Now merged with REALISM + REDUX

Mod Page Here!

* Weapon Changes

  • Weapons now do damage based on the caliber of the weapon. An AK does more damage than a MP5 for example.
  • Weapons have classes and only share an ammo pool with other weapons with the same caliber. An example of this is now you can no longer get AK ammo from a G3 and vice versa.
  • Weapons have a much more limited ammo capacity making webbing essential.
  • Weapon switches are no longer instant and an animation now plays when you have to switch between weapons. This makes ammo preservation important.
  • A brand new holster system is now implemented (thanks to boggalog!)
  • Recoil is now much more brutal especially automatic fire in medium to long range engagements making burst fire or single fire optimal.


* Stamina Changes And Player Movement

  • Stamina has been increased significantly however player sprint movement is more of a jog than a full on sprint.
  • Player walking has been slowed down to a more realistic speed.
  • Stamina recovery now happens much slower. Getting to full stamina now takes some time.


* Vehicle Changes

  • Cars now behave much more realistically and take more time to reach full speeds.
  • Interaction with cars is now much slower compared to before.
  • Car weight has been increased making the bounciness of the cars before gone now altogether.


* Player Damage and Injury Response

  • When put into critical health and having to perform a critical heal, The player will now consume pain pills.
  • The player takes much more damage compared to vanilla. Depending on caliber a single round can be enough to put the player in critical health.


* Animation changes

  • Most animations now take longer to perform instead of happening almost instantly. Examples are ladders, healing, etc.


* Navigation

  • Now the player must navigate solely based on the map as the GPS and player position arrow have been removed.
  • Fast travel is also disabled.
  • Outposts now do not respawn instantly and take up to 45 minutes to return after cleared (Thanks to scubrah!)


* Enemy Behavior and equipment Changes

  • Enemy perception has been increased significantly making hiding behind cover a must instead of just going back a far distance if trying to lose enemies.
  • Enemies are now more likely to grenade buildings earlier on in the game and call for assistance earlier on as well.
  • Enemy fov has been increased to a realistic level making them much more aware of their surroundings.
  • Enemies now have much more realistic weapon choices with AKs and basic sub-machine guns being the preferred weapons.


* Hit location Damage

  • In order to deal optimal damage it's best to aim for the upper chest and head while shooting arms and legs decrease overall damage output significantly. This makes aiming much more important.


* Weapon slots

  • Two handed weapons now all share a slot and pistols their own slots. What this means is no more RPG as a special and two other high damage outputting weapons like in vanilla.

* Buddy Changes

  • You now no longer magically know when your buddies are down by relying on the pause menu. Now you have to visually look out for your buddies and rely on the blue smoke they drop if they do end up going down.
  • Buddy health has also been decreased to scale with the players. They are no longer bullet sponges and are just as vulnerable as you.
  • Buddies now have much more realistic weapon choices.


* Graphical improvements

  • Thanks to this mod now being merged with Realism Plus Redux (once again massive thanks to boggalog and BigTinz ) the mod now has all the graphical improvements and upscaled textures you could ask for.


* Credits
A massive shoutout to boggalog and Bigtinz for allowing me to merge their amazing mod with my tweaks.
A massive shoutout goes to Scubrah for implementing functional outposts and the no taxi ride skip.
A massive shoutout to the infamous fusion team for guidance.

Without them this mod would not be possible!

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True Misery V2.2 Redux

True Misery V2.2 Redux

Full Version

True Misery Rebuilt from the ground up using Realism Plus Redux as a base. Make sure to read the "Read-me" included in the download!

Comments
Cheeki_Breeki_Bitch
Cheeki_Breeki_Bitch

If possible is there any way for me to mess with the config to speed up (or remove if it comes to that) the weapon swap animations and reenable the car GPS? I love the changes this mod makes and found the normal realism + redux to be a tad too easy for me, but I also am iffy on those changes. If it isn't possible I can get used to it but I'd love to know if there is some ways to modify that myself.

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Rico_Heart
Rico_Heart

Hello,

You write "Outposts now do not respawn instantly and take up to 45 minutes to return after cleared".

Scubrah clarified to me that his timer is fixed 45 minutes.

Have you modified it so that respawns take up to 45 minutes, meaning randomized, anywhere between 1-45 minutes?

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hitmandeadman
hitmandeadman

Your mod seems to be largely based off the Infamous Fusion one. I can easily tell since it's the one I was playing before I installed this one. You should probably credit the authors as they don't seem very fond of people reusing their work.

That aside, this also seems to have the same problems that mod did. Things like not being able to swim with your head above water (worsened by the slower swimming animations, as you now drown faster), multiple missing outposts and patrols, no way to tell your ammo or health even though the HUD elements are there for it. I understand going for realism, but I don't think you need to make the mod so hard that you go past it being realistic. I don't see why the character wouldn't be able to tell how badly he was injured, count the magazines he has on him, not be able to keep his head above water or bring along a working GPS. This mixed with the fact that he can fix a broken car by screwing a bolt or heal an injury by pushing the bullet out trough the other side. And if you were going for a higher difficulty, then I do not understand why you would remove outposts and patrols. That's been done better in other mods too - removing the sctructures rather than just the people manning them, left for me to wonder if they just ran off somewhere or the game is bugged as I pick up an ammo can without the location getting noted down on my map.

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hitmandeadman
hitmandeadman

I see you've adressed some of the issues and I applaud you for it. One thing I should mention however, is that while the Hardcore Aid option is a cool idea, you might want to consider removing it due to how buggy it is. When I started the game, the moment I passed out in the town and got transported to one of the APR/UFFL locations, the turotial required me to heal a wound. Doing so made me pass out and teleported me behind the NPC giving me my first mission. I had to restart the game and go trough the whole taxi section again (which you have now thankfully removed) in order to progress. The next time I passed out, I got glitched inside a rock next to the first safehouse. You can get around this by savescumming I guess, but if you go with the limited save option, it would be infuriating to have to replay a large section because you got stuck inside the terrain. It is very likely to cause even greater problems during the few scripted story missions, as I imagine you'd be teleporting trough the bar's walls while having to defend it.

If this is built off Infamous Fusion as I said earlier, you might also want to specify more of what this changes compared to the base game, as people will most likely currently choose IF or something like Redux + Realism, thinking that this mod is far smaller and not realising that it may already have some of the the features of the other ones. For instance, does this have infighting and use of the utility truck by enemies?

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demonshadow199 Creator
demonshadow199

Sorry for the late reply to you, I honestly just barely noticed your comments or I would have addressed you earlier. However, you are right when I started making adjustments and coming out with earlier versions I did use Infamous fusion as a base. I have also credited them in every version since the first version over a year ago I believe. In regards to Hardcore Aid it is now much more polished in V2 as now it utilizes the pill animation to simulate taking some kind of pain killer before performing critical aid. Also in regards to enemy infighting it is not currently implemented due to there being no unpredictability in it as the patrols are on very set paths. I really do appreciate your honest feedback though so If you could put some time in the most recent version and tell me what you think I'd appreciate it, as there is a whole lot of new features I think you'd like. Thanks again!

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7ty7
7ty7

Sounds like a Truly Miserable experience, good job

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