Another mod that tries to add realism and immersion to this originally flawed game. Gunfights are more brutal and difficult, Civilians are added to the world, vehicles and weapons are changed, and much more!
This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
G.O.R.E seeks to turn Far Cry 2 into the most realistic experience of a civil war it can be. Civilians are added, vehicles and weapons have been rebalanced, combat is much harder, nearly everything in the game has been changed and tweaked to make it more fun to play. Hardcore and Infamous are the recommended difficulties to play on.
V1.5 changes: Tried fixing the civilians not despawning issue, wasn't sucessful I think? - Improved SPAS 12 reliability. - fixed that one AR-15 that spawns in a safehouse to be semi-auto and actually have sound. - added some better textures for the Makarov and P6B.
V1.4 changes: Vehicles have all been made more "realistic" across the board. The speedometers won't indicate ridiculously high speeds (Aka going 90 mph while the car is obviously not going anywhere near that fast), don't worry the actual top speeds haven't been changed, although acceleration has been nerfed on most all cars. Boats do go a bit faster in reverse though. - Also changed revs, so a diesel truck won't be turning 9000 RPM. - Straight-piped the Jeep Liberty VIP, I did that as a joke by giving it the engine sounds from the Buggy but it actually sounded really good so I'm keeping it that way, it's a lot faster than the standard Liberty anyway so the sounds fit. - Convoy Assassination targets on the 2nd map are now driven in VIP Jeeps instead of the regular ones, just to give you some more options of obtaining it. - Tweaked Golden AK handling since it was untouched before now, whoops. Now it's much more usable.- Infamous difficulty doesn't get addition syrettes.
V1.3.2 changes: Added version for GOG and Ubisoft Connect. Nothing else was changed so if you already use the steam version you don't need to download this.
V1.3.1 changes: Fixed bug with new civilian behaviour not properly applying to female civilians.
V1.3 changes: Made the Jeep Wrangler and Liberty smoother riding and quieter, they're brand new cars in 2008, they shouldn't rattle like they're 30 years old!- Improved mortar, now it's classified as a "quiet" weapon, aka enemies won't know where the shot came from from half the map away. - Improved Carl Gustav recoilless rifle- Made roaming civilians less suicidal and hostile to enemies, so they won't go ram into a fully manned outpost anymore. - Increased assassination mission rewards slightly.
V1.2.1 changes: Fixed minor issues,- tweaked the Jeep Wrangler acceleration as it was too slow,- made the PKM unlock after the tutorial as it couldn't be unlocked previously, - made the AK a slightly bit more accurate - and reduced the splash size of grenade launchers but improved splash size of the rocket launchers.
V1.2 changes: Lowered vehicle acceleration, so a crappy coupe from the 70's doesn't have a 0-60 time of 2 seconds, they're still ultra fast and the top speed is still the same, but it just takes a while longer to reach it for all vehicles. Figured out how to remove the blinking safe house icon from the map. Tutorial briefcase will give 3 diamonds now so you can buy the G3 if you want to. Lowered price of weapon crates significantly so you actually have a reason to buy them. And cleaned up the download so it takes up a bit less space.
V.1.1 changes: Fixed the convoy missions, tweaked some guns, made the SMGs, pistols (except the Star 45) and shotguns a bit more effective at longer ranges. Tweaked mission rewards for certain missions.
Welcome to Africa, hope you're ready for brutality.
G.O.R.E, or, Glam's Overly Realistic Edits, (yes I couldn't come up with a better name); is a mod that started with me combining several other mods together and eventually just editing everything to my liking, that completely changes the Far Cry 2 experience. Far Cry 2 was always my favorite in the series, but I never quite enjoyed certain aspects of the game, especially getting from place to place and fighting enemies. I wanted to make gunfights a lot harder but also have them happen less frequently. By the end the entire gameplay experience has changed, some of the major changes are:
1.) Patrols are replaced with roaming civilians! No longer do you have your journey interrupted by the annoying patrols, they have been replaced with civilians in cars and on ATVs. As well as making driving less of a hassle by not having to kill someone in a truck every 10 seconds, the civilians add a new angle on NPCs, as they are now the only people in the open world that don't want you dead.
2.) Certain outposts have been removed! Only a handful though, don't worry, you'll still have to fight your way tooth and nail to get anywhere, only a few choice checkpoints and random amalgamations of enemies have been removed. Initially made it as a separate download, but decided to drop the version without it.
3.) Vehicles have been all rebalanced! All vehicles have their top speed increased as much as I could increase them. I could not edit default vehicle durability but the repair upgrades are a lot more useful as they make certain vehicles like the Assault Truck and Jeep Liberty much tankier, not bulletproof, but you can drive through a few checkpoints without it smoking.
4.) Weapons have all been rebalanced! The gunplay is based on Infamous Fusion, which was the template for the weapons and enemies. Compared to vanilla, weapons have much more recoil, realistic magazine sizes and no zoom when aiming. But compared to Infamous Fusion, the weapons do more consistent damage, so a 7.62 NATO rifle WILL now drop an enemy in one shot, the prices have also been changed, guns themselves are less expensive on average, but upgrades are more expensive on average. Weapons slots are also changed. The dart rifle, PKM, M249 and UZI are now primary weapons, while the M79 and MGL-140 have been moved to the special slot.
As well as your arsenal, the enemy arsenal has been tweaked as well. Enemies can and will use all possible weapons during the entire campaign, so you can see enemies with USAS-12s at the start of the game and enemies armed with regular Makarovs in the end game, but don't worry, most enemies will be armed with regular rifles and pump shotguns.
For you, the arsenal has been tweaked so all weapons are more or less viable for the whole game and all have their advantages and disadvantages. Some examples are:
Secondaries, the Makarov does the least damage and isn't very accurate, but it is the most reliable pistol and has the least recoil; The Star 45 is a middle ground for pistols, good damage, best accuracy and somewhat reliable, the Desert Eagle has horrendous recoil, slow rate of fire and least reliable handgun, but it will drop anything you point it at in one shot. The Mac 10 has horrendous recoil, forget about accuracy with it, but the firepower in the secondary slot does come in handy. The IEDs are cheap, you get a lot of them, and they don't occupy your special slot, so you can have explosive firepower with the flamethrower. However you will start to miss your lack of sidearm while using these, especially if you use shoddy enemy weapons in close quarters.
Shotguns will annihialate enemies at close range, however close range is just as deadly for you as it is for enemies, so make sure you have lots of syrettes at your disposal on the harder difficulties. The Ithaca is nearly indestructible and has the best range for a shotgun, the SPAS 12 is the middle ground but still shreds enemies, and the USAS-12 is a monster with a 20 round drum magazine but you better pay up the diamonds for a new one because in shoddy condition it will let you down when you need the firepower the most. The sawed off is a small cannon in your secondary slot, but with one shot emptying both barrels and a lengthy reload time you don't want to get caught surrounded.
Submachine guns have become their own niche class of primary weapon. The UZI is about the most controllable automatic gun in the game, and has amazing reliability compared to the MP5, but looses all accuracy past mid-range. The MP5 is pin-point accurate and has a slightly larger magazine, in addition to being silent of course, but typical of german guns, don't expect to rely on a rusty one you find off a corpse.
Rifles have been tweaked as whole, they are now the only weapons (Well, and machine guns) that have the default zoom you have in the base game, and are the bread and butter weaponry ideal for all tasks. The G3 and FAL are the least useful in close combat with their tremendous recoil, pretty much everything besides single shots is wasting ammo, which you only get 3 extra mags even with the ammo upgrade, however they will most certainly drop anyone you aim at across long range with a single shot. The AK is your workhorse, cheap, reliable, controllable and hits hard, may not be as accurate as the other rifles, but it can still get the job done across all ranges. The M16 is expensive and unreliable, but is accurate, the most controllable rifle, and carries the most spare mags of any of the rifles. Also it's full auto!
Machine guns are more or less similar to rifles but are less accurate at range than them, they're also less reliable on average, the M249 especially so. They also take a long time to aim down sights and you walk painfully slow when aiming them.
Special Weapons include all grenade launchers, rocket launchers and the flame thrower. The M79 has slightly faster and longer range grenades, in addition to them being slightly more powerful, but the MGL-140 has an optical sight and 4 grenades in one clip, however it has a painfully long reload and is very expensive to buy. The Rocket launchers are primarily designed to destroy vehicles, so they have a lower splash radius, however they can still decimate clustered infantry squads, they're much better at range due to less falloff than grenade launchers. And the LPO-50 has been significantly improved in every way from the vanilla one, which was just useless compared to the other explosive options. The range has been quadroupled, it holds more fuel in the tank than it used to, and it's an actually effective combat weapon now that can burn down entire outposts and everyone in it!.
5.) More african soldiers! I followed the route of Tom's vanilla plus mod, and added more africans to the ranks of both factions. While this war is fought with mercenaries, you'd still expect the factions to use a lot more conscripts and volunteers rather than pay mercenaries. Though I made it so there are much more african soldiers in the north than in the south, since the warlords in the south seem to have a lot more disposable income to spend on mercenaries the more the game goes on.
6.) Silent machete takedowns, weapon inspecting at will, holstering, shooting and throwing grenades from vehicles, and more! Self explanatory, this was the easiest part to do thanks to Boggalog already had all the files uploaded here, all I had to do was add them in. Press X to holster your weapon, Hold R to inspect your weapon, Secondary weapon key toggles your secondary inside a vehicle (but honestly no reason to use it, it's really buggy and impossible to use well), and q to throw grenades from vehicles.
7,) Playable female characters! Did you always find the character roster to be too much of a sausage fest? Well no more! Flora, Michelle and Nasreen are here and ready to prove that women are just as capable of single-handedly murdering entire armies! Also only possible thanks to Boggalog already having made the files and all I had to do was add them in.
8.) Removed player icon from the map! This is a thing I always liked from Infamous Fusion but I never liked them removing the GPS completely as well. So here the only thing I removed was the player arrow from the paper map, the GPS is completely untouched, so you can still find your way around without having played the game 50 times and knowing the map inside out.
8.1) Hand drawn map icons included now! Initially posted the mod with the vanilla icons, but I got a clear from the creator Boggalog of the icons that I can use them, so they're now included as standard in this version.
9.) Rebalanced diamond rewards and weapon costs! Another thing I copied from Infamous Fusion, all diamond briefcases are worth only one diamond (Except the tutorial one), makes sense since they only have...well, one diamond inside them. But I also decreased the diamond rewards from main story missions, since come on, we're trading literally uncut diamonds as currency, Even 3 diamonds for a missions is like what, ten thousand dollars or something? However assassination missions now give slightly more diamonds than they used to, so you now have a reason to do them for some quick (and not so easy) cash.
Weapons and upgrades have also been rebalanced. Most guns are relatively cheap, 2-4 diamonds for a standard issue rifle for example, though of course hi-tech weaponry like the MGL-140 are a LOT more expensive. But upgrades, especially accuracy upgrades, are usually more than the gun itself. But don't worry, you should still have no problem buying all of the equipment and all the guns with upgrades with diamonds to spare, but I probably should calculate it.
The mod is not done, there are still some bugs and kinks I'm trying to iron out, but I'm happy with most of it. If you do encounter any bugs please let me know.
And of course, I'd like to thank Boggalog for his incredible guide, without it this mod wouldn't have been possible, and his Vanilla plus mod for being a template for a lot of the aspects in this mod.
And The Infamous Fusion dev team and their mod, since this can be somewhat considered a "Infamous Fusion Lite" mod, most of the weapons and enemy data has been tweaked from their work, as well as being the mod that kept me playing Far Cry 2 so many years.
Thanks goes to Hunter (aka BigTinz), creator of the Redux mod, which is a lot better made than this mess btw, and the Jackal mod for pretty much teaching me how to edit out the outposts.
Can't exit vehicles, or manned turrets...
(after re-binding interact)
Not something I'd ever encountered. Did you start a new game?
Yes, fresh install. I re-bound interact as well as exit vehicle to '3' but still have to press E.
Probably a problem with the base game.
Unrelated, but is there a way to disable the head-bobbing while running? The transition between walking and running is super clunky.
Oh, that explains it. The game really seems to hate rebinding keys, now the mod does add two new binds, but as far as I know they shouldn't affect unrelated buttons. Just tried it myself and yeah, I can enter a car but have to press the default key to exit it.
As for head bob, the answer is, maybe? There might be a way to edit that somewhere but I and any other modder aren't aware of it.
So far i Like this mod,but is it intended that civs boats spawns,insead of boats with enemies in mission where we escorting barge?
Well it's "intended", unfortunately that mission just plucks the boats from regular patrol routes, so I can't really make any sort of exception for just that one instance. But trust me, after playing that mission several times on infamous, you really don't need .50 cal boats pummeling you while you're trying to deal with the RPG and mortar bastards.
Is this compatible with the multi-fixer tool? And is it recommended I start a new game instead of loading a save or is it mandatory? Thanks in advance
It is, multi-fixer works with any game modification (as far as I know.)
I would recommend starting a new game but it's not mandatory. It should work with a save game although it will take some time for some things to update (e.g weapons stats and weapon slots will remain the same until you pick up new weapons, if you already entered a vehicle it won't update until you get into another vehicle etc.) but it shouldn't crash or anything. Once you go into another section of the map most stuff will update properly.
So all the new vehicle and weapon stats and swapped weapon slots will reset and work fine once I get into a fresh parked vehicle/rearm with new guns at the armory?
Correct.
How do i holster the watch?
Just press any weapon key. I really don't know why it happens or how to remove it. And there's a bug in the tutorial if you don't take out a weapon before you answer the phone after leaving the safehouse you'll be stuck and can't interact with anything.
Hey this mod looks great, but i can't find any instruction on how to implement it after downloading, im on ubisoft connect btw
I never used ubisoft connect, but I imagine it should be the same as for any other version. First open the game directory. It should house the folders "bin" "Data_Win32" and "installers".
Simply then copy the "Data_Win32" folder from the zip file to that directory and override the files when prompted. Then go to the "CHOOSE VERSION" folder in the zip file, choose ubisoft connect and copy the "bin" folder to the game's directory and again override the files when prompted.
Is this compatible with other mods like new dunia?
No, since all mods pretty much change the same files. There's no need to combine them anyway since both mods do basically the same thing.
Ohh got it. Thanks!
"Aka going 90 mph while the car is obviously not going anywhere near that fast"
I've never played with graphics too good to check for myself if the dash lists a unit, but are you sure it wasn't just km/h and you just ruined it by making it american instead of metric? 90kmh is 55mph
The car, buggy and Jeep's speedos are in mph, While the Land Rover, Unimog and Cargo Truck are in kmh. Even in kmh they're way too fast.
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wow, you're correct.
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