Contains options for Save Anywhere/Limited Saving, Full Navigation/Limited Navigation and Flare Gun Gadget/IED Gadget.
The following graphics settings have been improved, the default settings for these have been moved down a tier, so Ultra High is now Very High, High is now Medium etc:
Geometry (Ultra High) - This setting has a huge performance impact. Turn this down to Very High if you have low fps!
Geometry (Very High) - This setting replaces the original ultra high setting as it has a small 1-2 fps impact.
Shadows (Improvements have been added to every setting)
Ambient (High)
Terrain (Ultra High)
Machete - The machete didn't have a real place in combat as stealth kills would still alert every enemy and it took several regular swipes to kill anyone. It is now useful in both stealth and as a regular melee weapon.
Pistols - I found the pistols were forgotten about once the SMGs were unlocked. They are now more viable.
SMGs - The SMGs were always better than the pistols, so alongside buffing the pistols the SMGs have been slightly nerfed. The MP5 was also by far the worst assault rifle so it has been changed to a secondary, joining the other SMGs.
Shotguns - In the original game they were underpowered and there was no reason to choose them over an assault rifle. They have been completely rebalanced and now excel within 50m.
Assault rifles - Enemies were particularly bullet spongey when shot at range with assault rifles, this should now be improved while maintaining their medium range specialisation.
LMGs - The PKM had way too much recoil and LMGs only became useful with the M249 Saw.
Flamethrower - The flamethrower had pitiful range, limiting its usefulness for both the player and enemies.
Rocket launchers - Rockets were very slow moving, especially the Carl G's.
Explosive crossbow - The projectiles were slow moving and travelled in a straight line. The explosions are also significantly smaller than the rocket launchers and yet you can carry the same amount of ammo.
Mortar - The mortar is a specialised, high skill weapon. Despite this it had the same ammo capacity as the other explosive specials.
Something not to your liking? Want to make your own mod? I've made a guide to Far Cry 2 modding that covers how to change everything in this mod and more, find it here.
I use a steam controller to play and my settings can be found by searching for "Far Cry 2: Vanilla+ (Tom's Mod) Binding"
Changelog
v3.0 - The entire mod has been rebuilt from scratch, using new methods I learnt when writing my modding guide. Almost everything has been tweaked, often being simplified to best achieve what I originally intended. New features have been added including playable female mercenaries, new animations, significant retextures, and new customisation options have been added making this by far the most customisable Far Cry 2 mod that has ever existed. There is too much to list here so if you are revisiting, please check out the new feature list above.
v3.1
Improved the animation for machete stealth kills, credit to dannyhl2 for finding this method
Weapon convoy drivers and gunners are now unique enemy types that wear military style outfits and use high class weapons. These guys aren't fucking around any more, they want to protect the convoys and have brought the tools to do so. They are a new potential source of powerful vehicles and weapons if you can carefully take them out. If you take the easy way and blow up all the vehicles up you won't get anything extra.
Increased sprint speed by 10%.
Swapped the bus stop map textures to a more hand painted style.
Added AI upscaled weapon textures to the standard install (the same textures were previously found in the additional customisation texture pack).
Added an AI upscaled dirt road texture to the standard install (the same texture was previously found in the additional customisation texture pack).
Added two AI upscaled sign textures to the standard install that I'd accidentally missed out in the previous version.
Tweaked enemy weapon progression:
1) A more diverse selection of weapons will be used during the hotel attack.
2) There is a 0% chance of top tier weapons being used during the tutorial.
Added apostrophes to 'Le Milieu' on Michele's page in the character select screen.
Fixed a bug where the MAC-10 was silent.
Fixed a mistake I made where I increased the reliability of the sawed off shotgun by too much. It has been reduced to a 20% increase over default to account for the gun lacking a reliability upgrade in the shop.
v3.2
Removed the fix for bouncing NPCs as multiple people reported being damaged when touched by npcs during certain animations.
- Removed NPC edits that were meant to fix bouncing at high FPS.
- Capped FPS at 60 (the old fix for bouncing NPCs).
- Added FPS cap options to 'Extra Customisations' (30 FPS, 60 FPS, Unlimited FPS).
v3.3 - Complete - Eventually I'll come back and do more updates but for a while this is it.
Divided the download, so save anywhere/limited saving options and also the enhanced texture pack are seperate.
Added AI-enhanced versions of all UI textures.
Created a new loading symbol texture.
Edited the safehouse road sign texture to a less smoothly painted style that more closely resembles the art used for the weapon shop road sign.
Added an option to keep flashing items
Revised pistol balance - thanks to Abbanon for the suggestions.
- Makarov/Silenced Makarov - +25% damage, -15% accuracy
- Star 45 - +40% damage
Tweaked graphics settings
- Textures (Low and medium) - increased minimum texture quality because the new textures looked terrible using the low presets.
- Shading (Low and Medium) - increased minimum weapon mesh quality to prevent low quality weapons seeming like a visual bug.
Removed mouse speed clamping
Hotfix 1
Removed the flashing save reminder from map safehouse icons.
Hotfix 2
Fixed the Save Anywhere download having limited saving.
Fixed the Uzi name in the convoy reward screen.
Complete v2
Overhauled enemy loadouts
-Edited progressions so there is no chance of enemies using late game weapons in the first quarter of the game, but they then quickly progress from mid-tier weapons to high-tier. This more closely matches the original game.
-Enemies now use the mp5 as a primary to prevent it clipping with other weapons when holstered.
-Removed the MGL140 as a potential weapon because the AI's use of it isn't satisfactory. They either completely obliterate the player in seconds or look bugged and out of place pointing the weapon without firing.
-The chance of enemies using silenced weapons has been reduced.
-Secondaries have been rearranged so different enemy types use only two classes of weapon.
-Added a new loadout for patrol drivers so they don't use the flamethrower.
-Added new loadouts for specops enemies so they are guaranteed to use mid-tier weapons.
-The chance for weapon convoy enemies to use high-tier weapons has been reduced to 50% in map 1 and remains at 75% in map 2.
-Fixed the enemy AS50 so they use it correctly as a sniper.
Texture changes
-Now fully compatible with DX10 by removing the upscaled weapon textures from the base download. They have been moved to the enhanced texture pack addon. DX9 is still recommended for general bug fixes.
-Removed mipmaps from the UI/HUD textures so they display correctly on when using low settings.
-Resampled and improved the quality of the flamethrower hud icon, unfortunately it still has to be at a lower resolution than the others.
Graphics changes
-Restored functionality to the 'Texture' setting, due to removal of UI/HUD mipmaps.
-Increased shadow map size for 'Shadows - Ultra High' from 2560 to 2720 (Max before the menu breaks). Also increased rain shadow map size.
-Updated the Reshade version to 5.0.2 and changed the legacy 'Colourfulness' shader to the more modern 'Vibrance'. The end result is identical.
-Reduced quality of the lowest settings for 'Shadows' and 'Terrain' for increased performance.
Bug/Mistake fixes
-Fixed rim lighting not being removed in the previous release.
-Removed the ATV as a patrol weapon because enemies float high above it if their space to get off is blocked. Replaced with the car in map 1 and the jeep wrangler in map 2.
-Improved a slight misalignment of the vehicle GPS.
-Fixed the Homeland 37 not being referred to as the Ithaca 37 in German, Hungarian and Polish.
Controls changes
-Added 'v' as a single button to look back when driving (rebindable).
Download changes
-Combined 'Save Anywhere' and 'Limited Saving' downloads into one thanks to removing the weapon textures.
-Added engine files for the Epic Games Store version.
-Added instructions for editing colour saturation with the 'Colourful Far Cry 2' Reshade.
-Added comparison images for all visual customisations and the Reshade.
Extra Customisations
-Added a GOG patch to fix the Wwwwwww menu bug.
-Removed mipmaps from UI texture customisations.
-Added a new customisation for original graphics settings, with various options for different fps caps.
-Added a new weapon animation customisation to hold weapons higher when crouched.
Complete v3
Scubrah's amazing script to increase the range for enemy and object respawns has been added as an optional customisation.
Playable characters
-Added the option to play as an 'Anonymous Mercenary'. This can be selected when starting a new game and will randomly generate a mercenary to play as, using the same system that generates enemies.
-Added a customisation that allows you to play as any NPC or multiplayer class. Replacing Paul by default but instructions are included to replace anyone.
Weapon changes
-SPAS12: Slight buff to damage and effective range.
-Sawed-off Shotgun: Now fires both barrels at once (14 pellets in one shot), increased horizontal spread, slightly reduced vertical spread, increased max ammo 20%.
-Silenced shotgun: Slight nerf to effect range.
-Increased crossbow max ammo to account for it's smaller explosion size (+1 infamous, +2 hardcore/normal, +3 easy).
-Increased AR-16 accuracy by 15%.
-Redid the pistol rebalances from a couple of versions ago because for some reason they were missing.
-Weapons found in safehouses (mission related, not from safehouse weapon crates) are now in better condition. They now have 50% durability remaining, increased from the default 25% durability remaining.
Enemy/Buddy changes
-Made assassination targets only vulnerable to the player, to stop them being killed through enemy infighting.
-Weapon convoy and specops enemies now have legitimately unique appearances that separate them from standard enemy mercs. Both are military style but they wear different gear suitable to their roles.
-During the "Destroy the foreign commandos' gear" mission, if the player does the subversion option and destroys the gear in the shanty town, the buddy will be ambushed by specops enemies.
-Fixed a sniper that often gets stuck inside a rock in map 2, at the ammunition outpost between the Crash Site and Sepoko. They are now stood next to the rocket enemy at the same outpost.
-Buddy weapons have been upgraded, they no longer use bottom-tier weapons at all.
Download/Mod changes
-Roadsigns are now coloured with mission objectives when using 'Full Navigation' and have no colour when using 'Limited Navigation'. Previously both options had these colours removed. (Fixed subvert mission signs still showing as blue).
-Disabled the 'Upgrades' pause menu option. This section has been broken for a while but now it displays nothing to prevent any confusion.
-Updated the Reshade to 5.2.2.
Complete 3.1
Updated Scubrah's script for outposts respawning.
- The script is now more specific to only keeping outposts loaded in memory. This fixes issues with the hotel firefight and other potential bugs.
- A potential fix for buddies not reappearing after rescuing the player.
Thank you to Kat for encouraging me to complete this, it’s been a long journey learning how everything works. Also thanks to the dead community of Far Cry 2 modders at openworldgames.org, Marc for his help and ambition, BigTinz for Far Cry 2: Redux, the Infamous Fusion team and dannylh2 for Far Cry 2: New Dunia. Working out how they made their mods allowed me to make my own. This mod stands on the shoulders of giants.
I did everything as isntructed and get application error. "The applicaton was unable to start correctly (0xc0000005). I did a clean install of game and it worked before installing mod
Was that with the reshade install too? If so please can you check it without reshade and see if it works?
I did a reinstall without reshade and it works perfectly now except the jumping animation bug where enemies jump a litle. Do you know a fix for that? I've read somewhere that 60 fps is max if you want it stable but is it possible to play in 144hz?
Anyways, i will experiment a little with reshade. Maybe it was because i had it on direct x 10 in game and installed reshade for direct x 9?
Thanks for checking, reshade does often cause random problems so your best bet is to go on google for your particiular error. You're right that it could be the directx version, maybe that try that first!
I fix the bouncing npcs by turning on vsnyc. I only have a 60hz monitor but other people have reported running it at higher frame rates with the bug fixed. If you have a 144hz monitor please can you try it with vync and report back if the bug is gone? If that doesn't fix it I'll do an update with a capped frame rate.
A comment on Redux Dawn Remake page led me here. Happy to see this.
I will give this a go soon when I have time to play.
Before I do, I am curious whether you would like to implement the following features, to add extra challenge for us realism-lovers:
1)Ability to sleep at safehouses without life bar getting a refill. (You could still get health from items)
2)Holster/Unholster weapon and check time outside of safe house. (As it is in New Dunia mod)
I will be implementing holstering into this mod soon. Has New Dunia actually made the watch available yet? I tried recently and wasn't able to get it out whenever I wanted. I'll also be looking into your safehouse suggestion, thanks for your ideas!
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Not sure if this is an issue with the mod, but I can't think of any other possible explanation since I can't find reference to this issue anywhere else online.
The IED appears to be glitched: you can pick up an infinite quantity of them after purchasing them, but they will never appear in your inventory. After doing so, it appears that you can also resupply the maximum amount of explosive pickups even if you already have the max amount of grenades. I am playing with the non-flare gadget version with 2x damage but no map alterations.
Ok thanks for letting me know, I'll take a look asap
So I've tested that mod version but for me everything was working fine. I was able to get them from the weapon armory and get them out by pressing the machete button twice. Resupplying also worked fine.
So I'm sorry but I haven't been able to replicate your problem! Did you start a fresh save with the mod?
How to unlock the framerate:
1. Go and download the mod tools here: Moddb.com
2. Get the "patch.dat" and "patch.fat" files from whatever mod/version you've chosen and copy them into the same folder as the mod tools.
3. Drag either patch file onto "Gibbed.Dunia.Unpack.exe". This will create a folder called "patch_unpack".
4. Open "defaultrenderconfig.xml" in \patch_unpack\engine\settings\ using notepad.
5. Edit the line "MaxFps=60" to whatever value you like, default is 9999. Save the file.
6. Drag the "patch_unpack" folder onto "Gibbed.Dunia.Pack.exe", this will create two files, "patch_unpack.dat" and "patch_unpack.fat".
7. Rename these files to "patch.dat" and "patch.fat" and copy these over your original patch files.
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Do you know how to change the timescale? I always use 3 as my timescale in all open world games such as Fallout and Skyrim. I remember years ago the command was gfx_settimescale "x" but it says that was an unrecognized command.
I figured out the FOV, you have to make a shortcut and type -GameProfile_TimeScale xxx at the end of the target, then save the game and it sticks. Then use the MF launcher to play the game normally so you can enjoy all the bug fixes it does.
One thing that I think you should ad is head bobbing when running when holstered, since that was a feature when you run with the weapon equipped. This is defeitly going to make me do a play through again.
when i download and try to extract it says the file is invalid
You aren't the first person to report this but I've been able to download it and extract using winrar with no problem.
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Great mod, thank you!
I have a few caveats to make:
1. The extra diamonds are too much; they lower the motivation to search for them and I no longer feel as much rewarded by getting them as before.
2. The vehicles became too fast, especially the swamp boats. You can escape the guards now unharmed, when previously you were killed or badly hurt when you drove through the posts on the infamous level. Also, the rather small game world becomes very small when travelling it with the increased speed of vehicles.
3. Ammo increase is too high. The designer knew perfectly well, why the gave the dart rifle e.g. only 3 darts on infamous. It is a powerful, cheap weapon. It is meant to be used carefully and tactically, especially on the higher levels. Same with the other guns.
4. I find the idea, to equip the player with a standard pistol like in the Redux Dawn Remake mod an acceptable, believable and fun improvement. (This mod adds unfortunately way too much ammmo, though).
4. Modders should try to understand the intentions of the original designers before changing gameplay aspects. Personal preferences should be weighed against the cost they carry.
Just my 2 cents, keep up the good work!
I appreciate your feedback, I understand that the extra diamonds and faster vehicles aren't for everyone but I personally think it's a good improvement.
I'm confused about your ammo increase comment though because there hasn't been an overall increase. I have increased ammo for the pistols, crossbow and mortar but the rest are the same if not reduced in a couple of cases.
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Does the mod conflict with any sort of trainer because when i tried to play with cheathappened trainer it crashes the game...just wondering
I've never tested it with any trainers, from what you're saying it sounds like it isn't compatible though.
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This is a really really nice mod!! I love it! The only thing I have to recommend is the ammo increase for the weapons. With the 2x damage boost you already need less ammo to kill someone. Particularly the ammo increase for the pistols are to high. In connection with the 2x damage boost is that to much. I love the pistols in the game but with the ammo increase, i dont get the survival and ammo scarcity in fight. Thats the only thing I have to recommend.
Thx for the great mods.
Thanks for your feedback! So it sounds like it was just the pistols that you thought had too much ammo? What would you suggest as an appropriate increase?
Hello, Tom! Nice mod! Unforgettable infamous experience! Can you remove auto reload from all guns, as in redux? And it would be pretty cool if enemies are unable to see through grass and bushes!
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Does this mod work with GOG version of the game or only Steam?
hmm, is it just me or is the enhanced first aid not working...
Apologies, you are the one person to have downloaded Chill+ so far so thank for reporting this. I've just reuploaded it with enhanced first aid fixed so feel free to download it again.
huh? you probably have mistaken me for someone else. but anyway, so is the enhanced first aid feature only for chill+? sorry in advance if this is an idiotic question.
Ah yes enhanced first aid is now only in Chill+ and I found it was broken there so that's why I assumed that's what you were talking about.
Enhanced first aid used to be in Realism+ too but when I was playing testing it seemed more fun to give the player a bit more health but remove enhanced first aid. I hope this is to your taste as well!
roger that. thanks for making this mod. its nice.
sorry, im back again. whenever i get close to an npc i get damaged, which makes machete interrogations impossible without getting killed, and i dont know how to fix this problem.
Sorry to hear you're having more trouble! Could you please upload a save where this is happening? It will help fix it quickly
here
Filemail.com
So I've been testing your save this morning but it works fine for me. I thought it might be the fix for high fps but I pushed it to 300fps and still didn't get your problem.
I tried it with the base mod install and the reshade, did you install any of the extra customisations?
i did use the ai enhanced textures. gonna just reinstall the whole game and see if its fixed.
ah... shouldve tried that from the get-go. sorry and thanks again.
No worries mate, I'm glad you got it sorted. Come back if you have any more issues!
is there a version of this mod without reshade?
Installing the reshade is a separate step, you don't need to do it.
sorry but im back again, is there any way for me to combo this with other mods that modify "patch.dat" and "patch.fat"?
While that's technically possible you'd need a good understanding of Far Cry 2 modding to pull it off without breaking things. If you want to learn more I have a guide available on this site if you check the Far Cry 2 mods section
I haven't played it yet but this mod from it's description alone got me to reinstall Far Cry 2 again. Only gripe I have with it, and I haven't even played it, it's 2.2 GBs! Would it be possible to put the AI enhanced textures as a seperate download?
I've already been considering setting that up in the next update so I hear what you're saying. Do you need it to be smaller before you download?
Nah I downloaded it, only took me a while since my internet speed is dreadful. Already got through most of the game with it, so far I only have an issue with some weapon icons being really low quality, I suppose that is due to me playing on a lower resolution?
What texture setting and resolution are you using? A low texture setting can make some of the new texture look pretty blurry
Ah that explains it, My texture settings are set to low. Weirdly enough it doesn't affect the DLC weapons.
And I know it's probably not the place to ask, but I tried combining this mod with Infamous Fusion, and thanks to your guide I somehow succeeded. Only thing is Infamous Fusion has a really buggy Mk.19 Grenade launcher and it fires like an M2, but with grenades, so finding enemy patrols with that mounted is not fun at all, and I can't figure out why it's acting like that.
I think I'll edit the texture settings for the next update because they really don't look good on lower presets.
The mk19 weapon settings are in 21_WeaponProperties.xml so you could make sure you use that file from realism+ and it should fix that problem.
Appreciated.
Now I already did that after I made my comment, was really easy and it did "fix" it, but I don't know if it's how it's supposed to be or it's colliding with some other settings in a different .xml file, but the grenades take a really, really long time to actually land, and the arc they travel is so massive that it basically has like 20 meters of range. I can't find any instructions in the guide on how to change that but I assume it's the same as for the rocket weapons and the crossbow?