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Bub200

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Posts posted by Bub200

  1.  

    I highly recommend joining SF modding Discord server. Link is in the first pinned post of this forum.

     

    And theres no nif export tool atm, author didnt lie to you

    If there's no nif tools, then how are they editing nifs? Literally deleting sections of spacesuits to make them skimpy, literal nif replacers. You can't have edited nif mods without a tool to edit nifs. Tell me again how I'm wrong, or the author isn't lying? Care to explain the screenshots proving the nif was edited and that they say there's no tools to do so, yet their mod is an edited nif replacer?

     

    80Vfiv6.pngvWo2QEc.pngwLg4SxX.png

     

     

     

    Thats basically mesh replacer. Same thing I've done here

    (Remesh) 3 Banned Weapons Too Brutal For War at Starfield Nexus - Mods and Community (nexusmods.com)

  2. Like commenter above said, Techlands PLS server is the issue. Files (usually player vars) coming from server take priority over any local file.

    Current workaround is to launch Steam offline or block executable via firewall.

  3. I'll check out HumanAI.pre. I managed to find meshvisibilityparams.scr which has the range at which you can see all meshes in the game (I think), I'll fiddle with it some more when I get back. If anyone knows what the actual mesh is called (for the bags) that information would be useful.

     

    Yeah meshvisibilityparams determine range of meshes render / when game switches to LOD render.

    The mesh dead zombie transforms into is called drugs.msh. Only mentions of it are in collectable and inventory scripts, which is another dead end. I belive its just hardcoded that zombie transforms into drugs.msh and we have no control over it via data.paks.

  4. Yeah I'd love that too, just turn your head and everything disappear, that's sad...

    Also, a bit more "Zombies under AI", not just the twenty around the player and all other ones just do nothing.

    (Does it exist ? I looked but found nothing. I understand the game has been coded that way for computing power, as you said, but even with my old PC it's obvious I have enought for more than that.)

     

    Let's hope it will be in DL2 !

     

    I think ragdoll things are dead end. Hanging corpses basically work like any other pre-placed meshes.

    Try fiddling with presets (HumanAI.pre), for example theres Character attribute called m_DissapearOnDeath", "0" which could possibly be transfered to infected prests.

  5. Yeah they are located in .csb’s. Its possible to unpack those audio containers with QuickBMS, replace any sound with blank .ogg and repack whole thing again - but its like killing fly with a sledgehammer. I believe traditional data3 mod is more appropriate approach for this one.

     

    I think I got it now; In that last mod I replaced night audios with "silence.ogg". However my memory served me wrong because real name for this blank audio was dw_silence.ogg...

    Also I had to mute some other things via hdr_snd_groups.scr because night ambience is basically built from multiple short audio clips. Hope its now something what you requested.

  6. I saw you reddit post before it was removed. DL community/moderators really got thing against mods - even this type of mods that don't break the game nor multiplayer at all.

     

    Stingers are located in musicpreset.scr. I changed two lines there, packed it in data3 and gave very quick test in Old Town. Theres still some distant cricket chirping audio but violin stuff etc, should be gone now.

    I cant attach file with .pak extension so I renamed it to .zip. So you need to rename it back to data3.pak and drop it in DL install folder, something like \steamapps\common\Dying Light\DW and youre good to go. Hope it works.

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