Dying Light

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StinVec

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StinVec

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  1. StinVec
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    Latest Version: v491
    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:  
    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.
    _________________________________________________________________________________________________________________
  2. danilpuzyreff
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    Hello,
    Do the flags collected with this mod add +500 agility points/each?
    1. StinVec
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      Hello. Thank you for asking about this! I did not realize this was an aspect of finding collectible flags as it has been a very long time for me since I have collected one.

      I do not know if this is good or bad news for you, but there is no XP awarded when using this mod to receive all of the flag collectible items.

      I just looked through the files to see where that XP award is determined and why it is not awarded when receiving the collectible flags via this mod. The XP not being awarded is due to the XP award being configured on each of the actual collectible items themselves:
      XpForTaking(CollectableAwardRunner, 500);
      This "taking" specification requires that the item be physically interacted with/picked up/looted in order to trigger the awarding of the XP. As the mod inserts the collectible items directly into your inventory, there is no manual picking up/interaction with the items that is required to cause the XP to be awarded.

      I will look to find a way to add in an option for the mod so someone can choose to also receive all of the XP that would normally be awarded had they manually collected all of the collectible items the normal way.
  3. oryshia
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    hi, would like to ask about the two unlocked outfit {which i believed the halloween event outfit?} that doesn't name and preview, it it supposed to be like that? the outfit itself is legit, it's just the visual bug

    https://www.nexusmods.com/dyinglight/images/194
    1. StinVec
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      Hi. That outfit in your image is the "Some Old Bones" outfit. I don't know what the other unnamed outfit is in your screenshot without seeing it.

      There doesn't appear to be a bug or typo anywhere in the files related to that outfit, so the name should be displaying properly for you.

      This mod does not affect localization files at all, so there must be another cause for those outfits lacking names for you.

      Do you have any other mods installed that affect any of these?
      - mods that affect language pak files (e.g. "...\DW\DataEn.pak"
      - mods that have any effect on outfits in any way (e.g. any instance of "playerappearances.scr" in your Data3.pak file)
      - mods that include any language bin files (e.g. Data3.pak > "data\maps\someones_mod_texts_all.bin" or "common_texts_all.bin")
      - have any mods you installed improperly instructed you to alter Data0.pak directly and perhaps also altered any outfit or language files in it? If so, this should be undone by restoring an unaltered backup of the pak or removing it and running a file integrity check in Steam to download a clean one.

      There could be a problem caused by one of these where the outfits do not have the proper reference to their outfit names in the localization file.
    2. oryshia
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      Thanks for the quick reply you're awesome, anyways i got the "some old bones" outfit also down on the list  and it got correct texture like in the right side preview screen, those two outfits however just have incorrect preview (the preview is "some old bones" outfit like it in the picture) and blank names but it also got correct textures, the outfits is these 2:

      https://www.nexusmods.com/dyinglight/images/195

      I got no other mods installed just the data3.pak from this awesome mod, i already tried restoring to the original via integrity check but it still there, sorry for my bad english.

      EDIT : So... i checked the official dying light wiki, and apparently those two is the unreleased outfits from 2019 halloween event, it's literally got no names haha, i guess your mod also unlocked it but since it's not supposed to be unlocked hence the UI bugs. So no problem here, it is what it is, so my bad. thanks sir.
  4. deleted69463728
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    Funziona ma va in conflitto con la mod "vita infinita"
    1. StinVec
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      English and Italian

      Hello. This mod does not alter any official files and every file is a custom-created file. This mod cannot conflict with any files in other mods.

      If you are experiencing a problem with this mod and it is not working for you:

      - Make certain that you are using the full auto-collect version and not accidentally using the modular/selective version without any categories added into it.
      - Or, if you do want to use the modular/selective version, make certain that you are adding the files for the individual categories into your Data3.pak file and not just using the blank/empty Data3.pak file.


      If you are experiencing a problem with an Infinite Health mod:

      _____
      "Infinite health allmost"
      https://www.nexusmods.com/dyinglight/mods/402

      This mod only alters two skills files.
      "data\skills\default_levels.xml"
      "data\skills\default_levels_kiosk.xml"

      This mod has also not been updated in almost 22 months. It is very outdated and not compatible with the current 1.49.3 game version. It should not be used.

      _____
      "Infinite Health"
      https://www.nexusmods.com/dyinglight/mods/796

      This mod only alters one of those skills files.
      "data\skills\default_levels.xml"

      It was uploaded in July and is only 2 months old. It should still be compatible with the 1.49.3 game version and should still work (if it does work).



      ________________________




      Ciao. Questa mod non modifica alcun file ufficiale e ogni file è un file creato personalizzato. Questa mod non può essere in conflitto con alcun file in altre mod.

      Se stai vivendo un RPOblem con questa mod e non funziona per te:

      - Assicurati di utilizzare la versione completa di raccolta automatica e di non utilizzare accidentalmente la versione modulare/selettiva senza alcuna categorie aggiunta in essa.
      - o, se si desidera utilizzare la versione modulare/selettiva, assicurati di aggiungere i file per le singole categorie nel file Data3.Pak e non solo utilizzando il file Blank/Empty Data3.Pak.

      Se stai riscontrando un problema con questa mod e non funziona per te:

      _____
      "La salute infinita tutto il più"
      https://www.nexusmods.com/dyinglight/mods/402

      Questa mod altera solo due file di competenze.
      "data\skills\default_levels.xml"
      "data\skills\default_levels_kiosk.xml"

      Anche questa mod non è stata aggiornata da quasi 22 mesi. È molto obsoleto e non compatibile con l'attuale versione di gioco 1.49.3. Non dovrebbe essere usato.

      _____

      "Salute infinita"
      https://www.nexusmods.com/dyinglight/mods/796

      Questa mod altera solo uno di questi file di competenze.
      "data\skills\default_levels.xml"

      È stato caricato a luglio e ha solo 2 mesi. Dovrebbe essere ancora compatibile con la versione di gioco 1.49.3 e dovrebbe comunque funzionare (se funziona).
  5. Bornnemissis
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    just curious any plans to make a mod like this for dying light 2. I would greatly appreciate it since a lot of collectibles can be missed and not obtained =)
  6. Centuritons
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    For clarification, this mod also collects the actual collectible in the game world while also adding it as picked up right? It doesn't just add it as a collectible without touching the collectible in the actual game world correct?
    1. StinVec
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      Hi. Yes, that is correct.

      The items existing in the game world are tied to a check of whether they are marked as collected or not. Picking up a collectible item so it goes into your inventory will set that collectible as collected. The collectible items given to you by the custom quest are those actual items and it is inserting them into your inventory.

      The mod isn't tricking the game into thinking they are collected or ticking a flag to mark them as collected, but is actually collecting them for you by putting them right into your inventory. It is doing the equivalent of moving all of the collectibles to being in a pile in front of you instead of spread around the game world and then which you could just pick them all up one at a time. The mod then removes the need to pick them up one at a time by putting them all into your inventory for you.

      As the actual items are being received into your inventory, once they enter your inventory they will be set as collected and the items will cease to spawn in the game world as if you had physically gone to that location and picked up that collectible item.
  7. YansenQT
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    ellouu, does this still works after an update? even after the 3 new collectibles in hellraid?
    1. StinVec
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      Hi. The mod currently auto-collects the 13 Hellraid Note collectible items listed in the Collectibles screen in-game. From the changes I saw made to the game files in the new 1.45.0 game update, it didn't look like any new collectibles were added to the Collectibles tab in-game and it was still just the 13 that the mod does auto-collect.

      Can you give more details on the names of these 3 new collectibles in Hellraid added by the 1.45.0 game update or what they are please?

      I only saw one item added in the update that can be collected, but the item technically isn't a collectible and isn't listed in the collectible items screen in-game. It looks to just be an internal "unlocker" item that is required to be 'collected' in order to equip the new Magic Wand weapon. I think the item is given to the player through the Skills menu upon learning the "Wand Mastery" skill. I am not exactly sure as I haven't played the new DLC to see how you get the wand and what this skill is or how it is activated.

      That could be one of the 3 new items you are asking about, but I do not see anything else in the update for the other two that you mentioned.
    2. YansenQT
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      ah my mistake then! there was still 13 collectibles before the 1.45, the well-read achievement requires only 10 and i thought the other 3 was from the new patch.
      speaking of updates, is this mod update-proof? will it still auto-collect collectibles and blueprints if theres new game updates?
    3. StinVec
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      Thank you for explaining that. I'm glad there were not things added in the update that I was missing.

      From a 'functionality/compatibility of the files' standpoint, yes, both this mod and my All Blueprints mod are update-proof.
      From a 'content' standpoint, no, the mods do need to be updated to also include new items if any are added by a game update.

      Functionally, as these two mods do not alter any official game files that can be made out-of-date by changes made to them by game updates, no mod update is required to maintain game version compatibility. This mod will continue to auto-collect all of the collectibles that it is configured to collect and my All Blueprints mod will give all blueprints it is configured to give regardless of future game updates.

      Content-wise, these two mods are static and only give the collectibles/blueprints they are configured to give up until the game version they are updated for. The only updating that these two mods might need due to a new game update is if any new collectibles or blueprints are added in the update then those items would need to be added to the mods for them to also be auto-collected/learned.
  8. Klemc
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    Juste merci,

    and one thing to ask, i use 1.27 GOG and won't update, if i remove hellraid folder, that's good !? Like with CLMWeaponPack, no problem ?

    (Auto-Collect ALL Collectibles.zip\Extr.... To Merge.......\data\quests\hellraid)
    1. StinVec
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      Hi. None of the mod's custom quest file folders would need to be removed to work with your game version.
      Those mod quest files in that Hellraid map folder are only activated to give you all of the collectibles if you load into that map.
      As Hellraid doesn't exist in your game version, those mod files never get used as you would never load into that map.
      So you can remove it if you would like, but leaving it makes no difference as they are never used unless you load into that map.

      The mod's custom quests auto-complete upon loading into a map and the quest gives you all of the collectible items as the reward. As I have no idea what map someone might load into in their save game, I duplicated the mod quests to complete in every map in the game so that the quests will complete and award all of the collectibles regardless of what map they load into.
    2. Klemc
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      Hey, thanks a lot, merry Christmas.

      You have quite some mods for this game !
      My mods :
      Auto-Collect Collectibles ALLCLM Weapon Pack+forceGOGFlashlight ControlWardrobe Control Mod
      Lock Picking Be GoneNo More Sun FlaresRemove Loot Bodies Animation
      DWET Dynamic Weather and Extended Time CyclesImmersive Gameplay and HUD Changes
  9. DownRainDrop
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    Hello! Will there be any problems if it's already 1.34 ver. of the game and I will use 1.33 ver. of this mod?
    1. StinVec
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      Hi! Sorry. This mod does include everything up to the 1.34.0 game version and you can use it to auto-collect everything that is in the game right now if you would like. I'll change those notes on the game version it is updated for immediately.

      I had initially thought there were collectibles added in the 1.34 game update that needed to be added to this mod so I left this as being only updated to 1.33.0 game version. After I went through and began updating all of my other mods that needed updating for 1.34.0 compatibility, I realized that there actually weren't any collectibles added by the update (the new outfit and buggy skin are unlocked via DLC and not unlocked via collecting an item). I had been focused on doing the updates for my other mods and forgot to come back and mark this as including everything up to the 1.34.0 game version instead of only up to the 1.33.0 game version.

      Sorry for that.
    2. DownRainDrop
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      No problem, my friend! Thank you for the update =)

      P.S. Auto-Learn All Blueprints mod was very usefull for me.
  10. FmNey
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    Do I get banned for using this?
    1. StinVec
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      Players are only risking issue if they play a multiplayer game with Steam's VAC Secure enabled in their options menu while a mod's Data3.pak file is installed. Even still, you cannot play with others while a mod's Data3.pak file is installed unless they have the exact same modded Data3.pak file as well.

      You can install the mod's Data3.pak file and then load into your save game as single player and not multiplayer. The mod will activate on the save game and auto-collect all of the collectibles. The mod's Data3.pak file is no longer needed after you load into each save game you want the collectibles to be auto-collected on, so it can then be removed so you can play in multiplayer normally and without issue.
  11. cyv233
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    Is it possible to get the Rais Elite Shirt as a collectible?
    1. StinVec
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      Hi, cyv233. That outfit is unlocked via collecting a collectible item. I had added it to be auto-collected by the mod back in the v470 release I made on August 28th.


      ___________________________________________
      Auto-Collect All Collectibles [ v470 ]

      Total Added Collectibles: [ 1 ]

      From 1.19.0 game update
      Category: General Collectibles - All Outfits
      [1] "Rais Elite T-shirt"
      ___________________________________________