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. Just want bug fixes? The Unofficial Patch is for you. Want a leaner, meaner, more focused version of the game? Then give the Improvement Project a try.
When leaving the safe house in 0.51.0, the weapon cache reset condition check was never returning true. This is now fixed.
Copy InstallData & SGW3 Improvement Project Installer.bat into Sniper Ghost Warrior 3 main directory. (This might typically be Steam\SteamApps\common\Sniper Ghost Warrior 3) Then run the Improvement Project Installer.bat batch file. In some cases, you may need to run the batch file with administrative permissions. Right click on batch file and select "Run as administrator" if the installer fails the write permissions test.
To uninstall the mod, run the install batch file again.
Inventory flush hack was not correctly being called upon exiting safehouse.
Mitigated phantom gadget icon bug after player death.
Mitigated problem where removing gadgets from player inside weapon cache did not in fact remove them from the inventory.
Fixed missing menu description for magnum rounds.
Fixed Darya Kuznetsov cowering and looping the same line of dialogue over and over like a broken record.
Changed "generic" torso damage from 10x to 1.1x to match general behavior, made arrow damage match other body types.
Fix for falling through terrain at fast travel point in Dam region.
Removed broken arrow trail effect. Instead of creating an arrow trail, it was creating a glitchy looking white flash upon impact.
Removed misaligned Herrwalt 99 muzzle smoke.
Improved installer script to fix some oversights and make it easier for people to understand.
(Improvement Project Only)
Made Police Truck driveable. (Only appears in dam region, used by 23 Society.)
Tentatively implemented drivable Patrol Boat in Mining Town.
Fixed misc bugs with drivable vehicles.
Reduced ammo/gadget/medkits player can carry to be closer to vanilla.
Removed ammo bonus on first acquisition, since it created situations where players could easily gain a large number of bullets.
Increased amount of "food" gained from some animals to help with medkit crafting.
Slightly increased crafting cost for barbed arrows.
Moved sawn-off shotgun from secondary to sidearm category. The sawn-off was originally a sidearm, but was changed in an official patch. The sawn-off is more tactically useful as a sidearm.
Increased health of war criminals to make them more challenging.
New starting loadout for Sabotage DLC will no longer trigger fullscreen weapon acquired messages.