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 custom blueprints to craft heavily modified custom weapons, some of which are completely unique and/or have skins not available anywhere else. (Note: These are the same weapons available as prizes in my Created Loot+Scavenger Hunts mod) --Includes my CWU/WWB/EGH/SUB mods-- (EN)-(DE)-(ES)-(FR)

Requirements
Permissions and credits
Translations
  • Mandarin
Changelogs
Donations
· CLM Weapon Pack ·
* * * * * * * * * * * * * * * * * * * * *
by StinVec
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[ WEAPON CREATIONS ]
- 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 Weapon Additions: 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 default 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 default 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 default 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 default 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 default 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 default 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

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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. However, you can choose to enable your choice
                                   of several levels of crafting components as being required to craft the mod blueprints 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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Notes:
These weapons are the same weapons available as prizes in my Created Loot+Scavenger Hunts mod.
However, that mod requires looting claim tickets to exchange for the desired weapon.
The weapons available here with CLM-WP have no crafting requirements by default and do not require CLM/CLM+SH to be installed.
CLM-WP will be updated to include more weapons as I add more to my CLM+SH mod.
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Creating The Weapons:
Simply install the mod and you will see the new Gold blueprints on your Blueprints menu.
As the blueprints do not require any crafting components or base weapons to craft them by default, just
select the desired custom blueprint and craft it. If crafting components being required to craft the mod items
is desired, your choice of multiple levels of parts being required can be enabled via mod customization files.
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! (Some weapons (like bows/crossbows) may require a specific game version or DLC to be owned for them to be able to be equipped) !
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About Unique Weapons
As noted far above, several 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"
  • 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.
  • These Mutations are identical to the Type 1 Mutations available in my standalone Mutations mod.

#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 the noted 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 infected within to cough, gag, vomit and likely 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 #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 hidden from your blueprints tab via the above-mentioned blueprint customization file if you do not intend to ever craft the weapon).

#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 26
(view 'Logs' tab for details)
CLMWP.NRM.2.1 updated to CLMWP.NRM.2.2
  • Updated Night Runner Mode v7.0 compatibility file download - contains conflicting files between CLM Weapon Pack and Night Runner Mode pre-merged together for those that want to use this mod along with that mod
  • Install NRM 7.0 > Add all of CLMWP's files into NRM's Data3.pak file > Add the compatibility files into NRM's Data3.pak file

2024, February 20
(view 'Logs' tab for details)
v207e Released
  • 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
  • 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
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[ View 'Docs' tab and/or the included files in the download for install/uninstall and customization information ]


[ Compatible with Dying Light v1.49.x ]


*****************************************************************************
Thank you to xMyzo for his recent mod reminding me about the 'phosphor_paint_b' weapon skin
used on #106. I had intended to use this skin years ago back when I first implemented weapon prizes
in my CLM+SH mod and used the 'phosphor_paint_a' skin, but had forgotten about this one.
Additionally, I want to thank them for their mod also pointing out the 'Pearl' skin used on many
other weapons is also a valid skin for the long knife weapon now used on weapon #108.
*****************************************************************************