Serious Sam 3: BFE

Serious Sam 3: BFE

161 ratings
BFE Enhanced
File Size
206.398 MB
Aug 6, 2014 @ 12:33pm
Nov 13, 2016 @ 7:27pm
26 Change Notes ( view )
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BFE Enhanced

In 1 collection by Biomechanoid
My collection of workshop stuff I mainly use
45 items
NOTE: The Serious Sam HD Enemy Resource Pack is now also required in order to run BFE Enhanced. You must download it if you do not have it.

NOTE#2: Disable or uninstall the Unity mod before playing this as it overwrites some of the scripts in the original BFE campaign that BFE Enhanced shares and it may bug out some parts in Enhanced.

BFE Enhanced is a custom campaign that aims to bring back the classic SS1 action and feel to the BFE campaign. Inspired by my own The Grand Obelisk Enhanced map which is an improved version of the Grand Obelisk level from SSHD: TSE's Legend of the Beast DLC that also aims to bring back the SS1 action and feel.

Features in this campaign include:

- Brings back some classic baddies from SS1 such as the reptiloids, fiendian demons, lava golems, zorgs, arachnoid juveniles, electro fishes, beheaded firecrackers and bombers and the invisible gnaars
- More extra multiplayer enemies for more intense coop action
- More weapons and ammo in the levels
- New secrets to be discovered and some old secrets were modified
- New Time of Day lighting in the levels so it's not just broad daylight 95% of the time
- New Sam quotes by John J. Díck himself
- Sniper Rifle and Lasergun are no longer secret only and can be found throughout the levels
- Player running speed is no longer decreased in certain parts of the levels
- Adds some gates and doors in some parts of the levels to prevent rushers
- Slightly different ending

- Ultimate Resource Pack
- Jewel of the Nile DLC
- Serious Sam HD Enemy Resource Pack

Keep in mind that this does not modify the original BFE campaign so you can play both the regular BFE campaign and the BFE Enhanced campaign.

Anyway, I hope you enjoy it and stay serious!

- Croteam for the original levels
- All the people who beta tested it
- John J. Díck for the new Serious Sam quotes
- Artyom Havok for the trailer
- Solais and Ryason for helping me with scripts
- for a couple of models
- MetalFortress for his Boss Fight Strings (Guitar Cover) track
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Biomechanoid  [author] Mar 22 @ 10:57am 
Mike Uchiha Feb 5 @ 7:37pm 
idk how game add serious bomb model LOL
Biomechanoid  [author] Feb 5 @ 7:13pm 
That error has nothing to do with this mod.
Mike Uchiha Feb 5 @ 7:06pm 
Mesh Unnamed in model CModelConfiguration::0x01000039 (Content/SeriousSam3/Models/Weapons/Explosive/SeriousBomb.mdl) is local! can you fix the model Content/SeriousSam3/Models/Weapons/Explosive/SeriousBomb.mdl i not instal mod serious bomb model
C6H3(OH)2-CH2-CH2-NH2 Jan 10 @ 6:10pm 
This Mod is a Masterpiece. This is what SS3 BFE should have been.
Merge Nov 8, 2017 @ 3:33pm 
Will you remake this mod for Fusion version in future?
NAME! Aug 13, 2017 @ 6:53pm 
I found a problem with the chapter "Under the Iron Cloud", where there is a force field that blocks the boss area until, as far as I can tell, you trigger every encounter in the area which is surprisingly hard to do.
artzpiip Jul 3, 2017 @ 1:33pm 
Ok. I think I found what happened in Unearthing the Sun. The first wave of enemies in the level consists mainly of kamikazed. However, they keep spawning one-by-one or two-by two for nearly 5 minutes straight. I think these spawners could be sped up by 3-4 times after the first 30 seconds have passed.

Werebull spawner in the triggered also lasts a minute or so after all the other enemies in that wave have stopped spawning so it's waiting in that wave as well although it's less severe.

P.S. The yard before the Sirian area room is intense although beatable. So that part was exciting. (I played on serious difficulty with extra co-op enemies.)
artzpiip Jul 1, 2017 @ 12:17pm 
Ok. Found a bug. One of the beheaded kamikaze spawners in the sphinx area only spawns enemies one by one, even long after the other enemies have died.
artzpiip Jun 30, 2017 @ 2:02pm 
Good news: It worked.

As for the last area in the Power of the Underworld, I don't think it's very possible to beat the final area (before the boss) without dying with extra co-op enemie enabled on serious difficulty if you have 2 players. It's just that there are too many enemies attacking at once and from all directions. Perhaps this is the time it's a good idea to spread them out a bit.