Latest Version: SVCF.16 (16 mod combination compatibility download files offered) Compatibility: All of my mods are compatible with the v1.50.0 (and GoG/Epic Equivalent) game version. _____________________________________________________
Thanks for mentioning that the game had updated! I failed to notice it was not still on .9 anymore. I checked the .10 update and found that it was the same as the past several updates in that it just updated some DLC menu stuff and in-game textures to push DL2 sale ads. No "real" game files were altered.
I will update all of my mods to note being compatible with this updated version.
Thank you once again for taking the time to notify me of the game updating! I appreciate it very much.
I'm still recovering from a hardware failure and some data loss from last week and I need to re-download the game again to see if any updates to my mods are needed for them to remain compatible with the new game version. Unfortunately, I have extremely slow internet speed and it could take me up to or over a week to slowly download the game.
I will try to download the game again and compare my mods to the new game version as quickly as I am able.
EDIT: I have made progress in downloading the updated game version. I will keep at it so that I can get the current game version installed again and see what needs to be updated in my mods, if anything.
Hi again. I have finally downloaded and reinstalled the game. I checked all of the files in all my mods and all are still compatible with 1.50.0. However, these mods require updating to include new items added in the 1.50.0 game update:
(ALLBP) Autolearn All Blueprints - It is compatible, but it is lacking the addition of the 3 new 10th Anniversary blueprints
(BC) Buggy Control (WC) Wardrobe Control - These are compatible, but are lacking the addition of the 10th Anniversary buggy skin and outfit
(MQAI) Merchants and Quartermasters All Items (QBM) Quartermaster Bows Mod - These are compatible, but are lacking the addition of the 10th Anniversary weapons and blueprints
I will be updating them throughout tonight so they will include the new content.
Thank you very much again for notifying me of the update!
Hello, I tried merging it with my modded datapak3, I even followed your instructions of installing cwu + egh + sub + wwb + vgt compatibility file. I used the vgt full package but CWU, EGH, SUB, WWB don't appear on blueprint area. I even tried using the datapak3 of VGT then installed CWU, EGH, SUB, WWB but no luck.
Sorry for the trouble! Thank you for letting me know. I'll go over the files shortly to see if I failed to properly combine all of the different changes into the files and find out what the trouble is.
I found the trouble. I had mistakenly inluded the incorrect inventory_gen_dlc1.scr file and it was not loading the correct mod 'import' and 'use' lines.
If you would please try downloading the updated CWU EGH SUB WWB VGT 1.1 file (or version without WWB if you want). You would only need to replace the 'data\scripts\inventory\inventory_gen_dlc1.scr' file in your merged pak with the one in the updated compatibility file download. This will let the game properly load the mod files.
Thank you for reporting that! I apologize for including the incorrect mods listed in that file to get loaded.
Thank you as well for letting me know it is working properly now! If there is anything I can do further to help you enjoy your game more, or if you encounter any more troubles from my files, please let me know.
oK, so.. I'm going with : (EHM.2.49) ------- Expanded Hyper Mode Mod (SSHN.1.49) ------ Survivor Sense Hard-Nightmare (v87) ------------ Buggy Control Mod (v175) ----------- Wardrobe Control Mod (CLMv207f) ------ Weapon Pack Mod These doesn't have compat pack, so I think it should be ok?
Then: --> CWU - EGH - SUB - WWB compatibility files with the mods: CWU (CWU.2.0) -------- Custom Weapon Upgrades EGH (EGH v1.3c) ------ Elemental Grappling Hooks SUB (SUB.9.2) -------- Special Utility Buffs WWB (WWB v1.9) ------- Weak Weapon Booster
and
--> EBPL - WLRC Compatibility Files with the mods: WRLC (WLRC.2.49) ------ Weapon Loot Rarity Control EBPL (EBPL.HG.1.46) --- Expanded Buggy Parts and Hunter Gland Looting Mod
This finishs the mods I download from your repo, so.. my game will be ok with this?
Just to finish, I'm using this too https://www.nexusmods.com/dyinglight/mods/1240?tab=files&file_id=4794 as the author ensures his intant loot feature is compatible with your mods. I will try and return here to say if anything goes wrong
EDIT: Nevermind, I totally don't know how to install these files... do you know any way to do it with all these mods?
Hi. You aren't too far away from all of those mods working together. It looks like just a minor tweak and you'll be good (excluding that other mod you noted by another author)
In that first list of mods you noted: EHM and SSHN do both alter the "data\scripts\difficultyparams.scr" file. - Manual merging of the clearly noted changes both mods make to the file would be required and the combined file version used in the pak. Essentially: 1) Copy out the EHM version of the file to your desktop and use it as the base. 2) Then search the file (CTRL+F) for "sense_enable_triggers" and you will find two instances of this line: sense_enable_triggers(false); 3) Change the value to (true) on both instances of the line in the Hard and Nightmare sections. 4) Save the change to the file and add it into your installed Data3.pak file to overwrite the version there with your merged version.
More than that, the second group of mods you noted as adding in also conflict with CLMWP in the first group - they all modify the "inventory_gen_dlc1.scr" file.
Regardless, they should not be added in anyway as all of them are already noted as being integrated into CLMWP. Using CLMWP is enough and adding the standalone versions in as well actually breaks a lot of things.
I checked out that other "Various Gameplay Tweaks" mod you noted as well. It conflicts with several of the mods you've noted as wanting to use: - data\scripts\difficultyparams.scr (conflicts with SSHN, EHM) - data\scripts\specialparams.scr (conflicts with CLMWP) - data\scripts\crafting\crafting_elementals.scr (conflicts with CLMWP)
I have a lot going on right now, but I will try to get this compatibility file made and offered that you and others could use.
I am interested too with dank raft's mod, i want to merge some of his tweaks manually but digging through the entire data3 file is troublesome. hopefully you'll be able to create compatibility files with his mod and your mods. also it would be nice if he'd drop some individual files for each tweaks for manual merging.
I'm looking closer at the VGT mod (Various Gameplay Tweaks by DankRafft) and I see there is the "full" version and what I will call a "trimmed" version with some possibly less-desirable features removed from it.
I also see that it is not a "finished" mod as Night Runner Mode is, which was the main reason I was ok with making compatibility files for NRM - it was "finished". Even still, though NRM was stated as being "final" and no longer going to be updated, ||Fear|| still continued making a few updates to it after stating it was "done" and I needed to update my compatibility files for my mods with his several times.
It is not too much of a task keeping my compatibility files updated when dealing with my own mods or with another completed mod like NRM, but taking on the task of making compatibility files between my mods with a WIP mod means I would also need to keep constant check on updates he makes to his mod, and then not only to one version of his mod, but updates made to two versions of it.
I would prefer VGT to be "finished" before taking on the task of making compatibility files between my mods and his.
However, if I do make compatibility files between my mods and VGT while it is still a WIP mod, I would likely only do so for one version of his mod - the one with the highest percentage of users/downloads, which is the "full" version and not the "trimmed" version.
Perhaps I would then consider making additional compatibility files for both versions after he ceases updating the mod (it has been 1.5 months since the last update already).
For right now, I'll look closer at his "full" version to see how many of my mods conflict with it to see how many of my mods would need compatibility files and in what combinations.
I looked to see if a single compatibility file would work for both versions of the VGT mod. All looks good for most of my mods, but CLMWP and CLMSH alter a file that is only present in the Full version of VGT and it is removed in the Trimmed version.
If I make compatibility files between those two mods and VGT, those mods would each require 2 compatibility files; one for each version of VGT.
I'll start soon with getting some compatibility files up for most of my other mods added that will work with either version of VGT.
I had gotten several compatibility files ready for several of my mods to work with VGT, but I just saw that this VGT mod has at least one undocumented change present in it, and not a minor thing either: i.e. 100% life regen instantly after 4 seconds of receiving no damage.
I also see that a player reported weeks ago of this hidden, undocumented change and the author did not respond at all, didn't silently update their description to note this undocumented change, or even silently update the mod to remove the change if it was mistakenly included.
If the change was not intentional, they should have updated the mod to remove the change from the mod. If the change is intentional, the description should have been updated to include that it makes the change. The author did neither and has ignored the players asking about this change.
As it remains in the mod and remains undocumented, it is being intentionally deceptive about what their mod changes. And if there is one undocumented change left unaddressed after players brought awareness to it being in the mod, there are sure to be more undocumented changes.
I do not condone such behavior of sneaking such potentially undesirable, game-ruining changes into a tweak pak and not mentioning it includes such a change, then ignoring players asking how to turn it off.
On principle, I will not provide compatibility files for my mods to work with his due to such deception and disrespect for players who might download his mod, at least not while it contains undocumented changes and continued silence from the author regarding the matter.
Thank you for updating me that he had updated his mod so soon with noting that undocumented change.
I've updated the offered compatibility files to include various combinations of my mods with VGT. I hope one of them is useful to you if you were also looking to easily use one or more of my mods with his VGT mod.
WWB + VGT
CWU + VGT
CWU + WWB + VGT
CWU + EGH + SUB + VGT
CWU + EGH + SUB + WWB + VGT
EHM + SSHN + VGT
If you do use any of these compatibility files and encounter any troubles from them, or if things don't seem to work properly when using them, please let me know and I will fix it right away.
As I noted elsewhere as well, if I failed to make one for the combination you would like to use, please let me know and I'll get it put up right away as well.
Hi. I don't have compatibility files offered for that combination yet. I'll add one for that combination shortly. I have needed to redownload Dying Light after a hardware failure and I just finished doing so today (large download and slow internet has taken almost a week).
I have had a backlog of 1.50 compatibility checks to do and updates for some mods that were all waiting on getting that downloaded.
Just give me a little time this afternoon and I'll get that compatibility file put up.
Afterward, assuming no other mods are also being used that alter any of the files that those two mods alter, you would just need to: 1) install one of those mods 2) add all of the files from the other mod's "merging" folder into the first mod's installed Data3.pak file 3) add in the compatibility files for those two mods
Thank you for the quick response! Take your time, the work you have done for this game is very much appreciated. And thank you also for the instructions. Since your CLM Weapon Pack mod includes those two, I thought you might have already uploaded the merged files here, that is why I asked.
You're welcome! I've completed the checks of my mods after getting the game reinstalled and CWU and SUB are both compatible with 1.50.0 without any update needed. I've now added compatibilty files for this mod combination also. If you have and problems or requests for other combinations of my mods, please let me know!
Does anyone know a program that auto-merges mod changes together? This mod overrides the Fist of Fury mod, and the blueprints in the game all show as blank with 100000 something. I'd prefer not having to choose between one mod or the other, especially when all I am using is this mod, an insanely buggy mod, a camouflage extension, and a mod that makes the flashlight and UV l right 3x stronger. Vortex does not merge mods properly half the time either.
Hi. As you noted, Vortex does not merge mods properly because there is no merging done by Vortex at all and it is simply a 'mod load order' utility to load mods in a specific order. As many mods alter the same files, setting a mod in Dying Light to load after another mod where both alter the same file causes the conflicting file in the 2nd mod to overwrite the altered file from the first mod. If you intend to use any mods that alter the same files, you must choose which one of them you want to use, or you must manually merge the changes each mod makes to the conflicting files together.
There is no "auto-merge" program to perform the task for you. It takes a little effort by the player to use multiple mods that alter the same files in Dying Light. For help with merging changes to mods that alter the same files, I recommend giving the free WinMerge program a try to see what the differences are between mods and to quickly merge the changes one mod makes to a file over into the other mod's version of the file so you can use the combined version in your Data3.pak file.
In addition to noting that Vortex should never be used by anyone for Dying Light due to the way mods are installed and handled in this game (and due to many mods not being properly made), I will also note that the Fists of Fury mod has not been updated since July of 2020. All of the modified files it contains are extremely out-of-date and not at all compatible with the current game version.
No outdated mod should be used by anyone unless they accept that parts of the game will be broken, or items will be missing due to them not existing in the outdated files in the mod, and also that most times the outdated mod will cause game crashing (and in some cases save game damage).
To use an outdated mod, a player must choose to spend time and effort to remake the mod for their own use using current versions of the game files that the mod alters as a base and then copy over all of the alterations the outdated mod makes to them. Essentially the player must do the work of the mod author who abandoned their mod and update it for compatibility with the current game version.
I did not look at the compatibility state of those other mods you noted, but any one mod being out-of-date can cause serious troubles, but I expect at least one or more of those others that you noted are also out of date. Using multiple mods that are out-of-date and incompatible with the current game version will only compound the troubles. I recommend sticking only with mods that specifically state they are compatible with your game version to avoid game issues of missing items/text, broken UI elements or funky physics, or game crashes and even save game damage/corruption.
Not sure if I'm doing it correctly but after i replace the CWU files that cant combine, with the WWB files and add in the compatibility files I click play and it crashes my game. Could you maybe make a video on how to correctly combine the files.
Hi. Are you using only the CWU and WWB mods? If so, it sounds like you are doing it correctly. 1) Install CWU's Data3.pak file into your game installation's DW folder and open the pak with WinRar/7zip and you'll see a "data" folder 2) Add WWB's "data" folder from its download zip's "Merging" folder into the open installed Data3.pak file window 3) Add the "data" folder from the CWU+WWB compatibility download file into the open Data3.pak file that contains CWU and WWB
If these are the only two mods you are using, and this is what you have done, please let me know. I will take a closer look at the CWU+WWB compatibility file now to make sure I didn't make an error in them that could be causing a problem for you.
I did make an error in the compatibilty file. I apologize for this trouble it caused you. I failed to include a merged version of the 'data\enums\crafting_effect.def' file that both mods alter. CWU didn't alter it until this latest 2.0 update I made to the mod and I failed to also include the merged version of it in the compatibility file.
I will correct this and update the compatibility download file in just a few moments. You should be able to install both mods as you had done already and just add in the fixed compatibility files that I will upload momentarily.
I have now updated 3 compatibility files that involved both CWU and WWB to now include a merged version of the file that I had failed to include in the last update.
I apologize again for the trouble this error of mine has caused. I also thank you for asking about this and bringing the problem to my attention so that I could correct it! If you still have any troubles after using the updated compatibility files, please let me know!
Not sure if you fixed it yet but Ill explain how I added the files, First I opened CWU using 7zip to the point where it only shows the data folder, I then drug over the data folder from WWB replacing the original data folder from CWU, Then I drug over the compatibility data folder replacing the WWB folder, opened it and everything looked correct all of the files from the other data folders were in the correct places. But I redownloaded CWU WWB and the compatibility mod and tried it again, my game now loads but crashes when I open my inventory.
What you described is the proper way of installing. However, you shouldn't be getting a crash when you open your inventory screen in-game.
I just tested what you described: 1) Installed the CWU.2.0 Data3.pak file into my DW folder and opened it using 7zip to see the 'data' folder it contains 2) Opened the WWB 1.9 download zip and went into the 'English' folder, then the 'Extracted Files To Merge WIth Other Mods If Needed' folder to see the 'data' folder it contains 3) Dragged the WWB 'data' folder from the open WWB zip into the open CWU pak file zip window and added it into it 4) Repeated for adding the CWU+WWB compatibility files into the CWU Data3.pak 7zip window
The game loaded properly for me. I opened my inventory screen and it also opened properly. I switched to my Blueprints tab and it also loaded properly and displayed all of the CWU and WWB blueprints.
Is it only your Inventory screen that is causing a crash for you, or are you able to open into your Blueprints or Quests or another tab without crashing? If so, do you then crash when you switch to the Inventory tab?
However, after doing all of that and writing out this reply, I thought to check what compatibility files you've downloaded to see which ones you are using and it says you've only been downloading the CLMWP+NRM compatibility files.
You are using the wrong compatibility files for the mods you are trying to use together. If you are installing CWU and WWB, you should be using the CWU+WWB compatibility files, not CLMWP+NRM compatibility files. That is likely why you are crashing.
The EGH is only version 1.3b but the compatibility pack says it is for 1.3c. Could be it a reason why the blueprints are not showing. My previous installation was fine.
EDIT: The only thing I can use now is the custom weapon update. Combining it with even the WWB makes it so that the blueprints do not appear. Oh thanks for the effort of modding.
Hi. Thank you for noting this error of mine with the current EGH version! I didn't realize that I had never uploaded the 1.3c update file to the mod. I apologize for that error and confusion. I will correct that now.
However, the only difference between EGH 1.3b and 1.3c is for the included GoG Troubleshooting "Force Blueprint Learning" files. 1.3c includes a custom quest for the Hellraid map so the blueprints are forced to be learned if that map is the one a game loads into.
I am not sure which of the compatibility files you are using that includes EGH, but I checked both the CWU-EGH-SUB-WWB and CWU-EGH-NRM-SUB compatibility files to see if I had made an error in either of them. Both look to be properly-configured and should be working for you.
Just to be certain, you need to add all of the files for the specified mods into the pak file first, then add the compatibility files last.
Are you certain that you are adding the compatibility files as the last files added to your pak file so the merged versions of files are the versions used in your pak file?
If you had updated the CWU version in your pak file by adding its new files into it, you would need to then re-add the updated compatibility files once again afterward as well to again make the files it alters into merged versions.
Owww thanks a lot, I tried the CLM with the scavenger hunt because all are integrated there. Maybe I did messed up the installation of the mods thanks again.
Hi StinVec, I was wondering, would it be possible to switch the wield style of some of the vanilla heavy weapons? Is that a thing that I could somehow do?
Hi. It is possible for you to change the wield style of official weapons, but it can be a bit of a process if you aren't familiar with the game files.
You would first need to find exactly which weapons you would want change within the game's inventory files. Nearly all weapons do not have the item name anything similar to the name of the weapon as it is shown in-game. Again, finding the weapon can take some time if you aren't familiar with the game files.
Then you need to: - change that weapon's ItemType - set it as a not being two-handed - change how the weapon is held and where it 'attaches' to the player skeleton - change its swing animation - change some attributes like the weapon inertia and holder angle so it doesn't still swing like a heavy weapon - change the ragdoll behavior of enemies that get hit with the weapon
As an example: The "Medieval Long Sword"
Spoiler:
Show
1) You would need to copy out from the Data0.pak file the "data\scripts\inventory\inventory_gen.scr" file. 2) Open the file for editing and find the weapon item you need to alter. Here is an old pastebin from the 1.16.0 game version with many of the game items and their names: https://pastebin.com/2QBwmd0W I really need to create an updated file for the current game version. If you search that page for "Medieval Long Sword" you will find the item name for that weapon is "Melee_LongSwordBGen" 3) Search the copy of the inventory_gen.scr file for that item name and you will be taken to line 7377 Item("Melee_LongSwordBGen", CategoryType_Melee) { Visibility(true); ItemType(ItemType_TwoHandedCloseStick); PhysicsScript("single_dropped_inventory.phx"); UpgradeLevel(0); Condition(40); CriticalCondition(12); Damage(443.0); Force(35.0); CriticalProb(0.0); ... ... 4) In the long list of attributes on this item, you would need to change several of them to match the settings that a one-handed weapon has e.g. ItemType(ItemType_TwoHandedCloseStick); changed to ItemType(ItemType_Stick);
TwoHanded(true); to TwoHanded(false);
AnimPrefix("Stick2Close"); to AnimPrefix("Stick");
RagdollBehaviorPrefix("Stick2Close"); to RagdollBehaviorPrefix("StickSharp");
HandInertiaFactor(1.8); to HandInertiaFactor(1.8); HandInertiaRotFactor([0.5, 1.0, 4.0]);
5) Then save the change to this file 6) Then open your Data3.pak file and recreate the folder structure for that file data > scripts > inventory And then add in your modified version of the file into this inventory folder in your Data3.pak file
A lot of the settings are slightly different depending on if the weapon is sharp or blunt and what type of weapon it is (scythe, short sword, pipe, short axe, short knife, etc.). You can look at those attributes on other light 1H weapons and just copy and paste them over onto the heavy 2H weapon. (search for "shortsword" and copy those attributes over to the 2H Axe, or search for "Melee_Hammer" and copy its attributes over onto a 2H "Melee_BigHammer" item.)
If you need help finding which item block in which inventory file is for a specific weapon you want to alter, let me know and I'll help you to locate it so you can make it into a 1-handed weapon in your game.
42 comments
Compatibility: All of my mods are compatible with the v1.50.0 (and GoG/Epic Equivalent) game version.
_____________________________________________________
I checked the .10 update and found that it was the same as the past several updates in that it just updated some DLC menu stuff and in-game textures to push DL2 sale ads. No "real" game files were altered.
I will update all of my mods to note being compatible with this updated version.
Thanks again for mentioning the update!
I'm still recovering from a hardware failure and some data loss from last week and I need to re-download the game again to see if any updates to my mods are needed for them to remain compatible with the new game version. Unfortunately, I have extremely slow internet speed and it could take me up to or over a week to slowly download the game.
I will try to download the game again and compare my mods to the new game version as quickly as I am able.
EDIT:
I have made progress in downloading the updated game version. I will keep at it so that I can get the current game version installed again and see what needs to be updated in my mods, if anything.
(ALLBP) Autolearn All Blueprints
- It is compatible, but it is lacking the addition of the 3 new 10th Anniversary blueprints
(BC) Buggy Control
(WC) Wardrobe Control
- These are compatible, but are lacking the addition of the 10th Anniversary buggy skin and outfit
(MQAI) Merchants and Quartermasters All Items
(QBM) Quartermaster Bows Mod
- These are compatible, but are lacking the addition of the 10th Anniversary weapons and blueprints
I will be updating them throughout tonight so they will include the new content.
Thank you very much again for notifying me of the update!
If you would please try downloading the updated CWU EGH SUB WWB VGT 1.1 file (or version without WWB if you want). You would only need to replace the 'data\scripts\inventory\inventory_gen_dlc1.scr' file in your merged pak with the one in the updated compatibility file download. This will let the game properly load the mod files.
Thank you for reporting that! I apologize for including the incorrect mods listed in that file to get loaded.
(EHM.2.49) ------- Expanded Hyper Mode Mod
(SSHN.1.49) ------ Survivor Sense Hard-Nightmare
(v87) ------------ Buggy Control Mod
(v175) ----------- Wardrobe Control Mod
(CLMv207f) ------ Weapon Pack Mod
These doesn't have compat pack, so I think it should be ok?
Then:
--> CWU - EGH - SUB - WWB compatibility files with the mods:
CWU (CWU.2.0) -------- Custom Weapon Upgrades
EGH (EGH v1.3c) ------ Elemental Grappling Hooks
SUB (SUB.9.2) -------- Special Utility Buffs
WWB (WWB v1.9) ------- Weak Weapon Booster
and
--> EBPL - WLRC Compatibility Files with the mods:
WRLC (WLRC.2.49) ------ Weapon Loot Rarity Control
EBPL (EBPL.HG.1.46) --- Expanded Buggy Parts and Hunter Gland Looting Mod
This finishs the mods I download from your repo, so.. my game will be ok with this?
Just to finish, I'm using this too https://www.nexusmods.com/dyinglight/mods/1240?tab=files&file_id=4794 as the author ensures his intant loot feature is compatible with your mods. I will try and return here to say if anything goes wrong
EDIT: Nevermind, I totally don't know how to install these files... do you know any way to do it with all these mods?
In that first list of mods you noted:
EHM and SSHN do both alter the "data\scripts\difficultyparams.scr" file.
- Manual merging of the clearly noted changes both mods make to the file would be required and the combined file version used in the pak.
Essentially:
1) Copy out the EHM version of the file to your desktop and use it as the base.
2) Then search the file (CTRL+F) for "sense_enable_triggers" and you will find two instances of this line:
sense_enable_triggers(false);
3) Change the value to (true) on both instances of the line in the Hard and Nightmare sections.
4) Save the change to the file and add it into your installed Data3.pak file to overwrite the version there with your merged version.
More than that, the second group of mods you noted as adding in also conflict with CLMWP in the first group - they all modify the "inventory_gen_dlc1.scr" file.
Regardless, they should not be added in anyway as all of them are already noted as being integrated into CLMWP. Using CLMWP is enough and adding the standalone versions in as well actually breaks a lot of things.
I checked out that other "Various Gameplay Tweaks" mod you noted as well. It conflicts with several of the mods you've noted as wanting to use:
- data\scripts\difficultyparams.scr (conflicts with SSHN, EHM)
- data\scripts\specialparams.scr (conflicts with CLMWP)
- data\scripts\crafting\crafting_elementals.scr (conflicts with CLMWP)
I have a lot going on right now, but I will try to get this compatibility file made and offered that you and others could use.
1) EHM+SSHN (Expanded Hypermode mode + Survivor Sense Hard/Nightmare)
- Conflicting file: data\scripts\difficultyparams.scr
I'll then look into possibly adding compatibility files between my mods and that Various Gameplay Tweaks mod by DankRafft.
I will being looking into that Various Gameplay Tweaks mod by DankRafft soon to see if any compatibility files can be made for it.
I also see that it is not a "finished" mod as Night Runner Mode is, which was the main reason I was ok with making compatibility files for NRM - it was "finished". Even still, though NRM was stated as being "final" and no longer going to be updated, ||Fear|| still continued making a few updates to it after stating it was "done" and I needed to update my compatibility files for my mods with his several times.
It is not too much of a task keeping my compatibility files updated when dealing with my own mods or with another completed mod like NRM, but taking on the task of making compatibility files between my mods with a WIP mod means I would also need to keep constant check on updates he makes to his mod, and then not only to one version of his mod, but updates made to two versions of it.
I would prefer VGT to be "finished" before taking on the task of making compatibility files between my mods and his.
However, if I do make compatibility files between my mods and VGT while it is still a WIP mod, I would likely only do so for one version of his mod - the one with the highest percentage of users/downloads, which is the "full" version and not the "trimmed" version.
Perhaps I would then consider making additional compatibility files for both versions after he ceases updating the mod (it has been 1.5 months since the last update already).
For right now, I'll look closer at his "full" version to see how many of my mods conflict with it to see how many of my mods would need compatibility files and in what combinations.
I looked to see if a single compatibility file would work for both versions of the VGT mod.
All looks good for most of my mods, but CLMWP and CLMSH alter a file that is only present in the Full version of VGT and it is removed in the Trimmed version.
If I make compatibility files between those two mods and VGT, those mods would each require 2 compatibility files; one for each version of VGT.
I'll start soon with getting some compatibility files up for most of my other mods added that will work with either version of VGT.
i.e. 100% life regen instantly after 4 seconds of receiving no damage.
I also see that a player reported weeks ago of this hidden, undocumented change and the author did not respond at all, didn't silently update their description to note this undocumented change, or even silently update the mod to remove the change if it was mistakenly included.
If the change was not intentional, they should have updated the mod to remove the change from the mod.
If the change is intentional, the description should have been updated to include that it makes the change.
The author did neither and has ignored the players asking about this change.
As it remains in the mod and remains undocumented, it is being intentionally deceptive about what their mod changes. And if there is one undocumented change left unaddressed after players brought awareness to it being in the mod, there are sure to be more undocumented changes.
I do not condone such behavior of sneaking such potentially undesirable, game-ruining changes into a tweak pak and not mentioning it includes such a change, then ignoring players asking how to turn it off.
On principle, I will not provide compatibility files for my mods to work with his due to such deception and disrespect for players who might download his mod, at least not while it contains undocumented changes and continued silence from the author regarding the matter.
If you encounter any troubles from them or things don't seem to work properly, please let me know and I will fix it right away.
Also, if I failed to make one for the combination you would like to use, please let me know and I'll get it put up right away as well.
I've updated the offered compatibility files to include various combinations of my mods with VGT. I hope one of them is useful to you if you were also looking to easily use one or more of my mods with his VGT mod.
If you do use any of these compatibility files and encounter any troubles from them, or if things don't seem to work properly when using them, please let me know and I will fix it right away.
As I noted elsewhere as well, if I failed to make one for the combination you would like to use, please let me know and I'll get it put up right away as well.
I have had a backlog of 1.50 compatibility checks to do and updates for some mods that were all waiting on getting that downloaded.
Just give me a little time this afternoon and I'll get that compatibility file put up.
Afterward, assuming no other mods are also being used that alter any of the files that those two mods alter, you would just need to:
1) install one of those mods
2) add all of the files from the other mod's "merging" folder into the first mod's installed Data3.pak file
3) add in the compatibility files for those two mods
Since your CLM Weapon Pack mod includes those two, I thought you might have already uploaded the merged files here, that is why I asked.
There is no "auto-merge" program to perform the task for you. It takes a little effort by the player to use multiple mods that alter the same files in Dying Light. For help with merging changes to mods that alter the same files, I recommend giving the free WinMerge program a try to see what the differences are between mods and to quickly merge the changes one mod makes to a file over into the other mod's version of the file so you can use the combined version in your Data3.pak file.
In addition to noting that Vortex should never be used by anyone for Dying Light due to the way mods are installed and handled in this game (and due to many mods not being properly made), I will also note that the Fists of Fury mod has not been updated since July of 2020. All of the modified files it contains are extremely out-of-date and not at all compatible with the current game version.
No outdated mod should be used by anyone unless they accept that parts of the game will be broken, or items will be missing due to them not existing in the outdated files in the mod, and also that most times the outdated mod will cause game crashing (and in some cases save game damage).
To use an outdated mod, a player must choose to spend time and effort to remake the mod for their own use using current versions of the game files that the mod alters as a base and then copy over all of the alterations the outdated mod makes to them. Essentially the player must do the work of the mod author who abandoned their mod and update it for compatibility with the current game version.
I did not look at the compatibility state of those other mods you noted, but any one mod being out-of-date can cause serious troubles, but I expect at least one or more of those others that you noted are also out of date. Using multiple mods that are out-of-date and incompatible with the current game version will only compound the troubles. I recommend sticking only with mods that specifically state they are compatible with your game version to avoid game issues of missing items/text, broken UI elements or funky physics, or game crashes and even save game damage/corruption.
If so, it sounds like you are doing it correctly.
1) Install CWU's Data3.pak file into your game installation's DW folder and open the pak with WinRar/7zip and you'll see a "data" folder
2) Add WWB's "data" folder from its download zip's "Merging" folder into the open installed Data3.pak file window
3) Add the "data" folder from the CWU+WWB compatibility download file into the open Data3.pak file that contains CWU and WWB
If these are the only two mods you are using, and this is what you have done, please let me know.
I will take a closer look at the CWU+WWB compatibility file now to make sure I didn't make an error in them that could be causing a problem for you.
I will correct this and update the compatibility download file in just a few moments. You should be able to install both mods as you had done already and just add in the fixed compatibility files that I will upload momentarily.
I apologize again for the trouble this error of mine has caused. I also thank you for asking about this and bringing the problem to my attention so that I could correct it! If you still have any troubles after using the updated compatibility files, please let me know!
I just tested what you described:
1) Installed the CWU.2.0 Data3.pak file into my DW folder and opened it using 7zip to see the 'data' folder it contains
2) Opened the WWB 1.9 download zip and went into the 'English' folder, then the 'Extracted Files To Merge WIth Other Mods If Needed' folder to see the 'data' folder it contains
3) Dragged the WWB 'data' folder from the open WWB zip into the open CWU pak file zip window and added it into it
4) Repeated for adding the CWU+WWB compatibility files into the CWU Data3.pak 7zip window
The game loaded properly for me.
I opened my inventory screen and it also opened properly.
I switched to my Blueprints tab and it also loaded properly and displayed all of the CWU and WWB blueprints.
Is it only your Inventory screen that is causing a crash for you, or are you able to open into your Blueprints or Quests or another tab without crashing? If so, do you then crash when you switch to the Inventory tab?
However, after doing all of that and writing out this reply, I thought to check what compatibility files you've downloaded to see which ones you are using and it says you've only been downloading the CLMWP+NRM compatibility files.
You are using the wrong compatibility files for the mods you are trying to use together. If you are installing CWU and WWB, you should be using the CWU+WWB compatibility files, not CLMWP+NRM compatibility files. That is likely why you are crashing.
EDIT: The only thing I can use now is the custom weapon update. Combining it with even the WWB makes it so that the blueprints do not appear. Oh thanks for the effort of modding.
However, the only difference between EGH 1.3b and 1.3c is for the included GoG Troubleshooting "Force Blueprint Learning" files. 1.3c includes a custom quest for the Hellraid map so the blueprints are forced to be learned if that map is the one a game loads into.
I am not sure which of the compatibility files you are using that includes EGH, but I checked both the CWU-EGH-SUB-WWB and CWU-EGH-NRM-SUB compatibility files to see if I had made an error in either of them. Both look to be properly-configured and should be working for you.
Just to be certain, you need to add all of the files for the specified mods into the pak file first, then add the compatibility files last.
Are you certain that you are adding the compatibility files as the last files added to your pak file so the merged versions of files are the versions used in your pak file?
If you had updated the CWU version in your pak file by adding its new files into it, you would need to then re-add the updated compatibility files once again afterward as well to again make the files it alters into merged versions.
You would first need to find exactly which weapons you would want change within the game's inventory files. Nearly all weapons do not have the item name anything similar to the name of the weapon as it is shown in-game. Again, finding the weapon can take some time if you aren't familiar with the game files.
Then you need to:
- change that weapon's ItemType
- set it as a not being two-handed
- change how the weapon is held and where it 'attaches' to the player skeleton
- change its swing animation
- change some attributes like the weapon inertia and holder angle so it doesn't still swing like a heavy weapon
- change the ragdoll behavior of enemies that get hit with the weapon
As an example: The "Medieval Long Sword"
1) You would need to copy out from the Data0.pak file the "data\scripts\inventory\inventory_gen.scr" file.
2) Open the file for editing and find the weapon item you need to alter.
Here is an old pastebin from the 1.16.0 game version with many of the game items and their names: https://pastebin.com/2QBwmd0W
I really need to create an updated file for the current game version.
If you search that page for "Medieval Long Sword" you will find the item name for that weapon is "Melee_LongSwordBGen"
3) Search the copy of the inventory_gen.scr file for that item name and you will be taken to line 7377
Item("Melee_LongSwordBGen", CategoryType_Melee)
{
Visibility(true);
ItemType(ItemType_TwoHandedCloseStick);
PhysicsScript("single_dropped_inventory.phx");
UpgradeLevel(0);
Condition(40);
CriticalCondition(12);
Damage(443.0);
Force(35.0);
CriticalProb(0.0);
...
...
4) In the long list of attributes on this item, you would need to change several of them to match the settings that a one-handed weapon has
e.g.
ItemType(ItemType_TwoHandedCloseStick);
changed to
ItemType(ItemType_Stick);
TwoHanded(true);
to
TwoHanded(false);
AnimPrefix("Stick2Close");
to
AnimPrefix("Stick");
HolderElement("spine2");
HolderOffset([25.0,10.0,15.0] *[0.01, 0.01, 0.01]);
HolderAngle([90.0,20.0,90.0]);
to
HolderElement("r_thigh");
HolderOffset([0.0,10.0,10.0] *[0.01, 0.01, 0.01]);
HolderAngle([0.0,0.0,-90.0]);
RagdollBehaviorPrefix("Stick2Close");
to
RagdollBehaviorPrefix("StickSharp");
HandInertiaFactor(1.8);
to
HandInertiaFactor(1.8);
HandInertiaRotFactor([0.5, 1.0, 4.0]);
5) Then save the change to this file
6) Then open your Data3.pak file and recreate the folder structure for that file
data > scripts > inventory
And then add in your modified version of the file into this inventory folder in your Data3.pak file
A lot of the settings are slightly different depending on if the weapon is sharp or blunt and what type of weapon it is (scythe, short sword, pipe, short axe, short knife, etc.). You can look at those attributes on other light 1H weapons and just copy and paste them over onto the heavy 2H weapon. (search for "shortsword" and copy those attributes over to the 2H Axe, or search for "Melee_Hammer" and copy its attributes over onto a 2H "Melee_BigHammer" item.)
If you need help finding which item block in which inventory file is for a specific weapon you want to alter, let me know and I'll help you to locate it so you can make it into a 1-handed weapon in your game.