![]() The code “ShotTime(0.15) ” is for cooldown before you can fire again. The codes “HeadSmashProb(1.0) HeadCutProb(1.0) ArmsCutProb(1.0) LegsCutProb(1.0) ” affect how likly it is to blow the head, arms and legs off the enemy. The code for “UpgradeLevel(0) ” and “Condition(-1) ” do not work for guns it wont affect them in anyway. So now that we know what gun is what we can start messing with guns i will be messing with the “Firearm_PistolBGen” it is the American 9mm Pistol in game. Firearm_ShotgunAGen » Double-barrel Shotgun.Firearm_RifleBGenSand » Military Rifle(Sand Camo).Firearm_RifleBGenOlive » Military Rifle(Olive Camo).Firearm_RifleBGen » Military Rifle(Clean/No Camo).Firearm_RifleAGenSand » Police Rifle(Sand Camo).Firearm_RifleAGenOlive » Police Rifle(Olive Camo).Firearm_RifleAGen » Police Rifle(Clean/No Camo).Firearm_PistolBGen » American 9mm Pistol.Now you may be wondering what “Firearm_PistolAGen” or what “Firearm_PistolBGen” is, they are the guns names and here is a list of what each is. Now to find the guns fast use Ctrl F to search the file then do “Firearm” you will go to “Firearm_PistolAGen” on line “13862”. There are also many types of Firearms in the game to sort through. While editing guns most of it will be trial and error to see what works and what does not. See Editing Guns and Melee weapons to see what to do with them. The main files you are going to be using for modding items are “inventory_gen.scr”, “inventory.scr” and “inventory_special.scr”. There you can change many things with items. You will find the files to edit items in “\data\scripts\inventory”. scr into the editor and it will open and just save it as the same thing. scr file you can jsut use pretty much any code editor. So in the end it should be like this.Ĭ:\Users\ComputerName\Documents\DyingLight\data\scripts\inventory Now if we made a mod that edited “inventory_gen.scr” it will go in the same place as is was from “Data0.pak” So you would need to put it in a folder called “scripts” then make another folder in scripts for a folder named “inventory” then put “inventory_gen.scr” into it. By default it should have only 1 or 2 files just ignore them. To install a mod you need to go to your Documents then to a folder called “DyingLight” after that open a folder called data if there is not one create it. Open “Data0.pak” with Winrar or 7zip then extract all the files into a new folder on the desktop. Feedback for the map has been very positive so far and some gamers are wondering when a new release or additional maps are going to be made based around the water-world concept.So heres a little guide on modding dying light. The map clocks in around 50MB on the Steam Workshop and is a short single-player experience that sees players diving deep under water to discover a hidden city. The mod is from a chap going by the handle Raven Unshaven. The Waterworld mod is pretty cool because it's very similar to the Tsunami mod for Grand Theft Auto V. Some of the more impressive mods on display in the video are the Waterworld and the Find The Light mods. Techland stepped in to clear up the situation and in the same breath also announced that they would be making modding tools available for the community so that they could make their own creations, ranging from maps to visual modifications to weapon modifications. ![]() The modders didn't readily have an easy go of it at first when some DMCA notices went out against modders, blocking the files on some file sharing sites. It's cool to see Techland celebrating their burgeoning modding community for Dying Light.
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