Left 4 Dead 2

Left 4 Dead 2

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Nescius' realism
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Game Modes: Mutations
File Size
Posted
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14.545 MB
May 13, 2020 @ 11:11pm
Mar 5 @ 11:30am
114 Change Notes ( view )

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Nescius' realism

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Description
Realism doesn't have enough tanks so I fixed that. Prepare your melee for them because you won't have enough bullets. Also don't leave any bosses behind or you will have it harder.

Spawning changes:
-tank may spawn on every map
-tank or witch may spawn during running events
-may spawn more than one tank per map (quite a few more in worst cases)
-6 specials at once (2 default) (can go up to 10 based on team strength calculated from equipment and health of all survivors)
-40 commons limit (30 default)
-wanderers are always allowed to spawn
-if you don't kill a witch or let her run away next witch spawned will be bride witch
-if you don't kill a bride witch or let her run away next tank spawned will be sacrifice tank (he can call a horde)
-tank that spawns in a natural fire (fire that is part of the map) will become fireproof and his health is halved
-in defense finales second wave of tanks is always double tanks (no mercy has 2 tanks in 1st wave and 3 tanks in 2nd wave)
-escape tanks enabled on every defense finale (death toll, dead air, blood harvest, crash course had them disabled)
-bosses can spawn in finale areas before finale started

Gameplay changes:
-witch can go into saferoom (normally gets confused)
-witch can damage doors (33% of her current health per hit, by default in realism she cannot damage doors)
-startling the witch activates adrenaline effect for 60 seconds
-saferoom doors go brrr

Weapon changes:
-awp deals 200 dmg and does m60 style gore to zombies
-chainsaw has 20 reserve ammo (auto reloads instead of discarding)
-m60 has 150 reserve ammo (auto reloads instead of discarding)
-magnum ignores damage resistance of charging ai charger and witches (also has 2x damage multiplier for witch headshot)
-magnum increased damage from 80 to 112
-bile jar stuns a tank if it hits him directly
-covering tank with bile extinguishes him
-propane, oxygen tanks and pipe bomb explosion deals 2000 damage to specials and tanks (not to witch)
-while adrenaline is active blunt melees, crowbar and pitchfork has 25% higher damage
-pitchfork has 10% higher damage against witch
-pitchfork also ignores charging AI charger damage resistance

Item spawning changes:
-every first chapter of a session spawns scout and m16 at the start and also melee if there is not one already
-weapons limited to one grab
-bunch of fixed unreachable item spawns
-few custom spawns in certain maps (melee at the beginning of c2m5, some ammo piles in c13...)

Ammo pile changes:
-ammo piles are based on percentage (100% is full ammo pile, you will see the percentage above ammo pile if you didn’t disable hints in settings)
-tier 1 weapons and scout take 50% from the ammo pile to fully refill
-hunting rifle takes 78% to fully refill (165 total ammo is ~78% of military total 210 ammo)
-tier 2 weapons take 100% to fully refill

Explosive ammo changes:
-explosive ammo does quadruple damage to zombies
-shotguns do 8x more damage and resulting special ragdolls go brrr
-grenade launcher with exp ammo does 6x more damage, kills specials or witches instantly and can stun tank

Incendiary ammo changes:
-incendiary ammo ricochets bullets on 3 other targets (commons or specials not witch)
-sniper rifles ricochet bullets on 5 other targets and with higher range but ricochetting can't be triggered by hitting commons
-shotguns do 5x damage and 2x damage for headshot (headshot multiplier doesn't apply to witch)
-does 2x times more damage when hitting targets that are on fire permanently (i.e they were lit up by something else than fire bullets)
-grenade launcher does 6x damage, projectile is visually on fire and fires incendiary projectile at nearby zombies as it flies

Miscellaneous:
-bile duration vscript hud timer shown when covering a tank
-disabled tank death animation
-more accurate tank damage stats (by default damage from the killing blow isn't counted in stats, fire damage is less accurate)
-damage from commons to a biled tank counted towards damage stats of player that biled the tank
-tank is killable during climbing animation (by default during his climbing animation he can be damaged up to 1 hp but not killed)
-in hard rain items dropped druing first 2 chapters will transition to the rest of the chapters (by default only items not touched by a player transition)
-l4d1 survivors say "Ammo here!" lines when looking at upgrade packs (in item form or deployed)
-l4d2 survivors say their special ammo here voice lines for deployed upgrade packs (by default they don't)
-when there is more than 1 tank survivors will say their "two tanks" lines
-a few map specific changes like c1m3 alarm store glass glow disabled, dynamic lights in c13m2 event area near the end
-always angry

Added funcionality:
-oxygen, propane tanks, non scavenge gascans, firework crates and gnome can be placed precisely on the ground using reload button (the carryable is shown as translucent model when it can be placed wherever you are aiming)
-you can drop anything in your possession (bind button_of_your_choice "scripted_user_func dropitem")
-giving/taking items to/from bots (bind button_of_your_choice "scripted_user_func giveitem")
-if you want to beautify surrounding walls use command "scripted_user_func rocket"

Chat commands:
!nesrealism_give_up (if enough people write it final credits will start rolling)
!nesrealism_version (prints the current version)
!nesrealism_steal_bot (to take over non-incapped bot, your character is kept but position, health, equipment etc. is switched)
!bots_dont_shoot_toggle (commands survivor not to shoot)
!bots_hold_position_toggle (commands survivor bots to crouch and not move)

User settings (check discussion section for more info):
nrsb_auto:
"always" = steal bot everytime when you die and there is non incapped bot available
"never" = don't automatically steal bot even if not doing that means losing
default = steal bot automatically only when not doing that would mean round loss

nritem_clt:
"l4d2" = l4d1 survivors will use l4d2 survivor callouts for adrenaline, defibrillator, grenade launcher, chainsaw, upgrades when using "Look" on them
default = default
Popular Discussions View All (7)
12
May 4, 2024 @ 12:03am
PINNED: Share playthrough
Nescius
0
Oct 17, 2023 @ 7:47am
PINNED: User settings
Nescius
0
Mar 19, 2023 @ 4:22am
PINNED: Bug reports
Nescius
40 Comments
T626 Jan 29 @ 7:02pm 
ok
Nescius  [author] Jan 29 @ 7:00pm 
You can try. I don't use that so I can't tell if there will be any issues
T626 Jan 29 @ 6:58pm 
@Nescius Can I have this work alongside the all 8 survivor sourcemod by @Raizen that I manually installed?? I'm quite curious if together they'll cause game crashes or what-not.
Luminessa Jul 28, 2024 @ 2:15am 
..i´m just not good enough :sosad:
Nescius  [author] Jul 21, 2024 @ 4:41pm 
Knowing how to kill the tanks well is part of the mutation. Check the Share playthrough discussion for videos how guys completed all campaigns duo on expert. You can kill bosses really fast with good strategy and cooperation and there are lot of additions to help with killing the bosses faster like quite a lot stronger special ammo, bile jars stunning tanks, oxygen/propanes doing 2k damage etc. Learning to kill tanks with melee is big part of the mutation too and after you are good at that with a good team having less tanks becomes boring
Cuba Jul 21, 2024 @ 4:36pm 
could you make a setting or something where there isnt just a fuck load of tank spam? The changes are interesting but its basically pointless if you just throw bosses none stop.
NastyLasagna Apr 23, 2024 @ 5:09pm 
dingleberry
[ V AN IT Y ;_F A IR ] Mar 29, 2024 @ 12:07am 
Nice, thanks
Nescius  [author] Mar 28, 2024 @ 2:20am 
Planning to do that. I actually already have 90% finished version of that special ammo as its own addon sitting in my work folder for few months
[ V AN IT Y ;_F A IR ] Mar 28, 2024 @ 1:30am 
Could you separate your special ammo edits by any chance?