This mod aims at making the game a bit more diverse, a bit more realistic and ultimately more enjoyable. The intent was to make clearing checkpoints and guarded areas more tactical. Health regenerates slower, weapon damage has been increased, but no one shot pistol kills. Various weapon tweaks such as, realistic ammo and pistols no longer double as scope-less sniper rifles. Increased weapon slot capabilities means you have more choice on what guns to carry. The AI fights harder, sometimes even against themselves and can now use any weapon available. They will hurt you just as much as you can hurt them, and if they can, more so. Recommended to be played on 'Infamous' or 'Hardcore' difficulties. Its dog-eat-dog out there. Be a man.

Description

Updated mod version 1.3 to add map aids due to popular demand (mission target / direction). Also updated some magazine sizes and minor update to AI.

Preview
RealMode v1.3c
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Guest
Guest - - 690,440 comments

you should to increase jump hight, its so anoying whan i can not get there where i want . please increase !

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jagdtiger44
jagdtiger44 - - 82 comments

what is map aids?

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StoatOats Author
StoatOats - - 141 comments

I wasn't very clear sorry. I just brought back into the game the map overlays that show where mission objectives are. I changed the graphic for them so they look a bit more natural. Lots of people commented it was too tedious to find the location of missions which I can understand.

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hazzabazza0205
hazzabazza0205 - - 19 comments

StoatOats please could you make the Makarov pistol a bit more damaging? It takes about a whole clip to kill one guy.

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StoatOats Author
StoatOats - - 141 comments

Yep, I have been testing this and I agree it could do with a bit of a beef up.

Also, if anyone is reading this.. what do you think of the FAL, too weak and inaccurate?

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Guest
Guest - - 690,440 comments

Yeah,the FAL is a bit weak for the enormous recoil and small magazine size it has,it's probably the worst weapon in the game right now.

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Guest
Guest - - 690,440 comments

make a 6P9 silenced pistol more powerful

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Guest
Guest - - 690,440 comments

Just wondering which .fat and .dat files I'm using to replace the ones in the installed folder, the ones in the retail folder or the ones in the steam folder of the download?

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StoatOats Author
StoatOats - - 141 comments

Which ever one works for you

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ernestin1
ernestin1 - - 264 comments

could you add real weapon names?

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80sMoustacheMan
80sMoustacheMan - - 48 comments

Did you tweak the damage of the assault rifles?I haven't played FC2 in some time and just came back after you released this update and I feel like the assault rifles are less powerful,the AK mostly taking about 6 shots to kill someone.I might be imagining things because I haven't played in a while,though.

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StoatOats Author
StoatOats - - 141 comments

I don't think i tweaked them in general from previous versions. At least to do with their power.
I sometimes feel that the game / mod runs different on different peoples systems...

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80sMoustacheMan
80sMoustacheMan - - 48 comments

Alright,I was wrong,I was just really bad at aiming since I wasn't used to the FC2 accuracy.

However I did notice an issue while replaying the game.
When you find a gun in your safe house from your buddy it replaces the original weapon slot from the vanilla game(In my case an M249 replaced the special weapon slot.)Not sure if there are more issues like that.

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Level26
Level26 - - 1 comments

Hello, I have to say this mod is quite interesting. Im trying it now and it really feels different from vanila version.

But there is one bug I noticed. When I was doing convoy missions I cleared an outpost and destroyed a truck when he was passing by. Right after I destroyed it and completed mission, enemies respawned right behind my back in that outpost. It happened to me twice.

Anyway, keep up the good work.

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Blitzkriegrekrut
Blitzkriegrekrut - - 900 comments

I can confirm this. I was at a little outpost in the north east, normally stand there a single merc (sniper?).
However, in the moment the convoi drives past and I destroy it, suddenly the before missing merc spawn in front of me.

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StoatOats Author
StoatOats - - 141 comments

this is possible something to do with how the game engine acts to completion of a mission. This bug is probably in the original game also.
But good find :)

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Guest
Guest - - 690,440 comments

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PieterPatrick
PieterPatrick - - 7 comments

Thanks for this mod.
(I play this with the Graphics mod "Realistic ReShade".)

Little things that still could be changed if possible:
- Nearby savehouse is still visible on maps because of the save icon.
- Gravity pull on a arrow is a bit to strong for me.
- Jackaltape bug fix..... (or at least all the tapes in the menu)
You will be my greatest hero if you can fix that! LOL
Is solving this even possible or only really hard????
- Blinking GPS when nearby a diamant is just stupid.

Question:
Are the real hard missions (Helping buddy out of the ****) playable with this mod without losing any buddies?

Thanks again for making this, it means a lot to me.
Farcry2 will stay the best FPS game.

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StoatOats Author
StoatOats - - 141 comments

Thanks for your comments :)

Good point on the save icon, when i get back into things i think i will resolve this.
The arrow gravity, yeah i can see how the amount it is affected by can make it frustrating to use, i was trying to strike a balance between fun and what i deem to be realistic for a mass strapped to a bolt.
I really want to fix this one too. I think it is possible but i haven't invested much time into fixing it, aka its pretty hard.
The blinking diamond light is a hard one. Overall the whole diamond briefcases scattered about is kind of funny when you think about it. But it does allow you to find the diamonds necessary to buy stuff at the shop.

The buddies do seem to be the toughest NPCs in the game so they tend to fare quite well. That said they still can get caught out and need help. I think the game allows a buddy 5 resuscitations (non resetting counter between missions) before they dont come back .

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Guest
Guest - - 690,440 comments

PieterPatrick
- First thing: Thanks again for making this, it means a lot to me.
- Your right about the blinking GPS for the diamonds.
- NPC's can carry every weapon (very cool) but it causes little problems:
Normally if a NPC is wounded (or to close), they can still kill you with their second gun, but now they often have a weapon they won't or cannot use.
NPC snipers cannot handle a mortar very well, it explodes after they used it one time.
- I did not mean I was losing buddies. :-)
In a buddy-mission, I cannot prevent them from getting wounded, So I have to mercy-kill them after three times (but I do not see it as a real problem).
- Stupid problem I found in this game (not possible to solve I think); I hear a little "click" noise every time a driving vehicle is placed in the game.
- If you ever solve the jackaltape problem... I really wanted to PayPal you 50 euro's. :-)

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PieterPatrick
PieterPatrick - - 7 comments

I said in the other answer:
I hear a little "click" noise every time a driving vehicle is placed in the game.
- But that is wrong: The "click" is when a car gets into hearing range.

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StoatOats Author
StoatOats - - 141 comments

Thanks for your additional bug finds. I must admit I had noticed the wounded NPC not shooting bug but had left it in. what a slacker haha

My understanding of audio files is that all the sounds are strung into 1 file, and the game engine fires a command to read from a certain time in the file, not sure if it could have got its references crossed and you are hearing the sound of something else first, or somehow the sound file has got an issue. have you always had the click sound, like on previous installs?

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PieterPatrick
PieterPatrick - - 7 comments

Forget the little click I hear, I think it was always there. :-)
- I discovered something funny:
I can take away all red benzine fluid, it does not matter if I'm full with it.

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Guest
Guest - - 690,440 comments

hello, this mod is my favorite of all the realistic type variants. there is only one issue i have with it. the ai spawning the top tier weapons :x is there any possibility you could add a version with ai having the default weapon spawns to their respective tier in vanilla? :*

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StoatOats Author
StoatOats - - 141 comments

Unfortunately i dont have the time to be doing this. But this is one of the easier aspects you can change yourself with gibbeds tools. At the start of this year on the main mod page i think, i mentioned some details on how to modify this and what file to look in.
good luck.

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Guest
Guest - - 690,440 comments

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Guest
Guest - - 690,440 comments

About 85% of the way through the campaign and this mod made the replay worth it.
Good Job (y)

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Strat_22C
Strat_22C - - 5 comments

Just finished the campaign using the Ver 1.3c mod. Very well done and I am going to use it as a starting point to 'up the stakes' a bit.

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Lord_Blackwood
Lord_Blackwood - - 23 comments

I'm hoping this alters the weapon degradation, guns aren't as unreliable as FC2 likes to make them be.

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b00ster
b00ster - - 2 comments

"Removed many roving patrols, guard posts!!!!! Roving patrols attacking guard posts. Player in vehicle, decrease distance visible." — can you please add those Jackal_Mod features? I think I'm gonna loose my mind if have to fight any more of those annoying patrols/guard posts... 😡
Also, 3 charges for M-79?! I know it's OP, but come on man, don't be like that!

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Guest
Guest - - 690,440 comments

Hi,
I really enjoy your mod, It definitely made replaying this game well worth it.

I actually have a request, I do hope your up for a SIDE QUEST?

my daughter just started doing geography, but never having used a map in her life she's struggling a bit. So I (having a printed out map of FC2 which came with the CD) have started taking missions and letting my daughter check the in-game map (only once just so she knows where we are going) then she has to guide us, there and back again, with the printed out map.

I originally downloaded the version of this fine mod which did not have map aids, but not knowing where we are going makes it hard for my daughter to plot her course.

hence my request

THE SIDE QUEST:

Would it be possible for you to make 2 changes to the main map then 1 change to the gps and the road signs respectivly?

1) for the road-signs: would it be possible to turn off the 'mission is this
way' indicators?

2) as for the GPS: is it possible to make it show where you are (as it already
dose) but absolutely nothing else?

3) as for the main map: A) would it be possible to change it so that it should Not
show your location, at any time.
while B) keeping the way the map dose not show you where enemy oupostes are untill you discover them?
making the map the exact opposite of the GPS: the map shows everything except
for where you are, while the GPS tells you where you are;but nothing else?

I really hope that making these changes is just a matter of a switching a few things off in the code and dose not take you longer than it did to read this request.

As for myself and my daughter we look forward to your reply,
Yours T and MaiMai

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StoatOats Author
StoatOats - - 141 comments

A request i can fully appreciate, but unfortunately I don't have the time at the moment to open this back up :(

I think 1.21b version of the mod is the closest to what you want, but sounds like you have already tried it. The latest version probably gives a bit too much help.

For a more detailed answer;
1) if you are meaning the coloured road signs, is something that is likely possible but i didnt find it when making the mod. I know briefly looked into this at the time, but only recall being able to change the 'base image' as such.
2) The problem i found was that the map uses the same image file to overlay icons on both the map and the gps. My modding ability wasn't enough to make one point to a separate file, with a separate set of icons. But it would be possible to remove the mission arrows from the GPS (i think 1.21b had them removed)
3)This can be done. The problem is in making the map and gps show different things. Removing the location dot will remove it from the gps (although you are always in the centre of the gps, so no real issue)

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dannyhl2
dannyhl2 - - 952 comments

Hi, first of all, i'm a big fan of your mod, almost feels like a new FC to me, but unfortunately, there's a bug i just noticed recently, which is that the silenced shotgun is actually bugged, when you change your weapon from shotgun to other weapons, the silenced shotgun won't actually dropped, it just disappeared, vanished, and it's pretty mind boggling as my stealth play style get somewhat frustrated just because of this.

Second, i still haven't saw a enemy driving Unimog(and i'm really looking forward to this) , am i doing something wrong? And how do you manage to make the enemy do this? Will you kindly show me how you achieve this? Big thanks to you.

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dosel
dosel - - 26 comments

Whenever I pick up a weapon say an AK it randomly replaces one of the now two primary weapons I have. Then I pick up another AK from the gun rack and now I only have one primary weapon. Then I pick up a G3 now I have two primary weapons. Then I pick up a shotgun it either replaces the AK or the G3. Lets say I want a G3 and a shotgun, but it replaces the G3 with a shotgun. So then I pick up the G3 again and it replaces the AK. Its just too confusing. It was fine the way it was before, except flare pistol needed to be a gadget because there isn't a good enough reason to use it over any other secondary.

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