---DL v1.49.x Compatible--- This mod creates 4 custom blueprints which can be used to boost low damage melee weapons up to higher 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. -- (EN)-(DE)-(ES)-(FR)
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Changelogs
Version WWB.NRM.2.0
___________________________________________________________________________________ Weak Weapon Booster Mod and Night Runner Mode compatibility files [ WWB.NRM.2.0 ]
___________________________________________________________________________________ Weak Weapon Booster Mod and Night Runner Mode compatibility files [ WWB.NRM.1.0 ]
___________________________________________________________________________________ Weak Weapon Booster Mod and Custom Weapon Upgrades mod compatibility files [ WWB.CWU.1.9 ]
2023-11-30: WWB.CWU.1.9 Re-uploaded to remove the "crafting_elementals (2).scr" file that I had mistakenly left included in the previous file. It was a copy of the vanilla game file I had used while comparing and forgot to remove it. As it has a different file name from the official file, leaving it does not cause any problems and it just sits there doing nothing in the pak file and can be removed. ___________________________________________________________________________________
Version 1.9
_____________________________________________________________________________________ Weak Weapon Booster Mod [ v1.9 ]
Changes: [ 1 ]
[1] Files updated for game version 1.49.0 compatibility
_____________________________________________________________________________________ Mod files affected by this v1.8 to v1.9 update:
ALTERED - "data\scripts\crafting\crafting_elementals.scr" - Modified Official File _____________________________________________________________________________________
Version 1.8
____________________________________________________________________________________________________________________________ Weak Weapon Booster Mod [ v1.8 ]
Changes: [ 1 ]
[1] Files updated for game version 1.23.0 compatibility
____________________________________________________________________________________________________________________________ Mod files affected by this v1.7b to v1.8 update:
ALTERED - "data\scripts\crafting\crafting_elementals.scr" - Modified Official File ____________________________________________________________________________________________________________________________
Version 1.7b
____________________________________________________________________________________________________________________________ Weak Weapon Booster Mod [ v1.7b ] ____________________________________________________________________________________________________________________________
Issue Correction: [ 1 ] [1] For New Users Of The Mod With The GoG Game Version - Updated the download zip's "troubleshooting" files for the GoG game version to include forced mod blueprint learning quests for the "Prison" map so the mod blueprints will be forced to be learned when loading into or entering that map.
____________________________________________________________________________________________________________________________ Mod files affected by this v1.7 to v1.7b update:
ADDED - "data\quests\prison\wwb\*.xml" ----- WWB Mod File ____________________________________________________________________________________________________________________________
Version 1.7
____________________________________________________________________________________________________________________________
Weak Weapon Booster Mod [ v1.7 ]
____________________________________________________________________________________________________________________________
Error Corrections: [ 2 ]
[1] Corrected a reported issue of Boost Blueprint L1 (Damage x2) not applying any damage boost
(Thank you very much for the report and help on the issue, InvidiousWhite!)
Technical Info:
The mod creates custom elemental effect levels to apply a custom elemental effect to weapons via
blueprint. This elemental effect simply adds a multiplie of the weapon's base damage instead of applying
an actual 'elemental' effect to the weapon. The mod creates different levels of this custom elemental
effect that can be designated as being applied via the different blueprints, just as official 'elemental'
effects have levels that are defined and added to weapons via blueprints. The mod's levels were 'level 1'
(damage x2), 'level 2' (damage x5), 'level 3' (damage x10), and 'level 4' (damage x20). For some reason
that I do not yet understand, the game no longer recognizes the mod's 'level 1' elemental effect
definition block as being a valid level definition block, but altering another level (or creating a
different level) to perform the same boost works fine - the 'level 1' defined block just doesn't want to
be applied properly any longer. I've now changed 'level 1' internally in the files to instead be 'level 5'
and altered the blueprint to apply this level 5 effect so there technically is no 'level 1' for the weapon
boost elemental effect; just 'level 2' (x5), 'level 3' (x10), 'level 4' (x20), and 'level 5' with L5
behaving as the 'level 1' (x2) block.
[2] Corrected the multiplier calculation on the x5, x10, and x20 blueprints so weapon damage is accurately boosted
Technical Info:
The L2 (x5), L3 (x10), and L4 (x20) blueprints previously had multipliers of "5.0", "10.0", and "20.0".
These multiplier values have been now lowered to "4.0", "9.0", and "19.0". As the multiplier value is
added onto the base damage amount, the previous end result was that the weapon was boosted higher than
desired and intended. Previously, a 100 damage weapon boosted using the L2 (Damage x5) blueprint would
result in a 600 damage weapon as it was adding 5 times the damage amount onto the base damage amount. The
multipliers on these blueprints now account for the base amount as persisting so it is now technically
adding 4 times the base onto the base for an end result that is 5 times what the base was.
e.g. With this correction, a 100 damage weapon boosted with the L2 (Damage x5) blueprint will properly be
boosted to 500 instead of 600; L3 (x10) to 1000 instead of 1100; L4 (x20) to 2000 instead of 2100.
____________________________________________________________________________________________________________________________
Mod files affected by this v1.6 to v1.7 update:
ALTERED
- "data\scripts\crafting\crafting_elementals.scr"
- "data\scripts\inventory\weak_weapon_booster\weak_weapon_booster.scr"
____________________________________________________________________________________________________________________________
Version 1.6
Weak Weapon Booster Mod [ v1.6 ]
____________________________________________________________________________________________________________________________
Changes: [ 1 ]
[1] Consolidated mod into an all-inclusive, single download zip
Zip contains:
- English, Deutsh, Espanol and Francais mod text language versions
- Install-Uninstall and Troubleshooting instructions
- 'Forced Blueprint Learning' files for GoG game users to add to the mod's Data3.pak file
__________________________________________________
Weak Weapon Booster Mod [ v1.5 ]
__________
Changes: [ 1 ]
[1] - Corrected a rare crash issue that exists in the vanilla Dying Light game that is unrelated to this mod.
As this mod already alters the file that would need to be altered to prevent the situation that causes the crash from occurring, I'm making the preventative change to the mod file.
The crash in the vanilla game relates to the head exploding aspect of the burning+poisoned elemental interaction. On at least one specific iteration of common infected, this head explode effect causes a crash due to some error in the event sequence (missing or incorrectly called head chunk mesh, sound or FX element) on this iteration of common infected. As only Techland can pinpoint the error in their encrypted rpack game files and fix it, the best way that I can think of for it to be 'fixed' by modders is to simply disable the head explode aspect of the poison+burn elemental interaction entirely as it prevents the situation that causes the crash from occurring at all.
__________
For those that had merged the previous v1.4/1.4b with other mods or made modifications to this mod's files, the following mod files have been:
ALTERED
- "data\scripts\crafting\crafting_elementals.scr"
__________________________________________________
Version 1.4b
__________________________________________________
Weak Weapon Booster Mod [ v1.4b ]
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Feature Additions: [ 3 ]
[1] - Translation into Deutsch
[2] - Translation into Español
[3] - Translation into Français
__________
For those that had merged the previous v1.4 with other mods or made modifications
to this mod's files, the following mod files have been:
ADDED (non-English language versions only)
Deutsch
- "data\maps\wwb_de_texts_all.bin"
Español
- "data\maps\wwb_sp_texts_all.bin"
Français
- "data\maps\wwb_fr_texts_all.bin"
NOTE
!!!Remove the English language file (wwb_texts_all.bin) if switching to one of the newly offered languages
__________________________________________________
Version 1.4
________________________________________________________________________ Weak Weapon Booster Mod [ v1.4 ] __________ Changes: [ 1 ] [1] - Updated for game version 1.14.0 compatibility
__________ For those that had merged the previous v1.3 with other mods or made modifications to this mod's files, the following mod files have been: ALTERED - "data\scripts\crafting\crafting_elementals.scr"
________________________________________________________________________ Weak Weapon Booster Mod [ v1.3 ] __________ Changes: [ 1 ] [1] - GoG game version BP auto-learning fix files separated from main download and placed into an optional add-in file due to their causing a crash when joining co-op in the Steam game version.
Additions: [ 1 ] [1] - Optional GoG Forced BP Learning fix file added for GoG users to manually add to their Data3.pak files if they encounter the blueprints not auto-learning. If the crash on co-op join issue is encountered by GoG users as well, after loading into a single player game to learn the blueprints, simply remove this no longer needed 'data\quests' folder to then take part in co-op.
__________ For those that had merged the previous v1.2 with other mods or made modifications to this mod's files, the following mod files have been: REMOVED - "data\quests\*\wwb" - Files for GoG Version Forced BP Learning If no other used mods utilize the 'data\quests' folder, simply delete this folder instead of the individual sub-folders
Change: [1] Altered the mod so updating a weapon's damage via the blueprints will not cause a visual change to the weapon (this change should also affect existing updated weapons)
Reason: - A visual change to the weapon may be undesired by some. This visual change kind of defeated the purpose of the mod and how it allows any weapon to be used for its appearance instead of its stats. The appearance change was not intended and was an oversight due to my not thoroughly testing the previous version of the mod on every weapon type. (which, had I done, I would have noticed the appearance of some types of weapons being changed by the mod)
For those that have merged the mod, this update altered this file: - Altered: "data\scripts\crafting\crafting_elementals.scr" (removed SkinTag attribute)
· Weak Weapon Booster · *************************** by StinVec
· This mod creates 4 custom blueprints which can be used to boost low damage melee weapons up to higher amounts · · These blueprints will allow you to use your preferred weapon type and appearance even in end-game roaming regardless of its base damage amount ·
Why Make This Mod? I was quite disappointed in the way weaponry was configured to function in DL (partly for some of the reasons lyravega mentioned in his article) and I put some work into finding ways to bring low-level/low-damage weapons up in damage so they could be useful in end-game roaming. I've now finished this mod which achieves that goal due to Nexus user KillerHell showing an interest in it.
________________________________________________________________________________________ NOTE: Normal game behavior is:
Blueprints = Adding Elemental Attachments
Upgrades = Increasing Damage and other weapon attributes
As weapons can only be 'upgraded' one time via blueprints, using these Booster blueprints will prevent the weapon from being able to be upgraded again to add elemental attachments. However, if you combine this mod with my "Custom Weapon Upgrades" mod, you can add any level of any elemental effect you want via unused weapon upgrade slots. ________________________________________________________________________________________
________________________________________________________________________________________ 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. ________________________________________________________________________________________
[ Compatible up to Dying Light v1.49.x ]
[ View 'ReadMe' tab and/or included document for install/uninstall information ]
2024, January 18 WWB.NRM.1.0 Removed WWB.CWU.NRM.1.0 Removed
2023, December 29 WWB.NRM.2.0 Released (view 'Logs' tab for update details)
Updated Night Runner Mode v6.0 compatibility file added to downloads - contains conflicting files between Weak Weapon Booster and Night Runner Mode pre-merged together for those that want to use this mod along with that mod
Install NRM > Add all of WWB's files into NRM's Data3.pak file > Add the WWB+NRM compatibility files into NRM's Data3.pak file
WWB.CWU.NRM.2.0 Released (view 'Logs' tab for update details)
Updated Night Runner Mode v6.0 compatibility file added to downloads - contains conflicting files between Weak Weapon Booster, Custom Weapon Upgrades and Night Runner Mode pre-merged together for those that want to use this mod along with those mods
Install NRM > Add all of WWB's files into NRM's Data3.pak file> Add all of CWU's files into NRM's Data3.pak file > Add the WWB+CWU+NRM compatibility files into NRM's Data3.pak file