Dying Light

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StinVec

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StinVec

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  1. StinVec
    StinVec
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    Latest Version: CBM.3.49.7
    Compatibility: Officially released Steam v1.49.x (all versions .0 through .8) (and GoG/Epic Equivalent) Compatible
    ____________________________________________________


    Troubleshooting - Weapons Not Appearing/Empty QM Offerings
    Spoiler:  
    Show

    If the mod weapons are not being added to Quartermasters properly or causing empty Quartermaster offerings, some things to try to resolve this issue include:

    Verify that the mod is installed properly
    - Ensure you have installed the mod properly by following the steps outlined in the mod ReadMe Install-Uninstall file
    - If merging was required to add this mod to your existing Data3.pak file that has other mods installed into it, verify that any file conflicts between the mods were merged properly and no typos, stray characters, or placement issues were mistakenly made in the file(s)

    Utilize an alternate DLC to import the mod weapons
    - Open the Data3.pak file using WinRar or 7z and browse to the "data\scripts\inventory" folder
    - Rename the mod's "inventory_gen_dlc1.scr" file to "inventory_gen_dlc17.scr" to import the mod weapons via the "The Following" DLC (DLC17) instead of the standard "Be The Zombie" built-in DLC (DLC1)

    ____________________________________________________



    _______________________________________________________________________
    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:  
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    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.
    _________________________________________________________________________________________________________________
  2. EliTheGreat21
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    Sorry if i'm kicking a dead horse here, but both this mod and CLM weapons (both by you) have restclient files. Do I need to merge them, or are they unimportant enough that I can simply overwrite one with the other? I would simply merge them, but the process seems kinda confusing @stincvec
    1. StinVec
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      Hi. The restclient.scr files in both mods are altered in the same way. You can overwrite one with the version from the other without any issue. This file is included in many mods and altered more or less in the same way in all of them.

      However, both CLMWP and CBM also alter the 'data\scripts\inventory\inventory_gen_dlc1.scr' file with a couple lines in it to load each mods' custom items.

      You can open both versions from both mods next to each other in notepad and you will see a couple lines from each mod in it:
      - a couple 'import' lines at the top of the file that tell the game what mod files contain the custom items
      - then a couple 'use' lines within the code section that tells the game to add the custom items found in those mod files to get loaded by the game

      If you havent' merged these files already, just make sure you copy over the 'import' and 'use' lines from the one mod into the other mod's version and use that merged version in your installed Data3.pak so that the custom items from both mods will get loaded.

      _____
      Also, some info on the restclient.scr file as you may choose to not include it at all in your Data3.pak file:

      The restclient.scr file is altered by mod authors to disable Techland's PLS file push system, which is mostly used by Techland to push temporary event versions of files while an event is active. The trouble is that the temporary files take precedence over a mod's version and gets forced to be loaded instead of the mod versions. If an event alters a file used by a mod, the event file is forced to be used by the game and it breaks the mod. So this file is primarily included to disable community events while the mod is installed and active on the game to ensure it doesn't break due to a community event.

      However, Techland also abuses this file push system to force temporary versions of files to be used even if there is no event active and even if you have community event participation off in your game settings (which Techland also tends to turn back on against the player's wishes sometimes). They abuse it to force vanilla versions of certain game files -primarily skills-related files- if it detects a mod is installed that alters these files. They abuse it to dictate what types of changes players can make to the game even when playing in single player mode.

      As an example:
      If you change a setting in the 'data\skills\default_levels.xml file to give your weapons unlimited durability, or install a mod that makes this change for you, the game will not load the altered file as the PLS system downloads an unaltered version that is loaded instead.

      This file is downloaded to your 'Documents\DyingLight\out' folder and is called "plsdownload_slot_****_default_levels.xml".

      Disabling the system prevents Techland from forcing the unaltered version of the file to be used over the modified version, but it also disables the community event system which, conveniently, utilizes this PLS system to force temporary community event files in the same way to the same location noted above.

      If you remove this altered version of the file from your Data3.pak file that contains mods so you can take part in community events, Techland could potentially push files to be used that could cause certain mods to no longer work - either for an active community event that conflicts with a mod's version of the file, or for them not liking the way the mod alters the game despite playing in single player mode.
  3. LreneMO
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    Can this be used with your CLM Weapon Pack?
  4. 0Dream
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    Hi , i would like to know how did you modify the arrows damage ? do you know how to do it on the standard game arrows/bows in the game files ? Thanks .
  5. goawaysanta
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    How come when I add this mod it always takes me offline, only reason I hate it is because it won't let me redeem my bozak tokens. It also does this for any other of your mods. No offense I love all your mods. Just I want to be online while using them.
  6. thecabanaboy
    thecabanaboy
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    Hi, thanks for the mod. Much appreciated.

    I have a question, how would I go about changing the model of the bow to the camo one from the deadeye bow rather than the straight green one from the bozar bow?
    1. StinVec
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      Hi! I'm glad you are finding the mod to be useful; thank you for letting me know!

      It has been a while since I gave this mod attention and updated it to include customization options. I'm working on that now to provide a customization file so each level bow and crossbow can have its attributes customized.

      I'm planning for each color level to offer customizing to allow for:
      - choosing from a selection of damage values
      - choosing from a selection of impact force values
      - choosing from a selection of arrow speed values
      - choosing which bow/crossbow mesh/model/skin to use
      - enabling arrow penetration

      In the mean time, you can manually change the model/mesh on each level by changing that attribute in the mod's file.

      1) Open the mod Data3.pak file with winrar/7zip or other zipping software

      2) Browse to 'data\scripts\inventory\Calyxium_Bows'

      3) Open the mod's longbow file for editing with Notepad or other text editor program
      - May need to copy the file out first, edit it, then copy it back in to ensure changes are saved
      - File for longbows is "Calyxium_Longbows_Creation.scr"
      - .scr files are text files and are opened using a text editor like Notepad

      4) Find the bow you want to alter the mesh for
      - Each bow item block is titled based on its current damage configuration ranging from:
      ////__________________________________________________ Calyxium Longbow - 25 dmg
      To:
      ////__________________________________________________ Calyxium Longbow - 1000 dmg

      5) In a chosen longbow's item block, find this attribute that is right about in the middle of its attribute list:
      Mesh("bow_mesh_name.msh");
      6) Replace the model/mesh name in between the quotation marks with your choice from the list below:
      - Some also require manually adding a skin attribute with the case-sensitive skin name
      Skin("bowSkinName");
      Bow (generic wooden)
      Mesh: wn_bow_classic_composite_a.msh

      Bozak Bow
      Mesh: wn_bow_composite_a.msh

      Deadeye's Bow
      Mesh: wn_bow_composite_a.msh
      Skin: Deadeye

      Ranger Bow
      Mesh: wn_bow_composite_a.msh
      Skin: nighthunter

      Dragon's Breath
      Mesh: wn_bow_composite_a.msh
      Skin: PaintjobLunar

      Corrupted Justice (Hellraid bow)
      Mesh: wn_bow_dark.msh
      Skin: Default

      LED Meta Bow (upcoming Savvy DLC bow with LED lights)
      Mesh: wn_bow_composite_b.msh
      Skin: Default

      7) Save the changes to the file and update it in the Data3.pak archive (or if you copied it out and edited, copy your edited file back in an replace the original mod file with your altered one)

      If the updated version sounds like it would be of interest to you, I will try to get the update made, tested and uploaded within the next couple days. However, this is an extremely busy week for me and I will not have much time. I'll try for the next couple days, but I may not be able to configure the update, fully test it out, then upload it until after the weekend if things don't go easily or well.
    2. StinVec
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      Hello again. I've update the mod to CBM.3.43 and it now includes customization files where you can configure many attributes of the mod's gold custom bow and crossbow, including which skin/model is active on each.

      Just edit the mod's bow or crossbow customization file in notepad and remove the // marks on the line for the skin you want active and save your change. That's all that is needed without needing to do a bunch of other more technical changes.
  7. siggymas
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    hello im trying to merge this with your Merchants and Quartermaster all items.

    the thing is it kind of deleted the quartermaster inventory of ALL ITEM, and replace it all with bow, crossbolt and arrow and bolt only stuff.

    where do i copy this??

    //////////////////////////////////////////////////// Calyxium Bows Mod - by StinVec
    import "Calyxium_Longbows_Creation.scr"/////////////
    import "Calyxium_Crossbows_Creation.scr"////////////
    ////////////////////////////////////////////////////

    sub main()
    {

    //////////////////////////////////////////////////// Calyxium Bows Mod - by StinVec
    use Calyxium_Longbows_Creation();///////////////////
    use Calyxium_Crossbows_Creation();//////////////////
    ////////////////////////////////////////////////////

    }


    am i suppose to copy it to the MAI customization quartermaster inventory txt??

    also do you have any mods or blueprint for a silenced rifle or auto rifle? without dlc? because i dont have all of the dying light dlc. i only have a pistol silenced blue print
  8. paganda
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    can i ask how do u change preset options like colors n tings and dat
    1. StinVec
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      Hi. I'm not sure exactly what you are asking about.

      The mod is offered in two versions, -Ranked- and -Unranked-.

      If you installed the -Ranked- version of the mod:
      - Custom bows with increasing damage values will become available at the Quartermasters based on your Survivor Rank

      If you installed the -Unranked- version of the mod:
      - All custom bows with all of their different damage values are all available at the Quartermasters regardless of what your Survivor Rank is

      Technically it is possible to create a 'White' rarity bow with 100,000 damage and a 'Gold' bow with 2 damage. Rarity color is pretty much meaningless and only serves to change the color of the icon. I use the different rarity colors on the custom bows in the mod only to signify the different tiers of damage the custom bows are configured to have.
  9. iGHOST1
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    How can i use this with your other mods?? i don't think i can just overwrite files like inventory_gen_dlc1.scr. can i?! how to merge them correctly??
    1. StinVec
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      If the same file is used in several mods, you would need to open them side-by-side and copy the lines added to the file by one mod into the same places in the file used by the other mod and then use this combined file in the Data3.pak file.

      I clearly mark everything my mod changes in all of the altered files with my name and the mod name so it is easy to find what has been changed by my mods.

      In the case of inventory_gen_dlc1.scr, there is very little to copy over as it just one or two 'import' lines and one or two 'use' lines (depending on the mod) to copy over so the other mod's files will also be loaded into the game.

      As an example, combining my Custom Weapon Upgrades mod with this mod will have the CWU 'import' line above the 'sub main' area and the CWU 'use' line below the 'sub main' area, then this mod's 'import' and 'use' lines would be copied over and added in the same places.


      //////////////////////////////////////////////////////// Custom Weapon Upgrades - by StinVec
      import "cwu_item_creation.scr"//////////////////////////
      ////////////////////////////////////////////////////////
      //////////////////////////////////////////////////// Calyxium Bows Mod - by StinVec
      import "Calyxium_Longbows_Creation.scr"/////////////
      import "Calyxium_Crossbows_Creation.scr"////////////
      ////////////////////////////////////////////////////

      //////////// Merge other mod 'import' lines above here ////////////
      sub main()
      {

      //////////////////////////////////////////////////////// Custom Weapon Upgrades - by StinVec
      use cwu_item_creation();////////////////////////////////
      ////////////////////////////////////////////////////////
      //////////////////////////////////////////////////// Calyxium Bows Mod - by StinVec
      use Calyxium_Longbows_Creation();///////////////////
      use Calyxium_Crossbows_Creation();//////////////////
      ////////////////////////////////////////////////////

      //////////// Merge other mod 'use' lines above here ////////////
      }


      Just perform the same adding of 'import' and 'use' lines for the mods you are actually using that alter this file and replace the unaltered version in Data3.pak with your combined version.
    2. iGHOST1
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      Hello.. Thanks man. That was a quick rply. I guess merging the files inside trading folder is done in similar method!?
    3. StinVec
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      Glad to help out! Yes, the trading files would also be merged in the same manner. There is a program called WinMerge that is free that is really useful in quickly sending differences in one file over to the other file if you want to use it to speed up merging of mod files. There are also free online-based services for file differences, but those mainly just show what the differences are and I don't think they offer quick merging of differences from one file to another.

      http://winmerge.org
      Offers quick keys for actions too:
      - Like alt+down to go to the next difference
      - Then alt+left/right to send the difference from one file to the other

      Really speeds up the merging process.
    4. iGHOST1
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      ohh wow, i'll definitely try it.. Thanks man, i really appreciate it. You got some really cool mods here..
  10. Belfegor
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    Why no merged version file for this and clm weaps? ;( Neither here or there >_>... Hm edited conflicted files hope did nothing wrong... Why theese bows not in CLM weap pack tho?;o
    1. stevohall
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      along those notes any chance of either adding this to the created loot mod + scavenger hunt or adding these to random loot or at trader rather than the quartermaster as it kind of feels a bit easy getting the bows, xbows and arrows/bolts free. i realise this would take a lot of time. alternatively if you could point out just switching to trader ill attempt to do it myself (im fairly comfortable rummaging around in the files and "tinkering")
  11. Arkyer
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    Hi, I have the version 1.12 here, but does not work for me replacing data3.pak, I tried to insert the file "data" in the original data3.pak and still does not work

    I wanted to use this mod. Does anyone know any solution for me?
    1. StinVec
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      Hi.
      Thanks for giving the mod a try, though I'm sorry to hear you are encountering an issue.

      I've sent you a private message asking for a bit more info on the issue from you. I also included a potential fix for one possible cause if my guess on what could be the problem is correct. Please respond via the PM if it does not solve the problem and we can look at other possible causes and resolutions.

      (If you've not used the PM system on nexus before, you can access your private messages quickly via the envelope icon at the top right of the page - 1 icon to the right of 'Search' or two icons left of your account name)