Far Cry 3



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AUTHOR: verdugo7


REQUIREMENT : Far Cry 3 version 1.0.5 (Steam / UPlay)


ADDED ULTIMATE VERSION (CURRENTLY UPLOADING). It is the same as Regular Version, except it now includes 4Ace's HD Texture Pack.


This mod aims to enhance, rebalance and expand the gameplay of Far Cry 3, by adding a touch of realism, immersion, and exploration to the game,

without breaking too much balance of the vanilla gameplay.

What previously feels too easy for the game are adjusted to have a form of challenge to them, without making the game too hard / too tedious to play.

This mod expands the gameplay opportunities that weren't fully emphasized in the vanilla game and creates a whole new experience to Far Cry 3.

In my opinion, this is how Far Cry 3 should have been from the start.

This mod is not aiming for hardcore realism, instead, this balances the realism and fun factor of the game.

=== CREDITS ===

Ziggy's Mod by Dziggy

Far Cry 3 Rebalanced Mod by Pingy

30 Days Mod by PandoraX357

Swartz Mod by Swartz

Welcome to Neverland V2 by Chorizosss

Legit Guns & Legit Crafting by Dallin

Fast loot animation for corpses by Inakrin

Increased spawn rates of animals & enemies by Inakrin

Better weapon sights by Mud87

Weapon attachments mod by Leechmonger, Karmakb, and Rick-Gibbed

Clean camera lens by DrKrawShaw

Dunia tools by Rick-Gibbed

New post fx textures by Mud87

Unlocked all skills from the start by Ryac666

Hereticus weapon mods by Chorizosss

HD Texture Pack by 4Aces (TBA)

Mud's Reflective Textures Mod by Mud87(TBA)

And to myself for all the rest including gear capacity adjustments, weapon stats tweaks, FOV tweak, crafting recipes adjustments, store prices adjustments, new UI, and compiling this into one.

I apologize if I missed a few names, I do not take credits for any mods included in this compilation. If there are other names left not mentioned please let me know.



Better weapon sights. Tactical and high-visibility reticles added to replace vanilla's eye-blinding and vision-obstructing reticles.

Unlocks attachments for all weapons. Lower tier weapons can hold 2 attachments, and higher tier weapons can hold 3 attachments.

Weapons overhaul. All weapons' statistics are adjusted to match their real-life counterparts. Damage, recoil, range, spread, magazine capacity, sway, etc have been tweaked. Pistols now fire as fast as you can pull the trigger (except .44 magnum or D50). Stores also reflect actual weapon statistics correctly.

Weapon auto-reload is DISABLED. When out of ammo, the weapon does not reload automatically, even if you click LMB. It goes classic "click-click". To reload, press R instead.

Bull Signature Weapon is now suppressed. A suppressed shotgun that is very devastating in close - medium range. Kills bears & tigers easily with a single headshot within 10-15 meters.

All weapons are available from start (except Signature Weapons and special melee weapons). To own them, you either: Purchase them from the shop OR obtain them for free by activating radio towers.The amount of tower required to own a weapon for free is UNCHANGED (same as default).

90 FOV for all weapons. No longer the guns will feel like they are placed directly in front of your face.

Weapon prices are increased in stores depending on their tier and performance (especially 2nd / South Island Weapons) for balancing reasons.

The FAMAS F1 Assault Rifle now fires in FULLY AUTOMATIC mode, and STG-90 has been changed into a 3-round burst. Because, why not right? Just kidding, FAMAS is fully automatic in real life and SIG SG 553 does have 3 round burst fire mode.

Removed AI sniper rifle laser sight. Unrealistic as hell.


No-Intro. Skips the "Make A Break For It" mission, where Jason & Grant have to escape from Vaas's Slave Camp. You will begin by waking up in Amanaki Village talking to Dennis instead.

Fast loot animations for corpses. Jason quickly crouches and grabs the loot from enemies (instead of crouching and searching carefully).

Clean camera interface for a better view. No more annoying squares that obstructs your view.

Crafting overhaul. This makes crafting more challenging and realistic, but not tedious. Crafting requires more ingredients now, including multiple types of animal skins and green leaves to make the tannin in order to tan the animal hides. Larger equipment = more ingredient required = more types of animal skins. The reason for this is that we assume Jason Brody is not an expert taxidermist, so he may waste a lot of skins in crafting his gear. But don't worry, this mod doesn't ask you for 10 tiger skins, 10 leopard skins, 10 buffalo hides. All new crafting recipes are detailed at the end of this description.IMPORTANT: If you don't have enough ingredients to pass the "Harvest The Jungle" mission with Dennis, just try to craft the item Dennis asks (just click the medicine twice & simple loot rucksack once) and he will continue the tutorial no matter whether you have enough ingredients or not.

All skills are unlocked from the start (unlocked after you capture Amanaki Outpost with Dennis, as the final step to complete the tutorial mission). Remember, they are just unlocked, not owned. You still have to earn them by grinding like vanilla.

Outpost conquering options (Welcome to Neverland V2). When you are capturing an outpost and finally killed all the enemies there, you will be given 2 options.

YES, take over the camp. You capture the outpost, the outpost become your safe house and behaves as a fast travel location. Unlocks side quests for that safe house. Clears the enemy patrol around the area. (SAME AS VANILLA).

CANCEL, don't take over the camp. Outpost is still a red area (not turned to safe house / fast travel location) and no side quest unlocked. Rakyat Warriors still come to the location, but enemies will still remain patrolling around the area. When you quit the game and load your save, this outpost is retaken by the enemy. BUT, you will get 500 XP and $300 EVERY TIME you clear an outpost AND IF you choose this option.

Prices of animal pelt/hide/skins have been increased and rebalanced. This depends on their level of rarity, aggressiveness, and hunting difficulty. Skins of rarer and more dangerous animals worth more money, while less dangerous and less aggressive animals do not worth as much.For example, tigers, bears, leopards, sharks, and crocodiles are now very expensive if sold in the store.This makes hunting more rewarding, thus encourages you to go hunting often in order to craft your gear or to earn money.Detailed prices of animals listed below at the end of this description.

Increased all in-game gear & equipment capacities. The capacity of in-game gear made from crafting has been adjusted to carry more items, to balance the in-game economy (increased animal skin prices, increased amount of ingredients to craft items, increased weapon prices, etc).

The simple logic is as follows:

-You need more ingredients = you need a bigger pouch to collect the ingredients.

-More ingredients required to craft gear= crafted gear has more capacity.

-The higher price of animal skins & weapons = bigger capacity wallet needed to allocate money.

-Increased enemy & animal encounters = more ammunition needed to be carried around


Also, the in-game menu also DOES reflects actual capacity changes of the player's gear.

To name a few, the changes include:

Loot bag can carry 144 items max (def. 96)

Ammo pouch can carry 144 pistol rounds (def. 120), 360 AR rounds (def. 300), 280 SMG rounds (def. 240), 500 LMG rounds (def. 400), 80 shotgun shells (def.50), 50 sniper rifle rounds (def. 30), 15 flare rounds (vanilla), etc.

Syringe kit can carry 15 syringes max (def. 12)

Throwables bag can carry 16 grenades & 16 molotov max (def. 12)

Munitions bag can carry 10 C4 & 10 mines max (def. 6)

Wallet can carry $20,000 max (def. $10,000)

Rocket pack can carry 16 RPG-7 rockets & 20 GL-94 rounds max (def. 6 & 12)

Arrow Quiver can carry 50 arrows & 10 special arrows max (def. 30)

The Extra Large Rocket Pack is now craftable. Reintroduced the unused crafting recipe from the game files to be applied in-game.

Increased enemy and animal spawn rates. You may encounter animals & enemies more frequently, and they may come varied in numbers. Makes the island more "alive".

Enemy weapons now do increased damage to match the player's rebalanced weapon stats. They WILL NOT one-shot you, but they WILL be able to engage you from longer distances. Direct combat requires you to use cover more frequently or take them down by stealth. Enemy hearing & vision capability stays as vanilla.

Two more body armor versions and some syringe types are available to be purchased in-store from the start, but with increased cost.


New clean "underwater theme" menu background and UI interface. Comes with matching color selection for better vision.

Removed message box for sleek gameplay experience. The solid color message box has been changed to transparent now.

The minimap now DOES NOT display the location of PLANTS. The rest of the icons (loot boxes, relics, enemies, etc) remain as vanilla. This is done based on gameplay balancing, thus the fact that the store does not sell "vegetation maps".

CASUAL VERSION enables the plant icons on the minimap.

REGULAR VERSION disables the plant icons on the minimap.

HARDCORE VERSION disables the minimap entirely (except health bar, armor bar, and medicine)

Clean camera interface for better visibility. No more annoying small boxes that may obstruct your view while scouting an area.

New minimalistic Skill Tree icons with color variations. For minimalistic UI and easier classification of skill type.

RED : Combat Abilities

BLUE: Mobility

GREEN : Survival

ORANGE : Economy

New clean weapon wheel with a minimalistic design. For less obstruction in view.

Fixed weapons equipped with attachments not showing up properly in the store menu. Equipping suppressors in the store menu won't make your weapons disappear anymore. The equipped attachments also show up properly when equipped. Plus, no more awkward angles or positons on weapons when equipping attachments in store.


Object distance increases (no more annoying depth of field / blurring on distant mountains & no more annoying ambient occlusion, better performance).

New post fx for screen blood overlays (when on low health, when attacked by animals, when almost drowning). Instead of red vignette, now the screen turns black & white and covered with blood splatters while you are low on health.

New blood particles from bullet impact to enemies & animals. The blood squibs are bigger now once you shoot an enemy / animal.

Now includes 4Ace's HD Texture Pack (DX9 ONLY!). A massive texture overhaul by 4Aces that further increases the graphical quality of the game. Fixes texture seams and optimizes the textures.

In brief this is what was altered between the textures that shipped with the game and my modification.

Over 20K+ seams were fixed. On average there were three seams per texture and that does not include the edge seams that appear when the texture is tiled (they were extra, and while most were also fixed, especially for high usage ones like landscape, not all were fixed). Ubisoft used a very aggressive draw distance so that anything more than 1m away from you would be of a lower resolution. That blurs out the hard edges of the seams and covers up the mess they made. I prefer to have my textures at full size for a heck of a lot longer than just 1m.

Textures were optimized (Diffuse, Specular, and Normal Maps) and Normalized. The first keeps them as small as possible without harming the overall graphical experience, while the latter tries to keep them all the same size. Unfortunately the NPC skin textures are varied and in a bizarre twist, they used fully detailed models instead of using a standard morp-deformation system (which is why everyone is a clone on the island unless they are a 'special' person - e.g. Dennis). So if anyone wants to add something to this: the horrible skin for the common civilians, or the hair for just about everyone would be a good addition.

Many textures (200+) were replaced with my own, especially the landscape. This was due to the originals either being of lower quality than their

counterparts, or having more than 15 center seams which required too much work to fix. Even more textures (400+) were combined with my own, to keep the original look, but make them of a higher quality so that more of the game looks of the same quality.

So overall, this make the game run smoother and look much better. You can turn your setting up or just enjoy the FPS gain, it is up to you.




Q: Does this mod unlock the wingsuit from the start?

A: No, it doesn't.

Q: Does this unlock the 2nd island from the start?

A: No, it doesn't. It only unlocks "Side Story Quests" from the second island. (the one labeled as blue exclamation mark)

Q: Does this mod change the capacity of wallet, loot bags, etc?

A: Yes, it does. I changed it to balance the in-game economy adjustment based on the mod.

Q: Does this mod include sound suppressor attachment for shotguns?

A: No, it doesn't. Because I think it is a little unrealistic to have them common in the setting of the game (Rook Islands). But luckily, if you want a suppressor for your shotgun, I have attached it to the Bull signature weapon instead. Considering the Bull is a special/unique weapon, nothing wrong for it to have a suppressor attached

Q: Does this mod change the stats of weapons? Like recoil, magazine capacity, range, etc?

A: Yes, it does. The mod is merged with the Legit Guns mod (adjusted slightly) and I managed to change the FOV to 90 for all weapons. So the weapons no longer look like they are placed directly in front of your face.

Q: Does this mod unlock all signature weapons, dragon knife, syringe recipes from the start?

A: No, it doesn't. I think it will break the balance of the game too much.

Q: Does this unlock 2nd island weapons from the start?

A: Yes. But in order to own them, you either should: 1. Purchase them from the shop, or; 2. Activate radio towers to obtain them for free. The amount of towers required to obtain a weapon for free is unchanged, but the weapons cost more in stores (balancing reasons). I think this makes sense since the lady shopkeeper says that we should keep the radio towers online, so she can get a stock of top-notch gear from remote villages. So does she got stock? YES. How do we get it? Buy them, OR get them for free by activating towers as she said.

Q: Does this mod disable enemy/animal tagging, wallhacking, stealth indicator, or the HUD and minimap?

A: No, it doesn't. Enemy & animal tagging is enabled. Stealth indicator enabled. Minimap enabled. Only plant icons no longer displayed on the minimap.

Q: What are your future plans for this mod?

A: Very good question! I may merge this mod with the HD Texture Pack by 4Aces or Mud Mod. Keep in touch


I guess that's it, thank you very much for reading until the end. That was a long-ass writing from me LOL.

Don't forget to leave feedback in the comment section, I'll be glad if you do.

Enjoy the mod

Sincerely, verdugo7



(I changed a few ingredients of them but forgot the details. But their amount won't be much different compared to the pattern below, I promise.)


Medicine requires 2 green leaves to craft instead of one (same as Far Cry 4)

2 gun holster - 2 goats,1 deer, 2 green leaves

3 gun holster - 2 deer, 4 dingo, 1 crocodile, 4 green leaves

4 gun holster - 2 shark, 3 leopard, 2 crocodile, 6 green leaves


SM ammo pouch - 2 board, 2 pig, 2 green leaves

MD ammo pouch - 2 buffalo, 3 pig, 1 cassowary, 4 green leaves

LG ammo pouch - 2 tiger, 3 boar, 4 cassowary, 5 green leaves

XL ammo pouch - 1 rare tiger, 5 komodo, 2 bear, 6 green leaves


SM quiver - 2 goats, 2 deer, 2 green leaves

MD quiver - 2 tapirs, 3 deer, 2 cassowary, 4 green leaves

LG quiver - 2 bear, 4 tapir, 3 cassowary, 5 green leaves

XL quiver - 1 rare shark, 2 Leopard, 4 cassowary, 6 green leaves


SM expl - 2 goat, 2 dingo, 2 green leaves

MD expl - 2 leopard, 1 deer, 2 pig, 4 green leaves

LG expl - 2 bear, 3 deer, 2 buffalo, 5 green leaves

EX expl - 1 rare tapir, 2 bear, 3 buffalo, 6 green leaves


SM flame - 2 dog, 2 komodo, 2 green leaves

MD flame - 2 boar, 2 komodo, 1 dingo, 4 green leaves

LG flame - 2 komodo, 3 dingo, 1 tiger, 5 green leaves

XL flame - 1 rare cassowary, 2 tiger, 4 dingo, 6 green leaves


SM loot - 2 boar, 2 deer, 2 green leaves

MD loot - 2 tapir, 4 deer, 4 green leaves

LG loot - 4 dingo, 4 deer, 1 bear, 6 green leaves

XL loot - 1 rare bear, 2 shark, 5 dingo, 6 green leaves


SM rocket - 2 deer, 2 cassowary, 2 green leaves

MD rocket - 4 dingo, 2 cassowary, 1 bear, 4 green leaves

LG rocket - 3 tiger, 3 bear, 1 buffalo, 6 green leaves

XL rocket - 3 tiger, 3 cassowary, 2 crocodile, 6 green leaves


SM syringe - 2 pig, 2 goat, 2 green leaves

MD syringe - 3 dog, 3 goat, 4 green leaves

LG syringe - 2 tapir, 2 leopard, 1 cassowary, 4 green leaves

XL syringe - 1 rare leopard, 3 tapir, 3 leopard, 5 green leaves


SM throw - 2 goat, 2 pig, 2 green leaves

MD throw - 2 deer, 2 pig, 1 komodo, 4 green leaves

LG throw - 3 deer, 3 komodo, 1 buffalo, 5 green leaves

XL throw - 1 rare komodo, 2 buffalo, 2 crocodile, 5 green leaves


SM wallet - 2 pig, 2 green leaves

MD wallet - 2 cassowary, 1 crocodile, 3 green leaves

LG wallet - 2 shark, 1 crocodile, 1 tiger, 4 green leaves

XL wallet - 1 rare buffalo, 1 tiger, 3 leopard, 5 green leaves


Crafting Ingredient = Default Price -> New Price

Goat Skin = $5 -> $15

Pig Hide = $10 -> $15

Rabid Dog Skin = $10 -> $10

Attack Dog Skin = $15 -> $15

Dingo Pelt = $10 -> $15

Tapir Hide = $10 -> $20

Boar Hide = $15 -> $25

Deer Hide = $15 -> $20

Cassowary Leather = $15 -> $30

Komodo Dragon Skin = $15 -> $30

Buffalo Hide = $20 -> $25

Leopard Skin = $25 -> $50

Shark Skin = $30 -> $50

Bear Skin = $30 -> $100

Tiger Skin = $35 -> $150

Crocodile Leather = $25 ->$50