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  1. StinVec
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    Latest Version: CWU.2.0
    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.
    ________________________________________________________________________________________

    ____________________________________________________
    Troubleshooting - "Inventory is full" message appears from crafting the single blueprint that produces all upgrades in bulk
    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) that 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.
    • Any bundle item itself does not enter your inventory, but rather the multiple items that it is configured to provide.
    • As the bundle item itself is produced via the mod blueprint, it 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.


    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 mod Data3.pak file to force the blueprints to be learned

    Utilize an alternate DLC to import the mod 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 blueprints via the "The Following" DLC (DLC17) instead of the standard "Be The Zombie" built-in DLC (DLC1)

    ____________________________________________________



    _______________________________________________________________________
    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. StefanCP
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    1.50 compatible? Thanks.
    1. StinVec
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      Hi. I don't expect there to be problems with this mod, but I haven't been able to check any of my mods for compatibility with 1.50 as I am needing to redownload and install the game again. With slow internet, it is taking me some time to get that done before I can check all of my mods.

      I don't think it will be more than just a couple more days of slowly downloading before I can check my mods out for compatibility. I will update the compatibility note on all of my mods when I get that done and update those that an update to remain compatible.
    2. StefanCP
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      I think it should be good, someone posted that the only update on 1.50 was related to the preview of the beast. And as far as I Kdiff-ed various files from other mods, nothing was changed. 

      Thanks.
  3. rainingbananas
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    Is there a way to remove upgrades? I put impact level 4 and now everything I hit goes flying half way across the map, I didnt know it was that strong
  4. AlexMercer65
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    please help!!! I just used this mod and crafted thel10 and now after i removed the mod my guns wont kill zombies like no matter how much i hit them.... any solution??  and i cant reload my shotgun anymore 
    1. StinVec
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      Hi. This mod doesn't have any effect on firearms. The files it interacts with -even while installed- have nothing to do with your firearm damages, let alone making it so firearms cannot reload, or even specific firearms being unable to reload.

      Did you install this mod properly by placing its Data3.pak file into your game installation's DW folder?
      Then you removed it by removing this Data3.pak file?
      Have you installed any other mods in the Data3.pak file?
      (or improperly added files from other mods directly into the Data0.pak file which should never, ever be done)

      It sounds to me like another mod was installed that is causing issues.
      It also sounds like this other mod that is installed is likely out-of-date and not compatible with your game version and is causing issues with game files not loading properly.

      If you removed this mod's Data3.pak file and no other mod is installed in Data3.pak, then it is possible another mod was installed improperly into the Data0.pak file. If you've altered your Data0.pak file at all, I recommend you to run your Steam File Integrity check so it can download a fresh, unaltered Data0.pak file. I would note again also that files in the Data0.pak file should never, ever be altered. Data3.pak is for loading altered files from Data0.pak.
    2. AlexMercer65
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      nope i just installed this mod currently and pasted data3.pak like it said i havent use any weapon mod except this and i reinstalled the game but now my torn whisper shows ony 3 damage and my legend level is maxed and still i can kill normal zombie one shot fist i tried reinstalling as well it doesnt work any solution??
    3. StinVec
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      Ah. That DLC weapon itself has a defined Damage value on it of 1 damage. The weapon item itself is essentially useless as it is intended to be crafted by a blueprint.

      The blueprint that produces that weapon requires a base weapon and the produced Torn Whisper inherits the damage and other attributes from the base weapon used when it is crafted.

      Are you certain that you had crafted that gun using its blueprint that needed a base weapon and not that the gun was dropped for you by someone in multiplayer who may have dropped the 1 damage weapon item that wasn't produced from a blueprint so there were no inherited stats on it?

      I would recommend that you re-craft the gun using a base weapon so that the produced Torn Whisper will again have proper attributes on it that it inherits from the base weapon used.
    4. AlexMercer65
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      yea but other weapon like volkan combat rifle used to one shot zombie and also i cant one shot using my fist even though im maxed legend level and now my sg used to do 8000 damage but now its showing like half the amount idk what is the problem man whole game is bugged..I tried dlc and now again like damage is  2900 on same gun where it was 8000 before
  5. shyan887
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    Is it intended Stun doesn't have a small elemental display icon on weapons?
    1. StinVec
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      Hi! Sorry for the long delay in responding. Thank you for reporting/asking about this! I will look closer at that effect to see if it is lacking an icon completely or if something changed in the game files to have it no longer showing due to using an icon that had its name changed or was removed or something.
    2. StinVec
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      Hi again. I found the trouble with the Stun effect. The game's HUD file doesn't have an icon designated for the Stunning effect as it does for the other elemental effects, so it displays blank. Techland never defined one for it since it is never applied via blueprint as other elements are and it doesn't need an icon in the official game.

      I tested modifying the hud file to designate the same icon I have for the Stun elemental upgrade item and it works for that Stun effect to now have an icon. I've updated the mod and it now includes a modified hud_dw file to add this icon for the Elemental_Stunning effect so it now has an icon.
  6. scropian96
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    Hi, I played your mod and it is nice. But can I request a thing that can you make mod just for the 8 levels of stronger standard weapon upgrades. Separate from this mod, just with 8 level weapon upgrade and WITHOUT elemental upgrade mod.
    1. StinVec
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      Hi. I'm glad you're finding the mod useful! Thanks for letting me know.

      I'm working on an update now that, in addition to having a single blueprint to produce some of every upgrade, will also offer individual blueprints for producing several of each upgrade. The mod will then be able to be customized to disable any blueprints for upgrades that one has no desire for. You will be able to have only the damage/stat upgrade blueprints enabled and only blueprints for the levels of upgrades you will want enabled.

      I believe I should be able to also redo the stat upgrades to have proper damage increase tiers for each upgrade instead of letting Dying Light automatically determine the percentage increases, which they are now and results in odd increases that top out at +66.6%.
    2. scropian96
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      Wow, It is wonderful news that I heard from you. Looking forward to hear any good news from you in the future. And thanks for your time for the reply. I appreciate your work very much.
    3. StinVec
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      Hi again. I've now updated the mod to include individual blueprints for each mod upgrade item. Each blueprint can be selectively disabled in an included customization file so only the blueprints for upgrades you want will be in your blueprints tab in-game. I hope these will be sufficient for what you are wanting. If you encounter any troubles or thoughts on how to improve the mod, please let me know!
  7. Todosengel
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    Hey, I'm replaying Dying Light again. How do I properly merge your mods (WWB, SUB, EGH, CWU, EBP+HG, WLRC)? I tried merging them however, some mods won't work (WWB, SUB, CWU, EBP+HG).
    1. StinVec
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      Hi! I'm glad you're looking to try using a lot of my mods together.

      I didn't have compatibility files prepared for that specific combination of my mods, so I've created one for it and added it to the optional download files here (moved to compatibility files page linked in sticky comment):
      CWU - WWB - EGH - SUB compatibility files (CWU.WWB.EGH.SUB.1)

      You will need to:
      1) Install "WLRC" and open the Data3.pak file
      2) Add in "EBPL (with HG)" files
      3) Add in compatibility files for "WLRC and EBPL+HG"
      7) Add in "CWU" mod files
      6) Add in "WWB" mod files
      5) Add in "EGH" mod files
      4) Add in "SUB" mod files
      8) Add in compatibility files for "CWU", "WWB", "EGH" and "SUB"

      This is essentially what I expect you've already done, but the trouble might be that you may have added WLRC last and did not also add in its WLRC+EBPL compatibility files, so EBPL isn't working. Then also that you may or may not have added in the compatibility files for WWB and CWU. Either way, your "inventory_gen_dlc1.scr" file likely lacks the 'import' and 'use' lines for some of the mods since each mod overwrites that file with its version. Manual merging of conflicting files must be done so all changes each mod makes to the file are present in it.

      Try this order I noted above (and below) with the compatibility file I've just added.
      All of these mods should work properly for you in the end.


      _____Install "WLRC" and open the Data3.pak file
      1) Install WLRC's Data3.pak to your game installation's 'DW' folder
      2) Open the Data3.pak file you will see it contains a 'data' folder
      - pak files are basically zip files, so open it for browsing its files using WinRar or 7zip software (or other compressed archive software)

      _____Add in "EBPL (with HG)" Files
      1) In EBPL's download zip, enter into the "Extracted Files To Merge WIth Other Mods If Needed" folder
      2) Copy/drag out the 'data' folder from the zip to your computer desktop
      3) Drag the 'data' folder from your desktop into the open WLRC Data3.pak file
      - This will overwrite a couple of WLRC's files in the pak with EBPL versions
      4) Delete the copied 'data' folder from your desktop

      _____Add in compatibility files for "WLRC and EBPL+HG"
      1) In the WLRC-EPBL Compatibility Files download zip, enter into the "WLRC and EBPL + HG" folder
      2) Copy/drag out the 'data' folder from the zip to your computer desktop
      3) Drag the 'data' folder from your desktop into the open WLRC Data3.pak file
      - This will overwrite the conflicting files in the pak with merged versions
      4) Delete the copied 'data' folder from your desktop

      _____Add in "CWU" mod files
      1) In CWU's download zip, enter into the language folder you want to install
      2) Enter into the "Extracted Files To Merge WIth Other Mods If Needed" folder
      3) Copy/drag out the 'data' folder from here to your computer desktop
      4) Drag the 'data' folder from your desktop into the open WLRC Data3.pak file
      - This will overwrite the same file in the pak with a CWU version
      5) Delete the copied 'data' folder from your desktop

      _____Add in "WWB" mod files
      1) In WWB's download zip, enter into the language folder you want to install
      2) Enter into the "Extracted Files To Merge WIth Other Mods If Needed" folder
      3) Copy/drag out the 'data' folder from here to your computer desktop
      4) Drag the 'data' folder from your desktop into the open WLRC Data3.pak file
      - This will overwrite the same file in the pak with a WWB version
      5) Delete the copied 'data' folder from your desktop

      _____Add in "EGH" mod files
      1) In EGH's download zip, enter into the language folder you want to install
      2) Enter into the "Extracted Files To Merge WIth Other Mods If Needed" folder
      3) Copy/drag out the 'data' folder from the zip to your computer desktop
      4) Drag the 'data' folder from your desktop into the open WLRC Data3.pak file
      - This will overwrite one SUB file in the pak with an EGH version
      5) Delete the copied 'data' folder from your desktop

      _____Add in "SUB" files
      1) In SUB's download zip, enter into the language folder you want to install
      2) Enter into the "Merging - Mod Files To Merge With Other Mods If Needed" folder
      3) Copy/drag out the 'data' folder from the zip to your computer desktop
      4) Drag the 'data' folder from your desktop into the open WLRC Data3.pak file
      5) Delete the copied 'data' folder from your desktop

      _____Add in compatibility files for "CWU", "WWB", "EGH" and "SUB"
      1) In the SUB-EGH-WWB-CWU Compatibility Files download zip, copy/drag out the 'data' folder to your computer desktop
      2) Drag the 'data' folder from your desktop into the open WLRC Data3.pak file
      - This will overwrite the conflicting files in the pak with merged versions
      3) Delete the copied 'data' folder from your desktop
    2. Todosengel
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      Thank you for such detailed instructions for merging the said mods. Thumbs to you, man!
    3. Todosengel
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      Follow up, I noticed the mods MQAI and Buggy Control (Attributes only) have conflicting restclient.scr. Will that affect both mods?
    4. StinVec
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      You're welcome! I hope everything is working properly for you. If not, let me know and I'll try to help further.

      That 'restclient.scr' file is altered in the same way in all of my mods that include it and essentially the same way in most any other mod by anyone else also. It doesn't matter which mod's version of it you use since they all alter it the same way, so you can just overwrite that version of the file with another mod's version and not worry about needing to merge anything with it.
    5. Todosengel
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      Everything's working, man. Thank you so much for taking your time on replying to my queries. Have a wonderful day. Advance Merry Christmas/Happy Holliday!
    6. StinVec
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      You're welcome! That is great to hear that it is all working properly. I'm glad to help out with anything if/when I am able to help. And thank you; I hope that you have a Merry Christmas as well!
  8. ah009ASER9
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    alll work jost wit Complete the tutorial
    1. StinVec
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      Hi. Mods not being compatible with each other due to altering the same files is not a bug. Closing your reports on this and my WWB mod.

      The mod files specfically offer compatibility files for this and Weak Weapon Booster mod that you should use if you want to use both mods at the same time.

      Installation instructions are included, but to use both you should:
      1) Download both mods (you already did)
      2) Download the offered compatibilty file for WWB+CWU (from either mod page)
      - "CWU 1.9 - WWB 1.9 compatibility files" or "WWB 1.9 - CWU 1.9 compatibility files" (they are the same files)
      3) Install the Data3.pak file from either WWB or CWU and open it with Winrar/7zip
      4) Add in the "data" folder from other mod's "merge with other mods" folder
      - Conflicting files will be overwritten with the 2nd mod's versions
      5) Add in the "data" folder from the compatibility files download
      - Conflicting filles will be overwritten with merged versions that include all changes both mods make to the files
    2. ah009ASER9
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      I have a question Night Runner Mode he Update is 7.1 

      Will the modification work or do I need to update
    3. StinVec
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      I apologize. Thank you for pointing out that NRM had updated to v7.1! I had downloaded the updated file, but I have been horribly busy since then and I forgot to do a file comparison to see what changed to see if an update to my mods was needed for compatibility.

      I will do the comparison tomorrow and let you know if the current files are compatible with 7.1. If an update to my mods is necessary, I'll do that right away then as well.

      I see that Dying Light is also technically on a newer version, but the update was just to push ads for DL2 in the menu and in-game textures. I need to also update my mods to note compatibility with the current game version.
    4. ah009ASER9
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      Thank you very much. I have something to face. I need your advice.
      Can I take a video of how to install the CWU 1.9 - NRM7.1 compatibility files or CWU 1.9 - WWB 1.9 compatibility files mod?
      I don't understand the explanation. I'm sorry if I'm stupid.
    5. StinVec
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      Hi again. I had gone over the NRM 7.1 files and found the current compatibility files offered on my mods to not need an update to remain compatible with that mod version.

      As for installing CWU + WWB + NRM:

      Install NRM
      1) Install NRM fully as that mod instructs with adding all of its files to your game installation folder
      2) Go to your game installation's "DW" folder and open the Data3.pak file (that NRM installed there) and you will see it contains a 'data' folder
      - pak files are basically zip files, so open it for browsing its files using WinRar or 7zip software (or other compressed archive software)

      Install WWB
      1) In WWB's download zip, enter into the language folder you want to install
      2) Enter into the "Extracted Files To Merge WIth Other Mods If Needed" folder
      3) Copy/drag out the 'data' folder from here to your computer desktop
      4) Drag the 'data' folder from your desktop into the open NRM Data3.pak file
      - This will overwrite a couple of NRM's files in the pak with WWB versions
      5) Delete the copy of WWB's 'data' folder from your desktop

      Install CWU
      1) In CWU's download zip, enter into the language folder you want to install
      2) Enter into the "Extracted Files To Merge WIth Other Mods If Needed" folder
      3) Copy/drag out the 'data' folder from here to your computer desktop
      4) Drag the 'data' folder from your desktop into the open NRM+WWB Data3.pak file
      - This will overwrite a couple of NRM and WWB's files in the pak with CWU versions
      5) Delete the copy of CWU's 'data' folder from your desktop

      Install the CWU+WWB+NRM Compatibility Files
      1) In the "CWU.WWB.NRM.2.0" download zip, copy/drag out the 'data' folder from here to your computer desktop
      2) Drag the 'data' folder from your desktop into the open NRM+WWB+CWU Data3.pak file
      - This will overwrite all of the conflicting files that WWB and CWU had overwritten with merged versions
      3) Delete the copy of the compatibility files 'data' folder from your desktop

      So:
      > install NRM and open the Data3.pak file
      > add in WWB's Files
      > add in CWU's files
      > add in the merged compatibility files

      That's all that is need for all three mods to load and work together properly.
    6. ah009ASER9
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      I will try your instructions and make a video to see
    7. ah009ASER9
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      This is the video where I installed the mod and ran the game, but it didn't work. I thought it was because of the skills, so I did them all, but the result was the same.

      https://fastupload.io/4af61e5ad73b026b
    8. StinVec
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      As my detailed instructions do work perfectly, I will assume the trouble is that you simply failed to mention that you are starting a new, fresh game and seeing no blueprints available upon loading into the new game has led you to believe that the mods are not working.

      If you load a game that is at any point after the intro/tutorial section of the game, the mods will all be working perfectly.

      However, if you start a new, fresh game and immediately open your blueprints menu, you will see no blueprints at all - custom or official. This does not mean the mods are not working.

      As with other mods that create custom blueprints, you must progress past the intro/tutorial part of the game so that you get outside the Slums Tower and actually start playing before the blueprints will become learned and available for you to use. Even multiplayer on a save isn't available until after progressing past the tutorial.

      I believe you have likely installed and merged the mods together perfectly and you merely need to progress past the intro/tutorial and get outside the Tower so that you will receive blueprints for creating items.

      EDIT:
      Some of my mods did not include this note of custom blueprints not being learned on new games until after completing the intro/tutorial. I believed making such a note on some of my mods like WWB and CWU was not needed as the blueprints are not of much use until after the intro/tutorial anyway, but I failed foresee checking immediately for them on starting a new game to see if the blueprints exist could be used as a metric by someone to see if they installed/merged the mod(s) properly. I've updated the descriptions of several mods to note the mod blueprint(s) not being learned on new games until after the intro/tutorial portion.
    9. ah009ASER9
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      Thank you so much and thank you for being with me and sorry if I bothered you
  9. howlzt
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    Not being whiney
    but even when i used impact l2
    the proc chance still 100%
    any solution to that?
    1. StinVec
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      Hi.
      The mod's custom weapon upgrades apply officially-configured elemental effect levels.
      These are the stats of the official Level 2 Impact elemental effect:
      Elemental(Elemental_ImpactElectricity)
          {
              Level(2)
              {
                  DamageMul(0.15);
                  DamageCriticalMul(0.05);
                  ProcProb(0.05); <<<<<<<<<<<<<<<<<<<< 5% chance
                  NightCreatureDmgMul(1.0);
                  DpsAccumulation(0.0);
                  StaminaReduction(0.0);
                  PhysicsDamageMul(2.0);
                  BlastRange(2.0);
                  BlastDamage(10.0);
                  BlastPhysicsDamage(1.0);
              }
          }

      The mod's L2 Impact custom weapon upgrade is set to apply this officially-configured Level 2 Impact effect to weapons that the upgrade is slotted into:
      Elemental(Elemental_ImpactElectricity, 2);
      Only L3 and L4 of the Impact effect have 100% proc chance configured on them:
          Elemental(Elemental_ImpactElectricity)
          {
              Level(3)
              {
                  DamageMul(0.2);
                  DamageCriticalMul(0.05);
                  ProcProb(1.0); <<<<<<<<<<<<<<<<<<<< 100% chance
                  NightCreatureDmgMul(1.0);
                  DpsAccumulation(0.0);
                  StaminaReduction(0.0);
                  PhysicsDamageMul(2.25);
                  BlastRange(2.0);
                  BlastDamage(10.0);
                  BlastPhysicsDamage(1.3);
              }
          }
          Elemental(Elemental_ImpactElectricity)
          {
              Level(4)
              {
                  DamageMul(0.4);
                  DamageCriticalMul(1.0);
                  ProcProb(1.0); <<<<<<<<<<<<<<<<<<<< 100% chance
                  NightCreatureDmgMul(1.0);
                  DpsAccumulation(0.0);
                  StaminaReduction(0.0);
                  PhysicsDamageMul(2.25);
                  BlastRange(2.0);
                  BlastDamage(10.0);
                  BlastPhysicsDamage(2.0);
              }
          }

      If you are certain that you are experiencing 100% activating of the electrified impact effect while using the L2 Impact weapon upgrade (actual electric effect and audio sound along side increased impact force), this would lead me to think there is an issue with the game's crafting_elementals.scr file in your game installation's Data0.pak file. I would recommend running a Steam file integrity check to see if it finds and corrects any problems with that file.

      Otherwise, perhaps another mod is installed that has made alterations to this file and has changed the values on the officially-configured elemental levels. As my mod's custom upgrade applies the official Impact effect level, a mod changing the attributes of that level would also affect the mod's upgrade as it just applies what is in that file for that level.
  10. MikeDommy
    MikeDommy
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    I'm seeing the mod in my blueprints, but  when clicked on, it reads " You need the '  ' skill to be able to craft items". Not sure what '  ' is.
    1. StinVec
      StinVec
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      Hi.

      • Be sure that you are using the mod on the current 1.49.8 game version.
      • Be sure that you installed the mod properly by placing the Data3.pak file of the language you choose into your game installation's "DW" folder.
        (do not use a "mod manager" with Dying Light - install mods the required and proper way)
      • Also try removing all installed mods completely and then installing only this mod to see if the mod blueprints can be crafted properly. This will let you know if the issue is with someone else's mod and not this one.

      If your game is the current 1.49.8 game version, the game's core Data0.pak file has not been improperly modified in any way by other mods, and this mod's Data3.pak file is installed properly and the only mod installed, you will find that the blueprints will be able to be crafted properly.

      I think the cause is likely due to one or more other mod also being installed and one or more of these other installed mods is out of date and not compatible with the current game version, or another mod incorrectly instructed to replace or add its files into the Data0.pak file which should never be altered by any mods, ever.

      Another possibility if other mods are being used and they are compatible with the 1.49.8 game version and not out of date, is that this mod and one or more other mods being used have conflicting files and they were not merged properly and something isn't loading in one of the mods properly.

      If you've altered your Data0.pak file in any way, you should restore an unaltered backup of it or run the Steam file integrity check to have a fresh, unaltered copy downloaded by Steam.

      Also, be sure any mods you use are updated for the current game version. If a mod does not state it is compatible with your current game version, or if the mod has not been updated for a very long time, expect things to be broken and errors and crashes to happen while using them.
  11. ELCARLANGAS123
    ELCARLANGAS123
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    with this mod i can have weapons 0f 78k 0r 68k of  damage?
    1. StinVec
      StinVec
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      What very odd and specific values you chose.

      I do not believe that high of damage is possible without alterations being made to the mod to make the damage increases much higher. If you take a gold weapon with a very high base damage value and add the most damaging custom weapon upgrades, you can get its physical damage + elemental damage combined to being up into at least the 10-20k damage range.

      However, I will write something close to what I've commented regarding weapon damage on another of my mods:

      Anything higher than 10,000 damage in a single hit from a weapon is superfluous as 10,000 damage is far more than enough to kill any enemy in the entire vanilla game in one hit, on any difficulty, and with absolutely no skill/legend increases to further increase damage even higher.

      Perhaps this is no longer the case and some outrageously strong enemies have been added to the game. I am open to being proved incorrect on this if anyone can identify one or more specific enemies somewhere in the vanilla, unmodded game where this is not true and it takes two hits (20k damage) or more to kill them instead of merely one hit.

      Regarding your oddly specific values, 68k/78k is far into the "superfluous damage" range that I reference here.

      I can only think of two possible reasons why someone might want extremely and superfluously higher damage on weapons:
      - One reason is that someone has modified their game to make enemies much more difficult to beat, so they would like upgrades that make weapons equally more powerful (but then why mod the game at all to make enemies harder to beat simply to undo that increased difficulty by making your weapons more powerful - might as well not do either as the vanilla game with vanilla weapons would be the same experience)
      - The other reason is one that I hope is not the case.