Important :

	-This mod modifies weapons.meta, weaponcomponents.meta, pedhealth.meta, damages.meta, as well as weapon files for heavy pistol, homing launcher, proximity mines, railgun, and space weapons. Any other mod that modifies the same files will thusly be incompatible (at least partially).
	-This mod does not work with GTA Online. Deactivate the OpenIV rpf-loader before launching GTA Online!
	-OpenIV Required (automatic install).

Combat Overview : 

	Peds, police, and even animals are tougher, and last longer in fights. NPCs can take a barage of blows from fists and kicks, or several strikes from a knife, bat, crowbar etc. 

	*Knuckle Dusters still tend to instant KO.
	*NPCs will still sometimes writhe and die shortly after being shot only once or twice, when they have a lot of health left.
	*I don't recommend the Don't Writhe script, as it interferes with injury physics (NPCs tend to get up again after being shot in injured state). 

	*I also highly recommend using this Euphoria mod https://www.gta5-mods.com/misc/salsa-s-euphoria-ragdoll-overhaul-reupload (only the sero oiv, not the weapons physics one as that would conflict). It improves injury animations, they don't just plop down to the ground after being shot anymore (It's the best mod of this type that I have tried). It also makes NPCs a lot more robust when it comes to getting shot (instant deaths are far rarer), but they still sometimes die in one shot to the legs from most guns. That problem is eradicated by using the below mentioned script :

	*There is a way to get rid of the instant death problem, NPCs will not die in one or two shots no matter where you hit them or with what gun. You have to download this mod : https://www.gta5-mods.com/scripts/not-useless-body-armor. It disables injury states (but not Euphoria), so NPCs will not hunch over when hurt, or writhe on the ground, and this prevents instant / early deaths
(unarmed peds still do the limp walk when sufficiently injured). Of course the downside is no more injury states (or upside if you didn't like them), and they will still instantly die if they are sitting down. There is a setting in the ini file for that mod that accomplishes this : RAGDOLLONDAMAGE = false, it is false by default.

Weapon Changes :

	Gun stats rebalanced and made more realistic / balanced overall. Accuracy, damage, and recoil correspond more accurately to gun type / caliber. Gunplay style is much different now. Instead of holding down the trigger, you have to shoot in bursts (or single shots for semi-autos) else the gun will be uncontrollable, just like real life.  

	Bullet penetration is still the same :

   	 	Pistols and SMGs : low
    	 	Assault rifles : intermediate 
    	 	Snipers : high

1.	"Removed" redundant / unnecessary weapons.*
2.	Guns have much more recoil, and no minimum time between shakes (by default there is artificial limit on some guns' recoils).
3.	Accuracy reduced for all guns, and no bonus for zooming in.
4.	Shooting without aiming results in 50% instead of 100% accuracy penalty.
5.	Fire rate increased for automatics (very closely matches real world counterparts). 
6.	Bullet damage is better balanced and based on caliber.
7.	All guns do less damage when they strike half or more of their total range away (varied before).
8.	Max ammo caps greatly reduced for all guns (including railgun), and slightly reduced for throwables and RPG. 
9.	All guns take twice as long to reload in a vehicle.	
10.	Melee weapons and bullets no longer send NPCs flying, or move cars, all of which is physics defying (they still can fall when hit though).
11.	Bullets must travel, no more instant hit.
12.	Silencers and scopes no longer change HUD stats (they don't actually affect the stats anyways).
13.	SMGs now use pistol ammo (9mm), as they do in real life. 
14.	Pistols, assault rifles, and sniper rifles, don't share ammo with each other. Minigun and widowmaker do not either.
15.	All shotgun blasts deliver 12 instead of 6 or 8 pellets. 
16.	Shotgun clip sizes adjusted (5 for pump and sawn-off, 10 / 15 for assault).
17.	Grenande launcher clip size is now 6, to match it's 6 barrels. 
18.	Sawn-off shotgun can be used from any vehicle now, not just bikes.  
19.	Shotgun pellet spread rebalanced, pump has the tightest spread, sawn-off the widest, and assault is in-between, just like real life. 
20.	Shotguns have much more range, allowing for natural effective range and damage reduction due to pellet spread.
21.	Grenade launcher rounds explode immediately upon impact, no bounce. 
22.	Fixes RockStar mistake in which the heavy sniper shoots faster than the normal one, despite HUD showing differently. 
23.	Both sniper rifles are now armor piercing.
24.	Promiximity mine cap is 15 instead of 5.
25.	Stungun effect lasts longer, but no longer does damage.
26.	Compact grenade launcher can be used from any vehicle now, not just bikes.  
27.	Homing Launcher cap is 12 instead of 10.
28.	RPG has double missile launch speed, making it much more effective against choppers. 
29.	RPG has double missile range (85 -> 170).
30.	Minigun damage increased (30 -> 55).
31.	Minigun range increased (120 -> 200).
32.	Widowmaker accuracy greatly improved. 
33.	Widowmaker range increased (120 -> 200).
34.	Widowmaker damage increased (45 -> 110).
35.	Widowsmaker does 5X damage to vehicles.
36.	Unholy Hellbringer damage increased (45 -> 55).
37.	Unholy Hellbringer accuracy greatly improved.
38.	Unholy hellbringer range increased (120 -> 200).

	*Removed means ammo is zeroed out. If you want to remove the weapon completely use the remove weapons script by Marcv0dka : 

		https://www.gta5mods.com/scripts/removeunwantedweapons-net

	*As a consequence of ammo changes, you can't pickup NPC dropped rounds anymore.

	*2, 3, and 9 apply to space weapons as well (except Up-N-Atomizer of course).

Altered Weapons :

	1) Pistol 
	2) Heavy Pistol
	3) Pistol .50 
	4) Micro SMG
	5) SMG
	6) Pump Shotgun
	7) Sawn-off Shotgun
	8) Assault Shotgun
	9) Assault Rifle 
	10) Carbine Rifle 
	11) Advanced Rifle 
	12) Sniper Rifle
	13) Heavy Sniper Rifle
	14) Grenade Launcher
	15) RPG
	16) Minigun
	17) Widowmaker
	18) Tank Cannon
	19) Unholy Hellbringer

Removed Weapons :

	1) All pistols besides the "Pistol", Heavy Pistol, and Pistol .50, including machine pistols (Combat Pistol still has 8 round capacity, because it is required in one mission).
	2) LMGs
	3) All assault rifles besides the "Assault Rifle", Carbine Rifle, and Advanced Rifle.
	4) All shotguns besides pump, sawn-off, and assault variants. 
	5) All smgs besides micro SMG and "SMG".

	If you want some more weapons you can use this : https://www.gta5-mods.com/scripts/weapon-menu-v-1-0

	The guns (anything that fires a bullet) that you can spawn won't have ammo, but you can add in the compact grenade launcher, firework launcher, flare gun, Up-n-Atomizer, Unholy Hellbringer, and Widowmaker.

Choice of gun is now situational :

	Pistols : Good to pepper enemies from a vehicle, or when better ones are out of ammo.
	Micro SMG : Bested by other automatics, but is the only automatic that can be fired from vehicle.
	Macro SMG : Good close up, or a back up if your assault rifles run dry.
	Assault Rifles : Great all around weapons that are useful for dealing with a groups of enemies. 
	Sawn-off Shotgun : The only shotgun that can be fired from a vehicle, any vehicle now. 
	Assault Shotgun : Excellent close range killing machine.
	Pump Shotgun : When the other shotguns are out of their effective ranges, this one does the trick. Improved spread and damage makes it much better at a distance than before.

	The rest, sniper, grenade launcher, etc. are obvious.

Weapon Stats : 

	Reader Notes : 

		Clip : default | extended
		Damage : displayed as half on HUD.
		Range : displayed as quarter on HUD (shotguns show effective range).
		HUD can only display values up to 120. 

	Dev Notes : 

		HUD Accuracy Formula : 1/A * 400
		Recoil : 10X
___________________
Pistol :

Clip : 12 | 17
Damage : 25(26)
Recoil : 25(10)
Range : 100(120)
Speed : 10
Accuracy : 44
___________________
Heavy Pistol :

Clip : 7 | 9
Damage : 40(40)
Recoil : 35(10)
Range : 100(120)
Speed : 9
Accuracy : 50
___________________
Pistol .50 :

Clip : 7 | 9
Damage : 85(51)
Recoil : 50(15)
Range : 110(120)
Speed : 7
Accuracy : 53
___________________
Micro SMG :

Clip : 20 | 40
Damage : 25(21)
Recoil : 20(3)
Range : 100(120)
Speed : 55
Accuracy : 53
___________________
SMG :

Clip : 20 | 40
Damage : 25(22)
Recoil : 8(3)
Range : 135(120)
Speed : 46
Accuracy : 57
___________________
Assault Rifle :

Clip : 30 | 60
Damage : 50(30)
Recoil : 12(3)
Range : 200(120)
Speed : 37
Accuracy : 64
___________________
Carbine Rifle :

Clip : 30 | 60
Damage : 35(30)
Recoil : 9.6(3)
Range : 165(120)
Speed : 46
Accuracy : 72
___________________
Advanced Rifle :

Clip : 30 | 60
Damage : 78(34)
Recoil : 15(3)
Range : 200(120)
Speed : 16
Accuracy : 100
___________________
Pump Shotgun :

Clip : 5
Damage : 40 x 12
Recoil : 40(20)
Range : 100(40)
Speed : 4
Accuracy : NA
___________________
Sawn-off Shotgun :

Clip : 5
Damage : 30 x 12
Recoil : 45(20)
Range : 100(40)
Speed : 4
Accuracy : NA
___________________
Assault Shotgun :

Clip : 5 | 15
Damage : 30 x 12
Recoil : 40(20)
Range : 100(40)
Speed : 13
Accuracy : NA
___________________
Sniper Rifle :

Clip : 10
Damage : 100(101)
Recoil : 3
Range : 1000(1500)
Speed : 2
Accuracy : 100
___________________
Heavy Sniper Rifle :

Clip : 5
Damage : 200(216)
Recoil : 3
Range : 1000(1500)
Speed : 2
Accuracy : 100
___________________

AMMO Caps : 

	9mm / 800 (Pistol and SMGs)
	.45 / 300 (Heavy Pistol)
	.50 / 300 (Pistol .50)
	Assault / 300
	Carbine / 300
	Advanced / 300
	Shells / 120
	Sniper / 120
	Heavy Sniper / 60
	Grenade Launcher / 18
	RPG / 16
	Homing Launcher / 12
	Railgun / 8
	Grenades / 20
	Sticky Bombs / 20
	Molotovs / 20
	Proximity Mines / 15
	Minigun / 3000
	
	