Sniper Ghost Warrior 3 is a fun game with some design problems and technical issues. This mod aims to improve the game as much as possible.

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June Update

News

This month's update isn't huge, but version 0.51.3 has some important fixes that I will explain in detail.

(General)

Fixed issue where train yard FTP spawn in Mining Town point wasn't close enough to trigger ToD randomization after respawn:

This one was a basic oversight. Testing every single fast travel point in the game is time consuming. If anyone notices other fast travel points in the game where the player doesn't respawn close enough to trigger the day night randomized and/or inventory refresh, please inform me.

Improved phantom gadget mitigation hack so that dying and loading a checkpoint during a mission won't cause the problem to remanifest:

The prior version of the fix only worked when the player wasn't on a mission. If they were on a mission, after loading the last checkpoint, the previously equipped gadget would be displayed on the HUD but not actually usable. To fix this, I commented out the call to reset the player's inventory on reset. This is a not-exactly-great solution but I don't think it'll cause any issues. My theory is that when the player dies, reset is being called immediately upon death but the player is in the middle of a scripted dying animation. If you try resetting the player's inventory during a "use the workbench" animation, for example, you get a similar symptom. Also, unless I'm badly misunderstanding how Lua works, I think that SGW3's LUA-side reset code is really, really wrong. It's doing stuff like calling Reset(self, bFromInit, bIsReload), yet the method is calling only has the parameters Reset(bFromInit, bIsReload), which means that bFromInit is probably going to return true invariably. I tried fixing this but it broke the game even more. My theory is that the game makes calls to these methods from outside the LUA scripting system, and without looking at that code I have no idea what it expects. Regardless, the spawn/respawn code is borked. My solution was to stop the game trying to reset your inventory on death.

Wait, you ask. But wouldn't that mean I'd have no inventory? No. If you start the game, and you spawn in the safe-house, the safe-house will trigger the inventory refresh. If you start the game and you're not in the safe house, there's only two real scenarios:

  • You're on a mission and the game has loaded a checkpoint. In this case, the game's secondary load/save system will set your inventory to the one it has saved, which is handled separately, in the game's C++ coding that I have no access to.
  • You've started the game/DLC/etc from scratch. In this case, when you spawn, the game sets you inventory through, again, C++ scripts that don't use the Player class reset methods.

There might be some edge cases where the hack falls apart, but at the very worst you'll end up with no weapons equipped and you can just get them back from the weapon cache.

Minor improvements to Lydia DLC English subtitles:

The Lydia DLC always screamed "rushed", and the quality of the subtitles was testament to that. I did my best to fix typos and weird spacing and punctuation.

(Improvement Project)

New starting loadout for Sabotage DLC will no longer trigger fullscreen weapon acquired messages. (For real this time.)

This was an oversight. I neglected to update the Progression scripts for The Sabotage DLC.

Switched KT-R carrying soldiers to Archers. The AI is too ineffective at using single shot weapons:

Fairly self explanatory. CryEngine AI has generally sucked at using single shot weapons since Far Cry. The original Crysis had enemies that would impotently try to shoot you to death with a pistol. I made the mistake of thinking giving some soldiers the KT-R would be neat. But they suck at using it. So instead I've given them Archers. (The made up gun name for the MSBS). This is the weapon Jon starts the main campaign with, but AFAIK the AI never normally uses it.

Some Improvement Patch+ feature shuffling:

The installer had some oversights where certain features weren't being in the correct option.

Fixed radio playing during opening of Sabotage DLC. (Had to remove Patrol Boat radio hack.):

Another oversight. If the AI uses a vehicle, they trigger that vehicle's "play the radio automatically" hack. I probably need to check that the car Lydia and Racquel escape in doesn't cause a similar issue.

Removed changes to Police Truck vehicle in an effort to fix regression in Get the Red where ambush would not trigger. (Untested):

This was reported to me by a user named Condros. IN the mission Get the Red, there is a 23 Society Ambush that was, they reported, failing to trigger. My theory is that making the Police Truck driveable was causing it. I don't have as save file for that mission, so I've taken the stopgap measure of resetting that vehicle back to how it was.

Re-enabled Advanced Tagging on Normal difficulty to fix issue in prologue. It can be disabled if the player wishes after Prologue ends. It is still disabled in higher difficulties:

This should fix the issue in the prologue where Robert asks you to tag enemies using the CCTV but the objective skips and then it's unclear how to proceed. This could confuse and frustrate players, and also I don't think being able to tag enemies and see their tags through walls is TOO bad to have in the Normal difficulty. I want the Improvement Project to be tough and immersive, not difficult for the sake of being difficult. It is still completely disabled on Hard and Challenge, of course.

Disabled changes to Sabotage DLC economy until better workaround is found for problems:

The Sabotage DLC has some issues with resources disappearing during the first mission, and also the DLC isn't as resource rich as the main campaign. I'm looking into more elegant solutions for this, but in the meantime I've reverted the economy stuff in The Sabotage back to vanilla. So you can buy bullets and equipment in this DLC.

Sniper: Ghost Warrior Contracts trailer reveal:

The trailer for the next entry in the series will be posted on the 6th of June, and I believe there will be Gameplay shown at E3. In the meantime, CI Games have posted a teaser.

Twitter.com

April 2019 Status Update

April 2019 Status Update

News 10 comments

It has been approximately two years since the game released, and four months since the mod's last update. With the release of 0.51.0, I decided to look...

Magic Bullet Pudding: Redefining Resource Management in Sniper: Ghost Warrior 3

Magic Bullet Pudding: Redefining Resource Management in Sniper: Ghost Warrior 3

News

A number of reviewers criticized Sniper: Ghost Warrior 3 for having a crafting system that was completely redundant. With the 0.49 release, I have attempted...

Laser Sights Fixed!

Laser Sights Fixed!

News 3 comments

Finally crushed an irritating bug that made SGW3's laser sights render inconsistently.

What's new in 0.48

What's new in 0.48

News 2 comments

There are lots of changes this month, including a superior fix for the time of day problem, bug fixes, and wheels. Lots of wheels.

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SGW3 Improvement Project 0.51.6

SGW3 Improvement Project 0.51.6

Full Version 3 comments

[Latest Release] Fixed an oversight in previous update that broke inventory in the UP version.

SGW3 Improvement Project 0.51.5

SGW3 Improvement Project 0.51.5

Full Version 5 comments

Phantom gadget icon fix is now an install option, due to reports of players losing money/equipment/resources.

SGW3 Improvement Project 0.51.4

SGW3 Improvement Project 0.51.4

Full Version 7 comments

Fixed drone rebind regression. Reverted an inventory hack that had possible side effects. Other misc fixes.

SWG3 Improvement Project 0.51.3

SWG3 Improvement Project 0.51.3

Full Version 10 comments

Bug fixes, regression fixes, and general improvements.

SGW3 Improvement Project 0.51.2

SGW3 Improvement Project 0.51.2

Full Version 1 comment

Corrected some Unofficial Patch+ oversights and added safety check to prevent fast travel points resetting inventory twice in a row, which could be unsafe...

SGW3 Improvement Project 0.51.1

SGW3 Improvement Project 0.51.1

Full Version

When leaving the safe house in 0.51.0, the weapon cache reset condition check was never returning true. This is now fixed.

Comments  (0 - 10 of 173)
ZachFett
ZachFett

Just wanted to say thanks for continuing to work on this project, I love checking in on it every few months and reading your updates. That anniversary update was really interesting to read, albeit very sad.

I'm curious what you think of Contracts now that it's out? I was a good bit disappointed to see that they went back to the linear style of the first two games, so I haven't tried it myself. I'd loved to have seen them take another crack at a Far Cry 2 successor.

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Mustahsin
Mustahsin

Is there a way to make the enemy checkpoints no longer respawn upon reload or fast travel? it really gives the incentive to explore new locations, new ouposts and try to take them out for xp! Whereas in the current game its reset every time so one can farm xp sure but...it really makes you lose that sense of wold progression. Please tell me there's an way to turn off enemy respawns completely.

*EDIT* It's also one of the main things that would streamline the gameplay so much to far cry standards (besides the terrible story)

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Ambient_Malice Creator
Ambient_Malice

The developers had to remove pretty much all the "dynamic" NPCs such as NPCs walking around the world, traffic on the roads, etc. If the outposts remained cleared the game world would be completely dead fairly quickly.

I don't know whether the NPC spawn zones could be made persistent. It would likely cause far more issues than it solved.

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BigTinz
BigTinz

Any plans to take on the new "Contracts" game?

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Ambient_Malice Creator
Ambient_Malice

A significant caveat with SGW Contracts is that CI Games are very obviously going to want to prevent cheating in the MP. They've listened to their fans and the cheat-riddled MP in SGW3 has given way to Contracts' upcoming MP which is protected by EasyAntiCheat. I don't know what this will mean for modding once the MP is live. It's possible that mods could still be doable as long as they don't touch the MP. To some extent, I think the best thing CI Games can do is work with the community to implement the fixes and features fans want. They failed to do this with SGW3, which is why this mod exists. If they act quickly, and listen carefully to the community, the Contracts Unofficial Patch doesn't need to exist.

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Ambient_Malice Creator
Ambient_Malice

I have created an unofficial patch for Contracts. But I think the developers will probably be more diligent about fixing Contracts, so I'll see how it pans out. Moddb.com

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Guest
Guest

Can I disable the whole, you can't buy ammo, thing? It's just annoying...

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Ambient_Malice Creator
Ambient_Malice

You can use the custom install option or simply use the base Unofficial Patch install option.

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The_Silver
The_Silver

Is there a way to get back the money and items you had before the first mission of Act 2 "Remains of the Day"? Because I've been given different weapons than the ones I had at the start of the mission and now that I finished it I have almost no ammo for them and no money at all, not even my gadgets like NVG.
I wonder how could the devs be so crazy to think this is fun for the player, I had lots of money that I was keeping to buy a new sniper rifle later and now I have ZERO and I have to rebuy everything, I'm so mad...

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Ambient_Malice Creator
Ambient_Malice

I'm not sure. That mission does some weird stuff to your inventory. It's possible that the unofficial patch is making it misbehave, but I'd need a save from before that mission to be sure.

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Highest Rated (3 agree) 10/10

There's one modder and one mod for this game that does all it can with very limited toolkit to improve the game. That alone deserves some praise. Especially considering the difficulties of modding SGW 3. Mod really helps with most pressing issues of the game (short spawn distance, despawn issues) at least based on my ~60 hours with it.

Feb 5 2018 by Zerathustra

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