Welcome to my mod. Since I've been playing Vegas 1 & 2 I've heard people complain that certain weapons in the game just aren't realistic. So I researched the weapons in the game and found... They were right! While I haven't adjusted characteristics like the steadiness (or lack thereof) of the weapons when being held, I have changed just about everything else. Read further for more details.

WARNING!!! This mod increases the realism of the game, i.e. it is even more difficult. But since the game has been out for a while I thought people might be up for a little more of a challenge.

This mod is based on my Vegas 2 Realism mod and adapted to work for the original Vegas.

I adjusted all the weapons to have characteristics closer to the real ones. Range and damage are based on bullet energy/barrel length, accuracy is based on barrel length, and penetration is based on bullet energy/diameter. I know this is a simplification, but it yields more realistic gameplay than the original. Weapon details are primarily based on wiki information.
Most weapons now have slightly better penetration. Weight and fire rate is also now proportional to the real weapon's. I took away unlimited pistol ammo. Run speed and CQB are enough to make pistols worth while. Movement speed is now proportional to the weapon's weight. Ammo carrying ability is also more realistic, 6 clips in realistic & MP, 10 in normal, and 14 in casual. You will be picking up more rounds and swapping weapons more. All weapons also now feature realistic fire select options. I added as many upgrade options as feasibly possible to all guns and changed it so that all scopes/sights have the same recoil. It may seem that the more powerful scopes will have more recoil, but that's just because you are zoomed in further.
From what I've read, silencers not only make the gun much quieter and suppress flash, but can also increase accuracy and range as well as reduce recoil. They do this at the expense of increased heat. While the game does lower the recoil for a suppressed weapon, it does not allow for improving accuracy and range, nor the possible overheating of the gun. I have however removed the penalty to damage that was originally given. On a side note, although they eliminate most of the sound from the firing of the gun, suppressors cannot eliminate the sonic boom (or crack in this case) that supersonic bullets create. Almost all of the guns in this game normally use supersonic bullets, save for some of the submachine guns and pistols. This is supported by the sounds in the game. However the suppressors in the game also unrealistically seem to eliminate the crack of the supersonic bullets. If you were to use a suppressor in these models, in reality you would use a subsonic version of the round you normally equip. So to be more realistic, I have removed the ability to use suppressors on all weapons using supersonic ammo. (If anyone knows how to change the sound files to give the right sound to the suppressed guns using supersonic rounds give me the word and I will gladly add back the silencers to weapons that support them.)
A pleasant surprise is that the realistic properties of the guns provide a much larger variety of gun properties. Try different guns in different scenarios and find the ones that best fit your personal style.
I tweaked the penetration so that after initial penetration lighter rounds don't penetrate as far as heavier rounds. Two rounds with different weights but similar initial penetration will penetrate thin materials just as well, but the heavier round will penetrate better through thicker material.
The recoil of each weapon is now based on its recoil energy. This is related to the weight and power of the round as well as the weight of the gun. The original game had their recoil based on weapon type. Weapons with built in forward grips also have slightly less recoil than their counterparts without forward grips. Recoil animation has been tweaked as well. Let me know your thoughts on this.
Looking around with a weapon has also been updated. Heavier longer weapons will move slower and less steady than lighter smaller weapons. It is much easier to loose control of a light machine gun now than a submachine gun. When using a longer weapon your character will now lead more with the weapon into a turn, like you would in real life. (I would like to adjust steadiness of the weapon when not moving or firing, but the reticule and scopes seem to be fixed to the camera. This also makes movement steadiness with scopes impossible because the gun will move but the scope won’t, as if they are not attached to each other. Any input on this would be appreciated.)
Blind fire accuracy is now based on the length, weight, and power of the gun. Pistols and submachine guns are now much more accurate in blind fire than light machine guns. Guns with forward grips also have slightly better blind and normal accuracy than their counterparts without forward grips.
Sound range is now dependant on the round being fired and the gun firing them. Supersonic rounds can now be heard anywhere on the board. No more dying from silent bullets. Subsonic rounds can be heard within their range of lethality. Silenced weapons are now quieter making silenced pistols and submachine guns more useful. Reload, equip, fire mode change, and no ammo sound ranges are now based on their respective weapon. The no ammo sound range was ridiculous in the original game. Did you ever notice in terrorist hunt how there were suddenly a lot of people shooting at you when you ran out of bullets? I toned this down to be proportional to the other sounds. This makes the “Oops my pistol ran out of bullets, now come and get me suckers!” strategy less useful. Enemies respond differently now and you will have to change tactics, and use more varied tactics to stay alive.
The weapon lengths have been changed in the game to be proportional to the actual weapon lengths. This lets you get closer to obstacles with shorter weapons.
So I’ve noticed some disturbing properties to the game. When you walk your accuracy increases tremendously, when you are crouched your accuracy remains the same, and when you use a laser sight your accuracy decreases a lot! This appears to be a mistake made by Ubisoft when they went from Vegas 1 to Vegas 2 because Vegas 1 doesn’t have this problem. I’ve fixed this so:
- The walking modifier is now proportional to the gun length and weight. It is easier to maintain accuracy with shorter lighter weapons where as longer heavier weapons you are better off standing still.
- The crouching modifier is now proportional to the gun length and weight. It is easier to maintain accuracy with all weapons when crouched but more so with longer heavier weapons.
- The laser sight now gives you a small increase in accuracy.
I fixed the ACOG and rifle scope sighting problems! Now the ACOG is available on most submachine guns and all assault rifles, shotguns, and LMGs, and even some sniper rifles. The rifle scope is also available for most submachine guns and assault rifles and all LMG’s and shotguns. The sniper scope is an option for all assault rifles that don’t have the rifle scope option.
The ratings in the gun selection menu have been updated to reflect these changes.

- Check out the properties of the guns on the attached spreadsheet and their graphs for a quick comparison of weapon properties.

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Vegas 2 Realism Mod v2.4.4 is here!!!

Due to popular demand I have completely revamped the shotguns. They now have more realistic recoil, damage, range, penetration and pellet spread. The lower damage is balanced out by the tighter spread. Good for run and gunners with decent aim. Especially good against tight groups. Aim for the head!
I may be jumping the gun here, but in anticipation of Beck Defense's upcoming release of the .510 Beck round and a complete upper for the AR-10 and SR-25, I have now updated the Knight's Armament SR-25 Mk11 Mod 0 to fire the .510 Beck. This round has nearly the energy as a 7.62 NATO but at subsonic speeds and with a big heavy bullet that just keeps on going. One drawback is lower capacity, but it is still worth it.
I removed the 3-round burst from the MTAR-21 (Thanks to Jose21crisis on Moddb.com for pointing this out.) and changed the name to CTAR-21 to more accurately reflect the weapon model in the game. Also pointed out by Jose21crisis, the HK XM8 is being used by the Malaysian military and could potentially be purchased by Rainbow.
I also made a few minor tweaks in the game that should make it even more enjoyable. Happy gaming!

V2RM KA SR 25


V2RM BENELLI M3


V2RM IMI CTAR 21


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Guest
Guest - - 689,496 comments

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Crashday
Crashday - - 319 comments

It seems like I am unable to equip silencers on almost all guns now after installing this... I am wondering if this was an intentional choice or if it's a bug.

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Jose21crisis
Jose21crisis - - 149 comments

This is a very good mod, but I feel that pistols SMGs are a little underpowered compared to rifles. I know, pistol calibers aren't too powerful, but with the mod it takes like 10 rounds to kill someone. It's a bit ridiculous in my opinion.

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HunkWhite
HunkWhite - - 18 comments

So, I've play your mod, and a lot of weapons have the number of bullets wrong like the mp5, it's not 15 rounds per mag, it's 30, 25 or 35 depends on the type of mag, in this game it's 30 not 15.

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EagleBeak
EagleBeak - - 157 comments

I saw you mention that suppressors increase the range for weapons. I'm not sure where you read this, however the sub-sonic ammunition required to be fired with a suppressed weapon certainly does decrease the range and stopping power for the rounds. If you've researched otherwise however, please let me know what you source it.

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IdeasMan Creator
IdeasMan - - 177 comments

For those of you who have Vegas 2, I have a Realism mod for that game as well. Check it out.

Please leave your comments on my Vegas Realism mod here. I hope you like it.

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