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  1. StinVec
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    Latest Version: v207f
    Compatibility: Officially released Steam v1.49.0 - 1.50.0 (and GoG/Epic Equivalent)

    ________________________________________________________________________________________
    [ StinVec Mods Compatibility Files Available! ]
    As many of my mods alter one or more of the same files, I offer pre-merged compatibility files
    that can be used to allow various combinations of my mods to be used at the same time.
    You can browse available mod compatibility files for my mods here:
    [ https://www.nexusmods.com/dyinglight/mods/1242 ]
    If compatibility files for a combination of my mods that you want to use is not yet offered,
    please make a request that I also offer compatibility files for that combination of my mods.
    ________________________________________________________________________________________


    ____________________________________________________
    FAQ - Created Weapons Lack Model Attachments Like In The Mod Images
    Spoiler:  
    Show
    The mod images represent what the weapons look like after elemental attachments and weapon upgrades are added to them. The weapons produced by the mod blueprints do not have any elemental attachments enabled on them by default, but you can choose to enable any desired elemental attachments on all mod weapons via the mod's crafting customization file.

    If you would instead prefer to have different elemental attachments on each weapon instead of all having the same attachments pre-enabled on them, I've also developed my Custom Weapon Upgrades mod and integrated it into this mod. If you craft the Custom Weapon Upgrades blueprint at the top of the blueprints tab you will receive a supply of all custom elemental attachments in all their different levels (as well as additional weapon damage upgrade attachments).

    These custom attachments are slotted into a weapon's upgrade slot (mod weapons all have 4 upgrade slots), so you can choose to add whatever elemental attachments you want of whatever level you want into a weapon via its weapon upgrade slots. Adding attachments or upgrades via the weapon upgrade slots will also apply the different mesh additions associated with those attachments that are shown on the weapons in the mod images.

    So you can:
    - Pre-enable any elemental attachments on all mod melee weapons via the customization file
    - Selectively add any elemental/damage upgrade attachments of any level via weapon upgrade slot

    You can do both of these at the same time as well so all mod melee weapons will possess any base elemental attachments you enable in the customization file and then you can add any additional ones that you want a specific weapon to have via its upgrade slot.

    ____________________________________________________
    Troubleshooting - Blueprints Not Appearing/Being Learned Properly
    (Troubleshooting tips and files also included in download)
    Spoiler:  
    Show

    If the mod blueprints are not being learned properly, some things to try to resolve this issue include:

    Verify that the mod is installed properly
    - Ensure you have installed the mod properly by following the steps outlined in the mod ReadMe Install-Uninstall file
    - If merging was required to add this mod to your existing Data3.pak file that has other mods installed into it, verify that any file conflicts between the mods were merged properly and no typos, stray characters, or placement issues were mistakenly made in the file(s)

    If using the GoG version of Dying Light
    - Add the included GoG fix files to the CLMWP Data3.pak file to force the blueprints to be learned

    Utilize an alternate DLC to import the mod weapons and blueprints
    - Open the Data3.pak file using WinRar or 7z and browse to the "data\scripts\inventory" folder
    - Rename the mod's "inventory_gen_dlc1.scr" file to "inventory_gen_dlc17.scr" to import the mod weapons and blueprints via the "The Following" DLC (DLC17) instead of the standard "Be The Zombie" built-in DLC (DLC1)


    Troubleshooting - "Inventory is full" message appears when crafting Custom Weapon Upgrades and Bow/Crossbow Ammo blueprints
    This is normal and the message can be ignored - the items are created and placed into your inventory.
    (more detailed explanation for why it pops up)
    Spoiler:  
    Show

    The blueprint provides a bundle item that will then give you all of the different custom weapon upgrades.

    The reason that message appears is due to being given a 'bundle' item (one item that provides multiple items), which is not meant to be acquired in the game from a blueprint. The game really only uses bundle items in some loot sources that are picked up where acquiring it will insert multiple items into your inventory.

    A bundle item itself does not enter your inventory when it is looted, but instead inserts the multiple items that it is configured to provide into your inventory. As the bundle item itself is being produced via the mod blueprint, the bundle item itself is being inserted into your inventory when the mod blueprint is crafted.

    The error message appears as the game isn't handling the insertion of an actual bundle item into your inventory, but this does not prevent the items it contains from also being inserted into your inventory.

    So you get the error message from acquiring a bundle item, but you also get the items the bundle contains.

    ____________________________________________________



    _______________________________________________________________________
    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. jjh494ps
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    "Translation"
    Do you know how to lower melee weapon damage?
    "BTZ" I want to lower damage in PVP.
    1. StinVec
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      The mod includes a customization file for altering the mod melee weapon damage.

      Playing in PvP/co-op requires others you will play with to also have the exact same mod files for Dying Light/Steam to allow you all to connect to each other.

      All players making identical changes to the mod pak file and customizing its files in the exact same way is not enough as file attributes (date modified, etc.) will be different and there will be a file mismatch error.

      You would need to customize the mod melee cusotmization file to lower the damage of mod melee weapons and then send your modified Data3.pak file to those you play with so you all have the exact same file.
  3. z3r0P1cs
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    amazing mod 100/10 but i cant seem to figure out why i cant do any damage to the NH player couldnt find it in the read me's so just wondering if its something im doing or not
    1. StinVec
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      You mention the Night Hunter player you are playing with, so you must know the person as they must also have the same mod(s) installed as you do in order for you both to play together. Are you both using any other mods other than CLMWP?
    2. z3r0P1cs
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    3. StinVec
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      The game is configured so you can only play with other players who have the exact same files; i.e. same mods installed or no mods installed.

      You have admitted to having mods installed and playing with other people who do not have these same mods installed, thus you are admitting to being guilty of using a multiplayer hack (dll files to side-load additional pak files) to circumvent Steam VAC protections.

      _____
      EDIT
      He admitted to using mutliplayer cheat files to side-load mods to cheat in multiplayer.
      I reported him for admitting he cheats in multiplayer using a Steam VAC circumvention tool.
      He then edited his post to remove his admission and feigned ignorance on the matter.
      Nexus has not banned him yet for admitting to using a hack to cheat in multiplayer.
      I have now banned him from accessing any of my mods.
    4. z3r0P1cs
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      thats bold to assume
  4. SaganRo
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    Amazing mod!  I do have a question, though.  I've been trying to change the crafting requirements for the Origami 101 blueprint, and I can't find it under Scripts/Inventory/Collectables.scr

    You obviously made something similar with the E.V.O. Dismemberment Drone, so where are those files located in Data0.pak?

    I'm going crosseyed trying to find it.  Also, is there a way to make your EVO drone fly MUCH further than one can in the preset setting script file you included?  A distance of 10 when melee is 1.3 just isn't cutting it for me.

    I want to be able to relax on the rooftops and send my drone FORTH!! MWAHAHA!!  :D

    Like 3 times the range of the grapple at least.
    1. StinVec
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      Hi! For some reason, Techland put all of the blueprints for the dev weapons within inventory_special.scr right with the actual dev item blocks instead of into that collectables.scr file with other base game blueprints.

      This is Origami 101 with the blueprint item block being on line 7183:
      Spoiler:  
      Show
          Item("zzz2_Throwable_DevCraft2", CategoryType_Throwable)
          {
              Name("&Throwable_DevCraft2_N&");
              Description("&Throwable_DevCraft2_D&");
              ItemType(ItemType_DeveloperThrowable);
              DeveloperEffect("Guardian");
              Visibility(true);
              Price(500);
              Mesh("paper_aircraft_b.msh");
              Skin("default");
              AnimPrefix("Grenade");
              PhysicsScript("single_dropped_inventory.phx");
              HudIcon("weapon_paper_plane");
              ThrowEndSound("throwing.wav");
              Color(Color_Platinum);
              EquipmentSlot(0);
              ExplosionFx("weaponhit_papers_sequence.fx");
              ExplosionSound("destroyable_paper_XX.wav");
              ExplosionSoundVol(1.0);
              ExplosionSoundMin(5.0);
              DamageRange(15.0);
              
              Damage(100.0);
              PhysicsDamageMul(1.0);
              HeadCutProb(1.0);
              ArmsCutProb(1.0);
              LegsCutProb(1.0);
              DamageType(DamageType_Cut);
              
              ExplodeDelay(60.0);
          }
          
          Item("zzz2_Craftplan_DevCraft2", CategoryType_Collectable)
          {
              Name("&Craftplan_DevCraft2_N&");
      Description("&Craftplan_DevCraft2_D&");
              ItemType(ItemType_CraftPlan);
              Price(200000);
              Mesh("blueprint.msh");
              Skin("default_hl");
              RequiredItem("Craft_Shroom", 10);
      RequiredItem("Craft_ToxicPlant", 10);
      RequiredItem("Craft_MetalScrap", 10);
              Color(Color_Orange);
              CraftedItem("zzz2_Throwable_DevCraft2", 1);
      CraftplanType("Developer");
              HudIcon("weapon_machete");
          }


      Regarding EVO, it does, indeed, use that dev effect from Origami to make it fly around you.
      DeveloperEffect("Guardian");

      To extend its range further than the ranges I've configured it with, you can do it via two methods.

      1) This one keeps whatever level is set in the throwable customization file as being applied to EVO
      - Open this mod file for editing:
      Data3.pak > data\scripts\inventory\clm_wp\clm_wp_weapon_stats.scr
      - Search the file for "drone" to go to EVO's stats section.
      - Change the value for "DamageRange" higher on the four tiers of values (Low, Medium, High, Very High)
      - Save the change to the file in Data3.pak
      - Then set the EVO range customization level to that level you altered to be higher
      - Save the change to that file in Data3.pak also

      2) This one disregards the customization value completely and just sets EVO to use the range you specify on the actual EVO item
      - Open this mod file for editing:
      Data3.pak > data\scripts\inventory\clm_wp\clm_wp_creation.scr
      - Search the file for "drone" to go to EVO's item section.
      - At the bottom of its item block you will see
      //
      //-----E.V.O. MAX ATTACK RANGE-----
      DamageRange(8.0);
      use CLM_WP_EVO_Range();
      //
      - Change the "DamageRange" to be the range you want and then disable the customization setting being applied so it will not force what is set in the customization file. Disable it by placing // before 'use'. Here it is with 30 range and the customization setting disabled:
      //
      //-----E.V.O. MAX ATTACK RANGE-----
      DamageRange(30.0);
      //use CLM_WP_EVO_Range();
      //
      - Save the change to the file in Data3.pak

      For reference, standard melee weapon swing range is 1.3-2.0 depending on the weapon.
      The grappling hook default throw distance is 25.
  5. kakashkanotnot
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    How Change Language Of Mod
    1. StinVec
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      Hi. I only offer the mod in Deutsch, English, Espanol and Francais languages as of now.

      You choose the language you want to install of those offered languages when you open the download zip file and you then install that language's Data3.pak file into your game installation's "DW" folder.

      In the download zip file:
      1) Enter into the folder for the offered language that you want to use.
      2) Then enter into the 'Install' folder contained in that language folder and you will find the mod's Data3.pak file in that language.
      3) Place that Data3.pak file into your game installation's "DW" folder.
    2. kakashkanotnot
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      how install mod if i already have mods i read readme txt but i still don't understand i try drag files with winrar but can't do it
    3. StinVec
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      You can open your existing Data3.pak file with WinRar to see which files your installed mods alter.
      As long as the mods you already installed do not alter files that this mod alters, there will bo no conflict between the mods.
      You can then add the "data" folder from this mod's "Merging" folder into your existing Data3.pak file by draggin this mod's 'data' folder out to your desktop, and then drag it from there into your Data3.pak WinRar window.

      If any of the mods you are already using do alter files that this mod alters, then it is not compatible. Adding this mod in would overwrite existing mod files from other mods with this mod's version and break things. You would either need to choose which one mod you want to use when they alter the same files, or you would need to do manual merging of changes each of the mods make to the conflicting files.
  6. jjh494ps
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    "Google Translate"
    I have a question. I'm curious
    Why don't some items inflict ice damage to the Night Hunter?
    I checked the fire/lightning/poison damage.
    I'm curious about which file I can check.
    1. StinVec
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      Hello. I customized the mod's "clm_wp_CUSTOMIZE_BLUEPRINT_CRAFTING.txt" file to enable the Freeze weapon attachment to be on every mod melee weapon.

      I then tested attacking the Night Hunter / Volatile with several mod melee weapons.
      Each mod weapon properly froze the Night Hunter / Volatile on the first hit.

      I then tested mod firearms that inflict Freeze damage (example: #197 Snowblind) and they also froze the Night Hunter / Volatile.

      If you would please provide some examples of mod weapons that have a Freeze elemental effect that will not freeze the Night Hunter / Volatile, and also how you are applying the Freeze elemental effect to mod weapons, and I will look into the trouble.
    2. jjh494ps
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      "Google Translate"
      Makes fun items.
      Made a Molotov with ice damage.
      But BTZ Night Hunter has no damage.
  7. Listen i get im very late but i dont really have anyone to play with so it will be helpful if theres a way to transfer the weapons to the main game 
    1. StinVec
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      Hi. Welcome to Dying Light!

      I think you are asking if the weapons that the mod creates can remain in your possession on your save game after you uninstall the mod so that you can take part in multiplayer with others since you will not have a mod installed?

      If so, the weapons are custom-created and only exist within the mod files. Removing the mod files will cause the weapons to no longer exist in your game. The mod must remain installed for the custom weapons to continue existing in your game and you can only play with others who also have the same modified files in their game.

      Are you asking something differently?
    2. no thats all i was just confused but if you want can its says its compatibal with other mods how do i do that
  8. Omniban
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    any chance you make a mutations + clm + nrm compatibility patch? i would like the tier 2-4 stuff but dont trust my ability to use winmerge
    1. StinVec
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      Sorry for the delay in replying to your request! Thank you for asking about this combo. I'll look at either adding the compatibility file for this combo, or look to see if it would be better to just offer all levels of mutations and have them able to be enabled/disabled in the mod blueprint customization file instead of only the tier 1 mutations.

      I just finished doing a bunch of updating for my mods due to redoing my Custom Weapon Upgrades mod (and I am now uploading an update for this mod), so please give me a little time to work on this request for a separate update.
    2. StinVec
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      I revisited my v2.0 of Mutations that I had worked on a long time ago to see the state of it compared to how I've configured the mutation customization in CLMWP since I had worked on it.

      The customization file in CLMWP currently offers customization of the mutations included in the mod so that you can change the:
      - Casting Animation/Casting Speed of mutations
      - Range/radius of mutation effects
      - Duration of the mutation effects

      You should be able to mostly configure the existing mutations in CLMWP to behave like the tier 2-4 mutations, except for configuring damage and damage to self.

      I could add in those options for configuring how much damage the mutations do, as well as disabling/enabling "Damage To Self On Use"/immunity to the mutation effects (currently all have the player being immune from the effects). With added configurable damage and damage to self attributes, the mutations should be able to be fully configurable to be just like the tier 2-4 mutations.
  9. Dr0sm
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    Hi there, thanks for creating such great mods for Dying Light.

    In my 3rd run of the game I decided to use some fun mods to see how it goes, I just used this and another one for x2 exp, anyways, the point is, I just love that save game, got it to 100% (still missing some flags and stuff) no problems at all, but now, I just found your Create Loot Mod - Scavenger and I wanted to play my main save game with it, but it crashes, I guess it's because CLM weapon pack names do not have "prize" at the begining of the weapon name, so, how can I make it work?

    Thanks in advance for the answer.
  10. Mutamyc3te
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    Hi, just curious and hopefully this is not a bannable question (I searched through the description, etc.) but what is hit severity and how does it differ from force?
    1. StinVec
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      Hi. Not a "bannable" one at all. That is mostly for those who ask "how do I install this" and similar types of questions from those who can't be bothered to read the README file (amazes me how many don't) and those who repeatedly ask a question that is answered right in the sticky or was just asked by someone else and the answer is right there in the first comment.

      I'm very glad to answer real questions about things with the game, the mod, or modding the game. I'm glad you've asked a real question about those attributes and are interested in better understanding the mechanics of the weapons.

      From what I've been able to tell about the effects of each, I believe they are pretty much:
      - 'Hit Force' = amount of "Pushing" or "Knocking Down/Away" the hit inflicts on the enemy
      - 'Hit Severity' = amount of "Cutting" or "Damage" done at the point of impact on the enemy, and also the enemy's reaction to being hit (stumbling from the hit, etc.)

      If you have Hit Severity as "Light", you're unlikely to sever off limbs or bash holes in the enemy even after multiple hits with it, whereas "Heavy" would make it more likely to sever off limbs or bash holes in the enemy on the first hit.

      A small knife normally has "Light" Hit Severity and you can stand there slicing at the enemy and it won't react at all. If you increase the Hit Severity to "Heavy", a slice of the knife will cause the enemy to react as if it got hit with a longsword.

      Let's say you have a machete and you swing it horizontally from right to left and strike an enemy in the upper part of its left arm:

      Light Severity
      - It will likely not cut off the arm on the first swing and it will take several 'chops' at the same spot before it might get cut off.
      - The enemy is also unlikely to stagger to its right from the hit on its left, or will likely barely notice that it got hit.
      Heavy Severity
      - The arm should get cut off on the first swing.
      - The zombie will likely also stumble to its right from the heavy impact from its left.

      Normal Force
      - If you have Force as "Normal", the enemy is going to barely get pushed away or maybe knocked back just a foot or two.
      Higher Force
      - Will cause the enemy to go flying backward off its feet and skid along the ground, or even up into the air.
    2. Mutamyc3te
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      That is so good to know. Thank you!
    3. StinVec
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      You're welcome!

      I sometimes like to have 'Medium' Hit Severity and 'Normal' Force so swinging with a machete takes a 1-2 hits to sever a limb and feels more realistic while fighting because of the enemy reactions to being hit and stumbling.

      Other times I like to just mow through enemies and blast their limbs off with 'Heavy' Severity and 'Extremely High' or 'Homerun' Force so enemies launch high into the air before coming down far away (like Sauron swatting soldiers away in the start of Lord of the Rings).
  11. thuytien102
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    So i try 196 "Rupture" and 197 "Snowblind".1st time i used everything is ok but after i take them from my stash to test again now snowblind shooting is no more freezing but behave like rupture which idk why.Can you help me ?
    1. StinVec
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      Hi. I can only think that the problem could be caused by another mod having been installed between when you first used them and they worked correctly and when you pulled them from the stash to use them again.

      Both grenade launchers use the same custom grenade ammunition that is explosive without any freeze effect and the ammo is produced from a single custom blueprint. However, 197 Snowblind is configured in the 'tricky' file to have its projectile get replaced with a custom freezing explosive grenade after it is fired from the weapon. This way both can use the same ammo and not need a custom ammo blueprint for each of them as its fired projectile becomes a freezing grenade after the explosive round is fired.

      If you have installed a mod that altered/replaced the 'data\scripts\inventory\tricky_weapons.scr' file, then the mod's custom 'tricks' in its 'clm_wp_tricky.scr' file are no longer being imported into the official file. If this is the case, all of the custom 'tricks' on all of the mod weapons would not be working as well as none of the custom 'tricks' would be loaded into the official file due to it being replaced by another mod.
    2. thuytien102
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      Thank you so much for helping me,it works again.This is my 3rd playthough and my 1st time using mod on this game and your mod help me enjoy my gun playstyle so much compared to the previous playthough.