Dying Light

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StinVec

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  1. StinVec
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    Latest Version: v1.9
    Compatibility: Officially released Steam v1.49.x (all versions .0 through .8) (and GoG/Epic Equivalent) Compatible
    ____________________________________________________
    Troubleshooting - "Inventory is full" message appears
    This is normal and the message can be ignored - the items are created and placed into your inventory.
    (more detailed explanation for why it pops up)
    Spoiler:  
    Show

    • The blueprint provides a bundle item that will then give you all of the different custom weapon upgrades.
    • The reason that message appears is due to being given a bundle item (one item that provides multiple items) that is not meant to be acquired in the game from a blueprint.
    • The game really only uses bundle items in some loot sources that are picked up where acquiring it will insert multiple items into your inventory.
    • Any bundle item itself does not enter your inventory, but rather the multiple items that it is configured to provide.
    • As the bundle item itself is produced via the mod blueprint, it is being inserted into your inventory when the mod blueprint is crafted.
    • The error message appears as the game isn't handling the insertion of an actual bundle item into your inventory, but this does not prevent the items it contains from also being inserted into your inventory.

    So you get the error message from acquiring a bundle item, but you also get the items the bundle contains.


    Troubleshooting - Blueprints Not Appearing/Being Learned Properly
    (Troubleshooting tips and files also included in download)
    Spoiler:  
    Show

    If the mod blueprints are not being learned properly, some things to try to resolve this issue include:

    Verify that the mod is installed properly
    - Ensure you have installed the mod properly by following the steps outlined in the mod ReadMe Install-Uninstall file
    - If merging was required to add this mod to your existing Data3.pak file that has other mods installed into it, verify that any file conflicts between the mods were merged properly and no typos, stray characters, or placement issues were mistakenly made in the file(s)

    If using the GoG version of Dying Light
    - Add the included GoG fix files to the mod Data3.pak file to force the blueprints to be learned

    Utilize an alternate DLC to import the mod blueprints
    - Open the Data3.pak file using WinRar or 7z and browse to the "data\scripts\inventory" folder
    - Rename the mod's "inventory_gen_dlc1.scr" file to "inventory_gen_dlc17.scr" to import the mod blueprints via the "The Following" DLC (DLC17) instead of the standard "Be The Zombie" built-in DLC (DLC1)

    ____________________________________________________



    _______________________________________________________________________
    PLEASE ACTUALLY READ THE README FILE AND MOD DESCRIPTION
    _______________________________________________________________________
    Asking basic questions that are not only already answered, but PLASTERED all over the mod and its files wastes not just my time, but yours.
    On that note:
    Spoiler:  
    Show
    As I am constantly needing to reply to questions on my mods with "As noted in the ReadMe...", and "As noted in the mod description...", if you do post a question that is already clearly answered on the mod page or in the mod ReadMe file(s):
    A) your question will be ignored
    B) your question will be removed
    C) you will be banned from access to all of my content

    Repeated posts asking already-answered questions will likely also lead to removal of not just the question(s), but also of the ability for the poster to download or even see any of my mods on Nexus.

    I already put the effort in to writing the information out clearly and in multiple locations. Being too lazy to bother reading any of them and going right to asking a question that is literally answered an inch above where the question is being written has no excuse.
    _________________________________________________________________________________________________________________
    As I am used to re-writing information:
    To summarize: Anyone who asks a question/makes a statement/reports an issue that is already answered in the ReadMe file or clearly noted in the mod description will have their question ignored, outright deleted, and or simply blocked from even being able to see/download any of my mods.
    _________________________________________________________________________________________________________________
  2. MRDPL2023
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    it is possible to add more dmg as in your other mod
  3. Wilczek21
    Wilczek21
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    I tried merging both of these mods like you said but it didn't worked. I dont see blueprints
  4. Guerinni
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    Is there a way to modify the damage on the ''all stats upgrade'' thing?
    1. StinVec
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      Hey. Yes you can manually modify the damage increase from the weapon upgrades (as well as the durability and stamina reduction).

      I didn't configure custom effect levels for the weapon upgrades, so they're kind of 'weak' as far as the percentage increases on those stats with the higher levels.

      The damage, durability and stamina decrease values used in the mod are the exact levels configured in the game files. The game has levels 1-6 configured on each of those attributes, though the official weapon upgrades only use up to level 3 of each of them (king/clicker).

      The weapon upgrades in the mod use those 1-3 levels configured in the game, as well as the 4-6 levels that are configured but unused.

      For levels 7-10 in the mod upgrades where it just goes up 6 or 7%, there are no defined levels in the game files. Despite no level being defined, the game automatically increased those stats by that small amount.

      Upgrade L7 is configured to use Level 7 of those stats. As no Level 7 is defined in the game files, it appears to get that generic 6-7%. If you create a Level 7 definition with the percent increase you want, those L7 upgrades will use your custom Level 7 instead of the generic percent increase.

      _____
      You can create definitions for the missing level 7-10 definitions so those level mod upgrades will have the percent you want:

      1) In your game installation folder's "DW" folder, open Data0.pak with winrar/7zip

      2) Browse to 'data\scripts\crafting' and copy out the "crafting_effects.scr" file to your computer and close the Data0.pak winrar/7zip window

      3) Open this copied file on your computer using Notepad
      - It is 'scr' extension type, but it is just a text file and not a screensaver file.
      - Open notepad and drag>drop the file onto Notepad, or right-click the file >Open With and select Notepad
      - You will see three sections in this small file:
      PassiveEffect(CraftingEffect_IncreasedDamage)
      PassiveEffect(CraftingEffect_IncreasedDurability)
      PassiveEffect(CraftingEffect_DecreasedStaminaUsage)

      4) Under each section are its defined level blocks from level 1 to level 6 for how much of an increase/decrease to give that stat:
             Level(1)
              {
                  ValueMul(1.05);
              }
              Level(2)
              {
                  ValueMul(1.15);
              }
              Level(3)
              {
                  ValueMul(1.2);
              }
              Level(4)
              {
                  ValueMul(1.25);
              }
              Level(5)
              {
                  ValueMul(1.35);
              }
              Level(6)
              {
                  ValueMul(1.4);
              }

      5) Simply duplicate a level block and change it to the next level (7, 8, 9, 10) and modify its percent attribute
      e.g.
             Level(1)
              {
                  ValueMul(1.05);
              }
              Level(2)
              {
                  ValueMul(1.15);
              }
              Level(3)
              {
                  ValueMul(1.2);
              }
              Level(4)
              {
                  ValueMul(1.25);
              }
              Level(5)
              {
                  ValueMul(1.35);
              }
              Level(6)
              {
                  ValueMul(1.4);
              }
      Level(7)
      {
      ValueMul(1.75);
      }
      Level(8)
      {
      ValueMul(2.0);
      }
      Level(9)
      {
      ValueMul(3.0);
      }
      Level(10)
              {
                  ValueMul(4.0);
              }

      For this example of added levels 7-10 for the damage upgrade, I made it go:
      L7: 1.75 (base 1.0 plus 75%)
      L8: 2.0 (base 1.0 plus 100%)
      L9: 3.0 (base 1.0 plus 200%)
      L10: 4.0 (base 1.0 plus 300%)

      Take note of the Stamina Decrease level blocks though. These are the opposite of Damage and Durability as it is for determining how much percent of normal stamina is used.

      So damage and durability go up to increase the damage and durability with 1.0 being default/100%.
      Stamina reduction goes down to decrease the amount of stamina needed rather than it going up to increase the amount of reduction to apply; e.g. 1.0 is normal/100% stamina, 0.5 is half as much stamina used, with 0.0 being no stamina usage at all.

      You can also change levels 4-6 in this file if you want as those levels aren't used by the game anyway, but note that changing levels 1-3 will also alter the official weapon upgrades that use those three levels.

      If you change Damage L3 to being 10 times normal, not only will the mod's L3 do 10 times more damage, the official king/clicker upgrades which use that level will also have that damage increase as long as the mod is installed (with your additional file).

      6) Save your change to this file and add it this mod's Data3.pak file in your "DW" folder in the pak file's "data\scripts\crafting" folder where its other altered crafting file is already located.

      If you create levels 7-10 in this file, any weapons that already have the mod's L7-L10 stat upgrades on them will no longer have that generic percent increase as they will now be using your defined level(s). Any new weapons you apply the upgrade on will also use your new level definitions.

      Also note that this only changes what the effects of the upgrades are. The text in the description stating the original mod percent increases will no longer be accurate as that is manually entered and not automatically filled in based on what is defined on that level in that file.
    2. ForkSpoon7
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      Hey! Sorry for necroing but when I did this the weapon upgrades doesn't show up (both vanilla and CWU) when I try to upgrade a weapon.
      Help is greatly appreciated!

      Edit: When I placed the original Data0.pak back the bug was gone. But I do want the code to work though.
  5. ELCARLANGAS123
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    with this mod i can have weapons 0f 78k 0r 68k of  damage?
    1. StinVec
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      What very odd and specific values you chose.

      I do not believe that high of damage is possible without alterations being made to the mod to make the damage increases much higher. If you take a gold weapon with a very high base damage value and add the most damaging custom weapon upgrades, you can get its physical damage + elemental damage combined to being up into at least the 10-20k damage range.

      However, I will write something close to what I've commented regarding weapon damage on another of my mods:

      Anything higher than 10,000 damage in a single hit from a weapon is superfluous as 10,000 damage is far more than enough to kill any enemy in the entire vanilla game in one hit, on any difficulty, and with absolutely no skill/legend increases to further increase damage even higher.

      Perhaps this is no longer the case and some outrageously strong enemies have been added to the game. I am open to being proved incorrect on this if anyone can identify one or more specific enemies somewhere in the vanilla, unmodded game where this is not true and it takes two hits (20k damage) or more to kill them instead of merely one hit.

      Regarding your oddly specific values, 68k/78k is far into the "superfluous damage" range that I reference here.

      I can only think of two possible reasons why someone might want extremely and superfluously higher damage on weapons:
      - One reason is that someone has modified their game to make enemies much more difficult to beat, so they would like upgrades that make weapons equally more powerful (but then why mod the game at all to make enemies harder to beat simply to undo that increased difficulty by making your weapons more powerful - might as well not do either as the vanilla game with vanilla weapons would be the same experience)
      - The other reason is one that I hope is not the case.
  6. aloiiiii
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    how did you get custom icons for them? cause im trying to get custom icons and i tried searching for the files to get custom icons
    1. StinVec
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      If you look in Data0.pak in the "data\menu\texturedefs" folder, there is a file called "hud_dw.scr" that contains various icons used in the game and their dimensions (shown at the far right). The "menu_dw" file also contains some icon image names and their dimensions (and some other files in this folder also contain some icons).

      Just change the HudIcon that is set on your items to one of the icons listed in the hud_dw file:
      HudIcon("weapon_stats_effects");
      The "weapon_stats_effects" icon that I use is 32x32.
      The "effect_inc_chance_for_bleeding" and other effect icons I used are 30x30.

      Depending on what the element is that you want to change the icon on, you should find and test icons of the proper dimensions. If you use too large of an icon (like the 71x71 "weapon_sword_big" icon) and try to apply it into an element that is much smaller (like a small inventory item icon), the icon might not display properly or at all.
  7. stalkerlover12094
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    Dear StinVec, can you make a patch for Night runner and a weak weapon booster patch for NR too?
  8. TetsuBokki
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    says I "require the ' ' skill to be able to craft" it, idk what the heck that means
    1. StinVec
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      Hi.

      • Be sure that you are using the mod on the current 1.49.7 game version.
      • Be sure that you installed the mod by placing the Data3.pak file of the language you choose into your game installation's "DW" folder.
        (do not use a "mod manager" with Dying Light - install mods the required and proper way)
      • Also try removing all installed mods completely and then installing only this mod to see if the mod blueprints can be crafted properly. This will let you know if the issue is with someone else's mod and not this one.

      If your game is the current 1.49.7 game version, the game's core Data0.pak file has not been modified in any way by other mods, and this mod's Data3.pak file is installed properly and the only mod installed, you will find that the blueprints will be able to be crafted properly.

      I think the cause is likely due to one or more other mod also being installed and one or more of these other installed mods is out of date and not compatible with the current game version.

      Another possibility if other mods are being used and are compatible with the 1.49.7 game version and not out of date, is that this mod and one or more other mods being used have conflicting files and they were not merged properly and something isn't loading in one of the mods properly.

      Listing what other mods you are using or what changes have been made to the Data0.pak file will help in narrowing down the cause.
  9. ZoneDestroy
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    can I add upgrades to my guns too using this?
    1. StinVec
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      Hi. Upgrades are technically able to be inserted into firearm upgrade slots. However, there should be no noticeable effect. This is due to upgrades only affecting the weapon they are attached to and not the projectiles that those weapons fire.

      Melee weapons are affected by the upgrades and melee weapon physically hit enemies, triggering the effect active on that weapon by the upgrade. However, firearms shoot projectiles. The firearm is affected by the upgrade, but the projectile is what hits enemies and the effect does not leap/transfer to the projectile that is fired and remains on the firearm weapon itself.

      I don't recall ever finding a decent way of applying upgrade effects onto the projectiles fired by firearms while in-game and I believe I had to edit in custom effects on the bullet items themselves in the files or have bullet items altered via blueprint which also affected all of that bullet item for every weapon that fires it (even enemies firing at you).
    2. yiron
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      How do you change the number of upgrades that a weapon can take? For example Ranger Bow can do 2 upgrades, how do we change it to 3 upgrades?
  10. jjh494ps
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    Google translation.When I use a certain mod, other people say that my HP gauge looks longer.
    Says I'm a hack/cheat person. Are there any mods in doubt?
    1. StinVec
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      If you are using any mod(s), then anyone you are playing with are also using the exact same mod(s). All players must have the exact same mod(s) installed in order to play together.

      If you are playing with other people and you have one or more mods installed while they do not have that mod installed, then yes, you are a cheater. If you are cheating, stop cheating and you'll stop being called a cheater.

      If you are not cheating and you and the people you are playing with are all using the same mod(s), but your HP bar looks longer for some reason, then there is something wrong with that mod. Perhaps it is out of date and not compatible with the current/your game version. You and others that you play with should only use mods that state they are compatible with your game version or you should expect things to not work/look correct or things to be completely broken (if the game loads at all).
    2. jjh494ps
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      Google translation
      I have nothing to say if I deny it only with the mod. However, I use a mode that is convenient or good (add weather/buggy 3rd person/clock/remove dust...) I use this mode, but can I say it's a scammer? I asked because I wanted to know which mod makes the hp gauge look longer.
  11. ayojuss
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    is this mod multiplayer compatible?
    1. StinVec
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      Hi. As with all mods in Dying Light, as long as the person you are playing co-op/multiplayer with has the exact mod pak installed, you can play together.

      If you and another both have the mod installed and are unable to connect to each other and it says different files are being used, try to have both of you fully load into your save games first so that the mod becomes fully active on your games and then one of you join in on the other's game.