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Everything posted by StinVec
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Your files look good. This issue usually comes about due to creating the pak file with a different form of compression than the game is configured for, using some form of compression when adding files to the pak, or if the pak is not created properly and just a renamed zip file is used and that zip had some kind of improper compression used on it. I don't know how you created this Data3.pak file, but instead of creating one through renaming a zip file or other method, try to: - duplicate an existing, official pak file that is empty (except for a placeholder file that it contains so that the pak can exist as an archive can't be empty) - rename this pak to Data3.pak - add your modified files into it without specifying any different compression to use If you go into your "Dying Light\DW_DLC1" folder, the "DataDLC1_1.pak" file is one of these "empty" pak files. Just copy it and paste it into your "Dying Light\DW" folder and then rename it to Data3.pak and add your modified files. Then try your mod to see if the pak can load and be read by the game properly.
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Help with editing game files/creating mod
StinVec replied to AboutTreeFitty's topic in Dying Light's Dying Light
Back when Techland released The Following DLC, they changed a lot of things that made all or most changes to the AI files to no longer be recognized by the game. (This is what essentially destroyed the widely-used I Am Legion mod by TheOneAndOnlyHitman) I don't think anything has changed and any changes in most AI files are still unrecognized. I haven't done anything with AI since then, so there may be a way still to only increase the bite damage only. However, you can increase all damage received from biters (of all attacks from them, not just bites) if you instead want to go the route of altering the 'data\scripts\difficultyparams.scr' file. In each 'Difficulty' section (East, Normal, Hard, Nightmare) you will find variables for increasing or decreasing the damage that you inflict on and receive from each type of infected. There is a note in this file on the sections explaining them a little: First find the difficulty you are playing in and then go to its damage section. You will see something like this for changing the damage you inflict on different infected types in that difficulty: // this means how much damage GIVEN to AI will be modified (ie. player hits with 100 dmg * Biter(0.9) = will give 90 dmg to AI) PlayerDmgFactorMin() { Biter(0.80); Viral(1.00); HMF(0.50); HMF_Leader(0.50); HumanFirearm(0.53); HMF_Arena(0.50); HumanFirearm_Arena(0.50); HMF_Leader_Arena(0.53); Goon(0.50); Volatile(0.30); Spitter(0.50); Demolisher(0.50); Demolisher_Arena(0.7); HrSlave(0.5); HrRecruit(0.5); HrGuard(0.5); Skeleton(0.50); HrAdept(0.53); HrPriest(0.50); HrTorturer(0.5); HrBlinded(0.5); HrBoss(0.7); HrDarkKnight(1.0); } PlayerDmgFactorMax() { Biter(0.80); Viral(1.00); HMF(0.50); HMF_Leader(0.50); HumanFirearm(0.53); HMF_Arena(0.50); HumanFirearm_Arena(0.50); HMF_Leader_Arena(0.53); Goon(0.50); Volatile(0.30); Spitter(0.50); Demolisher(0.50); Demolisher_Arena(0.7); HrSlave(0.5); HrRecruit(0.5); HrGuard(0.5); Skeleton(0.50); HrAdept(0.53); HrPriest(0.50); HrTorturer(0.5); HrBlinded(0.5); HrBoss(0.7); HrDarkKnight(1.0); } Then a bit below that is the section to change the damage you receive from different infected types in that difficulty: EnemiesDmgFactor()// this means how much damage TAKEN from AI will be modified (ie. Bitter hits with 10 dmg * Biter(1.5) = will give 15 dmg to PLAYER) { Biter(2.0); Viral(1.5); HMF(2.0); HMF_Leader(2.0); HumanFirearm(2.0); HMF_Arena(2.0); HumanFirearm_Arena(2.0); HMF_Leader_Arena(2.0); Goon(2.0); Volatile(1.5); Spitter(1.38); Demolisher(2.0); Demolisher_Arena(2.0); HrSlave(2.0); HrRecruit(1.3); HrGuard(2.0); Skeleton(1.8); HrAdept(2.0); HrPriest(1.5); HrTorturer(1.4); HrBlinded(1.5); HrBoss(2.0); HrDarkKnight(1.0); } You can increase the Biter damage to a very high multiplier factor (10 or 20 or even 100 times the damage received from them) so that any hit from them will kill you. Not that this should mean any damage received from them and not limited to only when being bitten. i.e. If a zombie with a weapon throws their wrench at you then it will probably kill you. If a zombie even swings at you then it will probably kill you. Also note that any this difficultyparams.scr file is just like most of the skills files where Techland does not like mods changing them while the game is set or running in Online mode. They'll use their PLS system (the temporary event system) to force unmodified version to be downloaded and used over your modified one. Either disable event participation, run the game in offline mode, or include the 'data\restclient.scr' file in your Data3.pak file with the whole file push system disabled in it by changing this setting on line 8 in the file from: EnablePLS(1)to EnablePLS(0)This way your modifications to this difficultyparams.scr file will be recognized and permitted to load instead of being overridden by Techland. Including this file with the file push system disabled may even help with your modified AI files if Techland is forcing unmodified AI file versions to be downloaded and used over your modified ones. I'm not sure if they prevent modification to those files internally in game code or externally via this file override system. -
I believe they're going to be automatically sending out emails to mod authors so they can fill out an official request form to have the Nexus delete ALL your Mods. Deleting your mods yourself, does NOT delete them, it archives them Thank you for replying. That is the email I was describing as well. I did not know an additional email is supposed to be automatically sent out with a form to fill out in it to initiate a wipe and thought manually copy>pasting their "template" in an email to them was the only way they would accept a wipe initiation request.
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Just to be clear, is this a separate email with a request form directly in it that I should be expecting? Or is the email you reference the "An update to our file deletion process" email that was sent on the 1st which only linked to the now-locked "news post", which then instructs to go to the "help article" that contains the "template" that then must be used in a manually-sent email to initiate the first step in enacting a full wipe? I've seen this email with a form mentioned a few times, but I've only ever gotten that brief email that was not much more than a link to that "news post". Just wanted to clear this up to know if I am waiting on a second email to be sent that could be used over the above-outlined steps.
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Hi. On firearms there are several attributes that can vary based on how far away the enemy is when the 'bullet' impacts them. These attributes are: - Damage - Force So instead of a 'Damage' or 'Force' attribute like on melee weapons, you need to look for the 'FirePointDamage' and 'FirePointForce' attributes in the firearm's code block. Continuing with the "German 9mm Pistol" (Firearm_PistolAGen) as an example: Lines 27748-27759 are these attribute for that firearm: FirePointRange(0,400.0 *0.01); FirePointDamage(0,159.0); FirePointForce(0,25.0); FirePointRange(1,700.0 *0.01); FirePointDamage(1,159.0); FirePointForce(1,25.0); FirePointRange(2,2500.0 *0.01); FirePointDamage(2,79.5); FirePointForce(2,12.5); FirePointRange(3,10000.0 *0.01); FirePointDamage(3,39.75); FirePointForce(3,6.25); The falloff is controlled by there being different ranges configured and the different damage and force to inflict when it hits an enemy at that range. This weapon has four ranges configured: set 0 - (0, set 1 - (1, set 2 - (2, set 3 - (3, The range is in units, where melee swing range is about 1.5 or so usually. I say units but a unit seems close to about a meter (3.3ft), so can probably just think of them as meters. Set 0 is range 4.0 (close) (the 400*0.01=4.0, so you could erase that equation completely and just put 4.0) Set 1 is range 7.0 (not too close) Set 2 is range 25.0 (much farther away) Set 3 is range 100.0 (extremely far away) Each set then has the force and the damage attributes for the bullet to have if it hits an enemy in that range. FirePointDamage(0,159.0 FirePointDamage(1,159.0 FirePointDamage(2,79.5 FirePointDamage(3,39.75 FirePointForce(0,25.0 FirePointForce(1,25.0 FirePointForce(2,12.5 FirePointForce(3,6.25 So when the fired bullet hits an enemy, based on the range it is from you when it hits determines how much damage and force the shot does: From 0-4 range it will use set 0's attributes of 159 damage and 25 force From 4-7 range it will use set 1's attributes of 159 damage and 25 force From 7-25 range it will use set 2's attributes of 79.5 damage and 12.5 force From 25-100 range it will use set 3's attributes of 39.75 damage and 6.25 force You can just change the 'FirePointDamage' attributes to being very high if you want it to instantly kill with one shot: FirePointDamage(0,10000.0); The weapon could be configured with just set 0 if you want with sets 1-3 deleted, then change the range and damage value for set 0 to be very high. This would remove the falloff aspect entirely so bullets will always inflict set 0's high damage up to the distance you specify.
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Zombie Loot With Nimble Hands Perk
StinVec replied to theepicdragon976's topic in Dying Light's Dying Light
It is in the "data\skills\common_skills.xml" file. The file lists different skills and where the slot in the skill menu, which tree they are in, how what level is needed to unlock it, how many points it requires to learn it, what prerequisite skills are needed to learn it and what effects it causes upon learning it. That skill is located on line 406 of the file when opened in Notepad/Notepad++. You can also search the file for "NimbleHands" to go right to it. <skill id="NimbleHands" cat="status" tier="16" max_level="1" desc_params="nimble_hands;P" skill_points="1" skill_points_type="Status"> <level_req type="Status" value="10"/> <skill_req id="RepairLuck"/> <effect id="SearchDurationMul" change="x-0.5"/> <effect id="ThoroughSearch" change="0.5"/> </skill>The "SearchDurationMul" effect it possesses halves the time it takes to search by multiplying whatever the current time is that it takes to search by -0.5 (-50%). The "ThoroughSearch" part of the skill is what activates the additional loot from the search. It changes the effect's value to 0.5, though it would need to be tested with different values to know what its original value is internally in the game as it isn't configured in a file by default. I think the default is probably 0.0 though and it increases it. However, as increasing from 0.0 to 0.50 causing double items to be looted doesn't seem to make sense, the default might be 0.25. If it is set to 0.0 then it could cause no items to be looted. If the default is 0.25 for 1 item, and 0.5 for 2, then 0.75 might be for 3, 1.0 for 4, 1.25 for 5, etc. Just need to do some testing with altering it and seeing what the results are if you want to. -
Hey, Brokklu. Those are in the "data\scripts\inventory\inventory_test.scr" file. It isn't named well considering it primarily only contains the buggy components and parts, as well as the elemental bolts for the crossbow. It's more like a 'General The Following DLC Stuff' file. If you are using WinRar to browse the Data0.pak file you can use its search function to search within all files in the pak for an item name. Very, very useful. I don't think 7zip offers that feature.
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I had responded to the private message form of this request, but I will post it here as well for others who might come across the same video and be unaware of where they are from.
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Any changes to the skills files (or even the difficultyparams.scr file) requires that you be running your game in offline mode. This is on Techland. They seem to have wanted to prevent certain modifications to the game while you are online even if you are playing in single player. The easiest way to get around this is to disable the client restoration/reporting service that blocks these files being altered. I do not recommend modifying files in Data0.pak ever. Extract the 'data\restclient.scr' file from Data0.pak, modify it and then add it into your modified Data3.pak file inside of a 'data' folder there. Change line 8 from being: EnablePLS(1)To: EnablePLS(0)Most mod authors and private modders have had to begin including this file in their Data3.pak files with this disabled for changes to certain files to be recognized, especially skills files. Note that including this file and disabling the client restoration service (prevent modified files being used) will cause community events and updates to also be disabled while the PLS service is disabled. You can try leaving the whole service enabled and just trying to disable certain aspects of the service in the other lines in the file if you want. If you don't care about community events, I recommend just leaving the whole thing off.
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Do not use mods that are for older game versions than the one you are using. If the mod doesn't say what game version it is for, but it hasn't been updated very recently (let alone not updated for 4-5 years), expect your game to not work correctly or at all. That is what happens when out of date mods are used. Dying Light has received frequent game updates and likely will get plenty more at least until Dying Light 2 comes out in ~September. Also, even if a mod says that it is for your game version, do not install mods that replace the entire Data0.pak file unless you backup the original Data0.pak file beforehand. Modified files go in the Data3.pak file. If the mod files are broken, then the original version in Data0.pak gets used. If you replace the Data0.pak file, or some files in it, there are no backups for the game to use if the mod is broken and your game will not work properly or at all. Mods that replace the entire Data0.pak file force every game file inside it to be used instead of only the modified files used by the mod, and again, there will be no backup for the game to use if the mod doesn't work right. If the mod replaces the entire Data0.pak file and is also for an old version of the game, not only are the modified files for the mod from an old game version, every single game file in the Data0.pak file will be from whatever old game version it was when that mod was made while all of your other game files will be the current game version. Expect the game to be very broken or not work at all. - Do not install mods into the Data0.pak file. - Do not install mods that replace the Data0.pak file. (if you do for some reason, make a backup of your Data0.pak file first!) - Only use mods that say they are for your game version. - If a mod doesn't say what game version it is for, unless it has been updated since the most recent game version was released, it is out of date and should not be used. - If you go ahead and use an out of date mod's Data3.pak file, the more time that has passed since it was updated the more likely it is that the game will not work properly or at all due to newer and newer game versions being released that alter more and more files. - If a mod replaces the Data0.pak file and is older than the most recent game update, do not use it even if you first backup your Data0.pak file as every game file in it will be out of date instead of only a couple that the mod actually makes changes to. - Only use mods that say they are for your game version, or at least only those that have been updated more recently than the most recent game update release. - Only use mods that alter the Data3.pak file which is where mods are properly installed to (only a couple of types of mods require placing their altered files into the official "\Dying Light\DW_DLC##\DataDLC_#.pak" files to work on the DLC areas, but that is very rare and the original pak should always be backed up first and replaced if the mod becomes out of date)
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I'm sorry if I may be making it look worse than it is. It isn't as bad for someone like me who is used to interacting with the contents of the game files and can see what is a normal change due to game updates and what has been changed by mods. It sounds like you are interested in learning how to update and merge mods yourself, which I think is fantastic. I will definitely help out here with any more pointers, guidance or assistance you may want if you would like me to.
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There are several issues that I see, as well as quite a bit of work to get them all to work together. You've outlined the worst of all scenarios in wanting to use mods in Dying Light, but I'll try to see if I can provide some answers to your questions. Among the issues with most of the mods you want to use: Outdated mod files - Most of those mods do not mention the game version they are for, but based on their uploaded/last modified date it is clear that they use files from very old game versions and are likely to have been changed in game updates since then. Floating mod files - Several of them simply include the modified versions of game files (which are also outdated) and they are not placed properly into their original folder structure and packaged into a Data3.pak file. Same files altered by multiple mods in different ways - Many of those mods make different changes to the same files. Couple this with each one of them also using a different out-of-date game version of the file as its base, and this leads to quite a bit of work figuring out what differences in the files are due to the mod making the change and which are due to the game version the file is from. Many of the files included in most of those mods are for old versions of the game since the mods have not been kept up-to-date with game updates. Using an outdated mod would result in changes or additions made to the files by a later game version not existing in your game. Using out-of-date file versions can lead to your game crashing due to the game trying to load something that the out of date mod file does not contain, or even due to the file still containing something that was removed by a newer game update where it still existing causes a file parsing error and crash. Also, depending on which files a mod alters and how it alters them, using its out-of-date file versions could even result in damage to your save game file. - A "pak" file is zip file, so they can be opened using WinRar/7zip, etc. to then browse its contents. - To create a mod, the "...\Dying Light\DW\Data0.pak" file is opened and the desired files get extracted onto the computer. - After modifying the file, the "...\Dying Light\DW\Data3.pak" file is opened and the modified file is placed within the same folder structure here as it exists in the Data0.pak file. ---> If a file was located at Data0.pak > "data\scripts\inventory" then the same "data\scripts\inventory" structure would be re-created inside Data3.pak and the modified file placed there. Some of those mods simply include the altered files, instead of re-creating the file's location/folder structure inside of Data3.pak and placing the file there. Several of those mods make different alterations to the same files, so they couldn't just all be dumped into a single Data3.pak file as adding in the files of each additional mod would overwrite the modified version that was already added in by another mod. Quite a bit of work would need to be done to get the out-of-date mods and the mods that alter the same files to work together and updated to use the current game version of each file and then make the different changes to them that each mods makes. Essentially, each file in each out-of-date mod needs to be manually updated to use the current game version of the files as their base. Then the changes the additional mods make to the same files can be merged into it so that all of the different mod changes exist in the single copy of the file, which can then be used in the single Data3.pak file. - An unmodified, current copy of each file that is to be altered by each out-of-date mod would need to be extracted from the "...\Dying Light\DW\Data0.pak" file. - As several of those mods are not packaged properly for use on a game and just contain the individual files it alters, the Data0.pak file would need to be searched for the file name to locate where the modified file is supposed to exist and then that folder structure would be re-created inside the Data3.pak file. - Then each old mod file would need to be compared against its current game version to see what is different and then discern what differences are due to the mod changing it and which differences are due to game updates making changes to the file. Then make those same mod alterations to the current version of the file. - Then where several of the mods alter the same files, all of the mod-related changes made to the files by each of the different mods would need to be merged into the same file, again with the latest version of the file from Data0.pak as a base. WinMerge is a useful program for quickly merging differences from one file version over into another. https://winmerge.org There are other alternatives programs that can help speed up merging different versions of a file, but WinMerge is free and works very well with quickly sending a change from one file version into the other. You can: - Compare an unmodified, current version of a file against an out-of-date mod's version of the file. - Discern if a difference is mod-related or game update-related and then quickly send the difference over to the current game version of the file. - Save and then compare this file against another mod's version of the same file and end up with all of the mod-related changes present in one up-to-date copy of the file to use in your Data3.pak file. _____ I'll attempt quick responses to your numbered questions: 1) Comparing the file names that each mod alters can help discern any file conflict issues. Data3.pak files are zip files, so you can open them with WinRar/7zip and then browse the contents. I would recommend creating a text document and note the file names that each mod alters as well as its location (data\scripts\blahblah). You can then Compare the mods to see where any conflicts might be that would need to have their mod-related changes merged into a single copy of the file (with a current version of the file as the base) due to both altering the same file. 2) As I noted above, I would recommend using the WinMerge program for merging differences between files into a single file to then use. 3) After updating all of the out-of-date mod files to use the current game version of the files as their base, and then merging the mod-related changes to conflicting files into a single instance of the file, these files can be placed into their proper, original folder locations inside of the Data3.pak file. 4) There are no .ini files to edit to load mods in Dying Light. The game uses the official versions of files that are present in Data0.pak and other pak files. If a file is also present inside of the Data3.pak file and located in the same folder, then this version of the file is used at runtime instead of the vanilla, official version of the game file. If I copy out the "data\scripts\inventory\inventory.scr" file from the Data0.pak file (scr files are not screensaver files, just text files, so open them with Notepad or other text editor), and then I modify it and place it inside the Data3.pak file in the same "data\scripts\inventory" folder structure, my copy of the file be used at runtime and not the Data0.pak version. Now, if I broke the file so it doesn't parse and the game cannot load it, the game will either crash (depending on the file) or it would switch to instead use the vanilla version of the file in the Data0.pak file. This is why you should never alter files inside of Data0.pak without making a backup copy of the pak file first since breaking a file in there will cause there to be no clean copy of a file for the game to fall back to using and the game will not load - a complete reinstall would be needed to restore the official, unaltered version of the file again. However, in some cases, an official game pak file has to be altered in order to make a change. Such is the case with my No Night Hunters mod. To remove that enemy in the DLC Countryside map, a DLC file needs to be altered that cannot then be placed inside of the Data3.pak file but instead must be altered directly inside of the DLC pak file. With that mod I stress multiple times to make a backup of that DLC pak file prior to altering it, I then clearly mark what changes I make and to which files I make the changes in case someone needs to undo the changes the mod makes due to ignoring my warning to first make a backup of the file. _____ I hope something I've written here helps you. Unless you do not mind having to do the work to update a mod to be compatible with the current game version -due to the author not keeping it up to date themselves- before you can use it, I would recommend avoiding all outdated mods entirely and to only use mods that state they are for the current game version.
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How would I make a permadeath mode?
StinVec replied to dtimeout's topic in Dying Light's Dying Light
Not that I am aware of as being possible in the way you are likely wanting (inability to continue/re-spawn from the death screen and to instead be forced back to the main menu, as well as the game automatically deleting that save game without any input or actions from you). The only way that I can think to simulate permadeath in Dying Light is to restrict yourself to choosing not to continue a game upon dying, but to instead hit ESC and exit to the main menu. You can then perform the deletion on that save game right before starting a new save game on that same screen. You would be going to that screen to start a new game anyway, so it would only take an extra ~second to delete that game prior to starting a new one. Even if Techland were to implement a permadeath option on a save game, or as an aspect of difficulty level, the save game would likely still continue to exist even if you die and would simply be marked out in your save game list with a skull instead of being straight out auto-deleted by the game when you die. You would still need to manually delete that dead game anyway to remove it from your save game list. All alternative methods would still require additional actions to be performed by you in order to delete the save game. e.g. A batch file that can be executed that would delete the save game file when run, but you would need to exit the game in order to perform this. There are also several ways of varying amounts of effort to cause a save game to become unusable if the temptation to continue a 'dead' game is too strong for you to resist. However, any of them would still leave you with having to delete the save (batch file, manually or in-game menu) in order to remove it. -
Disabling/Silencing Elemental Weapon Effects
StinVec replied to ovanmaru's topic in Dying Light's Dying Light
Hi. The file is "data\scripts\crafting\crafting_elementals.scr" The file has sections titled like Elemental(Elemental_ShockElectricity) with that crafting modification's attributes listed in its block, followed by the effect's interactions with other elemental effects. Within the elemental block header you will notice the "SkinTag" attribute of "Weapon_Craft#", where the # is the number for the weapon mesh appearance for that elemental attachment to add to the weapon when it is applied to it. Standard weapons without any elemental attachments shown on them by default is "Weapon_Craft0". Weapons in the inventory files possess this attribute as they have no elemental effects by default. You'll notice the first section is "Elemental(Elemental_ShockElectricity)" beginning on line 5 and on line 11 it has a SkinTag attribute of "Weapon_Craft5", for its specific electric attachment mesh to add to weapons. If you delete or comment out this line (add // to the far left on the line), then no attachment mesh will be added to the weapon when this elemental effect is applied to it. So: Weapon_Craft0 = Default weapon Weapon_Craft1 = Valid melee attachment, used only once so far on the Halloween Sickle (and is the tag to add silencer on select pistol meshes) Weapon_Craft2 = Invalid? (not used as far as I can tell, and no mesh is added when using this skintag) Weapon_Craft3 = Elemental(Elemental_Bleeding) Weapon_Craft4 = No visual change (Used for: "RepairTags" weapon attribute, and SkinTag for the "Durability" weapon upgrade attribute) Weapon_Craft5 = Elemental(Elemental_ShockElectricity) Weapon_Craft6 = Elemental(Elemental_Burning) Weapon_Craft7 = Elemental(Elemental_Freezing) AND Elemental(Elemental_ImpactElectricity) Weapon_Craft8 = Elemental(Elemental_Acid) AND Elemental(Elemental_Poison) Weapon_Craft9 = Invalid? (not used as far as I can tell, and no mesh is added when using this skintag) Notes: - Instead of deleting/commenting out the "SkinTag" line on an effect to remove its mesh when applied, changing the value to Weapon_Craft0 may either cause no visual change at all when the effect is applied, or it may cause the default weapon with no attachments at all to be forced (I haven't tested using this Skin Tag on an elemental effect). You could also change it to one of the invalid SkinTag values I noted above (2, 9) as those will cause no mesh change at all when the effect using it is applied since they seem to be empty/invisible tags. - In modder lyravega's (outdated for 4.5 years) "Crafting Overhaul" mod, he set the "Freeze" elemental to use the previously-unused "Weapon_Craft1" mesh since the official "Freeze" and "Impact" effects both shared the "Weapon_Craft7" mesh. I've taken this cue and done this for that elemental attachment in my weapon mods since I initially learned a little about modding crafting effects by looking at his mod. - You should also be able to make a single effect add multiple attachment meshes by separating them by spaces as Techland did with the Halloween Sickle: i.e. "Weapon_Craft8 Weapon_Craft1" __________ 1) Get The File - Open your "...\Dying Light\DW\Data0.pak" file using the WinRar/7zip file manager program - Browse to the "data\scripts\crafting" folder and copy out the "crafting_elementals.scr" file to your computer - Close the Data0.pak zip window 2) Edit The File - Open the copied file for editing with Notepad (right-click>open with, or from within Notepad) - Go to line 11 > SkinTag("Weapon_Craft5"); and delete this line or add // to the far left on it to disable the line (or try out changing its value as I noted above) - If you want to disable any other elemental effect mesh additions, search the file for the other elemental names I noted and repeat the change on them as well - Save your changes to the file and close Notepad 3) Make The Game Use The Edited File - Open the "...\Dying Light\DW\Data3.pak" file and recreate the crafting file's folder structure in the pak file (create "data" folder, enter it, create "scripts" folder, enter it, create "crafting" folder, enter it) - Drag your edited "crafting_elementals.scr" file from your computer into the "data\scripts\crafting" folder you created in Data3.pak - Close the zip window and load the game normally -
Disabling/Silencing Elemental Weapon Effects
StinVec replied to ovanmaru's topic in Dying Light's Dying Light
The directory is still there. You can perform the standard steps when modifying game files to make this change to your game. You just need to copy out the original "hdr_snd_groups.scr" file from Data0.pak, edit it, then stick the edited file into Data3.pak after re-creating its directory structure there. 1) Get The File - Open Data0.pak file using the WinRar/7zip file manager program - Browse to the "data\scripts\audio" folder and copy out the "hdr_snd_groups.scr" file to your computer - Close the Data0.pak zip window 2) Edit The File - Open the copied file for editing with Notepad (right-click>open with, or from within Notepad) - Hit CTRL+F (find) and search for "crafting_electric_loop" (without quotes) (it will be found on line 4520) - Change its volume attribute "Volume(0.50)" on 4526 to "Volume(0.0)" - Repeat to find "craft_burning_loop" (on line 11551) and change its volume attribute on line 11555 to 0.0 - Save your changes to the file and close Notepad 3) Make The Game Use The Edited File - Open the "DW\Data3.pak" file and recreate the sound file's folder structure in the pak file (create "data", enter it, create "scripts", enter it, create "audio", enter it) - Drag your edited "hdr_snd_groups.scr" file from your computer into the "data\scripts\audio" folder you created in Data3.pak - Close the zip window and load the game normally -
Donation Points system now live for mod authors on Nexus Mods
StinVec replied to Dark0ne's topic in Site Updates
Didn't Dark One's OP state that all downloads would now be restricted to users who are logged in? Ah.Thank you for informing me of my oversight. I read the update notice page, FAQ and documentation pages and then this thread prior to opting in all of my mods. I somehow missed reading the entire last paragraph of the news post that addressed all aspects of this topic that I posted about. I do not believe I have any questions or concerns remaining now. Thank you. -
Donation Points system now live for mod authors on Nexus Mods
StinVec replied to Dark0ne's topic in Site Updates
Interesting development. Unfortunately for me, I'm unlikely benefit in the slightest from this due to only creating mods for a single game that is several years old and no longer all that popular (Dying Light). However, I do have a question: If I understand properly, a 'Unique Download' is only a download by a registered and logged-in Nexus account, and downloads by unregistered or not-logged-in users do not contribute to this 'Unique Download' counter. I think I recall coming across a single comment in a single discussion some years ago about how to make your file only able to be downloaded by a registered and logged-in Nexus users. I think it was somehow tied to bloating your download file (including images and whatnot) to be larger than 2MB in size, which would then trigger it to require a registered account to download. Is this still a valid way to restrict downloading to only registered accounts? Was this ever a valid way to restrict downloading to only registered accounts? It seems to me that this should actually be an option on author's mods - whether or not to limit it to only being downloadable by registered users - and not something that is only able to be activated by a less-than-ideal trick of bloating the file to then fall into this undocumented 'Registration Required' area (if it is even 'a thing'), especially with the implementation of this DP system that relies on 'Unique Downloads' (which I am to understand is only downloads made by individual registered accounts). I imagine many mod authors would like to make their mods only downloadable by registered users so that all downloads would apply toward the 'Unique Downloads' count. I would really like to better understand the nature of what constitutes a 'Unique Download' and, if it is essentially 'Registered Accounts', then how to enforce my mods to only be able to be downloaded by registered and valid/verified accounts. If allowing unregistered/not-logged-in users to download mods prevents their download from counting toward the 'Unique Download' counter, we should be able to limit the mod to only be downloadable by registered users. I may be repeating myself with slightly re-worded sentences, but I'm primarily looking for clarity on this and whether or not requiring a registered account to download is possible (or can be added as an option without bloating the download file with mod images). -
Need help removing dust particles flying in the air
StinVec replied to Tar's topic in Dying Light's Dying Light
Hey again. I got the No Soot And Dust mod packaged up and have been trying to get it up on nexus for the last 2 days - I kept getting called away and could not complete the mod page for it. I finally finished it due to a block of time here at 4am to get it published. https://www.nexusmods.com/dyinglight/mods/295 The mod sets the value of the amount of soot and dust generated to zero for the Slums/Old Town, Bozak Stadium and The Coutryside maps. It also disables soot and dust in all quest, mission and story instance locations. As it disables the soot and dust from even being generated, it should also improve your frame rate if that was something you were looking for. If I had instead gone the route of altering the ppfx files to change the graphic of the soot and dust to be an invisible texture, the soot and dust would still be generated, which would cause the game to continue to use processing power on generating and rendering the dust, even if it is invisible dust. I also block and note each change made in files in my mods, so if you wanted to go in and take a look at what I altered, you shouldn't have trouble seeing what I did to disable the soot and dust generation in those files. -
Do mods still need "Dying light mod manager" to work?
StinVec replied to Tar's topic in Dying Light's Dying Light
No, that mod manager is not needed to use mods and I do not think it ever has been a requirement for any mods to function. Those mods stating they require it are likely to be extremely out of date themselves and should not be used without manually updating them to use the latest versions of the game files. _____ It was likely way, way back in game version 1.2 or 1.3 when Techland removed and then later reinstated the Data3.pak file as the official way of installing mods. This mod came out while the game was still utilizing the "My Documents\Dying Light" folder as where raw mod files were placed. I believe the mod simply offered a way of choosing which mod's files would be used at runtime by separating mods and their files into different folders (instead of placing them all inside a single Data3.pak file as became standard). If two mods altered the same file, I believe you would select which one was to be used instead of it doing any kind of merging of the files so both could be used at the same time. As game version 1.4ish restored and standardized the Data3.pak file for mods, it has not really been of use for several years, especially since many of those graphics/performance options it also offered (if I recall correctly) have been altered or removed entirely from the game (like chromatic aberration) a long time ago. Also, as you noted, it is quite out-of-date and no out-of-date mod should be used on any game without accepting the risk of problems using them would is sure to cause (crashing, corrupted saves, potentially requiring a full reinstall of the game in some cases). Any mods stating they require it are also likely to be very out-of-date and should not be used as-is. Instead, the mod needs to be manually updated to use the latest version of the game files. As you are already familiar with the WinMerge program, each file from the mod should be compared with the current version of the file from your Data0.pak file. It really is a very useful program for performing the transfer of changes made by out-of-date mods into the current file versions. Of course there are some mods, such as those by lyravega (who has been gone from Dying Light modding for a long time), that are heavily and unnecessary altered in such a way that a quick WinMerge is not possible. He essentially reorganized everything in the files he altered, even if he made only a single change to a single setting, instead of just making changes to values of settings and noting the change made to it. Because every line of the file is completely different from the original (everything in the file is rearranged, lines completely removed instead of commented out/disabled), it is not possible to quickly compare the files. One would essentially need to go line by line in the modified file and run a search for the setting in the original file in order to compare its value to see if it was altered or not. It can be done, it would just take an absurd amount of time to undo all of the pointless reorganizing that was done just to find the settings that were actually altered or removed. (Sorry for the rambling) -
- Open the Data0.pak file in your game installation's "DW" folder with a zip management program like WinRar - Browse to "data\scripts\inventory" - Recreate the "data\scripts\inventory" folder structure on your computer someplace (make a New Folder, name it "data" and enter it - repeat for subfolders) - Copy the "inventory.scr" file from the open Data0.pak window into your created "inventory" subfolder - Close this Zip window - Open this local copy of the file with Notepad for editing (right-click > open with... > choose Notepad or open the file from within Notepad) - Hit CTRL+F to open Notepad's search function and search for the word "fist" (without quotes) and you'll be taken to the "Melee_Fists" item section - Change the "SwingSpeed" attribute from its default 0.9 to a lower number (like 0.2) to make swings take less time - Save the change to the file and close Notepad - Back out of your created "inventory" folder so you see the top level "data" folder you created - Open your Data3.pak file in your game installation's "DW" folder - Drag and drop your created "data" folder (that contains the subfolders you created and the modified inventory.scr file) into the Data3.pak file Zip window You've then correctly copied out an official game file, modified it, then added it into the Data3.pak while keeping the original file structure of the official file you've modified (which is the proper way to modify base game files). This should be all that is needed. Sometimes some things don't behave properly at faster speeds for various reasons. If issues are encountered with the 0.2 speed being too fast and causing an animation issue or something, try increasing it slightly back toward the default 0.9 (9/10ths of a second) until the issue is gone.
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Need help removing dust particles flying in the air
StinVec replied to Tar's topic in Dying Light's Dying Light
If you are wanting to disable Dust and Soot in the Slums and Old Town maps, making the appropriate changes to files and adding them via the Data3.pak file still works properly. However, if you are wanting to disable Dust and Soot in the Bozak Stadium or in The Countryside (The Following) maps, the proper changes need to be made directly inside of the official files in the appropriate DLC folder. Making changes directly to official files is extremely discouraged as it can cause a game to be unusable if one is careless and/or did not make a backup first. It is also not something that should ever be needed when dealing with altering base game files as those go into the Data3.pak file. Modding of DLC files is different due to Techland's issue. The base game deals with the "DW" folder, with the Data3.pak file containing altered versions of the official files found in the Data0.pak file (or other files in the DW folder). The DLCs have their own folders with files (DW_DLC16, DW_DLC17). Any altered files from these folders need to remain in that DLC's folder and not added into the Data3.pak file in the "DW" folder. One would expect that the altered files would go inside of the DLC's Data3.pak file equivalent, but they do not. Due to Techland botching up the file structure of the DLCs (Bozak, Following), that file does not exist - even creating one makes no difference as the game doesn't recognize it as being a file it is supposed to load. _____ EDITED TO ADD: _____ Because of this, to alter any files from the DLC folders, those alterations must be made directly to the DLC's official pak files. As an example, my No Night Hunters mod is split into two files: - One that removes night hunters in the Slums/Old Town maps that utilizes the '\DW\Data3.pak' file as normal. - One that removes night hunters in The Countryside that contains files which need to be added directly into the official '\DW_DLC17\DataDLC17_2.pak" file after first making a backup copy of the original. _____ This may be the reason why you've not been able to disable dust and soot in The Countryside if that is where you are trying to disable it. I had made my own dust and soot removal mod for myself that I'll look to upload soon if you would like. Removing it all really boosts my fps, plus I find those particles very annoying and immersion-breaking since they look horrible and nothing like real floating dust and soot caused by fire and destruction. -
Instead of marking the bow item as a base item, include it as an additional required item: RequiredItem("ZZZZ_Bow_Composite", 1); or RequiredItem("ZZZZ_Bow", 1); This would make the blueprint require the bow item as a specific additional item instead of using the bow as a base, which functions differently than just noting a required weapon type as an ingredient. Regarding the bebhvior of the "BaseItem" function, it doesn't seem to be configured to accept a specific item name and instead seems to require a specific naming scheme associated with the generated weapons found in the inventory_gen.scr file. The empty quotes may also be required elements that may only accept certain values that correspond to elements of the Gen item naming families - removing them doesn't seem to work to remove looking for additional naming elements as would be expected if they were not present as it appears to be configured for specific variables Melee_BaseballBat "*" "*" where the asterisks would only allow matching characters on valid item names like "zzz_Melee_BaseballBatAGenPearl" or "zzz_Melee_BaseballBatCGenFight" ("AGen" "Pearl" and "CGen" "Fight" that denote the weapon model version and the skin they are configured to use) Not entirely sure on the above theory about the attribute, but it at least seems like how Techland has it configured.
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That mod improperly makes changes directly to the game files inside of Data0.pak (which should never be done) and they then uploaded this modified Data0.pak file. This turned what would be a quick and easy update to a handful of files if it were made properly into a huge project involving thousands of files. I do not recommend anyone to use that mod unless the exact game version is known and that version is the one being used, as well as first making a backup the original Data0.pak file. (the author does not mention what version it is from. It might be 1.10.0 but it would be a big task to check). As the creator of that mod did not bother to make it properly by copying files out of Data0.pak and then placing modified versions into Data3.pak (as mods are supposed to be done), to update that mod one would need to go through and compare every single file in the Data0.pak file with an unmodified Data0.pak file from that game version to see what changes were made and to which files. As we do not even know what version of the game that creator used as a base before modifying it, it pretty much comes down to being forced to look at all of the elements of the game the mod says it changes and then learn what files control those aspects and then see if those changes can be made to current game version of those files.
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That could be a clue, though it doesn't fit with the file working fine for so long and then suddenly not. Inconsistent loading of files is usually a sign that a modified file was not added to the Data3.pak file with the proper compression. As pak files are essentially zip files, you want to ensure that the proper compression is used so the game has no issue reading and loading the file. If using WinRar (which I recommend, as well as ensuring a recent/the latest version of it is used), be sure to use 'Normal Compression' as the compression method in the pop up window when adding a file to the Data3.pak file. Perhaps Techland changed something in the format of their pak files in the recent update that is causing the issue of your modded files being recognized and loaded inconsistently. It may be best to start over with a new Data3.pak file and see if it solves the issue. You will essentially need to just copy the files out of your current Data3.pak file and place them into a new pak file using 'Normal Compression' with WinRar. This new pak file is just an empty "DataDLC17_1.pak" file from the "DW_DLC17" folder which is then renamed to Data3.pak. A quick way to do this is to: Go to your game installation folder and enter the "DW_DLC17" folder Make a copy of the "DataDLC17_1.pak" file Go up a folder and then enter the DW folder where your Data3.pak file is located Place the copy of the "DataDLC17_1.pak" file you made here Using a newer/the newest version of WinRar, open your existing Data3.pak file Copy the 'data' folder from this Data3.pak file onto your desktop Close and delete the old Data3.pak file Rename the copy of "DataDLC17_1.pak" to "Data3.pak" and open it with WinRar Drag the 'data' folder from your desktop into this WinRar window and be sure to select 'Normal Compression' on the add file pop up windowAs you will now be using a current official game pak file that is renamed to Data3.pak, and will have placed all of your modded files into it using Normal Compression, this should remove the potential issue of any inconsistent compression causing the problem, as well as if Techland made any changes to their pak file configuration.
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That appears to not be the case as evident by my 1.12.2 game functioning just fine where if I make slowmo 1.0 then it is always slowmo, and making slowmo 0.0 results in no slowmo, ever. I'm sorry I've not been able to help with pinpointing what is causing your modified file to not be recognized, but it is definitely not a case of changes to default_levels.xml or even just changes to that specific setting no longer having an effect on the game. If there is no default_levels.xml file in your "documents\DyingLight\out" folder, and you've run your modified file against the default file from Data0 through a comparison program that highlights differences (such as the two I mentioned) and found no differences other than the numerical values you altered, then there must be something else causing this issue for just your game installation. Sadly, perhaps a full uninstall and reinstall of the game is your last resort to see if it will correct the problem. Again, I'm sorry I haven't helped to find the cause, but I do not feel that I can offer much more assistance at this time as it seems to be something local to your system. If I do think of something else that could be causing it then I will respond back to see if it helps fix the problem for you. I wish you success in your future efforts to resolve this issue with your game.