Dying Light
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StinVec

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  1. StinVec
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    Locked
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    Latest Version: SSHN.1.49
    Compatibility: Officially released Steam v1.49.x (all versions .0 through .8) (and GoG/Epic Equivalent) Compatible
    ____________________________________________________



    _______________________________________________________________________
    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. berbagins
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    new modder here how do i install this mods like what folder does it go
    1. StinVec
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      Hi. The download zip contains a ReadMe file that explains how to install mods in Dying Light.

      If you are not using other mods, you only need to install the included Data3.pak file into your game installation's "DW" folder alongside the other pak files (Data0.pak, Data1.pak, Data2.pak, etc.).

      The files inside of the "Files To Merge Into An Existing Modified Data3.pak File" folder are the same files that are inside of the mod's pak file, but they are loose/extracted files for quickly adding into an existing Data3.pak file for when someone already has other mods installed. This folder can be ignored unless you are using other mods.

      _____ Multi-modding
      In the event you already have a mod installed that already makes changes to the 'data\scripts\difficultyparams.scr' file that this mod also alters, you would need to compare this mod's version against your existing version from the other mod and copy my mod's changes over so all changes exist within the one file for you to use.

      Only one mod's version of any file can be used at the same time within Data3.pak, which contains all files from mods. If any mods alter the same files, either choose one or the other mod to use, or compare the two versions of the file from each mod against one another to see what each one changes, then copy the changes over into the other file. You can then use this 'merged' copy in your Data3.pak file

      WinMerge is free software that is very useful for comparing two text files against each other to quickly copy the changes one mod makes to a file over to the other mod's altered version: https://winmerge.org

      Also, if you are using another mod and it also alters the 'data\restclient.scr' file as this mod also alters, mod authors pretty much all include this file and alter it in the same way to disable Techland's PLS system so they can't remotely block some mods that make certain changes from being used in single player/co-op games (such as skills and difficulty files). You can use my included version or the existing one in your other installed mod if it also includes it.
  3. perin225
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    Hi,
    really nice mod, thank you for that.

    I have a question if I may ask. I would like to modify my hard/nightmare difficulty to show enemies on the radar (eg. volatile - like on normal difficulty). I can change CanShowPatrolCones(false); to "true" in difficultyparams file, but that only show cones without enemies dot on radar. I dont want to use cones, i only want enemies marker shows on minimap. I can't identify the file that made this possible. Can you help me please?

    Thanks for any help you can provide.
  4. Antraz2115
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    Hi I really love your mod and appreciate your hard work. Is there any chance I can make it work with your other mod "Merchants And Quartermasters - All Items"? They both use "restclient.scr" and I'm not sure what to do about it. I used the "restclient" from Quartermasters mod with the rest of the files from both mods and it made the game unplayable.
    1. StinVec
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      Hi! That file in both of these mods is included to disable Techland's "PLS" file-push system. The file is modified in the same way in both mods to disable this system, so it doesn't matter which one you use.

      Techland's PLS system primarily exists to push temporary community event files to players' games so that the temporary files with event changes will be used over the default game files while the event is active. Unfortunately, it also forces their temporary files to be used over any matching files used in installed mods, which can break mods.

      However, that is not the only thing they use this system for, sadly. Many mod authors have had to include this file with the PLS system disabled just for certain changes to certain files to be loaded by the game.

      Techland took it upon themselves to begin dictating how players can play their games and what files they can modify even if they are playing in single player mode unless they specifically configure their game to run in offline mode. For a while now they have abused this temporary file download system to force unaltered versions of certain game files to be downloaded and used if the game detects modified versions of certain files when it is started so that a 'clean' version gets loaded instead of the player's modified one. They do this primarily for certain "skills" files, as well as the "difficultyparams.scr" file that is altered by this mod.

      For my Merchants mod, it does not alter any 'forbidden' files where it would require the system disabled to even load properly. Instead, the PLS system is disabled by this file in that mod due to their constant community events always altering several "trading" files temporarily that would be downloaded and used for the duration of the event which the game would use over my mod's trading files. This would cause some of my mod's trading files to still load properly, but some files would that mod alters would be overridden by the event versions, which would break my mod and cause the entire trading system to not load any items at all at merchants.

      I even noted the reason on that mod for why the mod would break sometimes due to an event being active and initially included it as an optional file that people could add to their game while an event was active to disable it and ensure the mod would work while the event was active. Sadly, nobody bothers reading any of my notes on my mods and every few weeks when a new event started I would be flooded with reports that my mod stopped working and broke merchants. So I was forced to include this file in that mod by default to disable this system and community events so people would stop having problems due to them and coming to report that my mod stopped working and broke their game when it was the event that was breaking things.

      _____

      What I am confused by is that you state these two mods cause your game to become "unplayable". This mod only enables the survive sense triggers in hard and nightmare difficulties, while my Merchants mod simply adds all items to merchant and/or quartermaster inventories.

      Can you please describe what you mean by these two mods causing the game to become "unplayable" for you?

      If you mean that loading a merchant or quartermaster causes your game to seem to lock up for ~30-60 seconds, this is expected behavior with loading the several thousands of items at merchants that the default mod version adds to them instead of the handful to a few dozen items that they normally have.

      I describe in detail on that mod's page about this behavior and to expect it and I note how long the hang time might take while a merchant loads items with the default version of the mod, as well as how to customize the mod to disable loading item groups and rarities that aren't wanted in order to decrease how long it takes to load the merchant/quartermaster trading interface.
    2. Antraz2115
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      Hi again! I'm very thankful for your response. I tried disabling all mods and launching the game after adding mods one by one (and I use about 10) and checking which one is the culprit. It was actually another mod I totally forgot about, so sorry to bother you and take your time. I commented before checking cause it took me some time and I didn't know I'll get a response so quick. Everything is fine now and again, I'm thankful for your response and for the mods you make. Wish you all the best!
    3. StinVec
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      You're welcome! I'm glad to know that you've worked through the mods you are using and found what was causing the problem. Well done!

      Sorry for the infodump about the game's PLS system and Techland's abuse of it. So many players have no idea about it or how Techland ab/uses it and how it is the source of so many problems with mods not working properly or at all.

      I'm glad to try to help out with getting things to run properly and how you want them to and I hope you can enjoy your game more now!
  5. AmethystSpark
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    Mod not working. It makes whatever survivor sense is mapped to do nothing. No ping, nothing.
    1. StinVec
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      Hi.
      Are you using the current 1.49.3 game version that this mod is stated as being compatible with?
      Did you install the Data3.pak file to your game installation folder's "DW" folder?
      Are you using any other mods at all? If so, do any of those mods also alter the "difficultyparams.scr" file?
  6. HalcyonAnd0n
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    EDIT: Just found the post about restclient.scr mentioned a while back, will try that first and see if it works.
    EDIT2: The ping works, but doesn't hit items. However, it does work on virals and other tougher enemies oddly enough. Weird

    This seems to work for v1.47, however the community event does not show up at all with this installed. I have a handful of mods I'm using, but after narrowing it down one by one, if these files are in Data3.pak the event does not show at the title screen nor is there an option to start game with event. Removed only the files from this mod and it works as intended. With how many hours I now have under my belt it's not a big deal, but figured I'd see if anyone else is having the same issue with the event.
  7. sadpeso
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    Doesn't work for 1.44?
    1. StinVec
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      Hi. The mod's files are updated for 1.44.0 compatibility and it is noted as being compatible with this game version.

      Is the mod not working properly for you? If it is not:

      1) Have you installed its Data3.pak file to your game installation's "DW" folder and not someplace else?
      2) Are you using other mods as well that might alter the same game files that this mod alters?
      - If so, did you add this mod's files to your existing Data3.pak file with other mods, or add files from other mod's into this mod's Data3.pak file?
      - If several mods alter the same game file, just adding another mod's files to this mod's pak will overwrite the files this mod alters and erase the changes this mod makes, breaking the mod.
      - If several mods alter the same game file, the changes each mod makes to the file need to be manually combined together to one file via text editor and the combined file used.

      (EDIT: Please ignore this lower part. I had forgotten that I included the file in the mod that disables the community event/file push system specifically to prevent this issue coming up. It is unlikely that an unaltered version of the difficultyparams.scr file is being downloaded by the game and forced to be used over the mod's version because of my including this file.)

      Spoiler:  
      Show
      If the mod Data3.pak file is installed and no other mods are being used or are properly merged together, it's possible that a community event being active and it being enabled on your game to participate in it could cause a problem if the community event temporarily alters files altered by the mod.

      If the community event temporarily downloads an event version of a file altered by the mod, the event version gets used and not the mod version. This would cause the mod to not work as the game wouldn't be using the mod's files. You can try to disable participation in the community event if one is active (through your main menu Online options) and then restart your game to see if the mod functions properly.
  8. Jstarkreborn
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    Just in case someone else might be wondering yes this works on the latest version too(as of posting its 1.62)
    1. StinVec
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      Hi. The current version of the game is 1.43.0 (Steam and GoG).
      As with all of my mods, it is noted in multiple places that it is compatible with this current 1.43.0 version of the game (including the sticky post immediately above where you posted this).

      I don't know what version of the game you are playing, but 1.62 is not a valid game version. If your game says 1.62 is its current version, you may want to verify your installation. Additionally, I know some mod authors who have taken to changing things that have no business being changed like this reported game version in the corner of the main menu. Perhaps also ensure no other mods are installed that are altering this displayed version number.
    2. Jstarkreborn
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      Okay actually checking the version number in game you are correct. I had just checked the wiki after the patch that dropped yesterday came out. Feels a little weird there wasn't a revision for it but okay lmao
  9. matboygg
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    hey 
    this is really cool mod but can I ask if its compatible with the latest version given how much they update the game? 
    thanks 

    also if you can 
    would you explain what exactly needs to be done in order to change these setting in game? 
    1. StinVec
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      Hi. The mod is noted that it is "Officially released Steam v1.35.0 (and GoG Equivalent) Compatible" and the current game version is 1.35.0.

      The Data3.pak file is used for mods to store altered versions of the game's files that are found in the other pak files and these altered mod versions will be used over the unaltered official versions when the game is run.

      The changes this mod makes cannot be made via an official setting from within the game and must be done externally via mod, so the mod's Data3.pak file needs to remain installed in order for the changes it makes to be in effect on your game.

      This mod alters the game's "data\scripts\difficultyparams.scr" text file which contains various settings relating to each difficulty level. It simply changes the "sense_enable_triggers" (survivor sense) attribute on the Hard and Nightmare mode configuration sections in the file from being false (disabled) to true (enabled) as it is in the Normal difficulty level.
  10. VitalyMarkov1987
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    does this mod work on normal difficulty??
    1. StinVec
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      Hi. The 'Survivor Sense' ability is usable by default on the easy/normal difficulties so you should be able to activate it with no issues on those. It is only on the hard and nightmare difficulties that it is explicitly set as disabled by default. This mod only changes that disabling setting on those two difficulties so that they are again enabled.
  11. ping1596
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    Hi Thanks to your mod!!

    But I have a Problem
    when i using this mod the community event is not work(it disappeared)
    and when i delete this mod event is appear and working

    plaese check it

    Thanks!
    1. StinVec
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      Hi. I'm glad the mod helps add to your enjoyment of the game.

      Techland made some game files protected from being altered by mods if your game is set to online mode. The game will download an unaltered version of the file using its "PLS" system.

      One of those 'protected' files is the one this mod alters, which is the "difficultyparams" file. In order for mods that alter this file to work, the PLS system needs to be disabled.

      Unfortunately, the community events are tied into this PLS system where event-versions of files get downloaded and are used temporarily over the default game file and mod version of a file while the event is running.

      In order for this mod to work in online mode, I've included the file that controls this PLS system and have it disabled - which also disables the community event temporary versions of files.

      There is not much that can be done to permit the "difficultyparams" file to be altered and to also keep their event system active because of how the event system works and Techland deciding what files can be altered by mods if you have your game set to online mode.

      The only thing I can think you might be able to try to have the events active and the mod active is to:
      - Open the installed mod Data3.pak file with WinRar/7zip file manager (pak files are zip files)
      - Enter the 'data' folder and delete the "restclient.scr" file (which disables the PLS system)
      - On your computer, go to 'Documents\DyingLight\out' and delete any temporary "plsdownload_slot_****.scr" files
      - Load your game in Offline/Single Player mode and see if the event is active again and if mod still functions

      That may not work though. As Techland put a lock on what files can be altered while your game is set to Online mode, including the file that disables the PLS system is what many mods have to do in order for them to work. The only thing I can think of is what I listed above of allowing the PLS system to be enabled, but ensuring that you are running the mod in Offline mode. It might result in the event being active for you while also permitting the mod version of this 'protected' file to be used. Of course, there is also the possibility that the temporary community event might also happen to make changes to the "difficultyparams.scr" file that this mod alters. So even if the mod would be active in Offline mode, if the event alters that file, the event version will be forced over the mod version.
    2. Pemptus
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      Hey, this seems to work. The survivor sense tags stuff and the event popped up. Nice.