I've played a lot of Far Cry 3. A looooot. And so I'm always looking for ways to freshen up the game for another go-round. I got about halfway through on a second playthrough, but it still didn't seem quite different enough for me.
Fortunately, PC modders have wasted no time coming up with clever ways to shake things up. I've been watching the recently-launched Far Cry Nexus with bated breath, waiting for the first major overhaul to launch, so that I might try it out.
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The Swartz Mod Compilation , posted by user jketiynu, is the first far-reaching mod I've installed, and it is pretty excellent. It's sort of a combination of the realism mods that already exist, along with some tweaks that make it easier to screw around in the game for longer.
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The full feature list:
*All weapons unlocked at start but you have to pay for them (note: towers will still give pop-ups saying you unlocked free weapons but you haven't)
*'Welcome to Neverland v2' added. It makes it so that you get a choice whether to take control of a safehouse or leave it be for pirates to take over. All outposts that are not unlocked as safehouses will reset to hostile strongholds once you exit the game. Animal Hunt and Wanted Dead quests available regardless of option chosen.
*Attachments mod with max attachment slots opened up
*Shotgun silencer attachments unlocked
*Silver dragon knife unlocked
*Wingsuit unlocked at start
*All crafting recipes unlocked at start (note: except 'cheating' ones)
*All skills unlocked at start (Note: You still have to earn them, they're just unlocked)
*2nd island unlocked at start (tested, works)
*Modified wallet sizes to carry more money since you can end up with lots of money very easily in the game
*Modified extra large ammo pouch size ammo amounts, and modified amount of C4/Mines you can carry with various pouches.
*Prices on almost everything modified. Good guns are now more expensive, some ammo is cheaper and some more expensive, and animal hides are now worthwhile (hunting a bear will net you $120 whereas something like a dog was originally $15 is now only $5)
*Doubled the range of all guns
*Slightly increased radius of all explosives including hand grenades (except the AI explosives, they remain the same)
*Gave all weapons their real-life magazine sizes
*Standardized damage across calibers (except for sniper rifles and LMG's). The bizon will no longer do so much damage but will instead do the proper damage of a 9x18mm bullet (same damage as the 6P9) [note: Changed these values slightly. Bizon and special variant of P416 do slightly more damage]
*You can now craft explosive arrows using white leafs (because it sucks having to waste a grenade making them)
*'Cannon' signature revolver unlocked from start.
*Player sprint speed increased by 15%
*Laser beams on enemy sniper rifles have been disabled (it made spotting snipers too easy)
*Better Sights mod included
*Increased XP gained for unlocking a tower to 2000 to give you a reason to climb them (since they no longer unlock free weapons)
*Pistols with the exception of the Desert Eagle and revolvers will now shoot basically as fast as you can pull the trigger
*Slightly increased the radius where you can interact with objects
*Made Famas full-auto
*Decreased recoil of Desert Eagle
*Fall-damage radius increased slightly. You'll survive slightly steeper falls.
Far Cry 2 Enb Mod
*You can deploy wingsuit a little faster
*Added 'Weed' postfx to Nature Boy syringe. Nature Boy now lasts for 5 minutes and gets you high as fuck in addition to helping you see plants :) :420:
*Incorporated part of 'Hud Annoyances' mod: there will no longer be squares all over the camera
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Not bad at all. Installation is a breeze—you just have to drop two files into a folder in your Far Cry 3 directory. (Of course, you'll want to back up your originals.) I haven't gotten to dig too deep into a lot of the rebalancing, but I can tell you that it's not half bad to start off with the wingsuit. And of course, I love the idea of option to leave a waypoint occupied. And that the nature boy syringe will get you high, ha.
The mod's creator mentioned that he's working on a version that will remove the mini-map (yes, please), which should be added as soon as tomorrow. I'll certainly be downloading that. Update: As advertised, there is now a no mini-map version of the mod. It is grand.
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In the meantime, guess it's time to start putting together a wish-list of Far Cry 3 mods. Far Cry 3 may not be the easiest game in the world to modify, but that won't stop a man from dreaming.
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Swartz Mod Compilation [Far Cry Nexus]
FarCry 2 DX9 vs. DX10 Image Quality
The trilogy is complete; our in-depth coverage of FarCry 2 is concluded with this look at DX9 versus DX10 image quality. Is there a noticeable difference between DX9 and DX10 in FarCry 2? We will answer this plus show you some of the cool features like Fire, Blood, and Real Tree quality differences.
continued..DX9 vs. DX10 آ– Shadows
We wanted to start off looking at how the shadows compare in FarCry 2 because they were one of the effects that had the most noticeable difference in image quality. In FarCry 2 you can set the shadow quality from the in-game video menu. The highest setting available is آ“Ultra Highآ” and it is available in both DX9 and DX10. Below that, there is آ“Very Highآ” and آ“High.آ” There is in fact a lower setting going as far as turning them off, but we didnآ’t see the need to compare these lower levels. Shadow performance is quite good in FarCry 2 and they donآ’t really cause a burden on graphics even at آ“Ultra High.آ” As we mentioned, we did notice image quality differences between DX9 and DX10 even at the same آ“Ultraآ” setting.
All images below are being compared at 1680x1050 with the highest in-game settings, the only difference is selecting either DX9 or DX10.
DX9 vs. DX10
In the first screenshot above we have several trees casting shadows onto the ground and grass and rock face to the left. If you look you will notice in the DX10 screenshot the shadows edges are softened, while the DX9 image has a hard edge to the shadows. This is very noticeable on the rock face and on the ground. It may appear blurry at first, but this is actually a softening of the edge on the shadow.
In the second screenshot we have a similar scenario, only now we are looking more closely at shadows on the grass. One thing we notice right off the bat in our gameplay is that with DX10 enabled there appears to be a reduction in shadow aliasing on grass such as this. It is harder to tell from the screenshot, but in motion we actually noticed less aliasing through the grass in DX10. This is because the edges of the shadows are softened, reducing aliasing.
In the third screenshot once again we have tree shadows on the ground. This time we are looking much closer at it. We specifically wanted to show you this up-close shot because there is a bit of level of detail issue with this game. As you can see, you can clearly see the transition from the higher quality shadow to the lower quality shadow in this scene in the DX10 screenshot. The difference is also there in the DX9 screenshot, but it is harder to see. It is harder to see because the distance shadows do not receive the softening that the DX10 distance shadows receive. Therefore this difference is more noticeable in DX10. This noticeable transition seems to be a game issue, and not a difference between DX9 and DX10.
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In the first screenshot above we have some shadows lying across the water. It is very easy in this screenshot to see the softening of the shadows with DX10.
Now, in the second screenshot above there is an interesting artifact that happens with DX10 shadows. You can first see that on the sand bags the shadows are less aliased in DX10, appearing much better. However, look what is introduced on the cement divider. There appears to be some kind of آ“shadow banding?آ” I donآ’t know what word best describes that. This appeared on both AMD and NVIDIA hardware, so it is not a video card issue. Rather, it seems to have been introduced via enabling DX10. Perhaps it is supposed to happen, maybe to provide better shading, but it comes off as appearing banded.
In the third screenshot above we have more shadows on the water and rocks. You can once again see the softening which makes it look very good on the water.
The last shot here is very interesting. We have shadows far in the distance in this shot. In the DX10 screenshot the shadows are so softened that they are hard to make out any detail in it. Which one looks better is subjective.
Shadow Quality Levels
Now that weآ’ve looked at the shadow differences between DX9 and DX10 letآ’s look at what the different quality levels do. Note that we saw the same quality differences between DX9 and DX10 here, so we used DX10 to show these differences.
In the first screenshot the main thing to notice here is the shadows in the foreground, on the ground. As we increase the shadow quality the level of detail increases further out in the distance.
The second screenshot shows this even better. As you look into the distance the quality just simply gets better with آ“Ultra Highآ” shadows.
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