This mod gives the world of Far Cry 2 a post apocalyptic look.

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Post Apocalyptic Overhaul v1 Universal Patcher

Post Apocalyptic Overhaul v1 Universal Patcher

Full Version

This mod gives the world of Far Cry 2 a post apocalyptic look.

Post Apocalyptic Overhaul v1

Post Apocalyptic Overhaul v1

Full Version

This mod gives the world of Far Cry 2 a post apocalyptic look.

Comments
triple_agent
triple_agent

'Post-Apoc' overhaul is a great idea and 'Far Cry 2' is a good topic along the way of that modding direction - but it goes beyond just aesthetics. We need to reason organically. If there is little to no green at all, what is the value of stealth - which was a big component of the original 'Far Cry 2' gameplay? Stealth needs to be decreased in the 'Post-Apoc' overhaul, by far. Simultaneously, the AI of the enemies, must be properly adjusted. Infact, it would also do to fix it a little bit. Since the AI would become more aggressive, it should be made so that the gameplay itself, did not appear overly annoying to the player in terms of world exploration and travel; probably, less enemies in terms of numbers, lower respawn rate. Like I have proposed the "Desolate Edition" name for the mod, somewhere in your malaria related MODdb entry, it is not entirely unfair to assume that the world is simply less populated, due to cataclysm; be it natural or manmade. The theme, is still war: the power-struggle over whatever remains of the world; like in 'The Postman' movie. Good movie, by the way. Furthermore, what if I told you: no day, but also: no night? Sun and moon, are no longer. Major lighting, becomes static. For the sake of consistency, shadows ought to be switched off permanently. Maybe some reshade could do, as well as gamma/brightness fix. Keep it down to waving patterns of dawn/fall, with mist included. Mist is a performance boost, helps naturally decrease draw distance; besides, it looks good. We could only sometimes increase the intensity of it, sometimes decrease. Dynamic weather patterns are fine; physics in the game is good and weather patterns help display that. Due to day and night being disabled, the clock at the safehouse does not appear; you simply rest until healed, without the usual cinematic displayed in between the process - the screen may go dark for two seconds instead - although still having the option to save once the resting is done. Instead of diamonds, the common currency, is the medicine; that is the oil for the social engine. You do stuff for the medicine. If your disease marker goes over maximum value - which is five, I believe - then you simply die, game over. Disease marker goes up when you skip to take the medicine during a disease attack. Perhaps a timer could be introduced somewhere in the corner of the screen, to indicate the short length of time there is to take the medicine during the disease attack. Even though, afterwards the attack, taking the medicine is not required, in case it was skipped. If you take the medicine five times in a row properly during the disease attack - on the other hand - your disease marker goes down one point, as a reward.

By the way, does anybody ever - among the players - decide to repair cars in the game? It makes little sense, to purchase a 'car repair upgrade' - if it works how I think it does work. Instead, their should be a 'car durability upgrade', which would simply increase the amount of punishment a car - or a boat - can take, before it breaks down.

In terms of aesthetics, I think it is okay to give the world not only a post-apocalyptic view, but also to involve some 'scorched earth' elements, that is, as if a fire took place. The landscape needs more diversity, more objects, otherwise it will appear terribly monotonous.

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triple_agent
triple_agent

At the same time, it is probably a big performance boost, without all those greens to render. But in all honesty, I am enjoying the 'high geommetry' but 'low vegetation' settings. Grass indeed may hamper clarity of vision and in most games with 'switchable' grass, it provides zero actual stealth protection to the player, which could be misleading to our human perception of things. The grass that does value as a stealth variable, remains present even with most vegetation switched off.

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