Description

> WHAT IS IN REDUX DAWN v.5.0 FINAL created by myself (Marc🦈)? > Built on the latest and stable version of Redux (v.2.9), this mod allows you to choose the following features you want to be enabled or disabled that Redux didn't allow you to do previously. The features that you may choose to install are: - The Player Marker Enabled OR Player Marker Disabled - The Flare Gun as Gadget OR IED as Gadget - The MP5 as Primary OR MP5 as Secondary > With included features such as: - 100% silent machete for stealth take-downs (with newly improved stab animation) - New custom controls (like emergency healing and shooting from vehicles)- Tom's (v.3.0) Vanilla+'s tweaked AI, more faction in-fighting, and expanded enemy arsenal - Realistic weapon names and new writing from Infamous Fusion - Everything else that Redux 2.9 had originally provided. Open the description below for full details.

Preview
Redux Dawn v.5.0 Final [100% Silent Machete|ReShade|MultiFixer|3D Sound]
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Marc🦈 Author
Marc🦈 - - 821 comments

Now that stealth is viable and working with the fixed AI (even on Infamous difficulty): You should probably read up on this.

Know your enemy (stealth mechanics and the tactical approach) for Far Cry 2 By Hara
Steamcommunity.com

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cyv233
cyv233 - - 51 comments

The watch in safehouse is not a bug, but a feature!
It recreates the screenshot from early demo versions of the game.

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Marc🦈 Author
Marc🦈 - - 821 comments

It is? In NewDawn's tutorial, it breaks the game where you cannot switch to any weapon or the map... so basically you're just stuck with a watch after you finish the phone call.

I removed this "feature" somehow. Though it helps people that don't know how to fix it (which is opening map before leaving safe house door).

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cyv233
cyv233 - - 51 comments

yeah, sometimes It does, but it tries to recreate the scene from the demo version where the player holds the watch in his hand.
I just reloaded my save and everything worked!
So the watch is not an issue.
7images.cgames.de

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Marc🦈 Author
Marc🦈 - - 821 comments

Oh that does look nice... but it's probably not worth the hassle of having people complain that they're not gonna be able to switch back to their guns even if I said the fix @.@

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cyv233
cyv233 - - 51 comments

Maybe make it optional?

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Marc🦈 Author
Marc🦈 - - 821 comments

Eh I'm unsure where that is located in the files... or if I could do that since most of what I changed was dependent on Redux. It's a nightmare trying to navigate NewDawn's files.

All I can say though is that most of the fixes I did made things in working order. AI is near-oblivious to silenced weapons (namely the machete takedown and silenced makarov pistol, shotgun is a bit iffy but it's close range after all, but dart rifle should do wonders). Sneaking into bushes and killing enemies one by one (machete/silenced pistol) no longer alerts the whole area anymore (unlike NewDawn...). I can confidently say that stealth now works. Also no more wall-hacking/x-ray AI. Enemies also fire at the last known place you were at (so relocate often if you were spotted, even in a firefight) whereas NewDawn just has broken AI that knows your location all the time.

I think I forgot to include the jump height and slide values from Redux but I guess it's not too much of a big difference from Vanilla? It sure as hell is more realistic without Crysis jumping and 20 meter sliding which NewDawn had built in.

I'm thoroughly enjoying this experience with this merge of two mods. Hope I've made some people very happy (those that wanted map enabled in Redux + a working and fixed NewDawn with just the good features) and there's less people complaining on his moddb page when this working version exists.

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Marc🦈 Author
Marc🦈 - - 821 comments

Alright I figured how to turn it back on, so it'll be up in the next version.

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Marc🦈 Author
Marc🦈 - - 821 comments

Okay re-enabled the watch for you! ;) It is a nice feature now that I'm used to it!

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Hebi_Hayaki
Hebi_Hayaki - - 104 comments

Can I use this mod with old savegame of NewDawn?

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Guest
Guest - - 691,516 comments

I hear that thirdkeeper really appreciates all that you put into this project. ;-)

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Marc🦈 Author
Marc🦈 - - 821 comments

:v I heard a lot of people wanted something from both of these mods. So I took the time to put it all together with the help of JohnnoirAtlas619
On that note, I think I can add Redux's jump height along with (Far Cry 3) slide distance in the next version with his guidance.

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The-Blog
The-Blog - - 116 comments

First of all, thanks for merging these two mods. In the past I played the game a lot with Dylans Far Cry2 Realism mod, which imo. finds a nice balance between difficulty and enjoyability. Similiar to the stalker games. And I was looking for something new. New Dawn looked nice, but things like the crysis jump turned me off.

I have a handful of things I would like to point out.

1. With the default Dunia.dll I could not activate the predecessor tapes on my gog version since the Additional Content menupoint in the main menu only led me to the old uplay login screen. Using Multifixer with the default Dunia.dll fixed this very nicely though.

2. The sawed off shotgun uses the running animation of a pistol, which results in a very jerky animation change.

Here is a screenshot of what I mean: Imgur.com

3. I also noticed some weapons like the M1903 Springfield sniper or the aforementioned sawed off shotgun having it's 3d model lines visible on the wood. Again here is a screenshot to show what I mean: Imgur.com

Going into the options, setting my graphics to low and back to ultra fixes this. However it brings about another issue. When I do this some of the textures stay low res and don't load in a higher quality version. This often results in things like walls or the map being very blurry.
Screenshot: Imgur.com

I am not sure what causes this tbh.

4. Sometimes I don't seem to be able to see my ammo count when reloading. I am not sure why this happens, because at other times it works just fine. Is this something added by NewDunia or Redux I don't know about?

5. This is probably more of a note about the Redux mod, than your merge of the whole thing. But Infamous Redux difficulty seems absurdly difficult. I always play the stalker games on the highest difficulty and generally like tough games. But a single shot from a shotgun 20-30 meters away can instantly put you in the blinking red health zone and given that enemies can shoot through sheet metal walls, this means you can easily die without even seeing the enemy. Maybe thats just me, but those damage values seem a tad overtuned.

6. Maybe related, but I haven't been able to get a totally silent stealth takedown yet, without the other guards atleast being alerted. Even though I was pretty sure the guy was in nobodys line of sight. Not quite sure what causes that.

Maybe of this feedback is useful. Again thanks for the efforts :)

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Hebi_Hayaki
Hebi_Hayaki - - 104 comments

Hm...I will answer some of your questions I know

4.In this question, it is added by NewDawn, sometimes it works,sometimes it doesn't

5. In this, I recommend playing at Survivalist difficulty. Because in Infamous difficulty, AI so OP, they have Shotgun like Sniper, high damage...

6.In this, I have had the same situation with you. Sometimes silent takedown works, sometime doesn't. So I recommened you should use silent pistol, MP5SD or silent shotgun

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The-Blog
The-Blog - - 116 comments

Regarding 4. I just found the note in the NewDunia patchnotes.

"Now the UI will automatically fade out even our player is firing his own weapon, the ammo counter only shows up when the player has 1/4 of ammo in its mags! (also when reloading.)"

@ Marc13Bautista
Would be awesome if there was a way to disable this. If you understadably don't want to remove this from the official build, could you maybe point me in the direction where in the game files I can remove this? :)

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Marc🦈 Author
Marc🦈 - - 821 comments

Yeah I think I know what causes that. I think. Currently I'm looking through every change NewDawn makes (little by little). It's gonna take me quite a while to revert some of these things as I'm looking at Redux and Vanilla files, but it's no sweat. Gonna need to play test too to make sure everything works.

In the next version, I've already included the multi fixer (and conveniently named it "FarCry2.exe" with a read me on how to use for steam users especially). The multi fixer removes the step of having to replace "dunia.dll" like Redux and NewDawn so that's amazing. Also the fixes are working from the multifixer (jackal tapes, skip intro videos on startup, custom fov,+ much more (not sure about the cheats since I don't use them) so I'm surely having it in 2.0.

Another thing- I'll include a full package of modding tools (that Hunter had recently archived) along with some backups of other mods. This includes archived versions of older NewDawn builds (which are unavailable afaik), Redux 2.7, and RealMode, and (the big folder) Vanilla files. Only the patch.fats are already extracted, but it's a start for anyone that wants to get into modding and getting familiar with things themselves.

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The-Blog
The-Blog - - 116 comments

One more bug I discovered yesterday, was in regards to the new friendly NPC's. I had a woman clearing an outpost all by her own, which had me scratching my head given how fast people die. So I unloaded an entire magazine of the USAS12 on her and threw 3 grenades at her and she never died or attacked me back. Are those NPC's supposed to be invincible?

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Hebi_Hayaki
Hebi_Hayaki - - 104 comments

Yeah, those are invincible, added by NewDunia. But I don't understand sometimes those do not fight :|

Marc13Bautista

Have you checked Danny's new NewDunia version and your version over there?
How's the Stealth takedown over there? is it better yet?

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Marc🦈 Author
Marc🦈 - - 821 comments

Hadn't taken a look at that. The latest version I had used before NewDunia had broken 100% stealth machete ever since the "hand animation fix". Not sure if the latest one of NewDunia works or not. But I'll take a look.

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Hebi_Hayaki
Hebi_Hayaki - - 104 comments

I probably won't use that version either, I don't like Crysis jump height,that's unreal @@

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Marc🦈 Author
Marc🦈 - - 821 comments

If anything, I could reference that version he made for me ;) and do Redux fixes to it after-all. But that would be too scummy if I downright used it all. Though the current version of this mod is a bit stable (despite missing some things) so I'll give it a try if he actually did anything for it.

Right now, no luck with getting v.2.0 by the end of today. It's hard to wrap around all the code in this messy remastered version of NewDunia. I'll try again with the classic ai patch later.

Edit: Nope. The new versions of NewDunia just crash the game lol. I'll make basic improvements on v.1.0 again then, and then I'll check why AI sometimes doesn't fight. It also seems to be a problem in New Dunia too, back when I still used it though. And The-Blog are AI properly attacking outposts or not? I swear @HayakiHebi_Hayaki just said they weren't so I'm confused @.@ The NPCs also die for me too when they get attacked my nearby mercs. NewDunia is really a mess right now that I wonder why it was so popular back then with all these bugs? ._.

I honestly just wanted to play/create a mod that doesn't have any glitches or bugged ********. Like Redux, which only seems to be the most up to date mod for FC2... Heck, I'm just thinking of removing features from NewDawn (such as civlian faction, textures, etc.) and just keeping machete stealth kill in the game. That's probably what I may end up doing with this mod, since NewDawn is plagued with problems that even I don't think I could fix eh... I see what dannyhl2 means with how hard modding can be :v.

Do people want a stable running Redux + RealMode Map w/ all icons + Machete Stealth Kill (which I know how to add), or a very... messy (probably not stable at all) merge of NewDawn and Redux? The removal of the civilian faction may be disappointing but Redux has better infighting between the two already existing factions- plus it will get rid of the vest guys and civilian bugs that plague NewDunia. I'm thinking of doing the former since it's much more simpler and may be the best option than just useless hope of fixing a "beyond repair" mod.

In the end, I may just start from scratch by rebuilding on Redux v.2.7 (w/ Included Multi-Fixer) and just adding in the RealMode map and icons, along with machete stealth kill, and also IED as secondary to machete slot (better than flare?). That's basically all I really wanted to play Far Cry 2 to begin with, and I can make it. Unless anyone could reply back with any other suggestions that they want into this small merge mod, I'm gonna focus on releasing that for 2.0 instead. Maybe once I have that down in v.2.0, I could start edging in closer to getting some more NewDunia features in while also being a stable mod.

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Hebi_Hayaki
Hebi_Hayaki - - 104 comments

I understand. I just hope you can add Holster Mode, Emergency Healing Mode, more stamina when sprint; and remove civilian allies,vest guys running around and and unreal things in NewDunia... But I think you should retain high texture and make Reshade or Sweetfx Preset for game

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Marc🦈 Author
Marc🦈 - - 821 comments

That's actually what I just did lol. Will playtest tomorrow, but yeah I included and left out what you just listed. Basically it's Redux + Basic things of NewDunia.

Egh it just crashes. I guess I got super lucky with v.1.0. Will just use that and make edits to make it more stable I guess, following the above.

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Hebi_Hayaki
Hebi_Hayaki - - 104 comments

Oh...big ideas meet :3 So v2.0 can still use save of v1.0 right? And when I come up with a new idea, I hope you can add it to this merge ~~

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Marc🦈 Author
Marc🦈 - - 821 comments

Not sure... but it might not? Since I'll be removing the unstable/experimental features like civilian faction and expanded merc loadouts (I forgot if I added that or not). I haven't played v.1.0 in a while so I'm not too sure anymore. I'll get started on this first thing tomorrow. :v Otherwise, is there anything else in 1.0 that needs fixing/tweaks? That way I don't end up removing too much of the good stuff like civilian faction. I'll decide by tomorrow morning. Starting with the issues that the blog had listed.

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Hebi_Hayaki
Hebi_Hayaki - - 104 comments

in v1.0, sometimes stealth takedown not silent,Otherwise everything is very good

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Marc🦈 Author
Marc🦈 - - 821 comments

I think I copied some things wrong from stealth takedown... I noticed there were different properties for primitive, modern, and homemade... As well as "npc_killed" (redux) vs original "npc_machete_killed" value change. Will look through this more later. I honestly rushed to get 1.0 out and it was extreme luck that it actually works pretty good albeit the few bugs! The AI apparently is better than NewDunia if I remember correctly? I surely remember testing this in train yard, silently taking people out without being spotted.

Ill also release the mod tools in a little zip included inside the next version so that you guys can have a try at fixing this too.

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Hebi_Hayaki
Hebi_Hayaki - - 104 comments

Fighting bro, Fighting~~

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The-Blog
The-Blog - - 116 comments

I haven't seen too many AIs yet, but the one woman I saw did attack the outpost. Also at another oupost a jeep of NPC's showed up and successfully attacked. I also finally manage to kill that woman. It just took another 3 grenades and she finally died.

Other than that I definitely agree with your plan on making a stable build running Redux + RealMode Map w/ all icons + Machete Stealth Kill. That honestly sounds like the perfect FC2 version and I would definitely be playing that!
Infighting is nice, but I would be perfectly content with just the Redux infighting.

Also in 1.0 machete kills are not silent. I just killed somebody with only one other merch 50 meters away. He still got alerted despite not looking in my direction.

Otherwise things I would like to have changed for v2.0 is the old running animation for the sawed off shotgun and maybe a fix to the bugged lines on the wood on the Springfield and sawed off I mentioned above. Also a fixed ammo counter would be sweet. But they are not too high in priority. :)

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Hebi_Hayaki
Hebi_Hayaki - - 104 comments

Why are you killed her? She is ally @@

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The-Blog
The-Blog - - 116 comments

Just to check if she really was invincible. I reloaded the safe afterwards ;)

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Hebi_Hayaki
Hebi_Hayaki - - 104 comments

Why are you don't use machete :3

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The-Blog
The-Blog - - 116 comments

That is a good point. I honestly forgot. :S

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Marc🦈 Author
Marc🦈 - - 821 comments

Ah I usually don't shoot allies. @.@ But I think that they cannot be harmed by the player unless... explosives and machete take-down if I remember correctly. I'll focus on doing that today. Especially for machete stealth kills.

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The-Blog
The-Blog - - 116 comments

I noticed that enemies can also carry golden ak's. It does seem a bit strange to have a no name enemy wielding a golden ak, but thats just something I noticed.

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Marc🦈 Author
Marc🦈 - - 821 comments

Yeah. I've reverted their "expanded" arsenal back to Redux since it was pretty unbalanced.

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MadisJucoC
MadisJucoC - - 46 comments

I love how just a year ago the idea of Stealth machete kills and option to check for time outside of safehouse were labeled as "not possible". Much respect to all who made it happen.

I tried out New Dunia Mod and all its features before this one, and can tell that I would not consider the holstering weapons and checking the time, bugs.. (I could just holster the watch, and equip the watch any time, unless I equipped either a map or weapon. Playing as sneakily as possible, so little need to equip a weapon.)

Hope these will get implemented soon. Really excited for this particular upload that is concentrating on middle ground.

From what I read so far, Redux did not want to implement stealth kills, and New Dunia at this current state seems more like experimental version / for players seeking different experience.

Sneaked around for few hours - 0 complaints so far. Feels VERY fair.

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Marc🦈 Author
Marc🦈 - - 821 comments

I'll take note of these (as I know how to re-enable them myself) for v.2.0 which will just focus on being stable, even if it removes friendly civilian faction and other things that just is... as you said... experimental.

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Guest
Guest - - 691,516 comments

Hi, I want to say thank you for your hard word. I don't like the power jump form NewDunia, it's just feel out of place in a far cry game (except Blood Dragon). I think you should make those outpost icons and safehouse icons appear on the big map (I think that's one of the best aspect of NewDunia), it's nice to see the big map fills up when you explore outposts and safehouses. Anyway, it's your call. Thank you

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Marc🦈 Author
Marc🦈 - - 821 comments

All icons already appear on the player-held map? I'm unsure what you mean about that.

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Hebi_Hayaki
Hebi_Hayaki - - 104 comments

That would make a lot of icons, easily causing eye disorders

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Morrissey2
Morrissey2 - - 2 comments

I'd recommend reverting to the original hands, and removing the hideous gloves. The characters' arm is almost featureless now, like something out of a 2003 game, very distracting.

edit: Ohh, I didn't notice that Hakim gets replaced by the Algerian woman, that's cool! Though I wish it was the French one, haha.

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Marc🦈 Author
Marc🦈 - - 821 comments

Yeah, the French woman is pretty cool. :v It's possible to revert these original hands but gonna playtest with them for now since I'm using all the graphics from NewDunia this time.

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Marc🦈 Author
Marc🦈 - - 821 comments

Good news, JohnnoirAtlas619 !!!

I know how to revert all the unrealistic "extreme" AI changes that dannyhl2 did in Redux. It's basically just removing the "mercbrain" and other AI scripts from the whole mod. Notice how Redux and RealMode don't have these custom override scripts? Playing without them, I understand what you meant why you liked RealMode with the very advanced stealth. I was able to stealth kill an enemy (he walked right infront of me in a doorway too) and no one was alerted. Whatever AI script changes danny made, it really made them way too extreme as if they all had one connected brain that would alert the whole area of you.

Now that I know that this was what I had to remove all along, I'll finally finish up building Redux Dawn v.2.0. I'll also remove the custom music and very demanding graphics (buildings, vegetation, character skins, etc. as well as female Hakim since that's strange to have?) and revert them back to Vanilla/Redux due to the longest load times... I've also re-added the watch showing upon leaving the safehouse by popular demand as it's not a bug cyv233

I'll include the modtools as well for modders since I also figured out to edit slide distance and other things that just needed to be run with a decoder.

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Hebi_Hayaki
Hebi_Hayaki - - 104 comments

How long do you think it will take? I'm looking forward to it ~~

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Marc🦈 Author
Marc🦈 - - 821 comments

Currently play testing. I figured out that the stealth takedown was actually an animation in the graphics folder (and I almost didn't know how to put it back @.@). Hopefully it plays alright now! Then I'll release after I see some civilians fighting.

Edit: I may also leave NewDawn's scripts for AI in 2.0 since without them, the AI could see farther? o.O Will playtest some more. Also stealth machete is working fine again once I added the animation back.

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Hebi_Hayaki
Hebi_Hayaki - - 104 comments

Ok

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Marc🦈 Author
Marc🦈 - - 821 comments

Alright here's some issues I came across with the build I just made:
- Wall weapons may not instantly be replaced, however dlc weapons
like the crossbow, short double barrel, and silenced shotgun are.
I'm unsure how to fix this, but a simple workaround is to leave the current area
(ex: walk out of area of Mike's bar) and then come back to gunshop to get
a newly spawned gun on the wall. Easy.

- The crossbow is put into the secondary/pistol slot, although not game breaking
I'm unsure how to fix this so it goes in special weapons :/ All I know is that this is a NewDunia thing? But could be fixed if I stuck close to Redux

- The watch being stuck in tutorial is a known game-breaking bug after leaving
the hut (after using the bed and getting the phonecall outside). Fix is simply
to load a save and open your map (default: is 5) before exiting the door. This
issue no longer persists (as you can switch weapons) later on.

- The long load times (if you have them) are dependent on the game loading the
maps for the first time. They will get quicker after the first load so
don't worry about it. May also depend on your hardware that you run FC2 on.

- Enemies may be difficult to handle, so going RAMBO is a much more
riskier option. Although difficulty settings do make a difference (ex: want more
health? play the easiest difficulty, want to live on the edge (of stealth)? play
on Infamous). It's very difficult tweaking and balancing this, but as of v.2.0,
I believe it is at a good state of being challenging enough while not making you
a bullet soaking RAMBO. Use stealth, shoot and scoot, and remember to use nades!

- The friendly civilian faction AI is a hit or miss... they may not attack
enemy checkpoints (and end up dying), just drive around, or they may actually
attack things.

I may just rebuild v.2.0 tomorrow, removing the friendly civilian faction (and keeping Redux's usual enemy faction infighting). What do you guys think? Also stealth machete and AI is working 100% good now even with the scripts.

The current build I just made if people want a (seemingly unstable?) version of this mod that has civilian friendly faction enabled and whatever, I may host it on mediafire. Just tell me if you want it, but it's kinda useless since you'll need a new game (especially if you're gonna play the stable v.2.0 next). I'll focus on rebuilding v.2.0 tonight that will remove the civilian faction (as it's pretty buggy and they're kinda useless if they just drive around) with a focus on making Redux with just RealMode map + 100% machete stealth kill + custom controls from NewDunia (like emergency healing). That would be much more stable without any issues considering how bugged out NewDunia is to begin with. I guess that's my final goal of this merge mod in the end... :V And then I can finally enjoy Far Cry 2 with how it's meant to be!

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MadisJucoC
MadisJucoC - - 46 comments

Does the added AI always spawn at specific spots? And do they have one certain destination, or will they just roam around randomly?
Will the same guard posts get into same battles with the same result?

In v1.0 there were some pleasant assaults targeting me. Felt very fresh. I encountered only 3 minor bugs, all of which I don't care about. Just FYI in case it helps understand more:
1) Buddy can not kill men in suits. They just unload automatic fire that hit, but do not seem to inflict damage.
2) When buddy rescued me (the cutscene), they did the punch animation over a "dead body" I had killed with a machete stealthily.
3) I injured a hostile in a manner that they were "shooting" me while kneeling on ground. (You know the animation..) They were equipped with grenade launcher I think, and shot at me without bullets flying. (Sound of firing was present, but no projectiles)

As I said - Minor. Nobody should expect you to remove the ******* animation from female soldiers. Thanks for the upload.

PS: If you need any tedious playtesting done, I am more than happy to do it. The more we know about how game works, the more possibilities there may be.

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Marc🦈 Author
Marc🦈 - - 821 comments

Ah thanks for the feedback. Yeah the AI does seemingly spawn in specific spots, as evident by the "levels" folder that NewDunia included when unpacked with modtools which I can only discern is what makes the civilians spawn there in the first place. I believe that reverting the Civilian factions and instead using Redux's hostile infighting factions would be much better considering how buggy these civs can be... Also the annoying men in suits are similar to the civilians so they'll be removed along with them.

I've changed focus of this mod to just be Redux+. Basically RealMode map, the 100% machete stealth kill, and the custom controls (like emergency heal) from NewDunia.

That said, there should not be any more issues in 2.0 since Redux is a pretty stable mod and implementing these three things (from my own experience after much trial and error) would be easy and very simple to play-test anyway.

I'd appreciate the play-testing, though I think 2.0 may be the last version I may release since every other feature that NewDunia has (like Civilian Faction) are pretty experimental and like-wise not working so good... Maybe in the future.. I'm also gonna include the modtools that I used in a zip folder for 2.0 so people could further explore and try out things themselves.

I did make this merge mod so that I could enjoy Far Cry 2. I think it's about time I took a break from modding and instead be playing the actual game once I get 2.0 out lol.

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MadisJucoC
MadisJucoC - - 46 comments

100% agree. Can hardly wait to start a fresh walkthrough.

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Marc🦈 Author
Marc🦈 - - 821 comments

Alright got a stable build created. Will play test more tomorrow.

Edit: Forgot to add the player marker @.@ Will re-add it again in the morning.

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