is it possible I can get purely the no post process part? the current one by the uploader doesnt work because it hasnt been updated for 1.2 yet and its the only one im really interested on
After deleting the other mod it worked. But after I put Grappling hook buff in. The game just crashed when I trying to load the save. Can this two mod be merged? and how?
Any Text based mods can be merged all Data#.pak files are renamed Zip files, and can be extracted to see contents.
If files have same path AND name like scripts/player/player_variables.scr
They need merging
Easiest way to compare files is using Notepad++ with Compare Plugin (if not default add with Plugin Admin). Load both files in N++, select compare option INSIDE compare plugin Menu. so Plugins > Compare > Compare
Taking note of what mods intended to do, and expecting changed values, differences like Tabs, Spaces, and Upper/Lower case rarely if ever matter. The more you do it the better you get at knowing what differences are important Note // indicates a comment marker, and ANYTHING after that marker (ON THAT LINE) is ignored, even if code. Modders may leave Vanills code in place, and just comment it out to show changes, good practice is indicating changes with Mod name in comments
Like these used in the Early Grapple + Glider code for scripts/player/player_variables.scr // EarlyGrapplingHookMod Param("GrappleSwingEnabled", "true"); Param("GrapplePullEnabled", "true"); Param("GrapplePullEnemyEnabled", "true");
// EarlyGliderMod Param("ParachuteEnabled", "true"); Param("GlideSpeeMagMax", "8.0"); Param("GlideMinVelMagToRise", "6.5"); Param("GlideSteeringSpeed", "40"); Param("ParachuteLevel", "3"); Param("GlideHeadMaxRoll", "45.0"); Param("GlideNitroAvailable", "true"); Most Dying Light 2 mods edits these Plain Text Files
Remember when packing the mod, make it a *.zip file, and rename to *.pak files. I just use 7-Zip File Managers two pane view, which will open archives without extracting them to add an extracted, edited/merged file to the larger mod, as sometimes how the zip is packed can vary, and Techland actually provided an empty Data2.pak file for modders to use.
Tried to follow the directions with comparing files to update (post processing) the custom one you made for me, but it makes it not work. All I see updated in post processing mod is a new file in the scripts folder. But when I zip it with 7z and change the name to a .pak file - it apparently doesn't work. I did compare the other files and they appeared the same. Not sure what I did wrong.
45 comments
What can I do to fix it?
What can I do to fix it?
i like the Post Processing effect and the look from the dirty water.
Delete any Data.pak except 0 1 2.
Looks like a file compatibility conflict.
If files have same path AND name like
scripts/player/player_variables.scr
They need merging
Easiest way to compare files is using Notepad++ with Compare Plugin (if not default add with Plugin Admin).
Load both files in N++, select compare option INSIDE compare plugin Menu. so
Plugins > Compare > Compare
Taking note of what mods intended to do, and expecting changed values, differences like Tabs, Spaces, and Upper/Lower case rarely if ever matter.
The more you do it the better you get at knowing what differences are important
Note // indicates a comment marker, and ANYTHING after that marker (ON THAT LINE) is ignored, even if code.
Modders may leave Vanills code in place, and just comment it out to show changes, good practice is indicating changes with Mod name in comments
Like these used in the Early Grapple + Glider code for
scripts/player/player_variables.scr
// EarlyGrapplingHookMod
Param("GrappleSwingEnabled", "true");
Param("GrapplePullEnabled", "true");
Param("GrapplePullEnemyEnabled", "true");
// EarlyGliderMod
Param("ParachuteEnabled", "true");
Param("GlideSpeeMagMax", "8.0");
Param("GlideMinVelMagToRise", "6.5");
Param("GlideSteeringSpeed", "40");
Param("ParachuteLevel", "3");
Param("GlideHeadMaxRoll", "45.0");
Param("GlideNitroAvailable", "true");
Most Dying Light 2 mods edits these Plain Text Files
Remember when packing the mod, make it a *.zip file, and rename to *.pak files.
I just use 7-Zip File Managers two pane view, which will open archives without extracting them to add an extracted, edited/merged file to the larger mod, as sometimes how the zip is packed can vary, and Techland actually provided an empty Data2.pak file for modders to use.
https://drive.google.com/file/d/1SIkatMHrslxM81KwGkFslFxoNip4PZ3e/view?usp=sharing