Far Cry 5

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LawEnforcement

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LawEnforcement

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About this mod

Tired of fighting the cultists alone? Arm those useless civilians. Join the fight for freedom!

This mod changes the behavior and / or health of certain NPCs. Civilians can be armed and / or invincible. Resistance can be invincible. Some cultists can be friendly.

All these changes are modular, utilizing the Far Cry 5 Resistance

Requirements
Permissions and credits
Changelogs
WELCOME TO OPERATION FREEDOM RISING

BEFORE YOU INSTALL

If you install the armed civilians mod (within the NPC Personality Mods), expect more chaos and fighting in the world.
Take note that invincibility means invincible to the AI and not the player. Do not shoot the NPCs to test their invincibility.

Also, please read the Bugs section at the bottom to know what to expect.
Special thanks to those behind the FC5 Resistance Mod for making modding accessible


There are 2 types of mods within this page


NPC Personality Mods

These mods change the way certain NPCs function or behave.
They include:
  • Making civilians armed, invincible, and allied towards the player and the Resistance
  • Making civilians armed, not invincible, and allied towards the player and the Resistance
  • Making certain variations of Eden's Gate cultists friendly towards the player and Resistance. Hostile towards Eden's Gate
  • Making hunters & fishermen armed & invincible (walking NPC shops)

NPC Invincibility Mods

These mods change the health of certain NPCs.
They include:
  • Making Resistance members invincible to everyone except the player
  • Making domestic dogs invincible in the same manner - They are often following Resistance members and hunters (the walking NPC shops)
FEATURES
  • Make civilians and / or certain cultists part of your GFH roster
  • Watch as fighting throughout the world unfolds
  • Fight alongside Resistance, some cultists, and civilians. No more cowards!
  • Enjoy your invincible friends
  • Never witness your allied dogs die
  • Play Outpost Defense with tons of invincible allies
  • Watch hostages handle the situation themselves (although they might have no weapon to pick up)
MODULARITY
This mod is modular
  • Enable armed civilians, but keep Resistance and Eden's Gate members vanilla
  • Keep civilians vanilla, but make certain variations of Resistance members invincible
  • Keep Resistance and civilians vanilla, but make certain Eden's Gate members friendly
  • Make the friendly dogs invincible and keep everything else vanilla - Stop seeing that cute doggo die
  • Install everything

REQUIREMENTS
This mod requires the Far Cry 5 Resistance Mod. It utilizes the ModifiedFiles folder and the .a3 format

INSTALLATION
1. Put all the .a3 files into the ModifiedFiles folder of where you have your Far Cry 5 Resistance Mod installed
2. Choose which aspects of the mod you want installed
COMPATIBILITY

To my knowledge, no mod so far affects the same files so it is compatible with all mods
This mod is compatible with mods that affect GFH. This mod does not touch GFH characters
This mod is compatible with mods that alter NPC weapons

In any case, this mod is not compatible with other mods that affect the health, behavior, and factions of civilians, Resistance members, and certain cultist variations

MEDIA


HOW IT WORKS
This mod utilizes the mod installer from the Far Cry 5 Resistance Mod. It uses the info method rather than info_replace
BACKGROUND
I made a similar series of mods for Far Cry 4. However, I never published them. Modding FC4 is similar but not the exact same as FC5 so I decided to make a public release this time
RECOMMENDED MODS
  • Random NPC Weapons from the Far Cry 5 Resistance Mod
  • Encounter mods that increase spawns from the same FC5 Resistance Mod. This makes the mod shine since it works to populate the world more and breed more chaos
TECHNICAL DETAILS / MODDING PROCEDURE
  • Used "Far Cry 5 entityarchetypeslibrary ark_converted.xml" https://www.nexusmods.com/farcry5/mods/37?tab=description to look for Base.NPC files 
  • Converted .FCB files to .xml
  • Modified various entries (mostly copying those of Resistance members and applying it to civs & cultists)

- Personality template (affects inventory of character, what weapons they possess)
- AgentRelationships (directly determines relationships towards other factions - hostile, allied, neutral, suspicious)
- Invincibility (true or false values)
- Adding various "newbrains" code to dialog/behaviortrees - for civs w/ no combat AI, prevents them from fleeing usually
- Revive animals - bCanReviveAnimals - unsure of effectiveness
- Make civ bCanStartWithNoWeapon false - semi effective
   4. Convert newly saved .xml into new .fcb file
   5. Employ info rather than info_replace method from FC5 Resistance Mod
   6. Zip modded files. Rename .zip to .a3
   7. Put .a3 file(s) into ModifiedFiles folder of the FC5 Resistance Mod

BUGS
  • Invincible NPCs that get mauled / pinned by an animal will get stuck on the ground but are still alive. To fix this, the NPC needs to ragdoll (hit with a car, explosives might work)
  • Civilians that are armed and / or invincible will lack dialogue when in combat. For the most part, they will stay mute. To my knowledge, there is a way to mod civilian dialogue and resolve this issue. However, it might interfere with dialogue where civilians reveal map locations to the player.
  • Unique Resistance NPCs that are out in the open world (Nick Rye, Grace Armstrong, etc) will still engage friendly cultists. The GFH versions of Nick Rye etc however do not engage friendly cultists.
  • At the initial load of the mod, cultists that are supposed to be friendly will be hostile for the first encounter or two. With playtime, cultists will truly be friendly and no longer provoke the player.
  • When adding armed civilians to the roster, certain UI elements will be lacking. This is not game-breaking