Serious Sam 4

Serious Sam 4

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Enemy Consistency Fixes
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Content: Enemies
Other: Sounds
File Size
Posted
Updated
698.368 MB
Dec 1, 2021 @ 9:40am
May 21 @ 4:03pm
93 Change Notes ( view )

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Enemy Consistency Fixes

In 1 collection by Roosev
Serious Sam 4: Overhaul (Fixes and Enhancements)
17 items
Description
The intention behind this modification is to maintain the vanilla experience whilst adding in missing sound effects, graphical effects and re-enabling any unused features which are still fully usable. Any enemy improvements that you'll find in the SS:SM release will also be included. Gibs and Debris have been reworked to work as originally intended, and decals have been updated to look more visually appealing.





(Due to the nature of this mod, stock enemy files are modified. However, due to the fact that it is stock files simply fixed/tweaked up, it should not break custom/stock maps under any circumstances. Any mods that also modify stock enemies might pose problems. Your mileage may vary at that point.)

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Useful Console Command Tweaks:
  • "adq_fDebrisArThreshold = 1" or "2"
    By default, this console command is set to 0.5. From my tests, it seems that the higher the number is, the more aggressively the engine de-spawns existing debris to allow new debris to be spawned and active. This helps in cases where debris might not spawn or deactivates early due to hitting a debris limit. 1 is good for slightly more consistent debris with a small FPS drop, or 2 for consistent debris with a slight FPS drop.

  • "adq_fDynamicDecalsArThreshold = 1" or "2"
    By default, this console command is set to 0.5. From my tests, it seems that the higher the number is, the more aggressively the engine de-spawns existing decals to allow new decals to be spawned and active. This is actually easier to notice than the debris since decals stay about for much longer. 1 is good for slightly more consistent decals with a small FPS drop, or 2 for consistent decals with a slight FPS drop.

  • "adq_ctActionRatioMaxBodies = 600" or "1200"
    By default, this console command is set to 300. From my tests, it seems that the higher the number is, the less aggressively the engine disables ragdolls when there is either a lot of action or if they get enabled at larger distances. A higher value can solve problems with ragdolls disabling too quickly (especially noticeable when enemies die on hills). 600 is good for slightly more consistent ragdolls with a small FPS drop, or 1200 for almost persistent ragdolls with a slight FPS drop.

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ECF Tweaks

Other (Standalone Tweaks)

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General:
  • All enemy debris and gibs have been fully re-configured and work as originally intended! Debris is less likely to fall through the floor, and they now produce impact sound effects and generate blood decals.
  • All new SM enemy destructions have been ported into SS4, with a few improvements/differences!
  • A few cases of ragdolls not applying have been addressed. Ragdolls are now interactive by default for smaller enemies.
  • Additional gore sounds for all enemies! Certain enemies will now have unique gibbing sounds. More variety, and more meaty sound effects!
  • Broken enemy executions have been fixed (Beheaded heart execution comes to mind) and the Red-Mech + Blu-Mech executions are now back! Other enemy executions have been updated with new effects, sound effects and general polish.
  • Netricsa has been overhauled! Enemies now produce particle effects and sounds inside of Netricsa.
  • Red and Green blood decals have been updated to reflect light. No more matte decals! Decals in general now have a lot more consistency than before.

Enemies:
  • Enemy firing animations got fixed and spruced up. For example, Adult Arachnoid's minigun now spins and the Khnum's preparing to fire/firing animation has been visually upgraded.
  • Enemies (where applicable) had their destruction settings improved. Certain enemies will now gib using lower tier weaponry. Serious Rage will now also cause most weapons to create gibs.
  • Enemies (where applicable) had almost all of their animations fixed up to play any missing/unused effects, sounds and shake events.
  • Enemies (where applicable) had a few fixes applied to their general functioning. For example, missing wound textures are now back!
  • Enemies (where applicable) had their unused content brought back. (like death animations, running animations, sound effects, wound animations etc.)
  • Enemies (where applicable) had multiple additional sound effects added from the Siberian Mayhem release.
  • Most (if not all) enemies had their execution animations fixed up.
  • Most (if not all) enemies and their debris had their LOD ranges improved. Simply put, much smoother transitions between higher to lower quality models. Enemies can now also be seen slightly further away. This will help on lower CPU settings.
  • And yes, Khnums have their signature "Ignition" sound back by default!





And many more improvements.

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Changelog[pastebin.com]

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Credits:

NSKuber - For making a fix to Kalopsy's wound sounds.
steak jacobs - For immense creativity and finding ways to make the stock game feel more polished and better.
And to the Siberian Mayhem team for sounds + textures and other general fixes from the new release. Here's hoping they'll get ported to SS4 officially at some point!

Any brand new sound effects you get to hear were found on royalty free websites and mixed by me.
Popular Discussions View All (1)
1
May 19, 2023 @ 12:34pm
Game cannot open with latest update
SkullByte
154 Comments
Бублик Oct 2, 2024 @ 12:22pm 
one day I will explore the passage of only this mod and nothing else, and I will say more precisely.
Roosev  [author] Oct 2, 2024 @ 9:39am 
Hmm, I've actually played through the game a few times whilst using this mod and I do end up using the quick saves quite a lot. I've never had this issue. Are you 100% sure this is because of this mod?

As for the errors, they're technically warnings since the wound schemes and ragdoll schemes don't have full sets for some animations. It shouldn't cause saves to get corrupted however.

I will investigate this at some point to see if there is any correlation between this mod and saves, but as I've said; I've never had this happen to me.
Бублик Oct 1, 2024 @ 3:43pm 
The game logs say:
14:19:21 ERR: sysStartProcess("C:\Program Files (x86)\Steam\steamapps\common\Serious Sam 4\Bin\x64\BugReporter_Win32.exe") - 'No such file or directory'
14:15:47 ERR: Full ragdoll transition scheme in Content/SeriousSam4/Models/Enemies/Beheaded/Animations/DeathAnimScheme.rsc does not cover all cases!
14:15:37 ERR: Wound scheme in Content/SeriousSam4/Models/Enemies/Walkers/Walker_Red_Schemes.rsc does not cover all cases!

There are other errors, including those related to "Gamepad config error", but I'm not sure that this is related to your files. I don't even know where this comes from. There aren't even any settings in the game with "Gamepad".
Бублик Oct 1, 2024 @ 3:42pm 
thank you for the great work done! The game has become more colorful, more alive!

Also, if you are interested, I would like to share bugs.
Not every day, but it happens when a "quick save" can be created with an error, and all subsequent saves will also have a fatal error. This error leads to a crash to the desktop only if you try to load this save.

An earlier save (regular or "quick") that has not yet had time to accept this error helps.
MattStarChief Sep 24, 2024 @ 2:17pm 
Many thanks!
Roosev  [author] Sep 23, 2024 @ 5:25am 
Feel free to use my files in any way you see fit, if need be. Hope all goes well!
MattStarChief Sep 23, 2024 @ 3:18am 
Thanks for getting back to me! Okay, i thought that would be the case. The reason I ask is because i’m working on a mod atm where I have made changes to enemy collisions so I was looking to know if these would conflict with this mod.

I’ll have to do some testing to see the extent of the conflicts and the issues that arise using both my mod and this one.

Thanks again 🙂
Roosev  [author] Sep 22, 2024 @ 8:42am 
Yes. If I recall, most of the .mch changes were to do with materials and (very few) collisions.
MattStarChief Sep 22, 2024 @ 6:53am 
Hey! Quick question - does this make any changes to .mch files for enemy models?
Fred-104 May 13, 2024 @ 9:27am 
Apparently DestroyerNel's Meleeable Kamikaze was causing it.