NPC spread no longer higher than the player's hipfire, sometimes a bit lower. All rights reserved. The engine was originally developed under the name "RED," and has little in common with the original Geo-Mod concept. If you have a PlayStation Move controller, you can use it to control. = Re-instated squad mod with clear warnings about the House Arrest bug. Twenty-second century Earth. Use the progress tracker to get 100%! = Overhauled the RPG Launcher. Install hundreds of mods with the click of a button. Copyright 2022 Black Tree Gaming Ltd. All rights reserved. We look at some of the events happening as studios Plus, taking far too long to publish All in all, hundreds of hours went into this project so I hope you enjoy the result. Geo-Mod technology the only FPS with real-time, arbitrary geometry modification. Mods at Red Faction Guerrilla Re-Mars-tered - Mods and community home Red Faction Guerrilla Re-Mars-tered Mods Collections Media Community Support search Log in All games Red Faction Guerrilla Re-Mars-tered Mods Mods Pages 1 2 Jump Time All time Sort by Endorsements Order Desc Show 20 items Display Tiles Refine results Found 23 results. Intended to be the final pass before release. The original Red Faction found gamers rebelling against a corrupt Martian mining corporation, Red Faction II saw players back on Earth taking down a totalitarian regime, and Red Faction: Guerrilla finds gamers rising up against an Earth Defense Force (EDF) that has grown corrupt in its occupation of Mars.<br><br>Players assume the role of Alec . Might raise again for the turret. Log in to view your list of favourite games. --------------- Red Planet Guerrilla Re-shade at Red Faction: Guerilla Nexus - Mods and community All games Red Faction: Guerilla Mods Miscellaneous Red Planet Guerrilla Re-shade Red Planet Guerrilla Re-shade Endorsements 3 Unique DLs 121 Total DLs 131 Total views 4,913 Version 1 Download: Manual 6 items Last updated 02 October 2019 4:51AM Original upload Increased Heavy Tank shell structural dmg for final DLC mission, = Increased vehicle explosion radius and minimum human damage, still intentionally weak, = Lowered collision damage for light vehicles, = Fixed a few old mistakes for energy scale (smashing through buildings), medium tanks, arttanks and walkers now function appropriately, = Fully re-balanced energy scale for all vehicles, as Jakkar's tweaks made smashing into buildings non-viable. EDIT: I did it! When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Separate new tags with spaces. = Lowered the speed on the Plasma Caster projectile, allowing it to be used as siege artillery while adding aiming difficulty. Developer Resources (70) . Might raise further in future updates for more dynamic falls. Faction Files - Files - Red Faction: Guerrilla Mods - Mod Manager (Classic) News/Announcements Announcing Reload Magazine . = Lowered Remote Charge capacity slightly, back to vanilla values (12, 24 upgraded). RF2 HD Music Mod . Improved visuals and projectile trajectory to feel more realistic. Dmg/shot increased, particularly on headshots but decreased mag size and fire rate, = Assault Rifle mag size decreased, first-shot accuracy increased (max spread unchanged), = Increased Sledgehammer structure damage slightly for regular, upgrade1 and upgrade2 (still less than half of vanilla). Random crashes and FPS drops since the remastered version according to some players (for me the game is 100% stable). Tweaked to avoid nearby objects blurring, = Increased min distance for alert decay from 20 to 40, maximum decay increased slightly, = Lowered guerrilla reinforcement times, they weren't showing up as often as I'd like, = Convoy changes removed - bugfix for randomly stopping, = Lowered Mayhem damage required for morale bonus, = Removed respawning enemies from the Sniperhunter/Dogs of War mission in Eos, was too silly, = Morale loss on killing civs reduced, since they like to jump in front of cars, = Lessed Assault Rifle damage falloff, being a long-range weapon, and very slightly increased damage. modding modding-tools red-faction-guerrilla red-faction Updated 20 hours ago C++ rsl-dev / RSL Star 6 Code Issues Pull requests Re-mars-tered Script Loader. More niche against vehicles. Raised ammo capacity from 80 to 120 due to its infiltration role and the scarcity of pistol ammo later on. = Lowered death morale penalty to 15 to compensate for increased difficulty. Lowered minimal blast decal radius, should be seeing smaller ones appear now, ? Quite honestly, the only half-decent mods in existence already come with the Mod Manager. As I've personally written, tested and tweaked at least 95% of the modpack's changes I reserve the final word on any copying or re-using of the files contained therein. [] Volition for making such a brilliant game, and THQ Nordic for the remaster. On the other hand, morale merely leads to slight salvage bonuses and more allies - the latter only being useful in direct confrontation. **After this version I stopped working on the project for three years, and re-booted it for the Re-Mars-Tered version of RF:G. The next version is an overhaul-upon-overhaul, drawing from my increased experience and understanding of tweakable values. Completely Destroy Red Faction with "All Geo" Mod redeyesgreendragon 2.78K subscribers Subscribe 225 Share 5.3K views 2 years ago Get the All Geo mod here:. $26.33. Improved realism: NPCs now have the same acceleration and ramming power as the player when using a vehicle, and artificial gravity has been removed from most vehicles. Should work for both versions. It can now aim much further vertically, both to aim at flyers and to avoid Jenkins' crazy stunts from throwing off the player's aim, = Scout and APC when used by NPCs now have the same torque as the player, * Marauder vehicles now have same stats as when player uses them, = Removed artificial gravity: APC, Caravan/Bus, EDF Supplytruck, Fueltanker, = ResLuxury terrain collision damage decreased. = Lowered player death buffer on all difficulties. Kills any non-boss character at point blank range, both PC and NPCs. Improves the god mode to work with vehicles. Sector Color Selector 1.3 -RE-MARS-TERED-. = AI firing patterns vastly improved for accuracy; enemies now use their weapons more intelligently. = Tweaked the pistol to be slightly more niche: Less damage per shot, but the same damage per headshot (higher multiplier). Uploaded to Nexusmods and Factionfiles, Discord link, Reddit links. This Red Faction: Guerrilla mod makes the hammer extra powerful, allowing for some massive damage to structures. Enemy reinforcements take more time to arrive. If the game is saved after, you can't get rid of the upgrades in that save. Download the Red Faction: Guerrilla Multiplayer Pack and dismantle the opposition in two new multiplayer modes and eight new maps. Backpacks are sometimes unlocked at game start. Also removed primary fire muzzle flash to better distinguish between the two. = Slightly increased Plasma Caster explosion radius due to aiming difficulty. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Share Permissions and credits Mirrors Revolutionary (25) - Complete all Guerrilla Actions. Red Faction: Guerrilla re-defines the limits of destruction . Red Faction: Guerrilla re-defines the limits of destruction-based game-play with a huge open-world, fast-paced guerrilla-style combat, and true physics-based destruction. * Performance improved on ATI cards - Ethical Faction weapons configurable (semi-implemented in the Readme), as requested by Jakkar. = EDF APC fixed; now reverses normally. = Changed friendly fire damage done by the player to 1 (from 0.4). = Updated "2020" to "2021" where applicable, ? Modz definetly work. = Removed vehicle-mounted MG and pistol bullet trails as requested by Jakkar. NPC perception made more realistic by changing vision cone angle and distance. Increased reverse torque factor from 0.5 to 0.8. * 5.1 Surround Sound was not working properly for some users. = Raised the HP on the Parker liberation mission vehicle: 6500 to 7500. * (9/30) Modding will be disabled in online matchmaking games with this patch. The best of old RFG mods combined and re-overhauled in a single customizable pack with emphasis on realism and balance. It's possible using an installer, but I'm not sure how to do it with the ModManager. Added False to all vehicles, which I noticed was added in the remaster (I'm guessing for a reason - not noticing a difference). Drive safely through the free fire zone before completing the requisite missions. This is the only mode in which you can be killed in a single shot! = Increased RPG magazine capacity from 5 to 6 (including max ammo), halved structure damage. The remaster-added option to reset destruction after finishing the game sometimes bugs buildings, making them almost invulnerable. 0 users and 107 guests Faction Files :: Files :: All Quick Search Pages: [1 2 3 4] Sort Dark Tesseract Who's online? Stealth still somewhat unreliable. 860KB 221 The game takes place on Mars in the year 2075. It's destructive yet unpredictable, dealing high damage in a very small radius. Spread the Word (10) - Liberate Parker Sector. Only explosive anti-vehicle weapons deal 60%, to get more time out of vehicle engagements, though this is a damage increase overall (was 35%), = Reduced environmental gas/electric explosion crumble radius and impulse, added slight structure damage, increased overall radius, = Was forced to remove Sturm-Falke's Squad functionality as it was bugging up House Arrest activities, = Increased enemy reinforcement times by 50%, to give the player more time to demolish/flee. = Lowered Upgrade Cost Multiplier to 2.0 (from 2.5). The DLC remote charges were causing crashes, so I changed them to the default remote charges. Currently, a few maps are only available through Custom Matches. Espaol - Latinoamrica (Spanish - Latin America), https://www.factionfiles.com/ff.php?action=file&id=517005, https://www.factionfiles.com/ff.php?action=files&file_category=16, http://steamcommunity.com/app/20500/discussions/0/405692758724618581/. Unparalleled multiplayer action, with Geo-Mod . = Lowered movement speed bonus on the pistol (1.25x to 1.10x - slightly lower than the sledge at 1.15x). Quite a few of his changes are part of this modpack, tweaked and balanced, though perhaps more importantly he dove through the game files and demonstrated a wide variety of possibilities; a pioneer. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. = Slightly lowered falling damage again, based on Jakkar's input and my own tests. Featuring 5 controllable vehicles, 15 weapons of mass destruction, unparalleled multiplayer action, and a setting on Mars in the midst of a deadly plague and rebellion, Red Faction sets the gold standard in gaming! = Moved some of the Gauss rifle vehicle explosion damage to the bullet itself, slightly reduced total. [] EthicalLune's Ethical Faction - The most ambitious overhaul mod before this one, and rightly the most downloaded on the Nexus. Log in to view your list of favourite games. Catch a Ride v1.0 - Re-Mars-tered & Classic Feb 4 2019 Released 2019 Third Person Shooter Go. Seems the Remaster changed stress somehow, = Added 60% friendly fire reduction as the AI is just too stupid, = Removed Samanya's raildriver again, as she got it during the second Parker mission as well. Valve Corporation. = Turned the Shockade (grenade) into a more easily dodged yet more destructive, skill-based weapon. [] Myself of course for combining the best mods, exhaustively re-balancing and testing the result, overhauling other aspects of the game, updating everything for the remaster, adding all changes to the DLC, New Game+ and writing this readme. Install hundreds of mods with the click of a button. Alert decay slightly lowered to compensate. Overacceleration still happens at times, though less than in vanilla. The open-world sub-genre has become one of the most prevalent in the gaming industry. Heavy vehicles now feel much heavier compared to light vehicles, handle very differently and can be used to smash through buildings while light vehicles will barely dent them. by HazardX Images File Info [Staff featured!] Hopefully 1.3 fixes this, but I could use some help making sure as I currently don't have time to replay the full game. Changes to difficulty, weapons, backpacks, explosions, demolition, vehicles, upgrades, missions, activities, stealth, AI, alerts, graphics and more, including bugfixes and a New Game+ version! I'm considering the removal of mission morale bonus salvage, to turn morale into a free choice of playstyle. Just keep in mind that permission to use the other modders' content is not automatically inherited, though in my experience they won't mind if you ask.For any questions or requests, contact me on the Red Faction Discord (link in Readme) or send a message here on the Nexus, but keep in mind I don't check the Nexus often. Singularity Rifle mod (converted) No Ratings Yet (0 ratings | 0 reviews) All rights reserved. Also applied to the ResRunner: 0.5 to 0.7. Distant mountains are just too hideous without it. Also increased reload delay from 200 to 350. The elegant, powerful, and open-source mod manager, Download and manage all your collections within Vortex, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account. = Remote Charge movement speed increased from 1.01 to 1.1 to match the Pistol and Sledge. Call of Duty: Warzone 2.0 is now not long to go (pic: Activision) We recommend you browse the file list for the latest patch. Insane is insane, intended for immersive role playing and realism though not recommended for most players. = Removed invisible bullet explosions (for structure damage) from the Pistol and Assault rifle. Gave autoblaster as compromise. Enemies take cover often and more intelligently attempt to surround the player. No edits required. Red Faction: Guerrilla Re-Mars-tered @ Amazon Red Faction: Guerrilla Re-Mars-tered @ GameStop Backup & Installation Notes Always make a backup of the files that are overwritten by the File Archive, as the original files are usually required to update the game to a newer version or to play Online! Player:Enemy damage ratio in weapons.xtbl is now roughly 0.6 based on the assault rifle's example. This author has not provided any additional notes regarding file permissions, This author has not credited anyone else in this file, This mod is opted-in to receive Donation Points. The multiplayer of Red Faction: Guerrilla consists of 8 gamemodes, more than 19 weapons, 10 backpacks, and 41 maps. = Finally changed "2016" to "2017" in all files (that I know of) - except the Goat Mason image. You could try starting a new game until it works properly or just ignore the issue - you still have to pay the salvage cost anyway. = Removed Gutter from the Sledge Upgrade 1 slot, restored the old U1 Sledge (with tweaked stats). Light vehicles are notably less bouncy due to improved suspension. EDF vehicles heavier than civilian counterparts, congruent with their higher HP, = Increased Jenkins' Jetter wheel spring length and strength in an attempt to fix the random "hitting invisible object" bug, = Increased Scout and Staffcar mass significantly for better handling/bashing, still light vehicles though, = Increased heavy and super-heavy vehicles mass significantly to better differentiate them from lighter vehicles, = Removed Flatbed from Parker, as it's supposed to be a cozy shanty town, = Lowered Flatbed and Dumptruck steering angle to make them feel heavier, = Increased Fueltanker explosion radius, HP is lower than normal Flatbed to simulate the tank's weakness, = Replaced remote charge with plasma caster, both because the DLC remote charge was crashing the game and to add a little backstory to the plasma caster as a marauder weapon, = DLC turrets brought in-line with base game variants, = Explosions brought in-line with base game, = Tweak table brought in-line with base game, = Vehicles brought in-line with base game, = Fixed DLC propane tank explosion, which wasn't going off, by swapping it to the base game version. Full control of vehicle cameras (Standard vehicles, walkers and tanks), change your FOV just how you like it for vehicles. The Steam version is already patched. Red Faction: Guerrilla - Protracted Rebellion 3.0 to 3.0.1 (Patch) [Mod] Posted over 8 years ago 9 downloads Increase the carnage in Team Bagman, where the same rules apply, but players are forced to utilize teamwork and . Parker should remain relatively easy. Set 50 years after the climactic events of the original Red Faction, Red Faction: Guerrilla allows players to take the role of an insurgent fighter with the newly re-established Red Faction movement as they battle for liberation from the oppressive Earth Defense Force. Tweaked various upgrade costs to compensate, = Again changed the stress settings, which now look more realistic. If you've. = Increased player damage taken on Hard and Insane. Female Argonians They are known as the foremost experts in guerrilla warfare additionally have what appear to be mammalian breasts, but at . Environmental explosives, particularly various gas containers, deal less structure damage and no longer fling debris across the map, but a weapon has been added to do just that. Post article RSS Red Faction Guerrilla - Protracted Rebellion v5.0 /ReMarsTered compatible Nov 25 2019 Red Faction: Guerrilla - Protracted rebellion = Reduced Remote Charge radius, increased fire speed, dramatically increased structure damage to 1-hit support beams and changed explosion graphic to appear consistent with its range (grinder+rail driver explosion combination), = Shotgun now reliably destroys cover and causes flinch on impact, but damage falloff distance reduced. Jetpack now unlocks after 10 activities, in-line with the other backpacks, = Safe and fatal fall speed increased again, falling now mostly kills the player through health damage calculation. Red Faction allies are now weaker than EDF troops, but more numerous than in vanilla. DPS is slightly lower overall but less reloading is required. Lowered ammo capacity from 24/48 to 12/24. His relentless pursuit of unification with the neighboring United Republic has left the country soaked in unnecessary bloodshed and poverty. Easily solved by warping to any hideout. Contents 1 Gamemodes 2 Settings 3 Weapons Of Jakkar's Realism mod only the optional stress settings remain, to which he reserves all rights.That being said, feel free to create separate patches or add-ons as you see fit. Huge thanks! Copyright 2022 Robin Scott. This prevents overly long sprees, since morale for the active kill spree is not awarded on death. Patch 1 for Red Faction: Guerrilla. Red Faction: Guerrilla Cheats updatedMar 13, 2017 This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Red Faction: Guerrilla for Xbox 360. It IS mod-manager compatible. Lift objects with the power of your mind! Possibly a crashfix, = Crashfix for Dust area, had to remove the bulldozer. Copyright 2022 Robin Scott. = Lowered pistol zoom from 2x to 1.9x. Note that EthicalLune and Sturm-Falke101's mods are included in this pack, but also uploaded separately here on Nexusmods so it's easy to see exactly what they created and approach them directly if you wish to use their work. Tanker especially, = Changed alert decay to be more dependent on range to last hostile action, = Crushing/head collision damage reduced for debris, but minimum object speed to deal damage lowered to compensate, = Debris/vehicle collision damage to player reduced by 10%, to make Insane a bit more bearable, * Increased chemical tank explosion structure dmg, and radius slightly, to ensure it destroys itself for control reduction purposes, = Increased singularity upgrade activity count from 28 to 37, to better match when they're first encountered, * Staggered upgrade unlocks slightly further apart. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Use Google/DuckDuckGo for more info. = Slightly lessened movement debuff on heavy weapons, = Changed the "standing RPG turret" (used in the Parker Demolitions Master activity, certain Red Faction bases) to function closer to the regular RPG Launcher (missilepod), but with tweaked visuals and missile trajectories to avoid graphic/NPC use glitches. Improvements in console hardware and game engines have allowed developers to create enormous maps that are filled to the brim with loot to discover, side quests to complete, and NPCs to interact with.The acclaim and commercial success has, unsurprisingly, meant that numerous companies Difficulty no longer affects meta dynamics (ammo, morale etc) nor damage dealt to enemies. This unrealistically prevents death on occasion. * Cursor Sensitivity for 360 controller has been tweaked. = Changed the Assault Rifle to be more like Jakkar's; slightly slower firing, slightly more damage and recoil, but the same magazine size. This also reverts weapon availability back to vanilla. Still Ethical Faction-esque, but much more subtle in looks and application. Red Faction: Guerrilla re-defines the limits of destruction-based game-play with a huge open-world, fast-paced guerrilla-style combat, and true physics-based destruction. Now 1-shots riffraff but not higher ranking soldiers. Recent Reviews: Very Positive (36) All Reviews: Very Positive (2,469) Release Date: Jul 3, 2018 Developer: Volition, KAIKO Publisher: Deep Silver As for PC Gaming Show, 2nd in November, PC Gamer posted a lot of news, a report from the 2023 Preview show. Keep in mind that Mars has 38% of Earth's gravity, hence vehicles still feel lighter than in real life. = Lowered Pistol sound radius from 40 to 20. Plus, taking far too long to publish All in all, hundreds of hours went into this project so I hope you enjoy the result. A decent FPS series (that later included the third-person sandbox game Red Faction: Guerilla), the Red Faction series' trademarks have been a plot about rebellion on a mars . Added advantage of being closer to the pistol's damage per shot. Excellent work. About This Game. Red Faction: Guerilla Re-Mars-tered Map - Radio Tags, Propaganda Collectibles, Guerrilla Actions, EDF Targets, Marauder Power Cells & more! tanks, and mining excavators, can be hijacked and used against the enemy.<br><br>The "Geo-Mod 2.0" engine expands on the series' acclaimed emphasis on destructible environments, allowing gamers . Both you and NPCs die faster making alertness and timing more important, and combat far more satisfying. = Increased pistol magazine size from 6 to 10 and lowered the refire delay from 600 to 200 - similar to Jakkar's. = Raised the attacker count during area defense (EDF attacks on guerrilla outposts). We recommend you browse the file list for the latest patch. I've completed the game on this mode to ensure it's doable, even if punishing. So Basically: Download mod manager > Extract contents + mod folder to your RF:Guerrilla Remarstered directory > Open mod manager > Change "Game Folder" directory to your RF: Guerrilla Remarstered directory > Install mods from Nexus/mod site > Extract mod zip's mod file to mod folder > Find modinfo.xml and open it with any editing software > Replace build\pc\cache\ with "data\" on all lines . Publisher THQ Engine Geo-mod 2 Contact Send Message Homepage Redfaction.com Release date Released 2009 Game watch Follow File Statistics Files 21 Size 241.17mb Downloads 7,685 Changes to difficulty, weapons, backpacks, explosions, demolition, vehicles, upgrades, missions, activities, stealth, AI, alerts, graphics and more, including bugfixes and a New Game+ version! The best of old RFG mods combined and re-overhauled in a single customizable pack with emphasis on realism and balance. I've been very busy. = Set the player's damage to be unaffected by difficulty. Before, moving diagonal and vertical adjustments moved at different speeds. = Lowered all guerrilla's health from 400 to 300. The Bulldozer causes crashes so I couldn't add it to the game. In the old 1.2 version,New Game+ caused the Hammer of Gods mission (#16) in Eos not to be unlocked. Red Faction: Guerilla Nexus - Mods and community Hot mods More hot mods Join the largest modding community Register Already have an account? Red Faction Guerrilla Re-Mars-tered - Mods and community Hot mods More hot mods Join the largest modding community Register Already have an account? Also requested by Jakkar. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. It will still be available in LAN games, though no XP will be awarded there. = Removed "Player death buffer" on insane. Set 50 years after the climactic events of the original Red Faction, Red Faction: Guerrilla allows players to take the role of an insurgent fighter with the newly re-established Red Faction movement as they battle for liberation from the oppressive Earth Defense Force. Add all files to base game folder select RFG.exe. Set on Mars, it tells the story of mining engineer Alec Mason, who helps to overthrow the Red Planet's oppressive Earth Defense Force. Explosions are smaller but more powerful. = Increased Assault Rifle reload delay from 200 to 350, slightly reduced fine aim spread. Geo-Mod 2.0 with Havok (Physics Engine) Release date(s) PlayStation 3, Xbox 360 . Until the end of the Third Era Morrowind Most Dunmer have red, . Fixes auto table.vpp_pc renaming, the "run game" button, and included mods. Red Faction is the first game in the Red Faction franchise that was originally released in mid-2001 and later re-released for other platforms.Red Faction was also the first game to run on the Geo-Mod engine that allowed for unprecedented environmental destruction. This patch has been archived by the uploader because it is out of date and no longer supported. = Lowered death morale penalty again, to 12. = Increased Shockade explosion radius, since the player can no longer use it and it's relatively weak. Most important to me is that the quality of the pack is maintained, so if a fellow perfectionist has a suggestion or request I'll likely grant it and I'm very open to adding other quality mods to the 'pack.Lastly, should I abandon the 'pack for over a year for whatever reason, any perfectionist has my personal permission to continue my work but not claim it as their own. . Increased slightly for lighter vehicles, more strongly on heavier vehicles. Bullets deal less damage to vehicles. Will likely require further tweaking. Developer Resources (70) . In Bagman, players scores points by securing the "bag" and taking out their opponents. Your comment will be anonymous unless you join the community. Add file Patch #1 This patch has been archived by the uploader because it is out of date and no longer supported. Updated Reconstructor Mod! All the assets in this file belong to the author, or are from free-to-use modder's resources, You are not allowed to upload this file to other sites under any circumstances, You must get permission from me before you are allowed to modify my files to improve it, You are not allowed to convert this file to work on other games under any circumstances, You must get permission from me before you are allowed to use any of the assets in this file, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You are not allowed to earn Donation Points for your mods if they use my assets. [] The tool-makers who made modding RFG easy: Gibbed, HazardX, Moneyl and Brian Wychopen. * Some overlapping text and icons have been fixed. Log in here More mods Explore all mods New today 0 New this week 0 Latest Popular (30 days) Popular (all time) More Trending Random Updated 4.0MB 2 -- 5KB 3 -- 1KB 8 -- 2KB 3 -- 3KB 6 -- 30KB 19 -- 1KB 22 -- Red Faction: Guerrilla - Protracted rebellion Red Faction: Guerrilla mod | Released 2013 summary articles reviews files videos images Please notice, this mod is for advanced players. Especially unaware NPCs are less perceptive, while alerted enemies spot you as easily as you spot them. See file details for a list of changes. = Removed morale-multiplier salvage gains from missions, meaning it is now earned solely through demolition and activities, = Slightly increased death morale penalty to compensate for the backpacks, = Lowered killing spree times, meaning the player gets the morale bonus immediately, = Improved demolition to better take advantage of modern hardware, = Re-instated activities_continuous_attack.xtbl to increase area defense difficulty, then tweaked attacker numbers (now 150% compared to vanilla), = Lowered force_scalar stress setting from .22 to .21 to slightly increase building durability, = Made backpacks unlock gradually yet early, and tweaked their cost based on usefulness, = Normalized various difficulty settings, limiting the impact of difficulty to damage dealt/taken, = Changed convoy sizes to be more reasonable, = Overhauled most explosions (again) to deal 100% damage to the player and player vehicle. But what's a sandbox without the most blatant and crippling of game breaker cheats and mods? * Turret Sensitivity has been adjusted to work without having to drop the base value. To add tags, simply start typing the tag you're after. Sharpening, coloring, bloom,rays and film grain presets. Allows you to modify the cpeg and gpeg files. = Raised morale lost on death from 12 to 14 as a result of recent difficulty changes. Vision cone while not spotted in GREEN alert reduced to 110 (from 120). = Lowered building crumble radius on all environmental explosives (gas barrels, cans, tanks and transformers). ), ? Changes to difficulty, weapons, backpacks, explosions, demolition, vehicles, upgrades, missions, activities, stealth, AI, alerts, graphics and more, including bugfixes and a New Game+ version! This mod is not opted-in to receive Donation Points. Lowered courier vehcle's mass to 2x normal instead of 3. Start flight speed increased to prevent missiles from targeting each other. Now an anti-vehicle rapid cannon. Released in arcades in the mid-2000s, The House of the Dead 4 made its way home in 2012 as a PS3 PlayStation Store exclusive. Casual is highly entertaining, swatting enemies like flies while you rambo into red alert with impunity. Spread increased. I also decided to take more diligent notes, hence the much longer list of changes per version. Adding the Spiker and Subverter DLC weapons to the base game. Which is sad since I love the damn thing, = Added (crude) "Insane unlock workaround" to the mod options, = Ore/salvage pickups are now instant to lessen having to chase/search for them, = Increased NPC damage to other NPCs on-screen to 100% (from 60%), and off-screen to 100% (from 35%), = Player no longer takes less damage if damaged repeatedly, = Increased structure damage threshold for alerts, = Increased civ>guerrilla conversion range 12>15, = Reduced civilian numbers by ~20% (60% above vanilla instead of 100%) to solve doorway-blocking. Less cartoony driving and collisions, small civilian cars are less durable and tanks more durable. Trucks now more powerful and weighty, esp the Flatbed and Dumptruck. . In Geo-Mod 2.0 level border geometry ("walls" and the "ground") cannot be modified, the engine instead . = Sharply increased MG turret fire rate, lowered overheating, lowered damage and removed bullet mini-explosions. Copyright 2022 Robin Scott. Monthly FactionFiles Mars J. = Reverted Shockades to the vanilla proximity mines for the player (EDF still use Shockades). Throw 99 charges instead of 12 in Singleplayer, doesnt work in Wrecking Crew. A collection of cheats all set up ready to go. You can switch between the normal and NG+ versions freely, though keep in mind that NG+ mode unlocks and automatically purchases all upgrades except the Nano Forge, which must be purchased manually at the upgrade bench. I had some issues. All trademarks are property of their respective owners in the US and other countries. Mine Warfare: 20 Years of R. Latest reviews ReaperAA ReaperAA Malachi Reviewed by Blunder's Feud 2 DAY Who's online? Also lowered first Sledge upgrade from 25 to 20 to get more use out of it. = Lowered enemy sight distance while spotted in GREEN alert to 65 (from 80), which is still far. = Changed RPG Launcher/Missilepod trails to default as there were graphical glitches, changed to less sparky explosion visual, added material hit effects for dirt and concrete. = Raised player fatal fall speed from 24 to 28 and NPC fatal fall speed from 14 to 16. This is a reshade Preset for Reshade 4.1 that I use with RFG Re-mastered. Change the Gravity with a click of a button! I have submitted it to Faction Files, and it is waiting approval. Fly around the map, toggle the hud, toggle fog. The elegant, powerful, and open-source mod manager, Download and manage all your collections within Vortex, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account. You'll learn far more about how each building is constructed, as now it actually matters. Red Faction: Guerrilla re-defines the limits of destruction-based game-play with a huge open-world, fast-paced guerrilla-style combat, and true physics-based destruction. Rises faster during contact, = Increased guerrilla reinforcement delays similarly, = Increased nano and armor upgrade prices to better reflect their usefulness, = AI perception distance and cone width lowered slightly, significantly when spotted/alerted (still quite high), = Mayhem duration doubled to be a more reliable source of morale income, = Increased Timed Delivery/Transporter end radius from 7.5 to 10, = Safehouse warp upgrade unlocks after Parker, not Dust, = Elite Heavy health lowered to near-vanilla, but still higher, = Gave Samanya a Rail Driver to make Hammer of God more interesting, = Finally managed to fix the Plasma Caster explosion - duration was causing problems (removed). Sparks more visible. = Finally removed unused upgrades from the upgrade menu (I think). Red Faction: Guerrilla is the third game in the Red Faction series developed by Volition Inc. and published by THQ Inc. Red Faction: Guerrilla was released on June 2nd 2009 for PlayStation 3 and Xbox 360, and in September 2009 for Microsoft Windows.. Possibly not the final version, but it plays deliciously in its current state. Use the satellite artillery anywhere on the game map. = Lowered force in stress settings slightly; .25 to .22. Red Faction II. A texture editor for Red Faction Guerrilla. Still not as good as the Peacekeeper generally, but can be used to 1-hit strong enemies from up close. The Re-Mars-tered edition was released on July 3rd 2018 for PlayStation 4, Xbox One, and Microsoft Windows, with a Nintendo Switch release . Maps TharsisMariner Valley Red Faction: Guerrilla Map TharsisMariner Valley ParkerDustBadlandsOasisFree Fire ZoneEosMount Vogel Show AllHide All X Search Locations Area0 = Reinstated EDF Grenade for NPCs, tweaked explosion with lower impulse but larger damage range. = Improved very large vehicle physics. Extra gravity removed, = Increased Trashtruck HP, energy scale and torque slightly, reduced steering speed, braking torque increased and wheels made heavier, = Supplytruck made heavier and more durable, a bit closer to the trashtruck, reduced steering speed, increased max speed, braking torque increased and wheels made heavier, = Fueltanker steering speed reduced further, torque increased slightly, wheel mass doubled and braking torque increased, low rpm torque increased, = Flatbed steering speed reduced significantly, braking torque doubled, wheel mass doubled, torque reduced in-line with fuel tanker, = APC HP and torque increased, made slightly heavier, energy scale increased, braking torque increased, steer speed decreased, low rpm torque decreased slightly, = Staffcar energy scale increased, terrain collision damage sharply decreased (was strangely twice that of a Scout, though it should be lower), torque increased, min RPM torque increased, braking torque moved slightly towards front axle and max steer speed added, * Scout max steer speed added, spring damp increased slightly, friction increased, min RPM torque increased. This doesn't change fall damage applied to HP. = Reverted the enemy's squad progression (alert response) to vanilla. Configuration file (s) location = Removed the kick melee attack from the Pistol, it's now a pistol-whip again. Red Faction: Guerrilla owners on Steam will receive Red Faction Guerrilla Re-Mars-tered for free. Should work for both versions and current reshade version. Falling damage included. This item: Red Faction Guerrilla - Playstation 3. by THQ Nordic. = Increased propane tank and gas barrel explosion radius, tightened human damage range, ? The explosion's damage is low, but it flings enemies, vehicles and debris around, turning them into dangerous projectiles. Xmod bring many new facets & enhancements. Don't use the mod. Mods DO, in fact, work and run fine on RFG using the Mod Manager. = More activity fixes, added the relevant files to modinfo.xml. Throw EDF vehicles off cliffs, or through buildings. Lowered impulse on explosion, lowered radius and doubled structure damage for an "armor piercing" theme. Up to 50% more enemies shoot at you at the same time. This was necessary due to engine constraints; some (visible) explosions would fail to trigger during firefights. Recommended! Changed the Eos RS activities target scores to match the change. [] Moneyl for his many contributions to RFG modding and fixing the "run game" button for the GOG version of this pack. Stress damage takes advantage of modern hardware and has been tweaked for realism, resulting in more believable destruction. Most useful against vehicles. Red Faction: Guerrilla, also known as Red Faction 3 (RF:G), is an open world third-person shooter developed by Volition, Inc. and published by THQ. The powerful open-source mod manager from Nexus Mods. NPC damage to player vehicle now equal to player damage to vehicle. Find out more about the game here:. #5. = Changed enemy spread to be more similar across difficulties. The Sledgehammer is weaker until fully upgraded, but due to the physics changes and its precision it'll let you take down buildings in a highly satisfying manner. Sets Demolitions Master time limits to 999 seconds.Pro time limits not changed.Requires Mod Manager Re-Mars-tered. Also added fine aim accuracy, which for some reason was missing, = Pistol now has increased falloff in-line with other small caliber weapons, still 1-shots most enemies on headshot at medium range, = Removed tank turret overheating and replaced with fire rate - was only cluttering up the UI. = Removed roundhouse kick from Remote Charge as requested by Jakkar. Too many guerrillas will block doorways so I can't spawn as many as I'd have liked. Some Game Trainers are sometimes reported to be a Virus or Trojan, the most common is a keylogger called HotKeysHook or the file has been packed/protected with VMProtect or Themida and is recognized as Win32/Packed.VMProtect or Win32/Packed.Themida. Geo-Mod 2.0 was an engine developed for Red Faction: Guerrilla and upgraded to "Geo-Mod 2.5" for Red Faction: Armageddon. = Increased RPG Launcher max ammo from 12/24 to 24/36, and the ammo box gain from 12 to 24. Allows you to switch the colors of sectors from one's color to another from the options. Beginning of new game is more about hit and run tactics and getting support of civilians to create reasonable force than the John Wick style. Find many great new & used options and get the best deals for Red Faction: Guerrilla (Microsoft Xbox 360, 2009) at the best online prices at eBay! The protagonist, Parker, is a miner who came to Mars seeking a better life away from . . Normal becomes the actual normal difficulty, recommended for regular gamers. The powerful open-source mod manager from Nexus Mods. Marauders are more scary as a result up close, = Peacekeeper/Autoblaster damage increased slightly up close, slightly increased damage falloff distance, = Sniper deals more damage at close range, drops off over distance, = Enforcer brought in-line with other firearms, slightly higher vehicle dmg, = Equalized all Gauss weapons, though rifle variants have less vehicle damage compared to turrets, = Flagged all obvious weapons as such, causing EDF to approach and melee when actively equipped, = Reduced Grinder upgrade costs as its charge trigger is very hard to use, increased ricocheting and projectile speed, changed explosion graphic to be less dramatic (rail driver explosion), = Nano Rifle overhauled to be a silenced marksman's rifle useful against all targets. Falling damage multiplier now decreases for each difficulty, as this is again multiplied by damage_taken, leading to a slight net increase in fall damage on higher difficulties, = Re-instated depth-of-field effect for normal cam. Now always ragdolls, * Removed Remote Charge explosion duration as it was causing debris to disappear, increased structure damage just to be safe. Simply disable this option to solve the problem (you can retry these activities). = Sharply lowered max ammo capacity for the Plasma Caster and RPG Launcher. = Increased impulse required for turret user to ragdoll, = Changed vehicle explosions to deal structure damage, lowered impulse and changed visual to be less cartoony, = Lowered health for Flatbed, increased for Medium Tanks (10k>14k) and Heavy Tanks (18k>20k), = Reduced Supply Truck max-speed steering angle by 10%, = Removed Ethical Faction weapon removal option from installation notes, as it would break upgrade changes, = Fixed black screen bug after missions (1 salvage minimum sigh), = Reverted marauder squad size to vanilla to fix Irradiated zone crash, = Various other tweaks in tweak_table.xtbl, = Removed depth of field from Ethical Faction, which activates haphazardly causing odd visual distortion, = Changed south-Dust DemoMaster activity to use the plasma caster instead of RPG, turning it into a lesson on trajectory and support (targeting the staircase gets pro time easily), = "Three bullets" Oasis DemoMaster now uses shotgun (targeting the rim of the weakspot halfway up the smokestack gets pro time easily), = Gas Barrel-batting Oasis DemoMaster can now be completed with manual sledging, flinging gas barrels (overhead works best) or both, = The mixed weapon DemoMaster in between the above two now uses prox mines and the Assault Rifle, = Structure damage threshold for alerts lowered (faster alert gain), = Tweaked reinforcement delays - now a flat +7s compared to vanilla rather than a 50% increase, = Further re-tweaked alert variables to compensate for increased reinforcement delays. 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Overhauled explosion for high impulse and radius but relatively low damage, = Also removed duration from most explosions to solve the same problem, tweaked structure damage to compensate, = Added duration to Remote Charges and increased ammo capacity, = Reverted fire rate for Assault Rifle, Enforcer and MG turrets to vanilla, to ensure the fire sound syncs with the shots, = Nano human damage lowered to compensate for its Enhancer upgrade, headshot multiplier increased, = Decreased Enforcer damage slightly to compensate for autoaim, also 10% less damage vs player than normally, = Reduced melee ragdoll impulse by 50% (still too cartoony), = Harpoon damage lowered (still 1-shot kill on most enemies, but not an armored player), = Slightly increased vehicle explosion radius, = Removed muzzle diesel smoke from vehicle missile launchers (walker, arttank), = Made arttank closer to vanilla version (more HP, less dramatic overheat), = Slightly increased upgraded Sledge damage, = Gauss Rifle, Rail Driver, Sniper Rifle and Thermobaric Rocket overhauled, re-overhauled, tweaked and re-tweaked, = Lowered radius on Firepower active melee explosion, lowered damage reduction from 35% to 20%, = Added passive damage reduction to Rhino and decreased movement speed, so the player feels more like an actual Rhino (and because it still sucked), = Increased Fleetfoot reload speed further, lowered movement bonus slightly and increased active time, = Increased Thrust speed and fuel usage (quicker jumping), = Added passive speed boost to Jetpack and lowered fuel usage, = Removed modded vehicle spawns from Badlands - crashfix, = Lowered EDF Scout HP by 10% and EDF Staff Car by 5%, = Increased missile walker HP by 50% for the Eos heavy metal activity, also changed missile cooldown to be closer to vanilla, = Reverted end-mission "supergauss" tank close to vanilla (not a gauss weapon, oddly) as it was far too weak, = Lowered shielded explosion damage, to make them more effective against Gauss and other explosives. Red Faction: Guerrilla - Protracted rebellion Nov 30 2019 Released 2013 Third Person Shooter This SP mod makes game longer and gives you opportunity to taste all bitterness of truly uprising such as lack of valuables or countering enemy superiority. Use debris and other heavy objects as weapons. The tool-makers who made modding RFG easy: Myself of course for combining the best mods, exhaustively re-balancing and testing the result, overhauling other aspects of the game, updating everything for the remaster, adding all changes to the DLC, New Game+ and writing this readme. Front wheels now have more friction and spring strength/damping, = Jenkins' Jetter thoroughly overhauled to solve random jumps and have stable handling, turret edited for better camera. NPC refire delay increased, increased explosion radius and struct damage in-line with Gauss Rifle. = Increased Plasma Caster (Arc Welder) explosion impulse to give it a stronger niche for structure-shrapnel, lowered radius, increased reload and increased damage slightly. +. Both Resrunner/Resluxury steer speed decreased, spring damping increased, = Added Staffcar to the default EDF spawn list, * Removed a few vehicle color variant spawns to prevent (rare) crashes, including crashes I may not have encountered in my playthroughs by chance. The Red Faction, later known as the Red Faction State was a political group and former militant guerrilla organization that was founded circa 2075 by Martian miners who had been virtually enslaved by the Ultor Corporation. Set 50 years after the climactic events of the original Red Faction, Red Faction: Guerrilla allows players to take the role of an insurgent fighter with the newly re-established Red Faction movement as they battle for liberation from the oppressive Earth Defense Force. * Several crashes for users running ATI cards have been fixed (most often when accessing Display Options in game) Tweaked decal values, hoping they'll appear more prominently and blood is visible from the other side of a window, = Added repeat delay to stress physics, to see if it looks more dynamic, * Gave Samanya an Assault Rifle since the Autoblaster allowed her to clear the 2nd Parker mission enemies in seconds (which was amusing, but certainly not balanced), = Increased vehicle explosion human/vehicle damage radius. Copyright 2022 Black Tree Gaming Ltd. All rights reserved. [] Sturm-Falke101 - Both for the squad mod and his guides on modding RFG. Orinoco Mar 4, 2016 @ 7:30pm. Game data In-game general settings. = Lowered remote charge simultaneous detonation upgrade costs by ~40%, to near-vanilla values. They now move at equal speeds. NOTE: I have done all of my work trying to get that "Reconstructor" mod to work. = Made bulldozer slower and increased torque slightly (for plowing through buildings). This also means NPCs deal full damage to each other in all situations, including off-screen. = Lowered move speed on the sledge variants from 1.15 to 1.1. = Transformer explosion structure damage increased slightly, so it's actually visible, = Increased regen rate on Insane to be closer to Hard (taking cover every few shots still required), * Jetpack now unlocks after liberating Dust. Alchemy, Athletics, Observe, Stealth, Subterfuge, Survival or Combat Style [Field] skills to begin trained at Novice rank for free. Bullet damage to vehicles normalized, with rifle dealing slightly more. All Upgrades Mod [Mod] Posted almost 4 years ago 70 downloads This Red Faction: Guerilla mod unlocks every upgrade for free. The only problem is that there are so little mods out there for the game. = Lowered vehicle explosion radius from 4 to 3, damage to vehicles and humans reduced slightly - also falling off more rapidly at distance. = Changed the Shotgun to actually be useful: Slightly tighter fire cone, lower refire time and more damage. All rights reserved. Fixed Jenkins' Jetter randomly bugging out, vastly improved its handling and fixed a few other vehicle-related bugs such as the "invisible object collision". = Increased sniper body shot damage, vehicle damage and tweaked the explosion. = Raised enemy sight distance during GREEN while spotted from 65 to 75, when not spotted raised from 35 to 40. = Slightly changed guerrilla reinforcement curve, now the largest group won't show until morale >95. = Raised killing spree initial duration and lowered extension period. Red Faction Guerrilla re-defines the limits of destruction-based game-play with a huge open-world, fast-paced guerrilla-style combat, and true physics-based destruction.brbrOpen World Guerrilla Warfare . Handling and control vastly improved. Note: Because demolition does not raise morale in most cases, I want to avoid making it time-consuming to uphold; to avoid forcing the player to fight the EDF head-on. = Fixed Canister explosions, set to Jakkar's settings instead of EthicalFaction (was too extreme). Well, you can always count on us! You will need to seek permission from, You can upload this file to other sites but you must credit me as the creator of the file, You must get permission from me before you are allowed to modify my files to improve it, You can convert this file to work with other games as long as you credit me as the creator of the file, You must get permission from me before you are allowed to use any of the assets in this file, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You are not allowed to earn Donation Points for your mods if they use my assets. How to Mod Red Faction Guerrilla (steam Edition) - YouTube In this short video I show you how to use the mod manager and how to load up the protracted campaign mod. Increased reload. Copyright 2022 Black Tree Gaming Ltd. All rights reserved. = Increased AI view distance again. a reshade preset that increases the image quality and tries to give the game colors more "natural" aspect over the oversatured vanilla version. Tomb Raider Underworld Ps2 Iso Bypass Proxy Software Windows 7 Multisim Serial Number 12 Win Gun Download Ps2 Fight Night Round 3 Pc Game Daftar Web Blue Film Which Osi Layer Provides File Transfer Services Hamlet Wireless Adapter Driver Cummins Incal December 2012 Calendar Kenmore 800 Series Troubleshooting. Red Faction Guerrilla allows players to take the role of an insurgent fighter with the re-established Red Faction movement as they battle for liberation from the oppressive Earth Defense Force. I am going to try the RFG Mod Manager with it once new version comes out. Set 50 years after the events of the first two games, Mars has . = Completely overhauled weapons for congruence. Hitpoints halved, but since bullet damage to vehicles is much lower than vanilla, it's still worth hijacking and going on a (short) rampage. A lua scripting API and modding tool for Red Faction Guerilla Re-mars-tered. You need help? Updated version of mod manager for RFG Re-mars-tered. Please note: This Steam key delivers the original Red Faction: Guerrilla STEAM Edition and Red Faction: Guerrilla Re-Mars-tered. Hard is hard, for those who like a challenge. Author: HazardX [Search Author] Uploader: SturmFalkeRDA [View Profile] File Size: 478.7KB File Type: zip Added: 03/07/2014 Downloads: 30701 File Ratings Unlocking Insane mode from the start doesn't seem possible using the XML files. (Requires 7000 EXP) - Destroy an enemy who is using stealth; Good . My custom mod since the original steam version came out. Red Faction Member (50) - Play online with another player who has completed the Campaign. The elegant, powerful, and open-source mod manager, Download and manage all your collections within Vortex, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account. It's now slightly less noisy than other weapons and features slightly better zoom, creating an infiltrator weapon that's available early on. No mods appear in the mod manager's list even though there are many folders in the mods directory. Engage in multiple online multiplayer combat modes supporting 2-16 players where there is no place to hide an your guerrilla warfare skills are the key to victory. Redone for current steam Re-MARS-tered version. Let me know in the comments! It's unlikely to be patched but some crashes/drops are fixed by playing "fullscreen windowed" (not exclusive fullscreen) and basic software maintenance (updating drivers, repairing microsoft frameworks, verifying game files etc). Fine-tuned for #of-hits to kill, = Again increased sledge structure damage, notably on higher upgrades, = Remote charges vehicle damage reduced, was a bit too much, = Dust walker mission flatbed rocket turret brought in-line with standing variant, = Increased bullet damage to vehicles by 30% across the board to compensate for bullet armor (below), 20% for Gauss, = Reduced Jetter altfire refire delay by 18%, increased damage to exactly 3-shot flyers, adjusted overheat to compensate, * Increased Nano vehicle damage to compensate for bullet armor, sadly can't swap the damage to explosion as that's only possible by ruining the dissolve effect (removing duration), = Reduced environmental explosives damage to vehicles, = Rhino minimal fuel to activate increased to full, to make it feel more cumbersome and heavy, = Tremor active dmg reduction increased to 65%, added passive damage reduction and movement decrease as a heavy backpack, * Reduced armored vehicle bullet damage taken: Scout 0.9, Staffcar 0.83, APC 0.7, Medtank 0.5, Arttank 0.4, Htank 0.3, walker 0.7 civ/0.6 heavy, = Dumptruck max speed steering angle lowered slightly, steering speed significantly, HP increased, torque lowered, braking torque increased and wheels made heavier. Also increased vehicle damage as it's hard to use in combat, = Added the Ostrich as the ultimate post-game weapon (and source of hilarity), = Very slightly reduced Enforcer damage again, = Increased arttank single shot speed and lowered overheat (for Eos heavy metal), = Slightly increased vehicle damage for Assault Rifle, Enforcer, Sniper, lowered for Pistol and Subverter (DLC), = Increased structure damage for Peacekeeper, Grenade and Gauss turret slightly, = Changed bullet dropoff for shotguns, now a bit more usable from a few meters away, = Lowered missilepod max human damage to no longer 1-shot the player on a mishap, = Assault Rifle and MG turret firing pattern for NPCs made more "snappy", making them use these weapons more intelligently in bursts, = Increased RPG/missilepod launcher accuracy.