Features (0.41):

NPC Spawning/Despawning:

  • The vanilla game suffers from NPCs not appearing until very close to their location, and disappearing past 250 meters or when obscured from view. This mod makes a number of changes to alleviate this problem.

Default Controls Improvements:

  • 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.)
  • Mouse acceleration and smoothing disabled.
  • Hold delay removed from gadget and weapon wheels.
  • Waypoint/Lure functions of Drone now set to LMB/RMB.
  • Weapon modification wheel moved from ALT to X.
  • Weapon light/laser moved from 4 to L to be more consistent with vehicle lights.
  • TAB now opens map menu.
  • Holding elevation adjustment (Q/E) will now cycle instead of having to press repeatedly.

Key Rebinding:

  • The vanilla game has extensive problems with unrebindable or partially rebindable keys. This mod fixes most of these issues.

Bug Fixes:

  • Missing CVARS moved into previously empty Ingame Effects setting. Adjusting Ingame Effects will affect texture and water quality.
  • Car radio partially fixed.

Weapon Holstering:

  • This is a nice little feature with a caveat. Hold R to holster your weapons at any time. Hold R to unholster them. See Known Issues for more.

Known Issues:

  • Please ensure you unholster your weapons by holding R before using gadgets. Scrolling or selecting the weapon using 1/2/3 without properly unholstering will result in John reholstering his weapon every time he uses a gadget.
  • Instead of having to press K twice every time you get in the car, you now press K once. But instead of turning off the radio, subsequent presses change songs instead.
  • Sometimes NPCs vanish from outposts. This can happen in the vanilla game, too, but I think the mod makes it worse, or at least more unpredictable.
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After I updated the mod for the new version of the game, I decided to sit down and write some thoughts on the game. Particularly where it falls short and where mods like this one might potentially be able to help.

Firstly, I'd like to say that SGW3 is a good game. I like it a lot. But it's a game with design choices that are baffling and sometimes frustrating. While they've fixed an assortment of bugs, and the game is in a much better state than at release, it's mindboggling that stuff like the day/night cycle resetting hasn't been fixed. It screams "misplaced priorities". A failure to appreciate and prioritize where SGW3's design problems lie. Regardless, from what I've read, CI Games have some serious management problems and these issues are almost certainly not the fault of the hapless developers.

The following are some issues I would very much like to see fixed:

I would like to see the developers officially fix the spawn/despawn distance problems. My mod is an inelegant solution to a complex problem because I have to deal with hundreds of spawn zones without knowing where they're actually located and what NPCs they affect. The developers could implement a far more nuanced fix for the PC version if they chose to.

The game's day/night cycle implementation is absolutely baffling. The game resets the clock to midnight at the drop of a hat. Die? Midnight. Load last checkpoint? Midnight. Exit the game and come back? Midnight. Story missions have ToD overrides, so it's not like you spend the entire game at night, but I simply cannot comprehend WHY the game works this way. Why not take the current ToD and advance it by 6 hours every time the player loads a checkpoint? Why not advance the time by 6 hours every time they fast travel? Why not pick a random ToD whenever the player resumes their game? Why not allow the player to sleep outside of safe house beds? The game tries so very hard to be The Witcher 3, yet they didn't even bother copying its Meditation system.

The game's dynamic weather system basically doesn't work because rain is triggered on a cycle that basically never has a chance to get anywhere. It typically rains at 3am and 11am, usually after a full 24 hour cycle has passed. Few players ever see this because the clock resets or is overriden so often.

Fast travel is poorly implemented. The fast travel system is similar to The Witcher 3 in that you unlock sign posts. But the key to TW3's fast travel system was that you couldn't fast travel without a sign-post. So when the player was wandering around, out in the wilderness, they were pulled in the direction of general exploration. Oh, it's 300 meters to the nearest sign post, but there's a cave over there -- I'll check it out. SGW3 has a world full of points of interest, many of them quite lovingly crafted, but their exploratory appeal is undercut by the ease of fast travel. You simply open the map and select a sign-post or your safe house. Fast travel from the map menu should be removed, IMO.

The car radio is broken. The game has a charming assortment of Georgian music that plays on radios and in your car. The problem is that you have to press the radio button (K) twice to activate the radio in your car. The first press never works. The game doesn't remember that you had turned the radio on when you return to your car, either.

-Mostly fixed in 0.35

Your car explodes when shot. Trying to use your car, or any other car, as a bullet shield during firefights typically results in it killing you. This is just plain dumb for this style of game. (This is potentially reasonably easy to fix.)

Key rebinding is pretty borked. You can rebind "Use" for instance, but you can't rebind the plethora of functions that are "Use, but in a different context". For instance, disarming mines.

-Mostly fixed in 0.35-0.36

The game's gore system doesn't really seem to work. Enemies receive serious wounds in bullet cams that have vanished by the time you trot over to investigate their corpse. It's been suggested to me that perhaps the game's violence was nerfed to avoid classification problems in certain regions.

I can't promise that any of the above issues will be fixed. Modding CryEngine titles without the source files is very difficult. Prey mods that tried to restore some of the cut Hardcore Mode functionality ran into major difficulties. But these issues are on my radar, and I will prod and poke the game in my spare time. If you've got any experience with CryEngine modification and are interested in trying to improve SGW3, I welcome your input.

There are also issues with the MP, such as broken host migration and issues with cheaters. They fall outside the scope of a mod like this, and I'm pretty sure they will fix those issues ASAP. (Host migration, at least. They don't seem to have an actual plan for cheaters.)

Thank you very much for reading.

SGW3 - Sloppy Coding Killed The Radio Star

SGW3 - Sloppy Coding Killed The Radio Star

Feature

One of the most annoying audio bugs in Sniper: Ghost Warrior 3 was mostly fixed through key rebinding.

Welcome to the SGW3 Improvement Project

Welcome to the SGW3 Improvement Project

Feature

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

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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...

Sniper Ghost Warrior 3 Improvement Project 0.39

Sniper Ghost Warrior 3 Improvement Project 0.39

Full Version

Updated to be compatible with Patch 1.8, which updated the Sabotage level data to fix a minor bug.

Sniper Ghost Warrior 3 Improvement Project 0.38

Sniper Ghost Warrior 3 Improvement Project 0.38

Full Version 1 comment

Disabled mouse acceleration/smoothing. Fixed missing water/texture CVARs by moving them into Ingame Effects. Implemented untested fix for chain QTEs when...

Sniper: Ghost Warrior 3 Improvement Project 0.37

Sniper: Ghost Warrior 3 Improvement Project 0.37

Full Version

Hotfix drone hacking rebinding. Medkit moved from G to Q. (Press for use. Hold for wheel.) Disassembly moved from U to V. Cancel moved from Y to R.

Sniper Ghost Warrior 3 Improvement Project 0.36

Sniper Ghost Warrior 3 Improvement Project 0.36

Full Version

Hotfix for minigame re-binding. (Mine defusal, etc.)

Comments  (0 - 10 of 34)
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Nalike
Nalike

i am using this mod so far so good. i have only 1 problem. i am used to use aero keys of keyboard dont use WSAD ... u know what i mean. i have problem with controls cant steer left or right the jeep nor drone. i have to move away my hand to the other side. can u please tell me how to fix it?

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Ambient_Malice Creator
Ambient_Malice

Vehicle steering is configurable in the options menu and should work fine with arrow keys. I've updated the mod with a fix for drone strafing. The drone's movement is based on normal movement using a grouping system, so rebind left and right again if it isn't fixed automatically.

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cbcrown22
cbcrown22

What I am trying to do specifically is stop the "TrainYard_AIZone_2" AI of mining_town_2k to no longer despawn. The in-game assets such as builings and lighting effects don't despawn even up to 3000m away which gives me hope that keeping the ai spawned in is possible as well. I have been adding in bUnhide="1" bDespawn="0" to the properties of the aizone to no effect. The despawning zone that encirles the train yard is 650m in most areas. So far I've spent maybe 48 hours going through the files and making changes which almost every time had no effect. If you can give me enough guidance on how to change the layers so that the ai won't despawn. I am willing to spend hours on end changing whatever is necessary. Performance is the least of my problems and btw your mod works smoothly. <3 Please help.

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cbcrown22
cbcrown22

Do you know of any way to increase the spawn distance to over 1000m? The problem I've been facing is that adjusting the fspawndistmax doesn't resolve the despawning aspect. The game has set despawning zones which I cant find in the level.pak files. The scripts.pak files do have ai spawning and despawning features beyond the fspawnzonedistmax and despawnarena_mintimeplayernotseen. Changing the aizone.event_disable and aizone.event_despawn scripts is my next step. Please tell me if you know anyway to remove/change ai spawn zone areas/limitations or modify the specific traits of a singular/group of ai.

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Ambient_Malice Creator
Ambient_Malice

It's almost not going to work at that distance. The game divides the world up into traditional CryEngine layers, and then turns them on/off as the player moves around the world. (Whenever the game hitches, it's often loading or unloading a layer.) That's why you sometimes see entire clusters of buildings disappear from certain angles. The mountains hide it a bit. These are completely separate from the normal AI spawning stuff. The AI and their AI zones are part of these layers. But screwing with the layer stuff would be stupidly complicated and probably cause performance problems.

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lowenz
lowenz

Another good thing to get more free keys is to remove, if possible

*Switch Weapons / Sidarm (we already got 2 ways to select a weapon! Why THREE ways? :D )
*Learned Mechanics
*Collectibles
*Every remaining hardwired "help/hint"-related key (TAB is hardwired to "tab select in journal" so you can't use it to EXIT the journal if you use TAB to enter the journal)

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lowenz
lowenz

Some suggestions about the key bindings:

ENTRIES RENAMING (to reflect the REAL working)

*Gadget wheel -> Gadget wheel (hold)
*Ammo/Fire rate wheel -> Weapon customization wheel (hold)
*Use gadget -> Use gadget / Aim gadget (hold)
*Quick heal (hold) -> Select adrenaline / Quick heal (double tap)
*Medkit wheel -> Medkit wheel (hold)

KEYS WORKING
* "Loot weapon" key can use the Ammo/Fire rate wheel key (NOT HOLDING)
* "Gadget switch" key can use the "Gadget wheel" (NOT HOLDING)

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Nickypie
Nickypie

Hi there,

Just brought the game and noticed NPC despawning in the open world at 250M.
Your mod fixed that at a particularly annoying moment and I want to say thank you for creating this mod.

It really improves the overall feel for the game, kinda ridicules that in a sniping game your targets cease to exist at range.

Thanks again!

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Zerathustra
Zerathustra

Thank you so much for working with this game. Love sniper/stealth gameplay in FPS/RPGs but there really aren't -that- many rich experiences to be had there in single player. Despite its... issues I've enjoyed SGW series and finally picked up the latest creation. With recent patches and your mod I've had very few issues tho' still a bit "rough around the edges". Only two despawn/respawn probs in one and a half playthrough ain't too bad!

There really is a lot of potential in the game and a lot of fun to be had for the fans of virtual sniping. It's just too bad they've botched the launch of most of their titles since after all the patching and extra content SGW 2 and 3 really turned out OK. Hope you keep working on the project as it seems CI is patching the game quite frequently!

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