Comment History
Natgen
Natgen - - 6 comments @ Obnoxious checkpoint right outside Pala removed!

How about also removing the checkpoint before the **** fights arena? I always found it even more obscuring than the one you already removed. It doesn't really serve any purpose tutorial wise and it doesn't even exist during the intro.

Good karma+1 vote
Natgen
Natgen - - 6 comments @ Thoughts on 2.5?

Yes, I am aware of the crosscompatibility issues. The only thing truly incompatible is the .dll, everything else can be tinkered with to get things running anyway.

And on the previous subject of black mercs: the models are all handled separately in each spawn location or this can be changed as a global somewhere? I mean that I want to make them majority at all times. So far they still spawn ~50%/50% "Caucasian" & "Nubian" at stationary posts, I wonder if that can be changed without sacrificing too much time in doing it.

Good karma+1 vote
Natgen
Natgen - - 6 comments @ Thoughts on 2.5?

Oh. Thought you used them before, the patrols and checkpoints removed corresponded with the Jackal's ones.

Retail 1.02, thinking about rolling back to 1.00. The patches break more than they fix. I don't remember the water in the flooded mine disappearing at the start of Act 3 on 1.00.

Good karma+1 vote
Natgen
Natgen - - 6 comments @ Thoughts on 2.5?

The ones you already had in previous versions, the Infamous Fusion ones. They have their flaws but generally they are the best in my opinion. Simple yet clear and straightforward in what they represent.

Good karma+1 vote
Natgen
Natgen - - 6 comments @ Thoughts on 2.5?

Don't know if you are still using the worldsectors from from Jackal's mod, but I've found that certain sector spawns are bugged. I did trial & error testing some while back and luckily wrote down the faulty ones. Here they are:

\entitylibrary\levels\w2_b_2
The entry sector of the southern map, foot patrol location towards the row of houses patrolled by a Jeep Wrangler. It relocates the north-western golden AK (the one near the glider) and a couple mercs there, more often than not the mercs spawn dead. On rare occasions approaching the area might lead to an endless "loading" loop freezing the game.

\entitylibrary\levels\w2_c_3\worldsector3640
The river valley just north of Mosate Selao, the one with two mercs and their unmanned swamp boat guarding a diamond case. Approaching this area OFTEN leads to the afromentioned endless "loading" loop. When the bug is in effect the sector loses all collision - thus no mercs, boat or diamond case. The bug can be observed by firing a grenade at the location from a distance, the grenades stay frozen in air, continuously emitting smoke as if still flying.

I personally just deleted the modded files, the original spawns there aren't that big of a nuisance anyway.

Good karma+1 vote
Natgen
Natgen - - 6 comments @ Thoughts on 2.5?

The animations are great but they should be optional, and the previous icons were more fitting too tbh, the player character is supposed to be a seasoned merc, they don't seem like the type to draw peace signs or very artistically detailed map markings.

The intro too - editing it is like cutting up the intro sequence of Half-Life, it just doesn't feel right. But then again not everyone wants to sit through the same sequence every time they start the game, so I understand the other side too.

Don't take this as complaining, I'm not. This is one of the best mods for Far Cry 2 at the moment, I just want to lean in to keep it from potentially derailing into an overdone mess. From my limited experience in modding it is best to not change something if you are not sure if you really want it or not, as they say "if it ain't broke don't fix it."

What I WOULD like to see is more black soldiers, it is supposed to be Africa after all. Having foreign mercs makes sense - but they should be a minority like in real conflicts where they usually train the locals, while black militias should be majority in most places outside of ceasefire zones.

Good karma+3 votes