Vortex added Days Gone support. This mod does not install correctly. The staging folder shows that it puts it in the paks folder. After deployment, it is indeed in the paks folder.
EDIT: The people behind the Days Done support for Vortex say the following; IF YOUR MOD IS COOKED - Please considering using the .pak community standard! This will simplify things for both the end users, and other modders. Or simply hope that I can manage to add support for Cooked mods, or a tool to make them into .pak files in the tool-buttons.
Does this work for all crossbows? For example; just after the Rippers burn Boozer, when you first arrive at the fire watchtower, there are already two crossbows in the gun safe. Does this mod increase the damage of both those crossbows?
I do like the idea AuralVirus has about adding a scope if possible. I know the scope (heh) of modding is still limited att. Honestly just the function of zooming would be more than enough. Since putting a functioning scope on, probably can't be done yet. So if there's a switch, that makes a weapon zoomable and the zoom function range then boom.
Hey a cool idea. I am believe I installed the mod incorrectly. Nothing changes for me. I saved the Cooked folder in C: \ Users \ User \ AppData \ Local \ BendGame \ Saved. and renamed the sfpaks folder to sfpakss. What I have done wrong?
Place Cooked in AppData\Local\BendGame\Saved Add an S to the sfpaks folder in Days Gone\BendGame\Content
is it the first mod you installed? If yes, you created the "Saved" folder? then placed the "Cooked" folder containing multiple folders witin, into previously created "Saved" folder??
then you did everything right.
You should now notice zombies and other enemies die with 1 shot - regardless of where they are hit.
If it still doesn't work, and thisis the ONLY mod you have installed, re-install the mod. delete the created "Saved" folder, rename "sfpakss" back to "sfpak" start game and the close it. restart pc.
Then repeat the mod instal process : either copy paste or drag the uncompressed "Cooked" folder into your created "Saved" folder and rename sfpak to sfpakss.
It's near impossible to get wrong - only other conclusion is you have an additional mod that changes weapons and is clashing with this mod.
Not a request but is it possible for this game/crossbow to be modded so it had a scope & a magazine load system (of 10 arrows per mag say) ie , craft 10, ='s a mag, then load it once all arrows are fired, recraft, rinse repeat?
With this current mod & stealthing I've managed to take out my first 2 hordes but would rather do it based on headshot = kill, rather than "clipped a finger, dead zed". Combined with the fire bows (also boosted to 10/mag loaded) + placed gas cans and other environmental explosives it'd open up a different horde kill approach. I've seen vids of people hiding in bushes and throwing attractors then just spamming napalm molotovs - wiping the largets hordes out, which on the surface looks fun but... not really, just means upgrading inventory to carry enough items to craft throwables.
Anyway here's hoping it's doable, by someone.
Cheers for making my pref weapon semi-viable in this game (ammo would be scarce even with an ammo press/powder etc so a crossbow makes more sense) ps did aliens beam up every single silencer in this game? #confused - why oil filters only?
31 comments
EDIT: The people behind the Days Done support for Vortex say the following; IF YOUR MOD IS COOKED - Please considering using the .pak community standard! This will simplify things for both the end users, and other modders. Or simply hope that I can manage to add support for Cooked mods, or a tool to make them into .pak files in the tool-buttons.
Ofc, Endorsed!
I do like the idea AuralVirus has about adding a scope if possible. I know the scope (heh) of modding is still limited att.
Honestly just the function of zooming would be more than enough. Since putting a functioning scope on, probably can't be done yet.
So if there's a switch, that makes a weapon zoomable and the zoom function range then boom.
is it the first mod you installed?
If yes, you created the "Saved" folder?
then placed the "Cooked" folder containing multiple folders witin, into previously created "Saved" folder??
then you did everything right.
You should now notice zombies and other enemies die with 1 shot - regardless of where they are hit.
If it still doesn't work, and thisis the ONLY mod you have installed, re-install the mod.
delete the created "Saved" folder, rename "sfpakss" back to "sfpak"
start game and the close it.
restart pc.
Then repeat the mod instal process : either copy paste or drag the uncompressed "Cooked" folder into your created "Saved" folder and rename sfpak to sfpakss.
It's near impossible to get wrong - only other conclusion is you have an additional mod that changes weapons and is clashing with this mod.
With this current mod & stealthing I've managed to take out my first 2 hordes but would rather do it based on headshot = kill, rather than "clipped a finger, dead zed".
Combined with the fire bows (also boosted to 10/mag loaded) + placed gas cans and other environmental explosives it'd open up a different horde kill approach.
I've seen vids of people hiding in bushes and throwing attractors then just spamming napalm molotovs - wiping the largets hordes out, which on the surface looks fun but... not really, just means upgrading inventory to carry enough items to craft throwables.
Anyway here's hoping it's doable, by someone.
Cheers for making my pref weapon semi-viable in this game (ammo would be scarce even with an ammo press/powder etc so a crossbow makes more sense)
ps did aliens beam up every single silencer in this game? #confused - why oil filters only?