Only firearm experience I have is when I was in my mandatory army stint, and that was just with M70 AKs. I just felt the AR was way too overpowered otherwise, and I felt it was decently reliable as long as you bought a new one.
And regarding the FPS cap, I added it because my game would often crash and the physics would keep acting weird when I left it unlocked. You can disable the cap, but you have to get into the game files and change some things in there. Not very difficult, but not something for the average person.
I have been trying to edit hmr.gosm.xml. so that I can turn off enemy death animations and just have them ragdoll and be pushed back based on the fPhysImpulse value in weaponproperties.xml but I am having no luck.
Hmm, Sorry, afraid I can't help you with that. Never tried editing that myself. Try asking Scubrah. he's much more knowledgeable on the inner working of the game engine.
Ey, very good question. Unfortunately I completely forgot what I changed to make it work. It was originally a change from the Infamous Fusion mod, which I reverse engineered, but that was years ago and I haven't touched Far Cry 2 in a long time.
However I was working on this myself, porting over the gunplay to Scubrah's improvements and scripts, but I just don't have the patience and passion anymore, especially since I forgot how I did most things in the first place.
All the weapons are in the second slot, even worse than in the original, you could take one sniper rifle with a machine gun there, you can't do this at all, there is an UZI even in the second slot... The recoil of the weapon is such that it became uninteresting to shoot. The mod is interesting, but you don't want to play because of this, it's not a small thing. The first slot is for one Eagle, the rest of the pistols are torments to play, the second slot is for everything else. I unlocked the weapon and got disappointed. At least someone would make independent slots, at least one...
I tried it in different ways. The right arrow is not active. I downloaded another mod, there were initial saves for each character, moved the save, you can play. The version of the game is suitable, Wwwwwww no. And if you download the Nasreen save with a mod without female characters, then I play for an unknown man, wearing fingerless gloves, hands without tattoos, gloves are not like Marty's 😮
I wanna know, which files you edited to have friendly NPCs? I'm using a combination of most mods lying around here and would like some guidance or such.
It's the best gunplay mod so far, You have to be very tactical when fighting enemies, now the only things that are missing are the possibility to skip the cab tour, the dialogs, more patrols with both factions fighting each other and more enemies with improved AI on the missions/outpost and this will be perfect! I hope you can come back soon to update this.
I agree, problem is that I can't for the life of me figure out what Scubrah did to make it all work. I did play around with it and just copy pasted the weapon properties into his patch, and it does work, but I don't want to upload that as it wouldn't be fair, once I figure out what he did and able to recreate it myself, you can expect a new version, although I'm afraid I can't say when that'll be, since my focus has long since shifted away from Far Cry 2.
Oh, can you... Share the edit you made of Scubrah mod here in the comments? hmmm It's not like you stole his work I guess, I really want to use it xD but of course, a full merge with both mods would be a must if you both would agree with it.
Sorry now lol, I was messing with it but screwed something up and had no backups. I gotta start all over again and I really don't have any motivation for FC2 currently. I'd really recommend starting to get into modding yourself.
Thanks for the response. I understand being burnt out, modding is hard.
I actually tried to merge your gunplay changes into scubrah's mod but it did not seem to work unfortunately. The only thing i managed to get working were the ammunition and magazine capacity of the guns.
But yes, Scubrah's mod but with your gunplay changes, that is the dream FC2 mod in my opinion.
Yeah I wish you luck. You're free to upload it if you ever manage to merge the two together, if Scubrah is okay with that as well.
I also tried it but I cannot figure out how he made the outposts respawn on a timer, and the randomised patrols as well, would love to maybe add a small chance for an armed patrol to spawn instead of a civilian.
But I want to change some things for myself. I downloaded the FC2 modding guide, but I did not find the information that I needed. So I hope you will help me.
How to change the speed of "Ironsight switching" (right mouse click) for G3, FN Fal and AK? What code changes it? if I'm not confusing anything it's in WeaponProperties.xml
and second, I do not understand how to change how much extra ammo the main character can carry.
No worries. So first make sure you decode the weaponproperties.xml file with the XML decoder that you get when you download the tools in from the guide. Then you can edit the iron sight transitions under <object hash="BB04E184" type="IronSight"> and the exact value is <value name="fIronsightTransitionTime" hash="67872049" type="Float">0.2</value> <!-- type="BinHex" value="CDCC4C3E" --> for every gun.
You just change the number in the middle. It's based on seconds, so if you put the number as "1" it would take 1 whole second to switch to the iron sights.
Just use the "Find" command in Notepad and find the weapon you want to edit, then just scroll down to the value, that would be for that specific weapon. Every weapon has the exact same lines you can edit.
This looks really awesome. This is going to be a novice question but is this compatible with new dunia mod? I assume no. Maybe ill do separate playthroughs. Thank you for uploading and any reply all the same. Cheers
Nah, unfortunately you can't combine mods, hence I really made this in the first place, because I wanted to combine aspects from different mods together.
And I'll be honest this is kinda outdated now. Another modder has released some really impressive tweaks for the game like outposts respawning after 30 minutes real time, having several missions active at once etc. and I'm planning to integrate those into the mod as well, but I'm so burned out from the game currently it's still on hold sadly. No idea when I'll get it done.
Thanks for the reply. Im new to pc and the thought of playing all the games i played as a youngin with tweaks and improvements and so on sounds great, naturally. Ive since been realizing how daunting downloading various mods can be, let alone actually making them( i may never play skyrim again due to there being 400 essential mods apparently lol) Anyway, I appreciate the honesty and the modders who keep classics alive and up to todays standards and i hope you get the fire back in you to pursue your passion/hobby.
74 comments
Can you tell me how to disable the 60 FPS cap you added? I don't see any mention of the change in your description or readme
And regarding the FPS cap, I added it because my game would often crash and the physics would keep acting weird when I left it unlocked.
You can disable the cap, but you have to get into the game files and change some things in there. Not very difficult, but not something for the average person.
any ideas?
How did you make the recoil so that where you aim changes with recoil? For me, it still returns to the position where you first shoot the weapon.
I cannot figure this out. Thanks.
However I was working on this myself, porting over the gunplay to Scubrah's improvements and scripts, but I just don't have the patience and passion anymore, especially since I forgot how I did most things in the first place.
Can we hope to see an update sometime soon?
However I'm completely burned out on Far Cry, so don't keep your hopes up that it'll be done for a while.
I actually tried to merge your gunplay changes into scubrah's mod but it did not seem to work unfortunately. The only thing i managed to get working were the ammunition and magazine capacity of the guns.
But yes, Scubrah's mod but with your gunplay changes, that is the dream FC2 mod in my opinion.
I also tried it but I cannot figure out how he made the outposts respawn on a timer, and the randomised patrols as well, would love to maybe add a small chance for an armed patrol to spawn instead of a civilian.
But I want to change some things for myself. I downloaded the FC2 modding guide, but I did not find the information that I needed. So I hope you will help
me.
How to change the speed of "Ironsight switching" (right mouse click) for G3, FN Fal and AK? What code changes it? if I'm not confusing anything it's in WeaponProperties.xml
and second, I do not understand how to change how much extra ammo the main character can carry.
I spent a week to figure it out.
Thank you!
You just change the number in the middle. It's based on seconds, so if you put the number as "1" it would take 1 whole second to switch to the iron sights.
Hope this explains it well enough.
But how to understand which code for what weapon?
<object type="Ammo">
<value name="text_ammoAmmoType" type="String">none</value>
<value name="ammoAmmoType" type="BinHex">CF00907F</value>
<value name="iAmmoInClip" type="BinHex">00000000</value>
<value name="iMaxAmmoCasual" type="BinHex">00000000</value>
<value name="iMaxAmmoExperimented" type="BinHex">00000000</value>
<value name="iMaxAmmoHardcore" type="BinHex">00000000</value>
<value name="iMaxAmmoInfamous" type="BinHex">00000000</value>
<value name="bUsesClips" type="Bool">True</value>
<value name="bIsAmmoVisible" type="Bool">False</value>
</object>
<object type="Recoil">
<value name="iRecoilRecoveryLevel" type="BinHex">01000000</value>
<value name="fRecoilAchieveTime" type="Float">0.1</value>
<value name="fRecoilAnimationWeight" type="Float">1</value>
<value name="fRecoilMax" type="Float">45</value>
<object type="RecoilIK">
<value name="fIKRecoilBurstSpeedIn" type="Float">11</value>
<value name="fIKRecoilBurstPitchRandom" type="Float">0.12</value>
<value name="fIKRecoilBurstSpeedOut" type="Float">7</value>
<value name="fIKRecoilBurstPitchRate" type="Float">1.35</value>
<value name="vIKRecoilBurstOffset" type="BinHex">00000000EC51383D00000000</value>
</object>
</object>
<object type="IronSight">
<value name="fMoveSpeedFactor" type="Float">1</value>
<value name="bCanIronsight" type="Bool">True</value>
<value name="fLookSensitivityFactor" type="Float">0.3</value>
<value name="fIronsightFOV" type="Float">1.3</value>
<value name="fIronsightTransitionTime" type="Float">0.5</value>
<value name="fIronsightRecoilFactor" type="Float">0</value>
<value name="fIronsightPrepareDelay" type="Float">0.5</value>
<value name="bIronsightCanPrepare" type="Bool">False</value>
<value name="archTransitionCurve" type="String">weapons.AimCurves.IronsightFOVCurve</value>
<value name="archAnimPlaybackCurve" type="String"></value>
<value name="text_IronsightFX" type="String">ironsightfx</value>
<value name="IronsightFX" type="BinHex">3EA563ED</value>
</object>
or did I miss something?
Sorry for taking your time. But I really appreciate for your help!
And I'll be honest this is kinda outdated now. Another modder has released some really impressive tweaks for the game like outposts respawning after 30 minutes real time, having several missions active at once etc. and I'm planning to integrate those into the mod as well, but I'm so burned out from the game currently it's still on hold sadly. No idea when I'll get it done.