Vanilla+ improves the graphics, rebalances weapons, adds new features and quality of life improvements, fixes bugs, unlocks dlc and makes subtle changes to the gameplay to add more flavour and variety while preserving the original feel of the game.



Steam, GOG, Ubisoft Connect and the Epic Games Store versions are all supported. Every feature is available in all languages and while using either mouse and keyboard or controller.



Vanilla+ is for people who want an enhanced version of the original game, bullet-sponge enemies included.



I have other versions of this mod that have the same base features but different focusses:
Realism+ removes bullet sponge enemies, with deadlier combat for both the player and enemies.
Chill+ tones down malaria and weapon degradation, and has options for vanilla or realistic combat.
Insanity+ allows super fast sprinting and crazy high jumping, and also has options for vanilla or realistic combat.




Full feature list:

Improved graphics

  • My personal 'Colourful Far Cry 2' reshade configuration. This is Far Cry 2 with vibrant colours, very simple with no extra post-processing. You can easily customise the saturation of the colour with included instructions.
  • 60 FPS cap - prevents various bugs.
  • Removed rim lighting - the blue light at night that makes the player look like an alien.
  • Optional removal of flashing items.

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) - This setting has a huge performance impact. Turn this down to Very High 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 line ~10m from the player where high quality shadows became low quality shadows. This has been fixed.


Ambient (High)

  • Increased draw distance for static shadows.


Terrain (Ultra High)

  • Enhanced terrain LOD.


New textures

  • AI-Enhanced textures for the UI/HUD and signs, posters and billboards.
  • Road signs have a new a high resolution hand-painted style font. New signs have been created for weapon shops and safehouses. Weapon shop road signs are no longer green.
  • Hand-drawn map icons in the style of the originals, literally hand-drawn by me!
  • Detailed weapon icons, made using pre-existing game art.
  • Syrette icon is now an actual syrette, not a syringe.


Weapon improvements

  • Extra gadget slot for the flare gun or IEDs, accessible by pressing the machete button twice.
  • Weapons can be holstered by pressing 'x' on keyboard (rebindable) or holding Y on controller. Press fire, use or change weapon to unholster. Press reload to show the hud.
  • Weapons can be inspected by holding the reload button.
  • Weapons found in safehouses (mission related, not from safehouse weapon crates) are now in better condition. They now have 50% durability remaining, increased from the default 25% durability remaining.
  • Increased ironsight FOV.
  • Renamed the 'Eagle .50' to the 'Desert Eagle' and the 'Homeland 37' to the 'Ithaca 37'. Removed unnecessary hyphens from others.
  • DLC weapons have been added to the ammo upgrades.
  • DLC weapons are more reliable and accurate to account for them lacking performance upgrades.
  • AR-16's sight has a red dot.
  • Sawed-off shotgun uses shotgun ammo.


Weapon rebalances

Machete - The machete didn't have a real place in combat as stealth kills 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 stealth kills are 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 - +25% damage, 3x max ammo, magazine size increased to 12, -15% accuracy.
  • Star .45 - +40% damage, 3x max ammo, +33% effective range.
  • Desert Eagle - +50% damage, 2x recoil.


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 changed to 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 accommodate 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 SVD 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.
  • MAC-10 - +50% recoil.
  • Uzi - +50% recoil, improved reliability.
  • MP5 - +50% recoil, reduced reliability, reduced effective range.


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

  • All shotguns are more accurate with improved effective range.
  • SPAS12 - reduced magazine size to 9.
  • Silenced shotgun - reduced magazine size to 4.


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%.
  • AR-16 - Now fully automatic, +15% accuracy.
  • Golden AK-47 - -50% Recoil.


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

  • PKM recoil reduced by 20%.


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

  • Flamethrower range tripled to 30m.
  • Flamethrower max ammo reduced by 50%.


Rocket launchers - Rockets were very slow moving, especially the Carl G's.

  • RPG/Carl G - Rocket speed increased 2x.


Explosive crossbow - The projectiles were slow moving and travelled in a straight line. The explosions are also significantly smaller than the rocket launchers and yet you can carry the same amount of ammo.

  • Crossbow projectile speed increased 2x, projectiles fire in an arc.
  • Crossbow ammo increased (+1 infamous, +2 hardcore/normal, +3 easy).


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

  • Mortar max ammo increased by 50%.


Vehicle improvements

  • Vehicle and boat speed increased, reduced the damage vehicles take from crashes.
  • Permanent windshield bullet holes.
  • DLC vehicles come in a variety of colours.
  • 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.
  • Increased look angle for the swamp boats so you can look behind you while driving.
  • Added 'v' as a dedicated keyboard button to look back when driving (rebindable).


Weapon/Upgrade shop improvements

  • Reorganised shop so the order of everything makes more sense (unfortunately this has broken the Upgrades section of the pause menu, you need to use the shop computer to see which upgrades you have bought).
  • All ammo, health and repair upgrades are available early in the game.
  • Weapons in the armoury don't respawn instantly - there will be fresh stock next time you visit.
  • New vehicle upgrades have been added for the DLC vehicles.


Gameplay improvements

  • Increased range for outpost respawns - credit to Scubrah (an optional customisation - check the download).
  • Play as the female mercenaries.
  • Play as an 'Anonymous Mercenary', randomly generated using the same system that generates enemies.
  • Play as any NPC (an optional customisation - check the download).
  • Improved player agility - Increased stamina, increased sprint speed, reduced sprint turn penalty, increased jump height, increased slop climbing capability, reduced fall damage.
  • Improved stealth - reduced enemy perception pre-combat by 20%.
  • Changed the malaria pill animation to an existing rare animation, where the player pours out two pills and puts one back.
  • Reduced monocular sensitivity.
  • Briefcases that previously contained one diamond now contain two.
  • Explosive barrels now start fires.
  • Removed the flashing save reminder from safehouse icons on the map and GPS.
  • Optional limited navigation - remove the player arrow from the map and other map/GPS/road sign tweaks for an extra immersive experience.
  • 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!


Enemy improvements

  • Enhanced enemy arsenal - enemies can use almost every weapon and go through loadout progressions throughout the game.
  • Buddies also use more weapons and will go through their own progression curves.
  • Enemy infighting - patrols and camps will fight each other.
  • Patrol vehicles have been swapped to a more interesting variety and they now include dune buggies and several utility truck variants.
  • Weapon convoy drivers and gunners are now unique enemy types that wear military style outfits and use high class weapons. These guys aren't fucking around anymore, they want to protect the convoys and have brought the tools to do so. They are a new potential source of powerful vehicles and weapons if you can carefully take them out. If you take the easy way and blow up all the vehicles up you won't get anything extra.
  • Enemy vehicles use a mix of shotgun and assault enemies.
  • Specops enemies now have a unique appearance fitting for being 'foreign commandos'.
  • More unpredictable enemies - behaviours such as rescuing injured comrades, using mounted weapons or closing distance using vehicles are no longer guaranteed to occur.
  • The chance for enemies to chase you when driving through checkpoints has been reduced to 25%.
  • More black enemies.


Bug fixes

  • A new game executable is included that has been patched to use 4GB of RAM, this improves load times and game stability.
  • 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.
  • Fixed the silent phone call bug (mostly, use DirectX 9).
  • 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 assassination targets having the same vision as snipers.
  • Fixed a sniper that often gets stuck inside a rock in map 2, at the ammunition outpost between the Crash Site and Sepoko. They are now stood next to the rocket enemy at the same outpost.
  • Fixed the MAC-10 being silent.
  • Fixed mouse speed clamping.
  • Improved a slight misalignment of the vehicle GPS.


Unlocked DLC – Ubisoft authentication no longer required

  • Predecessor tapes.
  • Homemade and Primitive machetes.


Customisation Options - You can add/customise these options with the included files and instructions. It's very simple and doesn't take more than a few minutes.

  • A complete AI-enhanced texture pack (available in a separate download, check the files section).
  • Increased range for enemy & object respawns (Credit to Scubrah).
  • Playable NPCs.
  • Weapon animations.
  • Weapon icons.
  • Map icons.
  • Syrette icon.
  • Remove HUD icons.
  • AR-16 & MGL-140 scope colours.
  • Malaria pill animation.
  • FPS cap.
  • Original graphics.
  • Shoot and throw grenades while driving and using mounted weapons (buggy).
  • GOG patch (Wwwwww menu fix).


Something not to your liking? Want to make your own mod? I've made a guide to Far Cry 2 modding that covers how to change everything in this mod and more, find it here.



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Tom's Mods for Far Cry 2

Two Years Later



Playable female mercenaries, play as a randomly generated mercenary, playable NPCs, improved agility, improved stealth, better shotguns, better pistols, all weapons balanced to be useful, weapon holstering, weapon inspecting, integrated DLC weapons, silent machete stealth kills, stealth walking with mouse and keyboard, flare gun or IEDs in a new slot, enemies and buddies use more weapons, enemy infighting, more interesting patrol vehicles, dangerous weapon convoys, no longer constantly chased by outposts, faster vehicles, improved hang gliders, colourful DLC vehicles, upgrades for DLC vehicles, colourful Reshade, increased draw distance, improved LOD, better shadows, better night lighting, ai-enhanced UI, new road signs, hand drawn map icons, detailed weapon icons, the syrette icon is actually a syrette, new malaria pill animation, optional limited saving, optional limited navigation, tutorial skip saved games, unlocked DLC, a whole bunch of bug fixes, and much more.

There's been significant progress over the last two years, and in addition to everything above there are customisation options which include a complete ai-enhanced texture pack and a script which stops outposts from respawning the moment you leave the area (thank you to Scubrah).

Come and check out the mod pages for all the details, as there's way too many changes to list here.


There are multiple different versions of the mod available, each has a few key changes on top of everything listed so far:

Vanilla+ (Available here)

Vanilla+ leaves the game's original combat unchanged, with its infamous bullet sponge enemies.

Realism+ (Available here)

Realism+ removes the bullet sponge enemies and makes combat deadlier by increasing player and enemy damage.

Chill+ (Available with vanilla or realistic combat)

Chill+ tones down common annoyances like malaria and weapon degradation.

Insanity+ (Available with vanilla or realistic combat)

Insanity+ gives superhuman agility like super fast sprinting and crazy high jumping, so you can approach every encounter from a new perspective.

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+ (Complete v3.1)

Far Cry 2: Vanilla+ (Complete v3.1)

Full Version 41 comments

Contains options for Save Anywhere/Limited Saving, Full Navigation/Limited Navigation and Flare Gun Gadget/IED Gadget.

Far Cry 2: Vanilla+ Realism+ Chill+ Insanity+ (Enhanced Texture Addon)

Far Cry 2: Vanilla+ Realism+ Chill+ Insanity+ (Enhanced Texture Addon)

Full Version

Addon that upgrades every texture in the game with AI-enhanced versions.

An Almost Complete Guide to Far Cry 2 Modding

An Almost Complete Guide to Far Cry 2 Modding

Guides 41 comments

An in-progress project to document Far Cry 2 modding. Includes a guide, tools and files to assist any aspiring Far Cry 2 modder.

Weapon Holstering - Toolkit & Guide

Weapon Holstering - Toolkit & Guide

Tutorials 4 comments

A guide to show how to install weapon holstering to your Far Cry 2 mod. The files are also available for download.

Enhanced First Aid - Toolkit & Guide

Enhanced First Aid - Toolkit & Guide

Tutorials 2 comments

This guide will explain how to add enhanced healing to your Far Cry 2 game. This is a feature from Far Cry 3 where once you are out of healing syringes...

Silent Machete Assassinations - Toolkit & Guide

Silent Machete Assassinations - Toolkit & Guide

Tutorials 15 comments

This guide is for other modders that want to add 100% silent machete takedowns into their own mods using already existing VANILLA files from your Far...

Comments  (0 - 10 of 55)
Guest
Guest

I am enjoying the mod! But is there a way to turn off the blur while sprinting? Thanks

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Guest
Guest

I have a problem understanding the Extra Customisations instructions, on how to install them. Are they really that necessary for a better game experience?

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boggalog Creator
boggalog

No, they are only optional. The mod comes complete as I have intended it to be played.

Reply Good karma+1 vote
Guest
Guest

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KahunaKB
KahunaKB

Looks like a really cool Mod !
Thanks for making it !

I keep waiting for someone here to unlock the weapons slots.
Give complete freedom to the player to choose any 3 weapons they want to carry, not locked into certain weapons slots only carry this certain weapon.
Mixing things up like that keeps it fun and interesting.

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boggalog Creator
boggalog

That would be really awesome but it isn't possible with the FC2 code the way it is. They built it with assigned weapon categories and unless a programming expert can come in and somehow undo that then we're stuck with it. Some mods like I believe Infamous Fusion play with it by making the weapons enemies drop belong to different slots than usual, but that's the furthest it can be pushed, at least with current modding knowledge.

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Panzermann11
Panzermann11

Is there a way to revert to the original shop sorting?

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boggalog Creator
boggalog

Not really to be honest, it takes a lot of changes to make it work. Why do you want to?

Reply Good karma+1 vote
Panzermann11
Panzermann11

In the description, it said it breaks the upgrade menu.
Not just that. I'm aiming for a way to restore other original features, such as the blinking items and the objective arrow on the map.

I prefered the blinking items; it helped me find stuff easier especially the diamond briefcases.

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ppurpleduck
ppurpleduck

Is there a way to disable enemy infighting or decrease the frequency of it happening? I normally stumble upon an outpost that always has a firefight happening and I feel like it takes away from the main fun of an outpost which was the planning, and when enemies are so unpredictable during combat it's pretty hard to plan something. It also limits the use of stealth as you can only really use stealth when enemies are out of combat. Still a fantastic mod tho

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boggalog Creator
boggalog

Unfortunately there is no way to easily reduce the enemy infighting. It's totally possible but you need to unpack a few files and edit one directly. If you want to do it I'll happily send some instructions!

Regarding enemy infighting itself, I hear you that it changes the dynamic of carefully approaching and taking out the checkpoints. I wish there were a more nuanced way of editing the patrols but right now we can only changes patrol types as a whole, so every patrol using a certain vehicle will attack outposts or not. This can lead to what you describe where certain checkpoints are under attack every time and the it loses any feelings of being dynamic.

My ideal solution would be being able to set a probability for patrols to attack the checkpoints but with current methods we can't do that, it's more of an all or nothing situation.

Reply Good karma+2 votes
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