Mod description image updated. * denotes that this feature is now handled by Fox Ahead's MF launcher program (included) - github(dot)com/FoxAhead 3.3 - 4 version of Redux now available. Original/short taxi ride, and player position/no player position on map. 3.2 - Removed empty pill bottle in opening scene. Firing while holstered will draw the weapon. 3.1 - Manual holster and inspect mode. Keybinds for both features. 3.0 - Flora, Michele, Nasreen are all playable, and an auto holster function was added 2.9b - Updated the bundled multifixer, and changed some diamond rewards 2.9a - Lowered the Ironsight FOV of sniper rifles, as they "float" at higher camera FOVs. Sprint is reverted to default "hold", instead of press. 2.9 - Fixed a few errors, changed the weapon animations to my original vision (looser moving holds, lowered crouch holds). MultiFixer is included and recommended. Dunia.dll removed.
BigTinz,
You finally ended those blinking safehouses. I've been having such an incredible time with this mod!
Btw, I noticed a bug; North of M-S Pipeline and South of the to Communictions tower, NPCs will spawn in the cliff-face and shoot the player. Not sure if this is a Mod specific error, though.
Awesome title for the mod as well; very much earned!!!
Thanks!
Turns out the blinking safehouses code was in the .dll the whole time. This game is a puzzle...
I'll check out the pipeline spawn. Is that happening with this mod, or with the "special" version of the update?
I think it was just a one off occurrence. I was able to kill the NPCs with a grenade and they did not respawn there again. They were there with BOTH mods, "special" and "redux." I came across them initially with the "special" mod, then went back in the Redux Mod and verified, then killed them. They where there before I did the mission to blow up the water valve and flood the mine. I can't replicate the event, anymore. I've checked a few times whenever I'm in the area.
Anyway, I don't know how you have NPCs fighting each other but it's amazing! Sometimes I just watch them go at it. I love travelling to my next destination and seeing a huge explosion in my periphery, then gunshots ensuing. This world is alive with or without me. How do the enemy NPCs differentiate their enemy NPCs?
Interesting. I think I know exactly where you're talking about, but for me they were walking in a ditch so I didn't think anything about it. I'll take a look, but I'm not sure what's causing that.
I also love watching the clashes. I really wish there was some sort of demo/spectator mode where you could design a scenario and watch it play out.
I'm having an issue with any new game I start. The weapons are not visible until I pull them out. If I throw a grenade/Molotov; no weapon. Getting out of vehicle; no weapon. Exiting a door to go outside, no weapon. I have to manually equip it every time. However, When I load my old saves, there is no issue.
I was able to resolve this issue by uninstall and reinstall. The issue seems to be with the saves included in the download. It was strange because after using the included saves, I couldn't start a new game on my own without the gun bug happening. After the uninstall/reinstall, the mod works well, as expected.
That was an error on my part. I left some "ghost code" in the 1.2 Redux for a failed holster mod.
The current upload should fix this problem with any/all saves.
Late reply but this has happened to me with no mods installed. Same place too. It's not the mod's fault, it's just the game.
Thanks for confirming! It's very difficult to tell if odd behavior and bugs are caused by the mod or the game itself.
Awesome work yo. Far Cry 2 lives! Since I had special mod previous to this, do I gotta uninstall, install this, and start a new game? Or can I resume my save game from the special, is it compatible with Redux?
Should be 100% compatible. This is basically the special mod with lots of extras. Built from the same base.
I would backup your existing patch fat/dat just in case, but I think you're going to be good to go.
Hello there, me again. I was wondering if you could put up a version of this one without the FOV modifications. I'm still doing my best with the 6-year old laptop so the bigger FOV looks pretty funky. Btw, do the Infamous saves from the Special Version work with this one? I'm thinking of making a mod compilation that I can share with some friends and the saves are really useful because no one wants to see that damn intro sequence every time you start a new game.
Yes, and those saves are also included in the Redux download.
Here's a vanilla FOV version: Only contains the updated patch. The Dunia.dll is the same.
Drive.google.com
Nice
It's not available anymore. Can you upload it again or as a file in download section?
Will try to soon.
This sounds great gonna install farcry 2 and play straight away can I ask though I see one of the features is NPC infighting does that mean the factions will attack each other?
Yes. Patrols will attack other patrols and checkpoints.
Hey my dude. Thanks for making the effort to improve an already great game, but im getting no audio during phone calls.
Thanks.
PS: Do yo have a patreon etc?
The phone bug is some sort of DX10 related bug that happens randomly. If this is occuring for you, switch to DX9. I just finished a DX10 playthrough and did not encounter this, so I'm not sure what the deal is.
I fear that it's not something that can be fixed with a mod.
No patreon. Thanks for asking, though!
Does DX9 work better with a lower end system? I've been using DX9 and it seem fine. Before I started playing I used the graphics testing executable, the benchmark tool. I found with my system, DX9 runs with higher FPS.
I assume it does, but I'm really not sure. DX10 runs way better on my PC for some reason, and I don't have a new build.
AMD 8350 @4ghz, GTX 970.
Hi BigTinz!
Awesome mod! Thank you soo much!
Also had the Audio bug, but only in the Tutorial.
Most of the Phone-calls work (using DX10)
No biggie, but I'll try DX9 if it happens more often!
Thanks again for your awesome work!
Hi friend, can you please possibly link me 1.1? I just found out about this mod but I cannot stand holding sprint down and would love the toggle.
Same. I've slightly changed the way sprint works, and it should be better for everyone.
Download the current version to give it a shot. Tap to toggle, then hold to slow down/de-toggle.
this change works just fine for me! thanks dude. Great mod!
Hi BigTinz! I cant seem to make the toggle sprint work!
Is there a way I can get a toggle sprint without the tapping?
Thanks in advance!
Any luck with the Control Support Icons to appear?
Not yet, but I also might not have the optimal testing situation as I only have a Dual Shock 4 emulating an Xbox 360 controller. The icons/buttons are in the game, but I don't know why they're not appearing for some people.
Let me get a little info from you.
1. What type of controller are you using, and how is it recognized by windows?
2. Where are these icons/buttons not appearing that you think they should? Is it mostly in the pop-up tutorial messages or during regular gameplay?
As long as the xinput is being emulated, then it should work for testing purposes.
1. Xbox One Controller, and I'm using a wireless Xbox One Dongle.
2. During tutorial pop-ups, and at the times when the keys pop-up.
Are you using it natively with FC2, or emulating a 360 pad with some software?
And it works 100%?
I'm using a Xbox One Controller via the wireless dongle. And it works 100% with the game so far.
I'm not sure I'll be able to get this to work. All of the icons are here, but I don't see the proper code or paths necessary to plug in icons as opposed to just listing keyboard keys.
I'll let you know if anything changes, but for now, this is a no go :(
Is there any easy way to turn the player location back on? If not would you be open to the idea of making it toggable is possible? Or possibly just another version with that one change.
I like the idea of the feature but I played a lot of Infamous Infusion and it ended up just wearing on me and being more of an annoyance than adding to the challenge or immersion. I don't completely hate it but it would be nice having the option.
This mod doesn't remove the player location from the GPS, only the map. You use the map for landmarks and general surroundings, then the GPS to figure out which way you are going.
I also didn't care for the IF version, which is why I made my mod different in this way. Many aspects of Redux are based on "Infamous Fusion is so cool, but way to artificially difficult".
Unfortunately, there's no way to toggle it in real time.
What does this mean "Follow the PCGW instructions"?
PCGW is the best resource for customizing PC games. They're a wiki for tweaks and compatibility.
Pcgamingwiki.com
Hello I'm using your great mod on uplay version of game and I must noticed that machete types in game menu doesn't work. I've used registry file from another mod to launch it.
I'm not sure about the Uplay version, as it's the only one I don't own, but the machete registry edit should be the same for all versions and mods.
Steamcommunity.com
If it doesn't unlock with that, I'm not sure how to do it.
Great work to date (V9) :-) Three suggestions 1) side missions to blow up competitor's truck for the arms dealer are blowing up an EMPTY truck, can you give it a load? (even better if the load scatters upon detonation) 2) Merc's on quad bikes are a really nice touch, however they make the same noise as a jeep when sceaching to a halt, any chance of using a standard quad bike sound from the fortunes pack? 3) When you take a round on a hang glider flight, you seem to always swing around in crazy circles rather than just drop or tilt to one side... is this fixable? Thanking you in advance. N.B. still get the odd cell call with no voice when your friend rings you with an update.
1. That's a bit beyond what I'm comfortable with mod wise, but definitely sounds like something the Infamous Fusion team might be interested in trying.
2. I didn't change anything about the ATV sounds, so it's probably the game is using the jeep sound for "third person" sounds by default. I'll take a look at this when I can.
3. I didn't touch anything related to the gliders. Is this something from the vanilla game?
The cell phone bug is an engine bug related to direct x and framerate. Make sure you've hard capped your frame rate at 60fps and enabled v-sync.
Nice mod, but I was wondering if there is a way to change which slots weapons use, like moving the snipers to slot 4?
Yes, this is done on a per weapon basis.
If you'd like to change these look in
patch>generated>entitylibraryoverride>weaponproperties.xml
"selcatagory" = slot
is stealth melee kill possible ? I mean I don't want special animation just want the quite knife machete kills...
No. The game was designed for the machete to be used as a close quarters melee, not a stealth weapon.
The enemies scream when stabbed, and that's what alerts people.
This mod has been re-condensed into one version, and updated to fix a few bugs.
Thanks for the update! Also, I promise I will review your mod as soon as I get a around to firing up* FC2 again. :)
*pun definitely intended :D
Great mod.
I have a question:
Does this mod make the game look better? Or should I install a reshade / enb?
This mod doesn't alter the colors or graphics, since that's so subjective.
I recommend using deband, levels, clarity, and bloom in your reshade, as well as bumping gamma down slightly, and raising contrast within FC2.