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lyravega

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  1. I made it visible again on the Steam Workshop. It is hidden on the Nexus for now. I hid it to solve the problems, but I didn't know hiding it would remove the mod from your game, it was an honest mistake so to speak. Sorry for the trouble
  2. HUD mods haven't been updated, so you cannot select arrows with them. If you like and are using bows, then check this little guide out. I'd upload an updated version for them if I could, but I cannot. So, here I'll be telling you how to update your HUD mod on your own. NOTE: This guide is for miniHUD, for other mods, if you cannot find the paste target (shown later), you need to figure where to paste those lines out by yourself, I cannot check all of them one by one unfortunately. Modding Targets: Modded HUD XML - data3.pak\data\menu\hud\hud.xui -XUI files are XML files Vanilla HUD XML as a reference - data0.pak\data\menu\hud\hud.xui Resources & Tools: -Notepad++ -(Optional) Npp XML Tools Plug-in So, what now? First thing you need to do is, opening both of the .xui files (one for vanilla, and one from the mod), and selecting the correct language from Npp, as shown below. You may have an expanded list, so just scroll down till you find XML, and select it for both of the files. 1 Next thing to do is, locating the correct lines to copy from, and paste to. The lines you need to copy are located after the 115666th line; so go to the 115667th line (use CTRL+G). Click on the "+" to the right of the line number to collapse the "AdvGroup". 2 After collapsing it, select all of the 3 lines like shown below; by doing so you'll be selecting all of the folded part as well, leaving little room for errors. Copy all of this, and switch to the mod's HUD file. You are done with the vanilla HUD now. 3 In the mod's HUD file, search for "StackObjectives". Note that the HUD you are using might not have this line, as said above. For miniHUD, the search will yield only one result; go to this line, and look above it. There are 2 lines which we need to paste to and overwrite them (reason is, we already have those two lines copied to the clipboard, if we don't overwrite, it'll result in an error). The target lines are highlighted in the picture below: 4 Select those two lines, and paste! You should see a lot of new lines now. To be sure that there are no extra lines, click on the first "</AdvGroup>" above the "StackObjectives" and then press CTRL+ALT+F to collapse that level. It should look like the 3rd picture. Now, save this .xui file, and use it instead. You'll have access to the arrow menus in your HUD.
  3. A short guide for mod authors, about which files to update after a game update has been released. Resources & Tools: -Notepad++ -Npp Compare Plug-in (grab via Plug-in Manager or from here) -HashMyFiles -Previous "Data0.pak" So, what now? If you are going to mod seriously, be sure to keep the older files around, to see the changes easily. For this, we'll need 2 tools; the Compare Plug-in for Npp, and a free tool called HashMyFiles. The usage of HashMyFiles is very easy; you can just simply drag and drop two files, and see if they do match or not. Doing this with Npp, for every file is both tiresome, and a waste of time. Lets say, we have a mod that modifies 20 vanilla files. What you need to do is, find these files on both the old and the new, vanilla "Data0.pak"s, and drag&drop them to the HashMyFiles tool. If the two files match, those files will have their row colors changed. What we seek is any files that do not match. In the example above, we can see that 2 files do not match; which means the update has altered these files. Now that we've refined the results, launch Npp, open all mismatching files, and compare them to each other. Any changes will be very easy to spot. You can bookmark the change locations, close the old files, open your own ones, and mirror the changes with ease, and without having to go through every file one by one. In short, easiest way to spot a changed file is to compare their hashes. I hope this will come in handy someday as it's not for just modding DL; it is (or rather, should be) a general knowledge about computers. PS: I have great respect for the man behind the freeware tool, HashMyFiles. For years, Nir Sofer has been making many freeware tools, and you may find something very useful in his website!
  4. You may be right about the leg thingy. Been a while since I checked specials file. To try it out properly, maybe go to the default_levels.xml, scroll to the bottom, add level 1 tags, and put the stuff you want to test in it. Like so: <level id="1"> <prop n="KickForceMul" v="10000"/> </level> For NPP, I suggest "XML Tools", and "Compare" plug-ins, definitely. From Settings>Style Configurator, you can add the scr extension to C# as a custom extension, so whenever you open a .scr file it'll look nice :smile: By the way, in order to compare my stuff, you should ignore whitespaces and stuff otherwise it'll cause mismatches everywhere.
  5. One thing to note: 1- <prop n="KickBaseDamageMul" v="1.0"/> works in default_levels.xml 2- <effect id="KickBaseDamageMul" change="1.0" /> works in common_skills.xml If you are using the first one in the "common_skills.xml", it won't work. Another thing that comes to my mind is, try using "KickForceMul" instead of "KickBaseForceMul". I'm not sure which one, but one of them wasn't working or didn't have the impact I was looking for. About NPP, it has a lot of plug-ins. Not just compare, but tidying XML up for example. It is fast, reliable, allows multi-editing, regex, etc... whatever I can think of. I even have a console open in it, where I can run .lua code directly from it and so on. I suggest taking a look at "Default Programs" to make NPP default program to open .scr files. Make sure the language is set to C# as well. And lastly, about the sheet, it is not just a source of information, but where you can generate .xml code to modify the skill placements, and even add new skills. I've updated my post with more information, hope it helps!
  6. This is a guide to try and explain how to mod skills. It is INCOMPLETE, I'll try to finish it part by part. Modding Targets: Skill XML - data0.pak\data\skills\common_skills.xml -This one is the real deal Default XML - data0.pak\data\skills\default_levels.xml -This one is for reference only UI - data0.pak\data\menu\scr\menuskills.xui -UI is optional, but mandatory if you want to make new skills Localization - data0.pak\data\maps\common_texts_all.bin -Skill descriptions and names are saved in Localization Resources & Tools: -Notepad++ -UI file ready to be modded: -Chrome Workshop (author removed the tool, trying to contact him/her to get permission to attach it here) -A simple builder written in javascript to fill in the blanks in the UI file above: AMM (make a copy of this on your own drive) Getting Started: First thing you need to learn is, to understand how the Skill XML file works. I cannot explain everything one by one however, the XML file is rich enough for you to take examples from, here I'll be explaining just one. <skill id="Finisher" cat="fighter" tier="22" max_level="1" desc_params="stun_kill;M:Finisher" skill_points="1" skill_points_type="Fighter"> <level_req type="Fighter" value="12" /> <skill_req id="Stunning" /> <effect id="FinisherFrontEnabled" change="1" /> </skill> Attributes of a skill: id: Internal ID. Used by the game internally, also used for localization. cat: Category of the skill. Either this or skill_points_type is responsible from UI placement tier: Tier of the skill. As far as I can tell, only used by the UI to determine where the skill should go in the tree. max_level: Times you can invest in the skill. desc_params: First variable here is for the icon, the rest, icon visuals & description aid (hexagon/active/passive) skill_points: How many skill points this skill requires skill_points_type: What kind of skill point this skill requires Requirements of a skill: (note, all of these below are optional, but having no requirements is bad) level_req type, value: Type of the level. Can have more than one. skill_req id: The ID of the required skill in order to unlock & get this one. Can have more than one. tier_req value: This type is NOT used in Dying Light. Since the skill structure is very different from Dead Island, trying to use this will be pointless, as this does the same as above. Effects of a skill: (this is the real kicker here) One thing you need to learn here is, how "change" works. Pretty much everything in the game has base values. Most of these values can be found in the Default XML. Basically what a skill effect does is, it alters these base values. In this particular example, "FinisherFrontEnabled" has a v of 0 in the Default XML, however if the player grabs this skill, it will be "base + change" and thus, 1. The value of the change is always an addition, unless it has an "x" in front of it. "x" denotes that this change is multiplicative rather than an additive one. Lets say, we have a base value of 10. And we have a skill which has this line: <effect id=EFFECT change="x-0.5" />. This means, the final result will be "10 + (10 * -0.5) = 5". To negate something, you can just write "x-1"; or to double something, "x1" for example. There are a few skills that do not have any effect however. Some of these skills are used by some of the buffs; which I'll go into detail later on. Some of them are handled by the code. Two examples would be related to potions, and crafting; there is one skill that allows you to craft more, and there is a skill that allows you to gain stronger/longer buffs from potions. None of both has any effect however. Name & Description of a skill: As Chrome Workshop is removed from the Nexus, I'll be holding this part out, for now. Altering the UI (updated!) UI placement is handled purely by tier, and cat (or instead skill_points_type). For example, if you swap tier of two skills, their positions in the skill tree will effectively be changed. More on dressing the UI to custom skills will be explained later on. The UI file contains all the node locations, and arrows, nothing is done on the Skill XML aside from telling the UI where a skill should go. First thing is, open the provided UI file. I've removed all of the skill related stuff from that file, and instead left 3 commented lines. Search for "lyr", and you'll end up with 3 results; "lyr / Status", "lyr / Runner", "lyr / Fighter". These are the lines you will replace with the help of the builder link I've provided. The builder link is for view only; make a copy so you can toy around with it yourself on your own drive. The first 4 sheets, I used as a reference. 5 to 7 are skills placed in their vanilla positions. And last 3 sheets are what I use in Advanced Moves. Lets take a look at vanilla skill placement; the sheet for vanilla Runner skills is opened below: First thing to note here is, there are 3 big cells. The third cell; the one on the right is the cell which has the contents that we want to paste to our "menuskills_wip.xml". Second thing to note is, the "+" is actually a button, which executes the script. Before I go into their details, I should explain how to use this workbook first. The green cells are the skills; red cells are the possible but empty placements. The green cells have a number in them; and this actually is the "skill tier" which I was talking about above. The cells around the node are arrow cells; there are 5 types of arrows (left/right/down/dleft/dright). Lets take 15 as an example (top-left skill); if we write "left" in the cell to the left of it, you will see an arrow pointing to the left in the game. You can move everything around. But you have to follow suit when using this javascript code. Skills always go to the colored cells. Don't use same number (tier) twice. If you want an arrow, be sure you are using the correct word for the arrow (if you want left; you write left to the skill cell you want it to come from). After you commit your changes, click the + sign, and open the "menuskills_wip.xml". Since this is Runner skill tree, search for "lyr / Runner". In the sheet, copy the contents of the 3rd big cell, and paste it below the "lyr / Runner" line in the xml. Note that, since this XML doesn't have the skills from other skill trees, even if you are NOT going to change anything on the other trees, you still have to generate them and paste them like you did with Runner. That's pretty much it. You can check Advanced Moves, and the last 3 sheets to get a bit more idea. Making a new skill (new!) Lets make a new skill and place it to the top left side of the Runner skill tree. I call this passive skill, Tutorial, and it gives us a constant health regeneration. Only prerequisite is Health Regen II, and this skill is free. <skill id="lyr_Tutorial" cat="runner" tier="50" max_level="1" desc_params="health_regeneration;P" skill_points="0" skill_points_type="Runner"> <level_req type="Runner" value="20" /> <skill_req id="HealthRegen2" /> <effect id="HealthPerSecond" change="0.01" /> </skillVoila! -We've given a new id to our new skill. -Placed it in the correct category. -Gave it a new tier - and we are sure that this tier is NOT in use by any other skill. -It only has one level -We are using the same icon from Health Regeneration II. And we wrote P as it is a passive skill. -It is free as it doesn't cost any skill points. -It'd have required runner skill points if it wasn't free. -It requires you to be level 20 in order to get this skill. -In addition, you also need Health Regen 2 from the same tree. -And the effect is, HealthPerSecond. This is one of the unused attributes in the game. It is percentage based, so a change of 0.01 (and its base is 0) will make the player to constantly regenerate 1% of their HP every second. But we are not done. Now the UI part. All we have to do is, go to G_R (runner sheet), and on top left side, add 50 & an arrow towards it. Arrow is optional, but since there was another skill next to it, I linked them in this example, for the sake of example. Now, after this change, you need to click the "+" button, grab the newly generated cell contents, and place them in the right area in the .xml file. Be sure to make a copy of "_wip" file before, and rename the new file to "menuskills.xui". Now, when you pack yourself a Data3.pak, you'll have the newly created skill in the game. Ta-da! You have a new skill in the game now. ...more to come Warnings: -Do not change the order of the skills in the Skill XML. Everything is loaded (and saved) in order, so moving them around will cause issues. When you are adding a new skill, add them to the BOTTOM of the file. -As said above, since everything is loaded in an order, you cannot have a skill at the top of the Skill XML that requires another skill below it. What I'm trying to say is, lets say skill X is defined at the top of the file, and skill Y after that. X cannot have Y as a requirement; Y has to be defined before X in order to have it your way.
  7. Survivor will conflict with other mods you'd like to combine. Aside from that, yes, you put the "data" folder from the other (all) mods into one "data3.pak", and as long as there are no conflicts, they'll work fine.
  8. Please contact me. I've made a simple googlescript on a google spreadsheet that allows you to place the buttons correctly, and I can give info on the rest.
  9. Mate, I looked for this thing. I noted some filenames down, but haven't got the time till the weekend. But it is on my PRIORITY LIST. It just drives me nuts.
  10. I think Curated Workshops on a wider scale may introduce more problems than they realize. I've been modding for several years now, some small, some big stuff, it doesn't matter. Sometimes I enjoy modding the game more than playing it, so you can easily say that modding is my hobby. But making money out of it? I don't know. I have a "philosophy" where my work (work as in, income source) cannot be my hobby, because if some bad s#*&#33; happens, it'll also affect the fun I get from my hobby in return. Anyway, aside from what I feel about modding, I'm one of those guys who also think that the reason some developers don't support modding is that it may cut to their DLC sales. However, when the publishers smell the (potential) money, they'll be first to endorse the idea further I bet (if they haven't already done so). If they'll also allow free mods to be released on Steam Workshop or Nexus / etc... then I'm kinda OK with it. But if they enforce you to sell your work, so that they can get a cut... Then I'm not OK with it. Here is my two cents about Curated Workshops + Donations: They should also allow people to put Donation links (not just HTML links in description; links like here in Nexus, a built-in feature so to speak), if people want to support the modder, fine, but the mod stays free unless the modder opens a "curated shop". And all donations should go to the modder, not to the publisher or Steam. About your concern; " DRMification and closing down of free and open modding", I feel the same concerns, but a bit more extreme. If you think about this even further, a time may come where we will have to pay in order to get the modding tools, so that we can create mods, and put them to Curated Workshops. Even more money for the greedy (publishers). Apologizes if whatever I said is already known/happened/etc...
  11. In response to post #23593334. #23594569, #23595764, #23596054 are all replies on the same post. I think Curated Workshops on a wider scale may introduce more problems than they realize. I've been modding for several years now, some small, some big stuff, it doesn't matter. Sometimes I enjoy modding the game more than playing it, so you can easily say that modding is my hobby. But making money out of it? I don't know. I have a "philosophy" where my work (work as in, income source) cannot be my hobby, because if some bad s*** happens, it'll also affect the fun I get from my hobby in return. Anyway, aside from what I feel about modding, I'm one of those guys who also think that the reason some developers don't support modding is that it may cut to their DLC sales. However, when the publishers smell the (potential) money, they'll be first to endorse the idea further I bet (if they haven't already done so). If they'll also allow free mods to be released on Steam Workshop or Nexus / etc... then I'm kinda OK with it. But if they enforce you to sell your work, so that they can get a cut... Then I'm not OK with it. Here is my two cents about Curated Workshops + Donations: They should also allow people to put Donation links (not just HTML links in description; links like here in Nexus, a built-in feature so to speak), if people want to support the modder, fine, but the mod stays free unless the modder opens a "curated shop". And all donations should go to the modder, not to the publisher or Steam. About your concern; " DRMification and closing down of free and open modding", I feel the same concerns, but a bit more extreme. If you think about this even further, a time may come where we will have to pay in order to get the modding tools, so that we can create mods, and put them to Curated Workshops. Even more money for the greedy (publishers). Apologizes if whatever I said is already known/happened/etc...
  12. Altering sounds is a little bit out of our league(s). Mod Tools can help with that, but without them we can't do much.
  13. I've been going over Dead Island stuff. I realized how Dead Island handles itemization. Now, let me explain how Dying Light does it. The itemdata is just that; itemdata, and everything is predefined. No exceptions. Only thing you can randomize a little is altering the DamageRange a little (I believe, haven't experimented with this). But this leads to a situation where you are locked to 4-5 types of weapons at maximum level, for example, and every weapon will have more or less the same value/damage/force/durability/etc... You are limited to predefined stuff, and there really is no random generation or anything like that. Dead Island however, basically there are generator parameters for every level, and generator types for every weapon type. The itemsdata is used as a template, and these generators adjust stuff that matters. This way, Dead Island will always keep the loot fresh, and doesn't suffer from problems that Dying Light suffers. Itemization is endless due to available permutations; you can always get something slightly better, and this is how pretty much every loot-hunt game operates. This really boggles my mind. Why step down from what Dead Island had, and get something like Dying Light has? It just doesn't make any sense at all. I was wondering what some stuff are in Dying Light, like GenMinLevel(); - GenMaxLevel(); - GenType(); - these all are related to Generators (Gen, short for Generator) which were properly utilized in Dead Island. I mean this is a HUGE step backwards. I cannot stress the difference in itemization between two games, and what it results in eventually. If I ever have loads of free time to investigate what does what in Dead Island, I guess I'll be keeping busy with trying to adapt what Dead Island had, and Dying Light doesn't anymore; I'll try to set up some generators, and try to get them working so mods like WRP won't be necessary, and players will be ensured to find proper loot at all levels, and a chance to find better gear, at all levels. And loot will be properly balanced for every level, and tweaking the damage values will be so much easier as you'll only have to tweak the generator numbers. Anyway, have fun everyone.
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