I've just uploaded version 3.4 which fixes some minor bugs with the mod. This is likely to be the final update. I've put more work into this mod than any other one and I'm very happy with the result. I didn't achieve everything I set out to do with it, but I was also able to do things that I couldn't have anticipated when I first started the project.
I'll continue to check the comments often, and I appreciate all of the feedback and encourage anyone who tries the mod to leave their thoughts in the comments. I also encourage anyone to report any major issues with the mod, as I'd like the mod to remain completely playable so I'll more than likely take the time to fix them. I still believe this game has untapped potential, but I no longer have the motivation to continue.
Thank you to the community for making the work put in feel rewarding :-).
EDIT 2: Update 3.5 was just released, after ~5 months I decided to jump back into modding the game, though I don't know how long it will last :-). I fixed some reported issues and added the golden AK to the weapons store which is something I've always wanted to try. Enjoy!
Hey! First of all, thank you so much for this mod, for being active so many years after the game's release, and for bringing to us what is, in my opinion, one of the best ways to play this game.
I have seen others comment this before, so I'll add a little tip:
For anyone experiencing a crash or CTD after being asked if they want to skip the introduction: make sure you have the FORTUNE'S EDITION version of the game (this is the DLC), the original game even with patch 1.03 won't do, this is what was crashing the game for me.
Just finished my playthrough and I absolutely appreciate many of the QOL improvements, however I think the mod unfortunately tainted my first time playthrough slightly.
The removal of subtitles during phone calls, while I understand the purpose behind this, made it very hard to understand what NPCs were saying. Also not mentioned in the mod description
The ending may(?) have bugged out for me. Once I reached the buddy betrayal section of the game, none of my other buddies showed up to betray me? Just the best buddy.
Once I handed over the diamonds and got my ending, it got interrupted by a "Thanks for playing!" pop-up and got teleported back to free roam. I had to watch the rest of the ending on Youtube.
I think the doubling of weapon costs made weapons overly expensive, but I'm not opposed to the idea of increasing shop costs entirely. I never had a chance to use the golden AK bc of the 150 diamond price, in addition to a few other weapons and upgrades I was hoping to try. When I reached the endgame, I attempted to find a Golden AK but it's not explicitly mentioned that all golden AKs were removed from the game world (wasted like ~20 minutes trying to find one Lmao)
Overall, I think being more explicit about some mod changes in the mod description would clear up a lot of confusion, like the missing phone call subtitles and the doubling of weapon costs (instead of "Re-balanced all weapon and equipment costs"). I know you probably put in a TON of work making this mod so it pains me to come across so negatively ;-; I just felt kinda bummed out after having invested so much time on my 1st playthrough.
I don't recommend that people use any mods at all when first playing through the game, but considering this game is pretty broken I can see why some would want to do that.
The reason why things like the lack of subtitles aren't mentioned in the description is because these aren't intentional changes. All of the changes listed in the description are from personal logs I've made while making the mod, anything unintentional gets left out. With the phone call subtitles in particular, anyone can see my previous comments about this being an unfortunate side effect. I can see why this would bother some but I still prefer my solution over silent phone calls. At the end of the day I can't please everyone regarding this.
I'm not sure what happened with the buddies. That section has never bugged out for me and it's hard for me to say what really happened without seeing your save for myself. It's always possible that the majority of your buddies had already died by that point.
The message that pops up after finishing the game that cuts off the ending isn't ideal, but this also goes back to my thoughts on people using mods for first playthroughs. When I made this mod it was always assumed that people would be re-playing the game with it, rather than people using it for a first playthrough. Skipping the credits is intentional, but skipping part of the ending is not, it's just a side effect (one that I feel doesn't really matter if you've played the game before).
The weapon cost stuff is all pretty experimental. I'm the sole person making these changes, so I don't really have any outside feedback on whether the costs are reasonable or not (before pushing updates), but I'm not against lowering them. I didn't intentionally just x2 everything, if they ended up that way it was pure coincidence. I tried to think about the best weapons in the game and what it should cost for players to obtain them, then tried to scale everything else around that. I think it makes purchases feel more meaningful.
I did put a lot of work in but I don't take your feedback personally or in a negative way, on the contrary, I really appreciate it and it's detailed responses like yours that make mods better. Unfortunately I'm at a point where I don't enjoy modding as much anymore, and I don't know if I'll continue working on the mod past the last update. I think considering how complex the mod has gotten and all of the things that have been added, it makes it really difficult to add new things or fix existing things and then test absolutely everything once again, especially because I'm the only person working on it.
Apologies for the long-winded reply but thank you for the feedback.
...just to add to this. I've played the vanilla game numerous times and there were always multiple buddies (pretty much all of them) in the Heart of Darkness section. I've played this mod through twice, and both times there were only two...the one standing talking to you, and the one who comes out and tells them to get on with the betrayal. I did read somewhere that the number of buddies at this point is determined by your previous acts, but I don't see that I'm doing anything different to all my other playthroughs, so it's a mystery.
Not that I ever use them, but taking the hidden Golden AK's out of the map was a bit surprising. Having to search for them does lend another treasure-hunt aspect to the game that newer players might enjoy, considering there are 8. Unlike the tapes and diamonds, you're not told they're out there, nor do you get a tracker indication where they are, so finding them that first time can be quite the fun challenge.
But oh well, Scubrah does amazing work and has breathed new life into this game, so it's a very minor thing :)
Hey great mod, thank you, i want to combine this mods some features with realism+redux, the one i want to start with is which files I need to unpack or what to use to be able to have compass instead of GPS. appreciate!
The compass feature requires the modded compass gadget within entitylibrary.fcb (gadgets.xml, swap GPS gadget for compass) and the edited file "graphics\objects\mapcompass\compassmulti_ref.skeleton".
The in-game swappable compass feature is more in depth and needs a custom script file with the edited map data to place the compass & GPS within the game world.
He has a powerful weapon He charges a million a shot An assassin that's second to none The man with the golden gun [...>>] Will get it done He'll shoot anyone With his golden gun
It was always gets stuck on mind when i was finding him in hidden place this golden lost thing somewhere so i singing in my head this kind of lyrics... (Lulu oh dear once again i think of your singer talent ^^) Good job scubrah i really like your return on this scene !
16 hours in. Fresh game. April 09, original coloration version.
IED issue. 1st IED Kit from the weapon armory worked - placed IED couldn't be grabbed. 2nd IED Kit from the weapon armory - placed IED can be grabbed, no ammo back. At max ammo, explosive ammo box could still be grabbed.
AK47 Non-issue. Enemies have high accuracy and damage with AK47.
Screen shake issue: Uncommon screen shake (view bounces and tilts to the side briefly) from far off explosions (faction fighting)
Thanks for the reply! Did manage to get it to work , and the enhanced first aid too , but I'm having trouble with the map and the signs , where I don't want it showing safehouses , signs being red etc. , nor an arrow that points to the objective when I'm far away in another part of the map. Aside from that , love the mod ; especially the more frequent patrols!
AI in this game spot you very easily (especially without the camo suit upgrade), but they are pretty blind at night by default. I'm definitely able to crouch walk around them without being detected, even when fairly close. If they're looking directly at you and you're moving around, they can detect/see you more easily. I did slightly tweak this in the mod to make stealth more viable.
great to see you are back at modding this game, I was playing your excellent previous version and just went to the second map can I update the mod and continue the playthrough or it´s best to finish the game first?
this mod is the best IMO, one thing I would like to see (if it´s possible) would be the ability to freely choose whatever loadout you want without restriction, I always found annoying that you are restricted in choosing the weapons, I would like to be able to combine all the weapons available to my liking without restriction, if you could achieve that I think this mod would be beyond amazing.
It's best to finish the current playthrough before updating, some of the changes in 3.5 will conflict with older saves.
That's somewhat possible, or at the least you can choose which weapons go in which slot to basically get the loadout you want, but I like the system the game uses. It was clearly designed to prevent players equipping the same 3 weapon types, machine pistols/SMG's would no longer have a valid use over a rifle, etc. I don't know if having complete freedom with the slots is possible because of the way they are hardcoded in the engine and I never experimented with it.
This isn't something I'll change for the mod, but the mod guide shows how a weapon's slot type can be changed. You could use this to create new weapon categories or merge existing ones together, or simply change the weapon categories according to what you want in your loadout.
The weapon shop prices were increased, but not doubled all-around. I felt the game lacked a sense of "progression", and obtaining a new gun should feel like an accomplishment of some sort. I have a clear vision for this, but actually testing all of this is difficult, I don't have the time to go through the entire game after making these changes anymore. Hence if I receive enough negative feedback, it will be tuned further.
I didn't make AI more aggressive but I did slightly reduce the patrol rotation timer. This means if you are in one area for, let's say 5 minutes, you'll notice a couple of different patrols will drive through within that time frame. I did test this somewhat thoroughly and I felt the game was just as if not more fun to play after this change. Some may dislike it, but if that's the case changing the timer is very easy, it's within the file "domino\system\delay.lua" after unpacking the mod.
I give up. I've compiled my own patch file from multiple mod packs, incorporating elements from your brilliant ideas, but the clock that can be brought up with the 6 key is simply beyond my abilities. I haven't been able to figure out exactly which parts are needed for it. Could you please help me? Thank you in advance!
Thank you so much! I would have never figured it out on my own. :) I managed to find the lines to modify in the given files, and it works! You're fantastic! ;)
I'd like to ask you a custom question if I may. It's exhausting and pointless that everyone shoots from miles away while on the road. How could they know I'm an enemy? That I'm not just a civilian? I was able to replace the patrols with civilians from another mod, but the guard posts are a tough question. I don't mind if they're armed, but is there a way to make the enemies spawning at guard posts behave like they do in the city? To only attack me if I provoke them? If not, then replacing them with civilians is still better than this, especially with such heavy damage. :/
It's possible to do that, but it's a lot of work and a very involved process, and it's the same for changing them to civilians. For me, the respawn timer mod solves this problem. If you were to change both guard posts and patrols to civilians, the game would become very boring IMO.
An early version of this mod had random civilian patrols, but I don't think changing any enemies to civilians is a good idea, because they were clearly not meant to be used in this way. They have no dialog and silently go about the world, doing the exact same things that enemies do but without attacking the player. It doesn't feel realistic.
Yes, that makes sense. Although I also feel it's excessive that they shoot at me without question on a public road.
But you've made me curious. How did they solve the issue of the ignoring NPCs in the city? Are there separate NPC types spawned there with appropriate properties, or did they create a zone to change the player's properties? How did they approach the problem?
I have plenty of experience with CryEngine 2 in Crysis, but I don't see into Far Cry 2.
But you've made me curious. How did they solve the issue of the ignoring NPCs in the city?
The cities are comprised of one (maybe multiple due to the way the engine processes map data) large zone called a "social region". Anyone within that zone won't be hostile to the player unless a hostile NPC is attacked, which nullifies the zone's effect. You can test this by luring a patrol into the zone, once they enter they will walk around like the other NPCs in the town.
There's also smaller sub-zones within the larger social regions which act as "trespass zones" (the red areas on the map). If the player enters these trespass zones and is noticed by a hostile NPC within range, the social region will be disabled.
The problem that comes with trying to use these zones in other areas of the map is we have no map editor for the single player map. All changes to the map data need to be done manually within XML files, without any visual feedback. What also makes this difficult and time consuming is all of the coordinates (and their corresponding world sector IDs) need to be obtained manually by visiting the corresponding area in-game. This is why you don't see large scale map editing mods from me or anyone else, even though it is possible the process is just too cumbersome to be worthwhile.
I understand now. So, the NPC's factor is influenced by the zone. Yes, without a level editor, that's unnecessarily complicated. Thank you for confirming my suspicions.
482 comments
I've just uploaded version 3.4 which fixes some minor bugs with the mod. This is likely to be the final update. I've put more work into this mod than any other one and I'm very happy with the result. I didn't achieve everything I set out to do with it, but I was also able to do things that I couldn't have anticipated when I first started the project.
I'll continue to check the comments often, and I appreciate all of the feedback and encourage anyone who tries the mod to leave their thoughts in the comments. I also encourage anyone to report any major issues with the mod, as I'd like the mod to remain completely playable so I'll more than likely take the time to fix them. I still believe this game has untapped potential, but I no longer have the motivation to continue.
Thank you to the community for making the work put in feel rewarding :-).
EDIT 2: Update 3.5 was just released, after ~5 months I decided to jump back into modding the game, though I don't know how long it will last :-). I fixed some reported issues and added the golden AK to the weapons store which is something I've always wanted to try. Enjoy!
I have seen others comment this before, so I'll add a little tip:
For anyone experiencing a crash or CTD after being asked if they want to skip the introduction: make sure you have the FORTUNE'S EDITION version of the game (this is the DLC), the original game even with patch 1.03 won't do, this is what was crashing the game for me.
Cheers, thanks for the good work.
- The removal of subtitles during phone calls, while I understand the purpose behind this, made it very hard to understand what NPCs were saying. Also not mentioned in the mod description
- The ending may(?) have bugged out for me. Once I reached the buddy betrayal section of the game, none of my other buddies showed up to betray me? Just the best buddy.
- Once I handed over the diamonds and got my ending, it got interrupted by a "Thanks for playing!" pop-up and got teleported back to free roam. I had to watch the rest of the ending on Youtube.
- I think the doubling of weapon costs made weapons overly expensive, but I'm not opposed to the idea of increasing shop costs entirely. I never had a chance to use the golden AK bc of the 150 diamond price, in addition to a few other weapons and upgrades I was hoping to try. When I reached the endgame, I attempted to find a Golden AK but it's not explicitly mentioned that all golden AKs were removed from the game world (wasted like ~20 minutes trying to find one Lmao)
Overall, I think being more explicit about some mod changes in the mod description would clear up a lot of confusion, like the missing phone call subtitles and the doubling of weapon costs (instead of "Re-balanced all weapon and equipment costs"). I know you probably put in a TON of work making this mod so it pains me to come across so negatively ;-; I just felt kinda bummed out after having invested so much time on my 1st playthrough.I don't recommend that people use any mods at all when first playing through the game, but considering this game is pretty broken I can see why some would want to do that.
The reason why things like the lack of subtitles aren't mentioned in the description is because these aren't intentional changes. All of the changes listed in the description are from personal logs I've made while making the mod, anything unintentional gets left out. With the phone call subtitles in particular, anyone can see my previous comments about this being an unfortunate side effect. I can see why this would bother some but I still prefer my solution over silent phone calls. At the end of the day I can't please everyone regarding this.
I'm not sure what happened with the buddies. That section has never bugged out for me and it's hard for me to say what really happened without seeing your save for myself. It's always possible that the majority of your buddies had already died by that point.
The message that pops up after finishing the game that cuts off the ending isn't ideal, but this also goes back to my thoughts on people using mods for first playthroughs. When I made this mod it was always assumed that people would be re-playing the game with it, rather than people using it for a first playthrough. Skipping the credits is intentional, but skipping part of the ending is not, it's just a side effect (one that I feel doesn't really matter if you've played the game before).
The weapon cost stuff is all pretty experimental. I'm the sole person making these changes, so I don't really have any outside feedback on whether the costs are reasonable or not (before pushing updates), but I'm not against lowering them. I didn't intentionally just x2 everything, if they ended up that way it was pure coincidence. I tried to think about the best weapons in the game and what it should cost for players to obtain them, then tried to scale everything else around that. I think it makes purchases feel more meaningful.
I did put a lot of work in but I don't take your feedback personally or in a negative way, on the contrary, I really appreciate it and it's detailed responses like yours that make mods better. Unfortunately I'm at a point where I don't enjoy modding as much anymore, and I don't know if I'll continue working on the mod past the last update. I think considering how complex the mod has gotten and all of the things that have been added, it makes it really difficult to add new things or fix existing things and then test absolutely everything once again, especially because I'm the only person working on it.
Apologies for the long-winded reply but thank you for the feedback.
Not that I ever use them, but taking the hidden Golden AK's out of the map was a bit surprising. Having to search for them does lend another treasure-hunt aspect to the game that newer players might enjoy, considering there are 8. Unlike the tapes and diamonds, you're not told they're out there, nor do you get a tracker indication where they are, so finding them that first time can be quite the fun challenge.
But oh well, Scubrah does amazing work and has breathed new life into this game, so it's a very minor thing :)
appreciate!
The compass feature requires the modded compass gadget within entitylibrary.fcb (gadgets.xml, swap GPS gadget for compass) and the edited file "graphics\objects\mapcompass\compassmulti_ref.skeleton".
The in-game swappable compass feature is more in depth and needs a custom script file with the edited map data to place the compass & GPS within the game world.
It was always gets stuck on mind when i was finding him in hidden place this golden lost thing somewhere so i singing in my head this kind of lyrics... (Lulu oh dear once again i think of your singer talent ^^)
Good job scubrah i really like your return on this scene !
Fresh game. April 09, original coloration version.
IED issue.
1st IED Kit from the weapon armory worked - placed IED couldn't be grabbed.
2nd IED Kit from the weapon armory - placed IED can be grabbed, no ammo back. At max ammo, explosive ammo box could still be grabbed.
AK47 Non-issue.
Enemies have high accuracy and damage with AK47.
Screen shake issue:
Uncommon screen shake (view bounces and tilts to the side briefly) from far off explosions (faction fighting)
-
Extremely fun and addictive mod. Thank you.
can I update the mod and continue the playthrough or it´s best to finish the game first?
this mod is the best IMO, one thing I would like to see (if it´s possible) would be the ability to freely choose whatever loadout you want without restriction, I always found annoying that you are restricted in choosing the weapons, I would like to be able
to combine all the weapons available to my liking without restriction, if you could achieve that I think this mod would be beyond amazing.
cheers
That's somewhat possible, or at the least you can choose which weapons go in which slot to basically get the loadout you want, but I like the system the game uses. It was clearly designed to prevent players equipping the same 3 weapon types, machine pistols/SMG's would no longer have a valid use over a rifle, etc. I don't know if having complete freedom with the slots is possible because of the way they are hardcoded in the engine and I never experimented with it.
This isn't something I'll change for the mod, but the mod guide shows how a weapon's slot type can be changed. You could use this to create new weapon categories or merge existing ones together, or simply change the weapon categories according to what you want in your loadout.
i saw you updated the mod. and now the Weapon shop prices is now doubled and AI is now more aggressive. Any reason why?
Best regards!
The weapon shop prices were increased, but not doubled all-around. I felt the game lacked a sense of "progression", and obtaining a new gun should feel like an accomplishment of some sort. I have a clear vision for this, but actually testing all of this is difficult, I don't have the time to go through the entire game after making these changes anymore. Hence if I receive enough negative feedback, it will be tuned further.
I didn't make AI more aggressive but I did slightly reduce the patrol rotation timer. This means if you are in one area for, let's say 5 minutes, you'll notice a couple of different patrols will drive through within that time frame. I did test this somewhat thoroughly and I felt the game was just as if not more fun to play after this change. Some may dislike it, but if that's the case changing the timer is very easy, it's within the file "domino\system\delay.lua" after unpacking the mod.
thanks for replying and I completly understand that!
I give up. I've compiled my own patch file from multiple mod packs, incorporating elements from your brilliant ideas, but the clock that can be brought up with the 6 key is simply beyond my abilities. I haven't been able to figure out exactly which parts are needed for it. Could you please help me? Thank you in advance!
config\defaultusercontrols.xml
config\inputactionmapcommon.xml
config\inputactionmapsingle.xml
scripts\game\objects\pawn\statemachine\bedroll.gosm.xml
scripts\engine\objects\pawn\statemachine\main_avatar.gosm.xml
scripts\engine\objects\pawn\statemachine\weapons.gosm.xml
Thank you so much! I would have never figured it out on my own. :) I managed to find the lines to modify in the given files, and it works! You're fantastic! ;)
I'd like to ask you a custom question if I may. It's exhausting and pointless that everyone shoots from miles away while on the road. How could they know I'm an enemy? That I'm not just a civilian? I was able to replace the patrols with civilians from another mod, but the guard posts are a tough question. I don't mind if they're armed, but is there a way to make the enemies spawning at guard posts behave like they do in the city? To only attack me if I provoke them? If not, then replacing them with civilians is still better than this, especially with such heavy damage. :/
An early version of this mod had random civilian patrols, but I don't think changing any enemies to civilians is a good idea, because they were clearly not meant to be used in this way. They have no dialog and silently go about the world, doing the exact same things that enemies do but without attacking the player. It doesn't feel realistic.
But you've made me curious. How did they solve the issue of the ignoring NPCs in the city? Are there separate NPC types spawned there with appropriate properties, or did they create a zone to change the player's properties? How did they approach the problem?
I have plenty of experience with CryEngine 2 in Crysis, but I don't see into Far Cry 2.
The cities are comprised of one (maybe multiple due to the way the engine processes map data) large zone called a "social region". Anyone within that zone won't be hostile to the player unless a hostile NPC is attacked, which nullifies the zone's effect. You can test this by luring a patrol into the zone, once they enter they will walk around like the other NPCs in the town.
There's also smaller sub-zones within the larger social regions which act as "trespass zones" (the red areas on the map). If the player enters these trespass zones and is noticed by a hostile NPC within range, the social region will be disabled.
The problem that comes with trying to use these zones in other areas of the map is we have no map editor for the single player map. All changes to the map data need to be done manually within XML files, without any visual feedback. What also makes this difficult and time consuming is all of the coordinates (and their corresponding world sector IDs) need to be obtained manually by visiting the corresponding area in-game. This is why you don't see large scale map editing mods from me or anyone else, even though it is possible the process is just too cumbersome to be worthwhile.