Sharks and pineapple pizza are the best!
Dunno. Explains why this mod is no longer updated.
Edit: For those using Uplay+ like me, the mod only seems to work if only patch.dat and pat.fat are replaced BUT NOT using the .dll files. Dunno what that was all about. It crashes to desk top when this mod's .dll files overwrite the original ones.
Eh no clue how to deal with that. Sorry. Maybe someone else may know.
sevensevenxx Nov 11 2017
"Can't believe nobody has replied yet. For posterity;
Yes, put Game folder and autoexec from this into tactical folder, nothing overwrites so they work flawlessly. H in game for settings and you can always delete the files in tactical to make both mods separate again.
Since people don't read, you DO have to start tactical with a shortcut, NOT ingame in case people say it doesn't work."
Your welcome. Let's go enjoy this game now. ;)
Nice! You figured this one out!
This... this is amazing for anyone playing FC2 for the first time. Thanks for creating this Tom!
Ah I see. Thanks for replying!
Thanks for responding back!
Ah that's the problem I had when I downloaded the Japanese version- not being able to load the program successfully due to the garbled text on English locale.
It's probably the addition of more images added to the generator but may also be removal of faces as well(?).
Though since going though that will definitely be time consuming, I would understand if you aren't able to look into it fully.
Another question I have is if it is possible to use the sprites and tilesets provided in WOLF RPG Editor, and the graphics synthesizer in an entirely different RPG engine (such as RPG Paper Maker)- if such a thing is allowed by the creator(s). Or if it's entirely only reserved and allowed for WOLF and such a case is not allowed. Thanks in advance!
Will the "face graphic synthesizer parts project" be updated and translated to include the content of the final version that's provided in the official website ("2020/3/11 edition")?
Thanks in advance!
"fallenlord13 Dec 20 2019
I believe the creator of the mod, Lor Dric, unfortunately passed away in real life. Thus, I doubt this mod will be updated or developed further. Epic mod with great potential. What could of been..."
I highly recommend using Tom's newest mods or Hunter's Redux 3.0+ mod from now on instead of this one.
Due to personal situations, new projects, and time constraints I'm no longer updating this mod (meaning I cannot add Tom's emergency healing or update to follow Hunter's 3.0).
However this mod still works from start to end if you choose to use it. I just highly recommend using Tom or Hunter's mods due to being more up to date. Thanks for playing and enjoy FC2!
Nice! Glad you could figure this all out in the end.
Amazing mod. Wish it got picked up and developed more by another modder but it's amazing as it is for being a fantastic overhaul despite the few bugs (like helicopters and companions).
Gas masks are also amazingly implemented and a must to have to prevent from being knocked out (from Aryan Snipers and other chemical gas type enemies).
For being an old mod, it honestly has the most replayability and fun I've found than any other mod.
No clue what that's caused by then. :/ Go ask the other modders. Restart the game so graphics settings apply if you haven't done that.
That's a graphics bug. I think the fix was to set the "shader" settings to high or crosshairs for snipers disappear. I'm not updating this mod anymore now that I'm working on a different project unrelated to FC2. You can ask BigTinz boggalog Ev3rgreen for any help.
Well I have just finished my first ever Far Cry 2 playthrough with this mod from start to finish. Everything listed in the mod works, although the ending was kind of boring. Too bad there isn't a NewGame+ mod for Far Cry 2, otherwise I would keep playing it. Thanks to everyone that has helped me build this mod. I would recommend everyone to check out Dannyhl2's NewDunia mod for more flavor and new features, although I can't say whether it would be as stable as this mod or balanced as well. Either way, I am moving on to other projects that aren't Far Cry 2.
I had plans of implementing a peacekeeping/UN faction (using the border patrol guards shown at the ending and the police officer shown in the taxi ride by the river crossing). However that's out of my knowledge but Danny may know how to do these things. These are my recommendations for new content in his NewDunia mod.
Thanks again for playing this mod. I had a blast with this one. 1.3 is the FINAL version. o7
Edit: (July 5, 2020) 1.4 Final is THE FINAL version of this mod. Should be no problems and the machete takedown is no longer invisible thanks to Tom's fixes. Also added the fix to enemy weapon arsenal probabilities and switched some nonexistent animations of the enemy AI to have the Vanilla vehicle "diving" animations so they look more alive. That's about it. Hope you all enjoyed.
I'm working on a different project that isn't Far Cry 2. I'm too burnt out from this mod but I may return to it someday.
Just press the default key to switch molotov and grenade lol. Holster and emergency healing are very difficult to recreate but it's possible. Maybe Hunter could add that in the future for original Redux and I'll update accordingly. Right now this mod is complete as it is.
Ah yeah I just included whatever Tom changed for enemy merc arsenal in his recent 3.3 update of his Vanilla+ mod so I left those be.
I've already collected all diamonds and tapes along with all buddy, convoy, and assassination missions as well. The Southern map has so much faction infighting that its pretty entertaining to watch.
This is probably the last update for this mod as nothing else is needed and its pretty stable. Camo suit almost makes you invisible under the right conditions and stealth play is enjoyable (if you don't miss your shots). Glad to hear you're enjoying it too.
I'll see if others have this issue because nothing I did in 1.3 would cause this...
Once you already have selected a machete type (homemade, primitive, or modern)- you can't change it once the game has started with one of those machete types. You need to start a new game if you want your machete type to change. There's no other way sadly, as that's how the original game is along with every other mod.
I honestly have never heard of this issue before. I usually use my arrow keys on my keyboard to navigate in the weapons shop but never got any issues of this sort before... I guess you could google or ask around the FC2 modding discord server for this issue because I don't think I'd be able to help you out. Might be a resolution issue? Try playing windowed mode or ticking widescreen on.
I'd also try finishing the initial tutorial first (after you get the pills from the priest) and then doing whatever you'd want after that. See if that would help.
I believe Tom fixed this bug with the golden ak infinitely respawning when picked up by a merc who used it. Hopefully it doesn't happen here. Even so it's a 1% chance that a merc ever uses it.
I might actually advise starting a new game for all changes to take into effect... Subvert missions, phasing in through faction head quarter doors, and some weird glitches happened when I continued my save (probably after all that experimenting to get the version up). I guess it's more safe to start a new game (even reinstall the game as well). But that's up to the user.
Ah he told me on the Far Cry 2 modding discord that it came from "Dan's blood and gore" mod. Moddb.com
To delete the extra blood effect, simply just go into the "worlds" folder and in both the "world 1" and "world 2" folder inside, delete "world2_deploadnewparticles".
That's what Tom told me. Give it a try. I think you know how to unpack and repack with modding tools. If you need further help, head to the modding discord and we could probably help you out. Discord.gg
Maybe I could release a small update to add on to the optional installs that removes the extra blood. I'll see for myself since I forgot what vanilla blood was like. Also noticed this may have been added from Hunter's recent 2.9a version... Hm.
Edit: Doesn't seem to work even though I deleted it. Or I can't tell the difference. Maybe it does for you? People will just have to deal with the extra blood though if that didn't change anything. The "extra blood" may not be any different from the original Vanilla blood though as far as I can tell. Meh. I also think Hunter included this in his 2.9a version. ¯\_(ツ)_/¯
Ah I probably used Tom's extra blood configuration when making this... Need to ask Tom about it since I'm not sure where to edit it.
Yeah wouldn't have really done it without their fixes and work.
The FAL actually packs a punch with semi-automatic.
Alright I've got v.1.2 ready. Just need to apply it to each custom install (8 versions .—.) but I found the good balance of stealth and realistic AI edits on the forums that have worked amazingly better which fall in between my current AI edits and Redux's.
I've also tested and reverted the FN FAL back to semi-automatic along with adding back the removed enemy outposts that Hunter removed in his recent versions of Redux. Also I believe I fixed weapon/ammo/quest item pick ups to have correct lighting along with other fixes by using the latest versions of Tom and Hunter's latest versions (3.2 and 2.9a).
As well as made the ATV stronger with Tom's fix since they did start smoking a little too quickly on off road.
I might upload it tonight though. If not early tomorrow morning.
Edit: Alright v.1.2 is out. New game is most likely NOT required. Play tested it myself and all changes of 1.2 had been applied when loading an already active save. When in doubt, just take the bus and load into a new area for changes to take into proper effect. Hopefully there should be no issues.