This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
Finally a release of (almost) full version of the mod. Improved textures, hundreds of new characters and variety, high resolution textures, gameplay changes and improvements.
Hi-Res Realism Remake Mod, v 0.99
10.12.2022
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ATTENTION: This mod contains multiple parts. It changes visuals on models of SP and MP characters and does it primarily via modification of .tik files. It also modifies the scripts, both global and of individual missions. That means it might be hard to merge with other mods. Make sure other mods you use are not colliding with that.
For merges there will later be a "lite" version with textures only.
The mod is also not ready for SH and BT. If you want to use it on BT and SH, add it to mainta and maintt folders. For SH and BT, you will have to leave out the pack3 since it might go into conflict with scripts.
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INSTALLATION: 1. put all .pk3 files and "sound" folder into your "main" folder. The mod works with "texture compression" setting.
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Content:
1. Description
2. Changelog
3. Weapons, gameplay and balance changes
4. Credits
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1. This mod was called "Realism Texture Mod" but it does more than that. It was in my utmost care to preserve the original feeling and atmosphere of the game how it was planned to be, but some aspects of game were altered to give a fresher, more re-playable experience than vanilla game.
All textures of uniforms, gear, weapons and part of items were remade or altered, and whole new variety of factions was added. Game will now look better while retaining the original palette of original aesthetic design that was created by Steven Spielberg and his team.
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2. Changes. Among others:
- Added variants of historical uniforms and gear to all factions in game,
- Some existing textures were remade in higher resolution,
- Rebalanced some of missions to more challenging but balanced experience - readjusted accuracy of enemy and friendlies, weapons stats and damage, and spawns on certain maps,
- Added model randomizer to some missions, which now will give different enemies with each playthrough (while keeping in borders of historical accuracy),
Gameplay changes:
- in undercover missions the player no longer loses uniform after his cover is blown - but also now the uniform item is removed from inventory, remaining only visually, to remove AI bugs;
- small changes in levels design: for example music was changed in levels m2l2c and m6l1c since it used pieces already used multiple times throughout the game, they were switched out for pieces that were in OST but were unused for some reason. Tracks added: "Radar Train" in m2l2c, "Kleveburg" in m6l1c in stealth portion and "Nordhausen" in 2nd part (after blowing up the facility). In m6l2b the music in first portion was removed to give place to snowy park's atmospheric ambient, and only comes in 2nd part of mission (after player reaches the train tracks).
- starting loadout was edited, now player starts with less ammo - this is to incentivise player to save ammo for some of more powerful weapons, as well as to make picking up ammo items actually useful (in vanilla game it was basically impossible to run out of ammo);
- in some of undercover missions with Hi-Standard Silenced pistol player receives P38 pistol as proper sidearm for firefights;
- in final levels of mission 2 player receives Kar98k and P38 to have a chance of using these weapons, Hi-Standard and Springfield are still retained in slot 2 when needed;
- all weapons were rebalanced to fit better their historical characteristics, including Hi-Standard Silenced pistol. It means that now this weapon is no longer OP instant-kill tool that it was in vanilla game. It is still more powerful than how it was IRL, it now has same damage as 9x19 weapons, but still it might feel weak to some players. Remember that you need to isolate targets and score a headshot to be sure of kill and not allow enemy to alarm others. Despite how it turned out in vanilla, the levels are still designed in such way that you always have option to isolate enemies, close in from behind and score a headshot. This pistol is still usable, you just have to be careful now instead of playing it like scopeless sniper like it was before;
- enemy soldiers in mission 1 may now spawn with MP40s (previously this weapon was only used by few NCOs, officers and few enemies in last mission);
- levels m3l2 and m3l3 have been rebalanced on higher difficulties. Enemies have higher accuracy (~80%), but so do friendlies. This should incentivise player to actually work with friendlies who will now be useful. However, the mission is still completely possible to finish alone, it's just moved to be on difficulty level of missions 5 and 6, so if you are able to finish the game on hard you will have no problems with these missions either
And much more.
Full changelog will be published later.
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Smithy's example picker and CorpseStay mod:
This mod uses the above mentioned addons. These scripts allow for better experience, but they might bring some bugs on their own. If you see problems with AI, enemies behavior etc check CorpseStay readme. Reports of such bugs send to me.
One known bug with CorpseStay is that enemies might keep warning of grenades ("granate!", "in deckung!" etc) after death if they were killed by grenades - it was already reported to Smithy, we just have to wait on that.
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3. As mentioned before, weapons were rebalanced. You must remember this will slightly alter the gunplay and your tactics might have to change.
Short list of changes:
- Colt M1911: damage 34 - kills in 3-4 shots, good accuracy on first shot but high recoil,
- Walther P38: damage 30 - kills in 4-5 shots, slightly less accurate than M1911 but has lower recoil, so will be more precise in rapid fire,
- Hi-Standard Silenced: damage 30 - kills in 4 shots, very accurate
- MP40: damage 30 - kills in 4-5 shots, rate of fire reduced to historical ~500RPM, good accuracy and very low recoil - accurate even in long bursts, best weapon for medium range,
- Thompson: damage 34 - kills in 3-4 shots, mediocre accuracy and medium recoil, relatively heavy weight - strongest weapon in close range but will quickly lose out on range, heavier weight also makes you slower than with MP40
- M1 Garand: damage 90 - kills in 2 shots. High accuracy but recoil might throw off shots if you shoot too fast.
- Kar98k: damage 100 - kills in 1 shot (stronger enemies in 2 shots). Very high accuracy, light weapon = can move fast.
- Springfield: damage 100 - kills in 1 shot (stronger enemies in 2 shots). 2.5x scope means the magnification is weaker.
- Kar98k sniper: damage 100 - kills in 1 shot (stronger enemies in 2 shots). Better on range since it has higher magnification.
Both sniper rifles got movement speed nerf removed, player will run just slightly slower than with standard rifles.
- BAR: damage 90 - kills in 2 shots. High accuracy, medium-high recoil might throw off shots when firing in bursts but with more skill it is possible to control the recoil. Weapon with strongest firepower output, but since it's very heavy you will move slowly with it.
- StG44: damage 50, kills in 2-3 shots. Rate of fire reduced to historical ~500RPM which gives it lower recoil, accurate on all but longest ranges, medium movement speed (like Thompson). Basically, like a typical assault rifle, the most universal weapon in game.
- Shotgun: now shoots proper WWII load of 9-pellet buckshot, each deals 33dmg (=297dmg potential). Spread was greatly reduced to realistic levels, range was increased. Very powerful on close-medium range.
- Bazooka and Panzerschreck: explosive splash of rockets was increased, they should now be usable as tool to dispatch enemies in cover and buildings.
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4. Credits:
Thanks to all those who made mods, addons and skins for this game, and those who helped greatly with this mod.
Very very special thanks to Smithy and Soares93 for their help and knowledge.
Thanks to moddb users - beta testers and followers who helped to catch and identify bugs and problems.
This mod makes use of content or it's parts done by:
- Krzysztof
- Nugem
- ActionJackson
- Apocalypse
- Falpo
- xXezekielXx
- Herr_Kruger
- Band of Brothers mod team
And others - if I forgot you please hit me up.
Oh, The Size of The MoD Getting Bigger And Really Thanks For You All..
No One Can Do All These Stuffs And Continue His MoD To The End, I Appreciate it You All Do..
Yeah it's getting bigger with more content added but I doubt it will ever get past 1gb, so I think it won't be a problem even if someone has slower internet
Hello, the mod package file I uploaded yesterday lacked "sound" folder, which would cause that music on two levels was missing - a proper mod .7z package was uploaded now, containing that folder. If you downloaded the mod before then you can simply re-download it and re-install it now (just put it into "main" folder). Sorry for problems!
Woohoo! Awesome work, as always. Can't wait for the full release! Time to play through the whole game again.
By the way, does this release contain the addons and the optional kar98k file included in the beta version?
Yes this is full package, includes the weapon pack
I meant the addons inside the addons folder, included in the beta version of the mod, like the black SS addon.
Yes, sorry I wrote imprecisely. The addons that were previously in separate folder/pk3s are now integral in the mod, and this also includes the CorpseStay. The only addon that was left out was Chalkpit's Explosion Effects Mod as it was slightly bugged and created huge fps drops at certain points in the game, I'll have to check if it's possible to fix that or if there will be some alternative to use instead.
The black SS skins are now in the game by default together with standard Waffen, as the "elite officer" characters are randomized, so they can spawn randomly as Allgemeine, Gestapo or Waffen SS officers (depending on map). Later on I will make alternate addon that changes them only into Waffen and Feldgendarmerie, for those who want 100% historical models.
The necessary wish: add the configured configs to the mod files for maximum quality and graphics, for convenience.
Right! I'll add it soon
Maybe you could add these mods?
Moddb.com
Nexusmods.com
Yes, I am currently checking those out and want to add some content of these. I planned to use AI up-scaling for basic textures myself before, so seeing someone already done it is very good, I need to ask the author for permission to use it and if he's fine with it then it will definitely be added to this mod.
As for that unofficial patch, this is also something I noticed before as I could sworn there were pieces of dialogue and certain "famous" greeting that German soldiers did to you when undercover that are no longer there in re-releases - and it turned out to be true, this mod restores it and that's very good, I definitely want it to be restored here too.
Although I don't like that "glittery" reflection effect on helmets and weapons and don't know why everybody seems to add that to mods, it makes no sense since finish on weapons and helmets was specifically made to be matte and/or non-reflecting. This effect is not even "cut" from game since it is used for example by Panzer Commander's leather trenchcoat texture and it works very well for that, it's just not suitable for metal surfaces. But about the rest, yeah I'll contact the authors and hopefully they will allow to add this content to mod.
Hello guys, I found another oversight and bug in mod that was fixed. The mod contained model switch script for missions m6l3a and m6l3b - that was an oversight. These files were created only as diagnostic tool in testing, to detect certain bugs with switcher script, but then I forgot to take them out from final release and they were stuck there, creating in effect another bug... Sorry for that.
So please re-download the updated and fixed mod file
(or you can manually delete scripts for m6l3a and m6l3b from "Pak6" file (hrrtm/mapmodels -> m6l3a.scr and m6l3b.scr) )
Another bug that was found is in same mission, m6l3a. In the first scene, after the player exits the train, there's a "sniper battle" section where the player has to defend Ranger squad from enemy snipers and riflemen shooting from guard towers. Due to certain bug with CorpseStay mod this section might be impossible to pass, as when certain amount of bodies is present the guards might get stuck and not be able to come out from behind walls. This therefore makes it impossible for player to kill them and progress further.
To fix that and progress in that mission you must enter a line into console to reduce amount of bodies to lowest amount, 5:
crpsty_sp_corpses "5"
Put this line into console for this one section in mission. After you pass this sniper section, you can again enter into console proper setting, anywhere from 50 to 100 (eg. crpsty_sp_corpses "100").
Im waiting for Spearhead & Breakthrough skins & textures
Are you planning to change the skin of the SDKFZ 251 armored personnel carrier at textures/models/wehicles/sdkfz & sdkfz desert d ? For some reason, these skins are ignored by modders (((
Yes, I'm planning to rework the vehicles too. SdKfz 251 for sure will receive a retexture, I also want to add EU version texture for Tiger, and I'm also planning to remake Panzer IV to have proper Ausf G/H version with proper gun and schurzen (currently it's PzIV F2 with L/43 gun, so it's fit for Africa and not 1944).
Although those will be for later; I think 251 might be the first one as it will benefit from retexture the most and also has the simplest texture. So maybe I'll make it between the current mundane scripting work and I'll post it here as a taste :)
Also since we're at that topic; remember how back in the day there were multiplayer servers that had these serverside mods adding shitloads of stuff via spawns to the maps? I was thinking that maybe such scripts can be used to add some background models to SP maps where they would fit to create some more WWII ambience, and it could showcase some of these previously unused models, like that desert SdKfz 251, the BMW motorcycle, or M3 halftrack & GMC trucks; for example 251 and BMW could be added to mission 1 motorpools (m1l2b and m1l3c) where they were in pre-release screens, but were removed. Of course I don't want to clutter the maps with masses of stuff, just give more detail to the game that wasn't possible in 2002.
Damn, I accidentally clicked report about your mod, im sorry :(
Lol I was locked out of my account for a short while some time ago, now I wonder if it's got something to do with that lol. But nothing happened so no problem :)
Will MOH Breakthrough and Spearhead get a texture pack in the future?
Yes, it's definitely planned as soon as base game is covered