Controls Changes:
Press F1/2/3/4 will override the time of day. (Hold START on gamepad.)
Medkits have been consolidated to Q. Press Q to quick use a medkit. Hold Q to open medkit wheel.
Disassembling weapons has been moved from U to V, which is more consistent with corpse pick up/looting bindings.
Cancel has been moved from Y to R. (For when you don't want to fire an arrow.)
Hold delay removed from gadget and weapon wheels.
Waypoint/Lure functions of Drone now set to LMB/RMB.
Weapon light/laser moved from 4 to L to be more consistent with vehicle lights.
Peeking while climbing is now LMB.
TAB now opens map menu.
Holding elevation adjustment (Q/E) will now cycle instead of having to press repeatedly.
Mouse acceleration and smoothing disabled.

Bug Fixes:
+NPC spawn/despawn distance fixes.
+Fixed broken water quality and texture filtering settings.
+Car radio fixed.
+Extensive key rebinding fixes.

Gameplay Modifications:
+Time of Day override. (Press F1, F2, F3, F4, or START.)
+Weapons are louder and silencers more realistic.
+Silencer degradation removed.
+Sidearms and secondary weapons more responsive ADS from a sprint.
+Significantly reduced XP allocation.
+Removed some OP skills from Skill Tree.
+Reworked per-difficulty HUD/gameplay options.
+Fixed strange torso damage multiplier
+Sniping zoom sway significantly increased. Stance/tripods/etc now have more significant impact on accuracy.
+Removed advanced tagging. (Seeing enemies tagged through walls, etc.)
+Removed auto-mantling/takedown system.
+Removed XP notifications.
+Removed aim toggle. (Leaning doesn't work.)
+Removed chromatic aberration.
+Removed Ubisoft-style alert ring.
+Now have chance of looting most ammo types (including arrows) from NPCs.
+Increased ammo carry capacity for pistols.
+Rebalanced shotgun damage.

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The Problem:

When you enter a vehicle in SGW3, the car radio does not play. When you press K to turn on the radio, nothing happens. When you press K a second time, the radio turns on.

My Original Solution:

In a much earlier version of this mod, I fixed this problem by modifying the keybind for K to make it trigger twice. (When pressed, and when released.) This kinda-sorta fixed the problem in a roundabout way. But it had the side effect of not allowing you to actually turn the radio off, and it clearly wasn't the intended behavior, after all. If pressing K a second time was turning on the radio, this logically implied that the original intention was for the radio to be turned on to begin with.

A Much Better Solution:

While I don't have access to the underlying scripting, I can access the car audio XML tables. my rather cunning solution was to transplant the "start radio" Wwise audio call into the "star car" trigger. What this means is that when you get into the car, and John/Robert/Lydia turns the key, the car's radio is triggered. As a result, pressing K for the first time now turns the radio off. Pressing it again turns it back on. This is the intended behavior, considering how the bug manifests.

Another irritating little bug squashed. That broken radio was so irritating for so long. What's the point of featuring a bunch of Georgian songs if most players are never going to hear them because the car radio requires two button presses to work every time you get into the car?

What else is new in 0.45?

Fixed Gamepad Controls:

After I released 0.44, I was planning on stopping development of the mod for a few months to focus on other work. But after I released the mod, I quickly noticed that something was wrong with the gamepad controls. Turns out, some time ago I removed delay on weapon wheels that is quite counterproductive on PC, but necessary for gamepads due to so many functions being layered on the same buttons. This has now been fixed.

41xfI3A9w L

Removed Hit Markers:

Hit markers in singleplayer FPS games are one of those "Why would you do this? This is a multiplayer design idea that you've put into a singleplayer game because... reasons" kinda deals. They have been removed from the Improvement Project.

Fixed Medkit/ADS Regression:

I don't know how long this has been a problem, but somewhere along the line, combining medkit wheel and medkit use into a single button had a slight snag in the configuration. The end result was that using a medkit would typically result in being unable to aim down sights unless you change weapons. This is obviously a very bad thing, and it has been fixed. I hope.

What's new in SGW3: IP/UP 0.44?

What's new in SGW3: IP/UP 0.44?

News

The mod has been split into an Unofficial Patch and Improvement Project, which includes a range of mechanical alterations. Plus Time of Day override works...

Coming Soon: Major Overhaul + Lite/Standard Versions

Coming Soon: Major Overhaul + Lite/Standard Versions

News

The next version of the SGW3: Improvement Project is transitioning from a glorified fan patch into a more comprehensive overhaul mod. But (relative) purists...

Time of Day Override Implemented!

Time of Day Override Implemented!

News

It's nowhere near perfect, but I've created a hacky workaround to one of SGW3's most annoying technical issues.

A modder's thoughts on Sniper: Ghost Warrior 3

A modder's thoughts on Sniper: Ghost Warrior 3

Feature

It's been almost a year since Sniper: Ghost Warrior 3 launched, and we've recently seen the release of the 1.7 update and multiplayer.

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SGW3 Improvement Project 0.47

SGW3 Improvement Project 0.47

Full Version

Attempts to improve the underlying gameplay of SGW3 while also including the Unofficial Patch's fixes.

SGW3 Unofficial Patch 0.47

SGW3 Unofficial Patch 0.47

Full Version 1 comment

Alternate version of Improvement Project that steers clear of significant mechanical changes while retaining bug fixes and light-handed QoL improvements.

SGW3 Improvement Project 0.46

SGW3 Improvement Project 0.46

Full Version

Attempts to improve the underlying gameplay of SGW3 while also including the Unofficial Patch's fixes.

SGW3 Unofficial Patch 0.46

SGW3 Unofficial Patch 0.46

Full Version

Alternate version of Improvement Project that steers clear of significant mechanical changes while retaining bug fixes and light-handed QoL improvements.

SGW3 Improvement Project 0.45c

SGW3 Improvement Project 0.45c

Full Version

Attempts to improve the underlying gameplay of SGW3 while also including the Unofficial Patch's fixes.

SGW3 Unofficial Patch 0.45b

SGW3 Unofficial Patch 0.45b

Full Version

Alternate version of Improvement Project that steers clear of significant mechanical changes while retaining bug fixes and light-handed QoL improvements.

Comments  (0 - 10 of 53)
Tepp
Tepp

0.47 - Xbox One controller problems fixed, confirmed. Thanx!

But I'm still think that changing vanilla difficulty tree is not a good idea. I prefer original one, because in Challenge Mode I can control visibility of the HUD elements.

As a feature request: I would prefer if there was ability to turn off the tagging at all, including map and drone, because it spoils position of the enemies. Is it possible?

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Ambient_Malice Creator
Ambient_Malice

>As a feature request: I would prefer if there was ability to turn off the tagging at all, including map and drone, because it spoils position of the enemies. Is it possible?

Unsure. Part of the problem is that the prologue features tagging as a mechanic. I'll see what can be done.

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VenomSVK
VenomSVK

It is a great mod but please, how do I enable red dot aim back? This feature, among others should be optional, not mandatory. Thank you.

// sorry, already found it, no matter....

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Ambient_Malice Creator
Ambient_Malice

I've noticed a small issue with gamepad controls. Removing the wheel delay on PC also affected D-Pad functionality for turning flashlights on and off, for instance. This is fixable, however.

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Tepp
Tepp

Yea, also the problem with weapon change on controller (short "Y") during the battle, when you are injured, it uses the medkit instead, which is the same "Y", but should be the long press. So I cannot change the weapon when I need it and get killed! I think the problem is with new timers.

Also the weapon loot does not work on "Y" anymore.

How can I disable all XBOX control changes in your mod without touching other improvements?

Is it enough to remove following files?
- from GameData.p9:
-- defaultProfile.xml
-- Bindings.xml

Thanx

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Tepp
Tepp

O, and a weapon pickup with "X" also doesn't work on IP 0.44.

Answering to myself: quick test shows that deleting these two files seems to resolve Xbox controller problems.

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Tepp
Tepp

Also deleted the following files to restore original menu and ability to hide any HUD elements from game difficulty menu:

-from GameData.p9.pak:
-- UIControls.xml
- from Scripts.p9.pak
-- difficulty.xml

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Ambient_Malice Creator
Ambient_Malice

I was testing the game the other day with a controller and had no issues picking up weapons with X. I'll take a look over the next day or so and release a hotfix update.

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Guest
Guest

Yea, also the problem with weapon change (short Y) during a battle, when you are injured, it uses the medkit instead, which is the same Y, but should be the long press. So I cannot change the weapon when I need it and get killed! I think the problem is with new timers.

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Ambient_Malice Creator
Ambient_Malice

That should be fixed now.

Reply Good karma+1 vote
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