About this mod
OASIS is a balance mod for FC2, and a fork of Realism+Redux.
This my first proper mod, and it was only made possible thanks to Bogs's wonderful modding guide, as well as the generous help of Tinz with some questions I had.
OASIS is focused on removing dominant strats, making weapons feel distinct, and making combat feel lethal but fair.
- Permissions and credits
This is a balance mod based off of Realism + Redux, and features an extended balance rework for Far Cry 2's weapons and difficulty modes.
Important Information
You must start a new game. Playing with DX9 is a requirement. DX10 might crash and I do not recommend bothering with it.
"Geometry – Ultra High" is a graphics setting intended for high-end modern systems.
Turn it down to Very High if you have low framerate.
Install - Files
Copy the "bin" and "Data_Win32" folders into your Far Cry 2 directory. For Steam it might look something like this:
C:\Program Files (x86)\Steam\steamapps\common\Far Cry 2
Install - Launcher
If you're using Steam you can start the game through that, otherwise run "farcry2.exe" in the Far Cry 2 "bin" folder.
When the launcher opens click "Options" In the options page you can make your own selection but I recommend choosing these: "Jackal Tapes Fix", "Predecessor Tapes Unlock", "Machetes Unlock", "No Blinking Items", "FOV" (I personally use 85 or 90), "Skip Intro Movies", and "Max FPS" (its a good idea to cap it to 60).
Press OK to start the game and you can create a shortcut if you wish.
You need to start the game using the multi-fixer, so that means through Steam, by directly starting ‘farcry2.exe’, or through a created shortcut. Some launchers like GOG need a created shortcut to be added as a non-GOG game.
Feature List
GRAPHICS
• Removed rim lighting at night.
• Increased number of physics items.
• Geometry LOD increased on Ultra High (this setting has a significant performance impact, so turn it down to Very High if you have low fps)
• Increased draw distance for trees, minor terrain details (rocks etc.), and objects/vegetation.
• 8x max number of decals (bullet holes, etc.)
• Shadow draw distance and quality improvements to every setting. Now featuring softer, more realistic shadows
• Trees and vegetation cast more complex and detailed shadows.
• Enhanced terrain LODs.
• DX9 only. Don't use DX10.
• Road sign texture/font improvements.
• Weapon shop road signs are no longer green.
• Hand-drawn map icons in the style of the originals.
• Custom SweetFX preset based on Real Africa SweetFX.
x Compatibility with Vulkan rendering and custom Reshade preset (replacing SweetFX) (COMING SOON-ish)
WEAPONS
• Extra gadget slot for the IEDs, accessible by pressing the machete button twice.
• Weapons can be inspected by pressing "C" on keyboard (rebindable)
• Weapons found in safehouses (mission related, not from safehouse weapon crates) are now in better condition (50% durability, increased from the default 25%)
• Weapons do not automatically reload (the Sawed-off Shotgun, M79 grenade launcher, and Explosive Crossbow will still autoreload)
• Tweaked ironsight FOV.
• DLC weapons have been added to the ammo upgrades.
• The Sawed-off Shotgun uses shotgun ammo, and fires both barrels at once.
• Numerous tuning and balance changes to weapon damage, ammo, firerate, condition, jam chance, etc.
• Emphasis on giving each weapon a distinct feel. Shotguns are no longer toothless, LMGs are no longer better assault rifles with bigger mags, and so on.
• The AR-15 has been made to fire 5 round bursts (burststop), this is a compromise between the vanilla 3 round burst and a full auto firemode, and I find it works quite well, try it out for yourself!
• Crossbow bolts have gravity now, no longer behaving like Thief's fire arrows
• Explosive and fire-starting weapons rebalanced and made viable. The Flare Gun is capable of 1 shot kills if your aim is true.
x More weapon balance tuning based on mod feedback (COMING SOON-ish)
VEHICLES
• Vehicle and boat speed increased, reduced the damage vehicles take from crashes.
• Permanent windshield bullet holes.
• DLC vehicles come in a variety of colours and have been added to the vehicle upgrades .
• Improved hang glider stability when shot.
• Increased look angle for the swamp boats.
x Improved vehicle handling and physics (COMING SOON-ish)
GAMEPLAY
• Set outposts to respawn on a 60 minute timer (real time) - Credit to Scubrah's excellent script.
• Removed two annoying outposts.
• Rebalanced versions of Infamous and Hardcore difficulties, emphasizing on resource conservation and scavenging. (Hardcore is recommended for experienced players, Infamous is recommended for Stalker series fans and survival horror fans)
• Removed the player arrow from the map, creating a fun and engaging minigame that requires players to orient themselves using landmarks, roads, and cardinal directions.
• Can start as one of the 3 female mercenaries (Partial support: no voice acting, some healing animations misaligned)
• Can start as an anonymous (male) merc, randomly generated using the same system that generates enemies (Partial support: some healing animation clipping)
• Increased stamina, sprint speed, jump height, and steep incline climbing capability.
• Reduced stamina drain when exploring the desert.
• Improved stealth by reducing enemy perception pre-combat by 20%, rebalancing silent weapons, and making machete takedowns functional and silent (will still look kinda jank)
• Reduced monocular sensitivity (it's a viable scouting tool now, access it by aiming with the map out)
• Rebalanced progression, weapon/upgrade prices, and currency found per diamond briefcase.
• Weapons no longer instantly respawn in the weapon depot. They will restock when returning after a while.
• Explosive barrels now start fires.
ENEMIES AND BUDDIES
• Enemies can use almost every weapon (with important exceptions, no golden AK wielding mercs), and go through loadout progressions over the course of the game.
• Buddies also use more weapons and will go through their own progression curves.
• Enemies can trigger infighting, patrols and camps will fight each other (corresponding to the two major factions in conflict in the game. Players can sometimes trigger infighting by firing a flare skywards, calling enemy reinforcements)• Enemies shout out and communicate more often during combat.
• Patrol vehicle variety increased.
• More unpredictable enemies, with behaviors such as rescuing injured comrades, using mounted weapons or closing distance using vehicles no longer guaranteed to occur, to avoid wound cheese.
• Moderately reduced chance for enemies to chase you when driving through checkpoints.
ENJOY!