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TanGenT

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TanGenT5612

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33 comments

  1. paulmurphy85
    paulmurphy85
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    Hey hey, got a couple of questions I'm hoping you can help me with.  First off, with the two mods not included that you need to download yourself, do you have to rename them to fit in with your file structure?  IE rename "500-ModernSilencerFix_P.pak" to "016-ModernSilencerFix_P.pak" and "RockChuckExtendedMagSuperAccuracy_P.pak" to "017-RockChuckExtendedMagSuperAccuracy_P.pak"? 

    Secondly, is it safe to use your Human Threat Evolved mod with the pack?

    Thanks in advance!
    1. TanGenT5612
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      I personally recommend to  rename them to the structured order just because that's what i know works. There may not be conflict if you don't, I just noticed i couldn't get the modern silencer to work unless it loaded after other mods. So the order I have listed is the one that I know for sure makes sure all mods work as intended. You could try not naming them and see if they work still if you want, just make sure you check and see if they are working. It wont crash the game or anything, but they just wont work if there is conflict with other mods.

      as for my "Human Threat Evolved" mod, it will definitely work with this pack. I'm using that one, as well my "Freakers evolved" mod and they both work with everything else in the pack. You can just number them to be 025 and 026 without any issues.

      The way the mods work, is the game loads in alphabetical order, and the last ones to load are the dominant files. So if you have two mods that use the same files and one is 001 and the other is 002, since 002 loads after 001, that's the one that will work and override the other one. just something to keep in mind if you end up downloading other mods. But you are safe to use those mods if you like.
    2. paulmurphy85
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      Awesome, I'll use them all then :D
  2. M0RAPAKHI
    M0RAPAKHI
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    Does Not A Reshade works on the remastered version?
    1. TanGenT5612
      TanGenT5612
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      Yeah it does, i use it myself.

      This mod doesn’t touch any game files directly, it just injects post-processing effects by adding values to your .ini files. As long as the game still reads from those config files (which it does), the visual tweaks will apply just fine. No core file edits = no compatibility issues.

      So you shouldn't need to worry about this not working with updates thankfully 
  3. 44by88
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    Hi.

    After update 1.09, mods no longer work. Also, after gaining trust in camps, the game keeps showing that you've gained trust every few seconds. I have to save and reload the game for it to go away.
    1. TanGenT5612
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      when you did the update, did you rename "sfpaks" back to its normal default name? Sometimes during an update, if the folder is not put back to its original name, it will create a new one in its place. I would go and make sure you only have 1 "sfpaks" folder and if you have two of them delete the old one, and rename the new one to "sfpakss".

      Alos, if you renamed "startuppackages.pak" instead of "sfpaks", the same applies to that as well.

      As far as the camp trust, that is a new one for me, i have never heard of that happening before. Does this happen with no mods active? it may have something to do with your prior trust levels why the mods were active, and if they are deactivated now due to a new "sfpaks" folder it may be causing weird behavior, but that's honestly just a guess. Lets get the mods working again and see if that stops and go from there if it doesn't.
    2. 44by88
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      No, I haven't tried renaming it back, but I'll try to do that. Regarding camp trust, I think it might have something to do with the mod 'earntrustquickly', though that's just a guess. I'll get back to you once I've looked into it. Thanks for the reply
    3. 44by88
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      I used your guide, but also uninstalled the game and reinstalled it, and now all the mods are working perfectly again, including the issue I had with trust from camps.

      Thx for your help.
    4. TanGenT5612
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      cool, happy it got worked out.

      Sometimes with an update, it can mess with things unless you remove all mods and rename all folder names you changed back to their original name. Anytime I update a game, I always just make a folder on my desktop to copy all my mods to, then delete all mods  from the game folder, and make sure everything is back to vanilla before doing the update, then i will put everything back after.
    5. 44by88
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      That seems like a good idea. Have you found other mods that work that work in Days Gone remastered? I really love modding this game. :-)
    6. TanGenT5612
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      So I have actually released a few new ones since the update, one of them is included this this pack, Bats Blades, & Balance. But i also have one that will increase the patch rewards from the challenges by 25%. Things like increased health, stamina, focus, quicker refuel times, and so on. I have also put out one to lower (or increase) the amount of XP needed to get bronze, silver, and gold in each challenge. I put another one out called "Freakers Evolved" which makes all freaks a little more dangerous, and there are many different versions i made for that one.

      There are also a Bunch of mods by IHateHUDClutter, They put out a number of mods like no fall damage, they made buffs to certin weapons, bike FOV mod and more, so i would check out Their profile.

      So there are for sure a lot of mods out there still working, especially the ones that have released in the last 2 weeks. But I am also working on one now that will allow you to craft more the one item for the same amount of materials, for example when you craft a bandage, instead of crafting 1 it will craft 3. There are a couple others that do this, but they have bugs that will corrupt you save file, so I am trying to make a safe version to use. Hopefully i can get that figured out soon and have it out. 
  4. chandanpandey
    chandanpandey
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    First, thank you for your incredible work on This mod! I’ve been enjoying your creations and wanted to
    ask if you’ve considered Including any of the following for
    the Remastered version:

    • Bigger Hordes – Increased horde sizes beyond vanilla limits
    • Banshee Horde Summoner – Ability for Banshees to call 10-300 Freakers
    • Walking Dead Simulator – More immersive zombie behavior/density (Headshot They Die)
    • Slow Horde Movement – Reduced horde speed for tension
    • Spoods’ OP Boot Knife Series – Enhanced melee knife mechanics
    Would any of these be feasible for the Remastered edition? I’d love to help
    test if needed. Thanks again for your time and creativity!
    1. fruitgushin
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      That would be a dope optional mod list to have 
  5. Kashima12
    Kashima12
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    Just dropping in to say the Hipster Deacon mod (tried a bunch of other options too on the mod page) caused a crash on startup every time.
    All the other mods work perfect, I appreciate the compilation mate!
    1. TanGenT5612
      TanGenT5612
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      Really? I have been using it still without issues. someone else said that the only one they can get to work is the one I uploaded and others from the authors mod page. 

      Do you have any other mods that alter appearance in any way?
  6. DONxGOTTI
    DONxGOTTI
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    Wish more outfits would work i've tried 6 of them so far none work expect of the one you provided in the description. 
    1. TanGenT5612
      TanGenT5612
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      Yeah? That’s weird. Have you tried any of the other options on the Hipster Deek mod page? There are a bunch of other options there. I haven’t tried any of the other yet. Personally I like the one in this pack, but I would assume if this one works the other options on the authors page would work as well. 
    2. DONxGOTTI
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      yes i have hipster long coat deek installed but other outfit mods dont work lol
  7. TanGenT5612
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    Hope everyone enjoys these mods as much as I have. I am still trying to find out what does and doesn't work with horde assault, as soon as I can confirm what works, I will add another file for just that game mode. If you run into any issues, or something isn't working let me know. as far as I can tell so far, these all work with the new update. 
    1. mreapr
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      nice job bro im doing a playthrough for my channel and this helps spice things up!
    2. TanGenT5612
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      Nice! Happy it can help. what's your channel?
    3. mreapr
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      cozycardboard
    4. snoogans20
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      Some of the mods only partially work, like car opener. It still plays the long animation that you're stuck in and I really hope someone can fix it soon.
      The ammo part of the inventory mod only works on normal as well.
    5. TanGenT5612
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      so the car opener was definitely working.

      as far as the ammo, I can look into it. I haven't had any issues. But is this a completely new game? Do you have a skill point in "ante up"?

      do you have any other mods installed outside of this pack? I'm wondering if you are having some kind of conflict with another mod for car opener.
    6. TanGenT5612
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      So, I just started a new game, on HARD mode, and both mods work. car opener works on both trunks and hoods, and the ammo mod works as well. you pick up and hold more ammo.

      So, if something isn't working for you, it's not the mods. I'm assuming you have a mod conflict with car opener with other mods you have installed. As far as ammo, do yout have the "ante up skill"  it will revert the ammo change the mod makes.

      what you can do, is re-number car opener so it loads last. so, what you can do is rename the mod, and have it start with "zzz". this will make sure it's the very last pak file that loads, and it will overwrite any pak files that mess with the same files. 

      I have this pack set up so they all work together. This is why I have them numbered the way I do, to ensure there is no conflicts. so, if you have other mods outside of this pak, it can cause conflicts.
    7. snoogans20
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      So I tried using only the inventory mod and car opener mod on normal, hard, and hard 2, deleting my finished game save, verifying the game on steam, and redownloading those 2 mods and nothing changed. The only thing I can think of that would be making it not work is the DLC.
    8. TanGenT5612
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      Hmmm. Can you verify that when you downloaded the DLC, that you named your "sfpaks" folder back to its original name of "sfpaks". If you didn't name it back before doing an update, it will create a new one. If this happened, you can delete your old one, and change the new one to "sfpakss". Also, if you verified you game files without changing the name back to its original name, when steam goes to look for that folder and can't find it, it will also make a new one. So maybe just be sure that you only have one "sfpaks" folder, and it's renamed to "sfpakss"

      If you have already made sure that your folder is renamed to "sfpakss" and it's still not working, then I'm not sure what could be causing this issue for you. 
    9. snoogans20
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      Turns out there was two startuppackages.pak files which weirdly made it so part of the mods worked. Seems to be working correctly now, thanks for the help.
  8. CapitanWalker
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    i need a mod with slow zombies in assault horde 
    1. TanGenT5612
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      the only way to make them slow in horde assault would be to make them slow in the entire game. so I can do it, but it wouldn't be only in the DLC
  9. DONxGOTTI
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    oh man it's crazy majority of these mods i have installed and working after the update and sorting out the ones that were crashing but most still work and what mods that were crashing my game where outfits and ironsight type mods.
    1. TanGenT5612
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      Yeah, I had a couple mods that changed crosshairs that would crash game on start up. I had red dot crosshairs, and I had custom sniper scope and had to remove both of them.