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 partially 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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It's been a little over a year since I released SGW3 Improvement Project 0.1 When I started working on this mod in August 2017, I never thought I'd come this far. Thank you to everyone who has come along on the journey by downloading my mod to make a rough gem of a game better.

Download SGW3 Improvement Project 0.44 - Mod DB

Download SGW3 Unofficial Patch 0.44 - Mod DB

What is the Unofficial Patch?:

Because I'm making significant changes to the game design in the Improvement Project, I felt it was necessary to split the mod into Improvement Project and Unofficial Patch. The Improvement Project seeks to improve the game design, but if you just want the vanilla experience with keybinding fixes, ToD override, and the infamous NPC spawning problems fixed, then Unofficial Patch is the version for you. Please bear in mind that you do not need the Unofficial Patch if you have the Improvement Project installed. The UP is simply a stripped down version of the IP.

Removed Access to Multiplayer (IP/UP):

This one was a tough call. I may restore MP access in the Unofficial Patch at some point, since the UP doesn't make anywhere near as many changes as the IP, but for now it's been disabled in both versions.

Gamepad Support for Time of Day Override(IP/UP):

If you're someone who plays SGW3 using a gamepad instead of a mouse and keyboard, you'll be pleased to know that you can override the Time of Day by holding down START on your controller. Holding the button will make the game cycle through the four presets selectable on a Keyboard's F1-F4 keys.

Weapon Silencer Changes (IP):

In the vanilla game, silencers reduce weapon noise to almost nothing, but they break frequently. IMO, this is bad design. I've tried to find a middle ground where silencers reduce radius by 50%, but the silencers don't break. This is more in line with how actual guns work. As a side effect, the bow is a more useful weapon since it is no longer made completely redundant by pistols.

Reduced ADS Delay(IP):

Pistols and secondary weapons now have a 100ms delay instead of a 300ms delay when ADS from a sprint. This makes them feel snappier. Sniper Rifles still have 300ms delay.

Reduced XP Allocation(IP):

The vanilla game showers you with XP for pretty much anything that involves shooting people. I've significantly reduced the amount of XP you earn from tasks. In addition, I also...

Removed Some OP Skills from Skill Tree(IP):

In particular, skills that immediately reveal sniper locations through their laser sights, and skills that allow you to see enemies through walls. I feel these drain tension from the game like an axe through the side of a rum barrel.

Reworked Per-Difficulty HUD/Gameplay Options(IP/UP):

I made some changes to the default difficulty settings. The Unofficial Patch is mostly the same as vanilla, but felt some of the Challenge HUD settings such as hiding your stance icon were really not properly thought out. In the Improvement Project, red dot aim assistance is disabled by default on all difficulties, among several other changes.

Fixed Strange Torso Damage Multiplier(IP):

Some NPCs have a rather excessive damage multiplier for toros shots. (10x, compared to 1x for enemies wearing vests.) This meant that simply winging certain NPCs in the torso region immediately killed them. I reduced this multiplier to 1.5x

Sniping Zoom Sway Significantly Increased(IP):

Stance/tripods/etc now have more significant impact on accuracy. If you want to take a shot long distance with any degree of steadiness, you'll need to go prone.

Removed Advanced Tagging (IP):

Enemies tagged using the drone no longer have icons showing you their location at all times.

Removed Auto-Mantling/Takedown System(IP):

The mantling system is decent idea on paper, inconsistent and borderline broken in practice. There's no consistency between whether you'll vault over one waist high wall or another. For this reason I've removed the functionality. You can still perform melee takedowns by pressing V of course.

Removed XP Notifications(IP):

While there is an option to disable these in the vanilla game and UP, I have chosen to disable them completely in the IP. There are few things tackier than a serious FPS game flashing congratulatory numbers on the screen every time you shoot someone.

Removed Aim Toggle (IP):

The game's aim toggle was added in a patch, and it breaks leaning. You can't toggle lean around corners. Which is very bad, and for this reason I've removed the functionality from the Improvement Project version.

Removed Chromatic Aberration(IP):

SGW3 has a particularly strong chromatic aberration implementation that I would reduce in intensity if I could, but since that isn't practical I've chosen to remove it completely. It's optional in the Unofficial Patch.

Removed Ubisoft-style alert ring (IP):

I think that telling the player where they are being viewed from is a tension drainer. With the alert ring removed, you have to peek around corners, hide behind trees, and take pot shots at enemies -- instead of having a big red arrow telling you exactly where the enemies are located so you can shoot them.

Random chance to loot most ammo types (including arrows) from NPCs(IP):

In the vanilla game, you only ever find one or two ammo types from enemies. Which is a huge pain for people who want to use bows, for instance. Or shotguns. Now you have a random chance of finding all the major ammo types during looting.

Increased ammo carry capacity for pistols(IP):

In the vanilla game, you can only carry 3 pistol magazines. I have increased this to 9. This makes using pistols as your primary weapon a far more viable option.

Rebalanced shotgun damage(IP):

I've increased damage dropoff to try and make shotguns a bit less OP at long range. I'm not entirely happy with this adjustment because I think that shotguns should have decent range without being too effective. I'll probably tune it further in future versions of the mod.

Coming Soon: Major Overhaul + Lite/Standard Versions

Coming Soon: Major Overhaul + Lite/Standard Versions


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!


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


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.

Welcome to the SGW3 Improvement Project

Welcome to the SGW3 Improvement Project


A brief look at how SGW3: IP came to be, and what it does.

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SGW3 Improvement Project 0.44

SGW3 Improvement Project 0.44

Full Version 1 comment

The Improvement Project attempts to improve the underlying gameplay of SGW3 while also including the Unofficial Patch's fixes.

SGW3 Unofficial Patch 0.44

SGW3 Unofficial Patch 0.44

Full Version

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

Sniper Ghost Warrior 3 Improvement Project 0.43

Sniper Ghost Warrior 3 Improvement Project 0.43

Full Version

Adjusted ToD values (9, 12, 15, 20) and moved keybinds into SP-only.

Sniper Ghost Warrior 3 Improvement Project 0.42

Sniper Ghost Warrior 3 Improvement Project 0.42

Full Version

Implemented a crude Time of Day override. Press F1/2/3/4 to change the time of day to your liking. No more constant midnight!

Sniper Ghost Warrior 3 Improvement Project 0.41

Sniper Ghost Warrior 3 Improvement Project 0.41

Full Version 1 comment

Fixed a typo which was preventing drone strafing from being rebound correctly.

Sniper Ghost Warrior 3 Improvement Project 0.40

Sniper Ghost Warrior 3 Improvement Project 0.40

Full Version 7 comments

General rebinding fixes. Removed "toggle next weapon" keyboard binding. Unnecessary on PC. Attempted to resolve potential rebinding overlap conflicts...

Comments  (0 - 10 of 51)
Ambient_Malice Creator

I've found a better fix for the car radio, IMO. Now the cars play music when you get into them, as they're supposed to, and pressing K turns the radio off.

Reply Good karma+1 vote
Ambient_Malice Creator

I'll be releasing 0.45 in a few days with some additional regression fixes and some tweaks around NPC weapon variation.

Reply Good karma+1 vote
Ambient_Malice Creator

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.

Reply Good karma+1 vote

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


Reply Good karma Bad karma+1 vote

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.

Reply Good karma Bad karma+1 vote

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

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.

Reply Good karma+1 vote

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I haven't played SGW3 exactly because it seemed like a poor man's Crysis/FC3. I might just check it out with this mod.
Also Bows in modern FPS games is a ******* meme and needs to die.

Reply Good karma Bad karma+1 vote

Hi Ambient_Malice,

First of all thank you for your work, great mod!

A month ago you posted a Coming Soon article with many really great changes, and I can't wait for the new release! This is some kind of feedback to your article and future plans.

I know, that the plans are huge, maybe too huge and ambitious to be made more or less quickly. So I would like to suggest or discuss some changes in the project to speed-up the release. I don't want to wait the mod for years to release, or see you give up and abandon the project.

I'm also playing on controller and I don't need all the changes you have described. I think the vanilla controls are pretty fine, except the sticks deadzone, which I can easily remove by using other external tools like Durazno.

I don't understand why you need to switch off the silencer in the middle of mission. Just don't install it on your rifle if you don't need it. I don't understand why not to use it if it's available. OK, it needs a little modification as you described, but why not using it completely I can't understand.

About ToD: this is really needed only when you die, and the game restarts at different ToD, you can just simply go to your PC and press the F1-F4 before continue from checkpoint. Otherwise why you need to change the ToD? I don't understand. You can use sleep option in the Safe House to choose ToD you want for the mission.

Holster/unholster weapon? Why you need this? Only cosmetically?

So I don't need these new control options for my controller.

I'm also OK with the "Ubisoft-style" directional alert ring as it brings the feelings you don't have in the game in comparison with real life. So it's not the main priority for me at all. It increases the difficulty too much, I would say unrealistically.

Your efforts to disable some elements which already have an option to disable/enable in menu or by choosing appropriate difficulty also looks as waste of time. This is for advanced tagging, aberrations, minimap, ammo display, red dot, etc. Instead I would like to have an option to turn off the tagging at all, including on the large map display! This is more realistic!

Silencer degradation is OK, don't waste time on that. It does not influence the game difficulty or realism significantly, as you said before.

About available ammo: there is a way to see - in the ammo selection wheel, so don't need to show it on the screen constantly. About other on-screen info, like health, weapon, etc. - if you were hit, use the medkit, no need to look at it constantly, the same for armor. Weapon? You see it in front of you! Silencer? Just count. The same for the bullets. This is the Challenge difficulty, man!

OK, what's really important for me in your mods:
1. NPC respawn distances/time re-balanced (already have in v0.43)
2. Real silencers (50%, or whatever is more real)
3. ToD quick change (keyboard only is OK, already have)

Less important, nice to have:
4. Weapon loudness re-balanced (maybe, if it's more realistic)
5. NPC damage multipliers re-balanced (maybe, if it's more realistic)
6. Progression system re-balanced (maybe, but I'm OK with existing)


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