All languages are supported and all the new controls are available on controllers.

I have other versions of this mod available, each with their own exclusive features.

They focus on realism, relaxed gameplay and insane superhuman gameplay.

I strongly recommend playing with DirectX 9. DirectX 10 is broken and causes a
lot of issues including graphical glitches and the silent phone call bug.

Full feature list:

Improved graphics

  • My personal “Colourful Far Cry 2” reshade configuration - simple and lightweight, this is Far Cry 2 with vibrant colours. No messy post-processing.
  • Road signs have been retextured with a high resolution hand-painted style font.
  • All decals (bullet holes/machete cuts) are permanent until you leave the area.
  • No blinking items.
  • The frame rate has been locked to 60 for game stability and to fix the bouncing NPC and silent phone bugs. Simple instructions to unlock the framerate are in the comments.
  • Play on DX9 for improved, longer grass.

The following graphics settings have been improved, the default settings for these have been moved down a tier, so Ultra High is now Very High, High is now Medium etc:

Geometry (Ultra High) - Please note this setting has a huge performance impact. Turn this down first if you have low fps!

  • Increased draw distance for trees.
  • Increased draw distance for minor terrain details (rocks etc).
  • Enhanced LOD for objects/trees/vegetation.
  • 8x max number of decals (bullet holes etc).

Geometry (Very High) - This setting replaces the original ultra high setting as it has a small 1-2 fps impact.

  • Increased draw distance for trees.
  • Enhanced LOD for objects/trees/vegetation.
  • 4x max number of decals (bullet holes etc).

Shadows (Improvements have been added to every setting)

  • Softer, more realistic shadows.
  • Trees and vegetation cast more shadows.
  • The original game had a clear line ~10m from the player where high quality shadows became low quality shadows. This has been fixed.
  • Choose between max shadow range (135m) with an occassional bug where distant shadows flash black when they first appear, or limited shadow range (100m) with the black flashes fixed:
  • Ultra High - 135m shadow range, enhanced shadow resolution, increased shadow fade distance.
  • Very High - 100m shadow range, enhanced shadow resolution, increased shadow fade distance.
  • High - 135m shadow range, 50% shadow resolution.
  • Medium - 100m shadow range, 50% shadow resolution.
  • Low - 50m shadow range, 25% shadow resolution.

Ambient (High)

  • Increased draw distance for static shadows.

Terrain (Ultra High)

  • Enhanced terrain LOD.

Weapon improvements

  • Extra weapon slot for the flare gun or IEDs, accessible by pressing the machete button twice.
  • Weapons can be holstered by pressing X on keyboard (rebindable) and holding Y on controller. Press fire, use or change weapon to unholster. Press reload to show the hud.
  • Weapons can be inspected by pressing I on keyboard (rebindable) and holding X on controller.
  • 2x headshot damage.
  • Increased ironsight FOV.
  • Renamed some weapons and removed unnecessary hyphens from others (Renamed guns are: Star .45 -> Colt 1911, Eagle .50 -> Desert Eagle, Homeland 37 -> Ithaca 37, G3KA4 -> G3A4, FAL Paratrooper -> FN FAL Para, AR-16 -> M16).
  • Crossbow bolts fire in an arc, no longer defying gravity.
  • Golden AKs respawn.

Weapon rebalances

Machete - The machete didn't feel like it had a real place in combat as stealth assassinations would still alert every enemy and it took several regular swipes to kill anyone. It is now useful in both stealth and as a regular melee weapon.

  • Machete assassinations are 100% silent.
  • 'Creeping' has been added to the machete so you can walk at half speed by holding the iron sight button.
  • Regular machete attacks are a one hit kill.

Pistols - I found the pistols were forgotten about once the SMGs were unlocked. They are now more viable.

  • Makarov & Silenced Makarov - +50% damage, +30% effective range, improved accuracy while moving, 3x max ammo, magazine size increased to 12.
  • Colt 1911 - +50% damage, +30% effective range, improved accuracy while moving, 3x max ammo.
  • Desert Eagle - +50% damage, 0.75x max ammo.

SMGs - The SMGs were always better than the pistols, so alongside buffing the pistols the SMGs have been slightly nerfed. The MP5 was also by far the worst assault rifle so it has been changedto a secondary, joining the other SMGs.

  • The MP5 is a secondary. As such it's ammo upgrade has been changed to the light assault webbing and it now gets ammo pickups from the other SMGs.
  • Some of the weapon upgrades have been changed to accomodate the MP5 as a secondary. The MP5 is automatically available at the start of Act 2. The Uzi is available as a reward from convoy mission 4 and the Dart Rifle is available as a reward from convoy mission 3. This has been done because the MP5 is the best SMG and the natural progression is Mac 10 -> Uzi -> MP5.
  • All SMGs (Mac 10, Uzi, MP5) - +50% recoil.
  • MP5 - Decreased effective range to halfway between the assault rifles and other SMGs.

Shotguns - In the original game they were underpowered and there was no reason to choose them over an assault rifle. They now excel within 50m.

  • All shotguns are significantly more accurate with further effective range.
  • Reduced the SPAS12 magazine size to 9.
  • The sawed-off shotgun now uses shotgun ammo and fires each barrel individually.
  • Ammo capacity for the sawed off/silenced shotgun has been increased to be equal to the upgraded vanilla shotgun capacity. This is because the ammo upgrades don't effect the DLC weapons.

Assault rifles - Enemies were particularly bullet spongey when shot at range with assault rifles, this should now be improved while maintaining their medium range specialisation.

  • All assault rifles effective range increased by 33%.

LMGs - The PKM had way too much recoil and LMGs only really became useful with the M249 Saw.

  • PKM recoil reduced by 20%

Flamethrower - The flamethrower had pitiful range, limiting it's usefulness for both the player and enemies.

  • Flamethrower range tripled to 30m for both the player and enemies.
  • Flamethrower max ammo reduced by 50%.

Rocket launchers/explosive crossbow - Rockets were very slow moving, especially the Carl G rockets. They are now satisfyingly fast and the crossbow has more ammo to stay relevant.

  • RPG and Carl G rocket speeds increased by ~40%.
  • Explosive crossbow max ammo increased by 50%.

Mortar - The mortar is a very specialised, high skill weapon. Despite this it had the same ammo capacity as the other explosive specials.

  • Mortar max ammo increased by 50%.

Gameplay improvements

  • Increased stamina.
  • Reduced sprint turn penalty.
  • Increased jump height.
  • Increased slop climbing capability.
  • Reduced fall damage.
  • Improved stealth - reduced enemy perception pre-combat by 20%.
  • Reorganised weapon shop so the order of everything makes more sense (unfortunately this has broken the Upgrades section of the pause menu).
  • All ammo, health and repair upgrades are available early in the game.
  • Weapons in the armory don't respawn instantly - there will be fresh stock next time you visit.
  • Briefcases that previously contained one diamond now contain two.
  • Vehicle and boat speed increased.
  • Reduced big truck weight.
  • Reduced the damage vehicles take from crashes to 2/3 of vanilla. ATV and VIP Jeep Liberty crash damage is reduced to 1/3 of vanilla.
  • Press V on keyboard to look behind you while driving (rebindable).
  • Improved hang glider stability when shot - you will lose some control and altitude but only be pushed into a nose dive under very heavy fire.
  • New vehicle upgrades have been added for the ATV and utility truck, these have replaced the existing upgrades for the big truck and fishing boat.
  • Reduced monocular sensitivity.
  • Increased look angle for the swamp boats so you can look behind you while driving.
  • The chance for enemies to chase you when driving through checkpoints has been reduced to 25%.
  • Explosive barrels now start fires.

Variety Improvements

  • Enhanced enemy arsenal, now including molotovs, grenade launchers, flamethrowers and golden AKs.
  • Buddies also use more weapons.
  • Enemy infighting - patrols and camps will fight each other.
  • Patrols use a mix of shotgun and assault enemies.
  • Patrol vehicles have been swapped to a more interesting variety and they now include ATVs, dune buggies and several utility truck variants. Some vehicles normally restricted to map 2 are found in map 1.
  • More unpredictable enemies - enemies used to always rescue their injured friends and range their mortars before firing. These behaviours are now likely but not guaranteed.
  • Enemies throw more grenades and are more likely to call for reinforcements.
  • DLC vehicles come in a variety of colours (credit to Infamous Fusion).

General improvements

  • New Game+ mode - The player has 25% less health. Enemies and buddies use better weapons and vehicles earlier in the game.
  • Optional tutorial skip - start the game straight after the long-winded opening. Choose between a normal game start and one with all upgrades and weapons unlocked.
  • Optional limited saving - disable quicksave and saving from the pause screen. If chosen you can only save at safehouses, gun shops, bus stops and mission givers. No more save scumming!
  • More black enemies – all patrol, mortar and sniper enemies are now black.
  • Removed the flashing save reminder from safehouse icons on the GPS.

Bug fixes

  • Restored missing big truck engine sounds.
  • Restored missing critical healing animations on Infamous difficulty.
  • Fixed the Jackal tape bug where the 10th tape repeats and you can't hear the remaining ones.
  • Fixed bouncing NPCs by locking the frame rate to 60.
  • Fixed the silent phone call bug (mostly, use DirectX 9).
  • Fixed the 'alien' blue tint on the player during the night (credit to Far Cry 2: Redux).
  • Fixed being able to see the edges of your arms when using the hang glider.
  • Fixed the hang glider bouncing on water - it is now buoyant and you can climb onto it while it is floating.
  • Fixed a graphics bug where distant shadows on trees can flicker black.
  • Fixed white flashes on distant terrain when playing with the low or medium terrain presets.

Unlocked DLC – Ubisoft authentication no longer required

  • Predecessor tapes.
  • Homemade and Primitive machetes.

Something not to your liking? Want to change something? I've started putting together a tweak guide with instructions on making basic changes to this or any mod, available here. Please ask in a comment if you want anything added. Currently there are instructions for editing: non dlc weapons, fov, stamina, player health, malaria, max fps.

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The Vanilla+ Mod Collection

Four Different Flavours of Far Cry 2

I have created four different mods for Far Cry 2 so that whatever your preference or playstyle there is something here for you. My aim is that whether you've never played Far Cry 2 or you’ve played it a hundred times there is a new experience to be had. Each mod has different options to choose from and in total there are 24 ways to play.

The base game has been tweaked and improved upon in addition to whole new features that have been added.

These are the best of the brand new features, available in every mod within the collection:

  • Enemy infighting - The world is now alive as the civil war rages around you and you are caught between both sides.
  • Expanded enemy arsenal - Now it’s not just you that has access to the heaviest firepower, the enemies come fully equipped too.
  • Silent machete assassinations - Time to unleash your inner Solid Snake because stealth kills won’t alert everyone around you!
  • Additional ‘gadget’ weapon slot - Choose either the flare gun or IEDs for an extra weapon slot accessible by pressing the machete button twice.
  • Weapon holstering - Put your weapons away and get immersed while looking for diamonds or taking screenshots.
  • Weapon inspecting - take a closer look at your weaponry and enjoy unique animations at the press of a button.
  • Improved graphics - Lots of improvements including further draw distance, improved LOD and better shadows. 60fps is targeted on all hardware and the changes scale so if you have a 2080ti or integrated graphics you will see graphical improvements.
  • New game+ mode - One playthrough not enough? Start again against tougher enemies and reacquire your weapons at the start of the game.
  • Optional limited saving - Turn up the difficulty or relive Far Cry 2 on console by limiting saving to in-game save points.

All of these come along with lots of gameplay tweaks including increased stamina, increased jump height, reduced fall damage, faster vehicles, swapped enemy patrol vehicles, less bullet spongey enemies and much more!

Check out each mod’s page for a full feature list, but let’s take a look at what the different versions include.

Vanilla Banner

This is my original mod, designed with the purpose of enhancing Far Cry 2 without changing the original feel. Seriously, every mod focuses on realism while the vanilla game is already great!

It might not be to everyone’s taste but I enjoyed Far Cry 2 as it came, malaria and bullet sponge enemies included. If you’ve never played before this version is first playthrough appropriate while adding enough to make the experience fresh for veterans.

There are no exclusive features in this version but if it ain’t broke don’t fix it!

Realism banner

Something about Far Cry 2 inspires the desire for a brutal, immersive experience. The more recent Far Cry games have turned into playgrounds of destruction but Far Cry 2’s atmosphere and mechanics make you feel like the whole world is coming for you without mercy.

To cater to this Far Cry 2: Realism+ comes with two main exclusive features:

The first feature is 2x damage for both the player and enemies. This makes combat much more unforgiving and to cope with that enhanced first aid is included where the player can heal when out of healing syringes by holding the heal button.

The second feature is limited navigation. You’ll have to be aware of your surroundings as the map no longer shows your position, undiscovered outposts aren’t marked and there are no more objective arrows pointing you in the right direction. Coloured roadsigns that lead to objectives are also removed.

These features are available separately or together so the gameplay can be as realistic as you like.

Chill banner

Malaria getting you down? Getting annoyed by weapons exploding in your hands? Well Far Cry 2: Chill+ is for those that want to relax in Africa without the hassle of more survival orientated features.

I’ve included exclusive features designed to make things a little easier, such as unlimited stamina, unlimited breathing underwater and no fall damage. Sit back and relax with every weapon being available at the start of the game for reduced prices. Your buddies are invincible so there’s no fear of being out there alone. The most common complaints have also been addressed and time between malaria attacks has been increased x10 and weapon reliability has been increased x5. All of this comes with enhanced first aid so you’ll always be able to heal yourself.

Insanity banner

This is Far Cry 2 as you’ve never played it before. Playing more like a mix of Far Cry and Crysis, Far Cry 2: Insanity+ allows you to approach every encounter in a new way. Fight from rooftops and cliffs that were previously inaccessible, jump down from mountains or hang gliders as you attack, use hills as ramps and fly in vehicles that have a massive boost in power. You are now your enemies’ worst nightmare.

Your enemies know you’re coming though and have brought their heaviest firepower to try and fend you off. They come with their end-game weapons, plus extra grenade launchers. Enemy drivers always come equipped with flamethrowers so be prepared to watch the world burn. Your buddies also got the message and brought their own big guns, along with flamethrowers and grenade launchers.

And that’s it! I hope that everyone can find something here to enjoy.

Far Cry 2: Let’s change the weapons in the hud popups!

Far Cry 2: Let’s change the weapons in the hud popups!

UI/HUD Tutorial 1 comment

The guide will cover changing which weapons are shown by the popups that appear during the tutorial, convoy reward screens and weapon shop computer adverts...

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Far Cry 2: Vanilla+ (Tom's Mod) v5.1

Far Cry 2: Vanilla+ (Tom's Mod) v5.1

Full Version 44 comments

This mod brings the vanilla Far Cry 2 experience up to date for 2020. Tom’s Mod improves the graphics, rebalances weapons, adds new features and quality...

Far Cry 2: Realism+ (Tom's Mod) v2.1

Far Cry 2: Realism+ (Tom's Mod) v2.1

Full Version 28 comments

This is a realism focussed version of Far Cry 2: Vanilla+ (Tom's Mod). Tom’s Mods improve the graphics, rebalance weapons, add new features and quality...

Far Cry 2: Chill+ (Tom's Mod) v2.1

Far Cry 2: Chill+ (Tom's Mod) v2.1

Full Version 4 comments

This is a relaxed gameplay version of Far Cry 2: Vanilla+ (Tom's Mod). Tom’s Mods improve the graphics, rebalance weapons, add new features and quality...

Far Cry 2: Insanity+ (Tom's Mod) v2.1

Far Cry 2: Insanity+ (Tom's Mod) v2.1

Full Version 11 comments

This is an insane gameplay version of Far Cry 2: Vanilla+ (Tom's Mod). Tom’s Mods improve the graphics, rebalance weapons, add new features and quality...

Far Cry 2: Rare Malaria Pill Animation v1.0

Far Cry 2: Rare Malaria Pill Animation v1.0

Full Version

This swaps the normal animation of taking a malaria pill with an existing rare animation where the player first takes out two pills and puts one back.

Far Cry 2: Hand Drawn Map Icons v1.1

Far Cry 2: Hand Drawn Map Icons v1.1

Full Version

A complete set of new map icon textures. I have drawn all of them by hand, most of them were traced from the originals.

Comments  (0 - 10 of 33)

Hello Why not add a Night Vision option like the one from Mason? I think that would be a neat option, one doesnt have to use if they wish.

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boggalog Creator

What do you mean by Mason? I don't know what kind of feature you're referring to!

Reply Good karma+1 vote

Mason is the guy who made a Night vision mode for FarCry2, its available on this site.

Also does your mod work with the GOG version? I usually get my games from there because my dislike for steam.

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boggalog Creator

I see... It looks like mason achieved that with a custom sweetfx preset bound to the keyboard. That brings difficulties with how common using reshade is today because that will conflict with his method.

For now the included dunia.dll won't work with gog. In the next update sometime in the future I will be supporting gig but for now you can use the mod's patch files only. If you use the far cry 2 multi fix instead you can have all the bug fixes and only miss out on my limited saving feature.

Reply Good karma+1 vote

What about the re-shade will I have that. I was actually leaning toward your realism mod, but what would work with GOG version? Also why is the realism version of your mod bigger in size than the vanilla +

BTW did you ever think of adding dangerous animals to the game, can any of the later game models be place in FC2?

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Hey boggalog, i want to increase the overall damage(like your realism mod) for your vanilla mod is it too complicated for someone without any modding lessons or expirience? If not can you give me instructions on how to do it? I really want to try out your mod but i cant stand unarmored mercs taking 6 7.62by39 bullets point blank range
also wanted to ask if anything can be done to improve performance like excluding your graphical improvements. my potato cant handle them

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boggalog Creator

Increasing player damage is really easy, you'll have it done in a few minutes. Check the 'damage dealt to enemies' section of my guide:

Performance wise I've made improvements to all of the graphics settings so are you still getting bad performance on the lowest settings?

Reply Good karma+1 vote

You should buff assault rifles, enemies are a bit spongy when shot using assault rifles, but goes down with 2-4 hits with a makarov.

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Oooh I can't decide if I want to use this or the Redux Mod for my next playthrough. :o

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boggalog Creator

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!

Reply Good karma+9 votes
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Highest Rated (2 agree) 10/10

One of the great mods currently out for the Far Cry 2 community. Definitely give it a shot if you looked to play the game with a pure Vanilla focus.

Jun 12 2020 by Marc🦈

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