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Realistic Vehicles & Train derailment modification

Realistic Vehicles & Train derailment modification

This mod is for those who want some realism 🙂

“The damage and durability points/”health”/HP of vehicles and their weapons are somewhat equalized.”–JC4 wiki

This mod makes all military vehicles to have HP and weapon damage appropriate to how they look.

Note:

To achieve “reality,” I created a simple armor system. Vehicles will be divided into two categories: normal and [bulletproof], and weapon damage will be divided into bullet and [explosion]. [bulletproof] vehicles only take [explosion] damage, while normal vehicles take both bullet and [explosion] damage.

This mod set a more suitable weight for military vehicles and heavy civilian vehicles (heavier than vanilla game), better grip performance (reducing vehicle liftoff due to collisions), reduces the top speed and acceleration of some vehicles (such as tanks).

Some infantry weapons (RPGs and sniper rifles) have also been modified to destroy vehicles with increased hp

 

Optional files

There are two optional files: 02-Harder to derail trains, 03-Realistic heavy civilian vehicles.

With 02-Harder to derail trains, you need 2 Warchief Assault Tank to stop the train, it also makes weapon car shot 2×1600 [explosion] damage and howitzer car with 50000 [explosion] damage.

With 03-Realistic heavy civilian vehicles, civilian vehicles like heavy crane, semi-trailer trucks, mine truck, large ships and airliner will have increased HP and some will be bulletproof.

 

Modified vehicle HP and weapon damage:

===Military vehicles===

-012 APC

HP: 3000 [bulletproof]

Machine Gun Damage: 350

Machine Gun RPM: 600

 

-013 Cavalry Armored Truck

HP: 2800

Machine Gun Damage: 350

Machine Gun RPM: 600

 

-014 Warrior Offroader

HP: 1500

No Weapon

 

-015 Longbow Cannon Truck

HP: 3500

Gun Damage: 29900

Gun Reload time: 12

 

-016 Próspero Hauler (Armored Semi-trailer)

HP: 3500

No Weapon

 

-800 Warchief Assault Tank

HP: 30000 [bulletproof]

Gun Damage: 11000 [explosion]

Gun Reload time: 7

Machine Gun Damage: 200

Machine Gun RPM: 600

 

-800 Warchief Assault Tank

HP: 30000 [bulletproof]

Gun Damage: 11000 [explosion]

Gun Reload time: 7

Machine Gun Damage: 200

Machine Gun RPM: 600

 

-801 Prizefighter Tank

HP: 6500 [bulletproof]

Gun Damage: 1200 [explosion]

Gun Reload time: 1.33

Machine Gun Damage: 200

Machine Gun RPM: 600

 

-802 AA Tank

HP: 3600 [bulletproof]

Gun Damage: 100 [explosion] + 400 bullet

Gun RPM: 400×2

 

-Stationary AA Gun

Gun Damage: 100 [explosion] + 400 bullet

Gun RPM: 400

 

-803 Pointman Scout Tank

HP: 4200 [bulletproof]

Gun Damage: 1600 [explosion]

Gun Reload time: 4

 

-904 SAM launcher

HP: 1500

Missile Damage: 2000 [explosion]

 

-904 Radar Jammer Trailer

HP: 2000

No Weapon

 

-200 Próspero Sky Crane

HP: 2200 [bulletproof]

No Weapon

 

-201 Spectre Attack Helicopter

HP: 2400 [bulletproof]

Rocket Damage: 1500 [explosion] (I know they look like anti tank missiles, but I dont know how to make them lock on target)

Rocket Reload time: 0.25

 

-202 Dropzone Chopper

HP: 2000

No Weapon

 

-203 Firebrand Scout Chopper

HP: 2000 [bulletproof]

Machine Gun Damage: 5 [explosion] + 400 bullet

Machine Gun RPM: 3000 (kills player in few seconds)

 

-204 Bloodhound Siege Heli

HP: 3000 [bulletproof]

Rocket Damage: 1500 [explosion]

Rocket Reload time: 0.25

Machine Gun Damage: 5 [explosion] + 400 bullet

Machine Gun RPM: 3000×2 (Extremely dangerous)

 

-400 Fellhawk Jet Fighter

HP: 1800 [bulletproof]

Missile Damage: 2000 [explosion]

Missile Reload time: 2

Machine Gun Damage: 5 [explosion] + 400 bullet

Machine Gun RPM: 3000

-401 SkyCastle Cargo Jet

HP: 30000 [bulletproof]

No Weapon

 

-402 Thunderhead Bomber Jet

HP: 2600 [bulletproof]

Bomb Damage: 8000×6 [explosion]

Bomb AOE: 35

Bomb Reload time: 4

Machine Gun Damage: 5 [explosion] + 400 bullet

Machine Gun RPM: 3000

 

-403 Microfighter

HP: 1500 [bulletproof]

Machine Gun Damage: 5 [explosion] + 400 bullet

Machine Gun RPM: 3000

 

-101 Daggershark Jetboat

HP: 2000

Machine Gun Damage: 350

Machine Gun RPM: 600

 

-102 Stormwater Patrol Boat

HP: 3000 [bulletproof]

Machine Gun Damage: 350

Machine RPM: 600

Missile Damage: 1200 [explosion]

Missile Reload time: 2

 

-103 Conquistador Warship

HP: 32000 [bulletproof]

Gun Damage: 3000

Gun Reload time: 1.5

 

-104 Spearhead Transport

HP: 122000 [bulletproof]

No Weapon

 

===Wielded weapons===

 

-Zopilote Sniper Rifle (look like .308, but it shares the same settings file with LRD-3 in vanilla game, make no sense)

Magazine size: 10

Damage: 200

 

-LRD-3 Sniper (.50 bmg)

Magazine size: 5

Damage: 350

 

-PBX Super-Sniper 4 (.338)

Magazine size: 20

Damage: 280

 

-Anti-Tanque 1 RPG (RPG-7 with PG-7VL)

Rocket Damage: 4000 [explosion]

Rocket AOE: 6

 

-AT7 RPG (RPG-29)

Rocket Damage: 7500 [explosion]

Rocket AOE: 2

 

-AT3-X RPG (m202)

Rocket Damage: 400×4 [explosion]

Rocket AOE: 8

 

Loaded Rebels – Improve the AI Rebel Armory

Loaded Rebels – Improve the AI Rebel Armory

TIRED OF YOUR REBELS HAVING THE PUNIEST GUNS? MAKE ‘EM FULLY LOADED & UPGRADE THEIR ARSENAL

Give your rebels that shiny MG w/shield

This mod gives rebels, especially those patrolling roads, bases, & cities, improved weaponry. It will also alter rebel weaponry on the frontlines.

NOTES:

v1 – Upgrade rifle, shotgun, machinegun (MG w/ shield), & add SMG

This version upgrades the assault rifle to the ones used by the Blackhand, the shotgun to the full-auto shotgun, the MG to the one with a shield, and adds the SMG to the rebel arsenal.
This bumps up gun variety from 3 to 4.

v2 – Upgrade rifle, shotgun, machinegun (MG w/ shield)

This version upgrades the assault rifle to the ones used by the Blackhand, the shotgun to the full-auto shotgun, the MG to the one with a shield
This upgrades all 3 guns without adding the SMG, making gun variety = 3

v3 – Upgrade rifle, shotgun, stock machinegun

This version upgrades the assault rifle to the ones used by the Blackhand, the shotgun to the full-auto shotgun

v4 – Upgrade rifle, shotgun, add SMG, remove MG

This version upgrades the assault rifle to the ones used by the Blackhand, the shotgun to the full-auto shotgun, adds SMG to the arsenal, but entirely removes any MGs.

EXTRA NOTES:

The vanilla XML file is included, so are the modded ones.

I’ve changed out lines in the code such as editorentitiesweapons�1_wieldedwpn_010_machine_gunwpn_010_machine_gun.ee

With editorentitiesweapons�1_wieldedwpn_011_machine_gunwpn_011_machinegun.ee

This replaces the original heavy MG with the MG w/shield.

Alternatively, you can switch out tags on each gun (I myself have had less success with this method, but still give it a shot)

Rebels use guns marked with tags such as “aoc” “aoc_private” “aoc_gen_frontline”, etc. aoc_private = rebels that dont spawn in frontlines
Just add / remove these tags and test if their arsenal changed to your liking.

Of course, don’t forget to convert XML to BIN via Ashen’s Mod Tool’s “PropertyContainer” exe, then put the BIN into your dropzone -> settings folder

BUGS / ODDITIES:

So far, minor bug where they don’t hold the guns properly. Very minor cosmetic bug.

MODS/RETEXTURES IN SCREENSHOTS:

https://videogamemods.com/justcause4/mods/black-hand-redux-2/ by Davo

https://videogamemods.com/justcause4/mods/population-solis/ by Protato

More Rebels – Convert Civilians to Rebels

More Rebels – Convert Civilians to Rebels

This download now contains all my mods that alter spawn_character_defs

TURN THOSE USELESS FLEEING CIVILIANS INTO DIE HARD REBELS FOR YOUR CAUSE

NOTES:

In ALL versions, the rebels are in their tier 3 (the max. tier) look, meaning rebels look more like actual soldiers with their helmets & body armor.
This mod does not convert ALL civilians to rebels. Only some or most.
No main characters are converted so the game doesn’t break.

v1 – Convert generic civilians & some workers to rebels.

Here, all civilians classified as “generic” in the XML file are converted to rebels. This version also includes converting workers like scientists, mechanics, & prisoners to rebels. There are rebels in bases, docks, cities, and roads.

v2 – Convert less/some generic civilians & some workers to rebels.

In v2, about 66% of “generic” civilians are converted into rebels. This was done to lessen the sheer amount of rebels inside cities. This version also includes converting workers like scientists, mechanics, & prisoners to rebels. There are rebels in bases, docks, cities, and roads.

v3 – Convert generic civilians only to rebels

Here, all civilians classified as “generic” in the XML file are converted to rebels. This version gives you a fair amount of rebels on the roads and inside cities. Not so much bases, docks, etc.

v4 – Convert some workers only to rebels

This version doesn’t give you rebels on the roads or in cities, but puts rebels inside military bases, airport, checkpoints, docks, etc. Generally, scientists, mechanics, & prisoners are converted to rebels.

EXTRA NOTES:

The vanilla XML file is included, so are the modded ones.
Let’s say you want to convert a vagrant civilian female to a Blackhand titan,

Replace the line

editor/entities/characters/civilians/15_poor/civ_vagrant_female_001.ee

With

editor/entities/characters/combatants/enemy/titan/titan_enemy_001.ee

Now save the XML, and convert the XML to BIN via Ashen’s Mod Tool’s “PropertyContainer” exe. Put the BIN file into dropzone -> settings

BUGS / ODDITIES

Sometimes, civilian helicopters will hover around enemies as if to engage them. This is because a rebel is now piloting the civilian helicopter, mimicking the behavior of an attack chopper.

MODS/RETEXTURES IN SCREENSHOTS:

https://videogamemods.com/justcause4/mods/black-hand-redux-2/ by Davo

https://videogamemods.com/justcause4/mods/population-solis/ by Protato

More Chaos – A Factions Mod

More Chaos – A Factions Mod

THINGS BECOME A LITTLE MORE EXCITING WHEN THERE’S MORE SHOOTING, EXPLOSIONS, AND DEATH IN SOLIS

NOTES:

v1 – Black Hand are hostile towards civilians & the “police” & “soldiers” factions.

This results in some of the military shooting each other or their own drones depending on what faction each enemy type is in.
Military shoots civilians too.

v2 – Military are hostile towards civilians

This makes enemies shoot civilians on site. Similar to v1 except the military wont shoot each other (or their own drones) from time to time anymore.

v3 – Rebels be bad too

This is similar to v1, except the rebels shoot civilians too.

v4 – Utter chaos

This makes it so everyone is hostile towards everyone, including Rico.

v5 – Disorganized military

This makes the military shoot each other from time to time, but they wont shoot civilians.

EXTRAS:

I’ve included the XML files in case someone wants to edit it to their own.
Use Ashen’s Mod Tool’s “PropertyContainer” exe to convert from XML to BIN.

In the XML:

value of 1 = hostile

value of 0 = friendly

value of 4294967295 = neutral

For example, if you’re gonna edit the relationship between rebels and rico, make sure to change the values under the rico and rebel headings respectively.

– David

MODS/RETEXTURES IN SCREENSHOTS:

https://videogamemods.com/justcause4/mods/black-hand-redux-2/ by Davo

https://videogamemods.com/justcause4/mods/population-solis/ by Protato

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