Dying Light 2
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Stygian Emperor

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StygianEmperor

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About this mod

Removes the pseudo-QTEs (unnecessary tapping/holding) involving chests, generators, jammed doors, etc.; shortens their animations.

An optional mod is available for escaping infected grabs/tackles immediately.

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[NOT CURRENTLY SUPPORTED]

Don't Make Me Struggle
Why does Aiden force the lids off chests instead of just undoing the straps or clasps like a normal human being? Well, with this mod, it at least feels more like he does the latter.

It seems like about half of interactions with inanimate objects in DL2 require tapping the use key, or if you set the option, at least holding it down for like 4 seconds to complete the animation. I don't really get what's fun about that, so I figured out the cleanest way to remove the pseudo-QTEs and shorten the overall animations significantly.

With this mod, the only tapping/holding you'll have to do outside combat should be to take down the flags in bandit encampments; though I did reduce the tapping meter for that interaction, too, I didn't make it uninterruptible and as quick as the others because I think it might make taking the camps too easy, and because being able to "cancel" that interaction could allow you to gather any despawnable treasure in case you didn't mean to interact with the flag before you were done with the encampment.

If there are still tapping sections outside combat, let me know and I'll see if I can remove them. For tapping in combat, you can try a more experimental mod of mine which I'll detail below.

Let me know what you think about these. I've found the game to be much more enjoyable with them, even though "Don't Make Me Grapple" (second, optional mod, detailed below) is definitely not polished yet.


Animations Affected
  • Chests which are visually "locked" but don't require picks to open. The wood one with metal clasps and wicker one with leather straps. ...What's wrong with you, Aiden?
  • All doors and hatches which must be forced open. Includes elevators, container hatches, malfunctioning GRE doors, roll-up metal shop doors, air vent grates, possibly more.
  • Furniture that needs to be pushed out of the way to get by. Usually bookcases, sometimes just large planks or particle boards.
  • Electric utility boxes and pipe valves. Straightforward.
  • Opening the storage hatches on tanks. The ones which usually have bundles of explosives or military MREs.
  • The rocks covering crystal formations. Just takes a single punch now.
  • Generators. Takes a single pull to start them; I think turning them off is still a bit quicker than before.
  • Bandit flag claiming. This is the only one which still has a tapping QTE-thing, but I made it approximately 2 times faster. Reasons detailed in first section.

I likely haven't provided adequate example videos of all these yet, and for that I apologize. It's a lot of work for me since I have a weird OCD/perfectionism complex about everything I upload; video editing most definitely included.

Please feel free to upload your own and use the feature to host them on this mod page if you record them before I do - I will likely approve them since I won't hold you to the same ridiculous standards as myself.


Known Issues
None - at the moment of writing (7/10/2022).

TL;DR: the only possible issue I've ever encountered will not affect your save; you can safely remove the mod if it's acting up.

If this mod is causing issues in offline mode, the most likely cause would be a major game update. You may have to wait on me to update the mod (or fix it yourself if you know how - permissions on this mod should be set for you to upload your fix with due credit but without asking me).

During testing (before I had fixed any mistakes in my edited files), the only bug I had caused was basically that you couldn't interact with chests/containers/anything that had a use-key prompt and a first-person animation with the player's arms. The prompt would disappear on trying and nothing would happen. If this occurs, just quit your game as normal and either try playing in offline mode, or remove the mod until there's a fix.

Again, issues shouldn't occur in the latest release that's available to you; I'm just mentioning this as what to look for after a major game update.

Finally, please back up your saves before adding new mods in general. While this mod likely can't actually affect your saves, and while DL2 has a method of restoring a past save (usually at the end of the previous main story quest), it's just good practice to make backups (and I won't feel so liable for issues if I include this warning).


Installation
Extract the data2.pak into \Dying Light 2\ph\source\

If you already have a data2.pak in there, rename this .pak to data3.pak or a number one higher than the lowest one being used, up to data7.pak. If all those numbers are already taken, use WinRAR or something to merge your mods.

Same goes for the optional mod, detailed below, except it's named data3.pak by default (though it's fairly easy to merge the two into one .pak file).


Compatibility
This mod overrides the sync_actions_interactions.def file. I'm not aware of other mods which use it, but there might be some. This mod should be fully compatible with all current versions of I Am Legion Reborn.

The optional mod, detailed below, overrides the sync_actions_grabs.def file. Generally, expect the same compatibility as the main mod, unless you have another mod that specifically changes grabs.

Both mods are independent and standalone; they do not affect the same files, and can be used together or separately.

I'm not sure if you'll be able to play multiplayer with this mod installed, or if multiplayer can even be done with mods like this at all. Let me know.


Optional Experimental Mod - Don't Make Me Grapple
The (totally-optional) IN-Combat Sequel. I'll probably give this its own mod page once I feel like it's really polished. At the moment, it's very fun and works quite well, but I anticipate some complaints - see below.

This does a lot of things regarding zombie grabs, one of them almost certainly overpowered. Primarily, you can use the Kick key to break a Biter's grab the moment the animation begins, or most any moment after. This also works on Virals' tackle attacks; you kick them off and stand back up quickly before they get their bearings, giving you a small edge. This can look a bit janky if you activate the kick far into the Viral tackle animation, but in general I'm honestly surprised how natural it looks. I'm pretty sure I can limit it to the early half of the tackle animation to clean it up, I just haven't gotten around to it.

Here's the most "experimental" part that people will probably ask me to change or make variants for (and in time, or with enough requests, I will): You can also use this instant kick against Volatile tackles. It takes a second or so longer for the player to recover than from Viral tackles, but that's basically it. You can also now use UV Flares against Virals and Volatiles the same way you can against regular Biters, though as with regular Biters, it will only act like a base-level flare when lit, so I'm not sure it's worth doing. I'd probably just make this the only way to knock Volatiles off, except it also looks fairly janky most of the time when its used on things other than biters.

Finally, and also jankily, Virals and Volatiles can now tackle human NPCs, and certain NPCs can subvert these tackles. Leaders (I think these are the ones that can call in backup) should pull flares during the animation to ward off their attackers, and heavies (2-handed weapon users) can kick Virals and Volatiles off themselves, and punch biters, same as the player can. However, the audio from these events will play as if the player was being tackled, which is fairly disorienting when you're not expecting it. This might be something I can fix, but I honestly haven't tried yet.

At least I'm pretty sure that's all it does. If there's any major bug with this optional mod, it's probably because I'm not being very careful just to get some part of this out quickly, and forgot that it relies on some other minor personal mod I've made for my own game, but I don't think it does. Let me know about it and I'll try to work it out. EXPERIMENTAL MODS, BAYBEE!

Again, make a backup of your save, but honestly the worst that should happen is your game doesn't launch until you remove the mod.

And yeah, I likely have provided few to no example videos of this either. Very sorry about that. if anyone tries this out and wants to help, I urge you to upload and add a video demonstrating the best- and worst-looking parts of the mod to this page (with a title specifying it's for this second, optional mod) and I'll probably approve it.