Dying Light
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StinVec

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  1. StinVec
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    Latest Version: v338
    Compatibility: Officially released Steam v1.49.x (all versions .0 through .8) (and GoG/Epic Equivalent) Compatible
    (Also compatible with all prior game versions. However, only blueprints that exist in your game version will be auto-learned. Blueprints from newer game versions will just be skipped as they do not exist in your older game version.)
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    _______________________________________________________________________
    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.
    _________________________________________________________________________________________________________________


    _________________________________________________________________________________________________________________
    Behind-The-Scenes Info:
    Spoiler:  
    Show

    The mod makes a quest which is instantly completed upon loading or starting a new game and it will award all of the blueprints.

    To account for save games potentially loading up into any of the many maps, this quest is multiplied and customized to load and complete in each map.

    I previously had a keymaster quest relying on the internal "game_root" to recognize and initiate the custom awarding quests. This quest would auto-complete and activate the map quests that award all of the blueprints. This began behaving abnormally with the 1.10.0 update and it would not always recognize the mod quests.

    I switched the mod to no longer rely on the "game_root" and keymaster quest. It would now piggy-back off of the first game quest being completed to trigger the awarding quest. Basically, you finish the movement tutorial and go down to the ground floor and begin actually playing, which completes the "Q_Start01" quest. Strangely, there seems to be a case of the blueprint quest awarding them all as soon as you wake up...which shouldn't happen as that Q_Start01 parent quest hasn't completed yet. Still figuring that one out.

    Now, the wasteland (The Following) map is configured differently due to being DLC maps. I've now found that the quests there seem to rely on an actual root quest ("WastelandStart_Root"), and not the "game_root" internal to the base game's code.

    The blueprint awarding quests in The Following maps use the "WastelandStart_Root" to initiate their awarding starting in ALLBP v179h, while the base maps all use the "Q_Start01" quest to initiate the awarding.

    All of my personal tests resulted in multiple existing The Following save games, new The Following save games, and new or existing base game saves awarding them properly.

    These changes to the mod behavior should also get rid of the [You have learned how to craft XXXXX] screen-spam due to the mass-awarding.
  2. inspykat
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    Is there a lore reason why this mod add two Lightning Swan blueprints?
    1. StinVec
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      Good noticing. No, that is on Techland. They made multiple versions of several weapons (not just Lightning Swan) where one requires a DLC to be owned to wield it while the other does not.

      The original version of a weapon was available in a DLC and requires that DLC to be owned to be able to wield it.
      The second version was added later as a prize for a community event and does not require the DLC to be owned to wield it.

      If you compare the two in-game, you should find that the stats for the two weapons are different, with the DLC version being higher than the Event version because money (DLC sale encouragement - can't have a weapon earned in-game have better or equal stats to the version bought with a credit card).
  3. vindr3d
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    I was using this mod (amazing btw) and started adding other mods. Completely broke this mod. I had to remove all the other mods and only use this mod. Unfortunate, but this is the only one that makes this game playable imo. lol

    Thank you for the great work!
    1. StinVec
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      Hi. I'm glad you like to use this! Thank you for telling me!

      This mod is composed of completely custom files that are custom quests that auto-complete and award you all of the blueprints as the quest rewards.

      As all of the files are custom, they do not modify any official files or other files found in other mods and it is completely compatible with absolutely every mod.

      Even if you were using another mod that renames/removes offical blueprints, and this mod tries to give you a blueprint that no longer exists because another mod renamed/removed it, this mod would not have an issue with that and would just try to give you a blueprint that doesn't exist and then move on to the next blueprint.

      As you encountered issues using other mods, the issue lies with them and not this mod.

      Other mods out of date
      - Make sure the mods you were trying to use are specifically noted as being compatible with your game version, or least has been updated sometime since the last time the game was updated (or at least since early 2023 when the last "real" game update was released). The older a mod is since it was last updated, the more likely its files are to be out of date and not compatible with your game version. If a mod is out of date, it must not be used (or used knowing it could break the game, and even break your save file depending on the mod).

      Other mods made poorly
      - If one or more mods instructed to install them by altering the Data0.pak file instead of being a Data3.pak file, the mod was configured improperly and must not be used. Never use mods that alter files directly inside of the Data0.pak file. All mod files must go into the Data3.pak file and this Data3.pak file must have the original folder structure for the files that they would have inside of the Data0.pak file.
      (rare types of mods that must alter some DLC pak files directly are a separate matter)

      Conflicting mods
      Some mods can also alter the same official game files. If this happens, only one of the mods can be used unless you manually combine the file versions from both mods into one file so that the changes from both mods are present within the one file for you to use. Any errors in merging can break one or both mods, or flat out break the game.

      Problems compound:
      + Outdated mods for different game versions than yours
      + Poorly-made mods putting the files in the wrong places
      + Conflicting files from multiple mods not merged together properly
    2. vindr3d
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      Hey man. I apologize. Your mod worked perfectly. I meant to post this to the unlimited durability mod. I'm pretty sure your mod didn't cause any issues with that one. I had added the unlimited use grapple hook, removed lockpicking, and another that broke the durability mod.

      I've had no problems with your mod. I'm sorry I wasted your time with your response. I greatly appreciate your work though!

      I love your mod, it was an awesome addition! Saved me from jumping through hoops to get the Last Hope pattern and others.

      Cheers and Happy New Year!
    3. StinVec
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      Oh, that's alright! Mistakes happen. I hope some of the things I noted might be useful to you still in getting mods that you want to use to work together or ways to avoid issues with some mods in the future.

      If you find you would like some help getting some mods to work together, let me know and I'd be glad to try to help out. Nearly all mods on here are out of date, but most are very simple changes that people can make themselves. Pinpointing what exactly a mod changes so you can reproduce the change in your own current game version files is most of the trouble for those unfamiliar with the game files.

      I hope you continue enjoying the game!
  4. ggmmapple
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    安装完成后,您需要完成序幕任务,然后所有图纸才会显示在第一个安全屋中
  5. RedSinister
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    Thank You! I got an issue unlocking the Bozak Bow despite finishing the Bozak Horde dlc, the blueprints does not appear. After installing, all blueprints is unlocked including the past event that I missed (Bozak crafting arrows STEAM achievements are also unlocked)
    1. StinVec
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      You're welcome! I'm glad it was able to help you.
  6. thekryptonyx
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    i think you might have missed the "right hand of glova" blueprint.
    1. StinVec
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      Hi. Thanks for inquiring on this. It is noted in the description as being included under the Developer Items blueprints: "Right ball of gloVA"

      The name of the actual item in-game is "Right ball of gloVA", not "hand" as it is an homage.

      I double-checked the files to be certain and the blueprint is included. It would be listed in your Dev Items section of your blueprints in-game.
    2. thekryptonyx
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      oh thanks for clearing that up.
  7. Xarumondx
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    does this include by any chance any "Docket" or otherwise now unobtainable blueprints because my cpu fried out and i missed a few events thanks!!!!!!!!
    1. StinVec
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      Hi. Sad to hear about your cpu. That's a serious (and costly) pain. I'm glad you have a new one and can get back to playing now.

      There are several blueprints that are limited to only being available while a certain community event is active, but there are also several that cannot be acquired via official means any longer and were one-time rewards for certain events and community goals. This mod does auto-learn all blueprints in the game though, so it does include all of those blueprints that can no longer be gotten by official means.
  8. NyxX12
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    Hello Mr.Stinvec I'm 100% percent sure that i installed the mod correctly, I used the Selective version to learn all the blueprints, At first it worked fine, I even made Last hope as soon as its installed, But now my last hope just disappeared in my inventory and the worst part is I cant Craft it again the weird thing is I didn't install the developer blueprint option and the dune buggy blueprints. yet I can craft  the Twilight Phantom and some of the millitary Parts for the buggy (I  haven't Progressed that far in the following yet) I have the I have your scavenger hunt mod installed.
  9. badinh
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    Hey thanks for creating this mod it works well but after ive uninstalled the mod by replacing the data3 all blueprints disappear please help me
    1. StinVec
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      Hi. I'm glad it worked great for you and auto-learned all of the blueprints for you.

      Whether this mod was left installed or was uninstalled, the blueprints would remain as all this mod consists of are custom quests that auto-complete and give you the blueprints as rewards for those instant-completing quests. Once they activate and give you all of the blueprints, the files have no further use and it doesn't matter if they are left installed or removed.

      A blueprint cannot be "unlearned" on a save game once it is learned unless the actual blueprint item defined in the game files no longer exists in the game files.

      _____
      If by "all blueprints disappear" you mean that only the newly learned blueprints that ALLBP auto-learned are suddenly forgotten, but some still remain, this sounds like you may have loaded into a different save game than the one you activated the mod on.

      While the ALLBP mod is installed, each save game must be loaded into individually that you want all blueprints auto-learned on so that the mod will activate on each one. If you installed ALLBP and only loaded into SAVE A and learned the blueprints on that save, then you uninstalled the mod, then loaded into SAVE B, this other save will not have all of the blueprints auto-learned on it. Either load into the save that had all of the blueprints auto-learned on it, or reinstall the mod and load into that second save game so that all of the blueprints will be auto-learned on that save game as well.

      _____
      If by "all blueprints disappear" you literally mean "ALL" blueprints, this sounds to me like there is a mod in your Data3.pak file that your restored that is out of date and not compatible with your current game version. If there is a mod in it and this mod also alters inventory files, it could be causing an inventory file that contains the actual blueprint items to not parse correctly due to being outdated and the file doesn't get loaded by the game. If this is the case, the blueprints don't exist anymore for you to have learned as the file that contains those blueprint items isn't loading properly by the game due to this outdated mod breaking the file.
  10. monudas199
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    HI i have a question where is the last hope blueprint ??

    and also i have the last hope in a other save and i want it in my new game save but how do i get the last hope blueprint on the new game??
    1. StinVec
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      If you installed the full auto-unlock version of the mod and not the selective version, Last Hope's blueprint is Gold colored and is located at the very bottom of the first category of blueprints along with the L4D2 weapons.

      If you installed the selective unlock version, you must ensure you also included the "7 Named Upgrades" unlock category added to the pak file so that this blueprint will be auto-learned along with the other named upgrade blueprints.

      If you only want that one blueprint to be learned and no other blueprints, as I note in the mod description you can use my Quartermaster Bows Mod to get single blueprints. That mod offers a version that adds all blueprints to the quartermasters so that you can then locate and take just that one blueprint from them without having to also get other unwanted blueprints learned.
  11. xanexxxx
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    Nice, Which mod do i use to remove crafting requirements?
    1. StinVec
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      Hi. I might be missing seeing it, but I don't believe there are any mods on Nexus right now that remove crafting part requirements from all official blueprints while the mod is installed either as the only thing the mod does or even as just one aspect of a mod among other changes a mod makes. I think the dev menu mods might have an option in the menus to also remove crafting part requirements, but I've never used any of those so I am only guessing. Would need to look at the pics on those mods to see if that option is shown in them.

      To make a mod on its own that does this, every single blueprint would need to be edited in every inventory file to remove the crafting part requirements.

      (Editing so many inventory files would also make that mod not compatible with any other mod that alters those files unless the changes made to the files from the different mods are manually merged together.)

      Nearly all blueprints also use a base weapon type to then produce a completely different weapon. Some of these produced weapons, particularly firearms, also deal zero damage on their own as they inherit the stats/attributes of the base weapon used. So one would need to look carefully and to not simply remove the base weapon requirement along with the crafting part requirements as the weapon produced might be useless due to there having been no base weapon for it to inherit stats from.

      I personally have always removed part requirements in my solo play using a CE table. As requests I've see from people about crafting parts have always been to make them being made higher or more realistic to make the game harder and not to remove them entirely,  I never really thought to make such a mod.