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Brendon

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12brendon34

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17 comments

  1. Jaydeno7
    Jaydeno7
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    Doesn't work
    1. 12brendon34
      12brendon34
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      • 3 kudos
      old mod, I should prob unlist it or remake it
  2. RKenni
    RKenni
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    Yo!

    First. Is there a noclip mod? I'd like to take some beautiful shots of Harran.....

    Second. Can you tell me how I can remove the barriers for the "slums_btz_tutorial" map? The one that looks like the standard Slums, but with only a small modified area near the wall accessible (with construction site being in place of the park, with electric substation being in place of the Kuai dagger radio tower, with small Motel Bites being in place of video rental, and Shakir's Pub being in place of Sunny Apartments, with no bus station at all but with a nice white high building on the horizon). The barriers around this area don't allow to go to the non-existant bus station, demolition zone (Volatile nest), school, Holy Year tunnel, The Garrison, construction site (Rais HQ) and The Tower.

    It's like I can unpack the .rpack archives with RP5L Unpacker, but there are no files like the ones in your mod. Should I use another tool or look somewhere else than DW/Data or DW_DLC1/Data... Wait... Nevermind...

    I found it. The DataDLC1_2.pak file in the DW_DLC1 folder. 7-Zip can open it. But I still don't know how to change the .exp file to remove the barriers. The Slums version from the BTZ tutorial looks like an earlier version with some changes. It would be great to explore the rest of this iteration of the map. Hopefully it has collision...
    1. 12brendon34
      12brendon34
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      you would rename the exp to map and open it in the dying light Dev tools.
      when a map is compiled from the Dev tools all the instances of static meshes get split and stored in a sobj (simple object file). the rest of the model-objects and stuff are stored in the exp.

      if the barriers are not in the exp then you might need to use a hex editor and try breaking the path of the specific mesh. this will cause it to fallback to nomesh.msh a empty mesh in-game.

      dying light's rpack files are in the rp6 format, the rp5 unpacker by daemon is incorrectly named I think.
      It also only supports textures without mip maps and some meshes
  3. chereeeee
    chereeeee
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    im either stupid or i cant find the place to put this mod into
    1. muffinsYT
      muffinsYT
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      did you ever find out where
    2. 12brendon34
      12brendon34
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      It technically "goes in Data2.pak" but it's much easier if you use a Pak loader like my mod DLML or @SteffenL's mod loader dide_mod

      DLML
      https://github.com/12brendon34/DLML

      dide_mod
      https://nlog.us/pages/load_mods.html
    3. nieda113
      nieda113
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      Hi those pak loader seem cool, but can i use either one  for singleplayer? THX
    4. ULAMSS5
      ULAMSS5
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      Just root of Data2.pak? Or in a subfolder?
  4. koob68
    koob68
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    • 11 kudos
    Yeah stupid they didn't patch in a way to move to The Following area while in game that would be useful and of course you can see the stadium and roughly where you are from the rooftops in old town why the hell you go through some infested tunnels instead of grab a boat and paddle over there lol
    1. 12brendon34
      12brendon34
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      I think there might have been at one point as there is a disabled unused teleport to the following in the towers
  5. Synsteric
    Synsteric
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    It's a shame that people can't remove barriers too...
  6. bajnokdomi
    bajnokdomi
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    the mod dont work for me.
  7. Synsteric
    Synsteric
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    Sadly, you can't use modified .exp files with dide mod/dlml
    I wanted so so bad use it to troll my friends...
    1. 12brendon34
      12brendon34
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      You should be able to?
  8. jjh494ps
    jjh494ps
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    • 1 kudos
    "Google translation"
    Don't you have any countryside?
  9. Ninja11o
    Ninja11o
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    NAAAHH! You have my respect!