Dying Light

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  1. StinVec
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    Latest Version: v207c
    Compatibility: Officially released Steam v1.49.x (all versions .0 through .8) (and GoG/Epic Equivalent) Compatible
    ____________________________________________________



    ____________________________________________________
    FAQ - Created Weapons Lack Model Attachments Like In The Mod Images
    Spoiler:  
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    The mod images represent what the weapons look like after elemental attachments and weapon upgrades are added to them. The weapons produced by the mod blueprints do not have any elemental attachments enabled on them by default, but you can choose to enable any desired elemental attachments on all mod weapons via the mod's crafting customization file.

    If you would instead prefer to have different elemental attachments on each weapon instead of all having the same attachments pre-enabled on them, I've also developed my Custom Weapon Upgrades mod and integrated it into this mod. If you craft the Custom Weapon Upgrades blueprint at the top of the blueprints tab you will receive a supply of all custom elemental attachments in all their different levels (as well as additional weapon damage upgrade attachments).

    These custom attachments are slotted into a weapon's upgrade slot (mod weapons all have 4 upgrade slots), so you can choose to add whatever elemental attachments you want of whatever level you want into a weapon via its weapon upgrade slots. Adding attachments or upgrades via the weapon upgrade slots will also apply the different mesh additions associated with those attachments that are shown on the weapons in the mod images.

    So you can:
    - Pre-enable any elemental attachments on all mod melee weapons via the customization file
    - Selectively add any elemental/damage upgrade attachments of any level via weapon upgrade slot

    You can do both of these at the same time as well so all mod melee weapons will possess any base elemental attachments you enable in the customization file and then you can add any additional ones that you want a specific weapon to have via its upgrade slot.

    ____________________________________________________
    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 included GoG fix files to the CLMWP Data3.pak file to force the blueprints to be learned

    Utilize an alternate DLC to import the mod weapons and 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 weapons and blueprints via the "The Following" DLC (DLC17) instead of the standard "Be The Zombie" built-in DLC (DLC1)


    Troubleshooting - "Inventory is full" message appears when crafting Custom Weapon Upgrades and Bow/Crossbow Ammo blueprints
    This is normal and the message can be ignored - the items are created and placed into your inventory.
    (more detailed explanation for why it pops up)
    Spoiler:  
    Show

    The blueprint provides a bundle item that will then give you all of the different custom weapon upgrades.

    The reason that message appears is due to being given a 'bundle' item (one item that provides multiple items), which is not meant to be acquired in the game from a blueprint. The game really only uses bundle items in some loot sources that are picked up where acquiring it will insert multiple items into your inventory.

    A bundle item itself does not enter your inventory when it is looted, but instead inserts the multiple items that it is configured to provide into your inventory. As the bundle item itself is being produced via the mod blueprint, the bundle item itself is being inserted into your inventory when the mod blueprint is crafted.

    The error message appears as the game isn't handling the insertion of an actual bundle item into your inventory, but this does not prevent the items it contains from also being inserted into your inventory.

    So you get the error message from acquiring a bundle item, but you also get the items the bundle contains.

    ____________________________________________________



    _______________________________________________________________________
    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. K3luytinh
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    I want my gun to have unlimited ammo. But there are some guns that only have 10-12 bullets! Can this mod add infinite guns and ammo?
    1. StinVec
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      Hi.

      As a note, "unlimited ammo" and "no reloading needed" are two different aspects of firearms.

      _____If you are referencing official firearms:
      - Official firearms are not affected by this mod's firearm attribute customization file - these settings only affect weapons created by the mod.
      - For "Unlimited Ammo" on official firearms, see the note further down about the "Unlimited Ammo" option the mod includes that does affect official firearms.

      _____If you are referencing mod firearms:
      - As outlined in the decription and ReadMe files, you can alter the mod firearm customization file to enable some or all of the mod firearms to have "no reloading/unlimited magazine size" - meaning your magazine size will be all of the bullets/ammo you have for that weapon. You still need to acquire ammo, but all ammo will be used by the magazine and no reloading will be needed.

      (Take note that at least one unique mod weapon is intentionally configured to have a limited magazine/clip size and is unaffected by the customization; e.g. Weapon #109 - (Firearm: Pistol) Grimforge, which fires 6 high impact rounds)

      _____Regarding "Unlimited Ammo":
      While there are mod blueprints for every weapon type that you can craft to acquire ammunition without any material needs (unless you enable mod crafting requirements for the blueprints), your total ammo capacity you can carry of official ammo types is still limited by the official ammo items. this mod does not alter max carry capacity.

      However!
      As also outlined in the decription and ReadMe files, you can alter the mod Special Options customization file to enable having unlimited ammo for all firearms. This setting is an official game setting and will affect official firearms as well as mod firearms.

      You can also enable the special option to have all ammo automatically refilled upon entering a safe zone.
    2. K3luytinh
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      Thanks for your feedback! I'm a foreigner so it's difficult to read and understand English! Can you tell me how to make a gun that doesn't need to be loaded? Thank you very much! like this video https://www.youtube.com/watch?v=afkvmUWqAb0
  3. XenderkPL
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    I wrote it in bugs section, but im gonna do it here as well. I would love if you made a seperate blueprints for custom weapon upgrades instead of giving all of them times 500 for free via one blueprint. Or at least make other upgrade modules able to be used in them.
    1. StinVec
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      I have replied in the bug section, but I'll copy my reply here as well for others to save a click of going to read my reply on that tab.

      _____

      Regarding the Custom Weapon Upgrades:
      I've noted quite a few times on this mod, my CLMSH mod and on the standalone CWU mod page why crafting parts cannot be enabled to craft the blueprint.

      It is a game limitation of blueprints being intended to only produce a single item, and how I use a 'bundle' item as the single item that is produced and this item then gives all of the upgrade items. But the game also has a second limitation for the 'bundle' item and it is designed to be picked up/looted/purchsed received from a merchant and not directly inserted into your inventory from being produced by a blueprint.

      Craft part requirements for crafting a blueprint are not taken from you until after the item is inserted into your inventory. However, the 'bundle' item being inserted into your inventory causes an error that cancels the crafting before craft parts are taken, but since the item has already been inserted into your inventory, all of the items it was configured to give you were triggered to be given.

      So you get the items from the crafted bundle, but the bundle insertion error cancels crafting prior to part requirements being taken from you.

      Adding a blueprint for each Custom Weapon Upgrade just so individual ones could be produced while also having craft parts could be enabled on them would require the 1 blueprint split into 38 blueprints for each upgrade.

      I'll look at testing out adding 38 different blueprints so there will be 1 for each upgrade to produce them individually. Going this route, undesired upgrade blueprints could be toggled off/hidden in the customization file just like I offer hiding/unlearning mod weapon blueprints.

      This would allow for crafting parts to affect them as only a single upgrade item would be produce by the blueprint isntead of a bundle item.

      In the mean time, you can alter the mod's file to reduce the number of upgrades produced by the blueprint to be lower than 500.
      1) Copy out and edit this mod file:
      Data3.pak > 'data\scripts\inventory\clm_wp\clm_wp_creation.scr'
      2) Search the file for "CWU" to be taken to line 615 where the items given by the bundle are listed and how many of them.
      3) Change the '500' value on each of the 38 upgrades to be a lower value.
      Item("CWU_Up_Bleed_1", 500);4) Save the changes and replace the unaltered file in Data3.pak with your altered one
    2. StinVec
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      Hi again. I've made progress on the CWU changes to offering individual blueprints for each upgrade so they can be affected by crafting requirements.

      I've created all of the blueprints and altered the blueprint limiting customization file to list out all the 28 new blueprints.
      https://pic8.co/sh/yWKFR7.png

      All individual blueprints will be enabled/learned by default.
      Each blueprint will produce x5 of that individual upgrade (with appropriate crafting requirements for the 5 if requirements is enabled)

      The single, bulk blueprint will be disabled by default, but it can still be enabled along side or instead of the individual blueprints for those that want it the way it currently is. The bulk blueprint would still be unaffected by crafting requirements. I've also reduced the quantity of each upgrade produced in the bulk blueprint to x10 of each instead of x500 of each.

      I need to do the file work for the naming of the blueprints and then I'll go through and do testing to make sure it all works properly. I'll then work on translation for all of the text in the customization files and blueprint names for each of the offered languages.

      Might then look at seeing about adjusting the damage upgrades to have proper increases instead of the game-determined, auto-generated percentages that only go up to 66.6% on the L10 upgrade.
  4. jensjacobsen
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    Best DL mods since the beginning! I wished we will see you in the future on DL 2 as well :)


    thanks again for this awesome mod!
  5. Darkshuriken09671943
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    Is there a chance to make this mod compatible with Chainsaw ton ton's modpack?
    1. StinVec
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      Hi. Sorry, no, I would not make a compatibility file for that mod at this time.

      While there are quite a lot of conflicting files between that mod and this mod, I don't think it would be too hard or time-consuming to make a compatibility file for it.

      The main reason I will not consider doing a compatibility file for it at this time is because that mod has not been updated since August 17th, 2022 and it is technically "out of date" due to one of its files being from an older game version and lacking an addition made to it by the April ~17th, 2023 v1.49.7 game update.

      While the addition made by that update to that file is extremely, extremely minor, that mod lacking this addition in its file version still technically does make that mod "out-of-date".

      I have always kept the position that I will only support (endorse, recommend, offer patch files for) mods that are up to date with the current game version.

      While 90%+ of the DL mods on Nexus are horribly out of date and could actually be dangerous for players to use with the current game version (including save game corruption for a few of them), Chainsaw's mod lacking this one minor addition does not cause any problems that anyone should be concerned about.

      Please do continue using that mod if you enjoy it and do not be concerned about it lacking this very minor change causing any problems; it will not.

      However, it still does technically make it "out of date" and not fully compatible with the current 1.49.8 official game version.

      If/when it gets updated to be fully compatible with the current game version, I would then consider looking into making a compatibility file for it.
    2. Darkshuriken09671943
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      Ah i see i guess i will stick with your mod then because the moment i install chainsaws mod it overwrites yours meaning all of the custom blueprints you made are replaced with the stuff from that mod. Do you have a method that could make it compatible so that i could play with your mod and chainsaws mod? Do i have to change some stuff or delete some files etc.

      Thanks for the quick response btw 
  6. gmoney6248
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    how do you play multiplayer with it
    1. StinVec
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      People you play with must have the mod installed as well for you to be able to play together.

      If either one of you alters the mod pak file in any way, they will no longer match and you cannot play together.

      If you or your co-op partner want to customize the mod at all, both making the same changes to your own pak files that are installed isn't enough as the paks will still not be identical. One of you must do the customization changes and then send that modified pak to the other for them to use so that your mod pak files will be the same file.
  7. PoSeiDoNN210
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    Unfortunately I have version 1.49.8 on Epic games. Will this mod eventually be compatible with 1.49.8? Thank you!
    1. StinVec
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      Hi. Sorry for the confusion on this. I've edited this comment to correct myself.

      There was an extremely minor update put out by Techland in early December that changed nothing of the game data files and only changed the executable and a few dll files (for in-game ads/DL2 sale I think). I thought that Steam did not count it as an actual update and was still at v1.49.7, while GoG and Epic did count it and were at v1.49.8 for the same game version.

      As it seemed Steam did not increase their version number, I had not increased the compatibility version here on the mod. However, it looks like Steam did count it as an update and is also now calling the current game build as v1.49.8 just like GoG and Epic.

      This mod is compatible with your current v1.49.8 Epic game version.

      Thank you for bringing this to my attention! I will update the noted game version compatibility to include this current v1.49.8 game version.
    2. PoSeiDoNN210
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      Oh awesome! Well I’m not sure why this mod isn’t working for me then? I backed up and replaced the data3 with the English version (pretty positive I have the English version) and when I go to view blueprints I don’t see any from this mod. Do I need to unlock any blueprints or get to a certain point in the game? I appreciate the help and quick response! Have a good one :)
    3. StinVec
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      Sorry for editing my comment while you were responding. I was incorrect on the cause for the version mismatch between the vendors and corrected myself. This mod is compatible with your Epic game version. I will correct the mod's noted compatibility versions to properly include v1.49.8.

      _____
      Regarding the issue you're experiencing, they should be automatically learned immediately upon loading into your save game regardless of what point in the story you are at.

      It is possible that the Epic version is much like the GoG version with how GoG has trouble with an attribute on the custom blueprints.

      If you would, could you please try to add the GoG Troubleshooting "Force Blueprint Learning" files to the mod Data3.pak file to see if it helps you:
      1) Open the installed mod Data3.pak file using WinRar/7zip so you can view the files it contains
      2) Open the mod download zip and browse to:
      2 - Troubleshooting - GoG\Force Blueprint Learning\Add Contained 'data' Folder To CLM-WP Data3.pak File
      3) Copy the 'data' folder it contains out to your computer desktop
      4) Drag this 'data' folder into the installed mod Data3.pak Winrar/7zip window to add these files to the mod pak file

      The mod's custom blueprints have an "OwnedAtStart" attribute on them that causes them to be auto-learned on loading into your game. However, this attribute does not seem to work on the GoG game version. The custom items and blueprints are loaded properly, but they just aren't getting learned immediately as they should and it requires these additional files added to the mod pak to force the blueprints to be learned.

      These files are custom quest files that instantly complete upon loading into your game. The rewards given to you by the custom quests completing are all of the custom mod blueprints. This forces you to learn them by actually receiving them 'physically'.

      If you could please try adding this 'data' folder of custom quests to the mod pak to see if it forces the blueprints to be learned for you.
  8. LVT245
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    Do I need the optional downloads in order to make this mod work?
    1. StinVec
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      Hi. No, you do not.

      The files are under the optional section and are marked and noted as being for people who are wanting to use this mod alongside the Night Runner Mode mod.

      Many mods alter the same files and only one can be used at a time without combining the changes each mod makes to the files into a single file and using that file.

      This mod and NRM both alter several of the same files. Those compatibility files are the conflicting files of the two mods pre-merged together for people who want to use both mods so they wouldn't need to merge the changes each mods makes to the files themselves.

      As NRM's creator, ||Fear||, just released a 6.0 version of the mod, I have compatibility files for both it and the previous 5.1.1 version of his mod. I left both available as some may still be using his older 5.1.1 version and not have updated yet, or some may not want to update to 6.0 due to possibly not liking any changes or additions made in the newest version and they'll be sticking with the older version. Either way, both are available if they are wanted/needed.
  9. Ajay2786
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    i keep getting disonnected in co op even though my internet is good
  10. ramenvane
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    Greetings StinVec!

    I got it to work... just had to reinstall game + mod from scratch... >.< 

    I just wanted to say I am struggling to get this mod to work.
    Before you get mad, I just wanted to mention a few things. I finished this game on my PC, same PC I have now, a year or 2 ago.
    Yes I had your mods active back then, so No I am not new to this.
    I felt like playing this game again cause frankly this game is bitchin, and a rare breed.

    So on to my problem now... I reinstalled this mod 3 times, the new weapons you have created, I forgot when they are supposed to be forced learned as we progress with the main quest, but I believe by the time we have completed the 45m tutorial and get the 1st assignment quest, I believe thats when we get all the blueprints yes maybe. Regardless, I can create the DLC items from the blueprints tab in game but not your items... 
    Where do you think I have gone wrong? 

    My game version is GOG 1.49.7 just so you know, Definitive Edition.

    I am thoroughly rechecking the procedure of the mods install. 
    This is what I do, "Extracted Files To Merge With Other Mods If Needed" thats my main folder where I add the Force Learn quest (216 files last I checked) 
    and then I zip that data folder, rename it to Data3.pak and then add it to the DW folder of the game. 
    some aspects of your mod is working tho... the fact that my Ranger Bow gets full ammo when I am in a safe zone is working... 
    I just wanna be able to create your weapons and just go BANZAI you know. 

    OK soo... I tried adding "Auto-Learn All Blueprints" and have interacted with my stash and a merchant... and nothing. 
    sigh... I swear I got this working without any fuss last time... I honestly have not a clue whats happening now >.< 

    Please guide me senpai! <3 
    Eagerly awaiting your replay! <3 
  11. MohitMaximusRoy
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    will this be compatible with night runner mod?
    1. StinVec
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      Hi. Both mods alter several of the same files. They are not compatible without manually combining the changes each mod makes to the files and using the comined version in the pak file that you install which also contains all of the other files from both mods.

      If you go the route of merging the mods together, I recommend using WinMerge (free file comparison program) to quickly and easily compare the conflicting files and merge the changes each mod makes into one file that you would then use. https://winmerge.org/

      "data\restclient.scr"
      Both mods do essentially the same thing of disabling Techland's file-push system. NR has a few extra lines added to it that look good, if those lines work. Might as well use NR's version over this mod's version.

      "data\skills\buffs_sources.scr"
      - My mod adds two 'import' and two 'use' lines.
      - NR adds three 'script' lines.
      Just copy the import and use lines from my file into the NR file, or NR's script lines into my mod's version so all exist in one file.

      "data\scripts\crafting\crafting_elementals.scr"
      - NR makes a ton of changes to the file and does not mark any of their changes, and also removed a lot of sections of code instead of just disabling them.
      - My mod only adds a few sections and I clearly label all of my changes with my name and my mod name.
      Use NR's version as the base that you will merge my changes into. Then search my mod's file version for my name and copy the clearly marked areas over into the NR version.

      "data\scripts\inventory\inventorystuff.scr"
      - Both mods add a single 'export' line to the file.
      Both mods mark the line added by it, so just copy the line from one file into the other so they both exist in one file.

      "data\scripts\inventory\inventory_gen_dlc1.scr"
      - File is normally mostly empty and it is used to import custom items into the game.
      - NR adds 1 'import' line and 1 'use' line
      - My mod adds 2 'import' and 2 'use' lines
      Just copy the import and use lines from one file into the other so all exist in one file.

      "data\scripts\inventory\tricky_weapons.scr"
      - NR adds custom weapon trick effects at the top of the file.
      - My mod adds a single 'import' line and a single 'use' line that imports my custom weapon trick effects.
      Can either copy my two lines into NR's file, or copy NR's code block into my mod's version.
    2. StinVec
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      Hi again. Leaving you a note to mention that on October 27 I had made and added an optional download file to the mod for compatibility with the Night Runner Mode made by ||Fear||. It contains the files I noted previously to you, but they have all of the merging done already in them.

      You can install NRM, add all of CLMWP's files into NRM's Data3.pak file, then add in the compatibility files so it replaces the conflicting files with merged versions that contain all of the changes to those files by both mods.