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Oh dear I suck at Discord so I don't know how to invite you there but here's a link: Discord.gg
And no need to apologise, I understand you fine!
To mod you need the mod tools here Moddb.com and the decoder here Moddb.com.
It's taken me a long time to learn how to mod, it's almost a year since I started making Vanilla+. I started by reading the old forum here Openworldgames.org and then taking apart other mods and seeing how they work. Hunter the author of Redux was also kind enough to help a few times when I got stuck. There is a Far Cry 2 modding discord where hep is available too, if you want to start modding I can send you an invite.
That was what I tried to do first but cinematic mod doesn't allow the public to upload addons
The IED is the remote explosives you can buy from the weapon shop. I'm not sure exactly what you mean with the map but if you choose the limited map it is there from the start of the game. The map won't show your location or undiscovered outposts.
I've checked the 1.03 patch notes and it's only a couple of things for single player so it should be fine.
I mean all far cry 2 mods work by replacing the patch.dat and patch.fat files so you can't just use them with each other because they automatically overwrite. Did you unpack and combine the files? Because that will get real messy. It's really best to pick one or the other if you want things to work as intended!
I wasn't aware of a limit but I never tried pushing them further than I did in this mod. If they've gone really slow I'd double check your gear emulation settings and make sure the different gears overlap by the same amount they did originally. Beyond that I'm not sure what could cause that.
Play in directx9 mode in the settings to further help this problem. With that alongside the 60 FPS cap in the mod they should be gone.
If you are editing my mod you go to "20_vehicle.xml" in \entitylibrarypatchoverride\. You'll need to decode this file using the decoder I have in the files section of Vanilla+. To edit the vehicle speeds there are multiple values for each vehicle. These are: "fEnginepower", "fExtraClimbingEnginePower", "fGearBoxTopSpeed" and the gearbox values in the "GearEmulation" section. You can also decrease the "fMass" of the vehicles but don't do this by more than 10% or you'll mess up the steering.
For boats it's more simple and there are just values for "fForwardEnginePower", "fReverseEnginePower" and "fEngineBrakingPower".
I was never able to find a specific value for vehicle health, the only way I know how to increase this is to edit the vehicle upgrades. In "gamemodesconfig.xml" within \patch_unpack\engine\gamemodes\ there is a section under the title "Vehicle Manuals Bonuses" where you can increase the degradation rate and repair time bonuses from the vehicle upgrades.
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.
Hey dude, thanks! This was a bit of fun to make, it should play pretty well.
I don't want to add enhanced first aid to this one because I think it makes the game too easy! The steps to add it yourself are really short though so I recommend following my guide if you want to add it.
I don't include the multifixer because I have a couple of features that rely on custom edits to dunia.dll that the multifixer needs. For Insanity+ these are limited saving and removing the flashing save reminder for safehouse icons on the gps. I already include all the bug fixes and additional features from the multifixer, the only thing not included is fov tweaking but that is easy in the files. Of course if you don't care about my extra features you can always use the multifixer!
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?
Ok thanks for letting me know, I'll take a look asap
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!
I might make a second version of the realism mod for this in the future but I don't know when that will be. I can give you instructions on merging the mods yourself if you want.
Thanks for coming back with your feedback! I'm pleased that you enjoyed your playthrough and I've been considering and working on parts of your suggestions.
1. I was able to increase the angle of rotation for both swamp boats and fishing boats. This was really good and I thought it was perfect until I saw it also effected the max rotation for the ai. This meant for the swamp boats the ai would shoot the boat's guns while not standing on the boat, they floated above the water while firing! The fishing boat was better but the player exiting the gun was bugged. This was a great suggestion but didn't work in practice which is a shame.
2. I've settled on the current perception after a lot of testing actually. I chose it because I would rather the ai be perceptive than blind. It felt weird to have them not notice you when they should and even though it sometimes feels they spot you easily I figure that's somewhat realistic.
3. This has now been implemented!
4. I have now increased the jump height by 50%.
5. The fall damage is now reduced, not by half but it feels a bit more reasonable.
Damn well if it is one guy then I'm really impressed. I went through all of the 12000 or so texture files to find all the porn and the time it would take to put all those together, let alone create them, is insane. The Cinematic Mod is impressive it's just a shame it was filled with creepy images. The maker(s) may not have been teenagers but they really shot themselves in the foot with all of the sexual stuff.
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.
No worries! Let me know if you have fun with it and if everything works :)
Was that with the reshade install too? If so please can you check it without reshade and see if it works?
The update with this fix is live, enjoy!
Stay tuned, I know exactly what mistake I've made to cause that and I'll fix it in an update tomorrow! Thanks for your support :)
That's ok :) Did you manage to get it installed?
Well this mod is pretty great I have to say! ;) In all seriousness though Redux is damn good and although we have a lot of the same features we have different design philosophies that mean we bring different things to the table. Our biggest differences are in our approaches to realism.
Redux has rebalanced all of the weapons to feel more realistic with increased damage and recoil. It also removes your marker on the map so navigation is more immersive. The player animations and vehicle physics have also been tweaked to feel more realistic. I'm sure this is only the tip of the iceberg and Hunter has put a lot of work into making Far Cry 2 more immersive. His work is great and you don't get mod of the year for nothing.
My mod on the other hand is focussed on improving the original game. I've rebalanced some weapons to make them all useful. I've increased headshot damage to somewhat reduce the bullet sponge nature of the enemies but I don't want the enemies to die too quickly. My weapon tweaks come with some additional features like the machete assassinations now being silent to make stealth more viable. I also have a detailed arc for for enemy weapon progression which Redux doesn't do. There is also the option to have limited saving which is unique in the Far Cry 2 modding community.
There are reasons to pick either one and at the end of the day I think we cater to different audiences. If you like the original game as it is but want general improvements then maybe mine is better, if you want more focus on realism and immersion then maybe Redux is better. It's up to you!
V1.4 - the invisible player bug is now fixed and I consider this guide complete
I did my test with the game intro, whether the soldiers that stopped the car were acting weird or not. If you don't want an FPS cap though I've uploaded the previous version here: Nexusmods.com
Ok so first thing is to go to reshade's website here: Reshade.me
Scroll down to the bottom of that page and press the green button that says "Download Reshade 4.7.0". This will download the file "ReShade_Setup_4.7.0.exe". Run that file and you can then follow the rest of my instructions:
1. Press the top button "Click here to select a game..." and find your FarCry2.exe.
2. Select the .exe and then select Direct3D 9. On the next page for packages untick SweetFX, scroll to the bottom of the list and select "Legacy standard effects". Press ok.
3. First reshade will download their standard effects. None of these are needed so you can untick all of them and press ok. Then it will download the legacy effects. From this list all you need is "AmbientLight.fx", "Colourfulness.fx" and "Curves.fx". Tick these, press ok and then reshade is finished installing.
4. Copy "Tom's Mod Colourful Far Cry 2 Reshade.ini" from my mod and paste it into your bin folder (Steam\steamapps\common\Far Cry 2\bin\).
5. Start the game and the reshade information should come up in the top left. Press home on your keyboard and it will offer a tutorial. Press skip tutorial and then press the blue box at the top saying "Default Preset", a drop down box will appear and you can select "Tom's Mod Colourful Far Cry 2 Reshade". This will start the preset, if it has ticked all the three boxes for "AmbientLight", "Colourfulness" and "Curves" then it is working fine and you will see the results.