_______________________________________________________________________ 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. _________________________________________________________________________________________________________________
Have you ever heard of a bug where you receive 2 skill points with each level up instead of 1? I was getting 1 for a good while, strange.. I don't mean with your mod just in general, ty
Hi. I've not heard of it as a bug in an unmodded game. However, I have seen mods that increase the amount of skill points earned per level. It is often just one of many changes within a mod instead of it being the only change the mod makes, so I cannot recall which mod it might be that has this change. Likely Night Runner or one of the other skill tree overhaul mods.
The amount of skill points you gain per level and the amount of XP required to achieve each level are controlled within the 'data\skills\default_levels.xml' file about halfway down the file: <!-- SKILL POINTS --> <level id="1"><prop n="SkillPoints" v="0"/></level> <level id="2"><prop n="SkillPoints" v="1"/></level> <level id="3"><prop n="SkillPoints" v="2"/></level> <level id="4"><prop n="SkillPoints" v="3"/></level> <level id="5"><prop n="SkillPoints" v="4"/></level> <level id="6"><prop n="SkillPoints" v="5"/></level> ... <!-- PLAYER EXPERIENCE --> <level id="1"><prop n="ExpToNextLevel" v="150"/></level> <level id="2"><prop n="ExpToNextLevel" v="400"/></level> <level id="3"><prop n="ExpToNextLevel" v="750"/></level> <level id="4"><prop n="ExpToNextLevel" v="1200"/></level> <level id="5"><prop n="ExpToNextLevel" v="1750"/></level> <level id="6"><prop n="ExpToNextLevel" v="2400"/></level> ...If you have this file in your Data3.pak file, it may have been altered to set those "SkillPoints" to being double normal values so that you gain twice as many each level.
If you do not have this file in your Data3.pak file, perhaps the version of the file inside of the Data0.pak file was altered directly to have this change made to it.
If you are experiencing this, it may be worthwhile to remove the Data0.pak file and running a Steam file integrity check so a new version of the pak can be downloaded that is certain to have no altered files within it.
If you would like, you can then compare the fresh pak against your old one to see if there was something different about it versus the 'clean' one.
thanks very much for taking the time...I actually am using Night runner mod but I did mess with the data0 prior, so the integrity check did help...Night runner uses a special kind of infected called white hazmat and mutant stalker types, no disrespect to author's vision, but I'd like to refine my experience and edit them out, if you have any idea where I may find that you have my thanks...the mod also keeps air drops throughout the game, and although I love the change in the contents of the airdrops, I'd still like to have them cease in line with the narrative..I realize this is not your mod, I've tried reaching the author but haven't had the pleasure yet, I am fairly new to modding DL, ty
Glad to try to help you get your game how you'd like it to be!
Regarding the white hazmat and other NRM special enemies: I think you should be able to disable them by disabling or removing the NRM section at the bottom of these files: 'data\scripts\common_spawn.scr' 'data\scripts\common_spawn_pools.scr'
Each file has three NRM enemy types for spawning. Removing or disabling this section at the bottom in these two files should be good enough. As the enemy preset is still configured to exist and you are only disabling those enemies from spawning in the open world, I don't think there would be any resulting issues where NRM has one of those enemies set to spawn from within quests.
Take note though, NRM has special loot added to these special enemies that you will not be able to loot from them. So if that special loot is need in NRM blueprints for crafting supplies or weapons, you won't have normal access to those acquiring those items from those enemies.
NRM also has an "ImposterVolatile" that spawns at night time. If you want this removed, might want to remove all instances of it from this file: 'data\scripts\nightaggression\night_spawn_pools.scr' e.g. Searching for "NR_VolatileDeceiverPreset" will take you to 3 instances of it added to night spawn pools. Just remove it from the 3 pools. Preset("Volatile_Patrol_Easy, 80;NR_VolatileDeceiverPreset, 20;") Changed to: Preset("Volatile_Patrol_Easy, 80;") (kept the semicolon and the closing quotations, just removed the 'NR_VolatileDeceiverPreset, 20;')
_____
Regarding Air Drops: As you know, the default game has air drops cease after a certain point in the story, but while active they will occur at certain times of the day/night. With NRM, in addition to persisting regardless of story progress, air drops also instead occur based on randomized probability that.
If you want to change them back to being on a timer instead of as randomized probability:
Spoiler:
Show
1) In the NRM 'DW\Data3.pak' file, browse to 'data\scripts' and edit the 'common_events.scr' file 2) A couple dozen lines down in the second 'Event' block, you'll see Air Drop control where the default lines are commented out with // at the far left of them and lines added by NRM. (ignore the Polish Techland coder notes) Event("AirDrop") { Type("AIR_DROP") //new system: now is on a probability meter //Category("Time") //DayTimeCondition(9.95) // godzina wystepowania - uwaga po kropce nie sa minuty tylko ulamek godziny tzn 19:15 powinna byc zapisana jako 19.25 ////DayTimeCondition(11.95) // wylaczone po skroceniu dnia do pol godziny //DayTimeCondition(15.95) ////DayTimeCondition(17.95) // wylaczone po skroceniu dnia do pol godziny //DayTimeCondition(23.30)
//40% chance to spawn aidrop during day Category("Frequency") TimeBtw(1000.) // time btw event radnomize [s] Probability(40.)// prawdopodobienstwo ze wylosuje sie event [%]
Re-enable these default lines by removing the // marks from them: Category("Time") DayTimeCondition(9.95) DayTimeCondition(15.95) DayTimeCondition(23.30)
DayTimeCondition(11.95) & DayTimeCondition(17.95) are still disabled in the official file as Techland turned those off a long time ago.
Then disable these NRM lines by adding // to the far left of them: Category("Frequency") TimeBtw(1000.) Probability(40.)
_____
If you want to restore air drops to being disabled after the certain point in the story: First, I don't know if undoing this change will disable them if you already did the quest (arena?) that would have disabled them (or kept them enabled) when that quest was parsed/completed. I think the quest script might only run that one time and would have set air drops as not being disabled, so they might still remain active if you are past that quest as the script was already parsed when that quest was done. Worth a try to see if the script gets re-parsed on each game load even if you are past that quest to see if it now sets them as being disabled.
Second, you must re-disable air drops in two quests; one for Slums, one for Old Town.
Slums
Spoiler:
Show
1) In the NRM 'DW\Data3.pak' file, browse to 'data\quests\slums' and edit the 'slumsmain_quest.xml' file 2) Search the file for "ENABLE AIR DROP" and you'll be taken to line 362: <!-- NIGHT RUNNER: ENABLE AIR DROP --> <Phase type="group block unblock" name="_" group_name="Air_Events" block="false" force="false" pxsl_line="62" /> Change these two from being "false" to being "true" block="false" force="false"
Old Town
Spoiler:
Show
1) In the NRM 'DW\Data3.pak' file, browse to 'data\quests\old_town' and edit the 'slumsmain_quest.xml' file 2) Search the file for "ENABLE AIR DROP" and you'll be taken to line 627: <!-- NIGHT RUNNER: ENABLE AIR DROP --> <Phase type="group block unblock" name="_" group_name="Air_Events" block="false" force="false" pxsl_line="148" /> Change these two from being "false" to being "true" block="false" force="false"
After you save these changes to those two files and update/replace the unmodified ones in the NRM Data3.pak file with your modified versions, air drops should get disabled again, unless the game only parses those quests the one time when the quest is being done.
I think this should help you to get the game how you want while using that mod. If you need more help on this or there is trouble with my instructions, let me know.
Hi. I went through the sounds file and I don't see any Countryside-specific sounds for viral alerts, but I don't think the virals make the same kind of banging/screaming alert sounds as in the cities. If they do, this would also disable that viral alert sound in the Countryside map as well.
If the virals in the Countryside have a different kind of alert sound that you want disabled, can you describe it? Or do you mean the general "grraaAARRRRrr!" kind of sound when one that is already spawned and is nearby and it sees you?
I'm just not sure which sound you are wanting silenced in the Countryside map relating to viral alerting.
The sound when they spawn, I think it is the same one from the cities that you muted Every time I grab my buggy and accelerate a bit, I hear the spawning sound
Ah, thank you very much. I haven't hopped into the buggy in a long time and couldn't recall.
I'll load into the Countryside and anger a bunch of them with the buggy to hear what the sound is so I can find how to mute that also. It is likely a different alert sound than the ones in the cities that this mutes. If it is the same sound, I'll look at why it isn't muted in the DLC map as well and look for how to mute that sound in there also.
Update: I went into the Countryside and drove into a field near the spawn and hit a suicider and the explosion caused that distant viral screaming sound we all hate.
I tested muting a few of the exterior infected spawn triggers individually and hitting that suicider again. After a few tests, I think I found the sound trigger that plays the distant screaming for virals.
I've updated the mod to include this being muted as well.
I would appreciate it if you would please give the updated file a try and let me know if you still hear the distant viral alert screaming when they get triggered or if I muted the right one and it's sweet silence.
I've made 3 merged patches which all include this mod. People could do this themselves, but as I'm sure you're aware: most of them don't know how. It's also quite time consuming to do, so I want to provide more casual modders with 3 easy-to-use presets.
I'd like your permission to publish said patches here on Nexus, under the title: "Increased Immersion and Difficulty".
If you want, I can disable endorsements and/or add you to the editing permissions. I'll hyperlink credits to you throughout the description.
There are 2 other authors from whom I have requested permission: Fear, and TomAnyone. Fear has already agreed, and I believe it is likely TomAnyone will also agree.
If you refuse, I will remove your mod from all 3 merged patches before publishing.
Regardless of your answer to this request: thank you, I was so tired of that same banging sound.
I apologize to you and other users of this mod for not already including a compatibility file for Night Runner Mode by ||Fear||. It is a very well-made and popular mod and I've been adding compatibility files to several other mods I've made so they could work with it without needing to do any manual merging. However, I failed to upload one for this mod and quite a few others of mine. I'll try to get some time to finish adding NRM compatibility files to my mods.
As for your question, I appreciate that you have asked and would like to have my mod specifically noted as being inluded in your mod as the source for this change being made to the official file in your mod. However, this mod doesn't really contain anything custom, unique or of my own creation; it merely adds the volume attribute to the two enemy sounds in the official file and sets them to be zero.
As this mod is kind of a basic or generic change to an official game file and isn't one of my more involved mods that include custom-scripted files and created items, you could make the slight change to the official sound file yourself and then have your mod note that it has viral alert sounds disabled. While "viral alert sounds disabled" works, I think "Mute Viral Banging Noise" is quite descriptive and unmistakably references that specific (abhorrent) sound that everyone is familiar with as what is muted.
I don't think attributing me or referencing my mod as being the source or inspiration for you making this change to the file yourself is necessary unless you would go the route of choosing to include my exact files with the 'branding' banner and change notations included in them.
If that is the route you desire to go, yes, you may include my 'branded' files in your mod. If you do include my exact mod files, I would appreciate your offer of just including a mention someplace that notes that my change/mod is included or is the inspiration for that change in your mod - disabling endorsements and/or adding me to the editing permissions is absolutely not at all necessary.
I'm glad this change to make that sound muted is of such great use to everyone. That sound truly is completely game-ruining to me and was one of the first things I looked to fix when I started modding Dying Light. Thank you for looking to add this change that my mod already makes to being in your mod as well and for offering to reference this as the source/inspiration for the change!
Renaming the file would be why it does not work. You cannot rename files as a way to get the same file from two mods to load. Only one mod's version of a file can be used at one time.
I already noted in the included README file that is also on the logs tab for this mod that mods that alter the same file need to be manually merged together in order for the mods to both be used. I guess you did not bother reading it.
You must either choose only one mod to use, or you must manually combine the changes that both mods make to the file into a single file. You then use that combined version in your Data3.pak file.
If you want to use more than one mod that both alter the same file, you need to open both mod files up in Notepad alongside each other. You then compare both files alongside each other to see what changes each one makes to the file. You then copy the change present in one file over into the other in the same place. When all changes are in one file you use that one combined version.
As I recommend in my README file, the free WinMerge program is great for viewing the two files next to each other to see all of the differences at once and for quickly sending the changes from one file over to the other. https://winmerge.org/
This goes for all mods in Dying Light. If more than one mod alters a file, you must either choose to use only one of the mods, or you must manually combine the changes each mod makes to the file into the same file that you then use. You don't just rename the file and assume the game will automatically recognize this new file with a different name and somehow load the contents of that file alongside the official file that is properly named...
Hmm, i think this doesnt mute the ambient viral banging and screaming? I am using the sound control mod and i am still hearing those noises and want to get rid of them. any suggestions? direct me to the line of code to change?
Hi. If you are using my Sound Control Mod in its default configuration or configured it to mute viral banging in its selective version, it will work properly and this mod is not needed at all.
If you had added in this mod to your pak file that already had my sound control mod in it, this mod's file version will overwrite that mod's file version. As both mods make different changes to the sound file, it will essentially result in breaking both mods as changes that should be in the file for one mod aren't there and it will break other sound files that the mod alters.
Hi. I'm glad it helps! As far as I am aware, mods do not prevent getting achievements at all. I don't think I've seen that mentioned being a problem at all in the past 6/7 years. You should be able to play with this and/or other mods without achievements being affected.
What a relief... I love those viral's sound effects, they're terrifying, but only at first ! Used with parsimony, it would be pretty cool, but being constant, even with zero zombie around, it really start to be annoying...
I wanted to comment also to thanks you for your work, StinVec : From what I saw you're always updating, always answering, politely, patiently, with complete and precise answer ! La crème de la crème of modders ! Kudos
Hi. All files inside of Data0.pak should not be modded directly. Files should be copied out of it and then you modify the copy of the file and put it into Data3.pak in the same directory structure.
This mod alters the 'data\scripts\audio\hdr_snd_groups.scr' file. I note inside of my modified version of the file that it is modified by my mod: //////////////////////////////////////////////////// File Modified By: //////////////////////////////////////////////////// Mute Viral Banging Noise Mod //////////////////////////////////////////////////// Created By: StinVec //////////////////////////////////////////////////// https://www.nexusmods.com/dyinglight/users/21896034
I also note every change I make to the file and mark them with my name and my mod's name to show what my mod changed and what it normally is: ////////////////////////////////// Mute Viral Banging Noise Mod - by StinVec Volume(0.00)////////////////////// Default=0.50 //////////////////////////////////
I don't know what changes you've made to your version of the file, but you can open your version and my version side-by-side. You can then search my file for my name "StinVec" or my mod's name "Mute Viral Banging Noise" to find every change my mod makes and then copy over my change to the same place in your existing file.
The free WinMerge program (https://winmerge.org/) is a very useful program for jumping to differences between two files (ALT+UP or DOWN) and then you can send the difference from one file over to the other easily (ALT+LEFT or RIGHT).
Otherwise, if you are using Notepad++ (https://notepad-plus-plus.org/downloads/) to view the files where you can see the line numbers in the file, the only two changes I make are one lines 6917 in the "infected_upset_alarmed_exterior" code block and 6935 in the "infected_upset_alarmed_interior" code block to change their "Volume" setting to 0.
GroupProperties() { ////////////////////////////////// Mute Viral Banging Noise Mod - by StinVec Volume(0.00)////////////////////// Default=0.30 ////////////////////////////////// Bus(13) ReverbSendLevel(0.80) } }
To just quickly make the same change to your file that this mod makes, just open your existing file and search (CTRL+F) for these two SoundGroup names and then change the Volume attribute to being 0.
40 comments
Compatibility: Officially released Steam v1.49.0 - 1.50.0 (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.
_________________________________________________________________________________________________________________
The amount of skill points you gain per level and the amount of XP required to achieve each level are controlled within the 'data\skills\default_levels.xml' file about halfway down the file:
<!-- SKILL POINTS -->
If you have this file in your Data3.pak file, it may have been altered to set those "SkillPoints" to being double normal values so that you gain twice as many each level.<level id="1"><prop n="SkillPoints" v="0"/></level>
<level id="2"><prop n="SkillPoints" v="1"/></level>
<level id="3"><prop n="SkillPoints" v="2"/></level>
<level id="4"><prop n="SkillPoints" v="3"/></level>
<level id="5"><prop n="SkillPoints" v="4"/></level>
<level id="6"><prop n="SkillPoints" v="5"/></level>
...
<!-- PLAYER EXPERIENCE -->
<level id="1"><prop n="ExpToNextLevel" v="150"/></level>
<level id="2"><prop n="ExpToNextLevel" v="400"/></level>
<level id="3"><prop n="ExpToNextLevel" v="750"/></level>
<level id="4"><prop n="ExpToNextLevel" v="1200"/></level>
<level id="5"><prop n="ExpToNextLevel" v="1750"/></level>
<level id="6"><prop n="ExpToNextLevel" v="2400"/></level>
...
If you do not have this file in your Data3.pak file, perhaps the version of the file inside of the Data0.pak file was altered directly to have this change made to it.
If you are experiencing this, it may be worthwhile to remove the Data0.pak file and running a Steam file integrity check so a new version of the pak can be downloaded that is certain to have no altered files within it.
If you would like, you can then compare the fresh pak against your old one to see if there was something different about it versus the 'clean' one.
Regarding the white hazmat and other NRM special enemies:
I think you should be able to disable them by disabling or removing the NRM section at the bottom of these files:
'data\scripts\common_spawn.scr'
'data\scripts\common_spawn_pools.scr'
Each file has three NRM enemy types for spawning. Removing or disabling this section at the bottom in these two files should be good enough. As the enemy preset is still configured to exist and you are only disabling those enemies from spawning in the open world, I don't think there would be any resulting issues where NRM has one of those enemies set to spawn from within quests.
Take note though, NRM has special loot added to these special enemies that you will not be able to loot from them. So if that special loot is need in NRM blueprints for crafting supplies or weapons, you won't have normal access to those acquiring those items from those enemies.
NRM also has an "ImposterVolatile" that spawns at night time. If you want this removed, might want to remove all instances of it from this file:
'data\scripts\nightaggression\night_spawn_pools.scr'
e.g. Searching for "NR_VolatileDeceiverPreset" will take you to 3 instances of it added to night spawn pools. Just remove it from the 3 pools.
Preset("Volatile_Patrol_Easy, 80;NR_VolatileDeceiverPreset, 20;")
Changed to:
Preset("Volatile_Patrol_Easy, 80;")
(kept the semicolon and the closing quotations, just removed the 'NR_VolatileDeceiverPreset, 20;')
_____
Regarding Air Drops:
As you know, the default game has air drops cease after a certain point in the story, but while active they will occur at certain times of the day/night. With NRM, in addition to persisting regardless of story progress, air drops also instead occur based on randomized probability that.
If you want to change them back to being on a timer instead of as randomized probability:
2) A couple dozen lines down in the second 'Event' block, you'll see Air Drop control where the default lines are commented out with // at the far left of them and lines added by NRM. (ignore the Polish Techland coder notes)
Event("AirDrop")
{
Type("AIR_DROP")
//new system: now is on a probability meter
//Category("Time")
//DayTimeCondition(9.95) // godzina wystepowania - uwaga po kropce nie sa minuty tylko ulamek godziny tzn 19:15 powinna byc zapisana jako 19.25
////DayTimeCondition(11.95) // wylaczone po skroceniu dnia do pol godziny
//DayTimeCondition(15.95)
////DayTimeCondition(17.95) // wylaczone po skroceniu dnia do pol godziny
//DayTimeCondition(23.30)
//40% chance to spawn aidrop during day
Category("Frequency")
TimeBtw(1000.) // time btw event radnomize [s]
Probability(40.)// prawdopodobienstwo ze wylosuje sie event [%]
//DayPhaseBegin("morning")
//DayPhaseEnd("evening")
Re-enable these default lines by removing the // marks from them:
Category("Time")
DayTimeCondition(9.95)
DayTimeCondition(15.95)
DayTimeCondition(23.30)
DayTimeCondition(11.95) & DayTimeCondition(17.95) are still disabled in the official file as Techland turned those off a long time ago.
Then disable these NRM lines by adding // to the far left of them:
Category("Frequency")
TimeBtw(1000.)
Probability(40.)
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If you want to restore air drops to being disabled after the certain point in the story:
First, I don't know if undoing this change will disable them if you already did the quest (arena?) that would have disabled them (or kept them enabled) when that quest was parsed/completed. I think the quest script might only run that one time and would have set air drops as not being disabled, so they might still remain active if you are past that quest as the script was already parsed when that quest was done. Worth a try to see if the script gets re-parsed on each game load even if you are past that quest to see if it now sets them as being disabled.
Second, you must re-disable air drops in two quests; one for Slums, one for Old Town.
Slums
2) Search the file for "ENABLE AIR DROP" and you'll be taken to line 362:
<!-- NIGHT RUNNER: ENABLE AIR DROP -->
<Phase
type="group block unblock"
name="_"
group_name="Air_Events"
block="false"
force="false"
pxsl_line="62" />
Change these two from being "false" to being "true"
block="false"
force="false"
Old Town
2) Search the file for "ENABLE AIR DROP" and you'll be taken to line 627:
<!-- NIGHT RUNNER: ENABLE AIR DROP -->
<Phase
type="group block unblock"
name="_"
group_name="Air_Events"
block="false"
force="false"
pxsl_line="148" />
Change these two from being "false" to being "true"
block="false"
force="false"
After you save these changes to those two files and update/replace the unmodified ones in the NRM Data3.pak file with your modified versions, air drops should get disabled again, unless the game only parses those quests the one time when the quest is being done.
I think this should help you to get the game how you want while using that mod. If you need more help on this or there is trouble with my instructions, let me know.
But nice mod anyway it works.
If the virals in the Countryside have a different kind of alert sound that you want disabled, can you describe it?
Or do you mean the general "grraaAARRRRrr!" kind of sound when one that is already spawned and is nearby and it sees you?
I'm just not sure which sound you are wanting silenced in the Countryside map relating to viral alerting.
Every time I grab my buggy and accelerate a bit, I hear the spawning sound
I'll load into the Countryside and anger a bunch of them with the buggy to hear what the sound is so I can find how to mute that also. It is likely a different alert sound than the ones in the cities that this mutes. If it is the same sound, I'll look at why it isn't muted in the DLC map as well and look for how to mute that sound in there also.
I went into the Countryside and drove into a field near the spawn and hit a suicider and the explosion caused that distant viral screaming sound we all hate.
I tested muting a few of the exterior infected spawn triggers individually and hitting that suicider again. After a few tests, I think I found the sound trigger that plays the distant screaming for virals.
I've updated the mod to include this being muted as well.
I would appreciate it if you would please give the updated file a try and let me know if you still hear the distant viral alert screaming when they get triggered or if I muted the right one and it's sweet silence.
I've made 3 merged patches which all include this mod.
People could do this themselves, but as I'm sure you're aware: most of them don't know how.
It's also quite time consuming to do, so I want to provide more casual modders with 3 easy-to-use presets.
I'd like your permission to publish said patches here on Nexus, under the title: "Increased Immersion and Difficulty".
If you want, I can disable endorsements and/or add you to the editing permissions.
I'll hyperlink credits to you throughout the description.
There are 2 other authors from whom I have requested permission: Fear, and TomAnyone.
Fear has already agreed, and I believe it is likely TomAnyone will also agree.
If you refuse, I will remove your mod from all 3 merged patches before publishing.
Regardless of your answer to this request:
thank you, I was so tired of that same banging sound.
I apologize to you and other users of this mod for not already including a compatibility file for Night Runner Mode by ||Fear||. It is a very well-made and popular mod and I've been adding compatibility files to several other mods I've made so they could work with it without needing to do any manual merging. However, I failed to upload one for this mod and quite a few others of mine. I'll try to get some time to finish adding NRM compatibility files to my mods.
As for your question, I appreciate that you have asked and would like to have my mod specifically noted as being inluded in your mod as the source for this change being made to the official file in your mod. However, this mod doesn't really contain anything custom, unique or of my own creation; it merely adds the volume attribute to the two enemy sounds in the official file and sets them to be zero.
As this mod is kind of a basic or generic change to an official game file and isn't one of my more involved mods that include custom-scripted files and created items, you could make the slight change to the official sound file yourself and then have your mod note that it has viral alert sounds disabled. While "viral alert sounds disabled" works, I think "Mute Viral Banging Noise" is quite descriptive and unmistakably references that specific (abhorrent) sound that everyone is familiar with as what is muted.
I don't think attributing me or referencing my mod as being the source or inspiration for you making this change to the file yourself is necessary unless you would go the route of choosing to include my exact files with the 'branding' banner and change notations included in them.
If that is the route you desire to go, yes, you may include my 'branded' files in your mod. If you do include my exact mod files, I would appreciate your offer of just including a mention someplace that notes that my change/mod is included or is the inspiration for that change in your mod - disabling endorsements and/or adding me to the editing permissions is absolutely not at all necessary.
I'm glad this change to make that sound muted is of such great use to everyone. That sound truly is completely game-ruining to me and was one of the first things I looked to fix when I started modding Dying Light. Thank you for looking to add this change that my mod already makes to being in your mod as well and for offering to reference this as the source/inspiration for the change!
MVBN may only be a simple edit, but you still deserve the credit for doing so.
You cannot rename files as a way to get the same file from two mods to load.
Only one mod's version of a file can be used at one time.
I already noted in the included README file that is also on the logs tab for this mod that mods that alter the same file need to be manually merged together in order for the mods to both be used. I guess you did not bother reading it.
You must either choose only one mod to use, or you must manually combine the changes that both mods make to the file into a single file. You then use that combined version in your Data3.pak file.
If you want to use more than one mod that both alter the same file, you need to open both mod files up in Notepad alongside each other.
You then compare both files alongside each other to see what changes each one makes to the file.
You then copy the change present in one file over into the other in the same place.
When all changes are in one file you use that one combined version.
As I recommend in my README file, the free WinMerge program is great for viewing the two files next to each other to see all of the differences at once and for quickly sending the changes from one file over to the other.
https://winmerge.org/
This goes for all mods in Dying Light. If more than one mod alters a file, you must either choose to use only one of the mods, or you must manually combine the changes each mod makes to the file into the same file that you then use. You don't just rename the file and assume the game will automatically recognize this new file with a different name and somehow load the contents of that file alongside the official file that is properly named...
I am using the sound control mod and i am still hearing those noises and want to get rid of them.
any suggestions? direct me to the line of code to change?
Thanks for your work! <3
If you had added in this mod to your pak file that already had my sound control mod in it, this mod's file version will overwrite that mod's file version. As both mods make different changes to the sound file, it will essentially result in breaking both mods as changes that should be in the file for one mod aren't there and it will break other sound files that the mod alters.
Only use one of the two mods at the same time.
Will this mod stop me from getting achievements btw?
Much thanks !
What a relief... I love those viral's sound effects, they're terrifying, but only at first !
Used with parsimony, it would be pretty cool, but being constant, even with zero zombie around, it really start to be annoying...
I wanted to comment also to thanks you for your work, StinVec : From what I saw you're always updating, always answering, politely, patiently, with complete and precise answer ! La crème de la crème of modders ! Kudos
Where should I look to change audio in scripts when I unpack file ??
I already have other mine modded DATA.0
but I wanna add only mute to viral by myself in scrpits. Still cant find it when I unpack files.
This mod alters the 'data\scripts\audio\hdr_snd_groups.scr' file. I note inside of my modified version of the file that it is modified by my mod:
//////////////////////////////////////////////////// File Modified By:
//////////////////////////////////////////////////// Mute Viral Banging Noise Mod
//////////////////////////////////////////////////// Created By: StinVec
//////////////////////////////////////////////////// https://www.nexusmods.com/dyinglight/users/21896034
I also note every change I make to the file and mark them with my name and my mod's name to show what my mod changed and what it normally is:
////////////////////////////////// Mute Viral Banging Noise Mod - by StinVec
Volume(0.00)////////////////////// Default=0.50
//////////////////////////////////
I don't know what changes you've made to your version of the file, but you can open your version and my version side-by-side. You can then search my file for my name "StinVec" or my mod's name "Mute Viral Banging Noise" to find every change my mod makes and then copy over my change to the same place in your existing file.
The free WinMerge program (https://winmerge.org/) is a very useful program for jumping to differences between two files (ALT+UP or DOWN) and then you can send the difference from one file over to the other easily (ALT+LEFT or RIGHT).
Otherwise, if you are using Notepad++ (https://notepad-plus-plus.org/downloads/) to view the files where you can see the line numbers in the file, the only two changes I make are one lines 6917 in the "infected_upset_alarmed_exterior" code block and 6935 in the "infected_upset_alarmed_interior" code block to change their "Volume" setting to 0.
SoundGroup("infected_upset_alarmed_exterior")
{
Sound("infected_upset_high_level_00")
Sound("infected_upset_high_level_01")
Sound("infected_upset_high_level_02")
Sound("infected_upset_high_level_03")
Sound("infected_upset_low_level_00")
Sound("infected_upset_low_level_01")
GroupProperties()
{
////////////////////////////////// Mute Viral Banging Noise Mod - by StinVec
Volume(0.00)////////////////////// Default=0.50
//////////////////////////////////
Bus(13)
ReverbSendLevel(0.60)
}
}
SoundGroup("infected_upset_alarmed_interior")
{
Sound("infected_upset_high_level_int_00")
Sound("infected_upset_high_level_int_01")
Sound("infected_upset_high_level_int_02")
Sound("infected_upset_low_level_int_00")
Sound("infected_upset_low_level_int_01")
GroupProperties()
{
////////////////////////////////// Mute Viral Banging Noise Mod - by StinVec
Volume(0.00)////////////////////// Default=0.30
//////////////////////////////////
Bus(13)
ReverbSendLevel(0.80)
}
}
To just quickly make the same change to your file that this mod makes, just open your existing file and search (CTRL+F) for these two SoundGroup names and then change the Volume attribute to being 0.