Far Cry 2
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BigTinz and Boggalog

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Boggalog

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About this mod

Total overhaul of Far Cry 2. This is a combination of Realism+ and Redux, tuned to provide the ultimate FC2 experience.

Permissions and credits
Mirrors



Realism+ by Tom. Redux by Hunter. Multi-Fixer by FoxAhead. Slower respawning outposts by Scubrah.


Realism+’ and ‘Redux’ tags have been added to show the specific implementation of each feature, ‘Both’ has only been used where the features were already identical. ‘New Mix’ shows brand new combinations.


Improved graphics

  • No more brown filter - the in-game saturation has been boosted to give Far Cry 2 with vibrant colours. No Reshade needed! (New)
  • 60 FPS cap - prevents various bugs. (Both, credit to Fox Ahead)
  • Removed rim lighting - the blue light at night that makes the player look like an alien. (Both)
  • Lifetime of most decals maintained at default values. (Realism+)
  • Increased number of physics items. (Redux)

The following graphics settings have been improved, the default settings for these have been moved down a tier, so Ultra High is now Very High, High is now Medium etc: (Realism+)

Geometry (Ultra High) - This setting has a huge performance impact. Turn this down to Very High if you have low fps!
  • Increased draw distance for trees. 
  • Increased draw distance for minor terrain details (rocks etc). 
  • Enhanced LOD for objects/trees/vegetation. 
  • 8x max number of decals (bullet holes etc).

Geometry (Very High) - This setting replaces the original ultra high setting as it has a small 1-2 fps impact.
  • Increased draw distance for trees. 
  • Enhanced LOD for objects/trees/vegetation. 
  • 4x max number of decals (bullet holes etc).

Shadows (Improvements have been added to every setting)
  • Softer, more realistic shadows.
  • Trees and vegetation cast more shadows.
  • The original game had a line ~10m from the player where high quality shadows became low quality shadows. This has been fixed.

Ambient (High)
  • Increased draw distance for static shadows.

Terrain (Ultra High)
  • Enhanced terrain LOD.


New textures

  • AI-Enhanced textures for the UI/HUD, weapons, vehicles, and small objects such as posters, billboards and other minor world details. (Realism+)
  • Road signs have a new a high resolution hand-painted style font. New signs have been created for weapon shops and safehouses. Weapon shop road signs are no longer green. (Realism+)
  • Hand-drawn map icons in the style of the originals. (Realism+)
  • Detailed, full-colour weapon icons, made using pre-existing game art. (Realism+)
  • Syrette icon is now an actual syrette, not a syringe. (Realism+)
  • M16 is now black, and the FAL’s stock and grip are wooden. (Redux)


Weapon improvements

  • Extra gadget slot for the flare gun, accessible by pressing the machete button twice. (Redux)
  • Weapons can be holstered by pressing 'n' on keyboard (rebindable). Most actions will holster your weapon automatically, exceptions being healing or throwing grenades which will lead to your weapon being drawn. (Redux). On controller weapons can be holstered by holding Y. (Realism+)
  • Weapons can be inspected by pressing ‘i’ on keyboard (rebindable). (Redux). On controller weapons can be inspected by holding X. (Realism+)
  • Weapon animations have been tweaked so weapons are held lower when standing, and are fully lowered (safe zone style) when crouched. (Redux)
  • Weapons found in safehouses (mission related, not from safehouse weapon crates) are now in better condition. They now have 50% durability remaining, increased from the default 25% durability remaining. (Realism+)
  • Weapons do not automatically reload. (Redux)
  • Increased ironsight FOV. (Realism+)
  • Weapons have been renamed to have names realistic to their real world versions. (Redux)
  • DLC weapons have been added to the ammo upgrades. (Realism+)
  • DLC weapons are more reliable and accurate to account for them lacking performance upgrades. (Realism+)
  • The flare gun is available to purchase during the tutorial, and has been removed as a reward from convoy mission 1. (Redux)
  • AR-16's sight has a red dot. (Both)
  • Sawed-off shotgun uses shotgun ammo. (Both)
  • The MP5's ammo upgrade has been changed to the light assault webbing and it now gets ammo pickups from the other SMGs. (New)


Weapon rebalances


Machete
  • 'Creeping' has been added to the machete so you can walk at half speed by holding the iron sight button. (Realism+)
  • Machete stealth kills aren’t silent. (Redux)

Pistols (Realism+)
  • Makarov & Silenced Makarov - +25% damage, 3x max ammo, magazine size increased to 12, -15% accuracy.
  • Star .45 - +40% damage, 3x max ammo, +33% effective range.
  • Desert Eagle - +50% damage, 2x recoil.

SMGs (Realism+)
  • The MP5 is automatically available at the start of Act 2. The Uzi is available as a reward from convoy mission 4 and the SVD is available as a reward from convoy mission 3. This has been done because the MP5 is the best silenced weapon and moving it to Act 2 means the silent shotgun has more of a purpose.
  • MAC-10, Uzi, MP5 - +50% recoil.

Shotguns (Realism+)
  • All shotguns are more accurate with improved effective range.
  • SPAS12 - reduced magazine size to 9.
  • Silenced shotgun - reduced magazine size to 4.

Assault rifles
  • All assault rifles effective range increased by 33%. (Realism+)
  • G3KA4 and FAL magazine sizes corrected to realistic 20 round capacity (Redux)
  • AR-16 - Now fully automatic (Both), +15% accuracy. (Realism+)
  • Golden AK-47 - -50% Recoil. (Realism+)

LMGs (Realism+)
  • PKM recoil reduced by 20%.

Flamethrower
  • Flamethrower range tripled to 30m. (Realism+)
  • Various tweaks to make enemies use flamethrowers more effectively. (Redux)

Rocket launchers (Realism+)
  • RPG/Carl G - Rocket speed increased 2x.

Explosive crossbow (Realism+)
  • Crossbow projectile speed increased 2x, projectiles fire in an arc.
  • Crossbow ammo increased (+1 infamous, +2 hardcore/normal, +3 easy).

Mortar (Realism+)
  • Mortar max ammo increased by 50%.


Vehicle improvements

  • Vehicle and boat speed increased, reduced the damage vehicles take from crashes. (Realism+)
  • Permanent windshield bullet holes. (Both)
  • DLC vehicles come in a variety of colours. (Both)
  • Improved hang glider stability when shot - you will lose some control and altitude but only be pushed into a nose dive under very heavy fire. (Realism+)
  • Increased look angle for the swamp boats so you can look behind you while driving. (Realism+)
  • Added 'v' as a dedicated keyboard button to look back when driving (rebindable). (Realism+)


Weapon/Upgrade shop improvements

  • Reorganised shop so the order of everything makes more sense (unfortunately this has broken the Upgrades section of the pause menu, you need to use the shop computer to see which upgrades you have bought). (Realism+)
  • All ammo, health and repair upgrades are available early in the game. (Both)
  • Weapons in the armoury don't respawn instantly - there will be fresh stock next time you visit. (Both)
  • New vehicle upgrades have been added for the DLC vehicles. (Realism+)


Gameplay improvements

  • Deadly combat - Increased player (Redux) and enemy damage (Realism+).
  • Increased range for outpost respawns - featuring Scubrah's 'Functional Outposts' mod. Once all the enemies in an outpost have been killed a one hour timer begins, and the outpost enemies and resources will respawn after this time. We have removed the on-screen popup that comes up when each outpost’s enemies are dead, make sure they’re all dead!
  • Infamous Redux and Hardcore Redux difficulties – These are based on the default infamous difficulty except they have the same ammo as normal difficulty. Hardcore Redux has the same damage values as default Infamous difficulty, and Infamous Redux has increased enemy damage for experienced players. (New)
  • Limited navigation - removed the player arrow from the map and other map/GPS/road sign tweaks for an extra immersive experience. (Redux)
  • Play as the female mercenaries. (Both)
  • Play as an 'Anonymous Mercenary', randomly generated using the same system that generates enemies. (Realism+)
  • Improved player agility - Increased stamina (Realism+), increased sprint speed (Realism+), reduced sprint turn penalty (Realism+), increased jump height (Realism+), increased slop climbing capability (Realism+), reduced fall damage (New Mix)
  • Reduced stamina drain when exploring the desert. (Realism+)
  • Improved stealth - reduced enemy perception pre-combat by 20%. (Realism+)
  • Controls changes – ‘Tab’ now uses the map, tap ‘Shift’ to sprint. (Redux)
  • Changed the malaria pill animation to an existing rare animation, where the player pours out two pills and puts one back. (Realism+)
  • The HUD fades out 3x faster. (Redux)
  • Reduced monocular sensitivity. (Both)
  • Briefcases that previously contained one diamond now contain two. (Realism+)
  • Explosive barrels now start fires. (Realism+)


Enemy and Buddy improvements

  • Enhanced enemy arsenal - enemies can use almost every weapon and go through loadout progressions over the course of the game. (New Mix – Based on Realism+ but with reduced silencers and increased flamethrowers from Redux)
  • Buddies also use more weapons and will go through their own progression curves. (Realism+)
  • Enemy infighting - patrols and camps will fight each other. (Redux)
  • Enemies shout out and communicate more often during combat. (Redux)
  • Patrol vehicles have been swapped to a more interesting variety and they now include the ATV and utility truck. (New Mix)
  • Specops enemies now have a unique appearance fitting for being 'foreign commandos'. (Realism+)
  • More unpredictable enemies - behaviours such as rescuing injured comrades, using mounted weapons or closing distance using vehicles are no longer guaranteed to occur. (New Mix)
  • The chance for enemies to chase you when driving through checkpoints has been reduced to 25%. (New Mix)


Bug fixes

  • A new game executable is included that has been patched to use 4GB of RAM, this improves load times and game stability. (Realism+)
  • Restored missing big truck engine sounds. (Both)
  • Restored missing critical healing animations on Infamous difficulty. (Both)
  • Fixed bouncing NPCs. (Both, credit to Fox Ahead)
  • Fixed the silent phone call bug (mostly, use DirectX 9). (Both)
  • Fixed being able to see the edges of your arms when using the hang glider. (Realism+)
  • Fixed the hang glider bouncing on water - it is now buoyant and you can climb onto it while it is floating. (Realism+)
  • Fixed assassination targets having the same vision as snipers. (Realism+)
  • Fixed a sniper that often gets stuck inside a rock in map 2, at the ammunition outpost between the Crash Site and Sepoko. They are now stood next to the rocket enemy at the same outpost. (Realism+)
  • Fixed the MAC-10 being silent. (Realism+)
  • Fixed mouse speed clamping. (Both)
  • Improved a slight misalignment of the vehicle GPS. (Realism+)



Changelog

1.0.2 - Added a fix for dropped weapons disappearing quickly.

1.0.3 - Added a new 'Installation Instructions' document to the download.

1.0.4 - Downgraded Reshade to 5.2.2 as 5.4.2 wasn't working with Steam.

1.0.5
- Added the most up to date Outpost Respawn script files, for an unknown reason old files were at some point used instead.
- Added instructions for full compatability with Steam, including Steam input. No need to add as a non-Steam game.

1.1-BETA
- MP5 is now a primary again
o  It is still unlocked at the start of Act 2, use that silent shotgun!
o  It had previously been nerfed to fit being a secondary, these changes have been undone.

- Hardcore has now been relabelled ‘Hardcore Redux’
o  ‘Hardcore Redux’ and ‘Infamous Redux’ only differ in how much damage enemies deal. ‘Hardcore Redux’ has identical damage stats to default Infamous difficulty, ‘Infamous Redux’ is a new challenge for experienced players.

- No more Reshade
o  An identical effect has been achieved using only file edits. If you are updating you need to delete the remaining Reshade files,
these are detailed in a document within the download.

- New outpost respawning feature
o  The old outpost respawning script has been changed to that featured in Scubrah’s ‘Functional Outposts’ mod. This new script means that once all the enemies in an outpost have been killed a one hour timer begins, and the outpost enemies and resources will respawn after this time. This should fix any problems with buddies disappearing. We have removed the on-screen popup that comes up when each outpost’s enemies are dead, make sure they’re all dead!

- Removed most AI-enhanced textures
o  This reduces load times and should improve overall performance and stability. This was done more to make this feature optional for the user.

- Restored the taxi ride in the intro to it’s full, original length.
- Small increase to the G3KA4’s damage.
- Small increase to the FAL’s damage.
- The ATV has been swapped to the car.

1.1-BETA2
- Readded removed outposts from Redux
- Readded malaria pill animation
- Restored default reliability stats for the uxi (was previously buffed in reponse to the MP5 being a secondary)

1.2
- Fixed outposts, for real this time!
- Change map zoom levels with the left mouse button, hold left mouse to mark intel.

1.2.1
- Improved brown filter removal, fixed some situations where the default colour sheme was still in place.

1.2.3
- Reduced Makarov and Silenced Makarov's magazine size to 8.
- Reduced flamethrower range.
- Reduced likelihood of enemies spawning with the flamethrower.
- Changed the button to mark targets using the monocular back to 'press' rather than 'hold'.
- Added a new icon for the FAL which show's it's wooden furniture.
- Added a note to the installation instructions to acknowledge needing to add the renamed 'farcry2game.exe' to use dedicated GPUs when integrated graphics are also present.

1.2.4
- Ultra shadows fixes
- USAS improved
- Colors re-balanced
- Ssouth map buddy restored to vanilla rescue location
- Mouse buttons in vehicle restored

1.2.5
- Small bug fixes