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StinVec

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  1. StinVec
    StinVec
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    Latest Version: v1.3c
    Compatibility: Officially released Steam v1.49.0 - 1.52.0 (and GoG/Epic Equivalent)

    ________________________________________________________________________________________
    [ StinVec Mods Compatibility Files Available! ]
    As many of my mods alter one or more of the same files, I offer pre-merged compatibility files
    that can be used to allow various combinations of my mods to be used at the same time.

    You can browse available mod compatibility files for my mods here:
    [ https://www.nexusmods.com/dyinglight/mods/1242 ]

    If compatibility files for a combination of my mods that you want to use is not yet offered,
    please make a request that I also offer compatibility files for that combination of my mods.
    ________________________________________________________________________________________


    ____________________________________________________
    Troubleshooting - Blueprints Not Appearing/Being Learned Properly
    (Troubleshooting tips and files also included in download)
    Spoiler:  
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    If the mod blueprints are not being learned properly, 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)

    If using the GoG version of Dying Light
    - Add the inckuded GoG fix files to the mod Data3.pak file to force the blueprints to be learned

    Utilize an alternate DLC to import the mod blueprints
    - 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 blueprints 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. xdDeathstroke
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    so i dont have the mod but i was just wondering are my friends gonna have to have the mod too for me to join them?
    1. StinVec
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      Hi. Yes, that is correct. Mod usage in Dying Light requires that all participants in a co-op game must have the exact same mod(s) installed in order to connect to each other.

      Further, it isn't enough that the same mods are installed, any differences between the installed mods will trigger a file mismatch between clients. If one of you alters an installed mod or customizes the mod (if the mod offers customization), then the mod will be changed and no longer match the others that haven't been altered. Even if all participants make the same alterations to the mod, or adds all of the same mods into the Data3.pak file to be used, the pak files will still not match (modified date, etc.). The paks must be identical.

      If more than one mod is going to be used, or if an installed mod is going to be altered/customized, I recommend one of you to make the changes and 'assemble' the Data3.pak file you are all going to use and then that pak file be sent to everyone for them to use. This way the identical Data3.pak file with the different mods inside it and configured the same way will be used by everyone.
    2. xdDeathstroke
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      thank you for explaining this to me, im quite new to having a pc in general and using mods. This cleared up a lot. Thank you!
  3. lia1918
    lia1918
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    Why I can' use this mod and  Custom Weapon Upgrades in same time,I followed your step in txt still can'work
    1. StinVec
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      They both make changes to this game file: Data3.pak > 'data\scripts\inventory\inventory_gen_dlc1.scr'

      The mods cannot be used at the same time without manually combining the changes that both mods make to this file into a single file that is used.

      Manually combining these two files into one is extremely simple as the file is nearly empty by default. Merging will only require copying over the 'import' and 'use' lines from one file into the other and using this combined file in your Data3.pak file so both mod's files get loaded.

      Example:
      EGH "data\scripts\inventory\inventory_gen_dlc1.scr" file:
      Spoiler:  
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      ///////////////////////////////////////Elemental Grappling Hooks - by StinVec
      import "egh_bp_creation.scr"
      ///////////////////////////////////////Elemental Grappling Hooks - by StinVec

      sub main()
      {

      ///////////////////////////////////////Elemental Grappling Hooks - by StinVec
      use egh_bp_creation();
      ///////////////////////////////////////Elemental Grappling Hooks - by StinVec

      }


      CWU "data\scripts\inventory\inventory_gen_dlc1.scr" file:
      Spoiler:  
      Show


      //////////////////////////////////////////////////////// Custom Weapon Upgrades - by StinVec
      import "cwu_item_creation.scr"//////////////////////////
      ////////////////////////////////////////////////////////

      sub main()
      {

      //////////////////////////////////////////////////////// Custom Weapon Upgrades - by StinVec
      use cwu_item_creation();////////////////////////////////
      ////////////////////////////////////////////////////////

      }


      Copy the marked 'import' and 'use' lines from the CWU version and paste them into the same spots in the EGH version so it looks close to this:
      Spoiler:  
      Show


      ///////////////////////////////////////Elemental Grappling Hooks - by StinVec
      import "egh_bp_creation.scr"
      ///////////////////////////////////////Elemental Grappling Hooks - by StinVec
      //////////////////////////////////////////////////////// Custom Weapon Upgrades - by StinVec
      import "cwu_item_creation.scr"//////////////////////////
      ////////////////////////////////////////////////////////

      sub main()
      {

      ///////////////////////////////////////Elemental Grappling Hooks - by StinVec
      use egh_bp_creation();
      ///////////////////////////////////////Elemental Grappling Hooks - by StinVec
      //////////////////////////////////////////////////////// Custom Weapon Upgrades - by StinVec
      use cwu_item_creation();////////////////////////////////
      ////////////////////////////////////////////////////////

      }


      Then use this combined file in your Data3.pak file that has all of the other files from both mods in it.
  4. Avicilyn
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    For some reasons, the blueprints won't appear though I already followed the installation guide (not my first time installing DL1 mods anyway) and what to do when blueprints aren't appearing to be crafted.

    I'm using v.1.49.0 btw

    Any help would be appreactiated. Thank you in advance.
    1. BshiSXP
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      SAME PROBLEM HERE
    2. StinVec
      StinVec
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      If you are using a mod manager, do not install mods in Dying Light that way - mods must be installed properly by placing the mod's Data3.pak file into your game installation's "DW" folder.

      Also, you might be trying to use another mod at the same time as this mod and that other mod also alters one or more files that this mod alters. The result is that other mod's version of the file overwriting this mod's version of the file and this mod's custom items do not get loaded.

      You cannot use mods together that alter the same files unless you manually combine the changes that each mod makes to the conflicting file into a single file and then use that combined version.
  5. bubsrt123
    bubsrt123
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    how do i uninstall 
    1. StinVec
      StinVec
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      There is a README file included in the download that describes how to install and uninstall the mod.

      This README file is titled in a way so one would know that they would learn how to install and uninstall the mod if the README file were to be read.

      The README file for how to install and uninstall the mod is also conveniently available in the DOCS tab on this mod for reading if you had already deleted the downloaded mod zip file without reading the README file it included which explained how to install and uninstall the mod.
  6. yyosemitee
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    mod is working fine but can't work with long distance hook mods. so i wanna edit mod for 2x hook distance but i don't know what i have to do. actually i don't want to merge them, just wanna edit this mod and get to more distance for hook.
    1. StinVec
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      Hi. The distance of the grappling hook is configured in a 'Skills' file that this mod does not touch: 'data\skills\default_levels.xml'
      The setting to change is:
         <prop n="ThrowHookRopeLength" v="25.0"/>

      If you increase that to being higher than about 40, the maximum reach of the grappling hook will be too far and it will disengage and you will fall before you actually get to where you grappled to. So a 2x hook distance mod having it set to 50 will result in grappling to a far roof top, but the rope will release before you get there and you need to throw it again mid-air to stop from falling. I wouldn't raise it higher than about 40 so the maximum length matches the permitted physics so you stay attached all the way to the end.

      Regardless, changing the value of this attribute in the 'Skills' file will affect the "Grappling Hook" item type itself. Changing it affects the official grappling hook as well as custom ones like those this mod creates.

      As long as the mod you are using is up-to-date with the current game version or compatible with the game version you are using, that mod will work on the official grappling hook as well as this mod's hooks.

      If the 2x hook distance mod isn't working, it may be either outdated and not compatible with your game version, or it is not being loaded properly. The mod could also be up-to-date and compatible with your game version, but it could be that the altered skill file is not getting loaded so it affects grapplings hooks.

      I don't know which hook mod you are/were using, but Techland also tries to dictate how players can play the game even in solo mode by disabling modifications made to this "default_levels.xml" skill file if the game is set to being in Online mode. Even if playing solo. You must play in offline mode for a mod that alters this file to load. Disabling community event participation may be enough so they can't force a temporary, unaltered version of the file to be downloaded and used over the mod version, but mod creators and players have had to include a file that forces the file push system to be disabled so they can't force a non-modded version of the skill file to be used.

      If the 2x hook mod is up-to-date and you want to use it to affect all grappling hooks, make sure you disable community event participation in the online options and have the game set to Single Player. This may be enough for it to load, or might not. If it is not, you must also include this file from Data0.pak in your installed Data3.pak file with the file push system disabled: "data\restclient.scr"

      Just edit the file and disable the file push system by changing this setting on line 8 from (1) to (0):
      EnablePLS(1)

      This file with the change already made is included in most of my mods (such as Merchants and Quartermasters - All Items, CLM Weapon Pack, Created Loot Mod, etc.). It is also already present in many other mods. You don't need to use those mods at all if you don't want to, just add that one file from the mod's files to your installed Data3.pak file's "data" folder to disable the file push system so that an altered "default_levels.xml" file will be able to load in your single player game without Techland interference. I also go into more detail on how Techland abuses the file push system in the sticky note on my MQAI mod if you are interested in more detailed info on it.
  7. GrimReapers1
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    In my case the mod works well by itself but refuses to play nice with the Calixium Bow mod because they both use the inventory_gendlc1.scr file and I don't know how to properly edit the file to allow both to work at the same time.

    Also, how would I go about adding them to the QMs (in case that's the only way to get it to work)?


    EDIT:
    Disregard. I managed to get it all sorted out.
    1. MOONCHILD5
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      It doesn't work for me either, how did you solve it?
    2. StinVec
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      It is solved by following the mod merging steps outlined in the README file included in my mods.

      - You open that conflicting file from both mods in Notepad side-by-side.
      - You copy the 'import' lines at the top of the first file into the same spot in the second file.
      - You copy the 'use' lines in the main code block from the first file into the same spot in the second file.
      - You save the changes to the merged file and use this merged version in the Data3.pak file along with all of the other files from both mods.
  8. XakEM
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    Just Put Data3 in DW folder and play <3
  9. zeit2sav
    zeit2sav
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    I can t find it 
    1. StinVec
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      If you installed the mod's Data3.pak file into your game installation's "DW" folder, just load into your game and look down in your 'Utility' blueprints on your Blueprints tab for the blueprints.
  10. itzj0k3r
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    works fine to me :)
    1. StinVec
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      Thanks for letting me know! I hope you like using the mod and it increases your enjoyment of the game.
  11. kaio102030
    kaio102030
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    here when I take out the mod the hook simply disappears is not in my inventory
    plz help fix
    1. StinVec
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      That is how mods work. Custom items created by mods only exist while the mod that creates them remains installed.
      This mod creates custom grappling hook items so the mod must remain installed for the items to exist in your game.
      If the custom items existed in the game already then a mod wouldn't be needed to make them.
      If you remove the mod then you remove the custom items since the files no longer exist in your game that allows the items to exist in it.