivalent.
i just activated Vsync and fixed the problem you described.
good luck!
Try this (game performance fix): Moddb.com
This is DxWnd settings file, even mouse seems like working fine.
For mod, is modified game resources/assets, is not related. First thing you must do limit FPS. Tbh looks like this game wants to be at 30FPS, I played at 45FPS. Mouse pooling rate also could effect. And you could try with dgVoodoo 2, DxWind.
Ho Ho Ho. Time for my yearly playthrough.
Thanks again for making this mod!
Is there a way to swap the the fps view weapon models? They are triggering my right minded OCD.
Don't know where to change. But how left handed John made - is not modeled left hand, weapon in left hand. Is actually everything right handed, just view is inverted from right to left (like mirror).
Not really related to this mod, I know, but do you think it could be possible to do a basic mod to this game where we can noclip around in the two or three maps of the game that are just cutscenes, like the map after the first boss battle in the game with Tony or the one after we find bandages for our feet.
I found some interesting stuff in some of the maps while doing noclip, but you can't noclip during those maps that are simply cutscenes.
Confirmed, is whole camera thing in cutscenes is actually player without a weapon, of course disabled player movement. Scripted event just switching player position.
To able explore cutscene map in game need to re-done cutscene script, removing switching position, and enabling player movement... And for exploring more (stop loading next level) somehow freeze/stop cutscene event.
From game scripts i can change cutscene trigger when or where start, or completely remove. Is just pre-made event, can't remember it just triggers event to show with cameras positions, or actually puts invisible player as "camera" in map points (where cutscene event playing - referring to Swat Vans scene) and after done, gets back where player was and again viible. Maybe possible by breaking cutscene event, removing cameras scrips, redoing with normal player you can control with no-clip (not existing timed cameras sequences not gonna interrupt), etc.. maybe in future i take a look.