Tired of beating Pagan Min any time of day or night ... Then its time for the Nightmare Mod.
Permissions and credits
Author's instructions
File credits
This file is based on the work of JRavens, without his preparations this would not have been possible. Also thanks to PJ for his "no prompts" and Ceano for his beautiful weapon sights!
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Translations
No translation available on the Nexus
Changelogs
Version 018
In the last versions of this mod it tended to become easier all the time, so I decided to put the Nightmare back on its tracks.
Ammunition has again been deleted from the shop.
Only Rhinos will drop bait, so this exploit is very much dead.
Walking speed and climbing angle are back to vanilla, only the running speed is 20% faster.
I also changed the crafting, in a way that will give you most of the basics before you reach Banapur. I never understood the idea behind the wallet, since you can put paper in any container you like, so i took care that Ajay has a BIG wallet when he reaches Banapur. Same for the weapon holsters up to 3 weapons. Maybe nobody did tell UBI that rifles come with a sling and you can shove a pistol in your belt (hope the safety is on..). The rest went up to 6 pelts each, the max the game can display graphically. I also swapped the requirements for the final ammo bag with the grenade bag, so you need demonfish for ammo and leopard for grenades.
The North is now REALLY open from gamestart, no more timer ticking down.
I included a very long timescale (0,01) so that you can play and stay in the hour you like best, just sleep until you reach your preferred hour.
I re-included the 4th holster, but you have to shoot a lot of Eeeegals to be able to produce it.
I am still reworking all guns to switch off autoreload, and make Ajay holster his weapon when he does something else.
Bows are back to normal, no more superkillers.
I reverted the sights of the M-14 and its signature to standard.
There may be a new bug that guns become invisible after beeing killed in a mission and you can shoot from the empty hand. You also can`t swap weapons or throwables. Only way is to go to the next shop and reequip. Still working on that.
Version 017
Attachments: There were quite a few weapons with incorrect attechment data. Hopefully this is fixed now. PLEASE post if you still find something. I also re-added the ACOG and Optical to the AK. Hopefully the scope shift bug has been eradicated for good (thanks to PJ)
Reflex Bow: Since this was a bit underpowered I introduced poisoned arrows. The Reflex Bow now makes incredible damage to living things, and will draw much faster.
Optics: I experimented a bit with the optics of the Springfield Armory M1A SOCOM 16 and the Trooper. It now closely resembles the optics of the sniper rifles, but the visor part has become a bit big. Just tell me what you think.
Crafting: I exchanged two crafting specifications, Snow Leopard and Black Water Dragon. The reason behind this was, that I wanted to be able to get the big ammo bag ASAP.
Version 015
All guns now have correct names and use the correct ammo. The damage has been computed based on the real ballistic data (Energy of the bullet, modified by barrel length and bullet dimensions - large calibers do poportionally more damage, after penetration)
I totally revamped the ammo system, and instead of buying Assault rifle bullets, you buy the real thing, 5.56mm, 7.62mm, 9mm you name it. Effectively each gun uses the ammo it uses in reality - the Vector .45ACP, the P416 5.56mm, the M-14 and the M-700 7.62, the Z93 12.7mm.
I also adapted the prices (yes ammo is back, but extremly expensive) to real world costs. The relation between the price of a 9mm round and a .50 BMG is the same as in your local gun store.
Sadly, the system is limited, so I had to make ends meet, namely that all Russian ammo has been put into standard categories, the 7.62x39 now runs as 7.62 (I do know that there is a huge difference to the .308), same as the 7.62x54R, similar adaptions have been made for the 9mm ammo.
To put the actual weight of the ammo into relation I also changed the amounts in the categories, 200 rounds of 5.56 weigh the same as 200 rounds 9mm, 100 rounds of 7.62, 80 rounds of .45ACP, 50 12-gauge, or 20 rounds of .50cal, so I reduced the amount that can be carried accordingly.
I would have preferred to set a maximum ammo carryweight, so you could decide what mix of ammo to carry - but the game engine does not allow that.
Version 014
This version of the Nightmare Mod will now work with the game version 1.10.0, so there is no need to revert to version 1.8.0 anymore.... but (you know there will always be a but) the shop in the Yeti DLC will not work correctly. So if you want to play Yeti you have to use the original patch_hd.dat and patch_hd.fat files from Ubisoft, or JRavens Hardcore v0.19 BETA.
I also made some changes to the interface, you will now get a hint in form of a dot if the object can be looted. It was a bit problematic to find the right position to loot a body or skin an animal, so this should help.
In addition I have started to rework the weapon data. Weapons will now become even more deadly. For anyone interested in the mathematical data I recommend this article:
The availabilty of weapons in the shop has also been reworked. The chain now starts with bows, goes over to semi-automatic weapons, then to 3-shot burst and then to full auto.
I changed the F1 Famas to full auto and reduced the STG-90 and the P416 to 3-shot burst (but the Bushman is still full auto and silenced). With the open North it was too easy to get the P416, so that you had one of the most powerful weapons very early in the game. With the 3-round burst limit this is mitigated. I also supplied a silencer for the M-14, to make it more attractive.
Version 013
No more fast travel, a few bugs squashed, but the game still shows the crafting symbol, even if there is nothing to craft. Reduced the XP and karma gain for killing Eeeeagles, but its still a handsome amount....
Version 012
Ajay will now move much faster, and he will have to - to be able to escape the Eeeeeeagles, that have returned. But, on the positive side, black eagle feathers are something to be coveted, just harvest them and you will see.
On the downside I deleted the 4th weapon slot, 3 weapons are ok IMHO, one holstered handgun, a carried rifle and a third weapon on the back. I also reduced the amount of grenades and mines and meat that can be carried.
Since I think that the carrying of weapons is something that can be done without much gear, you should now be able to carry all three weapons after the "Wolves Den" quest.
Version 011
Version 0.11
I changed the availability of weapons, so that the Revolvers are now part of the handgun chain, that now starts with the Webley and ends with the crossbow.
I also integrated the open North from gamestart (after a fashion). Since we did not find the trigger opening the north we changed the out of bounds timer, giving the player 1000 Minutes instead of 10 seconds.
Welcome to the Far Cry 4 Enhanced - Nightmare Mod
This Mod is based on the sterling efforts of JRavens who did the groundbreaking work to make modding of FC4 possible.
THE FEATURES:
This mod contains all features of JRavens Far cry 4 Enhanced Hardcore Mod 18.1. with high weapon damage, attachments, etc.
These features are in addition:
Ammo prices are extremely high. You have to be very careful with your ammo, because the only way to replenish your supply is by scavenging, looting dead soldiers, or hijacking cargo trucks (If anyone would prefer standard ammo prices just tell me, I can add a version with standard prices)
All guns now have correct names and use the correct ammo. The damage has been computed based on the real ballistic data (Energy of the bullet, modified by barrel length and bullet dimensions - large calibers do poportionally more damage, after penetration)
The ammo system has been totally revamped, and instead of buying Assault rifle bullets, you buy the real thing, 5.56mm, 7.62mm, 9mm you name it. Each gun uses the ammo it uses in reality - the Vector .45ACP, the P416 5.56mm, the M-14 and the M-700 7.62, the Z93 12.7mm.
No crafting or buying of healing syringes. The only way to get your hands on syringes is to collect medpaks, you can neither buy them nor craft them, autocrafting is disabled (but you can still craft all other syringes).
No silencers for rifles. Silencers are only available for small arms, e.g. pistols and SMGs.
No M-79 grenade launcher in the stores. It will only be available during quests, you can`t buy it in the store, so if you want to keep it, don't drop it.
Eagles are now a boon as well as a pain in the ass. You will get a huge reward for each black eagle feather you acquire.
New shop system. I deleted the mission requirements for all weapons and replaced them by a successor system. In the beginning you find only the cheapest guns of each type in the store. With each gun you buy, the next better one will become available. So if you like (and grind enough) you can get the ACE before the 1st mission is finished, but you have to earn LOTS of money to do that, because you have to buy all other assault rifles before you can get it.
You can carry less equipment. The size of most bags has been reduced drastically.
All prices have been multiplied by x5, e.g. the Buzzsaw will now cost 5 Million Rupees.
Only "treasure" maps are available in the stores, no other maps available at all.
No prompts. All the annoying "Press X to do whatever" have been deleted, you will recieve nearly no prompts in the game (courtesy of PJ)
Better gunsights (courtesy of Ceano)
Open North, you can enter the north before you have done the bridge mission, but there will be a time counter (time set to 1000 hours)
No fast travel. The teleport function to outposts has been disabled, now you have to do all ways by yourself - so take extra care that your Buzzer isn`t shot down.
To sweeten the pot a bit, the amounts of money you will find in chests and the loot from the Royal Army soldiers, have been raised massively. After all what is a Royal Army grunt going to do with his extorted money but keeping it, or storing it away in chests.
The idea is to make combat and exploring more rewarding.
My thanks also goes to PJ for getting rid of the prompts in the game, and to Ceano for his beautiful gunsights.
With this mod I am trying to make the game as hard, as the limited access to the code we have gained yet, does allow.
INSTALLATION:
IMPORTANT: THE OLD VERSIONS OT THIS MOD (013 and below) WILL ONLY WORK WITH FARC CRY 4 VERSION 1.8.0
If you do not know how to reset your game you will find a guide how to do it here:
To be on the save side (the other side from sorry) make a backup of the patch_hd and patch_hd.fat before you unzip the file.
Unzip the main file into your Far Cry 4/data_win32 subdirectory.
KNOWN PROBLEMS:
NPCs will not move their lips when talking, its annoying but its the price we have to pay for getting rid of the prompts.
You can use this mod with any save, but since the requirements for leveling have been raised drastically, it is possible that you will spend a long time without getting a new skillpoint. XP readouts like 20000/2000 are possible. As soon as the game has caught up with the requirements the counter will return to normal (same for Karma).
It is recommend to start the game with the included new savegame. It will start you in Banapur with no money and no equipment.
If you happen to have any problems, please visit the FC4 modding community at