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This page was last updated on 11 February 2025, 8:23PM
- Changelogs
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Version 207f
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v207f ]
Changes: [ 5 ]
[1] Integrated Custom Weapon Upgrades mod updated to include CWU.2.0 changes
Weapon attachment meshes added by several of the upgrades altered to be more logical:
- Shock logically already adds a Shock Prod attachment addon mesh to the weapons.
- Burn logically already adds a Flame Canister attachment addon mesh to the weapons.
- Poison/Acid logically already adds a Toxic Canister attachment addon mesh to the weapons.
- Freeze normally does not add an attachment mesh, but the mod already adds a Liquid Nitrogen Canister to weapons.
Bleed (elemental attachment addon)
Previously: Straight Blade
Post-Update: Serrated Blade
- Bleed once again adds the Serrated Blade attachment mesh it originally added that Techland ceased using some time ago
Impact (elemental attachment addon)
Previously: Zap Battery Pack
Post-Update: Reinforcement Bar
- Impact now adds a Reinforcement Bar to the weapon to allow more forceful hits
- Reinforcement Bar attachment addon is also added by the "Increased Durability" stat on mod and official weapon upgrades
Stun (elemental attachment addon)
Previously: None
Post-Update: Zap Battery Pack
- Stun now adds a Zap Battery Pack to the weapon to function like a Taser
Increased Damage (weapon upgrade stat)
Previously: None
Post-Update: Straight Blade
- Increased Damage stat now adds a Straight Blade on top of the weapon (was previously added by the Bleed attachment)
(These attachment mesh changes affect all mod and official attachments/upgrades)
[2] Corrected the Stun elemental effect having a blank icon
- Techland doesn't have an icon designated in the hud file for this effect, so it was displaying blank.
- I've manually added the icon to the hud_dw.scr file so it now has the same icon that I have designated for the Stun upgrade item
[3] Renamed and replaced mod English and Spanish mod language files
- English file now includes "en" in the file name to denote it is the English language file
- Spanish file is not titled with "es" (Espanol) instead of "sp" (Spanish) to denote it is the Spanish language file
- Remove existing English or Spanish language file if manually updating files in your merged Data3.pak file of mods
[4] Mod elemental attachment upgrades now all have custom-configured elemental levels ranging from L1-L5
Each elemental upgrade level has improved benefits along with a base 5% increase to weapon durability:
L1: Effect Chance: 10% | Damage +10% | Damage Duration: 3 seconds | Durability +5% | Spread Chance
L2: Effect Chance: 25% | Damage +25% | Damage Duration: 5 seconds | Durability +5% | Spread Chance
L3: Effect Chance: 50% | Damage +50% | Damage Duration: 8 seconds | Durability +5% | Blast
L4: Effect Chance: 75% | Damage +75% | Damage Duration: 10 seconds | Durability +5% | Blast
L5: Effect Chance: 100% | Damage +100% | Damage Duration: 12 seconds | Durability +5% | Blast, Spread
(damage duration and blast/spread effects only on applicable effects)
[5] Mod weapon stat upgrades now all have custom-configured attribute levels ranging from L1-L10
Each weapon stat upgrade level has improved benefits:
L1: Damage +10% | Durability +10% | Stamina Usage -7%
L2: Damage +20% | Durability +20% | Stamina Usage -14%
L3: Damage +30% | Durability +30% | Stamina Usage -21%
L4: Damage +40% | Durability +40% | Stamina Usage -28%
L5: Damage +50% | Durability +50% | Stamina Usage -35%
L6: Damage +60% | Durability +60% | Stamina Usage -42%
L7: Damage +70% | Durability +70% | Stamina Usage -49%
L8: Damage +80% | Durability +80% | Stamina Usage -56%
L9: Damage +90% | Durability +90% | Stamina Usage -63%
L10: Damage +100% | Durability +100% | Stamina Usage -70%
_____
Customization File Option Additions And Changes: [ 2 ]
[1] FILE: Blueprint Limiting Customization File (clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt)
> Custom Weapon Upgrades section
Added 38 Blueprints for producing each individual upgrade
- Each blueprint will produce 5 of that upgrade
- All blueprints are affected by crafting requirements if they are enabled
- Each blueprint can be selectively enabled/disabled
- All 38 are enabled/learned by default (can disable some or all in the blueprint customization file)
Existing single blueprint to produce all upgrades remains
- Quantity of all upgrades produced reduced from 500 of each to 10 of each
- Still unaffected by crafting requirements even if they are enabled
- Single blueprint is still enabled/learned by default (can be disabled in the blueprint customization file)
You can have the bulk blueprint learned along side individual blueprints.
To return to the previous behavior, you can disable all of the individual blueprints and only keep the bulk blueprint enabled.
[2] FILE: Blueprint Crafting Customization File (clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt)
> Individual Custom Weapon Upgrade blueprints are now affected by crafting cost requirements if the option is enabled.
Cost Comparison For Each Mod Upgrade
$2,000 = Official "King" sell price
$4,000 = Official "Clicker" sell price
- Mod individual upgrade blueprints produce x1 of a single upgrade.
- Required crafting parts are primarily what requirements would seem logical to make the upgrades.
- Crafting cost is the total value of the quantity of each required item.
Normal Requirements
(example: L10 Weapon Stat Upgrade = 35 'Metal Parts' needed among other parts)
Level 1 Elemental upgrade = about $680 in craft parts
Level 5 Elemental upgrade = about $3,400 in craft parts
-----
Level 1 Weapon Stat upgrade = about $1,620 in craft parts
Level 10 Weapon Stat upgrade = about $4,760 in craft parts
Higher Requirements
(+100% parts over Normal)
(example: L10 Weapon Stat Upgrade = 70 'Metal Parts' needed among other parts)
Level 1 Elemental upgrade = about $1,360 in craft parts
Level 5 Elemental upgrade = about $6,800 in craft parts
-----
Level 1 Weapon Stat upgrade = about $3,240 in craft parts
Level 10 Weapon Stat upgrade = about $9,220 in craft parts
Very High Requirements
(+200% parts over Normal)
(example: L10 Weapon Stat Upgrade = 105 'Metal Parts' needed among other parts)
Level 1 Elemental upgrade = about $2,040 in craft parts
Level 5 Elemental upgrade = about $10,200 in craft parts
-----
Level 1 Weapon Stat upgrade = about $4,860 in craft parts
Level 10 Weapon Stat upgrade = about $14,280 in craft parts
Extremely High Requirements
(+300% parts over Normal)
(example: L10 Weapon Stat Upgrade = 140 'Metal Parts' needed among other parts)
Level 1 Elemental upgrade = about $2,720 in craft parts
Level 5 Elemental upgrade = about $13,600 in craft parts
-----
Level 1 Weapon Stat upgrade = about $6,480 in craft parts
Level 10 Weapon Stat upgrade = about $19,040 in craft parts
_______________________________________________________________________________________________________
Mod files affected by this v207e to v207f update:
ALTERED
> DW\Data3.pak
- "data\maps\cwu_de_texts_all.bin" - Mod language file (replace)
- "data\maps\cwu_fr_texts_all.bin" - Mod language file (replace)
- "data\scripts\crafting\crafting_elementals.scr" - Modified Official File (replace/merge changes)
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - Mod File (replace/merge changes)
- "data\scripts\inventory\clm_wp\clm_wp_craft_high.scr" - Mod file (replace/merge changes)
- "data\scripts\inventory\clm_wp\clm_wp_craft_none.scr" - Mod file (replace/merge changes)
- "data\scripts\inventory\clm_wp\clm_wp_craft_norm.scr" - Mod file (replace/merge changes)
- "data\scripts\inventory\clm_wp\clm_wp_craft_vhigh.scr" - Mod file (replace/merge changes)
- "data\scripts\inventory\clm_wp\clm_wp_craft_xhigh.scr" - Mod file (replace/merge changes)
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - Mod File (replace/merge changes)
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - Mod File (replace/merge changes)
- GoG game version troubleshooting files updated (blueprint force-learning fix)
REMOVED
> DW\Data3.pak
- "data\maps\cwu_texts_all.bin" - English Mod language file (remove!)
- "data\maps\cwu_sp_texts_all.bin" - Spanish Mod language file (remove!)
ADDED
> DW\Data3.pak
- "data\enums\crafting_effect.def - Modified official file
- "data\maps\cwu_en_texts_all.bin" - English Mod language file
- "data\maps\cwu_es_texts_all.bin" - Spanish Mod language file
- "data\menu\texturedefs\hud_dw.scr" - Modified official file
- "data\scripts\crafting\cwu" - Mod file folder
- "data\scripts\crafting\cwu\cwu_crafting_effect_sets.scr" - Mod file
- "data\scripts\crafting\cwu\cwu_crafting_effects.scr" - Mod file
- "data\scripts\crafting\crafting_effect_sets.scr" - Modified official file
- "data\scripts\crafting\crafting_effects.scr" - Modified official file
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 207e
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v207e ]
Error Corrections: [ 1 ]
[1] Optional Crafting Part Requirements (When Enabled For Mod Blueprints)
- "Rusty Spine" Halloween shotgun can now be correctly used as a base weapon for crafting mod shotguns
- Corrected viable shotgun base weapon requirements for mod Launcher blueprints to match those viable for crafting mod shotguns
_______________________________________________________________________________________________________
Mod files affected by this v207d to v207e update:
No need to reinstall and customize the whole mod again; just replace these files in your installed Data3.pak file with the updated files:
ALTERED
> DW\Data3.pak
- "data\scripts\inventory\clm_wp\clm_wp_craft_high.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_norm.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_vhigh.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_xhigh.scr" - Mod File - Replace/Merge changes
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 207d
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v207d ]
Error Corrections: [ 1 ]
[1] Optional Crafting Part Requirements (When Enabled For Mod Blueprints)
- Corrected possible base weapon requirements for maces and shotguns
- The Techland game update that caused the same issue on "Plank" base weapons that the previous update corrected also affected these two weapon types
- A prior update to the game by Techland made several weapon types require being named specifically with their full item names in order to be seen as valid base weapons in blueprints instead of just the weapon type prefix like other weapons
- I corrected the wooden "Plank" base weapon in the previous update to all be listed individually and by their full item names, but I didn't realize the issue affected other weapon types
- Blueprints for mod Maces can now use any of 3 official "Rebar" weapons as the base weapon
- Blueprints for mod Shotguns can now use any of 20 official "Shotgun" weapons as the base weapon
- Thank you very much to NexusMods user "IOmenl" for reporting this error of mine to me so I could correct it!
_______________________________________________________________________________________________________
Mod files affected by this v207c to v207d update:
No need to reinstall and customize the whole mod again; just replace these files in your installed Data3.pak file with the updated files:
ALTERED
> DW\Data3.pak
- "data\scripts\inventory\clm_wp\clm_wp_craft_high.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_norm.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_vhigh.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_xhigh.scr" - Mod File - Replace/Merge changes
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 207c
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v207c ]
Error Corrections: [ 1 ]
[1] Optional Crafting Part Requirements
- Corrected base weapon requirement for bows, crossbows and various one-handed light weapons
- Base weapon is any wooden "Plank" weapon, but the game has those weapons configured differently from other weapon types and they needed to be specifically named as base weapons by their full item names instead of simply by the weapon type like other weapons.
- Thank you very much to NexusMods user "titanasdab" for reporting this error of mine to me so I could correct it!
_______________________________________________________________________________________________________
Mod files affected by this v207b to v207c update:
ALTERED
> DW\Data3.pak
- "data\scripts\inventory\clm_wp\clm_wp_craft_high.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_norm.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_vhigh.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_xhigh.scr" - Mod File - Replace/Merge changes
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 207b
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v207b ]
Changes: [ 1 ]
[1] Weapon #201 - (Chainsaw) Gnaw
- Attack angle min/max increased to match that of the increase to the official chainsaw
- Default attack range increased from 1.5 to 2.0 (Techland increased official chainsaw range from 1.0 to 1.75)
_____
Customization File Option Changes: [ 1 ]
[1] Changed "Range" customization option for Weapon #201 - (Chainsaw) Gnaw
FILE: Melee Attribute Customization File (clm_wp_CUSTOMIZE_ATTRIBUTES_MELEE.txt)
CHANGED:
> Chainsaw Customization section for customizing #201 "Gnaw" Chainsaw mod weapon
Chainsaw Range
- L1: Very Near (1)
- L2: Near (1.5)
- L3: Normal (1.75)
- L4: Far (2) (Default)
- L5: Very Far (2.25)
Option choices were previously:
- L1: Normal (1)
- L2: Far (1.5) (Default)
- L3: Very Far (2)
_______________________________________________________________________________________________________
Mod files affected by this v207 to v207b update:
ALTERED
> DW\Data3.pak
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_MELEE.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_weapon_stats.scr" - Mod File - Replace/Merge changes
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 207
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v207 ]
Weapon Additions: [ 9 ]
[1] Weapon #199 - (Claws) "Cat's Paw"
[2] Weapon #200 - (Firearm: Pistol) "Multifarious"
- Fires standard pistol ammo
- Single shot clip unless a custom clip size is specified in mod pistol firearm customization file
- Shots are elemental in nature and the type is randomly chosen each reload
> Stasis, 'Dancing', Flying, Explosive, Freezing, Toxic, Electrifying
[3] Weapon #201 - (Chainsaw) "Gnaw"
- Consumes custom fuel for its ammo (new fuel ammo blueprint provided)
- Can be customized in the new Chainsaw Weapon customization section of the Melee Weapons customization file
[4] Weapon #202 - (Short Sword) "Serrate"
[5] Weapon #203 - (Firearm: SMG) "Grime"
[6] Weapon #204 - (Firearm: Shotgun) "Nomad's Burden"
[7] Weapon #205 - (Throwable: Magic) "Dark Shroud"
- Wand manifests and launches a black orb that erupts into a dark, freezing smoke upon impact
- Can be customized in the new Magic Weapon customization section of the Throwing Weapons customization file
[8] Weapon #206 - (Throwable: Magic) "Anomaly"
- Wand manifests and launches a fuchsia orb that erupts into a stasis blast upon impact
- Can be customized in the new Magic Weapon customization section of the Throwing Weapons customization file
[9] Weapon #207 - (Throwable: Magic) "Thermogenesis"
- Wand manifests and launches a fire orb that erupts into a blast of flames upon impact
- Can be customized in the new Magic Weapon customization section of the Throwing Weapons customization file
_____
Customization File Option Additions And Changes: [ 3 ]
[1] FILE: Blueprint Limiting Customization File (clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt)
ADDED:
> Ammo Blueprints section
- Chainsaw Ammo blueprint added for the new #201 Chainsaw mod weapon
> Custom Weapon Blueprints section
- New weapons #199-#207 added
[2] FILE: Melee Attribute Customization File (clm_wp_CUSTOMIZE_ATTRIBUTES_MELEE.txt)
ADDED:
> Chainsaw Customization section added for customizing the new #201 Chainsaw mod weapon
Chainsaw Damage
- L1: WEAKER (150)
- L2: NORMAL (300) (Default)
- L3: STRONGER (500)
- L4: MUCH STRONGER (800)
- L5: ALL POWERFUL (10000)
Chainsaw Range
- L1: Normal (1)
- L2: Far (1.5) (Default)
- L3: Very Far (2)
Chainsaw Options (OFF by default, must be enabled)
- Converted To Silenced (Using Does Not Alert Enemies)
[3] FILE: Throwing Weapon Attribute Customization File (clm_wp_CUSTOMIZE_ATTRIBUTES_THROWING.txt)
ADDED:
> Magic Weapons Customization section for customizing #205, 206 and #207 Magic Wand weapons
Magic Weapon Damage
- L1: 100 DMG
- L2: 500 DMG
- L3: 1000 DMG (Default)
- L4: 2000 DMG
- L5: 10000 DMG
Magic Weapon Force
- L1: LOWER (5)
- L2: NORMAL (20)
- L3: HIGHER (50) (Default)
- L4: MUCH HIGHER (125)
Magic Weapon Blast Range
- L1: Normal (1)
- L2: Far (2) (Default)
- L3: Very Far (4)
- L4: Extremely Far (8)
_______________________________________________________________________________________________________
Mod files affected by this v198f to v207 update:
ALTERED
> DW\Data3.pak
- "data\maps\clm_wp_z20_*_texts_all.bin" - Mod File - Replace
- "data\scripts\inventory\clm_wp\clm_wp_craft_high.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_none.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_norm.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_vhigh.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_xhigh.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_MELEE.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_THROWING.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_tricky.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_weapon_stats.scr" - Mod File - Replace/Merge changes
- GoG game version troubleshooting files updated (blueprint force-learning fix)
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
For translators if it is useful - Added English mod blueprint and weapon text:
- "data\maps\clm_wp_z20_*_texts_all.bin"
CLM_WP_Bullet_Chainsaw_D
Chainsaw Fuel (#201)
CLM_WP_Bullet_Chainsaw_N
Chainsaw Fuel (#201)
CLM_Ammo_BP_Chainsaw_D
Chainsaw Fuel (#201)
CLM_Ammo_BP_Chainsaw_N
Ammo - Chainsaw Fuel (#201)
CLM_WP_Z22_BP199_D
| Claws |
CLM_WP_Z22_BP199_N
#199 "Cat's Paw"
CLM_WP_22_BP199_Weapon_N
"Cat's Paw"
CLM_WP_Z22_BP200_D
| Firearm: Pistol |
CLM_WP_Z22_BP200_N
#200 "Multifarious"
CLM_WP_22_BP200_Weapon_1_N
"Multifarious"
CLM_WP_Z22_BP201_D
| Chainsaw |
CLM_WP_Z22_BP201_N
#201 "Gnaw"
CLM_WP_22_BP201_Weapon_1_N
"Gnaw"
CLM_WP_Z22_BP202_D
| Short Sword |
CLM_WP_Z22_BP202_N
#202 "Serrate"
CLM_WP_22_BP202_Weapon_N
"Serrate"
CLM_WP_Z22_BP203_D
| Firearm: SMG |
CLM_WP_Z22_BP203_N
#203 "Grime"
CLM_WP_22_BP203_Weapon_1_N
"Grime"
CLM_WP_Z22_BP204_D
| Firearm: Shotgun |
CLM_WP_Z22_BP204_N
#204 "Nomad's Burden"
CLM_WP_22_BP204_Weapon_1_N
"Nomad's Burden"
CLM_WP_Z22_BP205_D
| Throwable: Magic |
CLM_WP_Z22_BP205_N
#205 "Dark Shroud"
CLM_WP_22_BP205_Weapon_N
"Dark Shroud"
CLM_WP_Z22_BP206_D
| Throwable: Magic |
CLM_WP_Z22_BP206_N
#206 "Anomaly"
CLM_WP_22_BP206_Weapon_N
"Anomaly"
CLM_WP_Z22_BP207_D
| Throwable: Magic |
CLM_WP_Z22_BP207_N
#207 "Thermogenesis"
CLM_WP_22_BP207_Weapon_N
"Thermogenesis"
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 198f
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v198f ]
Changes: [ 1 ]
[1] Files updated for game version 1.49.0 compatibility
_______________________________________________________________________________________________________
Mod files affected by this v198e to v198f update:
ALTERED
> DW\Data3.pak
- "data\scripts\crafting\crafting_elementals.scr" - Modified Official File - Replace/Merge changes
- "data\scripts\inventory\tricky_weapons.scr" - Modified Official File - Replace/Merge changes
- "data\skills\buffs_sources.scr" - Modified official file - Replace/Merge changes
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 198e
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v198e ]
Changes And Error Corrections: [ 2 ]
[1] Melee Attribute Customization File (clm_wp_CUSTOMIZE_ATTRIBUTES_MELEE.txt)
> MEDIUM MELEE BASE WEAPON DAMAGE
> HEAVY MELEE BASE WEAPON DAMAGE
- Corrected Medium and Heavy melee damage levels 8-15 setting the damage to incorrect values that were lower than they should be
- Light melee damage levels were configured correctly
[2] Melee Attribute Customization File (clm_wp_CUSTOMIZE_ATTRIBUTES_MELEE.txt)
> HEAVY MELEE FORCE
- Corrected Heavy Force levels 1-5 disabling the mod if enabled
- Heavy Level 6 and all Light and Medium Force levels functioned correctly
- Thank you very much to NexusMods user "Julienator" for reporting this issue so I could correct it!
_____
Customization File Option Additions: [ 1 ]
[1] FILE: Firearm Attribute Customization File (clm_wp_CUSTOMIZE_ATTRIBUTES_FIREARM.txt)
ADDED:
> Rifle Customization Options
> #165 "Static Distortion" Single Options section
- Added x3.75 zoom option
_______________________________________________________________________________________________________
Mod files affected by this v198d to v198e update:
ALTERED
> DW\Data3.pak
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_FIREARM.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_MELEE.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_weapon_stats.scr" - Mod File - Replace/Merge changes
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 198d
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v198d ]
Changes And Error Corrections: [ 2 ]
[1] Critical Hit chance and damage multiplier of mod weapons made to be in line with standard official weapons
- Selecting a custom damage for mod weapons meant little when every hit was a critical hit which multiplied the weapon damage far above the selected damage value
[2] Several default attributes on all mod melee weapons rebalanced and standardized based on weapon type (cut/blunt) and weight (light/medium/heavy)
- Chance to cause confusion
- Chance to smash heads
- Chance to sever heads
- Chance to sever arms and legs
- "Ragdoll" behavior of enemies (Hit Severity customization option can affect this still as normal)
_____
Customization File Option Additions And Changes: [ 2 ]
[1] FILE: Melee Attribute Customization File (clm_wp_CUSTOMIZE_ATTRIBUTES_MELEE.txt)
ALTERED:
> Melee weapon Force customization completely reconfigured
- While trying to accommodate a request by NexusMods user "Bigboiiiiiiiiiiiiiii" to expand offered melee Force levels, I found that the Force attribute on weapons seemed to have been changed at one point by Techland to being almost non-functional. Setting both mod and official melee weapons to have even 1000 Force seemed to make no difference from it set at 10.
- I finally worked out how to somewhat simulate the increase in Force behavior weapons used to have by altering a combination of alternate attributes on melee weapons.
- Melee Force customization levels now follow increases similar to those available in my Expanded Hypermode Mod, though that mod and the official Hypermode increases Force in a completely different way.
- If anyone encounters issues with or has observations or thoughts about this Force reconfiguration, I would appreciate it very much if you would please post about it in the mod comment section.
Note: The new default Force level is "L1: NORMAL" as higher levels will venture into degrees of Hypermode style forceful impacts.
Updated Hit Force Levels Now Include:
L1: NORMAL (default)
L2: HIGHER (x2.0) (similar to Hypermode Mod L1 of x2.0 Force)
L3: MUCH HIGHER (x3.0) (similar to between Hypermode Mod L1 and L2)
L4: VERY HIGH (x4.5) (similar to official Hypermode and Hypermode Mod L2 of x4.5 Force)
L5: EXTREMELY HIGH (x7.0) (similar to Hypermode Mod L3 x7 Force)
L6: HOMERUN (x10) (similar to Hypermode Mod L4 x10 Force)
[2] FILE: Firearm Attribute Customization File (clm_wp_CUSTOMIZE_ATTRIBUTES_FIREARM.txt)
ADDED:
> Rifle Customization Options section expanded to an additional single weapon section
Single Options section includes option for enabling #165 "Static Distortion" to being a Sniper Rifle
- Disabled by default, can now choose to enable one of two zoom levels; x5.0 zoom and x8.5 zoom (default aiming zoom is x2.5)
- You can also choose that zoom level with also having the rifle Shot Mode forced to be single shot for both scoped and unscoped regardless of whether a rifle Shot Mode customization level is set
- I may revisit this option over time to adjust or expand it based on any comments about it, as well as possibly offering additional single weapon customizations
- Thank you very much to NexusMods user "Bigboiiiiiiiiiiiiiii" for making this request to enhance the mod features!
_______________________________________________________________________________________________________
Mod files affected by this v198c to v198d update:
ALTERED
> DW\Data3.pak
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_FIREARM.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_MELEE.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_weapon_stats.scr" - Mod File - Replace/Merge changes
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 198c
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v198c ]
Changes: [ 1 ]
[1] Files updated for game version 1.47.0 compatibility
_______________________________________________________________________________________________________
Mod files affected by this v198b to v198c update:
ALTERED
> DW\Data3.pak
- "data\scripts\tricky_weapons.scr" - Modified Official File - Replace/Merge changes
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 198b
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v198b ]
Error Corrections: [ 1 ]
[1] Corrected the mod being deactivated if the "L5: MUCH HIGHER" ricochet setting for mod pistols was enabled in the mod firearm customization file
- Thank you very much to NexusMods user "Bigboiiiiiiiiiiiiiii" for reporting this error to me and for helping to locate and resolve it
_______________________________________________________________________________________________________
Mod files affected by this v198 to v198b update:
ALTERED
> DW\Data3.pak
- "data\scripts\inventory\clm_wp\clm_wp_weapon_stats.scr" - Mod File - Replace/Merge changes
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 198
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v198 ]
Weapon Changes and Error Corrections: [ 6 ]
[1] #25-#31 Mutations
All Mutations
- Altered default casting animation to a new alternate animation
- Instead of the palm facing up as it casts it will face forward and is a little quicker
- Choice of 3 casting animations can be chosen in the new Mutation customization section of the Throwing Weapons customization file as noted further below
#31 Vampiric Mutation
- Inflicted bleeding damage multiplied by 8 (from 45 to 360)
[2] #36, #37, #38 Custom Lasers
- Disabled sound of spent shell casings hitting the ground after firing (They are lasers and do not expel shell casings)
[3] #191 "Achromatic Titan"
- Now fires custom plasma charge ammunition with a max of 999,999 stored rounds instead of using rifle ammo
- Ammo can be produced via a new ammo blueprint (333 rounds produced per crafting)
- Speed of the fired projectiles has been slowed down
- Muzzle fire effect removed as it is an energy weapon
- Plasma orb projectiles and ricochets now leave temporary glowing marks upon impact
- Default ricochet times decreased from 3 to 1 (setting a ricochet amount in Rifles firearm customization will override this)
[4] #192 "Achromatic Lagomorph"
- Now fires custom plasma charge ammunition with a max of 999,999 stored rounds instead of using pistol ammo
- Ammo can be produced via a new ammo blueprint (333 rounds produced per crafting)
- Now fires plasma orb projectiles like #191 and the speed of the fired projectiles have also been slowed down
- Muzzle fire effect removed as it is now an energy weapon
- Plasma orb projectiles and ricochets now leave temporary glowing marks upon impact
- Default ricochet times decreased from 3 to 1 (setting a ricochet amount in Pistols firearm customization will override this)
[5] "Custom Weapon Upgrades" blueprint from my integrated Custom Weapon Upgrades mod
- In-game description updated to now properly note that the 'No Inventory Space' error message displayed when crafting it should be ignored (upgrades are still produced properly to your inventory despite getting this error message)
- I had information on my CWU mod page for why this error happens and to ignore it, but the note to ignore this error was not on the in-game blueprint or on the CLMWP mod page and both of these notes missing are now corrected
- View sticky post on CLMWP or my CWU mod pages for information on why this error happens and why it happening cannot be avoided if you would like
- Thank you very much to NexusMods user "medis1" for reporting this confusing oversight of mine in the mod
[6] Increased initial ammunition included in newly-produced mod rifles and rifle ammo produced by the rifle ammo blueprint from 60 to 75 (a full and a half clip of the default 50 round clip size of mod rifles)
_____
Weapon Additions: [ 6 ]
[1] Weapon #193 - (Crossbow) "Vanquisher"
[2] Weapon #194 - (Firearm: Pistol) "Blight Shade"
- Fires standard pistol ammo, but shots explode into smoke and toxic gas upon impact
- Single shot clip unless a custom clip size is specified in mod pistol firearm customization file
- Instant 1-shot kills Volatiles regardless of a custom damage value specified in mod pistols firearm customization file
[3] Weapon #195 - (Short Sword) "Revenant"
[4] Weapon #196 - (Firearm: Launcher) "Rupture"
- Fires custom grenade ammo that explodes on impact and blows infected apart
- New grenade ammo blueprint provided
[5] Weapon #197 - (Firearm: Launcher) "Snowblind"
- Fires custom grenade ammo that explodes on impact and freezes enemies
- Uses the same new grenade ammo as weapon #196
[6] Weapon #198 - (Short Sword) "Vapor Glaive"
_____
Customization File Option Additions And Changes: [ 3 ]
[1] FILE: Firearm Attribute Customization File (clm_wp_CUSTOMIZE_ATTRIBUTES_FIREARM.txt)
ADDED:
> Launcher Customization section added for customizing new #196 and #197 Grenade Launcher mod weapons
Launcher Damage
- Weaker
- Normal
- Stronger (Default)
- Much Stronger
- All Powerful
Launcher Clip Size
- Lower
- Normal
- Higher (Default)
- Much Higher
- All The Bullets
Launcher Rate of Fire
- Slower
- Normal
- Faster (Default)
- Instant
Launcher Accuracy
- Lower
- Normal
- Precise (Default)
Launcher Recoil
- None (Default)
- Lower
- Normal
- Higher
- Much Higher
Launcher Options (Both OFF by default, must be enabled)
- Launchers Converted To Silenced (Explosions Do Not Alert Enemies)
- Launcher Explosions Can Damage You Also (mod default is immune)
[2] FILE: Blueprint Limiting Customization File (clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt)
ADDED:
> Firearm Ammo Blueprints section
- Grenade Launcher Ammo blueprint added for new #196 and #197 Grenade Launcher mod weapons
- Plasma Charge Ammo blueprint added for #191 "Achromatic Titan" and #192 "Achromatic Lagomorph"
> Custom Weapon Blueprints section
- New weapons #193-#198
[3] FILE: Throwing Weapon Attribute Customization File (clm_wp_CUSTOMIZE_ATTRIBUTES_THROWING.txt)
ADDED:
> Mutations Customization section for customizing #25-#31 Mutation mod weapons
Mutation Casting Animation
- None/instant cast
- Normal (palm up, old)
- Faster (palm forward, new default animation)
Mutation Range
- Very Near (2)
- Near (6)
- Normal (10) (Default)
- Far (14)
- Very Far (20)
Mutation Duration
- Very Short (2 seconds)
- Short (6 seconds)
- Normal (10 seconds) (Default)
- Long (14 seconds)
- Very Long (20 seconds)
_______________________________________________________________________________________________________
Mod files affected by this v192b to v198 update:
ALTERED
> DW\Data3.pak
- "data\maps\clm_wp_z20_*_texts_all.bin" - Mod File - Replace
- "data\maps\cwu_*_texts_all.bin" - Mod File - Replace
- "data\scripts\inventory\clm_wp\clm_wp_craft_high.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_none.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_norm.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_vhigh.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_xhigh.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_FIREARM.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_THROWING.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_tricky.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_weapon_stats.scr" - Mod File - Replace/Merge changes
- GoG game version troubleshooting files updated (blueprint force-learning fix)
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
For translators if it is useful - Added English mod blueprint and weapon text:
- "data\maps\clm_wp_z20_*_texts_all.bin"
CLM_Ammo_BP_Launcher_D
Grenade Launcher Rounds (For CLM #196 and #197 Grenade Launchers)
CLM_Ammo_BP_Launcher_N
Ammo - CLM Launcher (#196, #197)
CLM_Ammo_BP_Plasma_D
Plasma Charge Ammunition (For #191 and #192)
CLM_Ammo_BP_Plasma_N
Ammo - Plasma Charge (#191, #192)
CLM_WP_Bullet_Grenade_D
Grenade Launcher Rounds (For CLM #196 and #197 Grenade Launchers)
CLM_WP_Bullet_Grenade_N
CLM Grenade Launcher Ammunition
CLM_WP_Bullet_Rifle_Plasma_D
Plasma Charge Ammunition (#191 and #192)
CLM_WP_Bullet_Rifle_Plasma_N
Plasma Charges (#191, #192)
CLM_WP_Z21_BP193_D
| Crossbow |
CLM_WP_21_BP193_Weapon_N
"Vanquisher"
CLM_WP_Z21_BP193_N
#193 "Vanquisher"
CLM_WP_Z21_BP194_D
| Firearm: Pistol |
CLM_WP_21_BP194_Weapon_1_N
"Blight Shade"
(Good alternate name might be "Plague Shadow")
CLM_WP_Z21_BP194_N
#194 "Blight Shade"
CLM_WP_Z21_BP195_D
| Short Sword |
CLM_WP_21_BP195_Weapon_N
"Revenant"
CLM_WP_Z21_BP195_N
#195 "Revenant"
CLM_WP_Z21_BP196_D
| Firearm: Launcher |
CLM_WP_21_BP196_Weapon_1_N
"Rupture"
CLM_WP_Z21_BP196_N
#196 "Rupture"
CLM_WP_Z21_BP197_D
| Firearm: Launcher |
CLM_WP_21_BP197_Weapon_1_N
"Snowblind"
CLM_WP_Z21_BP197_N
#197 "Snowblind"
CLM_WP_Z21_BP198_D
| Short Sword |
CLM_WP_21_BP198_Weapon_N
"Vapor Glaive"
CLM_WP_Z21_BP198_N
#198 "Vapor Glaive"
- "data\maps\cwu_*_texts_all.bin"
CWU_Up_All_BP_D
Changed from: Produces 100 of each level of custom weapon upgrade and attachment.
To: Produces 100 of each level of custom weapon upgrade and attachment. - Ignore 'No Space Left In Inventory' warning message.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 192c
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v192c ]
Changes: [ 1 ]
[1] Files updated for game version 1.46.0 compatibility
_______________________________________________________________________________________________________
Mod files affected by this v192b to v192c update:
ALTERED
> DW\Data3.pak
- "data\scripts\tricky_weapons.scr" - Modified Official File - Replace/Merge changes
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 192b
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v192b ]
Changes: [ 1 ]
[1] Files updated for game version 1.45.0 compatibility
_______________________________________________________________________________________________________
Mod files affected by this v192 to v192b update:
ALTERED
> DW\Data3.pak
- "data\scripts\tricky_weapons.scr" - Modified Official File - Replace/Merge changes
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 192
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v192 ]
Changes: [ 2 ]
[1] Files updated for game version 1.44.0 compatibility
[2] Default ricochet count of bullets fired from mod pistols, rifles and SMGs decreased from 5 to 3
- Mod firearm customization file also updated to note this change of default level from L4 to L3
_____
Weapon Additions: [ 6 ]
[1] Weapon #187 - (Machete) "Achromatic Edge - Unpowered"
[2] Weapon #188 - (Machete) "Chromatic Edge - Red Glow"
[3] Weapon #189 - (Machete) "Chromatic Edge - Blue Glow"
[4] Weapon #190 - (Machete) "Chromatic Edge - Green Glow"
[5] Weapon #191 - (Firearm: Rifle) "Achromatic Titan"
[6] Weapon #192 - (Firearm: Pistol) "Achromatic Lagomorph"
_______________________________________________________________________________________________________
Mod files affected by this v186 to v192 update:
ALTERED
> DW\Data3.pak
- "data\maps\clm_wp_z20_*_texts_all.bin" - Mod File - Replace
- "data\scripts\tricky_weapons.scr" - Modified Official File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_FIREARM.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - Mod File - Replace/Merge changes
GoG game version troubleshooting files updated (blueprint force-learning fix)
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 186
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v186 ]
Weapon Additions: [ 1 ]
[1] Weapon #186 - (Throwable: Grenade) "S.R.S.B.Z.N.S." (Sticky Remote-detonated Stasis Bomb for Zombie Neutralization and Suspension)
_______________________________________________________________________________________________________
Mod files affected by this v185 to v186 update:
ALTERED
> DW\Data3.pak
- "data\maps\clm_wp_z20_*_texts_all.bin" - Mod File - Replace
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - Mod File - Replace/Merge changes
GoG game version troubleshooting files updated (blueprint force-learning fix)
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 185
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v185 ]
Compatibility Changes: [ 1 ]
[1] Files updated for game version 1.43.0 compatibility
_____
Weapon Additions: [ 2 ]
[1] Weapon #184 - (Bow) Zero Flux
[2] Weapon #185 - (Sledgehammer) Writhe
_______________________________________________________________________________________________________
Mod files affected by this v183 to v185 update:
ALTERED
> DW\Data3.pak
- "data\maps\clm_wp_z20_*_texts_all.bin" - Mod File - Replace
- "data\scripts\tricky_weapons.scr" - Modified Official File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - Mod File - Replace/Merge changes
GoG game version troubleshooting files updated (blueprint force-learning fix)
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 183
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v183 ]
Compatibility Changes: [ 1 ]
[1] Files updated for game version 1.42.0 compatibility
_____
Weapon Additions: [ 1 ]
[1] Weapon #183 - (Stick) Spiny Spindle
_______________________________________________________________________________________________________
Mod files affected by this v182b to v183 update:
ALTERED
> DW\Data3.pak
- "data\maps\clm_wp_z20_*_texts_all.bin" - Mod File - Replace
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - Mod File - Replace/Merge changes
GoG game version troubleshooting files updated (blueprint force-learning fix)
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 182b
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v182b ]
Feature Additions: [ 2 ]
New options are disabled by default.
You can enable each option individually via this newly added customization file:
> "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_SPECIAL_OPTIONS.txt"
[1] "Unlimited Ammo" customization option added
- Unlimited ammunition for all official ammo types
- Unlimited ammunition for all mod custom ammo types (e.g. Hubcaps, Laser Energy Cell, etc.)
NOTE:
- Reloading of emptied clips/fired projectiles is still required.
[2] "Refill Ammo In Safe Zones" customization option added
- Upon entering a Safe Zone, ammunition for the following types will be instantly refilled to maximum if a weapon that uses that type is present in inventory:
> All mod weapon custom ammo types (e.g. Hubcaps, Laser Energy Cell, etc.)
> Crossbow Bolt (Regular)
> Crossbow Bolt (Special) (each requires being set as the active ammo type to get refilled)
> Pistol Ammo (Regular)
> Pistol Ammo (Subsonic)
> Rifle Ammo
> Shotgun Ammo
> SMG Ammo
NOTE:
- Does NOT refill either Regular or Special Arrow types even if a bow is present in the inventory
_______________________________________________________________________________________________________
Mod files affected by this v182 to v182b update:
ADDED
> DW\Data3.pak
- "data\scripts\specialparams.scr" - Modified Official File - Add/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_SPECIAL_OPTIONS.txt" - Mod File - Add
- "data\scripts\inventory\clm_wp\clm_wp_special_options.scr" - Mod File - Add
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 182
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v182 ]
Compatibility Changes: [ 1 ]
[1] Files updated for game version 1.41.0 compatibility
_____
Weapon Additions: [ 2 ]
[1] Weapon #181 - (Firearm: SMG) Ruination
[2] Weapon #182 - (Firearm: Rifle) Obliteration
_______________________________________________________________________________________________________
Mod files affected by this v180 to v182 update:
ALTERED
> DW\Data3.pak
- "data\maps\clm_wp_z20_*_texts_all.bin" - Mod File - Replace
- "data\scripts\inventory\tricky_weapons.scr" - Modified Official File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - Mod File - Replace/Merge changes
GoG game version troubleshooting files updated (blueprint force-learning fix)
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 180
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v180 ]
Weapon Additions: [ 3 ]
[1] Weapon #178 - (Firearm: Rifle) Convergence
[2] Weapon #179 - (Firearm: Shotgun) Descent
[3] Weapon #180 - (Sledgehammer) Crater
_____
Error Corrections: [ 1 ]
[1] Corrected a potential issue of instant death from any height while the Fall Protection Special Utility Buff is active
- It was reported that the Fall Protection buff would cause even the slightest elevation change (jumping up and down) to result in
instant death. I could not reproduce the issue.
- By working with someone experiencing the issue who was very helpful, I have made a change to this buff which has resulted in
resolving the issue.
_______________________________________________________________________________________________________
Mod files affected by this v177b to v180 update:
ALTERED
> DW\Data3.pak
- "data\maps\clm_wp_z20_*_texts_all.bin" - Mod File - Replace
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - Mod File - Replace/Merge changes
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_Fall_Dmg_V1.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_Fall_Dmg_V2.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_Fall_Dmg_V3.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_Fall_Dmg_V4.xml" - Mod File - Replace
GoG game version troubleshooting files updated (blueprint force-learning fix)
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 177b
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v177b ]
Error Correction: [ 1 ]
French Language Version
[1] Corrected names of newly added weapons in the Blueprint Limiting Customization file being in English
_______________________________________________________________________________________________________
Mod files affected by this v177 to v177b update:
ALTERED
> DW\Data3.pak
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - CLMWP Mod File - Replace/Merge changes
_______________________________________________________________________________________________________
_______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v177 ]
Compatibility Changes: [ 1 ]
[1] Files updated for game version 1.38.0 compatibility
_____
Weapon Additions: [ 5 ]
[1] Weapon #173 - (Big Axe) Affliction
[2] Weapon #174 - (Hatchet) Idyll Inversion
[3] Weapon #175 - (Short Sword) Catalyst
[4] Weapon #176 - (Short Sword) Meld
[5] Weapon #177 - (Firearm: Shotgun) Shatterburst
_______________________________________________________________________________________________________
Mod files affected by this v171 to v172 update:
ALTERED
> DW\Data3.pak
- "data\maps\clm_wp_z20_*_texts_all.bin" - CLMWP Mod File - Replace
- "data\scripts\crafting\crafting_elementals.scr" - Modified Official File - Replace/Merge changes
- "data\scripts\inventory\tricky_weapons.scr" - Modified Official File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_tricky.scr" - CLMWP Mod File - Replace/Merge changes
GoG game version troubleshooting files updated (blueprint force-learning fix)
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 172
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v172 ]
Compatibility Changes: [ 1 ]
[1] Files updated for game version 1.35.0 compatibility
_____
Weapon Additions: [ 1 ]
[1] Weapon #172 - (Short Sword) Permafrost
_______________________________________________________________________________________________________
Mod files affected by this v171 to v172 update:
ALTERED
> DW\Data3.pak
- "data\maps\clm_wp_z20_*_texts_all.bin" - CLMWP Mod File - Replace
- "data\scripts\inventory\tricky_weapons.scr" - Modified Official File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - CLMWP Mod File - Replace/Merge changes
GoG game version troubleshooting files updated (blueprint force-learning fix)
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 171
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v171 ]
Compatibility Changes: [ 1 ]
[1] Files updated for game version 1.34.0 compatibility
_____
Weapon Additions: [ 3 ]
[1] Weapon #169 - (Improvised) Veil Piercer
[2] Weapon #170 - (Firearm: Pistol) Slycast
[3] Weapon #171 - (Firearm: SMG) Driftwarp
_____
Changes: [ 1 ]
[1] Weapon #118 "Silenced Au79 Zealot" silenced pistol now uses regular pistol ammo instead the special 'subsonic' ammo
- This silenced mod pistol (and the one added in this update) will now use regular pistol ammo and remain silenced.
- There is no need for Dying Light's or the mod's silenced weapons to use a special ammunition as the weapons being silenced is configured on the weapons themselves.
- Techland seemed to have decided to make the official silenced pistol weapons use a special ammunition just so this new ammunition would be separate from the commonly available regular pistol ammo and this special ammo could intentionally be made to be in short supply and require looting police vehicles for a chance to find some, as well as allowed them to eventually add a blueprint which would need to be acquired via a quest in order to craft it using special craft components.
_____
Issue Corrections: [ 1 ]
[1] Corrected all other mod firearms to include at least a clip of ammunition when crafted
- Expanding the changes made in a previous mod update, all mod firearms will now include ammunition of at least the mod default clip size with the firearm when it is crafted instead of only certain mod firearms.
_______________________________________________________________________________________________________
Mod files affected by this v168 to v171 update:
ALTERED
> DW\Data3.pak
- "data\maps\clm_wp_z20_*_texts_all.bin" - CLMWP Mod File - Replace
- "data\scripts\inventory\tricky_weapons.scr" - Modified Official File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - CLMWP Mod File - Replace/Merge changes
GoG game version troubleshooting files updated (blueprint force-learning fix)
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 168
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v168 ]
Weapon Additions: [ 1 ]
[1] Weapon #168 - (Improvised) "Gnockam Fahldawn"
_____
Customization File Changes: [ 1 ]
[1] Melee Attribute Customization File > Wield Style Options > "Individual Weapons" section added
- The official "Gnome Chompski" garden gnome weapon has a unique swing animation and is wielded with two hands.
- The mod's newest Weapon #168 "Gnockam Fahldawn" uses this mesh and swings one-handed by default in the mod.
- Due to the weapon being held differently with two hands from other weapons, the mod's Medium and Heavy Wield Style Melee Options couldn't be applied to this weapon due to those options applying the generic two-handed wield style animation and not the unique Gnome wield style animation.
- I've now added an "Individual Weapons" section to the Melee Attribute Customization file's Wield Style section so this weapon can be made to be wielded with two hands properly.
- This section for altering the wield style of individual weapons instead of entire mod weapon types may be expanded in the future to include select additional mod weapons.
_______________________________________________________________________________________________________
Mod files affected by this v167c to v168 update:
ALTERED
> DW\Data3.pak
- "data\maps\clm_wp_z20_*_texts_all.bin" - CLMWP Mod File - Replace
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_MELEE.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_weapon_stats.scr" - CLMWP Mod File - Replace/Merge changes
GoG game version "mod blueprints force learned" fix files updated to force learning the new mod weapon blueprint(s)
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge the changes made between the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 167c
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v167c ]
Error Corrections: [ 1 ]
[1] Corrected several mod firearms not including a clip of ammunition when crafted
- Each firearm noted below now includes the mod default clip size with the firearm when it is crafted.
- Thank you once more to NexusMods user 'PowerWeapoN' for reporting these errors in the mod to me so they can be corrected!
Weapon #136 - (Firearm: Pistol) CLM Consigliere
Weapon #137 - (Firearm: SMG) CLM Vendetta
Weapon #139 - (Firearm: Pistol) Spitfire
Weapon #140 - (Firearm: Rifle) Sear Shriek
Weapon #142 - (Firearm: Shotgun) Rampage
Weapon #148 - (Firearm: Rifle) Tangent
Weapon #150 - (Firearm: Pistol) Zenith
Weapon #151 - (Firearm: Rifle) Stellar Strike
Weapon #159 - (Firearm: Shotgun) The Conflagration
Weapon #164 - (Firearm: Pistol) Veer Sequence
Weapon #165 - (Firearm: Rifle) Static Distortion
_______________________________________________________________________________________________________
Mod files affected by this v167b to v167c update:
ALTERED
> DW\Data3.pak
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - CLMWP Mod File - Replace/Merge changes
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 167b
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v167b ]
Changes: [ 1 ]
[1] Files updated for game version 1.33.0 compatibility
_______________________________________________________________________________________________________
Mod files affected by this v167 to v167b update:
ALTERED
> DW\Data3.pak
- "data\scripts\inventory\tricky_weapons.scr" - Modified Official File - Replace/Merge changes
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 167
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v167 ]
Changes: [ 1 ]
[1] Files updated for game version 1.31.0 compatibility
_____
Weapon Additions: [ 2 ]
[1] Weapon #166 - (Short Sword) Vertex
- Always illuminated blue light elements
- Charge attack inflicts double damage causes a brief, blue energy burst effect
[2] Weapon #167 - (Heavy Mace) Bloom
- Always illuminated blue light elements
- Charge attack inflicts double damage causes a brief, blue energy burst effect
_______________________________________________________________________________________________________
Mod files affected by this v165b to v167 update:
ALTERED
> DW\Data3.pak
- "data\maps\clm_wp_z20_*_texts_all.bin" - CLMWP Mod File - Replace
- "data\scripts\inventory\tricky_weapons.scr" - Modified Official File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_tricky.scr" - CLMWP Mod File - Replace/Merge changes
GoG game version troubleshooting files updated (blueprint force-learning fix)
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 165b
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v165b ]
Error Corrections [ 1 ]
[1] Weapon #165 "Static Distortion" (Firearm: Rifle) - Aiming Sight Alignment
I have corrected the sight alignment in aim mode for this weapon to now be perfectly centered on the yellow dot reticle.
- I had previously used the same alignment for the sight in aim mode that Techland has configured on the official Volkan rifle. Unfortunately, the bullet doesn't hit anywhere near where the reticle dot is aiming. I should have tested this alignment before releasing the last update as Techland's sight alignments have been off in the past, though never this far off. I've now manually corrected it so the center yellow dot of the sight is exactly on the mark of where the bullet hits. I tested this fixed alignment at both close range and at a great distance to ensure its accuracy.
_____
Feature Expansion: [ 1 ]
[1] Further Expanded Melee Weapon Wield Style Customization
- Mod melee weapon wield style customization option further expanded to now allow for customizing the wield style of mod weapon types separately from each other. Also expanded the setting to now offer altering the wield style of mod khopesh and short sword mod weapons.
Current wield style customization options now offered:
Light Mod Weapon Types
Knives
- Enable For Knives Slicing Instead of Swinging
Medium Mod Weapon Types
Baseball Bats
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
Khopeshes
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
Longswords
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
Medium Improvised
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
Scythes
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
Short Swords
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
Heavy Mod Weapon Types
Heavy Axes
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
- Enable For Two-Handed Heavy Attack Animation Instead of One-Handed
Heavy Improvised
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
- Enable For Two-Handed Heavy Attack Animation Instead of One-Handed
Heavy Maces
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
- Enable For Two-Handed Heavy Attack Animation Instead of One-Handed
Pickaxes
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
- Enable For Two-Handed Heavy Attack Animation Instead of One-Handed
Rebar And Concrete
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
- Enable For Two-Handed Heavy Attack Animation Instead of One-Handed
Sledgehammers
- Enable For Two-Handed Medium Attack Animation Instead of One-Handed
- Enable For Two-Handed Heavy Attack Animation Instead of One-Handed
_______________________________________________________________________________________________________
Mod files affected by this v165 to v165b update:
ALTERED
> DW\Data3.pak
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_MELEE.txt" - CLMWP Mod File - Replace/Merge changes
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 165
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v165 ]
Changes: [ 1 ]
[1] Files updated for game version 1.30.0 compatibility
_____
Weapon Additions: [ 3 ]
[1] Weapon #163 - (Short Sword) Etch
[2] Weapon #164 - (Firearm: Pistol) Veer Sequence
[3] Weapon #165 - (Firearm: Rifle) Static Distortion
_____
Feature Additions: [ 1 ]
[1] Melee Weapon Wield Customization - Heavy Wielded As Two-handed Medium
- Added an option to the melee weapon attributes customization file for heavy mod weapons to be wielded with
the medium two-handed weapon style instead of either one-handed or the two-handed heavy style
_______________________________________________________________________________________________________
Mod files affected by this v162b to v165 update:
ALTERED
> DW\Data3.pak
- "data\maps\clm_wp_z20_*_texts_all.bin" - CLMWP Mod File - Replace
- "data\scripts\inventory\tricky_weapons.scr" - Modified Official File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_MELEE.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_weapon_stats.scr" - CLMWP Mod File - Replace/Merge changes
GoG game version troubleshooting files updated (blueprint force-learning fix)
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 162b
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v162b ]
Issue Corrections: [ 1 ]
[1] Optional Crafting Requirements - "Cash" requirement prevents crafting certain mod blueprints
- The game is no longer recognizing the player's "Cash" when it is a requirement to craft a mod blueprint.
- As a result of this, a mod blueprint that has "Cash" as a crafting requirement cannot be crafted when craft part requirements to craft mod blueprints are enabled.
- I've now removed "Cash" as being a requirement from Utility Booster blueprints when crafting part requirements are enabled.
_______________________________________________________________________________________________________
Mod files affected by this v162 to v162b update:
ALTERED
> DW\Data3.pak
- "data\scripts\inventory\clm_wp\clm_wp_craft_high.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_norm.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_vhigh.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_xhigh.scr" - CLMWP Mod File - Replace/Merge changes
GoG game version troubleshooting files updated (blueprint force-learning fix)
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 162
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v162 ]
Weapon Additions: [ 1 ]
[1] Weapon #162 - (Big Axe) Obsidian Jackal
_______________________________________________________________________________________________________
Mod files affected by this v161b to v162 update:
ALTERED
> DW\Data3.pak
- "data\maps\clm_wp_z20_*_texts_all.bin" - CLMWP Mod File - Replace
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - CLMWP Mod File - Replace/Merge changes
GoG game version troubleshooting files updated (blueprint force-learning fix)
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 161b
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v161b ]
Special Utility Buff Additions: [ 1 ]
[1] Added 'Tethered Weapons' Special Utility Buff
Tethered Weapons
- 60 minute default duration
- Attaches a rope to your melee weapons for instant recovery when thrown
- Effect does not stack; additional uses will only restart the timer
_____
Changes: [ 1 ]
[1] Updated several Special Utility Buff icons to more easily recognize active buffs
"Grappling Hook Extended" Buff Icon
- From: 'Eyeball'
- To: 'Grappling Hook'
"Inventory Size Increased" Buff Icon
- From: 'Stash'
- To: 'Satchel'
"Reinforced Weapons" Buff Icon
- From: 'Cog'
- To: 'Sheathed Weapon'
"XP Gain Increased" Buff Icon
- From: 'Generic Increase'
- To: 'Star'
_____
File Name Changes: [ 1 ]
[1] I've altered a mod folder name for consistency across mods to prevent issues
Primarily a note for anyone who has merged this mod with other mods, or for anyone who manually updates individual
files from the new updates. Rename this mod folder prior to merging the new mod version's files or remove the folder
and include the renamed folder from the new mod version.
Mod Data3.pak file > "data\skills" directory
- Renamed "StinVec_Created_Loot_Mod" folder to "StinVec_Special_Utility_Buffs"
_______________________________________________________________________________________________________
Mod files affected by this v161 to v161b update:
RENAMED
- "data\skills\StinVec_Created_Loot_Mod" to "StinVec_Special_Utility_Buffs" - Mod Folder - Rename
ALTERED
> DW\Data3.pak
- "data\maps\clm_wp_z20_*_texts_all.bin" - Mod File - Replace
- "data\quests\*\sub\*.xml" - Mod Files - Replace (GoG game version BP fix files)
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - Mod File - Replace/Merge changes
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_Apply_All.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_GHook_Extend_V1.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_GHook_Extend_V2.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_GHook_Extend_V3.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_GHook_Extend_V4.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_Inv_Size_Inc_V1.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_Inv_Size_Inc_V2.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_Inv_Size_Inc_V3.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_Inv_Size_Inc_V4.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_Reinf_Weap_V1.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_Reinf_Weap_V2.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_Reinf_Weap_V3.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_Reinf_Weap_V4.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_Remover.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_XP_Gain_Inc_V1.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_XP_Gain_Inc_V2.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_XP_Gain_Inc_V3.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_XP_Gain_Inc_V4.xml" - Mod File - Replace
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buffs.scr" - Mod File - Replace/Merge changes
- "data\skills\StinVec_Special_Utility_Buffs\STINVEC_BUFFS_CUSTOMIZE_DURATIONS.txt" - Mod File - Replace/Merge changes
ADDED
> DW\Data3.pak
- "data\maps\stinvec_sub_mod_*_texts_all.bin" - Mod File - Add
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_Teth_Weap_V1.xml" - Mod File - Add
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_Teth_Weap_V2.xml" - Mod File - Add
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_Teth_Weap_V3.xml" - Mod File - Add
- "data\skills\StinVec_Special_Utility_Buffs\StinVec_Buff_Teth_Weap_V4.xml" - Mod File - Add
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 161
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v161 ]
Update Summary
- Added 3 new weapon blueprints
- Added 3 new "Special Utility Buffs" blueprints to craft the buffs
- Added "Special Utility Buffs" duration customization file
- Added "Ricochet" attribute customization to each firearm in the mod firearm attributes customization file
_________________________
Weapon Additions: [ 3 ]
[1] Weapon #159 - (Firearm: Shotgun) The Conflagration
- Igniting shot blasts
[2] Weapon #160 - (Claws) The Lost Blades of Alin.
- Named for Steam community member: "Alin."
[3] Weapon #161 - (Claws) Balaur Claws
_____
Feature Additions: [ 3 ]
[1] Added "Ricochet" attribute customization to each firearm type in the mod firearm attributes customization file
- You can now select from several levels on each firearm type separately to customize how many times bullets
fired from the weapons will ricochet.
[2] Special Utility Buff Consumable Item Additions
- Updated to add blueprints to craft 3 additional special utility items that I added in the standalone mod
version of my Special Utility Buffs mod.
- One added buff is an all-in-one consumable that applies all of the mod's Special Buffs with a single use.
- In the event you wish to no longer have any of the mod's special buffs active, instead of having to wait for
all of the buffs to expire in order to not have them active on your save game, another special utility
consumable has also been added that will remove all of the mod's special buffs that are active.
Added special buff utilities:
Fall Protection
- 30 minute default duration
- Removes all falling damage
- Effect does not stack; additional uses will only restart the timer
Apply All Special Buffs
- Instant
- Applies all special buffs to their maximum stack amounts
- Additional uses will restart the timer on all special buffs and re-apply any buffs that had expired
Remove All Special Buffs
- Instant
- Removes all stacks of all special buffs
[3] Special Buff Duration Customization File Added
- If you would like to alter the durations that special buffs will be active for, I've included a customization
file where you can select from 4 durations on each special buff separately for them to be active for.
Current buff duration versions offered:
V1: 10 minutes
V2: 30 minutes
V3: 60 minutes
V4: Active Until Removed
Note:
"Movement Speed Doubled" special buff durations are lower
V1: 1 minute
V2: 5 minutes
V3: 15 minutes
V4: Active Until Removed
_______________________________________________________________________________________________________
Mod files affected by this v158c to v161 update:
ALTERED
> DW\Data3.pak
- "data\maps\clm_wp_z20_*_texts_all.bin" - CLMWP Mod File - Replace
- "data\quests\*\clmwp\*.xml" - CLMWP Mod Files - Replace (GoG game version BP fix files)
- "data\quests\*\sub\*.xml" - CMWP Mod Files - Replace (GoG game version BP fix files)
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_tricky.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_FIREARM.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_weapon_stats.scr" - CLMWP Mod File - Replace/Merge changes
- "data\skills\buffs_sources.scr" - Modified Official File - Replace/Merge changes
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buffs.scr" - CLM Mod File - Replace
REMOVED
> DW\Data3.pak
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_GHook_Extend.xml" - CLM Mod File - Remove
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Inv_Size_Inc.xml" - CLM Mod File - Remove
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Move_Speed_x2.xml" - CLM Mod File - Remove
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Reinf_Weap.xml" - CLM Mod File - Remove
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_XP_Gain_Inc.xml" - CLM Mod File - Remove
ADDED
> DW\Data3.pak
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Apply_All.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Fall_Dmg_V1.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Fall_Dmg_V2.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Fall_Dmg_V3.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Fall_Dmg_V4.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_GHook_Extend_V1.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_GHook_Extend_V2.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_GHook_Extend_V3.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_GHook_Extend_V4.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Inv_Size_Inc_V1.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Inv_Size_Inc_V2.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Inv_Size_Inc_V3.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Inv_Size_Inc_V4.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Move_Speed_x2_V1.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Move_Speed_x2_V2.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Move_Speed_x2_V3.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Move_Speed_x2_V4.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Reinf_Weap_V1.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Reinf_Weap_V2.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Reinf_Weap_V3.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Reinf_Weap_V4.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Remover.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_XP_Gain_Inc_V1.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_XP_Gain_Inc_V2.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_XP_Gain_Inc_V3.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_XP_Gain_Inc_V4.xml" - CLM Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\STINVEC_BUFFS_CUSTOMIZE_DURATIONS.txt" - CLM Mod File - Add
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 158c
- _______________________________________________________________________________________________________
CLM Weapon Pack [ v158c ]
_______________________________________________________________________________________________________
Changes: [ 1 ]
[1] Files updated for game version 1.25.0 compatibility
_____
Issue Corrections: [ 1 ]
[1] Corrected the issue of all language versions of the mod not working at all
- Thank you very, very much to Moneysgreen for taking the time to report that they were encountering
this issue and helping to bring to light that the mod was non-functional for nearly two weeks.
I apologize to all who downloaded the broken mod version.
_______________________________________________________________________________________________________
Mod files affected by this v158b to v158c update:
ALTERED
- "data\scripts\inventory\tricky_weapons.scr" - Modified Official File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_none.scr" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_craft_norm.scr" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_craft_high.scr" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_craft_vhigh.scr" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_craft_xhigh.scr" - CLMWP Mod File
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 158b
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v158b ]
Feature Additions: [ 1 ]
[1] I've created 5 new special utilities that can be created on demand for free via new blueprints
- Each crafting of a blueprint will provide a supply of 10 of a utility
- Enabling crafting parts as being required to craft blueprints -DOES- affect these blueprints (+cash)
- Utility items are equipped in your secondary equipment slots
- Durations of utilities vary
- Utility effect timer is restarted if you use a utility while it is already active
- Thoughts on the configuration of these special utilities and requests for additional special utilities
that perform specific effects are welcome to be shared in the comment section
Currently Offered Special Utilities
Grappling Hook Extended
- 60 minute duration
- +60% grappling hook range (affects all mod and official Dying Light grappling hooks)
- Effect does not stack; additional uses will only restart the timer
Inventory Size Increased
- 60 minute duration
- +30 inventory slots
- Effect can be stacked up to 5 times for a total of 150 additional inventory slots
- After timer expires, extra inventory slots that are empty will be removed
- Extra slots that are filled will remain, but will be removed once they are emptied
Movement Speed Doubled
- 1 minute duration
- All land and water movement speed is doubled; stamina is refilled and is unlimited while active
- Effect does not stack; additional uses will only restart the timer
Reinforced Weapons
- 30 minute duration
- Unlimited melee weapon durability while active (affects all mod and official Dying Light melee weapons)
- Effect does not stack; additional uses will only restart the timer
XP Gain Increased
- 30 minute duration
- Experience gained from most actions is doubled
- Effect does not stack; additional uses will only restart the timer
_____
Error Corrections: [ 2 ]
[1] Weapon #42 - (Hand Saw) Jag
- Corrected repair part requirements to be those of medium weapons and not light weapons that I failed to
correctly change when I converted the weapon over to medium weapon classification instead of light in v158
[ES][FR]
[2] Corrected official "tricky_weapons.scr" file to include the v1.24.0 game update changes
- I failed to include the updated version of this file in the Espanol and Francais v158 mod versions
- Official Leaping Tiger Dao (Short Sword) and official Dragon Ji (Big Axe) special weapon tricks will now be active
in those language versions
_______________________________________________________________________________________________________
Mod files affected by this v158 to v158b update:
ALTERED
- "data\maps\clm_wp_z20_*_texts_all.bin" - CLMWP Mod File - Replace
- "data\scripts\inventory\tricky_weapons.scr" - Modified Official File - [ES][FR] - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_none.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_norm.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_high.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_vhigh.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_xhigh.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - CLMWP Mod File - Replace/Merge changes
ADDED
- "data\restclient.scr" - Modified Official File - Add/Merge changes if exists
- "data\quests\*\sub\*.xml" - CLMWP Mod Files - Replace (GoG game version BP fix files)
- "data\skills\buffs_sources.scr" - Modified Official File - Add/Merge changes if exists
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_GHook_Extend.xml" - CLMWP Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Inv_Size_Inc.xml" - CLMWP Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Move_Speed_x2.xml" - CLMWP Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_Reinf_Weap.xml" - CLMWP Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buff_XP_Gain_Inc.xml" - CLMWP Mod File - Add
- "data\skills\StinVec_Created_Loot_Mod\StinVec_Buffs.scr" - CLMWP Mod File - Add
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 158
- _______________________________________________________________________________________________________
CLM Weapon Pack Mod [ v158 ]
Compatibility Changes: [ 1 ]
[1] Files updated for game version 1.24.0 compatibility
_____
Weapon Additions: [ 3 ]
Weapon #156 - (Crossbow) Squelch
Weapon #157 - (Double-bladed Axe) Ashfall
Weapon #158 - (Short Sword) Seethe
_____
Weapon Changes: [ 4 ]
[1] Custom Laser Weapons (#36, #37, #38) firing effects changed to produce area elemental damage
- Dramatically altered all firing and impact effects to produce greater element-specific area damage at impact
[2] Custom Laser Weapons (#36, #37, #38) now use a single power cell for ammo instead of a different ammo for each
- Altered all three weapons to use a single power cell for ammunition
- The 3 power cell/ammo blueprints previously used for these weapons are now a single power cell/ammo blueprint
- Maximum charge capacity for this power cell (max ammo) increased from 999 to 999,999
[3] Hubcap Accelerator (#125) ammo maximum capacity increased from 999 to 999,999
[4] Expanded the base weapon types that are accepted when creating most mod weapons if crafting requirements are enabled.
_____
Customization Files Changes: [ 3 ]
[1] Altered layout design of customization files in an attempt to more clearly define the sections.
[2] Mod melee weapon "Damage" customization sections expanded to offer additional damage levels
- Expanded light, medium, heavy melee weapon "Damage" customization sections to 15 available damage levels from 10.
Damage Values Added: 50, 150, 300, 1200, 5000
- Also added a note after damage levels in each damage section of what Survivor Rank official weapons of that damage
become available at shops.
(Light reflects 1-handed official weapon damage range only)
(Medium reflects both 1-handed and 2-handed official weapon damage ranges)
(Heavy reflects 2-handed official weapon damage range only)
[3] "Hand Saw" melee weapon type is now controlled by the Medium Weapon customization section instead of Light Weapon customization
- As the attributes on official hand saw weapons are more comparable to machetes and short swords than pipes and picks,
the hand saws in the mod are now classified as medium weapons instead of light weapons.
_____
Error Corrections: [ 2 ]
[1] Corrected melee weapon durability being double the amount enabled in the customization file
- I discovered that weapons gain a durability bonus based on the rarity of the weapon. Due to the mod weapons being Gold
rarity, they were receiving a 100% bonus to durability.
- I've adjusted the values of the levels to compensate for this 100% bonus, which has resulted in the values of the levels
being changed slightly to values that are more easily divided in half.
[2] Corrected melee weapon repairable times being 3 higher than the amount enabled in the customization file
- I discovered that weapons gain a bonus number of repairable times based on the rarity of the weapon. Due to the mod
weapons being Gold rarity, they were receiving a bonus of 3 additional repairs.
- I've adjusted the values of the levels to compensate for these additional 3 repairs.
- As setting the repairable times to zero disables repairing on the weapon instead of only having the 3 bonus repairs, I've
increased the L2 'Normal' repair count to being 4 instead of 3 (1+3 bonus repairs).
- As I cannot offer a single repair on a gold rarity weapon, and I am not going to alter the rarity of mod weapons to be
white rarity to avoid receiving these bonus repairs, L1 of the Repairable Times customization sections will now disable the
ability to repair mod weapons of that weight if it is the active level.
_______________________________________________________________________________________________________
Mod files affected by this v155c to v158 update:
ALTERED
- "data\maps\clm_wp_y1_*_texts_all.bin" - CLMWP Mod File - Replace
- "data\maps\clm_wp_y2_*_texts_all.bin" - CLMWP Mod File - Replace
- "data\maps\clm_wp_z20_*_texts_all.bin" - CLMWP Mod File - Replace
- "data\quests\*\clmwp\*.xml" - CLMWP Mod Files - Replace (GoG game version BP fix files)
- "data\scripts\inventory\tricky_weapons.scr" - Modified Official File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_none.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_norm.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_high.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_vhigh.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_xhigh.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_FIREARM.txt" - CLMWP Mod File - Replace
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_MELEE.txt" - CLMWP Mod File - Replace
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_THROWING.txt" - CLMWP Mod File - Replace
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - CLMWP Mod File - Replace
- "data\scripts\inventory\clm_wp\clm_wp_tricky.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_weapon_stats.scr" - CLMWP Mod File - Replace/Merge changes
_______________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with other mods that alter the same files,
I recommend using the WinMerge program to quickly compare and merge elements of the old and new file versions.
_______________________________________________________________________________________________________
- _______________________________________________________________________________________________________
-
Version 155c
- ____________________________________________________________________________________________________________________________
CLM Weapon Pack Mod [ v155c ]
Error Corrections: [ 2 ]
[1] Corrected crafting requirement base weapons needed for several weapons when crafting parts are enabled as being required
- #155 (Wrench) "F-4-Disrespecter" corrected to require a wrench as its base weapon instead of a crowbar
- #154 (Wrench) "CLM Wrench Kiss" corrected to require a wrench as its base weapon instead of a crowbar
- #145 (Improvised) "Yipsy" corrected to use medium or heavy weapons as its base weapon
- #144 (Improvised) "Good Vibrations" corrected to use light, medium or heavy weapons as its base weapon
- #143 (Improvised) "Cadence" corrected to use heavy weapons as its base weapon instead of only sledgehammers
- #141 (Stick) "Sticky Chicky" corrected to use wood plank weapons as its base weapon instead of batons
- #130 (Improvised) "Breaking Queue" corrected to use heavy weapons as its base weapon instead of only sledgehammers
- #124 (Improvised) "Sub Rosa" corrected to use heavy weapons as its base weapon instead of only sledgehammers
- #35 (Pipe) "CLM Night Club" corrected to use pipe weapons as its base weapon instead of batons
[2] Corrected #48 (Fists) "Augmented Elemental-Infused Fists" still requiring crafting parts when crafting part
requirements are not enabled
____________________________________________________________________________________________________________________________
Mod files affected by this v155b to v155c update:
ALTERED
- "data\scripts\inventory\clm_wp\clm_wp_craft_none.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_norm.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_high.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_vhigh.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_craft_xhigh.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - CLMSH Mod File - Replace/Merge changes
____________________________________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with
other mods that alter the same files, I recommend using the WinMerge program
to quickly compare and merge elements of the old and new file versions.
____________________________________________________________________________________________________________________________
- ____________________________________________________________________________________________________________________________
-
Version 155b
- ____________________________________________________________________________________________________________________________
CLM Weapon Pack Mod [ v155b ]
Error Corrections: [ 1 ]
[1] Corrected an error in the GoG game version troubleshooting fix files for GoG users updating from v151 of the mod
- The error prevented users who updated from v151 from getting the new weapon blueprints force-learned by the files
on their save game.
- GoG game version users who started with v155 as a new user of the mod wouldn't have encountered this issue. Only GoG users
who previously had the blueprints force-learned by v151 of the mod and who were updating to v155 would encounter the issue.
____________________________________________________________________________________________________________________________
Mod files affected by this v155 to v155b update:
ALTERED
- "data\quests\*\clmwp\*.xml" - CLMWP Mod Files - Replace (GoG game version fix files)
____________________________________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with
other mods that alter the same files, I recommend using the WinMerge program
to quickly compare and merge elements of the old and new file versions.
____________________________________________________________________________________________________________________________
- ____________________________________________________________________________________________________________________________
-
Version 155
- ____________________________________________________________________________________________________________________________
CLM Weapon Pack Mod [ v155 ]
Weapon Additions: [ 4 ]
Weapon #152 - (Crowbar) CLM Punk Queen
Weapon #153 - (Baton) CLM The Constable
Weapon #154 - (Wrench) CLM Wrench Kiss
Weapon #155 - (Wrench) F-4-Disrespecter
__________
Error Corrections: [ 1 ]
[1] Corrected Weapon #35 "CLM Night Club" classification to be noted as a "Pipe" weapon instead of a "Baton" weapon
____________________________________________________________________________________________________________________________
Mod files affected by this v151 to v155 update:
ALTERED
- "data\maps\clm_wp_y1_*_texts_all.bin" - CLMWP Mod File - (mod text - all languages)
- "data\maps\clm_wp_z20_*_texts_all.bin" - CLMWP Mod File - (mod text - all languages)
- "data\quests\*\clmwp\*.xml" - CLMWP Mod Files - Replace (GoG game version fix files)
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - CLMWP Mod File - Replace/Merge changes
____________________________________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with
other mods that alter the same files, I recommend using the WinMerge program
to quickly compare and merge elements of the old and new file versions.
____________________________________________________________________________________________________________________________
- ____________________________________________________________________________________________________________________________
-
Version 151
- ____________________________________________________________________________________________________________________________
CLM Weapon Pack Mod [ v151 ]
Compatibility Changes: [ 1 ]
[1] Files updated for game version 1.23.0 compatibility
__________
Weapon Additions: [ 10 ]
Weapon #142 - (Firearm: Shotgun) Rampage
Weapon #143 - (Improvised) Cadence
Weapon #144 - (Improvised) Good Vibrations
Weapon #145 - (Improvised) Yipsy
Weapon #146 - (Baseball Bat) Lumineuro
Weapon #147 - (Knife) Stigma
Weapon #148 - (Firearm: Rifle) Tangent
Weapon #149 - (Machete) Synthetic Apex
Weapon #150 - (Firearm: Pistol) Zenith
Weapon #151 - (Firearm: Rifle) Stellar Strike
____________________________________________________________________________________________________________________________
Mod files affected by this v141 to v151 update:
ALTERED
- "data\quests\*\clmwp\*.xml" - CLMWP Mod Files - Replace (GoG game version fix files)
- "data\scripts\crafting\crafting_elementals.scr" - Modified Official File - Replace/Merge changes
- "data\scripts\inventory\inventorystuff.scr" - Modified Official File - Replace/Merge changes
- "data\scripts\inventory\tricky_weapons.scr" - Modified Official File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_tricky.scr" - CLMWP Mod File - Replace/Merge changes
ADDED
- "data\maps\clm_wp_z20_*_texts_all.bin" - CLMWP Mod File - (more mod text - all languages)
____________________________________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with
other mods that alter the same files, I recommend using the WinMerge program
to quickly compare and merge elements of the old and new file versions.
____________________________________________________________________________________________________________________________
- ____________________________________________________________________________________________________________________________
-
Version 141
- ____________________________________________________________________________________________________________________________
CLM Weapon Pack [ v141 ]
____________________________________________________________________________________________________________________________
Weapon Additions: [ 7 ]
[1] Weapon #135 - (Knife) CLM Omertà
[2] Weapon #136 - (Firearm: Pistol) CLM Consigliere
[3] Weapon #137 - (Firearm: SMG) CLM Vendetta
[4] Weapon #138 - (Knife) Flicker
[5] Weapon #139 - (Firearm: Pistol) Spitfire
[6] Weapon #140 - (Firearm: Rifle) Sear Shriek
[7] Weapon #141 - (Stick) Sticky Chicky
____________________________________________________________________________________________________________________________
Mod files affected by this v134e to v141 update:
ALTERED
- "data\maps\clm_wp_y2_*_texts_all.bin" ----- CLMWP Mod File - Replace (mod text - all languages)
- "data\quests\*\clmwp\*.xml" ----- CLMWP Mod Files - Replace (GoG game version fix files)
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" ----- CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" ----- CLMWP Mod File - Replace/Merge changes
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" ----- CLMWP Mod File - Replace/Merge changes
____________________________________________________________________________________________________________________________
Mod Update/Merging Tip:
If you have made alterations to these mod files or they have been merged with
other mods that alter the same files, I recommend using the WinMerge program
to quickly compare and merge elements of the old and new file versions.
____________________________________________________________________________________________________________________________
- ____________________________________________________________________________________________________________________________
-
Version 134e
- ____________________________________________________________________________________________________________________________
CLM Weapon Packs [ v134e ]
____________________________________________________________________________________________________________________________
Issue Correction: [ 1 ]
[1] For New Users Of The Mod With The GoG Game Version
- Updated the download zip's "troubleshooting" files for the GoG game version to include forced mod blueprint
learning quests for the "Prison" map so the mod blueprints will be forced to be learned when loading into or
entering that map.
____________________________________________________________________________________________________________________________
Mod files affected by this v134d to v134e update:
ADDED
- "data\quests\prison\clmwp\*.xml" ----- CLMWP Mod File
- "data\quests\prison\cwu\*.xml" ----- CLMWP Mod File
- "data\quests\prison\egh\*.xml" ----- CLMWP Mod File
- "data\quests\prison\wwb\*.xml" ----- CLMWP Mod File
____________________________________________________________________________________________________________________________
- ____________________________________________________________________________________________________________________________
-
Version 134d
- ____________________________________________________________________________________________________________________________
CLM Weapon Packs [ v134d ]
____________________________________________________________________________________________________________________________
Feature Additions: [ 2 ]
[1] Added "Accuracy" section for firearm attribute customization
- Pistol, SMG, Shotgun and Rifle weapon types now include 5 levels for "Accuracy" customization
[2] Added "Recoil" section for firearm attribute customization
- Pistol, SMG, Shotgun and Rifle weapon types now include 5 levels for "Recoil" customization
____________________________________________________________________________________________________________________________
Mod files affected by this v134c to v134d update:
ALTERED
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" ----- CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_FIREARM.txt" ----- CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_weapon_stats.scr" ----- CLMWP Mod File
____________________________________________________________________________________________________________________________
Mod Update/Merging Tip:
I recommend the WinMerge program to quickly compare and merge elements of
the old and new file versions if alterations have been made to the mod
files or they have been merged with other mods that alter the same files.
____________________________________________________________________________________________________________________________
- ____________________________________________________________________________________________________________________________
-
Version 134c
- ____________________________________________________________________________________________________________________________
CLM Weapon Packs [ v134c ]
____________________________________________________________________________________________________________________________
Issue Corrections: [ 4 ]
[1] Amount and type of part required to repair mod melee weapons reconfigured and now automatically scales
proportionally with the level of crafting parts enabled as being required to create the weapons.
- Corrected an oversight regarding the amount of parts required to repair mod melee weapons.
- Previously, the amount and type of the component required to repair mod melee weapons stayed the same regardless
of what level of crafting parts were enabled as being required to create the mod weapons.
- This issue caused several of the crafting requirement levels (namely 'Normal' part requirements) to require
fewer parts to create a fresh copy of the weapon than would be needed to repair the damaged version.
- Repair part type has now been standardized to only require 'Metal Parts' instead of 'Batteries'.
(with a few weapons still requiring 'Alcohol' or 'Coffee' like Mutations and Elemental Fists)
- Repair part amount is now tied to the levels of optional crafting part requirements and the amount will now
automatically scale as a portion of the creation requirements based on which level of crafting part requirements
is enabled.
Examples For Crafting Part Requirement Levels:
'None' / 'Normal' = x1 "Metal Parts" to repair
- Enabling 'None' or 'Normal' crafting part requirements being required to craft mod weapons will cause
x1 "Metal Parts" to be required to repair mod melee weapons regardless of the weapon's weight class
(Light, Medium and Heavy) to match vanilla Dying Light melee weapon repair requirements.
'High' / 'Very High' / Extremely High' = "Metal Parts" (scaling % of creation amount requirement) to repair
- Enabling 'High', 'Very high' or 'Extremely high' crafting part requirements being required to craft
mod weapons will cause each weight class of melee weapon (Light, Medium, Heavy) to require a portion
of its creation amount requirement level (which varies based on weight class) to repair the weapon
when it becomes damaged.
[2] Decreased crafting part requirement amounts for mod throwing weapons and stickybombs in the 'Normal' Crafting Part
Requirement level.
- Despite the mod blueprints producing the mod items in quantities of 10, whereas vanilla Dying Light blueprints
produce fewer (x5 for throwing weapons, x2 for explosives), the amount of parts previously configured as being
required for the 'Normal' Crafting Part Requirement level had been higher than vanilla Dying Light part
requirements when producing an equal amount.
- 'Normal' Crafting Part Requirement level has now had its part amounts needed for creating mod throwing weapons
and stickybombs lowered to be closer to vanilla Dying Light part requirements for similar items.
'Normal' Level Example For Producing x10 Throwing Weapons:
Mod Previously
x10 Blade
x10 Duct Tape
x30 Metal Parts
Mod Now
x3 Blade
x1 Duct Tape
x10 Metal Parts
'Normal' Level Example For Producing x10 Discharge Stickybombs:
Mod Previously
x10 Aerosol
x10 Batteries
x10 Electronics
x20 Metal Parts
x10 Plastic
x10 Power Cable
Mod Now
x4 Aerosol
x4 Batteries
x4 Electronics
x10 Metal Parts
x4 Plastic
x4 Power Cable
- Vanilla Dying Light part requirements are completely unrealistic (1 blade and a piece of string to assemble 5
throwing knives).
- I may provide a 'True Realism' level to offered crafting requirement levels for all mod weapons in the future.
- In the mean time, to have somewhat more realistic/logical/mathematically and physically plausible crafting
requirements for these and other mod weapons, consider choosing to enable the 'High' crafting part requirement
level or above.
[3] Corrected a reported issue of Weak Weapon Boost L1 blueprint (damage x2) not applying any damage boost
(Thank you very much for the report and help on the issue, InvidiousWhite!)
Technical Info:
The mod creates custom elemental effect levels to apply a custom elemental effect to weapons via
blueprint. This elemental effect simply adds a multiplie of the weapon's base damage instead of applying
an actual 'elemental' effect to the weapon. The mod creates different levels of this custom elemental
effect that can be designated as being applied via the different blueprints, just as official 'elemental'
effects have levels that are defined and added to weapons via blueprints. The mod's levels were 'level 1'
(damage x2), 'level 2' (damage x5), 'level 3' (damage x10), and 'level 4' (damage x20). For some reason
that I do not yet understand, the game no longer recognizes the mod's 'level 1' elemental effect
definition block as being a valid level definition block, but altering another level (or creating a
different level) to perform the same boost works fine - the 'level 1' defined block just doesn't want to
be applied properly any longer. I've now changed 'level 1' internally in the files to instead be 'level 5'
and altered the blueprint to apply this level 5 effect so there technically is no 'level 1' for the weapon
boost elemental effect; just 'level 2' (x5), 'level 3' (x10), 'level 4' (x20), and 'level 5' with L5
behaving as the 'level 1' (x2) block.
[4] Corrected the multiplier calculation on the Weak Weapon Boost L2 (x5), L3 (x10), and L4 (x20) blueprints so weapon
damage is accurately boosted
Technical Info:
The L2 (x5), L3 (x10), and L4 (x20) blueprints previously had multipliers of "5.0", "10.0", and "20.0".
These multiplier values have been now lowered to "4.0", "9.0", and "19.0". As the multiplier value is
added onto the base damage amount, the previous end result was that the weapon was boosted higher than
desired and intended. Previously, a 100 damage weapon boosted using the L2 (Damage x5) blueprint would
result in a 600 damage weapon as it was adding 5 times the damage amount onto the base damage amount. The
multipliers on these blueprints now account for the base amount as persisting so it is now technically
adding 4 times the base onto the base for an end result that is 5 times what the base was.
e.g. With this correction, a 100 damage weapon boosted with the L2 (Damage x5) blueprint will properly be
boosted to 500 instead of 600; L3 (x10) to 1000 instead of 1100; L4 (x20) to 2000 instead of 2100.
____________________________________________________________________________________________________________________________
Mod files affected by this v134b to v134c update:
ALTERED
- "data\scripts\crafting\crafting_elementals.scr" ----- CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_craft_none.scr" ----- CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_craft_norm.scr" ----- CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_craft_high.scr" ----- CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_craft_vhigh.scr" ----- CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_craft_xhigh.scr" ----- CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" ----- CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" ----- CLMWP Mod File
____________________________________________________________________________________________________________________________
Mod Update/Merging Tip:
I recommend the WinMerge program to quickly compare and merge elements of
the old and new file versions if alterations have been made to the mod
files or they have been merged with other mods that alter the same files.
____________________________________________________________________________________________________________________________
- ____________________________________________________________________________________________________________________________
-
Version 134b
- ____________________________________________________________________________________________________________________________
CLM Weapon Packs [ v134b ]
____________________________________________________________________________________________________________________________
Issue Corrections: [ 1 ]
[1] Enabling Throwing Weapon Damage L2 Disables Mod
Corrected an error in a file related to customizing the damage level of throwing weapons where selecting
"L2: 500 DMG" would cause the mod to be disabled.
____________________________________________________________________________________________________________________________
Mod files affected by this v134 to v134b update:
ALTERED
- "data\scripts\inventory\clm_wp\clm_wp_weapon_stats.scr" ----- CLMWP Mod File
____________________________________________________________________________________________________________________________
Mod Update/Merging Tip:
I recommend the WinMerge program to quickly compare and merge elements of
the old and new file versions if alterations have been made to the mod
files or they have been merged with other mods that alter the same files.
____________________________________________________________________________________________________________________________
- ____________________________________________________________________________________________________________________________
-
Version 134
- ____________________________________________________________________________________________________________________________
CLM Weapon Packs [ v134 ]
____________________________________________________________________________________________________________________________
Weapon Additions: [ 3 ]
[1] Weapon #132 - (Machete) Ionic Emulation
[2] Weapon #133 - (Machete) Plasmic Emulation
[3] Weapon #134 - (Baseball Bat) Phasic Emulation
____________________________________________________________________________________________________________________________
Mod files affected by this v131 to v134 update:
ALTERED
- "data\maps\clm_wp_y2_*_texts_all.bin" ----- CLMWP Mod File (mod text - all languages)
- "data\quests\*\clmwp\*.xml" ----- CLMWP Mod Files (GoG game version fix files)
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" ----- CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" ----- CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" ----- CLMWP Mod File
____________________________________________________________________________________________________________________________
- ____________________________________________________________________________________________________________________________
-
Version 131
- ____________________________________________________________________________________________________________________________
CLM Weapon Packs [ v131 ]
____________________________________________________________________________________________________________________________
Feature Change Summary:
- Externally provided, pre-configured 'Optional' mod files have been integrated into the mod as customizable files
- This was done primarily to provide users with greater control over the behavior of mod weapons and to also keep all
mod files self-contained in a single download.
- Additionally, this customizable integration allows for other aspects of the mod to be configurable as desired
'Optional Crafting Requirements' pre-configured drop-in files discontinued
- Use the following new customization file to enable a desired crafting requirement level:
> 'data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt'
'Optional Weapon Attributes' pre-configured drop-in files discontinued
- Use the following new customization files if you desire to alter various attribute levels on mod weapons:
> 'data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_FIREARM.txt'
> 'data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_MELEE.txt'
> 'data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_THROWING.txt'
'Blueprint Limiting' customization file re-titled
- "CLM_WP_CUSTOMIZATION.txt" removed and no longer used for blueprint limiting
- Undesired mod blueprints can be disabled via customizing this new customization file:
> 'data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt'
7 base elemental attachments can now be enabled as desired on newly created mod weapons (separate from upgrade slots)
- Use the following new customization file to enable any base elemental attachments you desire to be automatically
added to newly created mod weapons:
> 'data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt'
Further update details below
____________________________________________________________________________________________________________________________
Weapon Additions: [ 5 ]
[1] Weapon #127 - (Machete) Cozen Cascade
[2] Weapon #128 - (Sledgehammer) Shadow Exigent
[3] Weapon #129 - (Hatchet) Odium Aversion
[4] Weapon #130 - (Barrier Stand) Breaking Queue
[5] Weapon #131 - (Cricket Bat) Razed Bail
____________________________________________________________________________________________________________________________
Item Additions: [ 7 ]
Custom Weapon Upgrades
Created elemental attachments for the elemental effect levels I created for the X-Laser weapons
[1] Elemental Attachment: Shock 6000
- Shocks for 3 seconds
- 100% chance to propagate to nearby infected
- Damage increase: 100%
- Causes 150 electric damage
- Double damage to infected during night time
[2] Elemental Attachment: Burn 6000
- Burns for 10 seconds
- 100% chance to propagate to nearby infected
- Damage increase: 100%
- Causes 100 burning damage
- Double damage to infected during night time
[3] Elemental Attachment: Freeze 6000
- Freezes for 10 seconds
- 100% chance to propagate to nearby infected
- Damage increase: 100%
- Causes 10 freezing damage
- Double damage to infected during night time
Created elemental attachments for the officially configured 'Stunning' condition effect levels
[4] Elemental Attachment: Stun 1
- Stuns/Confuses for 10 seconds
- Blast: additional 10% damage to nearby infected
- Damage increase: 10%
- Critical Damage increase: 5%
- Double damage to infected during night time
[5] Elemental Attachment: Stun 2
- Stuns/Confuses for 10 seconds
- Blast: additional 10% damage to nearby infected
- Damage increase: 15%
- Critical Damage increase: 5%
- Double damage to infected during night time
[6] Elemental Attachment: Stun 3
- Stuns/Confuses for 10 seconds
- Blast: additional 10% damage to nearby infected
- Damage increase: 20%
- Critical Damage increase: 5%
- Double damage to infected during night time
[7] Elemental Attachment: Stun 4
- Stuns/Confuses for 10 seconds
- Blast: additional 10% damage to nearby infected
- Damage increase: 40%
- Critical Damage increase: 100%
- Double damage to infected during night time
____________________________________________________________________________________________________________________________
Changes: [ 8 ]
[1] Consolidated mod into an all-inclusive, single download zip
Zip contains:
- English, Deutsch, Espanol and Francais mod text language versions
- Install-Uninstall, Troubleshooting and Customization instructions
- 'Forced Blueprint Learning' files for GoG game users to add to the mod's Data3.pak file
[2] Deutsch, Espanol and Francais customization file contents translated
- Actual customization file names remain in English for now.
[3] Mod blueprint names re-titled to allow for numerical recognition
- Added weapon number to start of mod blueprint names to aid in locating a weapon you desire to craft
[4] Weapon #36, #37, #38 X-Lasers
- Switched from using SMG animation to Six-shooter animation for a more appropriate clip reload and shoot animation
(I avoided using the 'Beretta' pistol shoot animation as it causes screen to shake way too much and makes me ill)
- Animation change also causes gun to be held upward while running instead of downward to the left as an SMG is
(Adjusted weapon back and down while sprinting with new animation to prevent blocking so much of your view)
- Increased shoot time from .2 to .7 to compensate for new animation
(could retain .2 shoot time, but at the expense of inconsistent chamber/bolt rotation in animation)
[5] Weapon #92 - Scepter of the First
- Reclassified from Mace to Heavy Mace and can be made to be wielded with 2 hands
[6] Discontinued offering 'Optional Crafting Requirements' as separate files to swap into the Data3.pak file
- You can now choose to enable your choice of 4 levels of crafting component requirements to craft the mod weapons
via the following new mod customization file:
> 'data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt'
[7] 7 base elemental attachments can now be enabled on newly created mod weapons if desired
- You can enable your choice of up to 7 elemental effect attachments to be present on newly created mod weapons
- Base elemental attachments can be enabled and disabled at any time as desired to alter which base elemental
attachments will be applied to newly created mod weapons
- Disabling a base elemental attachment will remove it from all mod weapons that were crafted while it was active
- Base elemental attachments are placed onto mod weapons separate from attachments you may also desire to add via
weapon upgrade slots using my integrated Custom Weapon Upgrades mod
- Base elemental attachments can be selected via the following new mod customization file:
> 'data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt'
[8] Discontinued offering 'Optional Weapon Attributes' as separate files to swap into the Data3.pak file
- You can now choose from a range of attribute levels for each weapon type separately from each other via the
following new mod customization files:
> 'data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_FIREARM.txt'
> 'data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_MELEE.txt'
> 'data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_THROWING.txt'
Firearm Customization
- You can configure each mod firearm weapon type individually by selecting levels within the customization file
- Customizable attribute levels for each firearm type include:
- Damage
- Magazine/Clip Capacity
- Shot Mode
- Rate of Fire
- Individual optional attributes you can enable on mod firearm types include:
- Enable: Bullets Penetrate
- Enable: Silenced (Converted To Silenced/Firing Does Not Alert Enemies)
Melee Customization
- You can configure mod melee weapon type groups individually by selecting levels within the customization file
- Customizable attribute levels for melee weapon type groups include:
- Base Damage
- Force
- Hit Severity
- Repairable Times
- Durability
- Stamina Usage
- The mod alters mod melee weapon wield styles by default; 2-handed swing 1-handed, knives swing instead of
slice. You can disable these alterations and revert mod weapons to the Dying Light default 'Unaltered' wield
style by enabling any of these options as desired:
- Enable Unaltered: 2-Handed Baseball Bats, Scythes, Longswords
- Enable Unaltered: 2-Handed Sledgehammers, Pickaxes, Fire Axes, Heavy Maces, etc.
- Enable Unaltered: Knives Slice Instead of Swing
Throwable Customization
- You can configure some mod throwable weapons by selecting levels within the customization file
- Customizable attribute levels for some mod throwable weapons include:
Elemental Grappling Hooks
- Stamina Usage
Throwable: Axe/Sickle
- Base Damage
- Force
- Hit Severity
E.V.O. Dismemberment Drone
- Max Attack Range
- Airborne Lifetime
____________________________________________________________________________________________________________________________
Issue Corrections: [ 5 ]
[1] Weapon #22 (Baseball Bat) "PeanutButterJelly"
- Corrected potential missing skin when crafted issue
(it could appear pure white and only have the proper 'Golden' skin when an elemental attachment was applied to it
or an infected was hit with it to change it to the bloodied version of the skin)
[2] Weapon #125 Hubcap Accelerator
- Decreased range very slightly to prevent hubcaps left floating in the air when hitting infected at its max range
Note: Change [1] does not extend to this weapon; it retains SMG fire/reload animation and .2 shoot time
[2] Reconfigured 'Dismantle Result' aspect of mod weapons
- I erroneously believed multiple dismantle result attributes could be active on a weapon and all would be
granted to you upon dismantling the mod weapon. Apparently only one item is able to be granted upon dismantling
a weapon. Most weapons are now configured to provide 'metal parts', while some others give 'batteries' or other
appropriate part upon dismantling them (previously almost all mod weapons would give x2 'blades' due to that
being the last dismantle result item listed on the weapons).
[4] Corrected 'GoG Forced Blueprint Learning' fix files not forcing blueprints #90 and #91 to be learned
[5] Re-titled internal blueprint names to attempt correcting mod blueprints not being listed in alphabetical/numerical
order on the in-game blueprints tab
- Illogically, Techland seems to have configured the in-game blueprints menu to list blueprints of the same color
alphabetically by their internal item name instead of their displayed name. Unfortunately, not even that
illogical sort method is consistent as several blueprints still end up out of alphabetical/numerical order
despite their internal names being titled for proper alphabetical listing. As which blueprints that are out of
order changes based on what other blueprints are unlocked, it may have something to do with the seemingly random
order that blueprints are detected and loaded by the game. I do not know.
____________________________________________________________________________________________________________________________
Mod files affected by this v126 to v131 update:
ALTERED
- "data\maps\clm_wp_y1_*_texts_all.bin" - CLMWP Mod File (mod text - all languages)
- "data\maps\clm_wp_y2_*_texts_all.bin" - CLMWP Mod File (mod text - all languages)
- "data\maps\cwu_texts_all.bin" - CWU Mod File (mod text - English language)
- "data\maps\cwu_*_texts_all.bin" - CWU Mod File (mod text - non-English languages)
- "data\quests\*\clmwp\*.xml" - CLMWP Mod Files (GoG game version fix files)
- "data\scripts\crafting\crafting_elementals.scr" - Modified official game file
- "data\scripts\inventory\inventory_gen_dlc1.scr" - Modified official game file
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - CLMWP Mod File
ADDED
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_FIREARM.txt" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_MELEE.txt" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_ATTRIBUTES_THROWING.txt" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_CUSTOMIZE_BLUEPRINT_LIMITING.txt" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_craft_none.scr" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_craft_norm.scr" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_craft_high.scr" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_craft_vhigh.scr" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_craft_xhigh.scr" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_elem_bleed.scr" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_elem_burn.scr" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_elem_freeze.scr" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_elem_impact.scr" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_elem_none.scr" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_elem_poison.scr" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_elem_shock.scr" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_elem_stun.scr" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_weapon_stats.scr" - CLMWP Mod File
REMOVED
- "data\scripts\inventory\clm_wp\clm_wp_bp_creation.scr" - CLMWP Mod File (merged with CUSTOMIZE_BLUEPRINT_CRAFTING)
- "data\scripts\inventory\clm_wp\CLM_WP_CUSTOMIZATION.txt" - CLMWP Mod File (replaced by CUSTOMIZE_BLUEPRINT_LIMITING)
____________________________________________________________________________________________________________________________
- ____________________________________________________________________________________________________________________________
-
Version 126
- ________________________________________________________________________
CLM Weapon Packs [ v126 ]
_________________________
Weapon Additions: [ 2 ]
[1] Weapon #125 - (Custom Weapon) Hubcap Accelerator
[2] Weapon #126 - (Pick) Eidolon Exile
_________________________
Changes: [ 4 ]
[1] Switched all mod melee weapons with "Impact" damage type (sledges mostly) to "Blunt" or "Cut" damage type as impact
elemental effect can be added via upgrade slot using elemental attachments from 'Custom Weapon Upgrades' if desired.
[2] Updated in-game descriptions on nearly all mod weapon descriptions to remove outdated info due to changes offered
by the optional alternate weapon stats and removal of pre-applied elemental attachments.
[6] Custom 'laser' weapon alterations
- Weapon #36 (Custom Weapon) Electro-laser Cannon
- Weapon #37 (Custom Weapon) Scorch-laser Cannon
- Weapon #38 (Custom Weapon) Cryo-laser Cannon
- Also the new #125 (Custom Weapon) Hubcap Accelerator
- Altered names to remove the 'Cannon' portion due to changes made to the weapon
- Altered weapon firing sound
- Altered weapon damage and elemental effect radius and propagation due to an issue of the elemental 'splash
damage' and propagation effect instantly killing the player if the laser hit too closely
+ Due to several issues that came up during further testing that I could not overcome at this time, the mesh
used for these weapons has been changed to that of the glowing twins gun.
- These weapons can now reload properly and ammunition for them can be produced via the new blueprints that are
enabled by default in the Customization file
++++++++++ My reasoning for this change:
The TV Camera mesh used previously had a default orientation that aligned it sideways in front of the
player instead of facing forward like firearms. I was unable to find a way to rotate the mesh via
holder/hand positions and offsets in the weapon attributes, so I utilized the 'Bow' animation attribute
that caused it to be held sideways, which meant the TV Camera mesh was then facing forward.
Unfortunately, using this Bow animation also caused issues with the weapon being unable to reload as it
was attempting to animate the placement of an arrow onto the weapon. Also, as the bow is designed
differently from other firearms (and even the crossbow) and is only capable of having a single arrow in
the 'clip' at a time, an issue popped up of the weapons only having 1 'round' in the clip if you had
unequipped the weapon and re-equipped it. As the item could not be reloaded, it essentially meant needing
to drop the weapon and craft a brand new one if you needed more ammunition or even wanted to unequip it.
However, doing this then caused an issue where instead of producing the weapon with full ammunition, the
remaining ammunition from the previous crafting of the weapon caused it to be equipped with just a single
'round' in the clip, which the game would then try to fill by reloading the weapon. As the weapon would be
produced with 1 round, disabling the ability to reload at all was not an option as this issue happened
regardless. As the weapon glitched due to attempting to reload, this meant that the old supply of ammo
would need to be dropped in addition to the old weapon prior to crafting a new one. This entire issue is
too much of a hassle that I'm not able to overcome at this time with what is available in the game, so
I've simply altered the mesh to use that of the Uranophobic Thebacious thingy (Twins Gun) and gave them a
normal firearm animation so they can be reloaded normally.
I did like having a 'cannon' style weapon appearance as I felt it gave a bit of a 'Doom' feeling - almost
like running around Harran with a knock-off BFG. Sadly, using the TV Camera mesh on a 'cannon' weapon in
this mod is likely to be on hold for quite a while.
[4] Weapon #72 - (Sentinel) E.V.O. Dismemberment Drone
- Altered launching animation and sound
- Rebalanced drone attack range across all stats versions:
Vanilla Weapon Melee Range: 1.3-2.0 | Drone Range: L1=3.0 L2=5.0 L3=7.0 L4=10.0
_________________________
Issue Corrections: [ 2 ]
[1] Weapon #46 - The Silent Divider (crossbow)
- Slight adjustment to the shoot time attribute while aiming down the sight to correct an issue of the stun bolt
briefly appearing vertically at bottom left edge of screen when loading the next bolt onto the weapon after
firing.
[2] Corrected formatting/text alignment in weapon blueprint customization file when viewed in Notepad.
- Everything should be aligned properly now when viewed with Notepad's default font (10pt Lucida Console).
_________________________
For those that had merged the previous v124
with other mods or made modifications to this
mod's files, the following mod files have been:
ALTERED
- "data\maps\clm_wp_y1_*_texts_all.bin" - CLMWP Mod File (mod text - all languages)
- "data\maps\clm_wp_y2_*_texts_all.bin" - CLMWP Mod File (mod text - all languages)
- "data\scripts\enums\crafting_effect.def" - Modified official game file
- "data\scripts\crafting\crafting_elementals.scr" - Modified official game file
- "data\scripts\enums\crafting_effect.def" - Modified official game file
- "data\scripts\inventory\inventory_gen_dlc1.scr" - Modified official game file
- "data\scripts\inventory\tricky_weapons.scr" - Modified official game file
- "data\scripts\inventory\clm_wp\clm_wp_bp_creation.scr" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\CLM_WP_CUSTOMIZATION.txt" - CLMWP Mod File
- "data\scripts\inventory\clm_wp\clm_wp_tricky.scr" - CLMWP Mod File
- "data\quests\*\clmwp\*.xml" - CLMWP Mod Files (updated GoG game version fix files)
ADDED
- "data\scripts\inventory\inventorystuff.scr" - Newly Modified official game file
________________________________________________________________________
- ________________________________________________________________________
-
Version 124
- ________________________________________________________________________
CLM Weapon Packs [ v124 ]
_________________________
Weapons Additions: [ 6 ]
[1] Weapon #119 - (Sledgehammer) Lacuna Qualia
[2] Weapon #120 - (Hatchet) Numb Lock
[3] Weapon #121 - (Hatchet) Void Vector
[4] Weapon #122 - (Scythe) Demilune
[5] Weapon #123 - (Hammer) Anomie Oblivion
[6] Weapon #124 - (Gada - Heavy Mace) Sub Rosa
_________________________
Changes: [ 2 ]
[1] Further adjustments to the Optional 'Normal' Weapon Stats file weapon attributes
- Weapon attributes still had some attributes more in line with the default 'Higher' weapon stats instead of
normal weapons so I adjusted them again to be more like vanilla weapons instead of like the 'Higher'
stats weapons. Examples are 100 repairs decreased to 5, force and hit impact strength lowered, etc.
[2] Pre-applied Elemental Attachments Removed (add desired elements via my integrated Custom Weapon Upgrades mod)
- Altered the mod so all existing and future generated mod melee weapons no longer possess elemental
attachments chosen by me pre-applied to them. Elemental attachments can now be added only if they are
desired by using my integrated Custom Weapon Upgrades mod blueprint to generate elemental attachment
upgrades that you can use to add any desired elemental attachments to the weapons via the 4 upgrade slots
they possess.
This change is actually long overdue. Due to the mod weapons being crafted via blueprint, and because
weapons can only be 'run through' a blueprint once, the created mod weapons were not able to then be
updated via official blueprints to add elemental attachments to them. This limitation meant that I had to
manually assign elemental attachments to be applied to the mod weapons at the time they were crafted for
them to ever be able to have elemental attachments placed onto them.
However, I have since created and released my Custom Weapon Upgrades mod that allows for the addition of
any level of any type of elemental attachment to be added to weapons via the 4 upgrade slots the weapons
possess. As I have integrated that mod into this mod, my forcing elemental attachments to be added at
creation is no longer required in order for the weapons to possess any elemental attachments.
_________________________
Issue Corrections: [ 3 ]
[1] Slight change to hand holding position on:
Weapon #86 (Firearm: Pistol) Au79 Zealot
Weapon #118 (Firearm: Pistol) Silenced Au79 Zealot
- Both use the "American 9mm Pistol" mesh but I had been erroneously configured them to use the slightly
different positioning of the "German 9mm Pistol" mesh. Likely not to notice, but thought I would note it
being changed.
[2] Corrected Crash Issue With #109 (Firearm: Pistol) Grimforge
- Altered the pistol's attributes to avoid causing a crash issue I believe was due to some aspects of my
custom configuration of the weapon.
I believe the crash was due to to my having increased the weapon fire animation speed, increased its rate
of fire, decreased its recoil, altered its permitted minimum and maximum shoot angles and decreased the
cooldown between permitted angle firings. I believe all of this led to an issue of the weapon firing too
fast and it was still performing the previous fire animation when another shot was fired, which also
caused that shot to fire at a high angle that was not valid due to being back in recoil during the
previous shot animation.
Strange issue I'm not entirely clear on, but I believe it is now corrected as all of my testing would not
induce the weapon to cause a crash.
[3] Solved Crash Issue With Many Specific Mod Melee Weapons
- Compensated for rare crash bug that exists in the vanilla game (but made common with the mod) by
disabling the head explode on death aspect of the burning+poison elemental interaction.
Details (Short Short Version)
The crash occurs very rarely in the vanilla game due to the nature the attributes on vanilla melee
weapons, but would occur almost immediately when using many of the mod's melee weapons due to the nature
of their attributes. Disabling the head exploding elemental interaction prevents the crash-causing
situation from occurring. Long explanation provided below.
_________________________
Issue [3] Extended Details
- The heads of infected explode if they were both burning and poisoned when they died, which is a game-defined
elemental interaction.
- On at least one specific infected iteration, this explosion causes a crash due to an error in the game
files (likely a missing or incorrectly called head chunk mesh, audio file or error in the effect sequence
defined in the event's fx file)
- Prior to this update, many weapons in this mod:
(1) possessed elemental attachments with very high probability of activating on every swing
(2) possessed both burning and poison attachments
(3) would only take one or two hits to kill the infected, guaranteeing that they were still burning and
poisoned at the time of their death
- Due to these aspects of the weapons, every infected killed with these weapons would immediately be burned,
poisoned and killed with that initial hit or with an additional one, which would result in their heads
exploding due to the defined death effect of the burning+poisoned elemental interaction.
- As there are not that many infected iterations, encountering the one that causes the crash would likely occur
within fewer than 5 common infected encounters.
- The crash rarely happens in the vanilla game due to the unlikely circumstances that include:
(1) That you encounter the bugged infected iteration who has an issue in its head explode event sequence
(2) That you are using a weapon to kill it that possesses both the burning and poison attachments
(3) That both elemental attachments trigger to burn and poison the infected at the same time despite
vanilla blueprints that add these effects using the defined levels that have very low probability of
their activating at all, let alone for both at the same time
(4) That this infected is still be burning and poisoned at the time of its death instead of it taking too
long to kill it so it is no longer burning and/or poisoned when it dies
To Conclude:
As the head exploding death effect was almost guaranteed on every infected killed with some of the weapons
in this mod, the bug that is present in the vanilla game which is normally encountered very rarely would be
encountered within the first few infected killed if using one of the mod weapons that would cause a head
explosion to occur.
As it is likely not possible for anyone other than Techland to pinpoint the exact missing mesh,
audio or fx file causing the problem with at least one common infected iteration when the head explode
event is triggered on them (let alone anyone other than Techland being able to fix the issue even if the
exact cause is found due to their game file structure preventing such changes), the easiest way to prevent
the bug from happening at all is to simply disable the head explode on death aspect of the burning+poison
elemental interaction.
(to keep this head explosion effect enabled, another way to prevent the bug from occurring would be to
perform more-detailed testing to pinpoint the exact infected iteration(s) with the issue and to disable
that iteration from spawning at all via the AI files, though this may be fruitless as the AI files also do
not really like to be altered due to Techland's past changes that limit modding)
I hope this explanation of the cause of the crash and the preventative change made by this mod to avoid
encountering it is sufficient to those interested in the details behind it.
(Techland, in the unlikely event that you are reading this, please review the head exploding effect sequence on
all common infected iterations to see where the error is and correct it as soon as you are able.)
__________
For those that had merged the previous v118.3 with other mods or made modifications
to this mod's files, the following mod files have been:
ALTERED
- "data\maps\clm_wp_y1_*_texts_all.bin" - clmwp mod text (all languages)
- "data\maps\clm_wp_y2_*_texts_all.bin" - clmwp mod text (all languages)
- "data\scripts\crafting\crafting_elementals.scr" - Disabled head explosion elemental death effect
- "data\scripts\inventory\clm_wp\clm_wp_bp_creation.scr" - added weapon blueprints: 119-124
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - added weapons: 119-124
- "data\scripts\inventory\clm_wp\CLM_WP_CUSTOMIZATION.txt" - added weapons: 119-124
- "data\quests\*\clmwp\*.xml" - updated GoG game version fix files for new clmwp weapons
________________________________________________________________________
- ________________________________________________________________________
-
Version 118.3
- ________________________________________________________________________
CLM Weapon Packs [ v118.3 ]
__________
Changes: [ 1 ]
[1] Updated mod text bin language files to account for changes offered by the optional alternate weapon stats and optional crafting requirements. If you use either of these optional files, please update your installed mod version with the new 118.3 language files noted below to avoid encountering missing or inaccurate item names, crafting requirement names and item descriptions.
__________
For those that had merged the previous v118.2 with other mods or made modifications
to this mod's files, the following mod files have been:
ALTERED
- "data\maps\clm_wp_y1_*_texts_all.bin" - clmwp mod text (all languages)
- "data\maps\clm_wp_y2_*_texts_all.bin" - clmwp mod text (all languages)
________________________________________________________________________
- ________________________________________________________________________
-
Version 118.2
- ________________________________________________________________________
CLM Weapon Packs [ v118.2 ]
__________
Changes: [ 1 ]
[1] Weapon #72 - "E.V.O. Dismemberment Drone" (Sentinel)
- Airborne duration dramatically lowered from 15 minutes to 1 minute
(May adjust again in the future)
Feature Additions: [ 1 ]
[1] Alternate version now available and included in download files for you to choose if you want weapon wield alterations on mod weapons or standard wield behavior. You can change back and forth between the versions as
desired without issue.
- Wield Style: Altered (2-Handed made 1-Handed || Knives Swing) (Normal mod style)
- Wield Style: Unaltered (Has 2-Handed Melee || Knives Slice) (Dying Light default style)
__________
For those that had merged the previous v118.1/118.1b with other mods or made modifications
to this mod's files, the following mod files have been:
ALTERED
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr"
________________________________________________________________________
- ________________________________________________________________________
-
Version 118.1b
- ________________________________________________________________________
CLM Weapon Packs [ v118.1b ]
__________
Issue Correction: [ 1 ]
[1] Added missing silenced pistol ammo blueprint name in non-English language files
__________
For those that had merged the previous v118.x with other mods or made modifications to this mod's files,
the following mod files have been:
ALTERED
- "data\maps\clm_wp_y2_*_texts_all.bin" - clmwp mod text (non-English languages)
________________________________________________________________________
- ________________________________________________________________________
-
Version 118.1
- ________________________________________________________________________
CLM Weapon Packs [ v118.1 ]
__________
Changes: [ 1 ]
[1] Weapon #46 - The Silent Divider (crossbow) changed to use the 'upgraded' mesh that has sight attachment
Issue Correction: [ 1 ]
[1] Fixed reported issue of bolts appearing to fly vertically when firing The Silent Divider in aimed mode
__________
For those that had merged the previous v118 with other mods or made modifications to this mod's files,
the following mod files have been:
ALTERED
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr"
________________________________________________________________________
- ________________________________________________________________________
-
Version 118
- ________________________________________________________________________
CLM Weapon Packs [ v118 ]
__________
Changes: [ 1 ]
[1] Updated files for game version 1.15.0 compatibility
Items Added: [ 1 ]
[1] Ammo blueprint for silenced pistol ammo created and added to customization file for enabling or disabling
Weapons Added: [ 13 ]
[1] Weapon 106: (Machete) "Phase Z"
[2] Weapon 107: (Firearm: Rifle) "Au79 Dominator"
[3] Weapon 108: (Knife) "Orion's Deceit"
[4] Weapon 109: (Firearm: Pistol) "Grimforge" ('always on' custom trick)
[5] Weapon 110: (Double-bladed Axe) "Diode" ('always on' custom trick)
[6] Weapon 111: (Firearm: Shotgun) "Vertebra"
[7] Weapon 112: (Firearm: Rifle) "Cloudburst"
[8] Weapon 113: (Machete) "Direfrost"
[9] Weapon 114: (Knife) "Cryptocry"
[10] Weapon 115: (Firearm: Shotgun) "Ridge Rider"
[11] Weapon 116: (Knife) "Spurngrave"
[12] Weapon 117: (Firearm: Pistol) "Glint"
[13] Weapon 118: (Firearm: Pistol) "Silenced Au79 Zealot"
__________
For those that had merged the previous v105.1 with other mods or made modifications to this mod's files,
the following mod files have been:
ALTERED
- "data\maps\clm_wp_y1_*_texts_all.bin" - clmwp mod text (all languages)
- "data\maps\clm_wp_y2_*_texts_all.bin" - clmwp mod text (all languages)
- "data\maps\cwu_texts_all.bin" - cwu mod text
- "data\scripts\crafting\crafting_elementals.scr" - cwu mod 1.15.0 compatibility update
- "data\scripts\inventory\clm_wp\clm_wp_bp_creation.scr" - added 106-118 weapon blueprints
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - added 106-118 weapons/updated cwu mod (impact 101)
- "data\scripts\inventory\clm_wp\CLM_WP_CUSTOMIZATION.txt" - added 106-118 weapons
- "data\quests\*\clmwp\*.xml" - updated GoG game version fix files for new clmwp weapons
ADDED
- "data\scripts\inventory\clm_wp\clm_wp_tricky.scr" - customized tricks for clmwp weapons
- "data\scripts\inventory\tricky_weapons.scr" - official file, modified to import clmwp customized tricks
________________________________________________________________________
- ________________________________________________________________________
-
Version 105.1
- ________________________________________________________________________
CLM Weapon Packs [ v105.1 ]
__________
Changes: [ 3 ]
[1] - Re-configured damage and ammo clip capacity of all mod firearms for all stat versions.
[2] - Mod rifles, pistols, shotguns and crossbow no longer possess bullet damage falloff in any stats version
(bullets no longer do less damage with distance)
[3] - Optional stats versions renamed to better reflect the weapons' stats in relation to those of official firearms.
"Weak" > "Lower"
"Mid-Range" > "Normal"
"Powerful" > "Higher" (Remains Mod Default)
"Very Powerful" > "Extremely High"
__________
DAMAGE
----------------Official Firearms
Rifle Damage = 137-368 ( 222 avg) (137 / 150 / 184 / 274 / 368)
Pistol Damage = 118-512 ( 277 avg) (118 / 159 / 184 / 213 / 247 / 286 / 331 / 443 / 512)
Shotgun Damage = 512-2550 (1141 avg) (512 / 683 / 911 / 1050 / 2550)
SMG Damage = 118-331 ( 207 avg) (118 / 137 / 159 / 213 / 286 / 331)
Bow Damage = 240-400 ( 333 avg) (240 / 360 / 400)
Crossbow Damage = 360-480 ( 420 avg) (360 / 480)
----------------CLM Firearms ( v105.1 )
Lower Normal Higher X High
Rifle Damage = [L1 125] [L2 225] [L3 500] [L4 10000]
Pistol Damage = [L1 100] [L2 275] [L3 700] [L4 10000]
Shotgun Damage = [L1 450] [L2 1150] [L3 2700] [L4 10000]
SMG Damage = [L1 100] [L2 225] [L3 400] [L4 10000]
Bow Damage = [L1 200] [L2 350] [L3 500] [L4 10000]
Crossbow Damage = [L1 300] [L2 425] [L3 600] [L4 10000]
----------------CLM Firearms ( OLD )
Weak Mid-Range Powerful V Powerful
Rifle Damage = [L1 137-34] [L2 5000] [L3 10000] [L4 20000]
Pistol Damage = [L1 331-83,512-128,286-72,213-53] [L2 5000] [L3 10000] [L4 20000]
Shotgun Damage = [L1 600-150] [L2 5000-2000] [L3 10000-4000] [L4 20000-8000]
SMG Damage = [L1 250] [L2 5000] [L3 10000] [L4 20000]
Bow Damage = [L1 500] [L2 1000] [L3 2000] [L4 4000]
Crossbow Damage = [L1 500-400] [L2 1000] [L3 1000] [L4 2000]
__________
CLIP SIZE
----------------Official Firearms
Rifle Clip = 20-30 (25 avg) (20 / 30)
Pistol Clip = 6-15 (10 avg) ( 6 / 8 / 15)
Shotgun Clip = 2-8 ( 5 avg) ( 2 / 6 / 8)
SMG Clip = 40-45 (43 avg) (40 / 45)
Bow Clip = 1 ( 1 avg) (1)
Crossbow Clip = 1 ( 1 avg) (1)
----------------CLM Firearms ( v105.1 )
Lower Normal Higher X High
Rifle Clip = [L1 15] [L2 25] [L3 50] [L4 999]
Pistol Clip = [L1 6] [L2 10] [L3 20] [L4 999]
Shotgun Clip = [L1 2] [L2 6] [L3 12] [L4 999]
SMG Clip = [L1 30] [L2 45] [L3 60] [L4 999]
Bow Clip = [L1 1] [L2 1] [L3 1] [L4 1]
Crossbow Clip = [L1 1] [L2 1] [L3 10] [L4 999]
----------------CLM Firearms ( OLD )
Weak Mid-Range Powerful V Powerful
Rifle Clip = [L1 45] [L2 999] [L3 999] [L4 999]
Pistol Clip = [L1 8] [L2 999] [L3 999] [L4 999]
Shotgun Clip = [L1 10] [L2 999] [L3 999] [L4 999]
SMG Clip = [L1 45] [L2 999] [L3 999] [L4 999]
Bow Clip = [L1 1] [L2 1] [L3 1] [L4 1]
Crossbow Clip = [L1 1] [L2 999] [L3 999] [L4 999]
__________
If, as an example, you want the firearm damage of "Lower", but the clip size of "Extremely High":
- Download and install the mod
- Download the optional "Lower" stats file and open the contained "clm_wp_creation.scr" file with Notepad
- Activate Notepad's 'Find' feature (CTRL+F)
- Search for "AmmoCount" (no quotes) until you find the weapon you desire to change
- Replace the number found in parenthesis with "999" (no quotes)
AmmoCount(10);
AmmoCount(999);
- Repeat on other weapons if desired
- Save the changes to this file and close it
- Open your Data3.pak file and add the modified optional stats 'data' folder into it to replace the existing one
Want to instead have the Extremely High damage stats, but have the clip sizes of Normal?
- Using the Normal stats file that has the clip sizes you desire, steps are same as above but on a different attribute
- Search the Normal stats file for "FirePointDamage" (no quotes) until you find the weapon you desire to change
- Replace the number after the comma in the parenthesis with "10000" (no quotes)
FirePointDamage(0,137.0);
FirePointDamage(0,10000.0);
- Repeat on other weapons if desired
- Save the changes to this file and close it
- Open your Data3.pak file and add the modified optional stats 'data' folder into it to replace the existing one
__________
For those that had merged the previous v105 with other mods or made modifications to this mod's files,
the following mod files have been:
ALTERED
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - altered firearm damages and clip sizes
________________________________________________________________________
- ________________________________________________________________________
-
Version 105
- ________________________________________________________________________
CLM Weapon Packs [ v105 ]
__________
Weapons Added: [ 1 ]
[1] Weapon 105: (Firearm: Rifle) HMR X-Pyre
__________
For those that had merged the previous v104.2 with other mods or made modifications to this mod's files, the following mod files have been:
ALTERED
- "data\maps\clm_wp_y2_*_texts_all.bin" - (all languages) added weapon 105 to mod item text files
- "data\quests\*\clmwp\*.xml" - updated GoG game version fix files for weapon 105
- "data\scripts\inventory\clm_wp\clm_wp_bp_creation.scr" - added bp for weapon 105
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - added weapon 105
- "data\scripts\inventory\clm_wp\CLM_WP_CUSTOMIZATION.txt" - added weapon 105
________________________________________________________________________
- ________________________________________________________________________
-
Version 104.2
- ________________________________________________________________________
CLM Weapon Packs [ v104.2 ]
__________
Changes: [ 1 ]
[1] - GoG game version BP auto-learning fix files separated from main download and placed into an optional add-in file due to their causing a crash when joining co-op in the Steam game version.
Additions: [ 1 ]
[1] - Optional GoG Forced BP Learning fix file added for GoG users to manually add to their Data3.pak files if they encounter the blueprints not auto-learning. If the crash on co-op join issue is encountered by GoG users as well, after loading into a single player game to learn the blueprints, simply remove this no longer needed 'data\quests' folder to then take part in co-op.
__________
For those that had merged the previous v104.1 with other mods or made modifications to this mod's files, the following mod files have been:
REMOVED
- "data\quests\*\clmwp" - Files for GoG Version Forced BP Learning
- "data\quests\*\cwu" - Files for GoG Version Forced BP Learning
- "data\quests\*\egh" - Files for GoG Version Forced BP Learning
- "data\quests\*\wwb" - Files for GoG Version Forced BP Learning
If no other used mods utilize the 'data\quests' folder, simply delete this folder instead of the individual sub-folders
________________________________________________________________________
- ________________________________________________________________________
-
Version 104.1
- ________________________________________________________________________
CLM Weapon Packs [ v104.1 ]
__________
Changes: [ 2 ]
[1] - Optional 'Default Overpowered Weapon Stats' renamed to 'DEFAULT - Powerful Weapon Stats (Melee - 1,000 base damage)'
[2] - Optional 'Normalized Weapon Stats' renamed to 'Weak Weapon Stats (Melee - 100 base damage)'
Feature Additions: [ 5 ]
[1] - Optional 'Mid-Range Weapon Stats' (Melee - 500 base damage)' added
[2] - Optional 'Very Powerful Weapon Stats' (Melee - 2,000 base damage)' added
[3] - Incorporated my Weak Weapon Booster mod into the mod where you can upgrade any weak/junk weapons you find/loot to deal higher damage amounts via blueprint. (can be disabled via mod customization file)
[4] - Incorporated my Custom Weapon Upgrades mod into the mod where you can produce stronger than normal weapon upgrades as well as elemental attachments so that you can add any level of any elemental effect to any melee weapon via unused upgrade slots. (can be disabled via mod customization file)
[5] - Incorporated my Elemental Grappling Hooks mod into the mod where you can produce completely custom grappling hooks that possess elemental damage effects. Custom hooks also have 4 weapon upgrade slots, increased base damage and force, as well as having no stamina cost or cooldown between uses. (can be disabled via mod customization file)
__________
For those that had merged the previous v104.0 with other mods or made modifications to this mod's files, the following mod files have been:
ALTERED
- "data\scripts\inventory\clm_wp\clm_wp_bp_creation.scr" - File for creating the weapon blueprints
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - File for creating the weapons
- "data\scripts\inventory\clm_wp\CLM_WP_CUSTOMIZATION.txt" - File for customizing blueprints displayed in-game
ADDED
- "data\maps\cwu_texts_all.bin" - CWU Mod File (contains CWU mod text)
- "data\maps\egh_texts_all.bin" - EGH Mod File (contains EGH mod text)
- "data\maps\wwb_texts_all.bin" - WWB Mod File (contains WWB mod text)
- "data\enums\crafting_effect.def" - WWB Mod File Added
- "data\scripts\crafting\crafting_elementals.scr" - WWB Mod File Added
- "data\quests\*\cwu" - Many sub-folders have had the "cwu" folder added (bp fix for GoG game versions)
- "data\quests\*\egh" - Many sub-folders have had the "egh" folder added (bp fix for GoG game versions)
- "data\quests\*\wwb" - Many sub-folders have had the "wwb" folder added (bp fix for GoG game versions)
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-----INSTALL NOTE-----
As CWU, EGH and WWB mods are now incorporated into this mod and loaded/controlled by this mod's customization file, if you have already manually added any of these mods to your Data3.pak file, you should remove their 'import' and 'use' lines from the "data\scripts\inventory\inventory_gen_dlc1.scr" file to disable the standalone versions of the mod(s). Their corresponding standalone inventory mod folders can then also be removed:
- modify "data\scripts\inventory\inventory_gen_dlc1.scr" and remove the egh/cwu/wwb mod 'import' and 'use' lines
- delete "data\scripts\inventory\egh"
- delete "data\scripts\inventory\cwu"
- delete "data\scripts\inventory\weak_weapon_booster"
If, for various reasons, you desire to use the standalone version(s) you already have installed, simply forego the above edit/deletions and instead just disable the incorporated blueprints for the installed standalone mod(s) in the customization file to instead use the installed standalone version(s) of the mod(s).
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Version 104.0
- ________________________________________________________________________
CLM Weapon Packs [ v104.0 ]
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Weapons Added: [ 15 ]
- Weapon 90: (Firearm: Shotgun) Ace
- Weapon 91: (Firearm: Shotgun) Pounce
- Weapon 92: (Mace) Scepter of the First
- Weapon 93: (Hatchet) Gnarl
- Weapon 94: (Knife) Tigris
- Weapon 95: (Machete) Cryoflage Mangler
- Weapon 96: (Sickle) Corpse Weaver
- Weapon 97: (Sledgehammer) Deathblow
- Weapon 98: (Hatchet) Harlequin Shard
- Weapon 99: (Fire Axe) Gloom
- Weapon 100: (Scythe) Scrythe
- Weapon 101: (Pickaxe) Razor Blaze
- Weapon 102: (Knife) Formula Z1
- Weapon 103: (Knife) Grim Recluse
- Weapon 104: (Fire Axe) Verdigris
Changes: [ 8 ]
[1] - Adjustments to spread of shotgun weapons to correct an issue of needing to have perfect aim with shotguns to hit anything.
[2] - Minor decrease to some melee weapon hit severity minimum values
[3] - #48 "Augmented Elemental-Infused Fists" now has enhanced hit effects on enemies (shattering dismemberment)
[4] - #36, #37, #38 (Electro/Scorch/Cryo-Laser Weapons) have had their behavior adjusted: holding angle, semi-fixed aiming view, shooting no longer alerts virals. I intend to tweak them further in the future.
[5] - Optional Normalized Prize Stats: Fixed many issues in the file (attribute values, mesh appearances, repair part requirements, etc.)
[6] - Optional Normalized Weapon Stats: Firearms now have more normal ammo clip capacities instead of 500 rounds in a clip at a time (pistols=8, shotguns=10, SMGs=45)
[7] - Ammo blueprints that craft ammo for all weapons without craft part requirements (previously bundled with their respective weapons) have been separated from the firearm bundles and can now be enabled (default) or disabled via the CLM-WP Customization File (mentioned below).
[8] - Updated ReadMe file for more streamlined and easier to follow steps for installation, merging and uninstalling.
Feature Addition: [ 2 ]
[1] Weapon Blueprint Listing Customization File
Re-added a customization file to the mod so you can choose to disable/hide blueprints for weapons that you do not want listed in your blueprints tab in-game and/or have no interest in ever crafting. You can choose to again display any disabled blueprints at any time by re-enabling them.
Open the Data3.pak file with WinRar and browse to "data\scripts\inventory\clm_wp" and open "CLM_WP_CUSTOMIZATION.txt" with Notepad. Follow instructions in the file and modify to your preference, then save the changes made to the file. (you may need to copy the file out, edit it, then copy it back in and replace the original)
[2] - GoG Game Version Issue Fix Included
Mod now includes files (custom, auto-completing quest) that fix an issue for GoG game users of the blueprints not auto-learning.
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For those that had merged the previous v089.0 with other mods, the following files have been::
ALTERED
- "data\maps\clm_wp_*****.bin" - Files (contains all mod text)
- "data\scripts\inventory\clm_wp\clm_wp_creation.scr" - File for creating weapons
- "data\scripts\inventory\inventory_gen_dlc1.scr" - File for importing weapons and blueprints into the game
ADDED
- "data\scripts\inventory\clm_wp\clm_wp_bp_creation.scr" - File for creating weapon blueprints
- "data\scripts\inventory\clm_wp\CLM_WP_CUSTOMIZATION.txt" - File for customizing blueprints displayed in-game
- "data\quests\*" - Many sub-folders have had a "clmwp" folder added (fix for GoG game versions)
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Version 089.0
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CLM Weapon Packs [ v089.0 ]
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Weapons Added: [ 16 ]
- Weapon 74: (Firearm: SMG) Promethium (+SMG ammo blueprint)
- Weapon 75: (Firearm: SMG) Au79 Eradicator (+SMG ammo blueprint)
- Weapon 76: (Firearm: SMG) Cryoflage Eradicator (+SMG ammo blueprint)
- Weapon 77: (Firearm: SMG) Veiltail Vandal (+SMG ammo blueprint)
- Weapon 78: (Firearm: SMG) Bubble-Gun Moll (+SMG ammo blueprint)
- Weapon 79: (Firearm: Shotgun) Little Hellions Brainblaster (+shotgun ammo blueprint)
- Weapon 80: (Firearm: Shotgun) Tyke (+shotgun ammo blueprint)
- Weapon 81: (Firearm: Shotgun) Kojiki Naga (+shotgun ammo blueprint)
- Weapon 82: (Scythe) Auric Razer
- Weapon 83: (Shovel) Excavator
- Weapon 84: (Hatchet) Trawler
- Weapon 85: (Baton) Probie
- Weapon 86: (Firearm: Pistol) Au79 Zealot (+Pistol ammo blueprint)
- Weapon 87: (Firearm: Pistol) Au79 Praetorian (+Pistol ammo blueprint)
- Weapon 88: (Firearm: Pistol) Au79 Archangel (+Pistol ammo blueprint)
- Weapon 89: (Firearm: Pistol) Au79 Uncreator (+Pistol ammo blueprint)
Changes: [ 2 ]
- Shotgun ammo blueprint included in the crafting of #34 "Echo" (as well as with new shotguns in this update) moved up into the 'Weapons' blueprint category with the other ammo blueprints instead of down in the 'Utility' blueprint category.
- #72 (E.V.O. Dismemberment Drone) adjusted so infected are no longer knocked down upon contact, but they have a chance of being stunned/disoriented from the severing of their limbs.
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The following files are the only ones altered in this update from 073.0 to 089.0:
"data\maps\clm_wp_y1_en_texts_all.bin" (and other language variants) - File for weapon names
"data\maps\clm_wp_y2_en_texts_all.bin" (and other language variants) - File for weapon names
"data\scripts\inventory\clm_wp\clm_wp_creation.scr" - File for weapons and blueprints
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Version 073.0
- ________________________________________________________________________
CLM Weapon Pack [ v073.0 ]
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Weapons Added: [ 15 ]
- Weapon 59: (Hatchet) Grumpy Goblin
- Weapon 60: (Machete) Auric Mangler
- Weapon 61: (Scythe) Scathe
- Weapon 62: (Ice Pick) Marghoul
- Weapon 63: (Throwable: Mine) Proximity Cryo-Mine
- Weapon 64: (Fire Axe) Crux
- Weapon 65: (Sickle) Havoc's Fang
- Weapon 66: (Scythe) Ophidian Strain
- Weapon 67: (Crowbar) Snag
- Weapon 68: (Baseball Bat) Hecatomb
- Weapon 69: (Sledgehammer) Thumper
- Weapon 70: (Knife) Thrash
- Weapon 71: (Scythe) Synkhrometria
- Weapon 72: (Sentinel) E.V.O. Dismemberment Drone
- Weapon 73: (Knife) Grimace
Changes: [ 2 ]
- Corrected ragdoll behavior of infected for Augmented Elemental-Infused Fists (#48) that was not appropriately 'augmented'
- Corrected improper repair part requirements and dismantle results for Synspire (#52)
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The following files are the only ones altered in this update:
"data\maps\clm_wp_y1_en_texts_all.bin" (and other language variants) - File for weapon names
"data\maps\clm_wp_y2_en_texts_all.bin" (and other language variants) - File for weapon names
"data\scripts\inventory\clm_wp\clm_wp_creation.scr" - File for weapons and blueprints
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Version 058.0
- ________________________________________________________________________
CLM Weapon Pack [ v058.0 ]
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Additions: [ 6 ]
- Weapon #53: (Throwable: Grenade) Discharge Stickybomb
- Weapon #54: (Khopesh) Malady Ballad
- Weapon #55: (Fire Axe) The Hackler
- Weapon #56: (Sickle) The Oracle
- Weapon #57: (Scythe) Scypher QT
- Weapon #58: (Knife) Spright Flurry
Changes:
- Customization aspect of the mod has been removed
It introduced complications for forthcoming updates to the mod and with the GOG alternative version of Dying Light.
- Mod files (blueprints and weapons) have been merged into a single file instead of being separated.
They were separated primarily for the customization aspect of the mod. There will be no need for them to be separated any longer with that functionality having been removed.
_____Updating Note For Users That Had Merged This Mod With Other Mods:
This update requires the removal of all files and merged mod elements of the previous version prior to updating. This is due to the files, file names and import/use line additions in this new version being altered and not compatible with the previous version. So please, uninstall the previous version before installing this new version.
________________________________________________________________________
- ________________________________________________________________________
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Version 052.1
- CLM Weapon Packs [ v052.1 ]
__________
Bug Fixes:
Main File
- Corrected an issue of Weapon #49 (Red Eye) having an incorrect shoot effect attribute
Optional Files
- Corrected a serious issue with the optional normalized/stat reversion files
- I incorrectly included the normalize/reversion files from the 'clm' mod instead of the 'clm_wp' mod
- The optional normalized/reversion files for 052.1 now contain the correct 'clm_wp' files
- If you previously installed the optional file and are not also using the Created Loot + Scavenger Hunts mod, you can open your 'Dying Light\DW\Data3.pak' file with WinRar and delete the 'clm' folder from the 'data\scripts\inventory' folder that was improperly added there as that folder is not used by this mod.
________________________________________________________________________
- CLM Weapon Packs [ v052.1 ]
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Version 052.0
- ________________________________________________________________________
CLM Weapon Packs [ v052.0 ]
__________
Includes:
- Year 1 Weapon Blueprints: [ 52 ]
________________________________________________________________________
- ________________________________________________________________________
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- Author's activity
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February 2025
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11 Feb 2025, 8:23PM | Action by: StinVec
Attribute change
'Summary changed.
Description changed.'
January 2025
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02 Jan 2025, 5:57PM | Action by: StinVec
Attribute change
'Description changed.'
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02 Jan 2025, 5:57PM | Action by: StinVec
File added
'CLM Weapon Pack Mod (v207f) [version 207f]'
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02 Jan 2025, 5:53PM | Action by: StinVec
Changelog added
'Change log added for version 207f'
December 2024
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14 Dec 2024, 6:34AM | Action by: StinVec
Attribute change
'Description changed.'
November 2024
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10 Nov 2024, 8:52PM | Action by: StinVec
Attribute change
'File \'CLMWP 207c-d-e - NRM 7.0 compatibility file\' changed to \'CLMWP 207c-d-e - NRM 7.0-.1 compatibility file\'.
File \'CLMWP 207c-d-e - NRM 7.0-.1 compatibility file\' description changed.'
August 2024
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28 Aug 2024, 3:07AM | Action by: StinVec
Attribute change
'Description changed.'
February 2024
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26 Feb 2024, 2:30PM | Action by: StinVec
Attribute change
'Description changed.'
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26 Feb 2024, 2:30PM | Action by: StinVec
File added
'CLMWP 207c-d-e - NRM 7.0 compatibility file [version CLMWP.NRM.2.2]'
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26 Feb 2024, 2:28PM | Action by: StinVec
Changelog added
'Change log added for version CLMWP.NRM.2.2'
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20 Feb 2024, 6:52AM | Action by: StinVec
Attribute change
'File \'CLMWP 207c(d) - NRM 6.2 compatibility file\' changed to \'CLMWP 207c-d-e - NRM 6.2 compatibility file\'.
File \'CLMWP 207c-d-e - NRM 6.2 compatibility file\' description changed.'
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20 Feb 2024, 6:51AM | Action by: StinVec
File added
'CLM Weapon Pack Mod (v207e) --- (EN-DE-ES-FR) [version 207e]'
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20 Feb 2024, 6:51AM | Action by: StinVec
Attribute change
'Description changed.
Mod version changed to 207e.'
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20 Feb 2024, 6:46AM | Action by: StinVec
Changelog added
'Change log added for version 207e'
January 2024
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18 Jan 2024, 4:43PM | Action by: StinVec
Attribute change
'Description changed.'
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18 Jan 2024, 4:43PM | Action by: StinVec
Attribute change
'Description changed.'
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18 Jan 2024, 4:42PM | Action by: StinVec
File added
'CLMWP 207c(d) - NRM 6.2 compatibility file [version CLMWP.NRM.2.1]'
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18 Jan 2024, 4:32PM | Action by: StinVec
Changelog added
'Change log added for version CLMWP.NRM.2.1'
December 2023
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30 Dec 2023, 7:11PM | Action by: StinVec
Attribute change
'File \'CLMWP 207c(d) - NRM 6.0(6.1) compatibility file\' changed to \'CLMWP 207c(d) - NRM 6.0-.1 compatibility file\'.'
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30 Dec 2023, 7:08PM | Action by: StinVec
Attribute change
'File \'CLMWP 207c(d) - NRM 6.0(.1) compatibility file\' changed to \'CLMWP 207c(d) - NRM 6.0(6.1) compatibility file\'.'
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