Realism mod. Now game looks more realistic and harder than ever. In most cases, without cover you will be nothing. Prepare to get shot by mercenaries even through metal sheets. Experience unscouted guard posts on the road and an RPG rocket flying at you or mortar, while you're in sniper's position.

Add file Report Infamous Fusion 7th Release

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Filename
InfamousFusion_7th.7z
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Full Version
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Dimibyte
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17.87mb (18,733,760 bytes)
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2,320 (1 today)
MD5 Hash
6ec4783da515471b7dbaddd73173e830
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Description

Heavy update. Changelog in "ReadMe.txt" file. Starting new game highly recommended. Special thanks to LonerStalker, fitzjcol, McLovin.

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Infamous Fusion 7th Release
Comments
royzraptor
royzraptor

Wow seems like a huge upgrade indeed! I'm loving your work, thanks for keeping it up!!! You guys are literally releasing new versions faster than I can fully test them haha. I can't wait to finish my current playthrough (Infamous v6) so I can begin a new one with v7!!! I'm not sure I'll be so patient though hehe...

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royzraptor
royzraptor

The changes are great and I'm already having a lot of fun!

However, I'm sad to say I might have came across a game-breaking bug during the first UFLL mission.

Please see those screens and explanations : Imgur.com

I'm using the Steam version with the corresponding dunia.dll file provided with the mod, I'm not using any other mod. It's the version 1.03 with the Fortunes Pack DLC. I've just started a new game with the mod installed. At that moment in the game the weapons I have on me (since it seems to be weapon-drawing related) are a Makarov pistol (provided by Josip during a rescue), the G3 provided during the tutorial, and a sawed-off shotgun (DLC weapon) found at the arms dealer next to Mike's bar.
I've restarted the game several times and come across this each time.

I will try to play around to see if I can find anything more. Otherwise, I'll abandon the buddy quest and just go complete the simple version of the mission. But I'm afraid I'll get stuck anyway in the future during similar interactions.

Please feel free to ask if you need more info, or even a savegame file. Thanks!

Edit : I've tried playing around with weapons and changing all of them, even triggering the interaction with the machete in hand. Same as before :(

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royzraptor
royzraptor

I've tried changing the machete model in the options menu. I would use the "primitive" model and tried setting it back to the original one, the "modern" model.

Things seem to make progress : Imgur.com

The game will still get stuck if you don't already have the machete equiped when triggering the interaction. Just as an additional info I've used the "primitive" machete for a full playthrough with Infamous Fusion v6 and never encountered this issue during these machete interactions.

Unfortunately, I've tried it again and I can't get it to work again...seems I just had luck. Even with the right machete already in hand, game gets stuck :(

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Dimibyte Author
Dimibyte

Bug is failed to reproduce.
I have just passed 1st UFLL buddy mission without any problems using Steam release. Very first mission was APR mission though.
Remember, game can remember something, which doesn't clear up after closing. To have clean cache it's recommended to restart OS.

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royzraptor
royzraptor

Thanks for the reply and testing on your side.
I've since tried restarting the OS, verifying the integrity of game files through steam, fully reinstalling the game and mod, all to no avail. :(
I've also tried uninstalling the mod and loading the save right before the interaction, which also led to the same blocking issue. It might be a bug from the game itself, but who knows since some elements have been affected by the mod on this save.
Anyway, since there doesn't seem to be anything left to try (except starting from scratch) I'll just skip this buddy mission and hope the next machete interaction goes well...

Just in case you're able to work some magic and make sense of it all, here is the saved game !

Drive.google.com

Cheers :)

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marcoxD95
marcoxD95

Try travelling with the bus somewhere else, perhaps other map if possible, go to a savehouse, save and skip as much time as possible. Restart game. Go back to the mission place and try again.

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TheBlackshot
TheBlackshot

Woah, I'm new to this mod and I did start a new game. It's pretty cool so far, yet I don't see a lot of (positive) difference to Realmode. The driving is cool, however it definitely needs more work on it.

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Dimibyte Author
Dimibyte

Shooting system is completely reworked. Animations. Health bar and ammo hint disabling isn't enough for good immersion?..
I must say that RealMode isn't updating for a year by now. We are staying alive, but people still giving "good" reviews about this mod. Probably, I will make my own excellence in this mod if there are few people who understand what I want to create/show.

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TheBlackshot
TheBlackshot

Yes, the activity makes me very happy honestly. Sure I noticed the health bar and some effects (can't tell if that's from the GSE mod). So I guess Infamous Fusion is just a major bonus to Realmode and literal fusion of realistic mods / mod clues. I'm thrilled for the next updates and I'll leave a review some time. Good job (especially the animations were a surprise to me)

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Dimibyte Author
Dimibyte

Infamous Fusion isn't "just a major bonus to...". It is completely new mod what has recovered that wasn't recovered before and it is making almost total conversion of this game.
When people say that this is just a mix - so that's not true anymore. It was before 6th version, probably. But now, more than half of changes in it are original. Please, be acknowledged.

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TheBlackshot
TheBlackshot

Help! All bodies seem to be disappeared. I see their weapons on the ground, they move, they talk and shoot and the npcs still take space as they exist. It's caused by this mod for sure, but I don't know what exactly causes it. Has to do with the Dunia.dll.

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hazzabazza0205
hazzabazza0205

Hello! I am just wondering because I wanted to play through this game again with your mod, do you know if there is a way to maybe change the sounds of the game? Like the sounds of all the weapons and explosions etc. I was trying to figure out if there was a way to do it with the Far Cry 2 archive viewer but to be honest I really do not know anything about making mods. I just wanted to find out if there was a way of making a mod that has improved gun and explosion sounds or something. If you could tell me I would be happy. Thanks!

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Dimibyte Author
Dimibyte

Only swapping is available for now.
There is decoder for audio files, but no encoder exists. I just hold this idea about reverting decoder into encoder, but I'm not so skilled programmer.
Sources are available here: Bitbucket.org

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hazzabazza0205
hazzabazza0205

Please could you tell me how you could do it by swapping? And by the way thanks for telling me. It's a shame that Ubisoft don't make it available to easily mod their games.

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Dimibyte Author
Dimibyte

You need to change spk file names under Sounds section in classes. Usually they are starting with 0x004XXXXX.

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hazzabazza0205
hazzabazza0205

Please could you explain this a bit more clear and in depth? What program should I use to get to the sounds section in classes?

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Dimibyte Author
Dimibyte

Moddb.com
Convert binary files to xml files using command line.

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hazzabazza0205
hazzabazza0205

Ok thanks for telling me! I will probably try to start to make a mod for the gun sounds as soon as possible.

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Stone.Heart
Stone.Heart

I wish i had the game to play this mod, i love tactical mods and this mod looks awesome!

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boyinthebubble
boyinthebubble

whenever i try to download it, it keeps showing me that there's a malware in the folder

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hazzabazza0205
hazzabazza0205

There isn't malware in there. I have downloaded it and played with it and I'm sure it's safe. It might be being caused by something else but it isn't the mod.

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dave_5430
dave_5430

Does this finally fix the infinitely instantly respawning enemies at outposts?

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Ruthless_Reuban
Ruthless_Reuban

It's very hard to fix due to game design.

But how that's real problem? I have played this game many times "full clean sweep" (do all missions, collect all diamonds, scout every guard post and free every safe house). During playthrough perhaps one or two times that outpost spawning is problem. So if it is problem, you should learn to read map.

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Dimibyte Author
Dimibyte

"Full clean sweep"... Oh, that is a real challenge, man.

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Ruthless_Reuban
Ruthless_Reuban

I like it that way. Reading map and planning route is a must.

Just played v6 and staring to play v7.

I also liked to mod weapon prices and make weapons more balanced. Like good weapons have much less ammo and crappy guns like pistols ammo is practically unlimited (70-100 bullets or so). I also like to mod weapon prices so that crappy guns are quite cheap but best ones are like 150-200 diamonds each. Doing clean sweep I seem to get 985 diamonds so at normal prices I can buy everything. Now there are choices. Buying many poor weapons, some medium weapons or save to few excellent weapons.

And thanks for the mod, this is excellent.

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dave_5430
dave_5430

It's not a problem, it's only immersion breaking, and it's a massive annoyance for exploration. I can walk 5 steps, turn around, and suddenly be knee deep in enemies again, which I can't be arsed to clear out again, simple as that.

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Ruthless_Reuban
Ruthless_Reuban

Regarding immersion, quite opposite in fact. You are lonely rider on big world full of enemies. You strike somewhere, everyone either tries to catch you or at least make it clear that you cannot return same route.

For immersion, imagine it like this: you attack guard post/village/whatever. There are many patrols wandering around. When they hear gunfire, they immediately go where they hear it. After site is secured, they begin to hunt you. That means you have no chance to return where you messed around AND hunters come after you.

To make game more playable, in previous scenario following is removed: Enemies are quite deaf, they rarely hear gunfire over 100 meters distance. There are very few patrols wandering around. After messing around and killing everyone, there are no "hunters", so you can pretty easily just leave place.

Following still remains: Some patrols very close come to help defenders where you attacked. You cannot return where you were unless want to face opposition.

So this design saves a lot from your arse. For more immersion, enemies should receive tons of reinforcements that actively want to kill you. And there would be much more foot patrols. This spawning guard posts thing is not breaking immersion but retaining it while keeping game simpler and more enjoyable.

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dave_5430
dave_5430

Silenced weaponry and tactical takedowns make that a moot point, with scarce and broken munitions and a lack of manpower, it would take a few hours for support to arrive.

Just saying, you might have held a weapon or two, but you have no idea what attrition is. I'd prefer a solution where **** doesn't randomly immediately spawn once one looks away for a second, no ******** toss about 'take the game as is'.

Eitherway, I suppose I'll wait 'till Far Cry 24 when they finally mesh the good parts of 2, 3 and 4 together into a coherent game. I'm sure this mod is great, but I won't be picking it up.

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Ruthless_Reuban
Ruthless_Reuban

Silenced weapons work not as enemies "scream" when killed.

Those enemies are not spawning randomly. You go outside of "area", everything in "area" is respawn. Blame consoles for this. I'd prefer too but Far Cry 2 is was not polished or even finished product and that spawning is very little annoyance compared to other bigger problems (missions, speech, storyline etc). As I already said, playing "clean sweep" (making everything) that "spawning" annoys perhaps once or twice during playthrough. Those bigger problems I mentioned annoy almost every time and so that spawning gets way too much attention. Some reviewers even said that "Far Cry 3 is good because spawning has been fixed". Like that was only problem on FC2.

Far Cry 3 and 4 are casual **** so I don't expect that either. It's a hope but a glimmer one.

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Ruthless_Reuban
Ruthless_Reuban

Diamond cases seem to give much more diamonds now. After very quick testing it seems 1,2,3 is changed to 3,5,7. So total diamonds is up from 985 to about 1500. That makes weapon/manual/material/other stuff prices very unbalanced as player can very easily buy everything.

I just made price balancing and also adjusted ammo amounts so that better weapon, higher price and less ammo. Currently testing if balance is OK. I can send you my mod file if you want to have a look.

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Ruthless_Reuban
Ruthless_Reuban

Some weapon feedback: Pistols and assault rifles have way too much recoil that makes them essentially useless. I noticed that silenced shotgun is better in every aspect than AK47, no matter what range. Light machine guns have so few recoil that there are no reasons to even consider assault rifles. Also recoil is unrealistic, I have tried some pistols and assault rifles IRL and can say that this mod makes recoil unrealistically high.

Pistols have too much recoil compared to SMG's. With pistol only one shot can be fired at target, after that targetting again is needed. SMG's can empty whole clip at target without need to target again.

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Maggy_

Thats bad to hear. Tbh i was execting that the weapons are going to be unbalanced like you mentioned.

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Ruthless_Reuban
Ruthless_Reuban

I already fixed those problems. Perhaps not very realistic but now every weapon is useful. I also balanced weapon shop prices. Some polishing still needed for mods however.

I contacted author and perhaps my "fixes" are included with this mod. If not, I probably share them for those who are interested.

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Maggy_

I found that vehicles act strange. They don't feel natural and they roll over with low speeds. Also some of the "alpha" animations just look trash (hence why ubi changed them :P)

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jagdtiger44
jagdtiger44

sharing your fix would be nice indeed!

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Ruthless_Reuban
Ruthless_Reuban

I want to see first what Dimibyte thinks about my (quite radical) "fixes". If he wants to include them in this mod, I consider it much better choice than doing my own "fork". It's a pity that Far Cry mods are all or nothing type, so I cannot easily just offer my modding on top of this mod.

Then again this mod is his creation so he is free to (partially or full) accept or refuse my fixed and I have absolutely no problem with that.

So in case my "fixes" are not included in this mod, I probably share them.

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Guest
Guest

Yes please do share them if he doesn't put them in. I'd like to get his 2 cents about it.

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jagdtiger44
jagdtiger44

nice to see that this great game is still getting played by some people, nice work @ modder aswell

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jagdtiger44
jagdtiger44

yeah, really nice. UFLL soldiers are invisible.

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Dimibyte Author
Dimibyte

Diamonds balance will be revised. But I will make it using rarity and real world prices on weaponry.
Animations are from alpha version and aren't polished or some not fixed at all by Ubisoft. So we chose the best of them. Many animations fixes movements for better immersion. But it needs time to get used to them.
Still, I want to finish vehicles modding and it is not easy to do. Steering has problems. but it is bearable and now it has higher angle on low speed while in vanilla it is the same on any speed.
Ubisoft left Dunia 1 not fully powered with features that's why I need to do some research to make it more enjoyable and varying.
Besides, cars in vanilla are just Ctrl+C Ctrl+V in stats and are different in horsepower, top speed, weight. All cars are AWD for now. Even Datsun.

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jagdtiger44
jagdtiger44

sounds great, thanks for continouing your work on the mod. but please, read through the comments.
Ruthless_Reuban has offered you help to fix some issues.

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cortlong50
cortlong50

yessss, there needs to be more far cry 2 mods, ill cehcek this **** out in a few.

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566809
566809

looks cool a little tedious to download an installer would be useful

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gpgpgpgp
gpgpgpgp

Working on a mod on mod based on 7th release. Was happily playing until I got annoyed by the unbearable PKM jams & recoils, bad accuracy of guns and the cut taxi ride and eventually took up modding. 9/10 rating for the mod. And 10/10 after my own modification over the mod.

Changelog:

+added
*edited. You may want to use a compare software to see the difference.
-removed

- domino\user\openingSequence\ folder and all files within, to restore the opening taxi ride.
It was really annoying to be teleported to hotel scene, when I was happily riding in, sight-seeing some African country life under a civil

war. The taxi ride may be a pain in the *** for mod testers, but a Good part of the game for gamers. Took some time learn to mod FC2 to

restore it.

+ worlds\ folder, adding blood mod (150%) version.
Kind of person flavor. The blood mod is warmly welcomed in my country's community anyway.

* gamemodes\gamemodesconfig.xml file. Rebalance the weapon stats. Reliability tweak (mainly for visuals in "weapons and gear info" statics

table). Reworked some upgrades.
Machineguns are built to be reliable, so what the f*** with brand-new PKM jamming 3 times shooting 100 rounds? Tripled the reliablility

for MGs, reduced accuracy. Reduced "reduced unjamming time" for MGs manuals. MG jams are rarer, but more painful. Reduced recoil for PKM

and Mac-10 (with Operations Manual upgrade, you should know to shoot a MMG with bipods down and to handle Mac-10 with correct grip). While

more tweakings can be done, I'm satisfied for now.

* generated\entitylibrarypatchoverride.fcb file. Edited only 22_WeaponProperties.xml. Fixed "bUseAngleSpread" to "True" for all shooters

in SP (didn't do that for MP weapons). Altered all bullet dispersion.
Now they shoot straight as they are supposed to. Bullet dispersion are using converted Arma 3 values.

* domino\system\dlc1weaponsspawn.lua file. Removed all other DLC weapon spawn in the weapon room with MKA shotgun.
Making the AR-15 spawn looks less like a bug. (Right, it's actually a shotgun, not a bugged AR-15 spawned among the DLC weapons)

* languages\english\oasisstrings.rml file, edited some strings. Mainly repair manuals => materials / repair upgrades, in the "weapons and gear info" menu (probably missed by author).

Known issue.

? Vanilla bugs or bugs that probably can't be solved
* Can probably be solved (but I donno how, lol)

* 40mm grenade explosions are nerfed too much. Need a boost in indirect damage range (at least x2).
* Near hit Ithaca shots lag the game engine for 1.x seconds. Too many projectiles (84) to causes a lot of dust to be drawn by graphic

engine.
* MKA shotgun can use an alternative UI picture.
* Mk19 gets overheated unreasonably fast (should at least lasts 3 time longer).
* Flare gun & flamethrower's max ammo upgrade shows "bought" for unknown reason.
? Enemies may hit you without gun pointing to you.
? Enemies play lay down animation when being excuted by machete,
? USAS12 reload animation mismatches the weapon model.
? Reloading sound slightly mismatches animations.

Infamous Fusion is great and fun! Many of its edits are noticed and appreciated. And it surely can use a lot of improvement.

I will post a netdisk link including all related source files.

Pan.baidu.com

For author: Consider downloading them and using them to improve the Infamous Fusion mod if you're interested and not busy.

For players: although patch.dat & patch.fat is included. You still need Infamous Fusion 7th Release's Dunia.dll and reg files for the mod to 100% work.

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gpgpgpgp
gpgpgpgp

Edit: New version DL:
Pan.baidu.com

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themesmith
themesmith

Can you upload that elsewhere? Mediafire perhaps?

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hazzabazza0205
hazzabazza0205

It sounds like a great mod and definitely an improvement on Infamous Fusion but I don't get why don't you just upload it as a mod here on Mod DB? More people would see it that way.

Edit: I just downloaded the zip file, and it comes up with an error message saying "Can not open 'fc2mod.zip' as archive". I'm using Windows 10 by the way.

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gpgpgpgp
gpgpgpgp

Maybe try another zip tool?
I post it in comment because I hope some of the features can be included in Infamous Fusion mod. Also, I'm not sure that all of my edits are 100% working (FC2 lacks a decent unpack/repacking tool, which is a disaster to modding), and the only way to make sure they work is that the original Infamous Fusion author himself merge those edits into his source codes, and re-release the mod in a whole.

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