True Misery V2.2 Redux
Full VersionTrue Misery Rebuilt from the ground up using Realism Plus Redux as a base. Make sure to read the "Read-me" included in the download!
Now merged with REALISM + REDUX
* Weapon Changes
* Stamina Changes And Player Movement
* Vehicle Changes
* Player Damage and Injury Response
* Animation changes
* Navigation
* Enemy Behavior and equipment Changes
* Hit location Damage
* Weapon slots
* Buddy Changes
* Graphical improvements
* 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!
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.
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!
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...
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...
Simple mod that solves some technical issues and rearranges weapons.
So you wanna get the best of your Far Cry 2 copy. This SweetFX configuration will allow you to get the realistic enviroment that this game deserves. Not...
Removed many roving patrols and guard posts!!!!! Roving patrols attacking guard posts. Player in vehicle, decrease distance visible. Removed Malaria...
Vanilla+ is a huge update to Far Cry 2 that stays loyal to the original experience.
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.
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?
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.
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?
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!
This comment is currently awaiting admin approval, join now to view.
Sounds like a Truly Miserable experience, good job