Dying Light
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StinVec

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  1. StinVec
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    Latest Version: EHM.2.49
    Compatibility: Officially released Steam v1.49.x (all versions .0 through .8) (and GoG/Epic Equivalent) Compatible
    ____________________________________________________



    _______________________________________________________________________
    PLEASE ACTUALLY READ THE README FILE AND MOD DESCRIPTION
    _______________________________________________________________________
    Asking basic questions that are not only already answered, but PLASTERED all over the mod and its files wastes not just my time, but yours.
    On that note:
    Spoiler:  
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    As I am constantly needing to reply to questions on my mods with "As noted in the ReadMe...", and "As noted in the mod description...", if you do post a question that is already clearly answered on the mod page or in the mod ReadMe file(s):
    A) your question will be ignored
    B) your question will be removed
    C) you will be banned from access to all of my content

    Repeated posts asking already-answered questions will likely also lead to removal of not just the question(s), but also of the ability for the poster to download or even see any of my mods on Nexus.

    I already put the effort in to writing the information out clearly and in multiple locations. Being too lazy to bother reading any of them and going right to asking a question that is literally answered an inch above where the question is being written has no excuse.
    _________________________________________________________________________________________________________________
    As I am used to re-writing information:
    To summarize: Anyone who asks a question/makes a statement/reports an issue that is already answered in the ReadMe file or clearly noted in the mod description will have their question ignored, outright deleted, and or simply blocked from even being able to see/download any of my mods.
    _________________________________________________________________________________________________________________
  2. RaizuX
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    Is there a way to separate the regular kick from the drop kick so the multiplier for each could be different? 
    1. StinVec
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      Hi. Unfortunately those two cannot be separated. Both the standing kick ability and the drop kick skill activate the same "Melee_Leg" weapon item that has the 'Force' attribute configured on it.

      The 'Sliding kick' ability is able to be configured separately from those two as the "Melee_Slide" item that skill activates/uses is a different item with its own 'Force' value that can be configured on it.

      I haven't yet found a way to get the game to apply a different 'Force' value on the single item based on how it is being used (normal kick ability versus drop kick skill activation). One possible way is to alter and create files to create a custom kick item with its own force value and then reconfigure the dropkick skill or standing kick ability to use that custom item instead of both using the same Leg weapon. I don't know if that could work though as I also cannot yet find a way to alter the skill/ability to use a different item. The Melee_Leg item appears hardcoded internally and may not be able to be altered.
  3. SAC18951
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    Hey when i play like zombie with my friend the mod doenst work, only work if you play like human
  4. gr3nadier351
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    Well, they definitely messed with some of the internals. Using the pre-configured kicks and punches package, only dropkicks appear to work for me; otherwise, punches and kicks remain vanilla unless it's a death blow, and even that is because I modified the default_levels file in my own attempts to get a Hyper Mode result. You can modify fists using default_levels, but kicks only work as a killing blow, and even that appears to be inconsistent. Why must they screw with this game? Seriously, they've spent four years milking the game via nickel-and-dime tactics while being supreme fun-killers. Not very faith-inspiring for DL2.
    1. gr3nadier351
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      EDIT: Restarted the game to make some unrelated changes, suddenly kicks function as intended alongside my existing default_levels edits. I'll just blame WinRAR for not overwriting files :D
    2. StinVec
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      Hi. Thank you for letting me know it is working as it is intended to for you now!

      However, I think it may not (or not entirely) be WinRAR that is to blame. This issue is coming up inconsistently as reported by you and others and I can't see it being an issue with WinRAR every time.

      I've also experienced the issue myself after that last report on this issue where it wasn't working properly. While testing I found it working incorrectly and then the next game start to do more testing had it working properly. I think there is something going on where the mod isn't getting fully activated on every game start.

      I thought it could be related to a temporary community event being active at that time that was conflicting and causing an interference with the mod, but I include the restclient.scr file with their community event and forced file downloading system disabled and I had still encountered the issue.

      I'm trying to look into the structure of the mod to see if the game is having trouble parsing the mod files to where only select parts are getting loaded. Perhaps the game sometimes bogs down while loading and has an error and only portions of the items to be hypermode activated are getting loaded.

      I can't find anything yet that consistently causes the issue to occur or not occur, so I had left the bug report noting this issue as an active bug that some may encounter at times.

      Thank you for your additional information on your experience with this issue and notes on how it resolved (hopefully not just temporarily).
  5. SpLinTeRTV
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    Hi everyone, i'm trying to use this mod online with a friend, but we can't make it work, even with a shared data3. Do you guys have anysolution ? Can't find one by myself. Thanks.
    1. SpLinTeRTV
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      nmv, my friend is just a dumbass, he was joinning via steam, without entering his save first. Thanks for us, i have one brain efficient enough for two.
  6. KremitLIVE
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    There was a recent game update on June 1st (a few days ago) I believe and unfortunately right now this mod isn't working. My friends and I loved this and would love to see it back in action when possible <3
    1. StinVec
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      Hi. None of the files modified by this mod were altered in the recent update. However, it appears that something is going on with the mod.

      Am4gedon noted back in November that the effect was only activating after a seemingly random number of hits and not on every hit. I had tested out the mod at that time and it was activating for me on every single hit with every single weapon as it should be and could find no problems.

      However, this is the case now as you have reported, that it is only activating after multiple hits instead of every hit. The 'kick' attack still has the hyper mode effect activated every kick, but everything else seems to be only after several hits.

      Nothing has changed as far as I can see in the files, and the way the mod is configured simply extends the force multiplier effect on the Spectral Baseball Bat to other weapons. I will test out attacking with the Spectral Bat to see if its attacks are hyper with every hit or if it is also not every hit.

      Techland had already changed the behavior of the hyper mode effect once from being a physics damage multiplier (PhysicsDamageMul) to being a force multiplier (ForceMul). If the Spectral Bat is also not activating on every hit, then the issue would seem to be with the "ForceMul" attribute itself and they may have messed something up in the game code with it.

      I'll keep testing to try to find what exactly is going on with that attribute and if there is a possible solution to correct it or an alternative to using that attribute until they correct it if it is a bug.
    2. KremitLIVE
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      Just got a chance to get back in game and try it out again. I reinstalled the files and now everything is working! Seems like it was something on my end that a fresh install of the mod fixed. Weapons seems good, kicks are good, etc! Glad its solid :D and thank you for getting back to me so quickly.
    3. KremitLIVE
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      Okay conveniently it looks like as of today there was a Hellraid update that added things into the game that now when I try to play it closes everything out. I'm assuming now things need to be tweaked?
    4. StinVec
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      I haven't begun looking at what has changed from the update, but there are quite a few reports on their Steam forums that clicking "Continue Game" causes the game to crash. So far I've only seen Techland say to run a verification of the game's files through Steam and aren't trying to actually get information on the issue, not even asking for crash reports yet.

      I'll check the forums again in a little bit to see if there has been any update: https://steamcommunity.com/app/239140/discussions/

      I will also check the files altered by the update to see if this crash is related to the mod. If you remove the mod and the game still crashes, it is likely due to their update having an issue and not the mod.
    5. StinVec
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      Hi again. I've gone over the game update and no files were altered by it that this mod alters, so it was still compatible. The Steam forums still have a lot of people reporting crashing problems and Techland has now moved on to asking affected people to send them their save files via email.

      https://steamcommunity.com/app/239140/discussions/0/3105775128760721647/#c3105775128763796927

      However, others noted several things that helped them resolve the crashing problem including running a file integrity check through Steam that fixed it for some.

      Others noted various things about their '...\Documents\DyingLight' folder involving totally deleting it and then loading the game, then restoring it. I don't recommend trying that.

      Instead, if you go to your '...\Documents\DyingLight' and see any 'plsdownload_slot_***.***' files, just delete those. Those are files pushed by Techland temporarily for their live events. They should get removed automatically, but if any of those still remain and are old versions, they can possibly cause crashing issues if the game still uses them over the default or modded game files.

      And perhaps also check if there is a 'data' folder in your '...\Documents\DyingLight\out' folder. This is where mod files used to be installed to early in the game's life before Data3.pak was used. If there are old modified game files in that 'data' folder, it would be best to remove those as well.

      Additionally, I just updated the mod to EHM.2.43 to now include 8 melee weapons that were added in the recent 1.41, 1.42 and this newest 1.43 game update so the mod will also affect those new weapons as well.

      I hope this helps if you're still having the crashing issue.

      I'll try to keep up on the crashing reports on their forums to see if they end up finding a resolution or if the push a patch out to fix it.
    6. StinVec
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      Just to note, Techland pushed out a small hotfix that looks like it would correct the crashing issues introduced in the 1.43.0 game update. It looks like it was an incomplete and untested update as they added a lot of code to the hellraid quests that was missing. They also altered a few attributes on some weapons added in that previous update, but the quest fixes likely solved the crashing.
  7. Am4gedon
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    Hey, I really like the mod although I'm not sure if it works as intended. For some reason it only works sometimes when I attack. Let's say every 5th hit on a zombie actually has the boosted force. Any idea why?
  8. nitrovegeta
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    Sadly it seems this MOD no longer works
    1. StinVec
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      I just re-tested the mod again and it is still working perfectly fine on the Steam v1.30.0 game version.

      If the mod is not working for you:
      - Verify you are using the current v1.30.0 game version.
      - Verify you are using the current version of the mod.
      - Verify that the mod's Data3.pak file is installed correctly.
      - If other mods are also installed, verify that all mods were merged together properly and there were no conflicting files.
      - If there were conflicting files, verify that the contents of all versions of the conflicting files were manually merged together properly.
      - If you had customized the mod's customization file, verify that it was customized properly as outlined in the customization file.
    2. nitrovegeta
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      The most current version is 1.31.0
    3. StinVec
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      Correct, now it is. When I responded 5 days ago the current game version was at 1.30.0 and the mod worked properly with that game version. A couple days later the 1.31.0 game version released and I immediately updated the mod for compatibility with that newer game version as I do with all my mods with every single game update.
    4. nitrovegeta
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      I just removed my old Data3 file and placed yours in and it is still not working. Seems I may need to uninstall my game and reinstall it. Not sure why it's not working. When it doubt reinstall right? Thank you for your help.
    5. StinVec
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      Thank you very much for adding that the mod on its own without any other mods installed still doesn't allow it to work for you. I'm sorry it isn't working right away and without any issues.

      While the mod was working for me as it was supposed to, something was keeping it from working for you and potentially others. I've been going through everything in the files to see if there is a possible cause for it in the event your reinstall didn't help. I just made a slight change that should help prevent it from not working for everyone. If you would please try the EHM.2.31b file I just updated the mod with to see if it works properly for you now and let me know I would appreciate it very much.
    6. nitrovegeta
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      So we have success, not sure if it was your update or my complete reinstall or both. Thanks again for all your input!
  9. SevnWolf
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    Hello again StinVec! I have a question about the values used in this mod. This month, the community event featured HyperMode and SuperCrane as described on the website. Are the values you are using in this mod similar to those that were granted by the community event?

    Background: I began playing DL during the summer event without really knowing about the buffs. I was very surprised when the effects were gone.
    1. StinVec
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      Hello! I haven't looked into what effects the SuperCrane feature introduced, but HyperMode has gone through some changes.

      Originally the HyperMode was an increased "physics damage" multiplier only on items listed in the difficultyparamters.scr file - Spectral Baseball Bat, sometimes the punch/kick attacks. I believe physics damage only applies to objects in the game world and dead enemy ragdolls and body chunks (that become objects upon death), so if your attack was not enough to kill then it would be a normal attack and only the killing attack or attacks on the body would launch the enemy away.

      However, a few updates ago Techland changed the HyperMode effect to instead be a Force multiplier, so every attack would be a HyperMode attack with weapons listed in the difficultyparams.scr file.

      How this mod functions is exactly the same as the official HyperMode on the Spectral Baseball Bat expanded to be able to be enabled on any other weapon types as desired.

      If the mod were stripped down to remove the implementation of all customization options, it is essentially just duplications of the Spectral Baseball Bat code block at the top of the difficultyparams.scr file and then the item name changed to a different item name to have the HyperMode effect as well.

      However, instead of listing all possible items in the file and giving them all the increased Force multiplier, I listed all items of the same types in separate files and integrated the list in a way so players can choose to enable HyperMode only on the types that they want and to what degree they are affected by HyperMode via the customization file and only the weapon types of the selected degree of effect are then imported into the difficultyparams.scr file.

      If you want some more details on how this mod works specifically and the logic for how it functions, this should help with that if I can write it out well enough. I apologize ahead of time if it is a confusing mess.

      _____

      So the mod's files contain all of the different weapons listed by types in different effect level files and the amount of the force is increased on the items listed in them based on what level file it is. Here are the fist items from the L1 Double Force file (2.0, as 1.0 is standard no increase in force). Notice the code block name for the fists is "EHM_Fists1" for L1 of fists:
      Spoiler:  
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      ////__________________________________________________ Fists - Punching
      sub EHM_Fists1()
      {
      Item("Melee_Fists")
      {
      ForceMul(2.0);
      }

      Item("Melee_InfectedFists")
      {
      ForceMul(2.0);
      }
      }


      These 4 files of differently-configured levels on all of the items are imported into the customization file and each weapon type section references that area of the effect level files. Here is the code block for the fists items noted above enabled. Notice the "EHM_Fists_HM" code block name and that the active level is the same "EHM_Fists1" noted above for the imported L1 file fists weapons :
      Spoiler:  
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      import "StinVec_hyper_mode_mod_types_L1.scr"
      import "StinVec_hyper_mode_mod_types_L2.scr"
      import "StinVec_hyper_mode_mod_types_L3.scr"
      import "StinVec_hyper_mode_mod_types_L4.scr"
      sub EHM_Fists_HM(){
      ////////////////////////////////////////////////////// Fists - Punching
      use EHM_Fists1();/////////////// L1: LOWER (x2)
      //use EHM_Fists2();/////////////// L2: OFFICIAL (x4.5)
      //use EHM_Fists3();/////////////// L3: STRONGER (x7)
      //use EHM_Fists4();/////////////// L4: HOMERUN (x10)
      }/////////////////////////////////////////////////////

      This is inserting the contents of "EHM_Fists1" in the L1 file into the "EHM_Fists_HM" code block in this file.

      Then in the difficultyparams.scr file the customization file is imported and it activates the contents of all the different weapon code blocks.
      Spoiler:  
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      import "STINVEC_HYPER_MODE_MOD_CUSTOMIZATION.txt"
      ////////////////////////////////// DEFENSIVE WEAPONS
      use EHM_Fists_HM();/////////////////////////////////
      use EHM_Kicks_HM();/////////////////////////////////
      use EHM_Slide_HM();/////////////////////////////////
      use EHM_Shields_HM();///////////////////////////////
      ///////////////////////////// 1-HANDED MELEE WEAPONS
      use EHM_Batons_HM();////////////////////////////////
      use EHM_Cleavers_HM();//////////////////////////////
      use EHM_Crowbars_HM();//////////////////////////////
      use EHM_Hammers_HM();///////////////////////////////
      use EHM_Handsaws_HM();//////////////////////////////
      use EHM_Hatchets_HM();//////////////////////////////
      use EHM_Ice_Picks_HM();/////////////////////////////
      use EHM_Khopeshes_HM();/////////////////////////////
      use EHM_Knives_HM();////////////////////////////////
      use EHM_Machetes_HM();//////////////////////////////
      use EHM_Pipes_HM();/////////////////////////////////
      use EHM_Short_Swords_HM();//////////////////////////
      use EHM_Shovels_HM();///////////////////////////////
      use EHM_Sickles_HM();///////////////////////////////
      use EHM_Wood_Planks_HM();///////////////////////////
      use EHM_Wrenches_HM();//////////////////////////////
      ///////////////////////////// 2-HANDED MELEE WEAPONS
      use EHM_Bats_HM();//////////////////////////////////
      use EHM_Big_Axes_HM();//////////////////////////////
      use EHM_Improvised_HM();////////////////////////////
      use EHM_Longswords_HM();////////////////////////////
      use EHM_Pickaxes_HM();//////////////////////////////
      use EHM_Rebar_HM();/////////////////////////////////
      use EHM_Scythes_HM();///////////////////////////////
      use EHM_Sledgehammers_HM();/////////////////////////

      At the top the first weapon block is "EHM_Fists_HM", so the contents of that code block in the customization file will be inserted into this file, which would be the fist weapons configured with the 2.0 multiplier from the mod's level file.

      If no levels are enabled in a code block then no weapons of that type will get listed as the code block will essentially be empty due to the text it contains being commented out (disabled level lines).

      The "use EHM_Fists_HM();" line it activated is the Fists weapons listed in the customization file. As L1 was enabled in the example above, the imported fist weapons from the L1 mod file will be inserted into this code block, and thus inserted into the difficultyparamas.scr file and those fist items will get listed to have increased force. If all other weapon types have all levels disabled on them and only the fists are enabled, the end result of items added to the difficultyparams.scr file would look like this to the game as only the fists items with the 2.0 multiplier level would end up getting added into the ItemParams section of items to have the HyperMode effect on them:
      Spoiler:  
      Show
      import "STINVEC_HYPER_MODE_MOD_CUSTOMIZATION.txt"

      sub main()
      {
      NewGamePlusParams()
      {
      Biter(0.9);
      Viral(0.8);
      HMF(0.7);
      HMF_Leader(0.6);
      HumanFirearm(0.5);
      Goon(0.4);
      Volatile(0.3);
      Spitter(0.2);
      Demolisher(0.1);
      }

      ItemParams()
      {
      Item("Melee_Fists")
      {
      ForceMul(2.0);
      }

      Item("Melee_InfectedFists")
      {
      ForceMul(2.0);
      }
      }


      So it is all a more complex version of just listing weapons in the difficultyparams.scr file and instead importing files and activating sections within those files all to permit a customizable aspect to the mod so people can choose to enable it on different types of weapons instead of manually adding individual weapons to the file. As I noted above, one could just duplicate the existing Spectral Baseball Bat item block in the difficultyparams.scr file and then changing the item name if they only want another single item to have the HyperMode effect and then change its ForceMul value higher or lower if they want to. This mod just expands it much further to all different types of weapons and pre-configured levels of the effect that can be enabled on them.
    2. SevnWolf
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      Wow! This answer was above and beyond what I was looking for and since I've already opened up your files and examined them, this is great insight into your work. Thank you for taking the time to explain in such detail and I hope you manage to raise the funds you mentioned in your profile by the time DL2 comes out! Your work would be a blessing on the new platform!
  10. byrnegab
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    Hi StinVec, I know your not accepting any requests anymore, but hoping you could point me in the right files to edit the attack speed of meele/fist. The settings in default_levels.xml is not working at all. Basically I'm done playing the game in standard way, now I want to increase all my attack speeds to ridiculous levels and use a katana and feel like a ninja.. lol
    1. StinVec
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      Hi, byrnegab. I am glad to try to help out with questions on tweaking settings for your game so it can be as enjoyable as you want it to be.

      First just to be sure of something:
      The game will ignore changes made to the default_levels.xml file unless you are playing in Offline mode or if you have disabled the Online check by including the 'data\restclient.scr' file with the PLS service disabled.

      Many mod authors whose mods alter certain files have had to include this file with the PLS service disabled so that their mods will function. Altering the default_levels.xml file is one that does require it for changes to the file to be loaded.

      Some time ago Techland began to restrict modding of many skills (and other) files while the game is set to Online mode. The modified version of the file in your Data3.pak file will be not be loaded and an unmodified version will be downloaded and forced to be temporarily used via the game's PLS service if your game is set to Online mode. This service is also how temporary community event file versions are made active on games, which also are forced to be used over mod versions of files if they exist.

      To avoid them dictating and restricting how you can play in your game and what changes you can make and to have your changes to these skills files recognized without setting your game to Offline mode, you can include the 'data\restclient.scr' file I noted above in your mod and change the value on line 8 from (1) to (0) to disable this service:
      EnablePLS(1)
      EnablePLS(0)

      This will disable the online check, patches and community events so that your changes to the skills files will be recognized by the game instead of an unaltered version of the file being downloaded and forced to be temporarily used instead.

      I think I recall someone noting elsewhere that the whole service isn't required to be disabled and that disabling only the "EnableEvents" part of the service is enough to get alterations to the skills files to work. I am not certain if this is accurate, but if you would like to give it a try to keep the other services active you can see if it allows your changes to "FistsAttackSpeedMul" in default_levels.xml to work.

      _____
      If you would like to go the route of altering the Fists weapon directly, it can be found in the 'data\scripts\inventory\inventory.scr' file and its attack speed attribute can be changed directly on it without changing the skills files.

      Search the file (CTRL+F) for "melee_fists" (without quotes) and on line 883 of this file you will find:
      Item("Melee_Fists", CategoryType_Melee)

      In its code block a few lines down you will find the attack speed attribute on line 897:
      SwingSpeed(0.9);

      Change 0.9 (9/10 of a second) to a lower value to cause the attack animation to take less time to complete (thus a faster attack). You can also find other attributes listed there that you can change if you would like, such as StaminaUsage(0.1) and Damage(5.0).

      As I noted regarding the hyper mode affecting fists for all characters in the mod description, changing the "Melee_Fists" weapon directly like this will cause all enemies and friendlies that fight with their fists to also have faster attack speed as all characters use the same fist weapon when they fight with their fists.

      _____

      I hope this helps some to get your changes to the skills files to be loaded properly and also with altering the fist weapon directly if you go that route.
    2. byrnegab
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      Hi StinVec, thank you very much for the detailed response!

      First, I have already lots of edits to the default_levels.xml, things like sprint speed, swimming speed, durability stuff , etc.. and they are all working perfectly, without me including a restclient.scr just as you mentioned. I find it weird that some settings there doesn't work, like fist speed, melee attack speed, kick force. That's why I think that they are somehow overriden somewhere, like a script or something.

      Anyway, I tried what you suggested, I added restclient.scr to the data in Data3.pak, with EnablePLS(0). Now I modified FistsAttackSpeedMul and MeeleAttackSpeedMul and give them value="10", and this still doesn't work.
      I also tried directly adding them to Data0.pak (i know this is bad practice, just for testing) but still doesn't work.

      I also tried directly editing the data\scripts\inventory\inventory.scr, updated the Melee_Fists - SwingSpeed(0.1), and it didn't also work.

      Please note I am using some of your mods like: Buggy Control, Custom Upgrades, and No Soot and Dust.. and they are working perfectly.

      I'm already losing hope in making a fast slashing ninja character. Hehe
    3. byrnegab
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      oh by the way, I am playing in singeplayer mode only. I don't play multiplayer.