________________________________________________________________________________________ [StinVec Mods Compatibility Files Available!] As many of my mods alter one or more of the same files, I offer pre-merged compatibility files that can be used to allow various combinations of my mods to be used at the same time.
If compatibility files for a combination of my mods that you want to use is not yet offered, please make a request that I also offer compatibility files for that combination of my mods. ________________________________________________________________________________________
_____________________________________________________ Troubleshooting - Blueprints Not Appearing/Being Learned Properly (Troubleshooting tips and files also included in download)
Spoiler:
Show
If the mod blueprints are not being learned properly, some things to try to resolve this issue include:
Verify that the mod is installed properly - Ensure you have installed the mod properly by following the steps outlined in the mod ReadMe Install-Uninstall file - If merging was required to add this mod to your existing Data3.pak file that has other mods installed into it, verify that any file conflicts between the mods were merged properly and no typos, stray characters, or placement issues were mistakenly made in the file(s)
If using the GoG version of Dying Light - Add the included GoG fix files to the mod Data3.pak file to force the blueprints to be learned
Utilize an alternate DLC to import the mod blueprints - Open the Data3.pak file using WinRar or 7z and browse to the "data\scripts\inventory" folder - Rename the mod's "inventory_gen_dlc1.scr" file to "inventory_gen_dlc17.scr" to import the mod blueprints via the "The Following" DLC (DLC17) instead of the standard "Be The Zombie" built-in DLC (DLC1)
________________________ FAQ ________________________ _____Q. Will the changes the blueprints make to weapons persist on them after removing the mod? _____A. No, sorry.
Spoiler:
Show
The effects that the custom mod blueprints make to weapons only exist on the weapons while the mod is installed. If the custom files that allow the effects to occur at all cease to exist in your installation, the effects will also cease to exist.
If you remove the mod, the effects the custom blueprints had on the weapons will go away as the custom elements in the mod that allow such changes to be made to weapons will no longer exist. However, if you then reinstall the mod, the effects on the weapons should return as the modified files present in the mod that create the changes needed to allow the weapons to be altered in this way will exist in your installation again.
_______________________________________________________________________ PLEASE ACTUALLY READ THE README FILE AND MOD DESCRIPTION _______________________________________________________________________ Asking basic questions that are not only already answered, but PLASTERED all over the mod and its files wastes not just my time, but yours. On that note:
Spoiler:
Show
As I am constantly needing to reply to questions on my mods with "As noted in the ReadMe...", and "As noted in the mod description...", if you do post a question that is already clearly answered on the mod page or in the mod ReadMe file(s): A) your question will be ignored B) your question will be removed C) you will be banned from access to all of my content
Repeated posts asking already-answered questions will likely also lead to removal of not just the question(s), but also of the ability for the poster to download or even see any of my mods on Nexus.
I already put the effort in to writing the information out clearly and in multiple locations. Being too lazy to bother reading any of them and going right to asking a question that is literally answered an inch above where the question is being written has no excuse. _________________________________________________________________________________________________________________ As I am used to re-writing information: To summarize: Anyone who asks a question/makes a statement/reports an issue that is already answered in the ReadMe file or clearly noted in the mod description will have their question ignored, outright deleted, and or simply blocked from even being able to see/download any of my mods. _________________________________________________________________________________________________________________
Hi. Sorry, the effects that the custom mod blueprints make to weapons only exist on the weapons while the mod is installed. If the custom files that allow the effects to occur at all cease to exist in your installation, the effects will also cease to exist on the weapons.
If you remove the mod, the effects the custom blueprints had on the weapons will go away as the custom elements in the mod that allow such changes to be made to weapons will no longer exist.
However, if you then reinstall the mod, the effects on the weapons should return as the modified files present in the mod that create the changes needed to allow the weapons to be altered in this way will exist in your installation again.
(I've also added this response to the sticky comment as an FAQ because it actually is a frequently asked question.)
Weak Weapon Booster and Custom Weapon Upgrades Can't work with both. I tried and the modification didn't wort the Weak Weapon Booster He works alone. and Custom Weapon Upgrades He works alone
Hi. Mods not being compatible with each other due to altering the same files is not a bug. Closing your reports on this and my CWU mod.
The mod files specfically offer compatibility files for this mod and my Custom Weapon Upgrades mod that you should use if you want to use both mods at the same time.
Installation instructions are included, but to use both you should: 1) Download both mods (you already did) 2) Download the offered compatibilty file for WWB+CWU (from either mod page) - "CWU 1.9 - WWB 1.9 compatibility files" or "WWB 1.9 - CWU 1.9 compatibility files" (they are the same files) 3) Install the Data3.pak file from either WWB or CWU and open it with Winrar/7zip 4) Add in the "data" folder from other mod's "merge with other mods" folder - Conflicting files will be overwritten with the 2nd mod's versions 5) Add in the "data" folder from the compatibility files download - Conflicting filles will be overwritten with merged versions that include all changes both mods make to the files
Nicely done. Yes, the blueprints will be available in your blueprint screen in-game and you can use them to boost the damage of 'weak' weapons found within hellraid.
Hi mate have a question , how can i use this mod with your other mod(Custom weapon upgrade) when i drop the data folder to data3.pak and open the game it didn't work , only one of this two working
Hi. You would use the offered WWB+CWU compatibility file that is specifically for those who want to use both mods together. - Install all files from both mods into your Data3. pak file - Then add in the pre-merged compatibility files so the files from both mods will get loaded.
thank you , it works , at first i didn't understand what CWU and WWB means :) that's why I didn't even try to download and install it , thanks again your works are the best !
I'm start using this mod and when i want to create a weapon I just have 5 blueprints of each level. Is there any way to get more of them or are automatically restocked when I use them all? Or is there any way to modiffy in some file in order to get like in the CWU 500 of each?
Hello! I believe there may be a misunderstanding about what the mod does and how it can and cannot be used.
The mod description notes that: - The mod creates 4 blueprints, not 5; Damage Boost x2, x5, x10, x20. - The mod blueprints do not create weapons, they are used to modify weapons to cause them to do higher damage. - The mod blueprints can be used unlimited times on unlimited number of weapons to boost their damages. They do not run out. - The only limitation is if a weapon has already been modified by a blueprint then it cannot be modified again to 'boost' the 'boost'. You must get another unmodified weapon to then use in the blueprint to boost its damage.
Or is it that I am misunderstanding what the trouble is that you are experiencing and describing to me?
Sorry I didn't know how to explain myself well.. What I whanted to say is that there are 4 blueprints tha increase the damage (x2, x5, x10, x20) but when I want to use any of them there is a number on each blueprimt that say how many units you have of each blueprint (In the images you load is [9] in my save is [5])
I just wanted to know how to increase that number in order to use more times than 5 in my case or 9 on yours..
Oh! Thank you for showing that image to help explain exactly what you are asking about. That number is present on every blueprint in the game, official and custom. It specifies how many of that blueprint you can 'craft' based on the materials you possess.
A blueprint showing (9) after it means you have enough materials to make that blueprint 9 times based on the materials it needs. If a blueprint has no crafting requirements, it will show some crazy high number like (1000000) and mean you can craft it an infinite number of times.
In this case of the WWB blueprints, it means you possess 9 weapons in your inventory that qualify to be used in the blueprints.
If you pick up or buy an additional weapon that could be used in the blueprints as the base weapon, that number would increase to (10) - meaning you now have 10 valid weapons that qualify to be used in the blueprints.
If you then use one of the 10 weapons you have in crafting that blueprint, the number would decrease to (9) again as the newly modified weapon can no longer be used in the blueprint again.
Hi. Sorry, no there isn't. This is due to the way the game has firearms and the projectiles they fire inflicting damage, melee weapons and how they inflict damge, and elemental effect attachments and how they are activated.
These blueprints modify the melee weapon itself to add an "elemental effect' to the weapon. It's just like using a melee weapon in a blueprint that adds fire elemental damage to the weapon. However, instead of an elemental damage bonus being applied, it will add a damage multiplier of the weapon's base damage. This custom "elemental" attachment (damage increase) has a 100% activation chance, so every hit will be increased damage. This "elemental" effect only activates on the melee weapon when the melee weapon itself physically comes into contact with an enemy.
However, the firearms fire projectiles that come into contact with enemies and inflict damage at that moment instead of the firearm itself hitting an enemy. Applying the damage increase/elemental effect to the firearm will have no effect since the firearm doesn't contact the enemy for the effect to get activated.
To have the damage-increasing "elemental effect" get activated from a shot fired by a firearm would require that the effect instead be applied to the ammunition fired by the firearm. This way the "elemental" (damage increase) effect would get activated when the bullet hits the enemy.
However, applying an "elemental" effect to a bullet, even if it is only straight damage, would change that ammunition type itself, so this increased damage on the ammo would be for all weapons that fire that ammo type and not only the bullets fired from one firearm.
So standard ammo could be made to have an elemental effect that activates when the bullet hits an enemy, even if that effect is only a base damage increase and not an "elemental" effect, but that effect would be active on that ammo type itself instead of only the quantity of bullets used in the custom blueprint that adds that effect to the ammo.
Hi. It is pretty quick and easy to merge that file from both mods since both only add a few 'import' and 'use' lines into it.
Just copy the WWB 'import' lines at the top of the file into the top of the NRM file version. Then copy WWB's 'use' lines into the same spot in the NRM file version.
However, both WWB and NRM also alter the 'data\scripts\crafting\crafting_elementals.scr' file. You didn't mention if you already merged this file or if you didn't notice that they both alter this file as well.
For merging that "crafting_elementals.scr" file, you could use the NRM version as the base and then just copy over the ~30 line WWB block at the top of the WWB file into the same spot in NRM's file. I've marked the start and stop of the WWB section with the mod's name.
(I'll also note that WWB also makes two minor edits lower in the file to disable the elemental interaction between fire and poison which causes the heads of toxic zombies that are set on fire to explode and alert virals. If you want this disabled also, you can search for "Weak Weapon Booster" in the file to go to those two lines and also disable/erase them from the NRM file version.)
I'll upload a compatibility file in just a few minutes that has all of this merging done already. Installation of both mods would be: 1) Install NRM's 'DW\Data3.pak' file and open it using WinRar/7zip software 2) Add the 'data' folder WWB's "Extracted Files To Merge WIth Other Mods If Needed" folder into the open NRM Data3.pak file - This will overwrite those two NRM files with the WWB versions. 3) Add the 'data' folder from the WWB/NRM Compatibility download I am uploading into the NRM Data3.pak file - This will overwrite those two files with versions that have the elements of both WWB and NRM present in it.
If you are using any other mods that alter those two files and you already merged them together and are wanting to add WWB to your mod pack now, you would need to do manual merging as I described to add WWB's lines into those files that already have changes from several mods in them.
Why didn't you fix the "you can t use this item because you don't have the required downloadable content" error message when playing the normal or story mode?
Because nobody has ever reported such a problem with this mod?
If you are having this problem, perhaps you should consider doing that.
Reporting the problem you are having and asking for help with the error you are having on your game would be the first thing to do. That is, if you are actually wanting some help with resolving this problem you are having.
If so, you should also include all relevant information that could help to get this error you are having resolved for you. (such as your exact game version, mod version being used, how the mod was installed, are any other mods being used, if so which mods, how were those mods installed, were there any conflicts with files between the mods you are using and this mod, did you need to manually merge the conflicting files, etc., etc.)
This is expected when one tries to use a mod that is specified as being made to work with the current game version of 1.49.3 on a game version that is over 2 years out of date.
You should update your game to the current version if you wish to use mods that are made to work on the current version.
109 comments
Compatibility: Officially released Steam v1.49.0 - 1.50.0 (and GoG/Epic Equivalent)
[ StinVec Mods Compatibility Files Available! ]
As many of my mods alter one or more of the same files, I offer pre-merged compatibility files
that can be used to allow various combinations of my mods to be used at the same time.
You can browse available mod compatibility files for my mods here:
[ https://www.nexusmods.com/dyinglight/mods/1242 ]
If compatibility files for a combination of my mods that you want to use is not yet offered,
please make a request that I also offer compatibility files for that combination of my mods.
________________________________________________________________________________________
_____________________________________________________
Troubleshooting - Blueprints Not Appearing/Being Learned Properly
(Troubleshooting tips and files also included in download)
If the mod blueprints are not being learned properly, some things to try to resolve this issue include:
Verify that the mod is installed properly
- Ensure you have installed the mod properly by following the steps outlined in the mod ReadMe Install-Uninstall file
- If merging was required to add this mod to your existing Data3.pak file that has other mods installed into it, verify that any file conflicts between the mods were merged properly and no typos, stray characters, or placement issues were mistakenly made in the file(s)
If using the GoG version of Dying Light
- Add the included GoG fix files to the mod Data3.pak file to force the blueprints to be learned
Utilize an alternate DLC to import the mod blueprints
- Open the Data3.pak file using WinRar or 7z and browse to the "data\scripts\inventory" folder
- Rename the mod's "inventory_gen_dlc1.scr" file to "inventory_gen_dlc17.scr" to import the mod blueprints via the "The Following" DLC (DLC17) instead of the standard "Be The Zombie" built-in DLC (DLC1)
_____________________________________________________
________________________ FAQ ________________________
_____Q. Will the changes the blueprints make to weapons persist on them after removing the mod?
_____A. No, sorry.
The effects that the custom mod blueprints make to weapons only exist on the weapons while the mod is installed. If the custom files that allow the effects to occur at all cease to exist in your installation, the effects will also cease to exist.
If you remove the mod, the effects the custom blueprints had on the weapons will go away as the custom elements in the mod that allow such changes to be made to weapons will no longer exist. However, if you then reinstall the mod, the effects on the weapons should return as the modified files present in the mod that create the changes needed to allow the weapons to be altered in this way will exist in your installation again.
_______________________________________________________________________
PLEASE ACTUALLY READ THE README FILE AND MOD DESCRIPTION
_______________________________________________________________________
Asking basic questions that are not only already answered, but PLASTERED all over the mod and its files wastes not just my time, but yours.
On that note:
A) your question will be ignored
B) your question will be removed
C) you will be banned from access to all of my content
Repeated posts asking already-answered questions will likely also lead to removal of not just the question(s), but also of the ability for the poster to download or even see any of my mods on Nexus.
I already put the effort in to writing the information out clearly and in multiple locations. Being too lazy to bother reading any of them and going right to asking a question that is literally answered an inch above where the question is being written has no excuse.
_________________________________________________________________________________________________________________
As I am used to re-writing information:
To summarize: Anyone who asks a question/makes a statement/reports an issue that is already answered in the ReadMe file or clearly noted in the mod description will have their question ignored, outright deleted, and or simply blocked from even being able to see/download any of my mods.
_________________________________________________________________________________________________________________
If you remove the mod, the effects the custom blueprints had on the weapons will go away as the custom elements in the mod that allow such changes to be made to weapons will no longer exist.
However, if you then reinstall the mod, the effects on the weapons should return as the modified files present in the mod that create the changes needed to allow the weapons to be altered in this way will exist in your installation again.
(I've also added this response to the sticky comment as an FAQ because it actually is a frequently asked question.)
I tried and the modification didn't wort
the Weak Weapon Booster He works alone.
and Custom Weapon Upgrades He works alone
The mod files specfically offer compatibility files for this mod and my Custom Weapon Upgrades mod that you should use if you want to use both mods at the same time.
Installation instructions are included, but to use both you should:
1) Download both mods (you already did)
2) Download the offered compatibilty file for WWB+CWU (from either mod page)
- "CWU 1.9 - WWB 1.9 compatibility files" or "WWB 1.9 - CWU 1.9 compatibility files" (they are the same files)
3) Install the Data3.pak file from either WWB or CWU and open it with Winrar/7zip
4) Add in the "data" folder from other mod's "merge with other mods" folder
- Conflicting files will be overwritten with the 2nd mod's versions
5) Add in the "data" folder from the compatibility files download
- Conflicting filles will be overwritten with merged versions that include all changes both mods make to the files
- Install all files from both mods into your Data3. pak file
- Then add in the pre-merged compatibility files so the files from both mods will get loaded.
I'm start using this mod and when i want to create a weapon I just have 5 blueprints of each level. Is there any way to get more of them or are automatically restocked when I use them all? Or is there any way to modiffy in some file in order to get like in the CWU 500 of each?
Thanks a lot
The mod description notes that:
- The mod creates 4 blueprints, not 5; Damage Boost x2, x5, x10, x20.
- The mod blueprints do not create weapons, they are used to modify weapons to cause them to do higher damage.
- The mod blueprints can be used unlimited times on unlimited number of weapons to boost their damages. They do not run out.
- The only limitation is if a weapon has already been modified by a blueprint then it cannot be modified again to 'boost' the 'boost'. You must get another unmodified weapon to then use in the blueprint to boost its damage.
Or is it that I am misunderstanding what the trouble is that you are experiencing and describing to me?
Sorry I didn't know how to explain myself well.. What I whanted to say is that there are 4 blueprints tha increase the damage (x2, x5, x10, x20) but when I want to use any of them there is a number on each blueprimt that say how many units you have of each blueprint (In the images you load is [9] in my save is [5])
I just wanted to know how to increase that number in order to use more times than 5 in my case or 9 on yours..
Thanks a lot.
A blueprint showing (9) after it means you have enough materials to make that blueprint 9 times based on the materials it needs.
If a blueprint has no crafting requirements, it will show some crazy high number like (1000000) and mean you can craft it an infinite number of times.
In this case of the WWB blueprints, it means you possess 9 weapons in your inventory that qualify to be used in the blueprints.
If you pick up or buy an additional weapon that could be used in the blueprints as the base weapon, that number would increase to (10) - meaning you now have 10 valid weapons that qualify to be used in the blueprints.
If you then use one of the 10 weapons you have in crafting that blueprint, the number would decrease to (9) again as the newly modified weapon can no longer be used in the blueprint again.
Ohh understood
Thanks a lot for your time
These blueprints modify the melee weapon itself to add an "elemental effect' to the weapon. It's just like using a melee weapon in a blueprint that adds fire elemental damage to the weapon. However, instead of an elemental damage bonus being applied, it will add a damage multiplier of the weapon's base damage. This custom "elemental" attachment (damage increase) has a 100% activation chance, so every hit will be increased damage. This "elemental" effect only activates on the melee weapon when the melee weapon itself physically comes into contact with an enemy.
However, the firearms fire projectiles that come into contact with enemies and inflict damage at that moment instead of the firearm itself hitting an enemy. Applying the damage increase/elemental effect to the firearm will have no effect since the firearm doesn't contact the enemy for the effect to get activated.
To have the damage-increasing "elemental effect" get activated from a shot fired by a firearm would require that the effect instead be applied to the ammunition fired by the firearm. This way the "elemental" (damage increase) effect would get activated when the bullet hits the enemy.
However, applying an "elemental" effect to a bullet, even if it is only straight damage, would change that ammunition type itself, so this increased damage on the ammo would be for all weapons that fire that ammo type and not only the bullets fired from one firearm.
So standard ammo could be made to have an elemental effect that activates when the bullet hits an enemy, even if that effect is only a base damage increase and not an "elemental" effect, but that effect would be active on that ammo type itself instead of only the quantity of bullets used in the custom blueprint that adds that effect to the ammo.
Just copy the WWB 'import' lines at the top of the file into the top of the NRM file version.
Then copy WWB's 'use' lines into the same spot in the NRM file version.
However, both WWB and NRM also alter the 'data\scripts\crafting\crafting_elementals.scr' file. You didn't mention if you already merged this file or if you didn't notice that they both alter this file as well.
For merging that "crafting_elementals.scr" file, you could use the NRM version as the base and then just copy over the ~30 line WWB block at the top of the WWB file into the same spot in NRM's file. I've marked the start and stop of the WWB section with the mod's name.
(I'll also note that WWB also makes two minor edits lower in the file to disable the elemental interaction between fire and poison which causes the heads of toxic zombies that are set on fire to explode and alert virals. If you want this disabled also, you can search for "Weak Weapon Booster" in the file to go to those two lines and also disable/erase them from the NRM file version.)
I'll upload a compatibility file in just a few minutes that has all of this merging done already.
Installation of both mods would be:
1) Install NRM's 'DW\Data3.pak' file and open it using WinRar/7zip software
2) Add the 'data' folder WWB's "Extracted Files To Merge WIth Other Mods If Needed" folder into the open NRM Data3.pak file
- This will overwrite those two NRM files with the WWB versions.
3) Add the 'data' folder from the WWB/NRM Compatibility download I am uploading into the NRM Data3.pak file
- This will overwrite those two files with versions that have the elements of both WWB and NRM present in it.
If you are using any other mods that alter those two files and you already merged them together and are wanting to add WWB to your mod pack now, you would need to do manual merging as I described to add WWB's lines into those files that already have changes from several mods in them.
If you are having this problem, perhaps you should consider doing that.
Reporting the problem you are having and asking for help with the error you are having on your game would be the first thing to do. That is, if you are actually wanting some help with resolving this problem you are having.
If so, you should also include all relevant information that could help to get this error you are having resolved for you.
(such as your exact game version, mod version being used, how the mod was installed, are any other mods being used, if so which mods, how were those mods installed, were there any conflicts with files between the mods you are using and this mod, did you need to manually merge the conflicting files, etc., etc.)
You should update your game to the current version if you wish to use mods that are made to work on the current version.