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PAYDAY 2 > Modding > Topic Details
Souzooka May 6, 2014 @ 8:59pm
[MOD] PD:TH Flashlight/Cosmetic Flashlights
Hey guys, this is my first mod. This mod basically replaces the PAYDAY 2 flashlight effect with the one used in PAYDAY: THE HEIST on the level "No Mercy," and it looks nicer and is brighter.

Unfortunately it's not 100% faithful to the original light, but I'll try to figure out how to nail down the finishing touches. Credit to I am not a spy... for finding where PAYDAY 2 keeps its light textures stored.



Download link:

I gave this mod around two minutes of actual testing, and I replaced multiple textures that were marked "flashlight." If you experience any detrimental effects to gameplay, please let me know so I can attempt to rectify it and release a new version.

Please refer to the PAYDAY 2 Official Modding Guide for installation instructions:

Some more examples of flashlight texture modding:

<spooky flashlight goes here>

On some guns, textures are flipped vertically (or rotated 90 degrees in the opposite direction, I have not tested specifically which) so an image appears upsidedown, I am not sure why at this point or how this would be fixed.
Last edited by Souzooka; May 7, 2014 @ 7:41pm
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Not A Streamer May 7, 2014 @ 5:28am 
Not really an issue since I like the blue color, nut it shows up on quite of few missions like Rats and Firestarters Day 2. I don't think you could really do anything about this if they use the same file for the light.
Souzooka May 7, 2014 @ 5:56am 
I know why that occurs, I'll recompile the mod this evening.
\/\/olf m a n May 7, 2014 @ 6:44am 
Seems you replaced more files than needed, i'm using PD1 flashlight, and almost every single map light got bigger. it's pretty noticiable on Rats day 3.

One good thing though is that this also replaced the third-person lights coming from buddies, so overall when people are using their flashlights they light up the area way more.

Overall, i'm really liking it, but it would be way better if it didn't affect the world lights.
After few test :
  • FF d1 for the painting
  • FF d3 for the spot upstairs office
  • FireStarter d2 for the spot in a hallway near the meeting room
  • GoBank spot near the vault
spotprojection_11_flashlight_df.texture : Only for the flashlight

e_gradient_radial2.texture : Flashlight & shield flashlight

spotprojection_05_flashlight_df.texture : spot in the camp shooting in the safehouse

spotprojection_12_flashlight_df.texture & spotprojection_16_flashlight_df.texture : ???
Last edited by Blanche Neige ❄; May 7, 2014 @ 7:15am
Not A Streamer May 7, 2014 @ 8:06am 
The only issue I noticed is that the blue light seems to dissolve into white after a certain distance.
\/\/olf m a n May 7, 2014 @ 10:17am 
Pretty much all the lights in Watchdogs day 2 suffer from this:
Not A Streamer May 7, 2014 @ 4:37pm 
Yea the blue flashlight mod might also being causing these squares on some light sources. Or maybe they were always there and I didn't notice. Who knows.
Souzooka May 7, 2014 @ 5:28pm 
Originally posted by Blanche Neige:
e_gradient_radial2.texture : Flashlight & shield flashlight

I'm gonna go see about recompiling those mods now, but are you sure that's what shields use for their flashlights? That's a PD:TH file and it's in a completely different directory.
For my test, I modified the 6 files above with a colored elipse (so 6 different colors and position).
Absolutely ugly yeah ^^ but very useful.
And for the "e_gradient_radial2.texture", your own flashlight show it just 1x. But for the flashlight it's use in their cone, so you can see multiple times.

I think, "e_gradient_radial2.texture" isn't the "really" flashlight for us or for the shield, but a component. And for us we just need "spotprojection_11_flashlight_df.texture" (I have not seen it used elsewhere).

If you want to be very sure (two pairs of eyes are better than one) do the same : edit all flashlight texture with a solid ugly color like circle/square/triangle, each time in a different position (to avoid overlapping) and then test all maps and look units (shields and flashlight guard in FF d3). It's not very long, because you can see very fast your solid ugly color.

If you want I can retry it tomorrow and post some screen, I kept my test.pdmod.
Souzooka May 7, 2014 @ 7:44pm 
Extra world lights should no longer be getting replaced.

For the bright blue flashlight, the base component of the flashlight has been changed so now it is the same shade of blue. If Blanche Neige is correct, this also means that the base of the shields' flashlights will also appear blu-ish. Not much I can do in that regard, unless someone wants a separate mod which keeps the white base of the light.

Since extra files are no longer being replaced, each mod takes much less time to install, except for the bright blue flashlight, which now requires patching 31 bundles.
Last edited by Souzooka; May 7, 2014 @ 7:46pm
Well, I do other tests.
This is my ugly texture I used : {LINK REMOVED}
And here you can see these textures in game :



spotprojection_11_flashlight_df.texture & e_gradient_radial2.texture


I don't know why, but I have not managed to reproduce the spotprojection_05_flashlight_df.texture in the camp shooting in the safehouse.

I haven't look escape map, train map, Elec plan C, Ukr.
Last edited by Blanche Neige ❄; May 8, 2014 @ 8:32am
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PAYDAY 2 > Modding > Topic Details
Date Posted: May 6, 2014 @ 8:59pm
Posts: 11