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https://www.moddb.com/mods/far-cry-2-realismredux

This is a community combo mod that takes the best aspects of Redux, and Realism+, and combines them with Fox Ahead's excellent Launcher utility, and Scubrah's functional outposts mod.

Anyone looking for a more immersive, and better balanced FC2 experience should give it a shot.
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BigTinz: https://www.moddb.com/mods/far-cry-2-realismredux

This is a community combo mod that takes the best aspects of Redux, and Realism+, and combines them with Fox Ahead's excellent Launcher utility, and Scubrah's functional outposts mod.

Anyone looking for a more immersive, and better balanced FC2 experience should give it a shot.
Can we use this Mod with Redux mod already installed?
No, this would be a totally different install as they use the same files.

Saves are not compatible, but Realism+ Redux is the better mod.

If you're not far in, I'd suggest starting a new game with R+R. If you're already 2nd act or later just stick with it.

Thanks for playing!
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BigTinz: https://www.moddb.com/mods/far-cry-2-realismredux

This is a community combo mod that takes the best aspects of Redux, and Realism+, and combines them with Fox Ahead's excellent Launcher utility, and Scubrah's functional outposts mod.

Anyone looking for a more immersive, and better balanced FC2 experience should give it a shot.
Thank you!
We've made some major updates to the mod. Check it out, and let me know what you think!
I've heard a lot about these "realism" mods for FC2 over the years. This isn't the same mod as Dylan's Realism mod, is it? That one was super popular for quite some time.

My immediate advice for anyone wanting a more realistic FC2 is to try Boiling Point: Road to Hell. It has just about everything people complained was missing in FC2 including but not limited to: faster vehicles, hazardous wildlife (vipers, big cats, piranhas, etc.), dynamic factions you can actually align yourself with, actually curable diseases, and fast travel in the form of taxis, as well as tons of other realistic details like deus ex style limb damage, multiple ammo types, and at least four different aircraft to fly. Boiling Point was really a revolution for the open world genre that sadly flew massively under the radar of most gamers when it was released in 2005. It got a ton of bad mouthing from critics at the time of release for being exceptionally buggy & unoptimized (think of all the early Cyberpunk 2077 reviews to get an idea) as well as being generally "unfocused" in its design according to some critics, but having spent dozens of hours with it it's really not as bad as people said it was; in fact I personally consider it a criminally underrated masterpiece and one of my favorite games ever made. It's definitely a better game than its sequel Xenus 2, which dumbed down the realism & especially the survival sim elements A LOT while not significantly adding on or improving on much outside of the graphics. Plus, the map in Xenus 2 is smaller and is literally 80% water, i.e. "blue desert". I would go as far to say it has one of the worst maps in any open world game I've ever played.

Anyway, back on topic. In regards to this mod: what exactly does it change about the game (FC2)? I've heard most of these realism mods get rid of malaria, but is there more to them? Is there a list of all the alterations and tweaks this mod makes? Does it make any of these changes:

-cars/trucks/SUVs have a higher top speed
-grass doesn't rotate
-disables all invisible walls
-replaces all 2D sprites of trees with 3D counterparts
-adds more trees to existing forests

?

Also, does it add proneing and/or leaning? Those are both staples of tactical PC FPS that were present in Far Cry 1 but removed from 2, presumably for the sake of game controller limitations. I would think that a "realism" mod for a tactical FPS like Far Cry 2 would add proneing and leaning.

It seems like everyone has a different definition of what a "realism" mod for FC2 should be, because when they're not complaining about the driving (like I do), they're complaining about the guns & the shooting. Does this mod make any changes to the shooting mechanics or the guns in FC2? I know that the rifles are a frequent source of criticism in FC2, including some of the sniper rifles like the M1903. I personally don't take any issue with the overall shooting in FC2. All of the guns serve an important niche, although I do have at least a few major gripes about some of them. One complaint I can make about this subject right off the bat is the stupid modeling of the FAL, and by that I mean the extremely counter-intuitive rear sight that obstructs most of your POV, rendering the sights near-worthless. My other complaints have to do with the balancing of the rifles: the other 7.62 caliber guns, ESPECIALLY the G3, all feel underpowered. And the crossbow in the Fortunes Edition DLC fires a bolt that moves absurdly slowly, almost like it's just floating through the air, which is why I don't like using it. I feel like this was a legitimate programming error compared to the simple design oversights of the rifles. These are really the only complaints I can possibly make about the shooting, however. Overall, I think Ubisoft Montreal handled the shooting side of things very well.

EDIT: OH, now I see! I clicked on your link and I saw all of the enhancements this mod makes. Wow, what a cool upgrade! You even fixed of most of the stuff I just complained about! It's like you read my mind!

Tell me: was this mod made in response to numerous complaints other gamers/fans had or was this just a purely creator driven mod on your part aimed at tweaking Far Cry 2 to exactly how you yourself wanted the game to be? I'm curious because it seems like modders either choose one or the other. The Elder Scrolls games for example are notorious for producing complaints among fans like the RNG combat in Morrowind or the floaty physics in Oblivion, and modders took it upon themselves to fix these issues JUST to appease the fans. With a mod like this it's hard for me to tell because there are so many complaints from casual gamers about Far Cry 2 yet at the same time I'm noticing that a lot of the tweaks you made in this mod seem to be aimed at hardcore fans of the PC tactical FPS genre like yourself. I'm just going to go out on a limb and guess that you made this mod out of your own personal preferences rather than the usual method old of fixing stuff (usually specific stuff) that the masses complain about. In which case, kudos to you for having the balls to just do your own thing. Sometimes this method can end disastrously, like it did with that Half Life Cinematic Mod which the entire Half Life fandom despised. There's always the risk of spending eons making a mod that nobody wants.

Anyway, I see you fixed the crossbow (i.e. the projectile speeds) and the vehicles speeds. Nice! tell me: did you increase the top speed or simply increase the acceleration of the automobiles? I need to know this, because the acceleration wasn't the problem in vanilla FC2, it was just the top speeds that were so unrealistically low.

A small handful of the changes you guys made to the guns take away from realism, like downsizing the magazine tube of the silenced mossberg to four from the usual six slugs. I barely use that thing to begin with, so nerfing it unrealistically wasn't a good idea (it holds six shells in real life, I believe). But on the flip side, I really like how you tweaked the flare gun; now it's more of a "tool" rather than a sidearm, which definitely makes sense.

HOWEVER, I'm still seeing room for improvement with this mod. Namely, these annoyances/shortcomings in the vanilla game that I mentioned above have seemingly not been addressed by your mod:

-rotating grass
-invisible walls
-2D trees sprites on hilltops
-more trees in the jungle areas

^Maybe this should just be its own mod. But I do think all of these would be realistic improvements for a mod that aims at improving realism in the game.

Sorry I got a bit long winded here. There's just so much to say about your mod based on the synopsis of overall modifications that you listed. I'll just end this post here and post the rest of my thoughts on your mod at a later time.
Post edited September 16, 2024 by SkinnyBiscuit76
Thanks for trying the mod. Most vehicles have a higher acceleration and top speed.

If it hasn't been done via modding so far, it's mostly likely because it's not possible with the tools we have. If we had access to Ubi's real tools, it would be a non-issue. This goes for invisible walls, mechanical changes like prone and leaning, etc.

This mod is a fusion of my mod FC2 Redux, and Boggalog's mod Realism+

Redux was just my vision for what I wanted the game to be. Realism+ did a lot of cools things, so we combined them.

Perhaps going with the "Realism" title causes some confusion. It's not intended to be a punishing, or overly realistic mod - but it is a bit more intense than vanilla FC2.

RE: suppressed shotgun - I made this change because the mag tube of the suppressed shotgun is visibly shorter than the Homeland's. So if the homeland holds six, then this shorter tube must hold fewer. Maybe that's overly pedantic, but it makes sense to me. Also, from a gameplay POV, there needs to be some advantage to using the non-suppressed version.

Here are two images showing what I mean.

https://www.imfdb.org/images/c/c8/FC2-Ithaca-load.jpg

https://www.imfdb.org/images/c/c4/FC2-SupSG-reload.jpg
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BigTinz: Thanks for trying the mod. Most vehicles have a higher acceleration and top speed.

If it hasn't been done via modding so far, it's mostly likely because it's not possible with the tools we have. If we had access to Ubi's real tools, it would be a non-issue. This goes for invisible walls, mechanical changes like prone and leaning, etc.

This mod is a fusion of my mod FC2 Redux, and Boggalog's mod Realism+

Redux was just my vision for what I wanted the game to be. Realism+ did a lot of cools things, so we combined them.

Perhaps going with the "Realism" title causes some confusion. It's not intended to be a punishing, or overly realistic mod - but it is a bit more intense than vanilla FC2.

RE: suppressed shotgun - I made this change because the mag tube of the suppressed shotgun is visibly shorter than the Homeland's. So if the homeland holds six, then this shorter tube must hold fewer. Maybe that's overly pedantic, but it makes sense to me. Also, from a gameplay POV, there needs to be some advantage to using the non-suppressed version.

Here are two images showing what I mean.

https://www.imfdb.org/images/c/c8/FC2-Ithaca-load.jpg

https://www.imfdb.org/images/c/c4/FC2-SupSG-reload.jpg
Sorry I never got back to you on this. I've been seriously busy with important projects in my personal life these past 6 months, which distracted me from the forums. I'm sure you can understand.

I hate to tell you this, but I haven't tried your mod yet. That longwinded post I made was just merely my enthusiastic preview of it. I've been playing Far Cry 2 since 2009 and I had never before seen such a detailed mod for it (although I had heard of some, like Dylan's Realism Mod), hence why I had tossed out so many questions about it. I had fantasized about modding Far Cry 2 myself for years to fix the annoyances I had with it (what few there were), and when I noticed that you fixed many of the shortcomings I noticed about FC 2, I simply had to comment on it. Good work!

I will say this: I do plan on playing your mod someday. Although admittedly, it's not at the top of my list of must-play mods, as there are at least a couple of other mods that I'm more eager to try first, so I'm prioritizing those over yours. As such I'm not sure when I'm going to get around to actually trying it. That's one problem with PC gaming: it's almost oversaturated with too many great mods. That's the reason why I feel kinda bad for all the talented modders, since not enough people experience their work.

Just the fact that you improved the top speed for cars & trucks is enough for me to want to install your mod. Also, that detail about the Mossberg (shotgun) kinda makes sense now that I think about it, so I'm glad you did it. There's pretty much no reason to use the Homeland in Fortune's Edition FC2 because the Mossberg is basically a direct upgrade, so it makes sense that you'd want to balance them.

Speaking of shotguns, why didn't Ubisoft add the Mag-7 and an elephant gun to the weapons roaster for the Fortune's Edition DLC? They wouldn't been a PERFECT fit for an African setting like FC2's. A huge missed opportunity, don't you think? Maybe one of the modders for FC 2 should add those in. IMO not enough shooters feature the Mag-7.
With this modification it is possible to play in multiplayer, the only problem you may have is huge murder messages on half the screen, but in general everything works
Post edited May 12, 2024 by HROTLIBERTY