_______________________________________________________________________ PLEASE ACTUALLY READ THE README FILE AND MOD DESCRIPTION _______________________________________________________________________ Asking basic questions that are not only already answered, but PLASTERED all over the mod and its files wastes not just my time, but yours. On that note:
Spoiler:
Show
As I am constantly needing to reply to questions on my mods with "As noted in the ReadMe...", and "As noted in the mod description...", if you do post a question that is already clearly answered on the mod page or in the mod ReadMe file(s): A) your question will be ignored B) your question will be removed C) you will be banned from access to all of my content
Repeated posts asking already-answered questions will likely also lead to removal of not just the question(s), but also of the ability for the poster to download or even see any of my mods on Nexus.
I already put the effort in to writing the information out clearly and in multiple locations. Being too lazy to bother reading any of them and going right to asking a question that is literally answered an inch above where the question is being written has no excuse. _________________________________________________________________________________________________________________ As I am used to re-writing information: To summarize: Anyone who asks a question/makes a statement/reports an issue that is already answered in the ReadMe file or clearly noted in the mod description will have their question ignored, outright deleted, and or simply blocked from even being able to see/download any of my mods. _________________________________________________________________________________________________________________
_____I crafted the special arrow types, how do I change which arrow type I am shooting? While the bow is your active weapon, simply hold down your 'Reload' key to bring up an ammo swap wheel. Can also give your 'Reload' key a quick tap to quickly cycle through your possessed arrow types instead of bringing up the full swap wheel.
_____Do I really need the Bozak Horde DLC to use the bows and this mod? To use the bow items, yes. I previously was led to believe that it was not required, but it has been pointed out recently that, while the items themselves are created in the 1.6.0 update, the bow functionality code doesn't exist unless the DLC is installed. You can still use the mod to manually add other items to the Tower Quartermaster if you would like, as the mod creates the groundwork for any item to be added to the Quartermaster's item offerings. Simply remove the bow and arrow item names and replace them with the item names of those that you desire the Quartermaster to offer.
General Notes: Game updates are well known for breaking mods and it can take some time for mod authors to update their mods for the new game version. Always ensure that you are using mods that specifically state that they are compatible with your updated game version. Using mods not compatible with a new game update can cause the game to not work properly, or at all. Using mods not compatible with a new game update and also trying to use mods that are updated for the new game version will likely cause several things to not work properly, or break the game completely.
If a mod you use does not have a version that is updated to be compatible with your new game version, you should request that the author release an update and discontinue use of the outdated mod version. If the mod author does not respond or release an update to the mod after a relatively acceptable and understandable amount of time, consider making an open plea on the forums for help with updating an abandoned mod for your personal use, or search for a similar mod that does state that it is compatible with your game version to use.
Basically, this mod works fine. However, because some are still using mods that are not updated for compatibility with the latest game version, aspects of this mod and other mods may not function properly. Be sure to update all your mods, or at least disable/remove the ones that are not updated yet until an update is released for them. Otherwise, stuff will likely not work as intended. Examples of issues that can occur by using a mixture of outdated mods with updated mods can be found below.
Specific Situations: ____I can't change my arrow type because the swap wheel doesn't even appear, please help! Cause #1: If you are using a mod that hides or modifies hud elements (Data3.pak > "data\menu\hud") that has not been updated for the latest game version, then the arrow type swap function likely does not even exist in the hud.xui file due to that mod using an old version of that file that does not contain the arrow swap wheel elements. You should remove the hud altering mod or acquire a version of it that is updated for the latest game version to ensure the arrow type swap wheel is created for your game and behaves as it should.
Cause #2: If you are using a mod that modifies your input files (Data3.pak > "data\scripts\inputs") that has not been updated for for the latest game version, then the arrow type swap function likely does not even exist in the input files due to that mod using an old version of the files that does not contain the arrow swap wheel elements. You should remove the input altering mod or acquire a version of it that is updated for the latest game version to ensure the arrow type swap wheel is created for your game and behaves as it should.
____The blueprints are not showing up in the Tower Quartermaster's items for me, but the bows and arrow items are. The blueprints were created by the 1.6.0 update and placed inside the "data\scripts\inventory\collectables.scr" file. You likely have another mod installed that utilizes this file and it is using a pre-1.6.0 version of that file that does not have the blueprints created inside of it. You should remove the outdated mod or acquire an updated version of that mod so it uses the current game version of the file which will include the blueprints properly.
____The bows and arrows are not showing up in the Tower Quartermaster's items for me, but the blueprints are. The bow and arrow items were created by the 1.6.0 update and placed inside the "data\scripts\inventory\inventory_special.scr" file. You likely have another mod installed that utilizes this file and it is using a pre-1.6.0 version of that file that does not have the bow and arrow items created inside of it. You should remove that outdated mod or acquire an updated version of it so it uses the current game version of the file which will include the bows and arrow items properly.
____________________________________________ _____________ Customization Tips _____________ Only listing blueprints
Spoiler:
Show
You can remove the items themselves so only the blueprints remain by opening the mod's Data3.pak with WinRar and editing this file with Notepad: "data\scripts\trading\qbm_shop_item_sets.scr"
Would be easiest to just copy the file out, edit it, then put it back in (replacing the existing one).
Just as in the image on the description tab of this mod, but instead of adding additional items, you'll simply be removing the items you do not want so only the blueprints remain.
I've added a comment line after each of the items so you know what the items are so you can remove the ones you do not want.
Adding level requirement to items before they will be listed
Spoiler:
Show
You will start by opening the mod's Data3.pak with WinRar and editing this file with Notepad: "data\scripts\trading\qbm_shop_item_sets.scr"
Would be easiest to just copy the file out, edit it, then put it back in (replacing the existing one).
Just as in the image on the description tab of this mod, but instead of adding additional items, the first step will be adding additional item sets.
In this file you will see the "ItemSet" for the top of that block of items as being "qbm_all_items". If you were to give a level requirement before the items in the block will be available, it will affect all items in this ItemSet. Therefore, you need to move items into different item sets so each set will have its own level requirement.
If you add your separate blocks, they'd follow the same structure within the bracket nesting. As an example, the blocks in this file could be organized like this:
This will make the QBM ItemSet, a set designated as those being available at level 1 and those at level 5. You don't have to make them say "_L5", I just added that to the ItemSet names to easily identify the ItemSet as being available at that level while adding items into that ItemSet.
Again, just examples. You can even remove the QBM set and only have your separate sets - there's no need to keep the QBM ItemSet.
After you've made all of your item set blocks with items in each of them, you'd need to open another file and set your custom ItemSet names as getting loaded at the quartermaster and to give those sets their level requirement.
Copy out and open: "data\scripts\trading\qbm_assortment_sets.scr" This is where the item blocks you've made will get loaded at the quartermaster and you can set a level requirement before those sets appear at the quartermasters.
The current QBM ItemSet has a minimum level of 0 before the items are listed. You can change this to whatever you want. So following with the above created ItemSet examples, you would change this to be:
Notice the increased "MinStatusLevel" value to the level I noted in the ItemSet names. Again, you do not need to note the level (_L5) in the set names, I just did that to help make it easier to identify one set as what level it'll get unlocked at while adding items to it. You can name them whatever you want and set their "MinStatusLevel" level requirement here.
You can also add a MaxStatusLevel(25); attribute and change the number to have items only appear while you are under this defined level. In combination with the "min" attribute, you can easily make a level range for items to get listed. If you make the min and the max the same number then the items in that set will only be available while you are that level. e.g. MinStatusLevel(10); MaxStatusLevel(10); This will make it so the items in that set will only be available while you are level 10 and not at any lower or higher level.
You haven't even downloaded the mod. If you did, you would see it includes a README! for how to install the mod. You could also read the install instructions on the DOCS tab that every mod has. You also clearly haven't bothered to read the sticky comment. Goodbye.
Hi. Tell me, will the latest version of the mod (QBM.2.47b) be compatible with the version of the game 1.47.0 without Hotfix, dated January 25? If not, where can I download the January 25th version of the mod? Thanks.
Hi. Most players don't give compatibility of mods with game versions a single thought, sadly. It's refreshing to see that you do!
Yes this current QBM.2.47b mod version is compatible with the 1.47.0 game version without the hotfix. You can use this current mod version with your 1.47.0 game version without any issues.
The only thing changed in the trading files by the Hotfix update was that they added an ItemSet for the blueprint for the Stage 2 "Spark Plug" Spike weapon. That blueprint and the weapon it creates both were added in the 1.47.0 update and it was just that the blueprint wasn't in its own ItemSet. I believe this ItemSet was then activated later during the Spike event to list the blueprint at Quartermasters when the community goal at that time was reached.
That event is over and that ItemSet really serves no purpose anymore, but it needed to be in the one trader file at that specific stage of the event so that it could be activated.
If you want the actual QBM.2.47 file that lacks this ItemSet addition despite it making no difference to being present, I will gladly provide you with a temporary download link for that specific mod version.
Or you can manually alter this current mod version to be the same as that old QBM.2.47 mod version without this ItemSet: 1) Open the mod's Data3.pak file using WinRar/7zip 2) Browse to 'data\scripts\trading' and copy the "shop_item_sets.scr" file out to your computer 3) Open this file for editing with Notepad (right-click > open with, or open Notepad and drag the file onto Notepad) 4) Go to the very bottom of the file and up a single line and delete these 4 lines: ItemSet("Liveops_Craftplan_Spike_Weapon_StageII") { Item("Craftplan_Spike_Weapon_StageII"); }5) Save the change and drag the modified file back into WinRar/7zip and replace the unaltered file with yours
I would be doing this same edit to the current mod version and then sending you this altered version. If you really would prefer to use this older QBM.2.47 mod version, it is whether you want to make the change or if you would want me to do it and then send you the altered file.
Sorry, maybe I'm stupid, but what's the point in the version of the QBM.2.47b mod for ordinary users? In the game version 1.47.0 Hotfix with the old version of the QBM.2.47 mod, there will be no Spark Plug blueprint? Or will there be any bugs in the game?
Tell me, what other changes were made with patch 1.47.0 Hotfix? I also use your mod Merchants And Quartermasters - All Items latest version with my non-Hotfix version of the game.
I already said what the hotfix was for; because the hotfix was needed for ordinary players who took part in the recent Spike event and I keep my mods compatible with the current game version regardless of whatever is in the change.
I also already said that this was the only change made to the trading files by the hotfix.
I also already said that the blueprint already exists in your 1.47.0 game version and the hotfix only added it to an ItemSet in the trading files so that it could be activated during the community event that is now over.
I also already said the current mod version is compatible with your 1.47.0 game version and now you're asking if there will be any bugs by using it. If using it on your non-hotfix game version causes bugs then it isn't compatible. I also already said that the change only added this ItemSet that only served to be used one time. Whether it is present in the trading files no longer makes any difference, but during the event it being present did matter.
Techland released 1.47.0 which included blueprints and files for the Spike community event.
The event had several stages, just like the weapon that was the reward for the event.
During the event there was a community goal.
When the goal was reached I believe players would get Stage 1 of the Spike upgradeable weapon.
In stage 2 of the event they also had a goal, but when it was reached the Stage 2 blueprint would be available at quartermasters so players could upgrade their Stage 1 weapons to Stage 2...except this ItemSet didn't exist in the game files to then activate so that the blueprint would get added to quartermasters.
The hotfix was to add this itemset to the trading file so it could be activated in stage 2 of the event so the blueprint could get listed at quartermasters.
The event is over. Whether that ItemSet exists in the file or not anymore shouldn't really make any difference to anyone anymore as it was only used during that event which is now over with.
As for my Merchants and Quartermasters mod, it was also updated to be hotfix compatible by adding this same ItemSet to its trading files. The current version of that mod is also compatible with 1.47.0 without the hotfix as that was the only thing the mod was updated for to maintain compatibility with the current game version just as this mod was updated.
StinVec you are a wonderful person. When I ask other mod authors for help, they often ignore my messages and sometimes are rude for no apparent reason. You always give the most detailed answer in the shortest possible time - this is impressive. Good luck to you.
P. S. And excuse me for my stupidity :) Or rather, the problem is that I do not speak English and the problem of misunderstanding may be due to the imperfection of "machine translation". Thanks again.
I have Dying Light Enhanced, Bozak horde, The buggy DLC and six free DLC's. I do not have the Definitive Edition upgrade and this is for Epic. My version of Dying Light is It says DL_1.49.7f1. Fresh reinstall, Will I have any problems with this since I already downloaded it manually but have yet to actually install it.
Hello. Thank you for that information and for asking if the mod will work for you!
The mod will load properly for you and list the items for taking from the quartermasters. Just install the Data3.pak file from the mod into your game installation's "DW" folder.
As for whether the bows you take from the quartermaster will be able to be equipped, it does look like your game version allows for bows to be able to be equipped and you should not encounter any issues.
The blueprints version you downloaded will also add all of the game blueprints to the quartermasters so that you can selectively learn specific, individual blueprints in the game.
However, keep in mind that blueprints from DLCs that you might take from the quartermaster and learn still have their DLC requirements. Taking the DLC blueprint will cause it to become learned, but if you do not have that DLC active on your game, the weapon created by crafting that blueprint will not be able to be equipped.
Ah, thanks. I used Vortex/NMM to install the mod. I'm guessing I should have done it manually, I'm doing my current game as we speak and I think I did something wrong.
I found out WHY it didn't pop up! I forgot I have TWO versions of Dying Light, one for Steam, one for Epic. I just checked the path and made the right switch...and yeah, it works now. I may need to put a note on a stickypad to remind me to check the path if I have two games that work with different game launchers...
I'm glad you discovered the problem quickly! Installing a mod to one installation and the shortcut used to launch the game pointing to a different installation where the mod is not installed would be the kind of issue where it would be hard to track down what the cause might be for a mod not working.
I've made changes to a mod and updated it in the Data3.pak file, then wondered why my changes aren't working...then I realize after wasting a lot of time that I had updated the mod files in the Data3.pak file in the mod folder and not in the Data3.pak file in my game installation.
I think notes are always a good idea. I have text files all over the place for notes about different games and mods, notes also written on my notes inside of my note text files, multiple versions of files titled to say what is different about each, multiple shortcuts with different names for different command line arguments and paths, etc.
Hi. You may instead want to use my Merchants and Quartermasters - All Items mod instead of this mod as that mod will add all weapons and all other items to merchant and/or quartermaster inventories. That mod can be customized to limit what types of items and of which rarities will get listed at merchants and/or quartermasters instead of all items of all rarities. To help save time, I included pre-customized versions of the mod with one of them being to list only weapons of gold rarity. You may want to use that version and then just scroll the merch/qm inventory to the Frosthander weapon and buy/take as many of it as you want.
As for this mod, by default it will only add bow/crossbow weapons and ammo items to quartermasters. The alternate version adds those items as well as all blueprints available in the game to quartermasters. As there is no official blueprint to craft the Frosthander weapon, neither version of this mod will be of use to you in getting that weapon without manually altering one of the mod files to add that weapon's item name to the items that get listed at quartermasters.
If you would prefer to use this mod and to alter it to add just that one weapon to the quartermaster, you can alter the item list file in the mod's Data3.pak as outlined in the mod images and add that weapon's item name. If you intend to give altering this mod's item file to also include only that item as being offered at quartermasters a try, here is the Frosthander weapon's item name to save some time in locating it in the game's files: ZZZZ_Melee_Sword_Winter
Hi, i have an issue, have no mods installed, copied Data3.pak to DW folder, game starts and advices me that can only play with other players with same mods, load savegame and any quartermaster in tower shows new items, only appears same items before installed this mod, game ver 1.33.0, mi language game is Spanish and previously in same savegame i have docket items in quartermaster still not used, may some of this affect how the mod works?
Hello. I'm sorry you are encountering a problem with my mod. The cause of the problem is likely due to how the community event system has started to be used by Techland to download and use unmodified versions of certain game files over those that are modified by mods like this one.
Unmodified versions that are being downloaded and used seem to include the "trading" files that this mod alters. Another of my mods which adds all items in the game to merchants and quartermasters was also having this issue and it alters trading files. I recently updated it to include a file which forces the community event/file push system to be disabled so the mod's files will be loaded and it will function properly.
Unfortunately I failed to include this file in this mod as well. I will update the mod to include this file so the community event system will be forced to be disabled so the mod's files can load and function properly.
If you will please try the updated QBM.2.33b (or QBM.2.33b.BP) version when I complete it and upload it (it has now been uploaded). If the issue continues after this version is installed, I would appreciate you letting me know if it corrects the issue or not so I can try to find out what else may be the cause of the issue you are experiencing.
Thanks a bunch for this mod! :-) I just recently started a new game in Dying Light, and when I did I lost all my favorite blueprints. I chose the blueprints to the quartermaster version, as I want to discover the blueprints myself. I was upset though because I had lost my favorite weapon Last Hope. So when I found your mod I was delighted. It seems to work like a champ. Thanks again for this mod, and endorsed!
The only weapons showing in quartermaster's stock are: german pistol, double barreled shotgun and a wrench. No bow, arrows or blueprints. Can you help please? I'm dying to play this game with a bow and i'm too noob to beat bozak's games.
Hi. There is currently a Halloween community event running. Techland has the game configured to force a temporary event version of some files to be used when they run an event even if you have mods installed that alter those files. Their events break mods that happen to also rely on alterations to the files that the event alters. As the current event alters the one trader file used by this mod to add items to the quartermasters, this event version of the file being used instead of the mod's version is likely what is causing the issue.
Setting your game to offline/single player should be enough for the community event to not be active on your game and the temporary file to not be forced to be used and would allow the mod's version of the trader file to be active on your game.
If this does not solve the issue, the service that forces these events to be active would need to be disabled by adding a file to the mod's Data3.pak file. Adding the file would disable the community events from being active and the temporary event file to not be used. I have this Dying Light Live Event Service Disabling file offered in the optional files section of my Merchants And Quartermasters - All Items mod if you want to go that route or if playing in offline mode does not solve the problem. A pak file is just a zip file. Just open the installed Data3.pak file using the WinRar/7zip file manager and add that optional file's 'data' folder into the installed Data3.pak file. It would also be a good idea to delete any of these 'plsdownload_******_***.scr' temporary event files from your 'Documents\DyingLight\out' folder to prevent them being used over your installed mods' files.
Unfortunately, the only other real alternative to disabling the temporary events service, or trying to run your game in offline mode, would be to wait until after the event ends for the temporary event version of the trader file to no longer be forced active on your game so the mod would function properly.
I am currently working on updates for my mods for the 1.15.0 game version. I just checked and I see that the blueprints for the two silenced pistols are supposed to be made available at quartermasters by default if you are Survivor rank 12 or higher.
The trader files modified by this mod will need to be updated for the 1.15.0 changes to have this addition in the mod's file. A compatibility update will be quite fast and will be available shortly to fix this incompatibility with the new game version changes.
On another note: As the pistols use their own special pistol ammo and not regular ammo, and I've heard that the silenced ammo is very, very hard to come by, if you would like to you can manually add the silenced ammo (and even the the pistols themselves) to the items offered at your quartermasters. I have the tutorial image and instructions on how to manually add other items to quartermasters on the description tab of the mod, so you could manually add these other weapons if this is something you would like.
By adding the item names of the items you want added to the appropriate mod file, they will always be available at quartermasters. The item names for them are:
Silenced German 9mm Pistol Blueprint:Craftplan_AddOn_Silenced_PistolA Weapon:Firearm_PistolASilenced
Silenced American 9mm Pistol Blueprint:Craftplan_AddOn_Silenced_PistolB Weapon:Firearm_PistolBSilenced
Ammo for those silenced weapons are: Ammo_Pistol_Subsonic_Small Ammo_Pistol_Subsonic_Big
Hi again. I was able to fly through that compatibility update real quick and released v2.6 of the mod. Silenced pistol blueprints should appear normally at quartermasters now as they are supposed to if you meet the level requirement (survivor 12).
I also added the 9 new blueprints from the 1.15.0 update to the All Blueprints version of the mod if you use that version.
If you encounter a problem or they still aren't showing up, let me know!
I got it. I missed the ";" with the ammo and I mixed up the pistols with the blueprint. But the pistols showing up at the quartermaster had only 1 damagepoint. That was strange, as my self crafted pistol has shown the normal damage rate. However I deleted the pistols out of the file.
Very happy to help and I'm glad to see you worked out the cause of the problem.
Looking closer at the silenced pistol items, the weapons themselves have 1 damage as they are meant to be crafted via the blueprints, which causes the produced weapon to adopt the stats of the gun used when crafting it. So the weapon items themselves are pretty useless I guess.
I suppose it would be better to add the base American/German pistols to the quartermaster so you can take them and then use them to craft a new silenced weapon instead of adding the silenced weapon itself to the quartermasters.
So depending on the skin you want to use to craft a silenced version, can add these to the quartermasters and then use them in the silenced pistol blueprint to add the silencer to them.
Hey, just saying, asking for donations can get your account banned... Heck, I've seen some occasions where they ban your IP Address... I'm not reporting you, but just giving you a friendly PSA...
Thank you very much for your concern and alerting me to what could be an issue. I appreciate your thinking of me.
Regarding donations, it is against the rules to offer services in exchange for donations, or to withhold updates until donations are received. Donations are entirely voluntary and have no bearing on the mods I have created, released or on any potential future updates or options for them. Were I to offer a limited version of a mod for free, but state that a donation is required to receive a better or full version of a mod, that would be against rules (and my personal values). However, I have and (if I am able) will continue to create and offer all of my mods regardless of donations or thanks received of any kind. I also worked to offer assistance for customizing aspects of my mods for individuals and I've never requested, let alone required any kind of financial support for anything I do for other players. I am very grateful to the 3 or 4 people who have donated to me out of generosity over the several years I've put my mods on Nexus, but I would never, ever require any form of payment for anything I do that is mod related.
Players are notified when downloading that they could donate if they wanted to, and I only recently added an appreciation message on my mod pages to bring awareness to the ability to donate on my profile page if one were inclined to and were not aware of it. After reviewing the Nexus ToS again, you are correct in your concern that I am in error of one aspect regarding donations. Making a 'tactful' note to inform people of the ability to donate on my profile is not against Nexus rules or my personal values, but the Nexus ToS does state that such a note should not be placed at the very top of mod descriptions before a person even reads what the mod does.
I will move my appreciation message below my mod descriptions to avoid this being a potential issue.
I appreciate your thoughtful concern and thank you for alerting me to the mistake I made. I will make this change immediately. :)
No problem... One of my favorite mod authors for Fallout New Vegas got his IP banned from the site due to the same message on his description... I hate to see that happen to people...
The actual Ranger's Bow is listed in the mod to be available at the QM: Item("Bow_UrbanTrapper");//Ranger's Bow
As well as its blueprint and the blueprints for the arrows: Item("Craftplan_Bow_UrbanTrapper");//Blueprint - Ranger's Bow Item("Craftplan_Arrow_NightHunter");//Blueprint - Ammo - Regular Arrow (same as normal arrows) Item("Craftplan_ArrowBurn_NightHunter");//Blueprint - Ammo - Burning Arrow (same as normal arrows) Item("Craftplan_ArrowElectric_NightHunter");//Blueprint - Ammo - Electric Arrow (same as normal arrows) Item("Craftplan_ArrowExploding_NightHunter");//Blueprint - Ammo - Exploding Arrow (same as normal arrows)
However, these items were only added to the game files in the 1.11.0 game update. Are you currently using at least that game version? If your game version is below 1.11.0 then the items do not exist in the files for them to be listed.
If you are using 1.11.0 or newer, please let me know so I can look into what could be causing the problem. :)
144 comments
Compatibility: Officially released Steam v1.49.7 - 1.50 (and GoG/Epic Equivalent)
______________________________
_______________________________________________________________________
PLEASE ACTUALLY READ THE README FILE AND MOD DESCRIPTION
_______________________________________________________________________
Asking basic questions that are not only already answered, but PLASTERED all over the mod and its files wastes not just my time, but yours.
On that note:
A) your question will be ignored
B) your question will be removed
C) you will be banned from access to all of my content
Repeated posts asking already-answered questions will likely also lead to removal of not just the question(s), but also of the ability for the poster to download or even see any of my mods on Nexus.
I already put the effort in to writing the information out clearly and in multiple locations. Being too lazy to bother reading any of them and going right to asking a question that is literally answered an inch above where the question is being written has no excuse.
_________________________________________________________________________________________________________________
As I am used to re-writing information:
To summarize: Anyone who asks a question/makes a statement/reports an issue that is already answered in the ReadMe file or clearly noted in the mod description will have their question ignored, outright deleted, and or simply blocked from even being able to see/download any of my mods.
_________________________________________________________________________________________________________________
____________________ FAQ ___________________
_____I crafted the special arrow types, how do I change which arrow type I am shooting?
While the bow is your active weapon, simply hold down your 'Reload' key to bring up an ammo swap wheel. Can also give your 'Reload' key a quick tap to quickly cycle through your possessed arrow types instead of bringing up the full swap wheel.
_____Do I really need the Bozak Horde DLC to use the bows and this mod?
To use the bow items, yes. I previously was led to believe that it was not required, but it has been pointed out recently that, while the items themselves are created in the 1.6.0 update, the bow functionality code doesn't exist unless the DLC is installed. You can still use the mod to manually add other items to the Tower Quartermaster if you would like, as the mod creates the groundwork for any item to be added to the Quartermaster's item offerings. Simply remove the bow and arrow item names and replace them with the item names of those that you desire the Quartermaster to offer.
____________________________________________
____________ Bow Troubleshooting ____________
General Notes:
Game updates are well known for breaking mods and it can take some time for mod authors to update their mods for the new game version.
Always ensure that you are using mods that specifically state that they are compatible with your updated game version.
Using mods not compatible with a new game update can cause the game to not work properly, or at all.
Using mods not compatible with a new game update and also trying to use mods that are updated for the new game version will likely cause several things to not work properly, or break the game completely.
If a mod you use does not have a version that is updated to be compatible with your new game version, you should request that the author release an update and discontinue use of the outdated mod version. If the mod author does not respond or release an update to the mod after a relatively acceptable and understandable amount of time, consider making an open plea on the forums for help with updating an abandoned mod for your personal use, or search for a similar mod that does state that it is compatible with your game version to use.
Basically, this mod works fine. However, because some are still using mods that are not updated for compatibility with the latest game version, aspects of this mod and other mods may not function properly. Be sure to update all your mods, or at least disable/remove the ones that are not updated yet until an update is released for them. Otherwise, stuff will likely not work as intended. Examples of issues that can occur by using a mixture of outdated mods with updated mods can be found below.
Specific Situations:
____I can't change my arrow type because the swap wheel doesn't even appear, please help!
Cause #1: If you are using a mod that hides or modifies hud elements (Data3.pak > "data\menu\hud") that has not been updated for the latest game version, then the arrow type swap function likely does not even exist in the hud.xui file due to that mod using an old version of that file that does not contain the arrow swap wheel elements. You should remove the hud altering mod or acquire a version of it that is updated for the latest game version to ensure the arrow type swap wheel is created for your game and behaves as it should.
Cause #2: If you are using a mod that modifies your input files (Data3.pak > "data\scripts\inputs") that has not been updated for for the latest game version, then the arrow type swap function likely does not even exist in the input files due to that mod using an old version of the files that does not contain the arrow swap wheel elements. You should remove the input altering mod or acquire a version of it that is updated for the latest game version to ensure the arrow type swap wheel is created for your game and behaves as it should.
____The blueprints are not showing up in the Tower Quartermaster's items for me, but the bows and arrow items are.
The blueprints were created by the 1.6.0 update and placed inside the "data\scripts\inventory\collectables.scr" file. You likely have another mod installed that utilizes this file and it is using a pre-1.6.0 version of that file that does not have the blueprints created inside of it. You should remove the outdated mod or acquire an updated version of that mod so it uses the current game version of the file which will include the blueprints properly.
____The bows and arrows are not showing up in the Tower Quartermaster's items for me, but the blueprints are.
The bow and arrow items were created by the 1.6.0 update and placed inside the "data\scripts\inventory\inventory_special.scr" file. You likely have another mod installed that utilizes this file and it is using a pre-1.6.0 version of that file that does not have the bow and arrow items created inside of it. You should remove that outdated mod or acquire an updated version of it so it uses the current game version of the file which will include the bows and arrow items properly.
____________________________________________
_____________ Customization Tips _____________
Only listing blueprints
You can remove the items themselves so only the blueprints remain by opening the mod's Data3.pak with WinRar and editing this file with Notepad:
"data\scripts\trading\qbm_shop_item_sets.scr"
Would be easiest to just copy the file out, edit it, then put it back in (replacing the existing one).
Just as in the image on the description tab of this mod, but instead of adding additional items, you'll simply be removing the items you do not want so only the blueprints remain.
I've added a comment line after each of the items so you know what the items are so you can remove the ones you do not want.
Adding level requirement to items before they will be listed
You will start by opening the mod's Data3.pak with WinRar and editing this file with Notepad:
"data\scripts\trading\qbm_shop_item_sets.scr"
Would be easiest to just copy the file out, edit it, then put it back in (replacing the existing one).
Just as in the image on the description tab of this mod, but instead of adding additional items, the first step will be adding additional item sets.
In this file you will see the "ItemSet" for the top of that block of items as being "qbm_all_items".
If you were to give a level requirement before the items in the block will be available, it will affect all items in this ItemSet.
Therefore, you need to move items into different item sets so each set will have its own level requirement.
If you add your separate blocks, they'd follow the same structure within the bracket nesting.
As an example, the blocks in this file could be organized like this:
sub qbm_all_items()
{
ItemSet("qbm_all_items") //default QBM item block
{
Item("");
}
ItemSet("my_items_L1") //custom item block for Level 1 unlocks
{
Item("");
}
ItemSet("my_items_L5") //custom item block for Level 5 unlocks
{
Item("");
}
}
This will make the QBM ItemSet, a set designated as those being available at level 1 and those at level 5.
You don't have to make them say "_L5", I just added that to the ItemSet names to easily identify the ItemSet as being available at that level while adding items into that ItemSet.
Again, just examples. You can even remove the QBM set and only have your separate sets - there's no need to keep the QBM ItemSet.
After you've made all of your item set blocks with items in each of them, you'd need to open another file and set your custom ItemSet names as getting loaded at the quartermaster and to give those sets their level requirement.
Copy out and open: "data\scripts\trading\qbm_assortment_sets.scr"
This is where the item blocks you've made will get loaded at the quartermaster and you can set a level requirement before those sets appear at the quartermasters.
You should see:
sub Quartermaster_Bows()
{
Set("qbm_all_items", "all",500, 500)
{
MinStatusLevel(0);
}
}
The current QBM ItemSet has a minimum level of 0 before the items are listed. You can change this to whatever you want.
So following with the above created ItemSet examples, you would change this to be:
sub Quartermaster_Bows()
{
Set("qbm_all_items", "all",500, 500)
{
MinStatusLevel(0);
}
Set("my_items_L1", "all",500, 500)
{
MinStatusLevel(1);
}
Set("my_items_L5", "all",500, 500)
{
MinStatusLevel(5);
}
}
Notice the increased "MinStatusLevel" value to the level I noted in the ItemSet names. Again, you do not need to note the level (_L5) in the set names, I just did that to help make it easier to identify one set as what level it'll get unlocked at while adding items to it. You can name them whatever you want and set their "MinStatusLevel" level requirement here.
You can also add a MaxStatusLevel(25); attribute and change the number to have items only appear while you are under this defined level. In combination with the "min" attribute, you can easily make a level range for items to get listed. If you make the min and the max the same number then the items in that set will only be available while you are that level.
e.g.
MinStatusLevel(10);
MaxStatusLevel(10);
This will make it so the items in that set will only be available while you are level 10 and not at any lower or higher level.
You could also read the install instructions on the DOCS tab that every mod has.
You also clearly haven't bothered to read the sticky comment.
Goodbye.
Tell me, will the latest version of the mod (QBM.2.47b) be compatible with the version of the game 1.47.0 without Hotfix, dated January 25? If not, where can I download the January 25th version of the mod?
Thanks.
Yes this current QBM.2.47b mod version is compatible with the 1.47.0 game version without the hotfix. You can use this current mod version with your 1.47.0 game version without any issues.
The only thing changed in the trading files by the Hotfix update was that they added an ItemSet for the blueprint for the Stage 2 "Spark Plug" Spike weapon. That blueprint and the weapon it creates both were added in the 1.47.0 update and it was just that the blueprint wasn't in its own ItemSet. I believe this ItemSet was then activated later during the Spike event to list the blueprint at Quartermasters when the community goal at that time was reached.
That event is over and that ItemSet really serves no purpose anymore, but it needed to be in the one trader file at that specific stage of the event so that it could be activated.
If you want the actual QBM.2.47 file that lacks this ItemSet addition despite it making no difference to being present, I will gladly provide you with a temporary download link for that specific mod version.
Or you can manually alter this current mod version to be the same as that old QBM.2.47 mod version without this ItemSet:
1) Open the mod's Data3.pak file using WinRar/7zip
2) Browse to 'data\scripts\trading' and copy the "shop_item_sets.scr" file out to your computer
3) Open this file for editing with Notepad (right-click > open with, or open Notepad and drag the file onto Notepad)
4) Go to the very bottom of the file and up a single line and delete these 4 lines:
ItemSet("Liveops_Craftplan_Spike_Weapon_StageII")
5) Save the change and drag the modified file back into WinRar/7zip and replace the unaltered file with yours{
Item("Craftplan_Spike_Weapon_StageII");
}
I would be doing this same edit to the current mod version and then sending you this altered version. If you really would prefer to use this older QBM.2.47 mod version, it is whether you want to make the change or if you would want me to do it and then send you the altered file.
Tell me, what other changes were made with patch 1.47.0 Hotfix? I also use your mod Merchants And Quartermasters - All Items latest version with my non-Hotfix version of the game.
I also already said that this was the only change made to the trading files by the hotfix.
I also already said that the blueprint already exists in your 1.47.0 game version and the hotfix only added it to an ItemSet in the trading files so that it could be activated during the community event that is now over.
I also already said the current mod version is compatible with your 1.47.0 game version and now you're asking if there will be any bugs by using it. If using it on your non-hotfix game version causes bugs then it isn't compatible. I also already said that the change only added this ItemSet that only served to be used one time. Whether it is present in the trading files no longer makes any difference, but during the event it being present did matter.
As for my Merchants and Quartermasters mod, it was also updated to be hotfix compatible by adding this same ItemSet to its trading files. The current version of that mod is also compatible with 1.47.0 without the hotfix as that was the only thing the mod was updated for to maintain compatibility with the current game version just as this mod was updated.
P. S. And excuse me for my stupidity :) Or rather, the problem is that I do not speak English and the problem of misunderstanding may be due to the imperfection of "machine translation". Thanks again.
I have Dying Light Enhanced, Bozak horde, The buggy DLC and six free DLC's. I do not have the Definitive Edition upgrade and this is for Epic.
My version of Dying Light is It says DL_1.49.7f1. Fresh reinstall, Will I have any problems with this since I already downloaded it manually but have yet to actually install it.
The mod will load properly for you and list the items for taking from the quartermasters. Just install the Data3.pak file from the mod into your game installation's "DW" folder.
As for whether the bows you take from the quartermaster will be able to be equipped, it does look like your game version allows for bows to be able to be equipped and you should not encounter any issues.
The blueprints version you downloaded will also add all of the game blueprints to the quartermasters so that you can selectively learn specific, individual blueprints in the game.
However, keep in mind that blueprints from DLCs that you might take from the quartermaster and learn still have their DLC requirements. Taking the DLC blueprint will cause it to become learned, but if you do not have that DLC active on your game, the weapon created by crafting that blueprint will not be able to be equipped.
I've made changes to a mod and updated it in the Data3.pak file, then wondered why my changes aren't working...then I realize after wasting a lot of time that I had updated the mod files in the Data3.pak file in the mod folder and not in the Data3.pak file in my game installation.
I think notes are always a good idea. I have text files all over the place for notes about different games and mods, notes also written on my notes inside of my note text files, multiple versions of files titled to say what is different about each, multiple shortcuts with different names for different command line arguments and paths, etc.
I hope you will enjoy using the mod!
As for this mod, by default it will only add bow/crossbow weapons and ammo items to quartermasters. The alternate version adds those items as well as all blueprints available in the game to quartermasters. As there is no official blueprint to craft the Frosthander weapon, neither version of this mod will be of use to you in getting that weapon without manually altering one of the mod files to add that weapon's item name to the items that get listed at quartermasters.
If you would prefer to use this mod and to alter it to add just that one weapon to the quartermaster, you can alter the item list file in the mod's Data3.pak as outlined in the mod images and add that weapon's item name. If you intend to give altering this mod's item file to also include only that item as being offered at quartermasters a try, here is the Frosthander weapon's item name to save some time in locating it in the game's files: ZZZZ_Melee_Sword_Winter
Thanks for reading
Unmodified versions that are being downloaded and used seem to include the "trading" files that this mod alters. Another of my mods which adds all items in the game to merchants and quartermasters was also having this issue and it alters trading files. I recently updated it to include a file which forces the community event/file push system to be disabled so the mod's files will be loaded and it will function properly.
Unfortunately I failed to include this file in this mod as well. I will update the mod to include this file so the community event system will be forced to be disabled so the mod's files can load and function properly.
If you will please try the updated QBM.2.33b (or QBM.2.33b.BP) version
when I complete it and upload it(it has now been uploaded). If the issue continues after this version is installed, I would appreciate you letting me know if it corrects the issue or not so I can try to find out what else may be the cause of the issue you are experiencing.Thank you.
I just tried it and it works like a charm, thank you very much for replying so quickly, you have done a great job with your mod.
Thanks again.
Setting your game to offline/single player should be enough for the community event to not be active on your game and the temporary file to not be forced to be used and would allow the mod's version of the trader file to be active on your game.
If this does not solve the issue, the service that forces these events to be active would need to be disabled by adding a file to the mod's Data3.pak file. Adding the file would disable the community events from being active and the temporary event file to not be used. I have this Dying Light Live Event Service Disabling file offered in the optional files section of my Merchants And Quartermasters - All Items mod if you want to go that route or if playing in offline mode does not solve the problem. A pak file is just a zip file. Just open the installed Data3.pak file using the WinRar/7zip file manager and add that optional file's 'data' folder into the installed Data3.pak file. It would also be a good idea to delete any of these 'plsdownload_******_***.scr' temporary event files from your 'Documents\DyingLight\out' folder to prevent them being used over your installed mods' files.
Unfortunately, the only other real alternative to disabling the temporary events service, or trying to run your game in offline mode, would be to wait until after the event ends for the temporary event version of the trader file to no longer be forced active on your game so the mod would function properly.
The Silencer has not shown off at the quartermaster.Thx.
I am currently working on updates for my mods for the 1.15.0 game version. I just checked and I see that the blueprints for the two silenced pistols are supposed to be made available at quartermasters by default if you are Survivor rank 12 or higher.
The trader files modified by this mod will need to be updated for the 1.15.0 changes to have this addition in the mod's file.
A compatibility update will be quite fast and will be available shortly to fix this incompatibility with the new game version changes.
On another note:
As the pistols use their own special pistol ammo and not regular ammo, and I've heard that the silenced ammo is very, very hard to come by, if you would like to you can manually add the silenced ammo (and even the the pistols themselves) to the items offered at your quartermasters. I have the tutorial image and instructions on how to manually add other items to quartermasters on the description tab of the mod, so you could manually add these other weapons if this is something you would like.
By adding the item names of the items you want added to the appropriate mod file, they will always be available at quartermasters.
The item names for them are:
Silenced German 9mm Pistol
Blueprint:Craftplan_AddOn_Silenced_PistolA
Weapon:Firearm_PistolASilenced
Silenced American 9mm Pistol
Blueprint:Craftplan_AddOn_Silenced_PistolB
Weapon:Firearm_PistolBSilenced
Ammo for those silenced weapons are:
Ammo_Pistol_Subsonic_Small
Ammo_Pistol_Subsonic_Big
I also added the 9 new blueprints from the 1.15.0 update to the All Blueprints version of the mod if you use that version.
If you encounter a problem or they still aren't showing up, let me know!
Have fun!
I made the follwing entry in the "qbm_shop_item_sets" file.
Item("Firearm_PistolASilenced");//Blueprint - Craftplan_AddOn_Silenced_PistolA
Item("Firearm_PistolBSilenced");//Blueprint - Craftplan_AddOn_Silenced_PistolB
Item("Ammo_Pistol_Subsonic_Small")
Item("Ammo_Pistol_Subsonic_Big")
//Item("");
I am sure I made something wrong, but I don't know what exactly :-) Perhaps you can help.
Thanks again for your kind help.
Looking closer at the silenced pistol items, the weapons themselves have 1 damage as they are meant to be crafted via the blueprints, which causes the produced weapon to adopt the stats of the gun used when crafting it. So the weapon items themselves are pretty useless I guess.
I suppose it would be better to add the base American/German pistols to the quartermaster so you can take them and then use them to craft a new silenced weapon instead of adding the silenced weapon itself to the quartermasters.
Regular pistol item names include:
---German Pistols---
Firearm_PistolAGen
Firearm_PistolAGenSandPlastic
Firearm_PistolAGenOlivePlastic
Firearm_PistolAGenSpecial
---American Pistols---
Firearm_PistolBGen
Firearm_PistolBGenSandPlastic
Firearm_PistolBGenOlivePlastic
Firearm_PistolBGenSpecial
So depending on the skin you want to use to craft a silenced version, can add these to the quartermasters and then use them in the silenced pistol blueprint to add the silencer to them.
Regarding donations, it is against the rules to offer services in exchange for donations, or to withhold updates until donations are received. Donations are entirely voluntary and have no bearing on the mods I have created, released or on any potential future updates or options for them. Were I to offer a limited version of a mod for free, but state that a donation is required to receive a better or full version of a mod, that would be against rules (and my personal values). However, I have and (if I am able) will continue to create and offer all of my mods regardless of donations or thanks received of any kind. I also worked to offer assistance for customizing aspects of my mods for individuals and I've never requested, let alone required any kind of financial support for anything I do for other players. I am very grateful to the 3 or 4 people who have donated to me out of generosity over the several years I've put my mods on Nexus, but I would never, ever require any form of payment for anything I do that is mod related.
Players are notified when downloading that they could donate if they wanted to, and I only recently added an appreciation message on my mod pages to bring awareness to the ability to donate on my profile page if one were inclined to and were not aware of it. After reviewing the Nexus ToS again, you are correct in your concern that I am in error of one aspect regarding donations. Making a 'tactful' note to inform people of the ability to donate on my profile is not against Nexus rules or my personal values, but the Nexus ToS does state that such a note should not be placed at the very top of mod descriptions before a person even reads what the mod does.
I will move my appreciation message below my mod descriptions to avoid this being a potential issue.
I appreciate your thoughtful concern and thank you for alerting me to the mistake I made. I will make this change immediately. :)
The actual Ranger's Bow is listed in the mod to be available at the QM:
Item("Bow_UrbanTrapper");//Ranger's Bow
As well as its blueprint and the blueprints for the arrows:
Item("Craftplan_Bow_UrbanTrapper");//Blueprint - Ranger's Bow
Item("Craftplan_Arrow_NightHunter");//Blueprint - Ammo - Regular Arrow (same as normal arrows)
Item("Craftplan_ArrowBurn_NightHunter");//Blueprint - Ammo - Burning Arrow (same as normal arrows)
Item("Craftplan_ArrowElectric_NightHunter");//Blueprint - Ammo - Electric Arrow (same as normal arrows)
Item("Craftplan_ArrowExploding_NightHunter");//Blueprint - Ammo - Exploding Arrow (same as normal arrows)
However, these items were only added to the game files in the 1.11.0 game update. Are you currently using at least that game version?
If your game version is below 1.11.0 then the items do not exist in the files for them to be listed.
If you are using 1.11.0 or newer, please let me know so I can look into what could be causing the problem. :)