Vanilla+ is a huge update to Far Cry 2 that stays loyal to the original experience.
Contains options for Save Anywhere/Limited Saving, Full Navigation/Limited Navigation and Flare Gun Gadget/IED Gadget.
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!
Geometry (Very High) - This setting replaces the original ultra high setting as it has a small 1-2 fps impact.
Shadows (Improvements have been added to every setting)
Ambient (High)
Terrain (Ultra High)
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.
Pistols - I found the pistols were forgotten about once the SMGs were unlocked. They are now more viable.
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.
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.
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.
LMGs - The PKM had way too much recoil and LMGs only became useful with the M249 Saw.
Flamethrower - The flamethrower had pitiful range, limiting its usefulness for both the player and enemies.
Rocket launchers - Rockets were very slow moving, especially the Carl G's.
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.
Mortar - The mortar is a specialised, high skill weapon. Despite this it had the same ammo capacity as the other explosive specials.
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.
I use a steam controller to play and my settings can be found by searching for "Far Cry 2: Vanilla+ (Tom's Mod) Binding"
Changelog
v6.0 - The entire mod has been rebuilt from scratch, using new methods I learnt when writing my modding guide. Almost everything has been tweaked, often being simplified to best achieve what I originally intended. New features have been added including playable female mercenaries, new animations, significant retextures, and new customisation options have been added making this by far the most customisable Far Cry 2 mod that has ever existed. There is too much to list here so if you are revisiting, please check out the new feature list above.
v6.1
Improved the animation for machete stealth kills, credit to dannyhl2 for finding this method
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 any more, 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.
Increased sprint speed by 10%.
Swapped the bus stop map textures to a more hand painted style.
Added AI upscaled weapon textures to the standard install (the same textures were previously found in the additional customisation texture pack).
Added an AI upscaled dirt road texture to the standard install (the same texture was previously found in the additional customisation texture pack).
Added two AI upscaled sign textures to the standard install that I'd accidentally missed out in the previous version.
Tweaked enemy weapon progression:
1) A more diverse selection of weapons will be used during the hotel attack.
2) There is a 0% chance of top tier weapons being used during the tutorial.
Added apostrophes to 'Le Milieu' on Michele's page in the character select screen.
Fixed a bug where the MAC-10 was silent.
Fixed a mistake I made where I increased the reliability of the sawed off shotgun by too much. It has been reduced to a 20% increase over default to account for the gun lacking a reliability upgrade in the shop.
v6.2
Removed the fix for bouncing NPCs as multiple people reported being damaged when touched by npcs during certain animations.
- Removed NPC edits that were meant to fix bouncing at high FPS.
- Capped FPS at 60 (the old fix for bouncing NPCs).
- Added FPS cap options to 'Extra Customisations' (30 FPS, 60 FPS, Unlimited FPS).
v6.3 - Complete - Eventually I'll come back and do more updates but for a while this is it.
Divided the download, so save anywhere/limited saving options and also the enhanced texture pack are seperate.
Added AI-enhanced versions of all UI textures.
Created a new loading symbol texture.
Edited the safehouse road sign texture to a less smoothly painted style that more closely resembles the art used for the weapon shop road sign.
Added an option to keep flashing items
Revised pistol balance - thanks to Abbanon for the suggestions.
- Makarov/Silenced Makarov - +25% damage, -15% accuracy
- Star 45 - +40% damage
Tweaked graphics settings
- Textures (Low and medium) - increased minimum texture quality because the new textures looked terrible using the low presets.
- Shading (Low and Medium) - increased minimum weapon mesh quality to prevent low quality weapons seeming like a visual bug.
Removed mouse speed clamping
Hotfix 1
Removed the flashing save reminder from map safehouse icons.
Hotfix 2
Fixed the Save Anywhere download having limited saving.
Fixed the Uzi name in the convoy reward screen.
Complete v2
Overhauled enemy loadouts
-Edited progressions so there is no chance of enemies using late game weapons in the first quarter of the game, but they then quickly progress from mid-tier weapons to high-tier. This more closely matches the original game.
-Enemies now use the mp5 as a primary to prevent it clipping with other weapons when holstered.
-Removed the MGL140 as a potential weapon because the AI's use of it isn't satisfactory. They either completely obliterate the player in seconds or look bugged and out of place pointing the weapon without firing.
-The chance of enemies using silenced weapons has been reduced.
-Secondaries have been rearranged so different enemy types use only two classes of weapon.
-Added a new loadout for patrol drivers so they don't use the flamethrower.
-Added new loadouts for specops enemies so they are guaranteed to use mid-tier weapons.
-The chance for weapon convoy enemies to use high-tier weapons has been reduced to 50% in map 1 and remains at 75% in map 2.
-Fixed the enemy AS50 so they use it correctly as a sniper.
Texture changes
-Now fully compatible with DX10 by removing the upscaled weapon textures from the base download. They have been moved to the enhanced texture pack addon. DX9 is still recommended for general bug fixes.
-Removed mipmaps from the UI/HUD textures so they display correctly on when using low settings.
-Resampled and improved the quality of the flamethrower hud icon, unfortunately it still has to be at a lower resolution than the others.
Graphics changes
-Restored functionality to the 'Texture' setting, due to removal of UI/HUD mipmaps.
-Increased shadow map size for 'Shadows - Ultra High' from 2560 to 2720 (Max before the menu breaks). Also increased rain shadow map size.
-Updated the Reshade version to 5.0.2 and changed the legacy 'Colourfulness' shader to the more modern 'Vibrance'. The end result is identical.
-Reduced quality of the lowest settings for 'Shadows' and 'Terrain' for increased performance.
Bug/Mistake fixes
-Fixed rim lighting not being removed in the previous release.
-Removed the ATV as a patrol weapon because enemies float high above it if their space to get off is blocked. Replaced with the car in map 1 and the jeep wrangler in map 2.
-Improved a slight misalignment of the vehicle GPS.
-Fixed the Homeland 37 not being referred to as the Ithaca 37 in German, Hungarian and Polish.
Controls changes
-Added 'v' as a single button to look back when driving (rebindable).
Download changes
-Combined 'Save Anywhere' and 'Limited Saving' downloads into one thanks to removing the weapon textures.
-Added engine files for the Epic Games Store version.
-Added instructions for editing colour saturation with the 'Colourful Far Cry 2' Reshade.
-Added comparison images for all visual customisations and the Reshade.
Extra Customisations
-Added a GOG patch to fix the Wwwwwww menu bug.
-Removed mipmaps from UI texture customisations.
-Added a new customisation for original graphics settings, with various options for different fps caps.
-Added a new weapon animation customisation to hold weapons higher when crouched.
Complete v3
Scubrah's amazing script to increase the range for enemy and object respawns has been added as an optional customisation.
Playable characters
-Added the option to play as an 'Anonymous Mercenary'. This can be selected when starting a new game and will randomly generate a mercenary to play as, using the same system that generates enemies.
-Added a customisation that allows you to play as any NPC or multiplayer class. Replacing Paul by default but instructions are included to replace anyone.
Weapon changes
-SPAS12: Slight buff to damage and effective range.
-Sawed-off Shotgun: Now fires both barrels at once (14 pellets in one shot), increased horizontal spread, slightly reduced vertical spread, increased max ammo 20%.
-Silenced shotgun: Slight nerf to effect range.
-Increased crossbow max ammo to account for it's smaller explosion size (+1 infamous, +2 hardcore/normal, +3 easy).
-Increased AR-16 accuracy by 15%.
-Redid the pistol rebalances from a couple of versions ago because for some reason they were missing.
-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.
Enemy/Buddy changes
-Made assassination targets only vulnerable to the player, to stop them being killed through enemy infighting.
-Weapon convoy and specops enemies now have legitimately unique appearances that separate them from standard enemy mercs. Both are military style but they wear different gear suitable to their roles.
-During the "Destroy the foreign commandos' gear" mission, if the player does the subversion option and destroys the gear in the shanty town, the buddy will be ambushed by specops enemies.
-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.
-Buddy weapons have been upgraded, they no longer use bottom-tier weapons at all.
Download/Mod changes
-Roadsigns are now coloured with mission objectives when using 'Full Navigation' and have no colour when using 'Limited Navigation'. Previously both options had these colours removed. (Fixed subvert mission signs still showing as blue).
-Disabled the 'Upgrades' pause menu option. This section has been broken for a while but now it displays nothing to prevent any confusion.
-Updated the Reshade to 5.2.2.
Complete 3.1
Updated Scubrah's script for outposts respawning.
- The script is now more specific to only keeping outposts loaded in memory. This fixes issues with the hotel firefight and other potential bugs.
- A potential fix for buddies not reappearing after rescuing the player.
Thank you to Kat for encouraging me to complete this, it’s been a long journey learning how everything works. Also thanks to the dead community of Far Cry 2 modders at openworldgames.org, Marc for his help and ambition, BigTinz for Far Cry 2: Redux, the Infamous Fusion team and dannylh2 for Far Cry 2: New Dunia. Working out how they made their mods allowed me to make my own. This mod stands on the shoulders of giants.
Thanks for this Tom!
Whenever I reload the crossbow theres some weird box glitch that quickly appears and disappears coming from the crossbow.
I haven't been able to replicate your problem. Please can you tell me which of the optional sections of the mod you are using?
Heres a video of the glitch.
Far Cry 2 - Vanilla+ (Tom's Mod) v3.0/Main Files/Choose EITHER - Flare gun gadget/Choose EITHER - Extra Blood/Choose EITHER - Limited saving (Only at safehouses, gun shops, bus stops and mission givers)/Data_Win32/
Thats the directory I used to get the files. I just reverted back to vanilla to confirm it didn't replicate.
Also, can you make another version without the graphical enhancements? I am getting pop ins on certain terrain in the distance and also my FPS is sub 60 in some areas. I have a gtx 1080ti and should be getting atleast 60 at all times. That would be perfect.
Thanks for taking the time to make a video! I tracked down this bug and was able to fix it. It was pretty hard to find to but we got there, I've just uploaded a new version that contains the fix.
If you want to turn off the graphical enhancements then you can simply turn down the settings. In the description I've written each setting I changed and that I moved the default settings down a tier so they are still accessible. If you have bad performance you should first try turning down the terrain setting because on max it's really GPU intense. I have a 2070 Super and have stable 60fps @ 1440p but I spike up to 80% usage with everything on max.
Dear dosel and boggalog,
This "bug" is actually a long ditched feature from an OLD version of New Dunia Mod.(So how do this feature still can be seen till this day is unknown to me)
To remove this effect, open the "weapons.xml" and disable the light "LightExplosion" and "LightRemains" in the arrow entity.
Hope this helps.
Ah it took me a while to find the answer last night, if only you had replied sooner haha. Thanks for your help
The crossbow fix worked, and my fps is now better. However I notice the AI is much more superhuman than before. After silently taking out guys with my dart rifle, crouching in the tall grass with my camo suit on, it doesn't take long before they all start shooting at me.
Also, it appears that you made the enemy patrol cars and the camps enemies with eachother in order to generate the infighting. It seems like every camp I go to they are always fighting each other. Is there a way you can limit this or decrease the probability? It seems like its every camp the fighting always starts as soon as the patrol car drives through the checkpoint. It takes the fun away.
I don't know about you but I really like the switch of these patrols to make it appear as if there was an on-going active war between two factions (which this game was supposed to focus on). As if each faction kept launching attacks on one another's checkpoints.
It's pretty helpful when you also want to run through checkpoints where a battle is happening or had already happened (leaving only one or two guys left standing). It was really boring for me when there wasn't much infighting going on- even in Hunter's Redux. It's why I made this a priority to add this change to my own Remake since hearing distant firefights and being in a three-way firefight was pretty atmospheric for me.
I haven't played Tom's Vanilla+ mod though, but I'm not too sure what those AI problems are caused by. Are you also playing on Infamous difficulty? I'm not sure if Infamous turns on some sort of triggers on the AI but since I play on Infamous I'll detail my own experiences with my Remake. Once I takeout a merc silently away from sight of others, usually everyone goes about their daily business. However, when another merc finally finds the body (or their buddy is taken out right in front of them), the nearby area goes on alert mode and scatter to search you/take cover from sniper fire.
Since I removed any files that related back to NewDunia in my recent remake, the AI no longer instantly hones in your position if you manage to take them out in isolation. They will know your position if you keep miss your shots and they land near them) so that they look in your general direction.
Edit: I just tried using stealth in OGC (the plantation place) and it works. Silently taken out guards. Some guards found a dead body, and took cover "from sniper fire." I took them out in isolation with them never managing to find me as I was hidden and never missed any of my shots (always aim for the head with dart gun). I moved on to the middle area where the guards seemingly weren't alerted about their buddies being killed (as they were just having casual conversations and smoking), and took them out with ease as well.
I then moved on to the checkpoint near OGC, silently took out a few guards, and then a truck from the opposing faction came and began opening fire on the unalerted guards that I hadn't killed.
AI is a bit weird, but in NewDunia it felt pretty unfair the last time I played where even shooting the dart gun for the second time made everyone know where you are. Maybe that's changed in the newer version. I haven't tried.
Hello, great mod. I've tried the other mods (Redux, New Dunia, Redux Dawn Remake) and I like yours the best. Keep up the good work. However, I did find a bug. I completed four convoy/weapon shop missions and decided to buy an UZI. After I purchased it, the game showed that new upgrades were available. But, when I went back into the weapon shop computer, the UZI upgrades were still locked. If this is an easy fix, please list the steps to do it, and I'll try to do it myself. Otherwise I'll look forward to your next update. Thanks.
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 :)
The update with this fix is live, enjoy!
Thanks for the update. You're awesome!
Very excited to play this, thanks for your work!
I recently completed a playthrough on Hardcore difficulty with this mod and it was great. I really appreciate all the improvements you have made. I would like to suggest a few things for further improvement.
1. Increase the angle of rotation of the mounted gun on the swamp boats so you can turn it 90 degrees right or left from center. The small default angle makes using the mounted gun almost useless.
2. Decrease enemy perception by 10 percent or increase the effectiveness of the camo suit by 10 percent. Even while being very careful sneaking, there were times when the enemy seemed to magically know where I was.
3. Add the option to holster your weapon. It would be nice to be able to holster your weapon while exploring and searching for diamond cases.
4. Increase the jump height by 10 percent. The default jump height is too restrictive. There were times when I was unable to get up to a certain location that should be accessible.
5. Decrease the falling damage by 50 percent. We all know the default falling damage is just wrong.
Thanks.
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.
Hello, I was wondering if I could somehow add the 2x damage from the realism mod without having the removed map features? It would be very appreciated
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.
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.
How can I take out the enemy infighting and enemies using all weapons? They are using weapons from act 2 which kind of spoils the game for me. The enemy infighting causing the battle music to play and changes the overall mood of the game to combat when I'm just trying to explore. It should be a feature, just not every 5 minutes.
Sorry it's taken me so long to reply to your messages! I'm glad you managed to figure out your FOV problem, there is a way of doing it in the files but you found a way.
I'm going to assume you know how to unpack everything, if you don't then there is a link to my guide how on each of my mod pages.
Enemy infighting
1) Unpack entitylibrary.fcb in \patch_unpack\worlds\world1\generated\ and \patch_unpack\worlds\world2\generated\ each for map 1 and map 2.
2) In each unpacked folder there is 10_GhostPatrols.xml and here you can control the faction of the patrols. Each patrol is listed and you can see the enemies in each patrol with an entry like this: enemy_archetypes.Blue_Faction.ShotgunMan_Nubian
To cause infighting I have swapped the faction colour of all the patrols that have weapons. The undo the infighting swap the colour of the patrol enemies to the other, either red or blue there is no set one.
Enemies using all weapons
1) This is in gamemodesconfig.xml in \patch_unpack\engine\gamemodes\. Ctrl-f "inventorypacks" and you'll be taken to the section where the enemy weapons are decided.
2) I have set the enemies to have a low chance of either using late game weapons eary or early game weapons late. If you don't want this delete the lines for the weapons you want to remove and add those percentages onto the other weapons. There are 27 levels to do this for both primary and secondary weapons and each enemy type.
Great mod, probably the best FC2 mod by far. There's two bugs I noticed during my playthrough:
- Upon completing all of the gun shop quests I noticed that the SVD was still locked (had to use multi fixer to unlock it).
- The upgrades list in the journal doesn't accurately show what upgrades you have or don't have (i.e. I would buy the accuracy and reliability upgrades for a weapon but the list shows that I don't have either or I only have one).
Thank you for your support and feedback, I'll get bug chasing and see if I can sort them out.
So the SVD fix was simple to fix, a mistake on my part.
The upgrades are due to them being reorganised in the weapon shop. My method of doing this was pretty hacky so it isn't tidy in the game files and has lead to this situation. No matter what I can't find a tidier way of changing the weapon shop though, so we're left in a situation where either the upgrades can be nice and tidy in the weapon shop but the journal upgrades list doesn't work, or the upgrades go back to their vanilla no sense order and the journal upgrade list works as expected.
I'll probably swap the upgrade list back to vanilla so the journal makes sense in the next update but I'll look back fondly on the short time that the whole weapon shop satisfied my OCD.
Thanks for investigating, looking forward to upcoming updates!
I am not getting m249 and other 2-3 guns in armory even after I buying it
I have no idea what's causing that, what are the other guns?
It actually sounds like you didn't start a new game with the mod, did you?
Hi :) It's my first time (trying to) play this game! I want to do it with your mod from the beginning (bc why not, it is supposed to be better xdd), but I don't know how to install the graphics tweaks.
I successfully copy the bin folder to my installation directory, and when I start the game it tells me Reshade has been installed, and to press home... The PROBLEM is that I don't know what does it mean to pres HOME!! Do I need to type "Home"? Do I need to type Windows key? Do I need to type "h"? I don't understand!! I'm not English, maybe to you it is super evident, but not to me :/
Thanks you very much!
Hi! Thanks for your enthusiasm for my mod, I get that instruction might not make sense if your keyboard is in a different language. I have an actual home key on my keyboard (https://imgur.com/w5Eh1yW) but if your keyboard isn't in English it might be called something else.
OMG!! Found it... in Spanish it is called "Inicio". Ok, everything is working! It does really improve graphics, before I could barley see inside houses... One more thing, if I may: Whats the difference between the "Main Files" and "New Game+" folders? I don't understand if I need to copy both of them to the game folder or choose between one of them. In that case, what are the differences? I search it in the Readme.txt file, but I don't see any comparison!
Thanks again, and that quick reply has been really nice! ;)
No worries! I'm glad you got it working. Yeh I should be more clear with that. You only need to copy one of the main files or new game+ files. The main files is the normal game and the new game+ files are for a second playthrough. They have all items unlocked and more difficult enemies.
Heyo. Running into a problem where I installed the Vanilla+ mod but the weapons shop is showing guns I've already purchased as not purchased and guns I haven't purchased as purchased. Needless to say it's a massive pain to swap to the original patch and dunia files whenever I want to use the weapons shop.
Hi that's because you must be using an old save. The mod folder says a new game is required. You can use version 4.4 with any save, it is available on my nexus page here: Nexusmods.com
Ah, winrar cut the folder title short. So currently no way for the 5.1 to apply correctly to an original save file?
Unfortunately not, I reorganised the weapon shop and it requires a new game or you get the problems you describe
Found a patrol vehicle immune to collision and small arms damage: North map, M249 Unimog patrol that attacks the checkpoint south of Mokuba shanty town from airport side. Same checkpoint where one concludes the buddy subversion of the 1st UFLL mission "Special Forces."
Using Vanilla+ variant.
Thanks for the detailed report, I'll check it out!
Why is the realism mod bigger than the Vanilla+ ?
And the upscale graphics mod is also for your vanilla and other mods or just other peoples mods?
P.S. you should add NV if you haven't already.
Realism+ is bigger because it has more choices for customising the gameplay. My texture mods are for all mods, including my own. This is the second time someone has suggest night vision, do you mean just a button that turns it on with a green colour?
There are two bin files. One with the shaders and the other which is from the normal game file and has teh Dunia.dll. This is created problems what should I do? I cannot replace the already existing file. And the bin file in the reshade folder is not working. Ive copied it in the directory but its not saying in game that the reshade is now installed.
Also Ive copied the bin and data win files of the main file into the farcry 2 folder. But the mod isnt working. I cant holster the IED in the machete slot, instead I have to throw away my 2nd slot gun.