Far Cry 3

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Inakrin

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inakrin

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15 comments

  1. stokens
    stokens
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    hey bro, can you remember what file in the xml you changed to mod the scope zoom? the scopes dont zoom in very far and id like to make my own, thanks!

    is it in patch_unpack\worlds\fc3_main\generated\entitylibrary_converted\WeaponProperties\FC3

    or

    patch_unpack\worlds\fc3_main\generated\entitylibrary_converted\gadgets\FC3
  2. Zappologist
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    Great, thank you for your clarifications.
    I'm very curious to try the PBU hardcore, and play the game without minimap, that's a pretty big change.
    I see other modders also remove stealth indicators, wallhack, icons etc. This is really extreme, expecially if they are done together with realistic damage, weapons etc. I wonder how the game plays with such changes, probably I will try them on a second playthrough, for the moment I'm still slowly enjoying my first time.
    In 3D vision (with Helix fix) and with your excellent mod, this game is like something from outer space, it's very technologically advanced :-)
    Thanks again, and keep up the good work.
  3. inakrin
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    Thanks for a kind feedback. As you can ask me - what will you lose, i can say - nothing. Latest build of PBU hardcore has same difficulty as MM does. But removing minimap, make enemys much less noticible and adding increased weapons' sway depending on your last state (eg decreasing accuracy after srpint and so on) - all that stuff seems like evolution of MM ideas.
    Well, crafting is a bit simple as comparing with MM. But animals have become a bit tougher so your hunting have become a bit harder too.
  4. Zappologist
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    Hi Inakrin,
    Thank you very much for your explanations.
    I looked at the files description for the PBU + PBU hardcore and I understand a little better now what the differences are.

    I'm having a lot of fun with MM, I think the difficulty is PERFECT. I will not try PBU but I'm curious about the hardcore version, and I'd like to try it. It seems it has nice visual improvements/variety with clothes and skins, and it's really great that you kept the realism enhancing features (weapon behaviour, player physics, damage etc).

    But before I switch, I was curious if the economy/crafting is much different. I would like to have the same nice feeling as in MM mod, but with the other nice enhancement/restyling you have worked on in PBU. Timecurve should be kept as well.

    So, in my opinion, it was indeed a very good idea, your attempt to merge MM and BPU into the hardcore version. It's better to have just PBU + Hardcore and to abandon MM. Or retrofit MM with all the nice visuals additions/restyling and fixes of BPU. Whichever is less work for you.

    PBU main = restoring gameplay BALANCE: fixing the feeling of "progression", which Ubisoft really messed up (in just one hour of vanilla play I had crafted everything except the last upgrades, money was irrelevant, I never really felt in danger etc)
    PBU hardcore = restoring gameplay REALISM: all the balance improvements of PBU plus all the realism you've added to weapons, movement, HUD etc.

    Anyway, that's my opinion.

    I will still give you feedback on all issues I find with MM mod, but I would prefer to switch to PBU hardcore if you confirm what will I "lose", what are the main changes. I would like to have the same economy/crafting/experience gain/weapon behavior/player physics/timescale tweek, etc, to avoid starting a new game.

    No major bugs found in MM. Some comments:
    - Predator still gets unassigned from holster on death/travel/restarting game. No big issue, no need to fix.
    - Enemies hit me hard, I die easily if I'm not paying attention. No big issue, I LOVE this. Makes you take care always, and try to get health upgrades, craft potions etc.
    - Enemies seem to see me from a far distance, even if I use silenced sniper. NO big issue, maybe some tweeking needed, but it works for me as it is. I get better at hiding, repositioning etc.

    You mods are great! Many people have not yet finished their first playthrough, so I think your mods are more important for the moment than the GAME PLUS type of mods.

    Thank you again, and keep up the good work.
  5. inakrin
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    MixMOD is standalone project, included whatever i known and wanted to do for that moment. It's tough, a bit bugged and so on.

    PBU is alternate route to make player feels more realistic in the jungle. PBU Hardcore edition was some kind of attempting to merge both MM and PBU. Not sure if that was great idea, but I'm runing and gunning in that mod from the moment i finished it.


    So answering to your question - yes, there should be troubles with changing because PBU is quite too easy against MM.

    And everything I'm asking of MM users - keep feedback on me. I'm gonna know what is wron and am I able to fix that.
  6. Zappologist
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    Sure, no hurry.
    I thought it was just a simple thing, maybe if I buy another sniper rifle it will not get unassigned anymore, or some other little idea. No worries.
    I will eagerly await for a fix, or another similar compilation. I'm having a lot of fun with your changes, I cannot get back to vanilla anymore :-)

    I noticed that you are involved with various other projects/compilations like PBU, which looks similar to this mixmod. Some very interesting things there, which could help immersion, like different cloths for the baddies, great idea!
    Can you please tell me if I can switch from mixmod to PBU without issues? I like the economy/crafting of mixmod, and the combat feeling, even the realistic character physics (it's normal not to be able to turn very quickly while running, I don't get why people have issues with this).

    But it's not always very clear what exactly are the differences between these two mods, so I would appreciate it if you gave me a few thoughts on the compatibility. For example, if PBU is just Mixmod plus different clothes/skins on enemies, and a few other improvements, then I would gladly switch. Especially since it seems to be more popular, there are more comments and more user interest etc.(I don't want to waste your time on two different projects).

    And of course, I would immensely appreciate it if you did not totally give up the fight for a day/night cycle mod. This still is my main gamebreaker, it's horrible to play with such short timescale. The first modder who will solve that will make me soooo happy :-)

    Congrats again on your great work on this game. Due to your Mixmod I abandoned the vanilla playthrough after 2-3 hours.
  7. inakrin
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    I'm tracking feedback to made one big fixed build. I'm not sure that's great idea tu upload new one with one minor fix.
  8. Zappologist
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    Also, there is a small but very annoying issue. My sniper rifle always gets unassigned when I die or sometimes just when I quit the game. Any fix for that? I think I read on these forums or on the net somewhere, people having similar issues with what they call 'falling" weapons. I think it's the same issue. I would appreciate a hint how to fix it, if you have time.
    Thank you
  9. Zappologist
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    Thank you for your quick reply.
    I tried the mod and I like the changes very much, makes hunting/crafting more meaningful and combat/guns more realistic and enjoyable. Thank you again.

    I don't want to impose on your kindness, but if you have time can you please clarify about the TimeLapse:
    1. What do you mean by "it only works in the free exploring", you mean whenever you do not have a mission active? For example, if I've just finished liberating the first out post and the guy tells me to go to the doctor's house, the TimeLapse is default/quick? I'm I at this point "on a mission" or in "free exploration" etc?

    2. What exactly did you change in your mod regarding this time lapse? How will I notice this change? I've played almost one hour, and it's difficult to tell, gametime-wise.

    3. You did not comment regarding the GamerProfile.xml lines. In your opinion, will something like that ever work, or are we stuck with the default quick day/night cycle (unless an SDK is released)? I think in Skyrim there was a console command like "timescale" even before the SDK, but of course this is a different game/engine.

    Thank you again for your nice mod and for your time supporting it here.
  10. inakrin
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    There's a TimeElapse curve, hiding inside the entitylibrary, where you can adjust timeflow speed. I'm very sorry, but it works only in the free exploring, because story mode has full override for absolutelly everything including timeflow, weather and spawns.