Far Cry 2

Far Cry 2

Boggalog Jan 10, 2022 @ 9:55am
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Far Cry 2 - Patched (A bug fix mod)
This mod fixes lots of bugs and developer oversights, as well as adding a couple of small features to improve gameplay.


There are three versions: one with 'Fixes Only', and two with 'Enhanced' extra features, with either the game's original combat or 'realistic' combat with increased player and enemy damage.


It's available at Nexus Mods [www.nexusmods.com] and ModDB .



The 'Fixes Only' download has the following features:

Graphics
Framerate capped to 60 - fixes bouncing npcs and improves stability
Optional removal of flashing items.

Weapons
Fixed the MAC-10 being silent.
Fixed the M1903 crosshair sometimes not showing when using low resolutions.
Fixed the player not walking slower when using ironsights with the M79.

Vehicles
Fixed the missing Big Truck engine sound.
Fixed the hang glider being pushed into doing loops when shot.
Fixed the hang glider bouncing on water.
Fixed the being able to see the edges of the player's arms when using hang gliders with widescreen FOV.
Improved a slight misalignment of the vehicle GPS.

Gameplay
Restored the infamous difficulty critical healing animations.
Fixed the Jackal tape bug where the 10th tape repeats and you can't hear the remaining ones.
Optional limited saving

Enemies
Fixed assassination targets having the same vision as snipers.
Fixed a sniper that often gets stuck inside a rock in map 2.

Controls
Removed mouse speed clamping.

UI
Fixed the formatting of the character select screen not being consistent (English only).
Fixed the Wwwwww main menu bug.

Engine
A new game executable is included that has been patched to use 4GB of RAM, this improves load times and game stability.

DLC
Predecessor tapes are automatically enabled.
Optional Homemade and Primitive machetes.



The 'Enhanced' download includes everything listed above, and also the following features:

Graphics
New vibrant colour scheme - This simply removes the game's desaturation values, so what you see is the assets' original colours. No Reshade required.
Removed rim lighting.

Also with improvements to the following graphics settings:

Geometry (Ultra High) - This setting has a GIGANTIC performance impact, and with a fresh install needs to be selected manually. Turn this down to Very High if you have low fps!
Maximum draw distance, every detail is shown.
Maximised LOD, no more ugly pop in on individual objects.

Geometry (Very High)
Maximised LOD, no more ugly pop in on individual objects.

Shadows (Improvements have been added to every setting)
Higher resolution shadows.
Trees and vegetation cast more shadows.
The original game had a line ~10m from the player where high quality shadows became low quality shadows. This has been fixed.

Ambient (High)
Increased draw distance for static shadows.

Terrain (Ultra High)
Enhanced terrain LOD.

Weapons
Weapons can be holstered by pressing 'x' on keyboard (rebindable) or holding Y on controller. Press fire, use or change weapon to unholster. Press reload to show the hud.
Weapons can be inspected by holding the reload button.
Renamed the 'Eagle .50' to the 'Desert Eagle' and the 'Homeland 37' to the 'Ithaca 37'. Removed unnecessary hyphens from others.
Explosive crossbow bolts now fire in an arc.
The sawed-off shotgun now uses shotgun ammo, not pistol ammo.
The sawed-off shotgun now fires 14 pellets in one shot, as it fires two shells at once.
MP5 descripton has been changed to 'SMG', it uses SMG ammo pickups, and it uses the light assault webbing ammo upgrade.
DLC weapons have been added to the ammo upgrades.
DLC weapons' reliability and accuracy have been tweaked to match the upgraded vanilla weapons.
Stealth kills with the machete are silent.
'Creeping' has been added to the machete so you can walk at half speed by holding the iron sight button. This facilitates stealth when using mouse and keyboard.

Vehicles
Windshield bullet holes are now permanent.
DLC vehicles now come in a variety of colours.
Added 'v' as a dedicated keyboard button to look back when driving (rebindable).

Gameplay
Optional 'realistic' combat - with increased player and enemy damage.
Integrated Scubrah's 'Functional Outpost' Mod - When all the enemies in an outpost have been killed they will respawn after 45 minutes.
Improved stealth - reduced enemy perception pre-combat by 20%.
Increased player agility - Jump height increased, turn speed while sprinting increased, ability to climb slopes improved.
Increased stamina.
Reduced the chance for enemies to chase the player when driving through outposts from 100% to 25%.
Reduced fall damage.
Reduced monocular sensitivity.
Explosive barrels now start fires.
Specops enemies now have a truly unique appearance suitable to their role.
Removed the flashing save reminder from safehouse map icons.
Last edited by Boggalog; Apr 21, 2024 @ 10:33am
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Showing 1-15 of 83 comments
thirdkeeper Jan 12, 2022 @ 2:38pm 
Looks promising 8 ) - Great work, Boggs. :steamthumbsup:

- Thanks for all the hard work ! -
Boggalog Jan 25, 2022 @ 9:42am 
Originally posted by thirdkeeper:
Looks promising 8 ) - Great work, Boggs. :steamthumbsup:

- Thanks for all the hard work ! -

Thank you Thirdkeeper for your always reliable support!
Boggalog Jan 25, 2022 @ 9:43am 
v1.1 Update

Reduced fall damage.
Reduced monocular sensitivity.
Improved a slight misalignment of the vehicle GPS.
Added instructions to adjust the level of colour saturation with the 'Colourful Far Cry 2' Reshade.
thirdkeeper Jan 25, 2022 @ 11:16am 
Originally posted by Boggalog:
Thank you Thirdkeeper for your always reliable support!

When the source is reliable I have no choice! ; )

The creative and generous 'actual' mod creators (NOT counting the un-named
poser and thief) have added the breadth and vitality that has kept this ONE/of/ONE
game alive and thriving.

- More than that I have a great respect for the added fine tuning !
- Thanks Again ; )
room217au Jan 26, 2022 @ 8:21pm 
Originally posted by Boggalog:
Improved a slight misalignment of the vehicle GPS.
Sweet fancy moses .. Thanks heaps for fixing this :)
Boggalog Jan 27, 2022 @ 2:47am 
Originally posted by room217au:
Originally posted by Boggalog:
Improved a slight misalignment of the vehicle GPS.
Sweet fancy moses .. Thanks heaps for fixing this :)

Annoyingly I wasn't able to completely fix the player arrow being off centre to the right. It's improved and a bit more centre but fixing it meant bugging the map out, so still just 'improved'.
Last edited by Boggalog; Jan 27, 2022 @ 2:53am
You mention using DX9. While this lets you use a great HBAO implementation and fixes the resolution/vsync alt tab problem, it also cripples cpu performance especially in towns and fires. What
Boggalog Jan 31, 2022 @ 10:50am 
Originally posted by TeamWorkOPVolvoPleaseNerf:
You mention using DX9. While this lets you use a great HBAO implementation and fixes the resolution/vsync alt tab problem, it also cripples cpu performance especially in towns and fires. What

DX10 in this game is simply pretty buggy. With it at times there can be a black square at the players feet and the silent phone call bug is more likely. Those are the most obvious bugs and I'm sure there will be others. So yeh while there are advantages to using DX10, and anyone who wants to can go ahead and use it, my general recommendation is to stick to DX9. Particularly in this context when the aim is for a bug free experience.
room217au Feb 2, 2022 @ 7:46pm 
Originally posted by TeamWorkOPVolvoPleaseNerf:
You mention using DX9. While this lets you use a great HBAO implementation and fixes the resolution/vsync alt tab problem, it also cripples cpu performance especially in towns and fires. What
I don't know about anybody else, but DX10 runs this game beautifully in my experience.
However, when I did recently venture into mods for this game, Tom'sMod in particular, it crashed after around 15mins of play, or whenever I tried to leave town, whichever came first.
It seemed I was alone in this situation. Then, I changed to DX9 in-game after seeing a discussion about the differences. As soon as I did that, the modded game runs great.
Originally posted by room217au:
I don't know about anybody else, but DX10 runs this game beautifully in my experience.
However, when I did recently venture into mods for this game, Tom'sMod in particular, it crashed after around 15mins of play, or whenever I tried to leave town, whichever came first.
It seemed I was alone in this situation. Then, I changed to DX9 in-game after seeing a discussion about the differences. As soon as I did that, the modded game runs great.
Had the same experience with toms mod, fixed it by removing the primary/secondary/special weapon textures it added, no more crashes after that even with all the other road/vehicle/object/grenades/misc textures still present. They are under patch_unpack/graphics/weapons

The biggest issue with dx9 for me is fire which i love and which drops me below 60 fps on my 1700x even when pushing 3975 mhz and 3333 mhz ram, dx10 on the other hand runs the same scenes at around 90-95 fps.
Last edited by cis "people" are disgusting; Feb 3, 2022 @ 3:44am
Boggalog Feb 3, 2022 @ 5:28am 
Originally posted by TeamWorkOPVolvoPleaseNerf:
Originally posted by room217au:
I don't know about anybody else, but DX10 runs this game beautifully in my experience.
However, when I did recently venture into mods for this game, Tom'sMod in particular, it crashed after around 15mins of play, or whenever I tried to leave town, whichever came first.
It seemed I was alone in this situation. Then, I changed to DX9 in-game after seeing a discussion about the differences. As soon as I did that, the modded game runs great.
Had the same experience with toms mod, fixed it by removing the primary/secondary/special weapon textures it added, no more crashes after that even with all the other road/vehicle/object/grenades/misc textures still present. They are under patch_unpack/graphics/weapons

The biggest issue with dx9 for me is fire which i love and which drops me below 60 fps on my 1700x even when pushing 3975 mhz and 3333 mhz ram, dx10 on the other hand runs the same scenes at around 90-95 fps.

Thanks for testing that out for me, that's great to know. For the next update I'll move the weapon textures back to the enhanced texture pack and specifiy that DX9 is required for it to work properly. The bonus is that the files you deleted are actually only the mask textures that change how the weapon looks as it degrades, so all the underlying base weapon textures will remain upscaled.
Last edited by Boggalog; Feb 3, 2022 @ 5:33am
Crypto Gamer Feb 3, 2022 @ 5:36am 
I have played with over 100 hours with DX 10 and only a few hours with DX 9.Both seem to be the same stability wise for me,so I play with DX 10.

Silent phone bug for me happens often with 60 fps cap,with 58 fps cap it happens rarely.(forced via Nvidia GPU control panel.)

Maybe most ppl hardware like DX 9 better though for this buggy game.

I recommend to patch FC 2.exe for "large address aware" so it can use 4GB RAM up from default 2GB for me it significnalty reduced crashes by a very large margin regardless of mods,DX versions.Many old 32 bit games benefit from more usable RAM,especially on high settings,resolutions.

That said regardless of version you should have a few backup hard saves once a while,game breaking bugs can still happen,albiet rarely with 60 fps cap.

Also having too many(100+) quicksaves/saves in general makes this game more crash prone based on my experience.Of course result can vary.
Boggalog Feb 3, 2022 @ 6:01am 
The silent phone call bug is a weird one and particularly hard to fix because it seems to happen to people randomly. I've never experienced it but for some it's all the time. The only things known to improve it are both playing with a fixed 60fps and also using DX9. That interesing that a 58fps cap improves it on DX10 though.

The biggest downside to DX10 is the downgrade in grass, and that's enough for me to always steer clear.
Last edited by Boggalog; Feb 3, 2022 @ 6:01am
DevilFish303 Feb 3, 2022 @ 7:31am 
cool mod, but noticed some bugs, nothing game breaking, just minor annoyances:

- can't click on "Quit", clicking on "Quit to Menu" works just fine
- "Widescreen" checkbox in Display options looks like it got messed up

Other than that, freaking sweet! thanks for the mod :)
Boggalog Feb 3, 2022 @ 7:57am 
Originally posted by DevilFish303:
cool mod, but noticed some bugs, nothing game breaking, just minor annoyances:

- can't click on "Quit", clicking on "Quit to Menu" works just fine
- "Widescreen" checkbox in Display options looks like it got messed up

Other than that, freaking sweet! thanks for the mod :)

I see what you mean, thanks for letting me know! I'll take a look this weekend.
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