Dying Light
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Budong

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Budong

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6 comments

  1. Valorien
    Valorien
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    • 31 kudos
    My biggest concern is will he STFU and stop saying "com'eeere..."  I'd rather the dealers are all mute to be honest!
  2. Budong
    Budong
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    • 33 kudos
    It's pretty easy actually...

    Like .PK3 files for Quake3, .PAK files in Dying Light are just .ZIP files that have been renamed. Right-click and choose to open with 7zip/WinZip/WinRAR/etc. Find a file you want to modify in Data0.pak, Data1.pak, or Data2.pak and extract it (being sure to re-create the folders that you find it in as well) then edit the file, and insert your modded file and it's folder structure back into Data3.pak. It seems Data3.pak (which is an empty .pak file) loads last, so if you insert a file of the same name/path into it, you essentially override the original one that loads first from Data0.pak/Data1.pak/Data2.pak.

    Skins for most NPC characters are assigned in Data0.pak/data/presets/humanai.pre... Easiest way to test NPC skin swaps is to pick the "killing guide" quest and then mod the "Shopkeeper_Slums_Tower_Down" entry, as when you load the game, you spawn right beside Buckshot who's in the same room as the vendor you're modding (so you don't waste time running to another room on every test.) For each preset entry in humanai.pre, the property "MeshName" seems to refer to a collection of models that share animation data, and the "SkinName" picks a specific combination of mesh parts and textures. (For the player, Data0.pak/data/scripts/playerappearances.scr defines the head-mesh/body-mesh/texture combinations for each player skin, but I haven't found the equivalent file that defines the head/body/texture combinations for NPC skins yet...) Switching to a MeshName from a different set will sometimes leave you with a T-pose model where only the mouth and eyes animate... probably because required animations are named differently/absent, or because the armature for that particular mesh has different bones/bone-names. (For example, modding an NPC preset to have a mesh of "player_1_tpp.msh" with a skin of "default" will load the "dirty clothes" 3rd-person player mesh you see during co-op sessions onto the NPC, but it will remain in a T-pose like this...player_1_tpp.msh.jpg )
    1. buffaloalmond
      buffaloalmond
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      • 0 kudos
      Honestly thank you so much. I'll be trying this and tell you how it goes. Thank you again!
    2. kevz74
      kevz74
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      • 0 kudos

      Hi
      Which line do I need to modify for swap a model pleasseeeee ???
  3. Wahkah
    Wahkah
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    • 29 kudos
    Join my discord. :) It's a discord for mod makers.
  4. buffaloalmond
    buffaloalmond
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    • 0 kudos
    I've always wondered how to swap models. Good job tho!