The following graphics settings have been improved, the default settings for these have been moved down a tier, so Ultra High is now Very High, High is now Medium etc:
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!
Geometry (Very High)
Shadows (Improvements have been added to every setting)
Ambient (High)
Terrain (Ultra High)
Machete - The machete didn't have a real place in combat as stealth kills would still alert every enemy and it took several regular swipes to kill anyone. It is now useful in both stealth and as a regular melee weapon.
Pistols - I found the pistols were forgotten about once the SMGs were unlocked. They are now more viable.
SMGs - The SMGs were always better than the pistols, so alongside buffing the pistols the SMGs have been slightly nerfed.
Shotguns - In the original game they were underpowered and there was no reason to choose them over an assault rifle. They have been completely rebalanced and now excel within 50m.
Assault rifles - Enemies were particularly bullet spongey when shot at range with assault rifles, this should now be improved while maintaining their medium range specialisation.
LMGs - The PKM had way too much recoil and LMGs only became useful with the M249 Saw.
Flamethrower - The flamethrower had pitiful range, limiting its usefulness for both the player and enemies.
Rocket launchers - Rockets were very slow moving, especially the Carl G's.
Explosive crossbow - The projectiles were slow moving and travelled in a straight line. The explosions are also significantly smaller than the rocket launchers and yet you can carry the same amount of ammo.
Mortar - The mortar is a specialised, high skill weapon. Despite this it had the same ammo capacity as the other explosive specials.
I use a steam controller to play and my settings can be found by searching for "Far Cry 2: Vanilla+ (Tom's Mod) Binding"
Changelog
v6.0 - The entire mod has been rebuilt from scratch, using new methods I learnt when writing my modding guide. Almost everything has been tweaked, often being simplified to best achieve what I originally intended. New features have been added including playable female mercenaries, new animations, significant retextures, and new customisation options that make this by far the most customisable Far Cry 2 mod that has ever existed. There is too much to list here so if you are revisiting, please check out the new feature list above.
v6.1
Improved the animation for machete stealth kills, credit to dannyhl2 for finding this method
Weapon convoy drivers and gunners are now unique enemy types that wear military style outfits and use high class weapons. These guys aren't fucking around any more, they want to protect the convoys and have brought the tools to do so. They are a new potential source of powerful vehicles and weapons if you can carefully take them out. If you take the easy way and blow up all the vehicles up you won't get anything extra.
Increased sprint speed by 10%.
Swapped the bus stop map textures to a more hand painted style.
Added AI upscaled weapon textures to the standard install (the same textures were previously found in the additional customisation texture pack).
Added an AI upscaled dirt road texture to the standard install (the same texture was previously found in the additional customisation texture pack).
Added two AI upscaled sign textures to the standard install that I'd accidentally missed out in the previous version.
Tweaked enemy weapon progression:
1) A more diverse selection of weapons will be used during the hotel attack.
2) There is a 0% chance of top tier weapons being used during the tutorial.
Added apostrophes to 'Le Milieu' on Michele's page in the character select screen.
Fixed a bug where the MAC-10 was silent.
Fixed a mistake I made where I increased the reliability of the sawed off shotgun by too much. It has been reduced to a 20% increase over default to account for the gun lacking a reliability upgrade in the shop.
v6.2
Removed the fix for bouncing NPCs as multiple people reported being damaged when touched by npcs during certain animations.
- Removed NPC edits that were meant to fix bouncing at high FPS.
- Capped FPS at 60 (the old fix for bouncing NPCs).
- Added FPS cap options to 'Extra Customisations' (30 FPS, 60 FPS, Unlimited FPS).
v6.3 - Complete - Eventually I'll come back and do more updates but for a while this is it.
Divided the download, so save anywhere/limited saving options and also the enhanced texture pack are seperate.
Added AI-enhanced versions of all UI textures.
Created a new loading symbol texture.
Edited the safehouse road sign texture to a less smoothly painted style that more closely resembles the art used for the weapon shop road sign.
Added an option to keep flashing items
Revised pistol balance - thanks to Abbanon for the suggestions.
- Makarov/Silenced Makarov - +25% damage, -15% accuracy
- Star 45 - +40% damage
Tweaked graphics settings
- Textures (Low and medium) - increased minimum texture quality because the new textures looked terrible using the low presets.
- Shading (Low and Medium) - increased minimum weapon mesh quality to prevent low quality weapons seeming like a visual bug.
Removed mouse speed clamping
Hotfix 1
Removed the flashing save reminder from map safehouse icons.
Hotfix 2
Fixed the Save Anywhere download having limited saving.
Fixed the Uzi name in the convoy reward screen.
Complete v2
Overhauled enemy loadouts
-Edited progressions so there is no chance of enemies using late game weapons in the first quarter of the game, but they then quickly progress from mid-tier weapons to high-tier. This more closely matches the original game.
-Enemies now use the mp5 as a primary to prevent it clipping with other weapons when holstered.
-Removed the MGL140 as a potential weapon because the AI's use of it isn't satisfactory. They either completely obliterate the player in seconds or look bugged and out of place pointing the weapon without firing.
-The chance of enemies using silenced weapons has been reduced.
-Secondaries have been rearranged so different enemy types use only two classes of weapon.
-Added a new loadout for patrol drivers so they don't use the flamethrower.
-Added new loadouts for specops enemies so they are guaranteed to use mid-tier weapons.
-The chance for weapon convoy enemies to use high-tier weapons has been reduced to 50% in map 1 and remains at 75% in map 2.
-Fixed the enemy AS50 so they use it correctly as a sniper.
Texture changes
-Now fully compatible with DX10 by removing the upscaled weapon textures from the base download. They have been moved to the enhanced texture pack addon. DX9 is still recommended for general bug fixes.
-Removed mipmaps from the UI/HUD textures so they display correctly on when using low settings.
-Resampled and improved the quality of the flamethrower hud icon, unfortunately it still has to be at a lower resolution than the others.
Graphics changes
-Restored functionality to the 'Texture' setting, due to removal of UI/HUD mipmaps.
-Increased shadow map size for 'Shadows - Ultra High' from 2560 to 2720 (Max before the menu breaks). Also increased rain shadow map size.
-Updated the Reshade version to 5.0.2 and changed the legacy 'Colourfulness' shader to the more modern 'Vibrance'. The end result is identical.
-Reduced quality of the lowest settings for 'Shadows' and 'Terrain' for increased performance.
Bug/Mistake fixes
-Fixed rim lighting not being removed in the previous release.
-Removed the ATV as a patrol weapon because enemies float high above it if their space to get off is blocked. Replaced with the car in map 1 and the jeep wrangler in map 2.
-Improved a slight misalignment of the vehicle GPS.
-Fixed the Homeland 37 not being referred to as the Ithaca 37 in German, Hungarian and Polish.
Controls changes
-Added 'v' as a single button to look back when driving (rebindable).
Download changes
-Combined 'Save Anywhere' and 'Limited Saving' downloads into one thanks to removing the weapon textures.
-Added engine files for the Epic Games Store version.
-Added instructions for editing colour saturation with the 'Colourful Far Cry 2' Reshade.
-Added comparison images for all visual customisations and the Reshade.
Extra Customisations
-Added a GOG patch to fix the Wwwwwww menu bug.
-Removed mipmaps from UI texture customisations.
-Added a new customisation for original graphics settings, with various options for different fps caps.
-Added a new weapon animation customisation to hold weapons higher when crouched.
Complete v3
Scubrah's amazing script to increase the range for enemy and object respawns has been added as an optional customisation.
Playable characters
-Added the option to play as an 'Anonymous Mercenary'. This can be selected when starting a new game and will randomly generate a mercenary to play as, using the same system that generates enemies.
-Added a customisation that allows you to play as any NPC or multiplayer class. Replacing Paul by default but instructions are included to replace anyone.
Weapon changes
-SPAS12: Slight buff to damage and effective range.
-Sawed-off Shotgun: Now fires both barrels at once (14 pellets in one shot), increased horizontal spread, slightly reduced vertical spread, increased max ammo 20%.
-Silenced shotgun: Slight nerf to effect range.
-Increased crossbow max ammo to account for it's smaller explosion size (+1 infamous, +2 hardcore/normal, +3 easy).
-Increased AR-16 accuracy by 15%.
-Redid the pistol rebalances from a couple of versions ago because for some reason they were missing.
-Weapons found in safehouses (mission related, not from safehouse weapon crates) are now in better condition. They now have 50% durability remaining, increased from the default 25% durability remaining.
Enemy/Buddy changes
-Made assassination targets only vulnerable to the player, to stop them being killed through enemy infighting.
-Weapon convoy and specops enemies now have legitimately unique appearances that separate them from standard enemy mercs. Both are military style but they wear different gear suitable to their roles.
-During the "Destroy the foreign commandos' gear" mission, if the player does the subversion option and destroys the gear in the shanty town, the buddy will be ambushed by specops enemies.
-Fixed a sniper that often gets stuck inside a rock in map 2, at the ammunition outpost between the Crash Site and Sepoko. They are now stood next to the rocket enemy at the same outpost.
-Buddy weapons have been upgraded, they no longer use bottom-tier weapons at all.
Download/Mod changes
-Roadsigns are now coloured with mission objectives when using 'Full Navigation' and have no colour when using 'Limited Navigation'. Previously both options had these colours removed. (Fixed subvert mission signs still showing as blue).
-Disabled the 'Upgrades' pause menu option. This section has been broken for a while but now it displays nothing to prevent any confusion.
-Updated the Reshade to 5.2.2
Complete v3.1
Updated Scubrah's script for outposts respawning.
- The script is now more specific to only keeping outposts loaded in memory. This fixes issues with the hotel firefight and other potential bugs.
- A potential fix for buddies not reappearing after rescuing the player.
Complete v4
New vibrant colour scheme. - This simply removes the game's desaturation values, so what you see is the assets' original colours. The effect is identical to the previously used 'Colourful Far Cry 2' Reshade.- Customisations have been added to restore the original colours, and also to install 'Colourful Far Cry 2' Reshade. The Reshade has the benefit of also boosting saturation of all menus.
Integrated Scubrah's 'Functional Outpost' Mod- If all the enemies within an outpost have been killed, they will respawn in one hour real time.- Only occurs if every enemy within an outpost is dead, and the timer is not shortened by sleeping in-game.- The 'Outpost Cleared' notification has been removed.- Customisations have been added to change the timer length (30 mins, 60 mins, 120 mins) and to restore the 'Outpost Cleared' notification.
The MP5 is now a primary again.- This seems to make sense while keeping the edited unlock order so the MP5 is unlocked automatically at the start of Act 2. This gives the silent shotgun a better reason to exist, the Uzi is better placed as an Act 1 unlock, and with the buffs given to other assault rifles the MP5 should not be as weak.- Effective range increased by 33% from it's default values (the same as the assault rifle primaries).- Durability restored to default.- Recoil restored to default.- Uzi durability restored to default.- MP5 still uses the light assault webbing for it's ammo upgrade, still gets ammo pickups from other SMGs, and still it listed as an SMG in the weapon shop.
Fixed the blurry flamethrower weapon icon. - This was due to a bug with the icon which meant it didn't properly display a higher resolution texture. The original resolution texture is still displayed in the shop menu, tutorial weapon popup, and convoy unlock popup.
- Added the Flare Gun and IEDs as potential first weapon purchases, available during the tutorial visit to the weapon shop.
- Slightly reduced all primary shotguns' ironsight FOV.
- New shadow settings which reduce shadow aliasing. These remove the 'shadow line' while keeping shadows crisp. Credit to BigTinz.
- New colourful weapon icons based on screenshots of the weapons. There are Customisations available with thinner backgrounds or without backgrounds.
- Fixed a bug where at low resolutions the M1903 crosshair disappears. Credit to BigTinz.
- Incorporated the 'Wwwwwwwww' menu fix into the main release.
- Updated the tools used for installing the Customisations to the most recent version, updated by BigTinz.
- The engine files for each seperate digital platform have been removed and replaced with just the GOG files. The game doesn't care so this just streamlines the install process.
- Redone the tutorial skip saved games so they work with the outpost respawn script. The alternate start now has only weapons unlocked and upgraded, leaving the rest of the upgrades to be decided on by the player, giving a small amount of gameplay and purpose for gaining diamonds.
- Added a customisation to remove sprinting blur, aiming blur, or both. Credit to Scubrah.
- Added a personal message to the loading screen text when quitting.
- Added instructions for how to install the mod on a Steam Deck.
Complete 4.1
- Added a fix for the player not walking slower when using ironsights with the M79 (Credit to JohnDou28 for finding this bug).
- Removed the customisation for a 120 minute timer for outpost respawns, as this is reportedly broken.
Final - Thanks everyone, it's been four years and this will be the last update for Vanilla+. My life circumstances are completely different to when I started work on this mod, and I don't have the time or passion for it any more! This is the FC2 I always wanted to play, and while I hope the community will continue to develop new ideas, this is it for it for me.
Added options to maximise draw distance and LOD values - thanks so much to Scubrah for sharing his fix to make this work.
'Geometry - Ultra High' - Maximised draw distance and LOD.
'Geometry - Very High' - Maximised LOD.
Geometry - Ultra High was a demanding setting previously, but is now truly insanely demanding. I can get a comfy 60fps at 1080p with a 2070 Super, so it isn't completely unreasonable. Because of how demanding this is I've made 'Geometry - Very High' the default when choosing the Ultra High preset, you need to actively choose the new setting (unless it was chosen before installing the mod).
Changed the outpost respawn timer to 45 minutes rather than 60. The 45 minute timer has also been added as a customisation, so your options are now: 30 minutes, 45 minutes, 60 minutes.
Removed the flare fun from the first convoy mission's weapon unlock popup, as it's now available immediately.
Added text to the Upgrades pause menu to clearly say the menu is broken and you need to use the shop computer to see what you've bought.
Added clarification to the install instructions that the 'Colourful Far Cry 2' Reshade should only be used alongside the 'Original Colour Saturation' customisation.
Added clarification to the install instructions that the 'Enhanced Texture Pack' should be installed using the same instructions as the other customisations.
Playable female mercenaries, play as a randomly generated mercenary, playable NPCs, improved agility, improved stealth, better shotguns, better pistols, all weapons balanced to be useful, weapon holstering, weapon inspecting, integrated DLC weapons, silent machete stealth kills, stealth walking with mouse and keyboard, flare gun or IEDs in a new slot, enemies and buddies use more weapons, enemy infighting, more interesting patrol vehicles, dangerous weapon convoys, no longer constantly chased by outposts, faster vehicles, improved hang gliders, colourful DLC vehicles, upgrades for DLC vehicles, colourful Reshade, increased draw distance, improved LOD, better shadows, better night lighting, ai-enhanced UI, new road signs, hand drawn map icons, detailed weapon icons, the syrette icon is actually a syrette, new malaria pill animation, optional limited saving, optional limited navigation, tutorial skip saved games, unlocked DLC, a whole bunch of bug fixes, and much more.
There's been significant progress over the last two years, and in addition to everything above there are customisation options which include a complete ai-enhanced texture pack and a script which stops outposts from respawning the moment you leave the area (thank you to Scubrah).
Come and check out the mod pages for all the details, as there's way too many changes to list here.
There are multiple different versions of the mod available, each has a few key changes on top of everything listed so far:
Vanilla+ leaves the game's original combat unchanged, with its infamous bullet sponge enemies.
Realism+ removes the bullet sponge enemies and makes combat deadlier by increasing player and enemy damage.
Chill+ tones down common annoyances like malaria and weapon degradation.
Insanity+ gives superhuman agility like super fast sprinting and crazy high jumping, so you can approach every encounter from a new perspective.
GOG have kicked off 2023 with a look back into the past, so here's five games from their newest sale and a mod for each one!
The guide will cover changing which weapons are shown by the popups that appear during the tutorial, convoy reward screens and weapon shop computer adverts...
An installer for Vanilla+, Realism+, Chill+, and Insanity+. Easily install all mod versions, gameplay choices, and most of the optional customisations...
Contains options for Save Anywhere/Limited Saving, Full Navigation/Limited Navigation and Flare Gun Gadget/IED Gadget.
Contains options for Save Anywhere/Limited Saving, Full Navigation/Limited Navigation and Flare Gun Gadget/IED Gadget.
This version has the game's original combat, including bullet-sponge enemies. Contains options for Save Anywhere/Limited Saving, Full Navigation/Limited...
This version make the game's combat deadlier by increasing player and enemy damage. Contains options for Save Anywhere/Limited Saving, Full Navigation/Limited...
This version has the game's original combat, including bullet-sponge enemies. Contains options for Save Anywhere/Limited Saving, Full Navigation/Limited...
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I am enjoying the mod! But is there a way to turn off the blur while sprinting? Thanks
I have a problem understanding the Extra Customisations instructions, on how to install them. Are they really that necessary for a better game experience?
No, they are only optional. The mod comes complete as I have intended it to be played.
I will be fine then. I have installed all the rest. And thank you for all your effort on doing these mods.
Looks like a really cool Mod !
Thanks for making it !
I keep waiting for someone here to unlock the weapons slots.
Give complete freedom to the player to choose any 3 weapons they want to carry, not locked into certain weapons slots only carry this certain weapon.
Mixing things up like that keeps it fun and interesting.
That would be really awesome but it isn't possible with the FC2 code the way it is. They built it with assigned weapon categories and unless a programming expert can come in and somehow undo that then we're stuck with it. Some mods like I believe Infamous Fusion play with it by making the weapons enemies drop belong to different slots than usual, but that's the furthest it can be pushed, at least with current modding knowledge.