# Overview
**tl;dr: this mod completely overhauls weapon balance and makes every weapon fun and viable to use.**
An updated fork of [the original IREnFIST mod by Solo Queue Pixy.](https://modworkshop.net/mod/24208) Thanks to [the blessings of the original author](https://user-images.githubusercontent.com/23544898/89676624-f89fe800-d8b9-11ea-931d-c3103c858d5c.png), I am able to share this with you.
[**For FedNet icons, check out this FedNet Icons mod for IREnFIST, made by Avery.**](https://modworkshop.net/mod/28691)
*This entire mod description is a summary of what IREnFIST changes compared to vanilla.* If you want to know what this fork does differently from the original mod, check the spoiler below:
||
* VR compatibility
* Akimbos have proper burstfire capabilities. Single/double-shot toggles were removed, because this should be a feature independently from burstfire (and due to animation issues).
* All missing vanilla weapons and mods (Fugitive, Federales, Cartel Optics packs) were updated and added into the balancing
* Outdated support for some custom weapons was updated, preventing crashes that can happen with newer versions of these mods installed
* Some new custom weapons were added to the list of supported weapons (In particular, Vanilla Styled Mod Pack 1 and 2, and the Shadow Warrior 2 pack. Check them out!)
* Assaults have had slightly more tweaks, the same ones as in [Assault Tweaks Standalone](https://modworkshop.net/mod/28329). Expect better pacing in assaults and better cop AI.
||
[**This mod is also available on Github (which is also where the automatic updates are hosted).**](https://github.com/HugoZink/IreNFist)
# Installation
Extract the zip to PAYDAY 2/mods folder. [SuperBLT](https://superblt.znix.xyz/) and [BeardLib](https://modworkshop.net/mod/14924) are required. [WeaponLib](https://modworkshop.net/mod/24177) is strongly recommended, but is not strictly necessary.
# Summary
* Weapons, weapon mods and skills have been totally rebalanced from the ground up. Guns no longer need deep skillpoint investments to be viable (though skills can still give your weapons a bit of a boost). If it shoots, it kills.
* Every weapon is now viable without being overpowered or underpowered, allowing you to choose the gun you like best, not just the gun with the highest numbers. Many weapons have been grouped together in "classes" that make balancing more consistent, while still preserving the unique feel of a particular gun.
* Different weapon classes now handle noticeably differently. Those high-caliber rifles or beefy shotguns will pack more of a punch, but in accordance with Newton's Third Law, you will feel a bit of a kick yourself.
* Optional enhanced movement system, allowing sliding and even walljumps and wallruns.
* Rebalanced police assaults and assault breaks. Assaults can now be wiped out if you play aggressively (like in PD:TH), rather than always having to wait out the timer. Assault breaks last longer (especially with hostages), and feature the return of Hostage Rescue Teams. Additionally, Light shotgunners and flanking rifleman squads have been restored, making the cops feel far less braindead.
* Supports many Beardlib custom weapons, integrating them into the mod's balancing system.
* **Fully compatible with players that don't have the mod installed!** IREnFIST does not change your matchmaking key, which means you can still play with all your friends and use the mod in public games.
* Fully compatible with VR. [VR Recoil](https://modworkshop.net/mod/24495) is strongly recommended.
# Description
**Weapons**
||
* Guns have been recategorized into classes (Light Assault Rifle, Heavy Assault Rifle, DMR, etc). Two guns within the same class will usually perform very similarly, allowing you to choose the gun that you like best, instead of choosing the gun with the highest numbers.
* Weapon mods now make far less of an impact. A lot of grips, stocks, foregrips and handguards will no longer affect stats at all. Barrels and Compensators might still offer stat changes. This means you can use nice-looking guns, instead of being forced to have Gage play Dr. Frankenstein for you. Weapons are viable without any weapon mods applied.
* Ammo types were reworked. Some weapons that didn't have special ammo types now have them, and shotgun ammo has also been changed. Of particular note are Breaching Rounds, allowing shotguns to breach anything that the Saw can (at the cost of making the weapon extremely short-ranged).
* The Saw has been revamped, and is now also usable as a frightening melee weapon.
* DMR's can penetrate shields. Some medium or heavy rifles (like the G3 and FAL) have "DMR kits" under their weapon mods, which will change them into DMR's, stats and shield penetration and all. A select few secondaries also have armor-piercing kits. These kits will murder your ammo pickup rates, with the upside of shooting through walls and even shields with no damage penalty.
* Ammo pickup has been rebalanced across the board. LMG's have had their ammo pickup and damage nerfed a bit, while DMR's and assault rifles now fare better.
* Bipods can now be put on snipers, and other weapons that natively come with bipods (like the Galil). Bipods on snipers increase fire rate. Bipods in general will also greatly reduce recoil.
* Melee weapons have received a stat revamp, and can be used while sprinting.
* Most weapons can now penetrate thin walls.
||
**Weapon Handling**
||
* Accuracy and Stability stats have been altered. While many light assault rifles see their accuracy stat at 85 (and some weapon types as low as 60), this does not mean that your bullets will fly all over the place.
* Recoil is now more noticeable. Recoil no longer automatically resets your camera when you stop firing, requiring you to constantly keep your weapon in check. Heavier weapons might have more firepower behind them, but you'll sure feel it yourself.
* Recoil is now more *predictable* too. Weapons have their own unique recoil patterns, allowing you to keep your recoil in check with pure skill instead of relying on randomness.
* Reload timers have been altered to better match the weapon's animations. You can now fire as soon as the weapon is ready, rather than having to wait out the arbitrary timer that doesn't match the weapon.
* Akimbo weapons can "half-reload", refilling just half of the magazine halfway through the reload. You can cancel the reload to fire sooner. This can only happen once, after which a full reload must be performed.
* Bipods are easier and quicker to place, and you can aim down the sights with them.
* LMG's now have proper steelsights. The old "side aiming" is available as either a sight mod or a toggle-able gadget.
||
**Skills**
||
* Most skills that relate to weapons have been changed. Magazine-increasing skills have been replaced with better and more appropriate skills.
* Some older skills from Skill Overhaul may have snuck their way into these skilltrees. Stockholm Syndrome now once again allows tied and untied civilians to revive you, as well as converted cops.
* Shared perks within perk decks have been changed to more "meta" boosts (like XP bonuses), instead of magical headshot and damage bonuses.
* Sicario's smoke grenade cooldown has been changed back to the original 30 seconds.
||
**Misc Changes**
||
* Assault waves have been rebalanced to be more PD:TH/early PD2-like. The overall amount of cops active at a time has been *slightly* reduced, and assaults now have more reasonable spawn pool numbers. This allows you to actually exhaust an assault force early if you play aggressively enough.
* Assault breaks last longer, particularly if you have hostages. If you have hostages, expect Hostage Rescue Teams to show up and try to free any hostages.
* An advanced movement system has been added. This allows you to slide, wallrun and even walljump. Can be turned off in options.
* Cop voices of heavier non-special units have been changed to sound more radio-like.
* Cops are now harder to intimidate and intimidation relies on multiple factors, like in older versions of the game. Try to catch a cop whose squad was wiped out or a cop who is reloading! This option can be disabled in the mod options.
* FBI SWATs and City SWATs now use the l4d voice prefix, which gives them a voice that sounds more like PD:TH voices (radio filter). FBI Tans now use the l5d prefix, which is an alternate voice set that is otherwise unused. This option can be disabled in the mod options.
* Gangsters will now have more combat chatter, and will change their voice lines based on the heist.
* A lot of information about weapon mechanics can be found in the Crimenet codex.
||
# Mod Compatibility
**Compatible Mods:**
||
* **[Sydch's Skill Overhaul](https://modworkshop.net/mod/24389):** Fully compatible. However, most of SSO's weapon-related skills have been replaced or merged with their IREnFIST counterparts (particularly the Fugitive pistol tree and the Enforcer shotgun tree).
* **[Armor Overhaul](https://github.com/HugoZink/lekousin-s-Armor-Overhaul):** Fully compatible. InF's flak jacket ammo bonus tweak will be disabled if Armor Overhaul is present.
||
**Known incompatible mods:**
||
* Full Speed Swarm is not compatible, due to some *very* invasive and arguably dumb changes that FSS does for the sake of "anticheat". Installing Full Speed Swarm means that it will prevent some effects from happening (such as Shockproof Ace or some melee weapons), and Full Speed Swarm might even choose to automatically **ban** your friends. IREnFIST will warn you about this incompatibility on startup, but you can disable this warning. I strongly recommend dropping Full Speed Swarm, you don't need it anymore.
* Iter makes cops dumber, and is therefore incompatible with most of the assault and AI tweaks that this mod does. You can still use Iter, but you do so at your own risk. Don't expect the shotgunners, flanking riflemen or hostage rescue units to be very smart with Iter installed. Removing Iter is strongly recommended.
* Any mods that change weapon stats or change the stats/blackmarket GUI's might not be compatible.
* Unsupported custom weapons will most likely have wrong stats.
* [Assault Tweaks Standalone](https://modworkshop.net/mod/28329) is already included in IREnFIST. You should not install both.
* WolfHud and/or Vanilla Hud Plus deletes breaching rounds on shotguns and makes them unusable. If you want to use breaching rounds, either find a way to disable this "feature" or remove WolfHud/VHP.
* Any mod that changes weapon stats is *obviously* not supported. Since this apparently wasn't clear enough for some of you down there in the comments.
||
IREnFIST works with many custom weapons, but they have to be explicitly supported for the stats to be correct. A full list of supported custom weapons can be found here:
**Supported custom weapons:**
||
AAC Honey Badger - http://modwork.shop/24303
AAI LSAT - http://modwork.shop/20604
AF2011 - http://modwork.shop/22866
AK Pack - http://modwork.shop/23414
AK-12 - http://modwork.shop/17262
AK-12/76 - http://modwork.shop/17628
AN-94 - https://modworkshop.net/mydownloads.php?action=view_down&did=22261
AN-92 - https://modworkshop.net/mydownloads.php?action=view_down&did=20187
Automag .44 - http://modwork.shop/21366
Beretta 93R - http://modwork.shop/20956
Beretta ARX-160 A2 - http://modwork.shop/24749
Beretta Px4 Storm - http://modwork.shop/22208
Bren 10 - http://modwork.shop/24512
Browning Auto-5 - http://modwork.shop/19643
Browning Auto Rifle - http://modwork.shop/19340
Bushman IDW - http://modwork.shop/24501
CheyTac M200 - http://modwork.shop/19469
Chiappa Rhino 60DS - http://modwork.shop/22142
Contender Special - https://modworkshop.net/mydownloads.php?action=view_down&did=20829
CZ-75 Auto - http://modwork.shop/22087
CZ-75 B - http://modwork.shop/22095
CZ-75 Short Rail - http://modwork.shop/22811
CZ-75 Shadow - https://modworkshop.net/mydownloads.php?action=view_down&did=17445
Desert Tech MDR - http://modwork.shop/21375
DP-12 - http://modwork.shop/23918
DP-28 - http://modwork.shop/24175
FABARM STF-12 Compact - http://modwork.shop/23188
Fang-45 - http://modwork.shop/24779
FN SCAR-L - http://modwork.shop/19799
FN SCAR-L M203 - http://modwork.shop/18892
G11 - http://modwork.shop/24309
G3A3 M203 - http://modwork.shop/23676
Gepard GM6 Lynx - http://modwork.shop/21262
Gewehr 43 - http://modwork.shop/22047
Golden Gun - http://modwork.shop/25285
High Standard HDM - http://modwork.shop/25186
HK416 - http://modwork.shop/19357
HK416C Standalone - http://modwork.shop/24403
HK417 Standalone - http://modwork.shop/24398
HK VP-70M - http://modwork.shop/22836
Howa Type 89 and Type 64 Rifle - http://modwork.shop/19024
HX-25 - http://modwork.shop/21556
Kel-Tec RFB - http://modwork.shop/25201
Kolibri - http://modwork.shop/21290
KS-23 - http://modwork.shop/20471
L115 - http://modwork.shop/17368
L1A1 SLR - http://modwork.shop/20141
Lahti L-35 - http://modwork.shop/22822
Lewis Gun - http://modwork.shop/23892
M1 Carbine - http://modwork.shop/18425
M2HB - http://modwork.shop/22764
M2019 Pistol - http://modwork.shop/22941
M3 Grease Gun - http://modwork.shop/21932
M40A5 - http://modwork.shop/17238
M45A1 CQBP - http://modwork.shop/23959
M60 - http://modwork.shop/18469
M6G Magnum - http://modwork.shop/24816
Magpul PDR - http://modwork.shop/19233
Makarov - http://modwork.shop/19587
MAS-49 - http://modwork.shop/25303
Mateba Model 6 Unica - http://modwork.shop/17527
Marlin Model 1894 - http://modwork.shop/19086
Maxim 9 - http://modwork.shop/21635
Mk 14 EBR - http://modwork.shop/24419
MK18 Specialist - http://modwork.shop/24593
Minebea PM-9 - http://modwork.shop/20433
Molot Vepr-12 - http://modwork.shop/20644
Montana 5.56 - http://modwork.shop/19076
Mossberg 590 - http://modwork.shop/19287
Nagant M1895 - http://modwork.shop/19115
Obrez (secondary weapon) - http://modwork.shop/23857
OTs-14-4A Groza - http://modwork.shop/18565
Owen Gun - http://modwork.shop/24014
PB - http://modwork.shop/25191
PP-19-01 Vityaz - http://modwork.shop/19661
PPS-40 - http://modwork.shop/22543 (partial, no weaponmod support)
PPSh-41 - http://modwork.shop/17438
QBZ-97B - http://modwork.shop/22952
Remington ACR - http://modwork.shop/19917
Remington R5 RGP - http://modwork.shop/24594
RPD - http://modwork.shop/17484
Salient Arms International GRY SBR - http://modwork.shop/22369
Seburo M5 - http://modwork.shop/22962
SG 552 - http://modwork.shop/20574
Sjogren Inertia - http://modwork.shop/24146
SKS - http://modwork.shop/17243
SR-3M - https://modworkshop.net/mydownloads.php?action=view_down&did=17333
Steyr AUG A3 9mm XS - http://modwork.shop/21427
StG 44 - http://modwork.shop/20460
SVU (primary) - http://modwork.shop/18211
SVU (secondary) - http://modwork.shop/21280
Thompson M1A1 - http://modwork.shop/21273
Trench Gun 1897 - http://modwork.shop/19392
Tokarev SVT-40 - https://modworkshop.net/mydownloads.php?action=view_down&did=21029
TOZ-34 - http://modwork.shop/17297
TOZ-66 - http://modwork.shop/17439
Akimbo TOZ-66 - http://modwork.shop/22462
TT-33 - http://modwork.shop/21371
Walther P99 AS - http://modwork.shop/21105
Welrod - http://modwork.shop/22178
Widowmaker TX - http://modwork.shop/22859
Winchester Model 1912 - http://modwork.shop/21962
Zenith 10mm - http://modwork.shop/22776
Desert Eagle Duet - https://modworkshop.net/mod/27215
FN Five-seveN MK2 - https://modworkshop.net/mod/26609
FN MK 17 MOD 0 - https://modworkshop.net/mod/26539
Glock 19 - https://modworkshop.net/mod/24822
Glock 17 Gen 3 - https://modworkshop.net/mod/24018
Half-Life 9mm Pistol - https://modworkshop.net/mod/23960
M4 SOPMOD II - https://modworkshop.net/mod/26127
M45 MEU(SOC) - https://modworkshop.net/mod/29545
Mars Automatic - https://modworkshop.net/mod/26009
McMillan CS5 - https://modworkshop.net/mod/21267
S&W M&P 40 - https://modworkshop.net/mod/17644
ST AR-15 - https://modworkshop.net/mod/25386
Vanilla Mod Pack - https://modworkshop.net/mod/24482
Vanilla Mod Pack Vol. 2 - https://modworkshop.net/mod/28248
||
If you would like me to add support for a particular custom weapon, drop a comment below or open an issue on Github. Please note that due to mod authors changing weapon or weaponmod ID's, some previously-supported custom weapons could instead cause crashes on startup. If this is the case, [please open an issue on Github](https://github.com/HugoZink/IreNFist) and attach your crash.txt so I can fix it.
**Special Thanks:**
* Solo Queue Pixy, for making the mod in the first place
* Carkidd, for helping me test, putting up with the crashes, and being cute
* Kuziz, for giving me advice and giving me the U37.1 cop surrender presets
* SgtJoe, for giving me advice on the assault tweaks and helping re-adding old units
* Carl, for creating and submitting code for compatibility with custom weapons
* Sydch, for making a cool skill overhaul mod and for helping provide compatibility with it
**1.63.5:** Fixed MG-42 being silent due to Overkill messing up the tweakdata in combination with the U200 sound "fixes".
**1.63.4:** Fixed OTS-14 Groza magazines being misaligned due to the weapon being updated. Fixed PD:TH HUD Reborn burstfire compatibility.
**1.63.3:** Added more graceful error handling in case a BeardLib custom weapon causes issues. Instead of silently eating the error, you will now be notified in the main menu. Additionally, if you don't have BeardLib installed, your crash report will now more clearly tell you to do so.
**1.63.2:** Rebalanced Gunslinger weapon pack weaponmods, changed awful Gunslinger weapon names and added descriptions/sdescs for them.
**1.63.1:** Fixed Holdout not working with the Beta assault tweaks. Added support for the Gunslinger weapon pack (some weaponmods are currently not rebalanced yet).
**1.63.0:** Re-added ZEAL units to Death Sentence as additions, rather than replacements.
**1.62.2:** Tweaked spawngroups a little bit more. Made Deathwish harder than Mayhem.
**1.62.0:** Added beta for totally new assault spawngroups, reminiscent of pre-Hoxton housewarming spawngroups. **This option is Beta only.** Enable the "beta" features in the InF options to access this. Guardian has been moved out of beta and now supports SSO.
**1.61.0:** Added experimental "Guardian" perk deck, which can be accessed by enabling the beta options in the mod options menu. The Guardian perk deck favors camping a chokepoint from close by, or sticking to a vantage point from far away by awarding you the ammo drops from killed enemies, provided you stay in the same place.
**1.60.2:** Reworked Tan armor a little bit more. Fixed many, many crashes related to cop tactics. Possibly fixed crashes related to enemies spawning without objectives!
**1.60.1:** Expanded cop tactics by increasing the cops' tendency to arrest you when you are busy interacting. Made tan body armor far more resistant to lighter weapons. Aim for the head or use a stronger weapon!
**1.60.0:** Made cops far less dumb by increasing their maximum task throughput. This functionality is disabled if Think Faster is installed, and can also be disabled in the options.
**1.59.26:** Added a secondary version of the M79/GL-40. This is effectively a clone of the M320/Compact 40mm. Appears as the China Puff for other players.
**1.59.25:** Fixed a possible crash related to cop teams being unset on some maps.
**1.59.24:** Fixed a crash on Slaughterhouse when people joined in late.
**1.59.22:** Fixed bug where getting arrested caused you to get stuck. Added missing dodge chance description to Hacker perk deck (this is actually a vanilla issue)
**1.59.21f1:** Reverted Walther PPK change, is now a medium pistol again. Changed mixed rifleman/shotgunner assault squads to be less common. Switched Sweep and Clear Basic and Aced skills.
**1.59.21:** Fixed a lot of crashing bugs and inconsistent/invalid weaponmod values on custom weapons. Fixed winters spawning on any map spawn rather than just the predefined one. Made the Walther PPK a light pistol. Gave the Jericho a .45 ACP ammo type (more pistols to come!). **Cops can arrest interacting players.** Try not to get melee'd while fixing a drill. Added a "no foregrip" weaponmod for the Cobray/Jacket's Piece. Added 1.5x headshot damage multiplier to melee.
**1.59.20:** Fixed poison bolts/arrows crashing with Shockproof Aced.
**1.59.19:** **Added Assault Tweaks Codex.** Find it under Contact Database in crime.net! (Does anyone actually read those? You should!) Fixed Vanilla styled mod pack 1 and 2 compatibility some more.
**1.59.18:** Fixed R870/Serbu stocks, slightly increased cop amount. Fixed Chiappa Rhino ammo mod bug.
**1.59.17:** Fixed coplogic crash caused by a crash prevention (lol). Fixed beretta px4 storm having wrong values on its ammo types. Fixed winters shields spawning in places where they shouldn't.
**1.59.16:** ~~Added shotgunner tasers~~ Shotgun tasers crashed clients without the mod and were removed. Added Sweep and Clear to SSO compatibility. Fixed ZEAL units not having weapons sometimes. Fixed sprint animation getting stuck before/during/after reload.
**1.59.15:** Added new skill "Sweep and Clear". Replaces Body Expertise. Basic version makes all LMG's pierce through enemies. Aced version gives the effects of the old Body Expertise Basic+Aced.
**1.59.14:** Fixed M60 reload timers and gave it steelsights, as well as giving it the offset aiming mods. Fixed rare cop team crash.
**1.59.13:** Removed tan shotgunners from the game. [If you want to know why I did this, check this comment.](https://github.com/HugoZink/IreNFist/blob/master/IRE%20AND%20FIST%20REBORN/lua/groupaitweak.lua#L1434) Also fixed "buy all assets" not working.
**1.59.12:** Fixed M14 surplus special ammo being all kinds of weird
**1.59.11:** Gave ZEAL shotgun squads their actual shotguns. If you experience crashes please report these ASAP! You can turn this feature off by disabling assault tweaks in the options if you run into trouble.
**1.59.10:** Fixed SSO compatibility once and for all, thanks to Sydch providing compatibility code on their end. This should also fix the "zero recoil" issues. Also fixed magnifier gadgets crashing the game.
**1.59.9:** Added compatibility for USP Tactical and TR-1. Fixed ST AR-15 conversion kits being bugged.
**1.59.8:** Added compatibility for custom weapons Half-Life 1 9mm pistol, Desert Eagle Duet, Glock 17 Gen 3, Glock 19, S&W M&P 40.
**1.59.7:** Added more burstfire mods to many different vanilla weapons which support Burstfire (thanks Carkidd!❤️). Fixed burst-enabled trigger groups not working. Made some code changes that should help prevent some more crashes.
**1.59.6:** Added ST AR-15 custom weapon support. Fixed potential crash in Murkywater heists.
**1.59.5:** FN Five-seveN MK2 compatibility was added (thanks Carl!). Fixed SSO compatibility crash.
**1.59.4:** Added MK17 custom weapon support, added toggle for (nearly) all assault tweaks. Added cop squads that mix riflemen and shotgunners for more variety.
**1.59.3:** Fixed R700 bipod alignemnt and reload timer issues.
**1.59.2:** Added option to disable (most) gun and asset price tweaks. GALIL bipod is now usable.
**1.59.1:** Added more gangster chatter. Added full compatibility with Sydch's Skill Overhaul (which I heavily recommend, [check it out!](https://modworkshop.net/mod/24389))
**1.59.0:** Added options to disable cop domination mechanics. Added new (optional) voice filters for FBI SWAT, City SWAT and Tan SWAT (FBI and city swat use l4d prefix, Tan SWAT use l5d). Small code refactor that should help fix some crashes. Fixed more custom weapon crashes. Added Mars Automatic Pistol support.
**1.58.0:** Made cop domination mechanics harder and much more varied, similarly to U37.1 (Thanks Kuziz!). Added McMillan CS5 custom weapon support.
**1.57.2--1.57.8:** Fixed many different custom weapon crashes. Keep the reports coming!
**1.57.1:** Fixed crash caused by the new mask customization UI.
**1.57:** Added more mod incompatibility warnings for Assault Tweaks and Iter.
**1.56:** Initial fork release.

42
1,514
7,488
Add-On Feedback Needed Gameplay Changing Lua REQ BeardLib REQ SuperBLT Self-updating
Rokk
Author
Solo Queue Pixy
Collaborator
Comments