This mod tweaks weapon attributes to make them behave more like they should, without overdoing it or altering the difficulty curve much. Significant changes include extended effective range for most weapons, and altered damage, rate of fire and magazine capacity for some others. The net result of all this is the weapons are more logical in terms of specs and capabilities, are more satisfying to use and - under the right circumstances - are more effective, both in the player's hands and in the hands of their opponents.

Summary of changes


  • The effective range of almost all of the weapons has been extended significantly. By default, effective range on pretty much anything but a sniper rifle drops off suddenly at a relatively short distance. This would, all too often, leave the player able to clearly see a target but not hit it. While before a bullet fired from an assault rifle could hardly cover the length of a city block before disappearing into thin air, assault rifles can now be used to target enemies out to a few hundred meters away.

  • Magazine capacities of certain weapons have been changed to reflect their magazines' actual dimensions (the Pump Shotgun's magazine is too small to fit 8 shells, it now holds 4, likewise the Micro SMG which now holds 32 rounds instead of 50) and changes in caliber (the Pistol, despite appearing to be a 9mm Glock 17 at first glance, is actually a Glock 22 in .40 S&W, the stats have been updated to reflect this.).
  • The damage of certain weapons has been increased, while the physics force of most weapons has been decreased (the only exceptions being the shotguns, their force has been increased slightly). Appropriately, given their calibers, the Assault Rifle (AK-47) is now more powerful than the Carbine Rifle (M4A1), though it is slightly less accurate.
  • The accuracy of some weapons has been increased slightly, while others' accuracy has been reduced slightly. This is all very subtle, the biggest changes in this regard were made to the shotguns, and even those were only slight, to avoid creating issues with AI targeting.
  • The rates of fire of some weapons has been adjusted. The Desert Eagle's rate of fire has been reduced to simulate Niko absorbing and compensating for the weapon's heavy recoil, while the rates of fire of the Micro SMG, SMG, AK-47 and M4A1 have been increased, with the M4A1 having the highest rate of fire. Previously, a bug caused the SMG's blindfire rate of fire to be noticeably slower than its normal rate of fire, this has been compensated for, so now the weapon fires at exactly (or almost exactly) the same speed however it's used.
  • The shotguns have been changed significantly. Both the Pump Shotgun (the short one) and the Combat Shotgun now have slightly smaller capacities (4 and 8 respectively), but they are significantly more powerful, moderately more accurate and have extended range, particularly so in the Combat Shotgun's case. Pre-modding, I found the shotguns to be rather useless compared to SMGs and assault rifles, but now they're utterly deadly in close quarters and the combat shotgun eats cars for breakfast.
  • The maximum ammo capacities of most weapons has been reduced to 10 magazines' worth or less (For example, the AK-47's maximum ammo capacity is 300). On the one hand, it's still unrealistic, but not it's as excessive as before. On the other hand, it forces you to resupply a bit more often, but you won't be running out of ammo all the time unless you waste it.
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0 comments by MattyDienhoff on Aug 27th, 2009

It's been a long time coming, but here it is. Since the first release I've made countless tweaks to the weapon stats, including (new to this version) changed rates of fire for some weapons. See this table for a detailed overview of the changes.

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Weapon Realism Mod v1.1

Weapon Realism Mod v1.1

Aug 26, 2009 Full Version 2 comments

This mod's goal is to tweak weapon attributes to make them behave more like their real world counterparts, while keeping them balanced in the context...

Post comment Comments  (0 - 10 of 17)
GyozaRamen
GyozaRamen May 26 2012, 10:22am says:

How do i install this for EFLC ?

+1 vote     reply to comment
Mavis130
Mavis130 Oct 12 2012, 12:56pm replied:

It's surprisingly not that difficult to make yourself

Get your hands on Notepad ++ and go into the same script file that this mod changes (weaponinfo.xml) and mess with the numbers, the values are clearly labeled and it's not hard to muck with.

+3 votes     reply to comment
MasterFasth
MasterFasth Apr 6 2012, 4:37pm says:

Could we expect one of these for the EFLC as well?

+1 vote     reply to comment
nextinline
nextinline Jan 15 2012, 9:12am says:

I made one small mistake, i installed this and Realistic Driving and Flying mod without backing up the handling and weaponinfo, can someone give me a copy of a unmodified one, i got GTA off Steam and it took me 1 day to download, also, can you provide the files for EFLC?

I also posted this in the other mod

+1 vote     reply to comment
MattyDienhoff
MattyDienhoff Feb 3 2012, 6:27pm replied:

I sent you a message. :)

+1 vote     reply to comment
hugo398
hugo398 Jul 14 2010, 12:11pm says:

il est bien

+1 vote     reply to comment
Sveqete
Sveqete Jul 14 2010, 4:09am says:

am not some sort of a reality ***** or some thing else like that, but u said evry weapon has 10 spare clips then why does eagle has 12 spare clips or 90 spare rounds

+1 vote     reply to comment
MattyDienhoff
MattyDienhoff Jul 14 2010, 5:28am replied:

That's just an oversight, I changed the mag capacity from 9 (.357 Magnum) to 7 (.50 AE) and forgot to adjust the total ammunition capacity accordingly.

+3 votes     reply to comment
Sveqete
Sveqete Aug 3 2010, 8:47am replied:

ok,and what would happen if u made the say ak fire faster

-4 votes     reply to comment
Mephisto421
Mephisto421 Sep 14 2010, 10:48am replied:

It would probably fire rounds faster :S

+4 votes     reply to comment
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Platform
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MattyDienhoff
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Released Apr 2, 2009
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