Dying Light

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StinVec

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StinVec

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About this mod

---DL v1.49.x Compatible--- This mod creates items not found/included in vanilla gameplay and adds them to loot tables to give more variety and realism to looting. Also offers an optional Scavenger Hunt feature with prizes that you can exchange looted Claim Tickets for and also includes my CWU/WWB/EGH/WLRC/SUB mods. -- (EN)-(DE)-(ES)-(FR)

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Changelogs
Donations
· Created Loot Mod ·
* * * * * * * * * * * * * * * * * * * * *
by StinVec
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[ CREATED LOOT ITEM ADDITIONS ]
- Creates custom loot items and adds them to appropriate loot sources throughout the Slums, Old Town and Countryside
                                   map areas alongside the official loot items already in those loot sources.
- Loot items possess the appearance of objects and meshes found throughout the game world, but are not normally able
                                   to be looted, though some I dug out of the game files that are not used anywhere in the game world.
- Most loot items will provide official crafting components upon being looted that would logically be acquired if you were
                                   to break the items down into its base components (see sticky post in comments tab for breakdown)
- Created loot items that do not provide crafting components will instead be designated as valuable items that can be
                                   sold for cash.
Current Number of New Items: 151

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[ OPTIONAL CREATED LOOT ITEM ADDITION CUSTOMIZATION ]
- You can disable (and later re-enable) any undesired created loot items from being added to loot sources throughout
                                   the game via the provided customization file.
- Additionally, though disabled by default, you can enable either or both the Easter Event items and the Christmas Event
  items as being added to loot sources at any time of the year instead of only during those events via the provided
  customization file.
- The "Hunter Gland" loot item is normally only able to be acquired by winning a Be the Zombie multiplayer match
  against the Night Hunter. This crafting component is used to create the Night Hunter Booster, which gives the
  following temporary effects:
· Unlimited stamina to run
· Unlimited stamina to fight
· Increased resistance to damage
· Increased damage output
By default this mod also expands the Hunter Gland crafting component to being looted from the Super Night Hunter NPC
enemy (blue, armored) that is normally (or only) encountered in the Countryside map. Acquiring the blueprint to craft
the booster is also locked to taking part in PvP, so it has also been added to drop from the Super Night Hunter NPC.
The gland and booster blueprint items can be disabled via the loot customization file as well.

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[ EXPANDED OFFICIAL BUGGY ITEM LOOTING ]
- As Techland configured the game to only allow buggy parts to be looted in the Countryside map, they essentially
                                   decided to penalize players who enjoy spending time in the base Slums and Old Town maps as they cannot loot items
                                   for their buggy while there.
- In addition to being added to more loot sources in the Countryside map, this mod also adds these official buggy
                                   components to appropriate loot sources in the Slums and Old Town maps to remove this penalty on players.
- This expanded looting of buggy items can be disabled via the provided customization file so buggy items would once
                                   again be looted only from their default locations in the Countryside map.

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[ MULTI-LANGUAGE ]
- Several versions of the mod are provided that possess non-English text for the loot items created by this mod, as
                                   well as in their customization files.

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ABOUT SCAVENGER HUNT MOD VERSION
- In addition to the created loot items, claim tickets are also added to loot containers throughout the game maps as well as
                                   found on the bodies of defeated foes. More challenging foes can also grant Claim Ticket Bundles.
- When enough claim tickets are acquired, they can be 'exchanged' for different types of prizes included in this mod version
                                   by crafting the desired prize blueprint that the mod adds to the Blueprints tab in-game.
- You can also customize the mod to remove this Claim Ticket requirement and make all weapon prizes craftable without cost
- If you are finished with the SH portion of the mod, or for any other reason, all of the Scavenger Hunt Claim Ticket variations
  can be disabled from being added to loot sources via the included loot customization file noted above.

[ SCAVENGER HUNT PRIZES ]
- Provides blueprints to craft a large amount of custom-configured weapons
- Several weapons possess appearances hidden in the game files that are not able to be acquired via normal gameplay
Examples:
- #74 "Promethium" (Green glowing SMG)
- Several painted SMGs and shotguns (#76 > #81, #90, #91)
- There are also several weapons that are my unique creations that I configured utilizing a mix of existing functions and assets
                                   found in the game files and by altering game files to create my own behaviors
Examples:
- #25 > #31 "Mutation Abilities"
- #36, #37, #38 "Electro-laser, Scorch-laser, Cryo-laser"
- #47 "Cesspool Stickybomb"
- #53 "Discharge Stickybomb"
- #63 "Proximity Cryo-Mine"
- #72 "E.V.O. Dismemberment Drone"
- #125 "Hubcap Accelerator"
- #159 "The Conflagration"
- #177 "Shatterburst"
- #186 "S.R.S.B.Z.N.S."
- #194 "Blight Shade"
- #196 "Rupture"
- #206 "Anomaly"
Current Scavenger Hunt Weapon Prizes: 207

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[ AMMO ANYWHERE ]
- In addition to weapon and utility item blueprints, the mod also provides blueprints to restock any type of ammunition you may need.

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[ PRE-INTEGRATED MODS ]
  This mod also includes several of my other mods incorporated into it that can be disabled via the mod customization files:

- Custom Weapon Upgrades
  A custom blueprint which will provide you with a supply of elemental attachments to add any level of any elemental
                                   effect to any melee weapon via upgrade slots, as well as a supply of 8 levels of stronger standard weapon upgrades.

- Elemental Grappling Hooks
  Creates 6 blueprints that create customized grappling hooks that possess elemental damage effects. Custom hooks also
                                   have 4 weapon upgrade slots, increased base damage and force, as well as having no stamina cost or cool down
                                   between uses by default.
        Bleed
        Burn
        Freeze
        Poison
        Shock
        All Elements

- Weak Weapon Booster
  Creates 4 custom blueprints which can be used to boost low damage melee weapons found in the game world to
                                   higher damage amounts. These boosts will allow you to use your preferred weapon type and appearance, even in
                                   end-game roaming, regardless of the base damage amount it has when you acquire it.
[Currently Offered Boost Amounts]
       L1: Damage x2
       L2: Damage x5
              L3: Damage x10
       L4: Damage x20

- Special Utility Buffs
  Creates custom blueprints that will provide you with a supply of special utility consumable items that will
  apply temporary buffs to your character that increase various attributes.
        [Currently Offered Special Utilities]
Fall Protection
- 30 minute default duration
       - Removes all falling damage
- Effect does not stack; additional uses will only restart the timer

       Grappling Hook Extended
- 60 minute duration
       - +60% grappling hook range (affects all mod and official Dying Light grappling hooks)
       - Effect does not stack; additional uses will only restart the timer

Inventory Size Increased
- 60 minute duration
       - +30 inventory slots
- Effect can be stacked up to 5 times for a total of 150 additional inventory slots
- After timer expires, extra inventory slots that are empty will be removed
       - Extra slots that are filled will remain, but will be removed once they are emptied

       Movement Speed Doubled
- 1 minute duration
- All land and water movement speed is doubled; stamina is refilled and is unlimited while active
       - Effect does not stack; additional uses will only restart the timer

Reinforced Weapons
- 30 minute duration
       - Unlimited melee weapon durability while active (affects all mod and official Dying Light melee weapons)
- Effect does not stack; additional uses will only restart the timer

Tethered Weapons
- 60 minute duration
- Attaches a rope to your melee weapons for instant recovery when thrown
- Effect does not stack; additional uses will only restart the timer

XP Gain Increased
- 30 minute duration
- Experience gained from most actions is doubled
       - Effect does not stack; additional uses will only restart the timer

Apply All Special Buffs
- Instant
- Applies all special buffs to their maximum stack amounts
- Additional uses will restart the timer on all special buffs and re-apply any buffs that had expired

Remove All Special Buffs
- Instant
- Removes all stacks of all special buffs

- Weapon Loot Rarity Control
  Due to the heavy changes Created Loot Mod makes to the loot files, I've integrated my Weapon Loot Rarity Control
  mod into this mod now to help save others from any struggles with attempting to merge WLRC with CLM.
  All options and changes to loot rarities and lockpicking are disabled by default and can be enabled via the added customization file.

Lockpicking disabled on containers
- Lockpicking requirement can be removed from all containers via the option provided in the WLRC customization file.
- Also removes lockpicking from any containers in the Prison map if the mod's Prison Addon pak file is also installed.

       Increases chance to find higher rarity weapons in loot
- The chance for higher rarity weapons to be found in loot can be increased and will be active in all difficulty modes.
- The active level of rarity increase can be selected via the provided customization file. You can also enable
  only the highest rarity (or rarities) of weapons as being looted.

Expanded Weapon Pools
- Available weapons configured for loot sources as able to be looted based on your Survivor Rank and the active
  difficulty mode have been expanded to include a much wider range of weapons.
- These expanded weapon pools can be enabled via the provided customization file.

About Expanded Weapon Pools
- Which weapons are found in loot is determined by specific weapon pool configurations that are made active
  based on your current Survivor Rank, game difficulty mode, and the specific loot source you are looting.
- This mod also expands the weapons included in these pools in all difficulty modes to include many other
  weapons for a greater variety of weapons found in loot.
- Regardless of difficulty mode or rarity increase level enabled, firearms are made more common, Countryside-specific
  weapons are expanded into the Slums and Old Town maps, 2-handed weapons are more common in chests and
  legendary weapons can be looted from any weapon chest after reaching Survivor Rank 25.

  Customizing the increased chance to find higher rarity weapons in loot:
- Multiple levels are offered to allow for controlling what rarity chance increase is active.
- The active level can be changed via the mod's customization file.
- The mod's normal default level is L4 noted below, but this integration of the mod has L0 active by default.

Current rarity chance levels include:
L0: UNALTERED CHANCES
L1: EQUAL CHANCE FOR ALL
L2: HIGHER RARITY CHANCE INCREASE 1
L3: HIGHER RARITY CHANCE INCREASE 2
L4: HIGHER RARITY CHANCE INCREASE 3 (Normal Mod Default)
L5: VIOLET, ORANGE AND GOLD ONLY
L6: ORANGE AND GOLD ONLY
L7: GOLD ONLY

I also include a graphical representation of an example for the rarity increase each level provides within the customization file.

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[ OPTIONAL BLUEPRINT ACTIVATION CUSTOMIZATION ]
- You can disable (and later re-enable) any undesired blueprints for mod weapons or items that you have no interest in via
                                   the provided customization files so their blueprints are not clogging up your blueprints tab in-game.

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[ OPTIONAL PRE-APPLIED ELEMENTAL ATTACHMENTS ]
- In addition to adding CWU elemental attachments via weapon upgrade slots, you can also enable up to 7 base elemental
                                   attachments to be automatically applied globally to newly crafted mod weapons via the provided customization files.
- Disabling pre-applied attachment effects will remove them from weapons that were crafted while they were active.

Pre-applied attachment effects include:
- Bleed
- Burn
- Freeze
- Impact
- Poison
- Shock
- Stun

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[ OPTIONAL WEAPON ATTRIBUTE CUSTOMIZATION ]
- Several levels of attributes for mod firearm, melee and throwing weapons are able to be configured via provided customization
                                   files so you can opt to increase, decrease or add attributes to tailor mod weapons to fit your desired style of gameplay.

Firearm Customization
- You can configure each mod firearm weapon type individually by selecting levels within the customization file
- Customizable attribute levels for each firearm type include:
- Damage
- Clip Size
- Shot Mode
- Rate of Fire
- Accuracy
- Recoil Amount
- Ricochet Times
- Individual optional attributes you can enable on mod firearm types include:
- Enable: Bullets Penetrate
- Enable: Silenced (Converted To Silenced/Firing Does Not Alert Enemies)
- Individual mod rifle options include:
- #165 "Static Distortion" converted to a Sniper Rifle in selected zoom level
- x3.75 Zoom
- x3.75 Zoom - Shot Mode Forced To Single Shot
- x5.0 Zoom
- x5.0 Zoom - Shot Mode Forced To Single Shot
- x8.5 Zoom
- x8.5 Zoom - Shot Mode Forced To Single Shot

Melee Customization
- You can configure mod melee weapon type groups individually by selecting levels within the customization file
- Customizable attribute levels for melee weapon type groups include:
- Base Damage
- Force (Enable levels of Hypermode-like hit force)
- Hit Severity
- Repairable Times
- Durability
- Stamina Usage
- Mod melee weapon wield styles are altered by default; 2-handed swung 1-handed, knives swing instead of slice.
You can customize the wield style of mod weapon types individually to revert mod weapons to their default Dying Light
wield style or choose another wield style from the currently available wield style options as desired:

Light Mod Weapon Types
Knives
- Enable For Knives Slicing Instead of Swinging

Medium Mod Weapon Types
Baseball Bats
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
Khopeshes
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
Longswords
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
Medium Improvised
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
Scythes
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
Short Swords
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed

Heavy Mod Weapon Types
Heavy Axes
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
- Enable For Two-Handed Heavy Attack Animation Instead of One-Handed
Heavy Improvised
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
- Enable For Two-Handed Heavy Attack Animation Instead of One-Handed
Heavy Maces
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
- Enable For Two-Handed Heavy Attack Animation Instead of One-Handed
Pickaxes
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
- Enable For Two-Handed Heavy Attack Animation Instead of One-Handed
Rebar And Concrete
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
- Enable For Two-Handed Heavy Attack Animation Instead of One-Handed
Sledgehammers
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
- Enable For Two-Handed Heavy Attack Animation Instead of One-Handed

Throwable Customization
- You can configure some mod throwable weapons by selecting levels within the customization file
- Customizable attribute levels for some mod throwable weapons include:
Elemental Grappling Hooks
- Stamina Usage
Throwable: Axe/Sickle
- Base Damage
- Force
- Hit Severity
Magic Wands
- Base Damage
- Force
- Blast Range
E.V.O. Dismemberment Drone
- Max Attack Range
- Airborne Lifetime
Mutation Abilities
- Casting Animation
- Effect Range
- Effect Duration

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[ OPTIONAL SPECIAL FEATURE CUSTOMIZATION ]
- Disabled by default, you can choose to enable any or all of several Special Options implemented into the mod.

Special Options currently include:

"Unlimited Ammo"
- Unlimited ammunition for all official ammo types
- Unlimited ammunition for all mod custom ammo types (e.g. Hubcaps, Laser Energy Cell, etc.)
NOTE: Reloading of emptied clips/fired projectiles is still required.

"Refill Ammo In Safe Zones"
- Upon entering a Safe Zone, ammunition for the following types will be instantly refilled to maximum if a weapon that uses
that type is present in inventory:
> All mod weapon custom ammo types (e.g. Hubcaps, Laser Energy Cell, etc.)
> Crossbow Bolt (Regular)
> Crossbow Bolt (Special) (each requires being set as the active ammo type to get refilled)
> Pistol Ammo (Regular)
> Pistol Ammo (Subsonic)
> Rifle Ammo
> Shotgun Ammo
> SMG Ammo
NOTE: Does NOT refill either Regular or Special Arrow types even if a bow is present in the inventory

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[ OPTIONAL CRAFTING REQUIREMENTS ]
- The mod blueprints do not have any crafting part requirements by default other than scavenger hunt claim tickets.
                                   However, you can choose to enable your choice of several levels of additional crafting components as being required to
                                   craft the mod blueprints, or remove the ticket requirement altogether via the provided customization files.

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[ MULTI-LANGUAGE ]
- Several versions of the mod are provided for non-English text for mod items and blueprints, as well as in their customization files.

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About Unique Scavenger Hunt Prizes
As noted far above, several prize weapons possess skins that are not available or found anywhere else!
Additionally, several weapons are my unique creations that I assembled utilizing a mix of existing
functions and assets found in the game files and by altering game files to create my own behaviors.

Some of my unique creations include:
#25-31 "Mutation Abilities"
  • The Harran Virus has turned most of the city's population into rabid flesh-eaters who may or may not be dead. They also seem to have developed enhanced physical senses (smell, hearing, strength). However, the virus seems to have begun affecting you differently as you have developed special abilities.
  • Mutation Abilities allow you to equip up to 4 new abilities at one time in your equipment/utility slots which primarily grant control over the elements (water, fire, etc), though several do not fall so easily into that category. You also seem to be immune to the effects of your abilities, except for fire...fire consumes all.

#36, 37, 38 "Electro-laser, Scorch-laser, Cryo-laser"
  • I configured these custom laser weapons to essentially be silent guns with elemental ammunition that affect an area around impact. Be careful not to shoot at things that are too close or you'll feel the elemental effect as well. The weapons use the mesh of the Twins' UFO gun and shoot different elemental ammunition types for each weapon (blueprints for the ammunition included and can be disabled via noted SH customization file if you also want to disable the weapon blueprints).

#47 "Cesspool Stickybomb"
  • The Cesspool Stickybomb sticks to surfaces (and enemies) and detonates after a few seconds have passed. A cloud of toxic gas and spray fills an area upon detonation, leading to any infection within to cough, gag, vomit and usually die. I feel it is most useful to clear out rooms of infected or to simply disable enemies blocking your path so you can run past them.

#53 "Discharge Stickybomb"
  • The Discharge Stickybomb sticks to surfaces (and enemies) and builds up to a powerful electrical discharge. This discharge causes nearby infected to become electrocuted, usually resulting in death. In addition to the Cesspool Stickybomb, I feel this weapon is also quite useful to clear out rooms of infected or to simply disable enemies blocking your path so you can run past them.

#63 "Proximity Cryo-Mine"
  • The Proximity Cryo-Mine is most useful when dropped outside of doorways before you go inside to loot. If an infected tries to enter after you to attack you as you are looting, then they'll trigger it and be frozen for 15 seconds. It should be a good tool to help make looting safer.

#72 "E.V.O. Dismemberment Drone"
  • The Prize #72 Sentinel weapon is a drone that you launch via your equipment/utility slots where it will take flight for a limited period of time. While active, the drone will make multiple severing passes at any infected within range, wounding them and severing limbs. The drone helps to lend a hand (or remove a hand) when there are loads of infected coming at you or to help protect you if just a single one is coming at you from the side that you didn't see.

#125 "Hubcap Accelerator"
  • The Hubcap Accelerator essentially does what its name states - it accelerates hubcaps. These hubcaps are fired rapidly and silently to sever limbs and outright butcher entire zombie populations. As the hubcaps persist in the slaughtered remains of the defeated infected, you can spend your time looting all of your used hubcaps or simply produce more via the included hubcap ammunition blueprint (which can also be disabled via the noted SH customization file if you also want to disable the weapon blueprint).

#159 "The Conflagration"
  • A shotgun that fires incendiary blast ammunition that causes the area at the impact site to erupt into flames, scorching all nearby enemies.

#177 "Shatterburst"
  • A shotgun that fires bursting cryogenic rounds that instantly freeze and damage enemies near to the blast area.

#186 "S.R.S.B.Z.N.S."
  • S.R.S.B.Z.N.S. (Sticky Remote-detonated Stasis Bomb for Zombie Neutralization and Suspension) sticks to surfaces (and enemies) and, upon remote activation, launches most enemies into the air where they are held in stasis for easily clearing a path through a large group of enemies to run away or to stay and take your time killing each one. The effect compounds with multiple detonations at once, launching them higher into the air with more bombs.

#194 "Blight Shade"
  • A single shot pistol that fires a bursting toxic gas round that will cause infected in the area to retch violently and likely die. The single shot of the pistol will also 1-shot kill Volatiles.

#196 "Rupture"
  • A grenade launcher that fires explosive blast ammunition to decimate an area at the impact site. This weapon is based on the official grenade launcher which fires freezing explosion rounds, but this unique creation fires a standard explosive grenade round. As #197 "Snowblind" shares the freezing explosion round behavior of the official weapon, it is not a unique creation and not listed here in my unique creations list.

#206 "Anomaly"
  • Customized magic wand which manifests and launches a fuchsia orb which erupts into a splattering stasis blast upon impact. As #205 'Dark Shroud' and #207 'Thermogenesis' magic wands are very close in appearance and behavior to the official wands, they do not differ enough to include here in my unique creations list.
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If you like to use this mod and feel it adds to your enjoyment of the game, I would appreciate it greatly if you would please
consider coming back and donating to me via PayPal using the Donate dropdown above this mod description if you are able to.

If even $1 or some pocket change is not something you would be interested in donating, please consider taking
a few seconds to register on or log into Nexusmods and endorse this file to show you appreciate this mod.

I sincerely thank you for using my mod(s) and for possibly considering my above request.
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_____________________________________________________ Recent Updates _____________________________________________________

2024, February 20
151b.SH207f released
(English, Deutsch, Español and Français)
  • (CLMSH) Error Correction: "Rusty Spine" Halloween shotgun can now be correctly used as a base weapon for crafting mod shotguns when Optional Crafting Part Requirements are enabled
  • (CLMSH) Error Correction: Corrected viable shotgun base weapon requirements for mod Launcher blueprints to match those viable for crafting mod shotguns when Optional Crafting Part Requirements are enabled

2023, November 7
151b.SH207e released
(English, Deutsch, Español and Français)
  • (CLMSH) Corrected base weapon requirement for mod maces and shotguns when optional crafting part requirements are enabled
  • Thank you very much to NexusMods user "IOmenl" for reporting this error of mine to me so I could correct it!

2023, July 9
151b.SH207d released
(English, Deutsch, Español and Français)
  • (CLMSH) Corrected base weapon requirement for bows, crossbows and various one-handed light weapons when optional crafting part requirements are enabled
  • Thank you very much to NexusMods user "titanasdab" for reporting this error of mine to me so I could correct it!

2023, June 28
151b & 151b.SH207c released
(English, Deutsch, Español and Français)
  • (CLM & CLMSH) Decreased randomization weights of 'Special Utility Buff' loot items to attempt reducing the chance of these items dominating loot
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_________________________________________________________ Notes __________________________________________________________

  • View 'Docs' tab and included files in the download for install/uninstall, mod conflict and item customization information
  • Thank you to 'lyravega' for his assistance in the past and his offer to assist in the future.
  • Thank you very much to 'Killf4ce' for his support of testing and providing feedback.
  • Thank you very much to 'wolf001' for supplying the initial Deutsch translation for early CLM items.
  • Also thank you to xMyzo for his his recent mod reminding me about the 'phosphor_paint_b' weapon
    skin used on #106 that I intended to use and forgot about years ago back when I first implemented
    weapon prizes, as well as for their pointing out the 'Pearl' skin used on other weapons is also a valid
    skin for the long knife weapon now used on weapon #108.
  • ____________________________________________
    [ Compatible with Dying Light v1.49.x ]