Dying Light
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StinVec

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  1. StinVec
    StinVec
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    Latest Version: SUB.9.2
    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. Federama
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    Hi. I have been using your 3 mods SUB, CWU and EGH combined. I now want to try the Night Runner Mod. Are those 3 mods compatible with NRM? Also your auto learn blueprint mod. Im doing a test removing one by one other mods to track the conflict meanwhile.
    1. StinVec
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      Hi!

      Files that conflict between NRM 7.0 and these mods are:

      SUB:
      1) "data\skills\buffs_sources.scr"
      - A handful of lines from both mods for importing files from both mods.
      2) "data\scripts\inventory\inventory_gen_dlc1.scr"
      - A handful of lines from both mods for importing files from both mods.

      CWU:
      1) "data\scripts\crafting\crafting_elementals.scr"
      - NRM makes a whole lot of changes to this file, but CWU only addes a few code blocks for custom elemental levels
      2) "data\scripts\inventory\inventory_gen_dlc1.scr"
      - A handful of lines from both mods for importing files from both mods.

      EGH:
      1) "data\scripts\inventory\inventory_gen_dlc1.scr"
      - A handful of lines from both mods for importing files from both mods.

      ALLBP:
      0) No conflicting files as all files are custom quest files specific to this mod.

      I'll work on putting up an optional compatibility file for this mod combination right now to help you get them working together quickly.
      I'll then work to add in other optional compatibility files for common mods of mine that are used together with each other and with NRM.
    2. StinVec
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      I've combined the files that conflict between the four mods and have put them into an optional compatibility download.

      As long as you are not using other mods that also alter these files, you should have no issues. If you have other mods installed that alter these couple files, you would need to manually add the changes that other mod makes to the compatibility files for that mod to also load properly.

      Otherwise, you can open your Data3.pak that has NRM in it and then add in the data folder from each of the SUB, CWU, EGH mods, then add in the compatibility files so the conflicting files will be replaced with versions that have the changes all mods make to them.

      I hope this will be useful to you!
    3. Federama
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      Thank you! It is working perfectly.
    4. StinVec
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      You're welcome!
  3. jjh494ps
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    Google translationThere is a file with the same name in both mods.If you change the name, the mod won't work.Is there a way? Please explain if any
    1. StinVec
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      This is already explained in the README file on the mod page DOCS tab, and also in the included README file in the mod download.

      If you want to use more than one mod, but they both alter the same file, you must manually combine the changes that each mod makes to the file into a single file. You then use this merged version of the file.

      In this case the single conflicting file only needs a few lines copied over from one mod's file into the other. This needs to be done so that the "import" and "use" lines from both mods are present in the file you use in your Data3.pak file. These lines import the custom mod blueprints and items and tells the game to activate/use them.

      This manual combining is standard and a requirement you must do when more than one mod is used in Dying Light where both modify the same file.

      If you need help, I literally describe one post below your question exactly how to merge the "data\scripts\inventory\inventory_gen_dlc1.scr" file that is used by two mods to import custom items. Please look to that post for a visual of how to merge them by copying the "import" and "use" lines from this mod's version of the file into the same spots in my other mod's version of the file that you are using.
  4. keysNej
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    I love the mod, but is there any way i can merge it with the WWB/CWU merged files? So that i can have all three without one or two missing?
    1. StinVec
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      Hi. Yes there is. In the merging section of the readme I note that files from mods that conflict need to be merged together so the changes made to the file by both mods are present in the file.

      In this case the only conflicting file between this SUB mod and WWB/CWU is this file:
      > 'data\scripts\inventory\inventory_gen_dlc1.scr'

      The file is nearly empty and is only used to import custom items from custom files - 'import' lines to tell the game about the files that contain custom items, 'use' lines to tell the game to recognize and load those custom items.

      The merged WWB/CWU already has the 'import' lines and the 'use' lines for those mods present and just needs the 'import' and 'use' lines from SUB added into it.

      There are different orders that the files can be added and end up with the same result, but you essentially need to:
      > Add the files from all three mods into Data3.pak
      > Add in the WWB/CWU merged files
      > Edit the 'inventory_gen_dlc1.scr' file in Data3.pak to also include the 'import' and 'use' lines from the SUB mod.

      1) Install WWB Data3.pak
      2) Add CWU 'data' folder into Data3.pak (it will overwrite some WWB files)
      3) Add WWB/CWU merged files into Data3.pak (will overwrite CWU files with merged WWB/CWU versions)
      4) Add all SUB files into Data3.pak except the conflicting 'data\scripts\inventory\inventory_gen_dlc1.scr' file
      5) Open that file in Data3.pak for editing in Notepad
      6) Open SUB's version of that file and copy the SUB 'import' and 'use' lines over into the Data3.pak version

      Data3.pak WWB/CWU version before adding SUB mod lines:
      //////////////////////////////////////////////// File modified by:
      //////////////////////////////////////////////// Weak Weapon Booster Mod
      //////////////////////////////////////////////// Custom Weapon Upgrades Mod
      //////////////////////////////////////////////// Created By: StinVec
      //////////////////////////////////////////////// https://www.nexusmods.com/dyinglight/users/21896034


      import "inventorystuff.scr"

      //////////////////////////////////////////////////////// Weak Weapon Booster Mod - by StinVec
      import "weak_weapon_booster.scr"////////////////////////
      ////////////////////////////////////////////////////////
      //////////////////////////////////////////////////////// Custom Weapon Upgrades - by StinVec
      import "cwu_item_creation.scr"//////////////////////////
      ////////////////////////////////////////////////////////


      sub main()
      {


      //////////////////////////////////////////////////////// Weak Weapon Booster Mod - by StinVec
      use weak_weapon_booster();//////////////////////////////
      ////////////////////////////////////////////////////////
      //////////////////////////////////////////////////////// Custom Weapon Upgrades - by StinVec
      use cwu_item_creation();////////////////////////////////
      ////////////////////////////////////////////////////////


      }

      Data3.pak WWB/CWU version after adding SUB mod lines:
      //////////////////////////////////////////////// File modified by:
      //////////////////////////////////////////////// Weak Weapon Booster Mod
      //////////////////////////////////////////////// Custom Weapon Upgrades Mod
      //////////////////////////////////////////////// Created By: StinVec
      //////////////////////////////////////////////// https://www.nexusmods.com/dyinglight/users/21896034


      import "inventorystuff.scr"

      //////////////////////////////////////////////////////// Weak Weapon Booster Mod - by StinVec
      import "weak_weapon_booster.scr"////////////////////////
      ////////////////////////////////////////////////////////
      //////////////////////////////////////////////////////// Custom Weapon Upgrades - by StinVec
      import "cwu_item_creation.scr"//////////////////////////
      ////////////////////////////////////////////////////////
      ///////////////////////////////////////////////////////// Special Utility Buffs Mod - by StinVec
      import "StinVec_Buffs_Creation.scr"////////////////////// ADDED
      import "StinVec_Buffs_BP_Creation.scr"/////////////////// ADDED
      import "STINVEC_BUFFS_CUSTOMIZE_BLUEPRINT_LIMITING.txt"// ADDED
      /////////////////////////////////////////////////////////


      sub main()
      {


      //////////////////////////////////////////////////////// Weak Weapon Booster Mod - by StinVec
      use weak_weapon_booster();//////////////////////////////
      ////////////////////////////////////////////////////////
      //////////////////////////////////////////////////////// Custom Weapon Upgrades - by StinVec
      use cwu_item_creation();////////////////////////////////
      ////////////////////////////////////////////////////////
      ///////////////////////////////////////////////////// Special Utility Buffs Mod - by StinVec
      use StinVec_Buffs_Creation();//////////////////////// ADDED
      use StinVec_Buffs_Blueprint_Limiting();////////////// ADDED
      /////////////////////////////////////////////////////


      }
  5. Nagito9
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    May I ask how you find those buff icons?I'm very interested in them but don't know where they are?Thanks for your amazing mod again.
  6. Darruscars
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    Does the x2 xp buff make the night xp x4? or does it only effect the daytime xp?
    1. StinVec
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      Hi. Yes it does affect XP earned during night as well as XP earned during the day.
      XP earned during night with the buff active would equal out to being x4 that normally earned during the day without the buff active as night is already doubled.

      By default, day XP would be x1, night XP would be x2 what is normally earned in the day.
      With the x2 buff active, day XP would become x2 and night would become x4 what is normally earned in the day.

      Examples:
      Without the buff, performing an action that normally gives 100 XP during the day would give 200 XP at night.
      With the x2 buff active, the same action would earn 200 XP during the day and 400 XP during the night.

      By default, a 'crowd kill' of killing a basic infected will grant 10XP during the day: "XpForCrowdKill" v="10.0"
      During night that same kill will grant double that amount of 20XP: "NightExpKillReward" v="20"

      With the x2 buff active, the same kill during the day would grant 20XP and during the night it would grant 40XP.

      Whatever the XP gain values are set for during the day and the night are just doubled while the buff is active. The result is that XP gained during the night with the buff active would be x4 that normally gained during the day without the buff active as the night is already doubled by default.
  7. Wyvernboy
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    Despite adding the double strokes '//' for the duration of the buff I do not want and then omitting the '//' for the duration that I want (unlimited), the buff timers still continue to tick. Can't find a solution for it.

    Edit: In my moment of folly I thought that editing the txt document directly from the 7 zip manager and then saving it back to the .pak file will work automatically. It now works.
    1. StinVec
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      Hello.

      Enabling the 'unlimited' duration attribute on a mod buff switches the game to load a different mod file where the duration of that mod buff is set to be 2,592,000 seconds long, which is 30 days. The only way to notice the timer ticking down is to leave the game open for several days. This leads me to believe your changes made to the file are not being saved and it is still using the active, default durations.

      When you modify the customization file, are you copying the file out of the Data3.pak file, modifying it and saving your changes, then copying it back in and overwriting the unmodified file with it?

      Or are you perhaps opening the file for viewing from inside of the Data3.pak file using your zip software and making your changes to it from within the archive?

      If you are using WinRAR and open the customization file for viewing/editing from inside of the pak file and then modify it, it will ask you if you want to update the file in the archive with your changes when you hit save.

      However, if you are using 7zip software to view the customization file inside the pak file, modifying the file and hitting save does nothing and it does not update the file in the archive. If you are using 7zip, I recommend copying the customization file out, altering it and saving your changes, then copying your altered file back in and overwriting the unaltered version with it.

      If you are certain that your changes to the customization file are being saved and the file inside of the Data3.pak file does show that the unlimited option is selected, please let me know.
    2. StinVec
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      Ah, sorry for my delay in replying! You were editing your comment to state the problem was exactly what I was asking about and it was 7zip.

      I don't know why 7zip doesn't save alterations made to files when they are opened and is the main reason I still use WinRAR when handling Dying Light pak files, but I prefer 7zip for normal zip file usage.

      I'm glad to hear it is working as it should for you now!