Resident Evil 6 Campaign Modding Progress - Chris 2-1
THIS IS A WORK IN PROGRESS AND IS SUBJECT TO CHANGE.
So after playing a bit of Sherzagank's 'Extreme Mode' mod I was inspired to try and make my own mod of the campaign. I wanted it to be geared towards high level play; with enemies that can survive multiple takedowns well before they even mutate. To force the player to utilize the game's mechanics even more fully than what is required for No Hope.
I didn't stop there either. I looked at some of the encounter setups in campaign and tried to think which ones could use a rework to be more friendly towards the game's combat system, or just be made simply more interesting for veteran players.
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This is a quick example of what I came up with. For reference, the average enemy in the game has around 400 to 600 health (and are healed/set to 1200 when a limb is mutated) This mod ups the health value of all ranged enemies (with the exception of ones out of melee range) to roughly 2000, and the health value of all melee enemies is upped to roughly 2500.
It may seem excessive, but when you consider that heavy melee hits for roughly 600, and rear takedowns for around 1500, it becomes much more sensible. Speaking of which, I will also be nerfing the health of bosses to compensate for the increased durability of regular enemies.
Alongside that I've moved enemies around in certain locations. In the case of Chris' 2-1 I moved the sniper J'avo that spawns near the APC into one of the buildings in the back. I've also moved one of the rocket J'avo over to the doorway and switched his weapon to an LMG (seen in the thumbnail) Some of the enemies near the start have also been given possible reinforced leg mutations in addition to their shields.
In the alley after the APC chases away the Ogroman I've put an RPG J'avo in one of the buildings a little opposite of the entryway.
After that I gave that lone SMG J'avo perched up on a ruined building a sniper rifle, and upped his view range to be able to sight on the player before the APC breaks down the second fence. It seems it didn't aggro properly this time, but the mod is still a WIP.
The final area has seen the most changes: I've removed the rocket and SMG J'avo that spawn during the camera pull of Finn arming the explosives to prevent cheap hits. I've also removed rocket launchers from the J'avo here entirely and given them either SMGs, LMGs or knives. Those J'avo along with the aforementioned two that spawn during the camera pull have been moved up to the area that the player jumps down from after Finn destroys the fence with charges. You can see them jump down a couple seconds after the camera pull ends. The idea is to force the player into a pincer attack where they cannot/are not forced to sit back and shoot everything to death.
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It's been very difficult to do so far because the documentation on modding Resident Evil 6's campaign is pretty much nonexistent, but I'm hoping to eventually do something similar for every single campaign in the game. No idea when it will be finished, but it's been quite a lot of fun so far!
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If you're interested in learning more about Resident Evil 6's mechanics/controls, I've put together a guide here: https://steamcommunity.com/sharedfiles/filedetails/?id=454704048
I also stream Resident Evil 6 on Twitch.tv and other games on a regular basis. http://www.twitch.tv/vxarchonxv
Link to my Discord group. https://discord.gg/trMMMaN
Follow me on Twitter! https://twitter.com/vXArchonXv
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