Dying Light 2
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Stygian Emperor

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StygianEmperor

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About this mod

Regenerate 100% of your health bar passively - balanced by a reduced rate - instead of only 33% or 25%.
Adds very slow passive regen to Nightmare difficulty. Half Speed variant mod available for even slower passive regen.

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DL2's base health regen system makes me feel more like I have a 3rd- or quarter-sized health bar for practical purposes, and can only painstakingly use medkits, fountains, or campfires to add a large, though temporary, sort-of "damage absorption" effect. Annoying.

This mod lets you regenerate your entire health bar instead, so if you manage to not take damage for a while, you'll eventually reach full health without having to use items or sit at a campfire. However, because normal health regen speed is way too fast for that not to be extremely overpowered, I have reduced the passive regen speed greatly, so you won't be able to rely on your regen to save you in the middle of a fight.

Feel free to request other variants of this standalone mod in the appropriate discussion thread; I can pretty easily alter the numbers shown in the next section. (Though, with WinRAR for the .pak file and Notepad++ for the .scr files, you can too.)

Numbers
To be somewhat more precise, here are the base game's numbers (that I've gleaned from the in-game files) vs. the ones in this mod's variants:

Regen Amount (amount of health bar that can be passively regenerated)
Base Game (Easy/Medium) -- 33%
Base Game (Hard) --------------- 25%
Base Game (Nightmare) -------- 0%
Main Mod (Easy/Medium) - 100%
Main Mod (Hard) --------------- 100%
Main Mod (Nightmare) ------ 100%
HalfSpeed (Easy/Medium) - 100%
HalfSpeed (Hard) -------------- 100%
HalfSpeed (Nightmare) ------ 100% 

Regen Rate (% of total health regained per second)
Base Game (Easy) --------------- 12.5%
Base Game (Medium) ---------- 10%
Base Game (Hard) ---------------- 5%
Base Game (Nightmare) ------- N/A
Main Mod (Easy) ------------------ 0.7% (5/8 speed of campfire regen/~144 seconds from 1 HP to full)
Main Mod (Medium) ------------- 0.56% (half speed of campfire regen/~180 seconds from 1 HP to full)
Main Mod (Hard) ------------------ 0.28% (quarter speed of campfire regen/~360 seconds from 1 HP to full)
Main Mod (Nightmare) --------- 0.21% (3/16 speed of campfire regen/~540 seconds from 1 HP to full)
HalfSpeed (Easy) ----------------- 0.35% (5/16 speed of campfire regen/ ~288 seconds from 1 HP to full)
HalfSpeed (Medium) ------------ 0.28% (quarter speed of campfire regen/~360 seconds from 1 HP to full)
HalfSpeed (Hard) ----------------- 0.14% (eighth speed of campfire regen/~720 seconds from 1 HP to full)
HalfSpeed (Nightmare) -------- 0.105% (3/32 speed of campfire regen/~1080 seconds from 1 HP to full)

Regen Delay (time after taking damage before regen begins)
Base Game (Easy/Medium) - 5 seconds
Base Game (Hard) ------------- 10 seconds
Base Game (Nightmare) ------ N/A
Main Mod (Easy/Medium) --- 2.5 seconds
Main Mod (Hard) ----------------- 5 seconds
Main Mod (Nightmare) -------- 7.5 seconds
HalfSpeed (Easy/Medium) --- 2.5 seconds
HalfSpeed (Hard) ---------------- 5 seconds
HalfSpeed (Nightmare) -------- 7.5 seconds

Note: Admittedly I didn't specifically test each of these, I just did the math on a calculator for most of them. So if I'm way off on any, please let me know.

Known Issues
I haven't figured out how to make passive health regen kick in without you being considered by the game to be at "critically low health." Therefore, any damage taken from full health will put that hint message on your screen about using a medkit - but it won't make your vision turn red or anything really annoying unless your health is ~33% or lower.
  • Workaround: For the time being this can be hidden by turning off Hints in the game's options menu.
Spoiler:  
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I believe this may be controlled by these numbers in player_variables.scr, but I'm really not sure what this means so I haven't extensively tested them:

Param("HealthCriticalPPMaxLevel", "1.0");
Param("HealthCriticalPPMinLevel", "2.0");
Param("HealthCriticalPPInTime", "0.1");
Param("HealthCriticalPPOutTime", "1.0");
Param("HealthCriticalAnimationSpeed", "3.0");
//  [...]
Param("HealthCriticalMaxLevel", "1");
//  [...]
Param("LowHealthEffectThreshold", "0.95");

Thankfully, the base game's low health thresholds should also remain in effect for anything else the game changes when you're in trouble, such as increased medkit finding chances (this is the only game data I've actually found that works this way).

Any insights into this would be appreciated.

Installation
Extract the dataX.pak into \Dying Light 2\ph\source\

Once you do, rename this .pak to data2.pak or a number one higher than the highest one being used, up to data7.pak. (Ex. If you have data0, data1, data2, then name this data3.pak) If all those numbers are already taken, use WinRAR or something to merge your mods (there is a moderate tutorial for more advanced merging in spoilers below).

Do not use more than one .pak file related to this mod concurrently. The variant mods for Full Health Regeneration are mutually exclusive and their files are standalones.

Multiplayer Warning
This mod, alongside many others, will block you from matchmaking online. You'll need to disable the mod in order to play online. In order to do this simply go back to  \Dying Light 2\ph\source\ and rename this file, changing its suffix from .pak to .zip. That should be sufficient! When you want to play with the mod enabled again just rename it back to .pak and you're good to go!

Compatibility
This mod overrides player_variables.scr, player_variables_hard.scr, and player_variables_nightmare.scr, which are files used by many other mods. I am not generally willing to make compatibility files for you (with one exception noted below), but I am willing to provide a more in-depth tutorial if you require one (ask in the comments).

Merging this with incompatible mods tutorial short version 
Spoiler:  
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Use Notepad++ to copy the following lines in this mod's player_variables.scr

Param("HealthCriticalPPInTime", "0.0");// Default 0.1
Param("HealthCriticalPPOutTime", "0.0");// Default 1.0
Param("HealthCriticalAnimationSpeed", "0.1");// Default 3.0
Param("HealthCriticalLevel", "0.999");// Default 0.333
Param("MaxAutoRegenHealthPercent", "100");// Default 33

Param("HealthCriticalMaxLevel", "1");
Param("MaxHealth", "DefaultPlayerHealth");// Amount of player health
 
Param("HealthRegenerationEnabled", "true");
Param("HealthRegenerationMaxLevel", "HealthRegenerationMaxLevel");// Regenerates health up to this value. Post process depends on LowHealthEffectThreshold 
Param("LowHealthEffectThreshold", "0.33"); // Defines the value of health when critical health post process is working, based on HealthCriticalLevel (Default 0.95)
Param("HealthRegenerationDelay", "2.0");  // Time after which player starts to regenerate, measured from last hit(Default 5.0)



and paste them over the lines that probably look like this in the other mod's player_variables.scr


Param("HealthCriticalPPInTime", "0.1");

Param("HealthCriticalPPOutTime", "1.0");
Param("HealthCriticalAnimationSpeed", "3.0");
Param("HealthCriticalLevel", "0.333");
Param("MaxAutoRegenHealthPercent", "33");

Param("HealthCriticalMaxLevel", "1");
Param("MaxHealth", "DefaultPlayerHealth");// Amount of player health
 
Param("HealthRegenerationEnabled", "true");
Param("HealthRegenerationMaxLevel", "HealthRegenerationMaxLevel");// Regenerates health up to this value. Post process depends on LowHealthEffectThreshold 
Param("LowHealthEffectThreshold", "0.95"); // Defines the value of health when critical health post process is working, based on HealthCriticalLevel
Param("HealthRegenerationDelay", "5.0");  // Time after which player starts to regenerate, measured from last hit



For player_variables_hard.scr and player_variables_nightmare.scr, do the same but for all the lines with the word "Health" in them.

This mod will also override healingdefinitions.scr and healthdefinitions.scr, which are less commonly altered by mods - with the notable exception of I Am Legion Reborn. Please let me know which version of this mod and IAL you use in the appropriate discussion thread (not the comments) and I'll make a patch, but I likely won't keep it updated unless you ask again when needed.

Currently, compatibility files are available in the Miscellaneous section for these versions:
  • FullPassiveHealthRegen 1.1.0 / I Am Legion - Reborn - Casual Survivor 1.0b