This mod aims at making the game a bit more diverse, a bit more realistic and ultimately more enjoyable. The intent was to make clearing checkpoints and guarded areas more tactical. Health regenerates slower, weapon damage has been increased, but no one shot pistol kills. Various weapon tweaks such as, realistic ammo and pistols no longer double as scope-less sniper rifles. Increased weapon slot capabilities means you have more choice on what guns to carry. The AI fights harder, sometimes even against themselves and can now use any weapon available. They will hurt you just as much as you can hurt them, and if they can, more so. Recommended to be played on 'Infamous' or 'Hardcore' difficulties. Its dog-eat-dog out there. Be a man.

Description

Time for an update. I have progressed from the previous release and now this mod possibly changes more things than any other FarCry 2 mod currently out. The main change in this release is the weapon slots have been opened up a bit, picking up enemy weapons puts them in the special category increasing the load out possibilities. Im sure this creates a balance issue somewhere. For complete change list and install instruction see below.

Preview
RealMode v 1.21b
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NSF001
NSF001 - - 265 comments

Excellent work my friend!Very satisfying!

Oh and one more thing, will you make double-barrel a two shot weapon instead of one?It could really gives player the edge to deal with more enemies in close quarters. :)

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StoatOats Author
StoatOats - - 141 comments

Thank you, I'm glad you are enjoying it so far.

I played around with the 2 shot idea, but I ran into some animation inconsistencies that I thought spoiled it a bit. I am still looking at the double barrel for further modification, depending on demand I may just implement it with the odd animation.

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NSF001
NSF001 - - 265 comments

Animation huh? Maybe you can do something about the empty reload & non-empty reload animation thing? You know what I'm talking about XDXD. BTW, keep up the good work!

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jagdtiger44
jagdtiger44 - - 82 comments

i have no idea how much you can mod FC2.. but the MG3 machinegun would be amazing

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NSF001
NSF001 - - 265 comments

Oh,looks like the pistol damage seems still bit low, it tooks a whole mag for silenced 6P9 to take down a ai within 10 meters...

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StoatOats Author
StoatOats - - 141 comments

Hmmm, I cant have tested that very thoroughly.

Noted.

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zZChronoZz
zZChronoZz - - 50 comments

I have been wanting to try this mod as I recently got the steam version to replace my scratched disc, Including the fact that I own the DLC now. One thing is keeping me from using this though and I must ask two things. Are the chances of outposts chasing you any different than before, and is Weapon Degradation less frequent?

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zZChronoZz
zZChronoZz - - 50 comments

Coming with a follow up after getting the mod: It seems to show me the splash screen then crash once i hit a button to go to the main menu, did I do anything wrong or is something faulty?

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StoatOats Author
StoatOats - - 141 comments

I haven't changed the chance of the AI chasing you, at least yet. I have the GoG version of the game and I never found the AI to chase often enough to be annoying. I have left the base degradation level the same for now too. I am thinking about changing the weapon manual bonus levels though.

I am beginning to wonder if the game plays differently on steam somehow.

As for your crash, thank you for letting me know, it is the second instance of a steam version crashing at that point. I had an idea today on a possible fix, but I don't yet have a way of testing it.

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bobbflocka
bobbflocka - - 25 comments

tbh, I want the AI to chase you down even more, people call the AI annoying here but its the closest thing to getting people to do anything to simply kill you, I have many stories of this and want them to become more heavy

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StoatOats Author
StoatOats - - 141 comments

I have uploaded a new version 1.21, I made some changes and hopefully it should work on steam now. I don't have a way of testing this however.

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Corbaw
Corbaw - - 28 comments

I seem to be having an issue on the steam edition of the game. Everything is working fine however as it says in the changelog I don't seem to have all weapons unlocked even to purchase at the beginning I was wondering if there is a point I need to get to in the game in order to have this effect ?

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Corbaw
Corbaw - - 28 comments

Nevermind lol. I realised that once you do the first forced part of the game at the very start everything unlocks. Seems to work fine for me with the steam version now man, thanks :)

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StoatOats Author
StoatOats - - 141 comments

I have had a report that the steam version currently doesn't recognise the changes in the mod. When you pick up an assault gun off the AI, does it replace your assault gun, or go into the special category? And when you open the map, do you see a green arrow showing where you are?

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bobbflocka
bobbflocka - - 25 comments

I played for a while with jackals, I liked it, but what I really liked that there was less patrols (too little if you ask me) and that the enemies actually attacked each other, do the patrols attack each other if not are you thinking about it? I probably won't be having time to try out the mod in a while so, and this is good that your active with the people here <3 I like that :)

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StoatOats Author
StoatOats - - 141 comments

Yes, patrols with mounted machine guns will attack other enemies, so boats, Landovers and I also added unimogs.

I also toned down the damage that the mounted weapons do to you, so patrols don't instantly kill you.

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NSF001
NSF001 - - 265 comments

Just finished first mod play through :D, almost perfect~

Some thoughts:Suppressed weapon(except dart rifle)still not lethal enough for a stealth approach, they are too weak sometimes and always ruin my night assault XD,2 shots with a 6p9 or MP5SD(torso)should take down any person within 30 meters.

Sine two MGs goes to primary slot, the special slot seems doesn't give much of choice right now.

Buddies need to be tougher!Since enemy can cause the same damage as you do,and the buddy ai doesn't know how to avoid bullets, instead of they save you,you have to save them everytime XDXD, and it's very possible that they die before you do.

Is just me, or the MGL40 still on the primary slot?

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StoatOats Author
StoatOats - - 141 comments

Thanks for your feedback again.

It is my opinion that the stealth weapons shouldn't be as powerful as the assault weapons, because then there is little reason to use non silenced weapons. But perhaps there is room for improvement..

The special category is almost like a bonus category in my mind. The addition of making the special category carry enemy weapons covers the option of wanting an additional automatic weapon.

Haha silly buddies. I haven't looked at the buddies yet, so good point. I will have a look into it.

The MGL shouldn't be primary , but maybe I ctrl+z too many times once.

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PaladinKnight
PaladinKnight - - 213 comments

I have finished farcry 2 using previous versions of this mod, it was satisfing, the only thing that turn me off (its not the mod but the main game) its that if you walk a small distance corpses will disappear and enemies will respawn. I dont know if this could be modded, but the mod its great.

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StoatOats Author
StoatOats - - 141 comments

I looked into this before, but didnt find a way to control it. My theory is below:

The in game world is comprised of 2 3x3 matrices, and one bridging sector. These are the 'squares' that you see when you look at the map. Each one of these regions is further broken up into a 16x16 matrix, and from what I can tell its the sectors in the 16x16 that define the re-spawning.

The game engine seems to pre load a sector when you get within 1 sector of it, if the sector has enemies in it, it will first check to see if they are there, which most of the time they are not, and will then generate them. This same process seems to run consistently, over writing any changes that you may have caused on the world. I have not yet found a way to change the way the engine operates, so cant change this aspect yet.

As the 16x16 sectors are quite small, it is easy to stray beyond 2 sectors, causing a reload of the region when you turn around.

Some times you can even reload the region you are within, this can happen at the airfield on the second map if you try to climb up the cliff.

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PaladinKnight
PaladinKnight - - 213 comments

I understand what you said, without a real sdk there is little you can do to change mayor things ingame, Ubisoft rarely releases sdks for their products. Which is a shame, imagine what the modding community could do with farcry 2 or 3.

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jatan
jatan - - 1 comments

just playing far cry 4- and just found my self annoyed that i could not shot branches off trees :), made me realise how i miss the hardcore of far cry 2...great to see people still playing it and modding it - going to download this and give it ago - i just want far cry 2 with fear 1 enemy ai and i would be a happy bunny...

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StoatOats Author
StoatOats - - 141 comments

I find the little features that made old games great, are simply left out from their modern counterparts... AI is another thing lacking in many modern games, with the emphasis now placed on multiplayer. Pity.

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Guest
Guest - - 689,099 comments

Played Dylans mod before switching to this. I was worried about the faster rockets but so far so good. I always had to sprint as far as I could in Dylans and still was damaged but I guess he upped the dmg pretty much so faster rockets with less damage is survivable :)

Like the NPC infighting, makes the country come alive.
Nice with manual reload, makes you pay attention.
I can now only save in the special save spots; which I like. The game is stable so the extra thought about saving and getting to a place to save is a nice extra planing thing.
Absolutely love the green dot! Thought it was too big when I saw it first but when playing I have a hard time finding it at times so good work!

1. Personally I would like to see vehicles getting a hefty raise in the armour rating. To make them more viable in a landscape where everybody shots at everyting :P
I got the Steam Fortune addition so there are extra vehicles there.

2. Why so angry? Man these people are upset, can't even say hi without getting my head shot off... Even more stealth and short sighted NPCs? Especially in closed cars and such. The jeeps and such are a no go for me since I always take a vehicle with a gun for survival.
If cars without a gun got total camouflage so you could drive more unmolested they would be usable. And allot more protection.

I will read over the info on Gibbed modding tools again. I didn't get the repacking to work, so maybe it needs switch addition to the bat file, like -repack/modd/patch
I saw the Jackal tapes where numbered to the sound file they should play, I was thinking of switching the first for the last because I got the glitch where they don't play after #9.
If it works that would be a nice addition, maybe one needs two different xml files, one for the start and when the bug happens one just switches over the next one.

Anyhow, great mod!

Locksley

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StoatOats Author
StoatOats - - 141 comments

Thanks for the comments, Good point about vehicle armour, I had increased the damage the weapons do (which includes to vehicles) but hadn't restored the armour to make up for it. Ill note it for a fix in next release.
Im not sure if I can assign 'stealth' values to vehicles, Iv been meaning to open up the vehicles data and see what I can change with it. Perhaps I could make the enclosed vehicles slightly more durable to make up for a lack of weapon, the big truck especially.

I am not sure why you can only save at the safe houses, this wasn't something I had intended. I do like the fact that having that limitation makes you think and act smarter. I was wanting this mod to make you do that.

As for the Jackal tape bug, I think I read that it occurred during one of the updates after the game was released. Ill have a dig in the update files and see if I can find something amiss.

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froggie767
froggie767 - - 4 comments

I have FC2 with a non-Steam installation, and just now I have discovered this mod. As with some people that have steam installs are reporting, the game crashes after the splashscreen, suggesting to me that it isn't a Steam exclusive issue.
Does anybody have any clues as to how I could fix this? And what is the issue anyway?

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froggie767
froggie767 - - 4 comments

I'm going to try and download this again, see if the download was corrupted or something. I'll keep you posted on that.

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StoatOats Author
StoatOats - - 141 comments

Although I haven't been able to test on both a steam version and non steam version so cant 100% confirm I resolved the issue, the difference between the mod versions are in the menu and language files. I assumed that the steam version has a few different menu options for multiplay or something.

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froggie767
froggie767 - - 4 comments

Okay so I fixed it by installing the Steam version into my non Steam install... There you go guys, an answer to all your issues.

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StoatOats Author
StoatOats - - 141 comments

Thanks for the info and fix froggie, perhaps did your install start life as a steam version? I really don't understand this crash issue haha. Anyway, hope you enjoy the mod.

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froggie767
froggie767 - - 4 comments

Nah, I got FC2 on disk through one of those Ubisoft discount things. I didn't touch my steam account through the installation.
So perhaps it's just that the Steam version you've included is more stable?

PS, this is intense, man. It feels way more balanced (if by balanced I mean I die as fast as they do), and it really brings a lot more strategy into the game. You have to really analyse each enemy strong points. I've not seen any infighting yet, but hey, something to look forward to!

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StoatOats Author
StoatOats - - 141 comments

Hmmm interesting, perhaps that is simply the case. I will add that to the next read me/install instructions next release.

It sounds like your experience so far has been just what I intended the mod to be like. A hint to see the infighting is to be at a checkpoint when an armed patrol comes past.

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jagdtiger44
jagdtiger44 - - 82 comments

little question:
is it compatible with dylans mod?

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StoatOats Author
StoatOats - - 141 comments

I have answered this previously. This mod will replace Dylan's mod, think of it as Dylan's Mod+. It has the features of his mod with a bunch of other additions and fixes.

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jagdtiger44
jagdtiger44 - - 82 comments

thanks for the reply

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Abdolmartin
Abdolmartin - - 6 comments

Man... I've finished Far Cry 2 about 5 times and I thought the time of this great game was over for me... But I think I've been proven wrong.
Keep up the good work! Looking forward to further updates mate! ;)

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GamingFanX
GamingFanX - - 492 comments

Why say, "sawn off shotgun now fires more pellets" when the game doesn't have that weapon? I have far cry 2 on my 360 by the way.

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StoatOats Author
StoatOats - - 141 comments

Hi Nightcaster,
The DLC "fortunes edition" adds this weapon

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Guest
Guest - - 689,099 comments

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Bison95
Bison95 - - 14 comments

StoatOats, your mods are awesome. I'm very familiar with programming and one of the things that I've always wanted to make in this game was adding predators (at least a lion and a hyena). Do you think it will be possible? Also, where can I find a tutorial to mod this game? I can't die until I see this game with freakin' lions.

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StoatOats Author
StoatOats - - 141 comments

Thanks Bison95.
I have long had this want too. I want to see elephants also.
If you have the right tools I'm sure its possible. However, I'm not sure any implementation could be at the level of say farcry 3. It wouldn't be difficult to create a new animal in the game, based on existing animals, but make it use a model of a lion. I don't know if it would animate, or able to be in the right model format. Nor do I know how to make them hurt you. The engine in fc3 is effectively the same, I haven't tried seeing if anything is transferable, the models are probably the most likely to transfer.
Another issue I have had is adding 'living' things to the game world. I had previously tried to add a few random snipers in the game, but they always show up as being dead.
As for tutorials, I am not aware of any, but I haven't looked in some time. Its been all trial and error for me.

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Bison95
Bison95 - - 14 comments

That is one hell of a big step man, and a lot of info for just trial and error. Do you think you could make a video sharing how did you do the things you achieved and your knowledge about how you think things work? There's literally NO video in youtube or any video streaming site with things like that.

Making a video would be better, faster and more graphical than typing a whole guide. We all fans of the game will be forever in your debt. I know programming so it is very likely that I will understand. I suppose the required language is C++. If you make this we all fans are going to have our first step into achieving the best Far Cry ever, much more people doind trial and error :D

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KahunaKB
KahunaKB - - 37 comments

Hi,

Thanks for the Mod!
Do you have just the file to open up the weapons slot ?
Would that be compatible with any other mod ?

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ahmedmuhtasim
ahmedmuhtasim - - 1 comments

Hi,

What does this mod do for weapon slots? I was checking through the weapons.xml, weaponproperties.xml and gamemodesconfig.xml files and I could not find any code which opened up weapon slots.

Any info would be appreciated!

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