Far Cry 3

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Created by

Inakrin

Uploaded by

inakrin

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About this mod

Mix Mod it's just mix of some adjustments i've done to make my game even more interesting than Ubisoft let it be.
So enjoy!

Permissions and credits
MixMod v.1.0 ZLOBS

Install part:
1. Make backup copy of your patch.dat and patch.fat files
2. Unpack archive in the game folder.

Uninstall part:
1. Restore you backed copies of patch.dat and patch.fat and accept overwrite.

Main parts:
Based on original 1.04 patch file that means mod full 1.04 game compatible

You will need 6 green leaves and 4 boar skins to complete your starting quest. This is not lighted ingame, but hell, why do you even need these dam readme-s?


Gameplay
Set ongun regular FOV as 75 (great for playing with graphic fov 90 with vertical synch)
Removed all treasure markers, appearin on the map then you're close. Because the treasure feeling is the fucking nonsence.
Meanwhile, you'll got info about encounters and vehicles oriented on your hearing.
Set all potions duration to 60 seconds
Rearrange capacity for gears. The best will cost you much, but double you capacity.
Didn't touch ammo and fuel because of sufficient amounts
Unlock all skills except those ones which needed to complete some trials (to kill a tiger shark to get heavy melee, for example)
Increased loot range so you don't have to hug your loot object during the looting
Adjusted timecurve
Increased potion duration skill to 50% and 100% at the higher level


PLayer
A little tunings with speeds and inertia
Increased starting bag to 20 and starting wallet to 2000
Removed fall damage for the first height point
Increased slope sliding velocity
All guns and recipes are now available at the beggining (just after the completing tutorial quests)
Enable full-scale hit-location.
Can now fall off ledge at ease if you're too fast during climbin


Gadgets
Tuned all scopes to match their real counterparts:
ironsights, nightscopes(illums incl) and holos are no longer zooming (0)
Same as for bow's scopes (0)
m700 native scope now is x3.5 (-53)
svd native scope strength now is x4(-56) that equals higher threshold of the ACOGS (x2-4 depends on class)
handguns&smg x2(-37), rifles&lmg x4 (-56)
m93 native scope strength now is x8(-65) that equals higher threshold of the OPTS (x4-8 depends on class)
handguns&smg x4(-56), rifles&lmg x8(-65)
High-power scope now get x15(-70) zoom strength

Silencer will now work same for all guns (35% less range, 25% less damage, 30% less spread, 25% less rumble)
Enlarged magazine will reload 50% slower because of increased weight. Set them to full-growth sizes though.

Repair tool is now reapairing about x3 faster

Weapons
Added natural sway and recoil behaviour based on the real data
Recreated recoil patterns for the weapons (excl sg-550)
Manually recreated full-vertical recoil pattern for the SG-550
R700 predator and Hunter cannon are fully available at the game shop
Added full-scale supportable hit-boxes, fixed some bugs from the earlier versions
Tuned weapons for correct working on the hit-boxes during target transition

A bit increased trowing force for molotov and grenade
Effective range now set as 3/4 of maximal range+1/4 of registered range
Add explosive damage to shotguns as equal for tearing force
Added Camo packs to every weapon
Changed weapon damage based on their shooting energy (eg 2019j for ak47 means 202 dmg pts) because of no proper damage formula
Set tag range equals maximal range
Added for SPAS 12 shotgun ability to blind shootin as for elite weapon. Eg, shooting during scoping animations and lookout from the cover
Halved shoot preparation time for m93 as for elite sniper. Also added quickscope ability on its original and AMR models
Removed burst fire from famas, set them to full auto.
Disabled aim helpers for all high-preciosious guns
MP5 now tags enemy a bit faster

AI
Increased field of view and detection range (still unable to decrease reaction time)
Rearrange resistance: -30% for gunfire, -20% for bur, +30% for cut, +20% for crush

Look for version history in the readme inside.