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Ramster0

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30 comments

  1. xXLunarixXx
    xXLunarixXx
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    Does this still work with 1.5.0? I can't seem to get it to work at all
  2. McGercekBaklava
    McGercekBaklava
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    I want to adress couple issues that has been adressed several times. On my second playthrough I decided to use this mod. It has really cool features like, hitting the legs have a good purpose now, different body parts have different effects. But also it makes fights too easy unless you are playing with a controller because a hit to the head instantly knocks zombies on the ground and while I kinda like this some times, I think it happens a bit too often and makes the fights dull and easy. Especially humans and virals are bad. Haven't tried fighting goons yet. Also the flying kick physics is broken. It takes the power fantasy  feeling away when they just awkwardly fall to the ground instead of flying away. Again the mod is  really cool but you must find some solutions to these problems mate.
  3. Espionjunior
    Espionjunior
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    послушайте,какой файл отвечает за параметр что зомби падают от удара в голову или ноги,хотелось бы только немного изменить,чтобы зомби не падали с одного удара в цель
    ,заранее спасибо если ответите
    1. Ramster0
      Ramster0
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      У меня было кое-что, что я придумал тогда, когда разрабатывал мод, я помню, что это сработало случайно. Однако я перестал модифицировать DL2. Возможно, я скоро вернусь к этому из-за нового обновления сообщества. (это переведено на русский)
  4. Avooh
    Avooh
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    Hi there, will this mod continue to be updated? I managed to fix the dropkick and hook physics issues by deleting some files (I have no idea of what I'm doing lol), but it clearly kills most of the magic you managed to bring back.

    Also, as a personal take I'm not a huge fan of ragdolling humans or special zombies as it cheeses most of the difficult against them. I tried fiddling with the files to make it work like I would prefer but with no such luck, I'm not a modder after all.

    Other than that, this is the most enjoyable physics mod for me and I think it's a must have. I'm really looking forward to any further updates as Techland drop the ball hard with ragdoll reactions.

    Thank you for all the work you put on :)
    1. wedajm
      wedajm
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      Hi! Which files did you delete ? This issue with flying kick is a bit anoyying
  5. d0x360
    d0x360
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    "Huge cut content restore for hitreactions (like techland, why?"

    Performance reasons.  Dying Light 1 was similar for a while and then physics settings were turned on or expanded as more engine optimizations were made.

    Lots of people have performance issues with the game so one very effective way to help give a 10ish% boost is to disable some physics features, lower zombie counts and ragdolls, make the ai less "aware" which lowers the number of air scripts running at once as well as the number of physics enabled objects.

    DL2 has a more complex physics and scripting system so real world performance data needed to be collected to see performance for the average player.   The top 10% and bottom 10% were thrown away and then everything in between was used to make adjustments which have begun rolling out already. 
    1. Ramster0
      Ramster0
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      No, with hitreactions I don't mean additional physics or physics that runs at a higher step rate or any of that. With hitreactions, i mean the reaction that happens to an enemy when entering the ragdoll state, be it on death or mid-health. There were literally tens of reactions commented out, and instead of that reaction there would be the generic HeavyBatChargeFront reactiontype or something like that. Using these already made, commented out hitreactions wouldn't change performance one bit, because it's the same as activating any other reaction, just with different settings. My guess is that they just wanted to make combat more consistent, so they ended up using one blended ragdoll animation for some weapons (you can notice this with bats or hammers for example).
  6. Lightantifem
    Lightantifem
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    Hello! i have a question. theres 2 data3pak in files, what i have to do with them? do i have to rename them?
  7. SiL3NC3RZx
    SiL3NC3RZx
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    Hi. I love this mod and I personally think you did a superb job on it, but there's only a few issues with it, particularly, the real directional-based attacks, which is the one I chose and prefer over the other one for the satisfaction of the way how the ragdolls are and to relive that dying light 1 fun experience.

    Pulling enemies with the grappling hook doesn't work properly as well as dropkicking them. So far, these are the only issues I found and I, sincerely, would deeply appreciate if you look into them and fix them.

    Thanks!
  8. donny805
    donny805
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    what am i suppose to be downloading cuz there's a bunch of files?
    1. HulkyIsStwong
      HulkyIsStwong
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      Either one of the top 2 files. The others are old files.
  9. HulkyIsStwong
    HulkyIsStwong
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     Heyo, ProMasterBros! I have some feedback for you.

    I love this mod you've made. It addresses one of my main issues with Dying Light; biter physics. A biter should be brain-dead. They went past the viral stage, and they're now a biter. This type of zombie should not have enough control over their motor functions to stop themselves from falling to the ground when being cracked upside the head by most weighted weapons such as a pipe, rebar, etc. Your mod fixes this issue. It makes them feel more like brain-dead biters and not like a human with makeup acting like one.

    The system you have in play is near-perfect for biters, but it falls apart when virals, humans, thugs, etc. The issue for all enemies mentioned is that they all react the same when hit, regardless if they're 5ft (1.52 m) tall or 50, or if they weigh 150lbs or 1,500. I'm going to mention the issues I encountered while playing the mod for around 2 hours, and only those enemy types I encountered said issues with.

    Virals: Since this type of infected has recently succumbed to the virus, they should be a lot more stable compared to walkers. So, what takes down a walker shouldn't be compared to what takes down a viral (i.e., one swing from a weapon to their head). Sadly, this seems to be the case for the limited time I used the mod for.

    Humans: It's the same issue as with Virals. It only takes one hit to the head most of the time to knock them to the ground, then it's very easy to kill them as they're just lying on the floor.

    Heavy Humans: This enemy is why I stopped using the mod, as it broke any sort of realism for me. I hit a heavy human that is seemingly 6.5ft (1.98 m), 300-500lbs+ with heavy armor on, and he instantly falls to the ground like he weighs less than a paper bag. What's worse is the fact that if you allow them to stand back up, all you have to do is hit them again, and they collapse once more.

    After saying all that, I have a bad feeling you're going to tell me that the physics of individual enemies cannot be altered, only globally. If so, that's fine. I just won't use the mod, but if that is something that can be done and won't take you decades to do, I will be very happy to test the mod for you and leave any feedback here.
    1. Ramster0
      Ramster0
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      Hey hulky, thanks for the expansive and detailed feedback. I appreciate it :). You're also spot on with your assumption that the physics for different enemies that use the same ragdoll definitions and behaviours can not be altered on a per-enemy basis. Personally I haven't encountered heavy humans just yet (I'm in beginning area of story still) but I imagine this sometimes instant ragdolling will take away the immersion. Yesterday I discovered a way to more or less only ragdoll an enemy when they take a sweep to the legs (blunt only, and chance based) so we can limit the ragdolling somewhat. I'll make a patch soon, and see if it improves the stability of blunt combat. 
    2. HulkyIsStwong
      HulkyIsStwong
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      Dang, that sucks. I was hoping will all the files they give us access to that at least one of them would have per-enemy physics.

      The leg rag doll sounds good, though, as it's another issue of mine. I always found it fun when the zombies run at me to hit them in the legs and watch them rag doll (as they should) but sadly, most of the time, they don't.

      Can you use if statements within the game files/code? And are you able to "inject" new code in real-time into the game? A few examples: when you run into an enemy, if their name == Volatile, decrease their HP to 1, but if it == Biter, increase their HP to 10,000. If you find a weapon name == Lead Pipe, set the durability to 999,999. Do you see what I'm saying? If this can't be done just by using the games files, look below.

      If this cannot be done within the game code itself, you can inject a .dll into the game when it launches that will allow these checks/edits, if you know how to do it. skyrimhh did it in their mod here: https://www.nexusmods.com/dyinglight2/mods/224

      Using the above method, I'm 99% sure you can modify physics in real-time, and much, much more.
    3. HulkyIsStwong
      HulkyIsStwong
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      I found an issue with the mod.

      Their is a side quest called Ultimate Fury Cricket where you use a cricket bat to fling zombies out of an box, but with this mod on you can't do it as your physics override the mini-games physics.
    4. BartFratze1990
      BartFratze1990
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      can anyone create a video ? showcase
  10. Kaedevirus
    Kaedevirus
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    It's definitely somewhat closer to the first DL, with kicks ragdolling the enemies and whatnot, but as the commenter below me pointed out, it still needs some work. Still, solid work so far.