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StinVec

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  1. StinVec
    StinVec
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    Latest Versions: SCM.25b -|- SCM.S.25b
    Compatibility: Officially released Steam v1.49.0 - 1.50.0 (and GoG/Epic Equivalent)
    ____________________________________________________



    _______________________________________________________________________
    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.
    _________________________________________________________________________________________________________________
  2. KDen68
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    I'd first like to say great mods! I use a quite a few of them and they greatly add to QoL and atmosphere of the game, so thanks!

    Any way you could add a mute NPC chatter script? They're constantly chatting about recent story events and it's quite annoying.

    Cheers.
    1. StinVec
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      Thanks for letting me know you enjoy using several of my mods! I'm glad to hear that.

      Would these be examples of what you are wanting to be muted?

      • "Walkie-talkies work much better. I wonder what happened."
      • "People say that somebody turned on the antennas."
      • "Much easier to communicate over the radio, have you noticed?"
      • "Wow! Now I can receive transmissions from all the districts."
  3. jjh494ps
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    스토리 후반부면 어느정도인가여?
    스토리는 100% 완료 했어요
    Data3 적용을 해도 "경고방송"이 없습니다
    게임시간으로 몇시정도에 나오나요?
    ========================================
    "Google Translate"
    Story 100% progress.
    Proceed as per the installation instructions.
    No warning broadcast before nightfall
    I want to hear Jade's voice but there is no way
    1. StinVec
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      Hello. You downloaded both the All Changes mod version and the Selective mod version.
      Can you please tell me which one you are using when not hearing her make the night coming alerts?

      If you are using the Selective version, are you certain to have added the "data" folder from within "Voice - Jade Night Alerts Reinstated" into your Data3.pak file?

      Regardless of mod version, have you also installed any other mods that make alterations to the same files as found within that "Voice - Jade Night Alerts Reinstated" folder? I want to rule out conflict between mods causing the trouble.
    2. jjh494ps
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      “Translator”
      After reinstalling the game, let's test only the “Jade” mode.
      Thanks for your answer
    3. jjh494ps
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      “Translate”
      After reinstalling the game, I installed and tested only the “Jade” broadcast mode.
      I didn't get any broadcasts.
      The story is 100% and I don't know why
    4. StinVec
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      I have made progress on this issue.

      I was unaware that Techland had apparently decided to completely disable the Night Approaching radio broadcast from playing when they released the Enhance Edition of Dying Light. I found many reports online of people who miss these radio alerts playing and wanted Techland to re-enable them.

      I do recall Techland had pushed a game update at that time that had altered every 'quest' file in the game, but I didn't take note of what changes they had made to them. It has been so long since I have actually been able to 'play' Dying Light (or almost any game), and I never noticed them no longer playing.

      The quest files included lines specifying when the Night Approaching broadcasts should begin (after the antizin quest when time passes normally) and when it should switch to Ayo making the broadcasts. There are only two instances remaining of it specifying Ayo to begin make the broadcasts and not Jade, but I don't think those even play as Techland had set the Night Approaching broadcasts to no longer be enabled at all.

      I've done some testing to re-activate the Night Apporaching broadcasting and it has worked to re-activate them playing at 19:30.

      I will do more tests at different stages of story progress to ensure the fix continues working and ensure it does not switch to Ayo making the broadcasts again later in the story and continues with Jade making them.

      If all works properly, I will update the mod with the fix.

      I will also test out Ayo always making the broadcasts for those who may not want Jade making them at all.

      I will update again with progress.
    5. StinVec
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      Hi again. I've updated the mod with the Night Approaching radio reminders re-enabled.

      This update includes custom quests that auto-complete and set the night reminders to no longer be blocked. Please let me know if you encounter any troubles with this audio change not working properly for you still, or if it does work properly, but the night reminders cease playing at some point in the future.
    6. Klemc
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      Well, i will add it in one of the profiles, i was doing two of this mod that i could switch, with the options that matter to me.

      Big thanks.

      //

      EDIT: no idea what it does ?:
      Voice - Merchant Chatter Muted
      Voice - Quartermaster Chatter Muted
      Do this stops talkings to you when you are near ?

      And ?:
       Toad Blob Flight Whistling
    7. StinVec
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      That is correct.

      The merchant tends to talk at you when you are near or after making a purchase, such as "I've got the best prices around!", 'Boy, have I got a deal for you!"

      The quartermaster also has various dialogues that play when you are near or after interacting with them.

      The "Toad Blob Flight Whistling" is the Toad enemy that throws that huge toxic blob at you. When it is flying through the air toward you it will make this comical, cartoon whistling sound like an incoming missile dropping from the sky. It is quite immersion-breaking, I think. So now this sound can be optionally muted as well for others that might think the same.
  4. JeffDaTanker44
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    Hello. I've noticed that after installing this updated mod, the "impact" sound effect of the charged fist attack is gone. I had a previous version of this and the sound was present. Maybe you overrode it with the Jade voice add-on?
    1. StinVec
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      Hi! Nexus user TomL93 had requested a long time ago for the heavy weapon attack echoing sound to also get muted.

      I had finally seen his request and had recently include this option in the SCM.25 & SCM.S.25 update:
      • Items - Weapon Charge Attack Reverberation Muted
      This is the sound that you are referencing as well, but you want it to not be muted.

      Presumably you are using the AiO mod version as it has all sound changes activated in it, including this charge attack sound being muted.

      I recommend that you switch to using the Selective/Modular version of the mod instead. Doing this will allow you to add in all of the 'data' folders for each of the sound changes you want and not add the ones that you do not want, including this Charge Attack sound change.
  5. Klemc
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    Not sure why, or if there is a reason, but file referred in snd_groups.scr as:

    StinVec_SCM_Jade_Radio_Alerts2.scr
    is named in folder:
    StinVec_SCM_Jade_Radio_Alerts1.scr
    1. StinVec
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      Hi. This is incorrect. The file referred to in snd_groups.scr is labeled as 2 and the file it imports is found within the same folder and is labeled as 2, not 1.

      1 is in a different folder and is imported by the altered 'player_chatters.scr' file in that folder.

      There are two files in the mod, one named *1 and one name *2. Each serves its purpose as changes must be made to several files in different directories.

      'data\scripts\audio\snd_groups.scr' file
      This file has the line: !include("StinVec_SCM_Jade_Radio_Alerts2.scr")
      This imports 'StinVec_SCM_Jade_Radio_Alerts2.scr', which is located in the 'data\scripts\audio\StinVec_Sound_Control_Mod' folder.

      'data\scripts\player\player_chatters.scr' file
      This file has the line: import "StinVec_SCM_Jade_Radio_Alerts1.scr"
      This imports 'StinVec_SCM_Jade_Radio_Alerts1.scr', which is located in the 'data\scripts\player\StinVec_Sound_Control_Mod' folder.
    2. Klemc
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      So true, i didn't search in another folder, sorry for that.

      I knew there was a reason, your mods never fail :p 

      Thanks for all the 150 updated you did.
    3. StinVec
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      You're welcome! I'm glad that you are still finding so much use for my mods after such a long time! I've updated this mod now to re-enable the Night Approaching radio broadcasts at night that Techland had disabled so long ago, which I did not realize that they had. If you miss those night reminders as I have found so many others online stating they do, they will play once again!
  6. TomL93
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    Amazing mod. Is there a possibility you could remove/mute the sort of strange echo sound that plays when you land a heavy attack on someone? It affects weapons that don't cause you to spin in a circle. Thanks!
    1. StinVec
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      I apologize that I had not seen your request until just now...over a year and a half late.

      I have just updated the mod with this Weapon Charge Attack Reverberation muted.

      If you are still playing this game - are there any other annoying sounds you've encountered since you made this request so long ago that you would also like muted?
    2. VokunRovaan
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      Pardon my intrusion, but for additional sounds to mute I wanted to nominate the Random Encounter Alert.
      I find it just distracting, especially without using the Minimap, and much rather encounter these Events myself!
    3. StinVec
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      Hi. Not an intrusion at all. Thank you for requesting this sound to also be able to be muted!
      I've added it to the latest SCM.25 / SCM.S.25 version I have just uploaded which adds:

      • Alerts - HUD Nearby Encounter Ping Muted
      • Items - Weapon Charge Attack Reverberation Muted

      If there are any others that you find disruptive to your gameplay, please let me know and I will see if I can add them as well!
    4. VokunRovaan
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      Thank you so much!
      Will definitely give this a shot.
  7. Jimjam2134
    Jimjam2134
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    This mod sounds truly amazing. I have a question though, is it possible for you to remove the bell jingle that plays when you drink the "Grandma's Eggnog" Potion? the potion itself is very useful but it's annoying that the jingle plays intermittently.
    1. StinVec
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      Hi. Yes, that sound is able to get muted as well.

      I am in the process of re-downloading the game after a hardware failure/data loss right now. When get my game restored in the coming week (I download at snail speed), I will make sure the mod is compatible with the current 1.50.0 game version (and all of my other mods as well) and  I will then update this mod to include this sound as being muted (or selectively muted).

      I will also add a lot of other sounds in to be muted (or selectively muted), such as the Supermarket loudspeaker, various radios, weapon repair duct tape sound, the xray hit sound and slow motion sound, sounds effects from weapon attachments like the burning hiss, etc.
    2. StinVec
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      Hi again. I've updated the mod with the Eggnog buff jingles muted as well as 13 other sounds muted in both the the All Audio Changes and Selective Audio Changes files.

      I hope this helps you to enjoy the game more! If you encounter any troubles with the mod, or want additional sounds offered for being muted, please let me know!
  8. Coo1Cmd
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    How to mute radio with static noise? This mod allows to mute only radio with music. But noise is more annoying than music (for me).
  9. FireGeneral
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    Hello, StinVec, I’m sorry to bother you but can you make a “Random encounter control mod”?
    I’ve been playing this game for years and couldn’t seem to find anything like it, as you know, the game stop spawning Rais hostage rescue event after “ homo homini lupus est” is unlocked, and other random encounters such as Rais soldiers transport chests after mission “the pit”.
    I think it would be really cool to have a mod allows players to choose what random encounter to spawn.
    Thank you! English is not my native, sorry for bad English.
  10. livefreexyz
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    I swear this was made before, why release a new mode page instead of an update? More downloads?
    1. StinVec
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      I have some individual mods that perform some of these changes. Not everyone wants a bunch of changes and only want one or two changes.

      Several mods also already exist for some of the changes, but those mods are extremely out of date and not safe to use on the current game version.

      Also, if someone does want multiple changes that my individual mods offer, those individual mods must all be manually merged together.

      I now combined several of my changes into one mod and included some out of date sound change mods updated for the current game version. Due to the way I configured this all-in-one mod, it also provides a way that they can all be selectively enabled by dragging and dropping options into the pak file - no manual merging of individual changes in individual text files needed.

      Also, I don't appreciate you coming onto my mod and starting to recommend to others to use multiplayer cheating tools that allow them to use mods in multiplayer against the consent of others who do not have mods installed. Do not mention that topic on my mods again please.
  11. YaTebyaNashel
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    Ayo, thanks for saving not only my nerves by disabling a bunch of annoying sounds. Though is there a way to use this mod and play co-op? It looks like there was an update that screwed playing with mods in multiplayer, game always says "You can't join the mathc because you have different game data.", however me and my friend have clean game with this mod installed to Data3.pak :-(
    Is there any way to play co-op with mods or Techland just killed that option with some patches?
    1. StinVec
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      Hi! Co-op can be a little tricky. It isn't that the same mods need to be used so much as it is the exact same file must be used.

      Even if you both download and install the selective version, and each of you add the exact same options into the Data3.pak file, the pak files are still not identical despite containing the same files. Any kind of alteration to the file causes the file to be read as being different (different compression used, different Last Modified Date, different checksum, 1 bit difference, etc.).

      I recommend one of you configuring/installing the mod and then sending that exact Data3.pak file to the other one for them to use.
      If you still cannot connect to each other, try to have both of you load fully into your save games and then join in on the other's game instead of connecting onto them via Steam/the main menu.
    2. YaTebyaNashel
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      Loading into a save and then connecting worked, thank you so much!