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If all you would like is no lockpicking at all, so everything just opens, PolskiGrizzle01 has a mod on NexusMods that is compatible with the current 1.25.0 game version (edit 2020-5-29: compatible with current 1.27.0 also):
- https://www.nexusmods.com/dyinglight/mods/398
(Main 'No Lockpicking' file only, DLC39 Prison Heist optional files are not 1.25.0/1.27.0 compatible as that pak file has been updated several times by game updates since this mod was last updated)
If you want it to still bring up the lockpicking 'minigame', but no matter where you put the lockpick it will succeed, skyesfury has a mod on NexusMods that is compatible with the current 1.25.0 game version (edit 2020-5-29: compatible with current 1.27.0 also):
- https://www.nexusmods.com/dyinglight/mods/393
If you want lockpicking removed so everything just opens, but might also be interested in control over the rarity chances of weapons that spawn in loot, I have a Weapon Loot Rarity Control mod on NexusMods. It increases the chance to find higher rarity weapons in loot, expands weapon pools for looting a wider range of weapons, has container lockpicking removed, and offers a customization file that allows for enabling and disabling any of those mod features or changing the active weapon loot rarity level. It also optionally affects the Prison map and has several levels of extended end loot room time you can choose from. I also always keep all of my mods up to date with the current game version, so you count on it being updated when a new update gets released that alters the files this mod alters.
- https://www.nexusmods.com/dyinglight/mods/430
There are other lockpicking removal/always succeed mods on NexusMods, but many of them are quite old and I did not look at them as their files are most likely not compatible with game version 1.25.0/1.27.0 as they are so old.
_____EDIT
OP noted an issue with the pak file version of 2nd mod I linked that makes you still need to pick locks, but that it always succeeds. The main download file of just the modified files will work fine when added to a Data3.pak file, but the optional Data3.pak file download version isn't a REAL Data3.pak file and the mod author simply put the files inside of a .zip file and renamed it to being a .pak file. That isn't the right way.
This is a way to fix that if others want to use that mod:
You are going to use an existing game pak file that is empty and rename it to Data3.pak, then put the mod's altered files inside of it instead of using the mod's improper pak file:
1) Open that mod's Data3.pak file using WinRar/7zip and copy/drag out the 'data' folder inside of it to your desktop (don't copy it out to the game folder as that folder already exists there, put it on your desktop)
2) Close and then delete this improper Data3.pak file
3) Browse to the game installation's "DW_DLC17" folder instead of the "DW" folder and enter it
4) The "DataDLC17_1.pak" file is an empty pak file so it is a good stand in for you to use
5) Copy this "DataDLC17_1.pak" file
6) Go back to the "DW" folder and paste this copied pak file here
7) Rename it to Data3.pak and open it with WinRar/7zip
8) You should see only a 'placeholder' file in it, which is a blank file to keep the pak file existing
9) Drag the mod's "data" folder from your desktop into this open pak file
10) Close the pak file, delete the copied 'data' folder from your desktop and you're ready to play
SteamLibrary\steamapps\common\Dying Light\DW is this the right path to move the Data3.pak for the 2nd mod above btw? It makes the game stuck on loading.
Yes
First, you should have your session VAC off. And only people with the same data3.pak can play with you.
Hello
Is there away to make normal bullet a fire bullet? As in making zombie burning.
You basically need to just add the burning elemental effect to the actual bullet item so it will inflict burning damage when you shoot something. But there are some aspects that likely need adjusting.
You can also have it so that only specific weapons fire burning rounds, but that is a more involved change.
__All Bullets of a Type Burn
You can have all bullets of individual types (pistol bullets, rifle bullets, etc.) be changed to inflict burning damage that sets zombies on fire. Doing this would make it so no matter what weapon you use of that type it will fire that burning bullet instead of normal. Can leave all rifles firing normal bullets, but all pistols can be made to fire burning bullets.
You would need to add the burning elemental effect to the actual bullet item, which is easily done.
Include 'data\scripts\inventory\inventory_gen.scr' in your Data3.pak file.
Go to the bottom of the file and the last few Item blocks are the configuration blocks for some of the different bullet items: Bullet_Pistol, Bullet_Rifle and Bullet_Shotgun
Bullet_SMG is found in 'inventory_special.scr' on line 7073.
(search for "Bullet_SMG_N" to quickly go to its block)
You need to add the elemental effect line to the item so the bullet will inflict burning damage and the "level" of that elemental effect (2, for example):
The problem is that there are several officially configured levels of burning effect, and none of them always activate but instead have a chance to activate.
L1 - 5% chance
L2 - 5% chance
L3 - 10% chance
L4 - 10% chance
There are other attributes that vary among the levels as well, such as:
damage multiplier
damage duration
blast range
blast damage
propagation to nearby enemies chance
You can view these officially configured levels in the 'data\scripts\crafting\crafting_elementals.scr' file. Burning level blocks start at line 662.
You will likely want to instead create your own level that has a 100% chance to activate. Just make a copy of the level 4 block right after it and change it from being Level(4) to a different number, like Level(1234), and change its 'ProcProb' attribute to be (1.0) instead of (0.1).
Here is an example of my L6000 block I made for burning ammunition for my Scorch-laser custom weapon from my CLM Weapon Pack mod:
I have Elemental Power and Elemental Secondary Power disabled on the level, but those could be activated by removing the disabling // marks on them and then configured.
So after you have your custom elemental burning level, change the attribute level you have on the official bullet item to be your custom level number instead of (2).
Now all pistols that fire the official pistol bullet will have a burning effect.
__Specific Weapons Shoot Burning Bullets
Instead of adding the burning elemental effect to the actual bullet item, you can instead make it so that only specific weapons will have their fired bullets turn into flaming rounds after the bullet is fired.
This is a bit more involved and is achieved by doing what I noted above, but instead of adding the effect to the official bullet, you create your own bullet with the elemental effect on it. You then would need to create a custom weapon 'trick' for each weapon that you want to fire burning rounds and set them to have the normal bullet it uses to instead 'turn into' your custom bullet after it is fired. And since your custom bullet will have the burning effect, only that weapon's fired shots will inflict burning damage.
If you want to go that route, take note of which weapon(s) you would want singled out to fire burning ammo and let me know. I will get their item names and then outline the additional steps that would need to be done to convert those to firing burning rounds.
I was wanting to have all the bullet to burn so this works for me
Plus we have the "free bullet event" going on, it will be 2x awesome
Thank a lot for this very detailed answer.
I tested and you're right that the 2nd mod that makes you still need to pick locks, but that it always succeeds does have an issue with its pak download version. The main download file of just the modified files will work fine when added to a Data3.pak file, but that mod author didn't make a REAL Data3.pak file and put the files inside of it, but seemed to have simply renamed a .zip file to being a .pak file. That isn't the right way.
This is a way to fix that if you want to use that mod:
You are going to use an existing game pak file that is empty and rename it to Data3.pak, then put the mod's altered files inside of it instead of using the mod's improper pak file:
1) Open that mod's Data3.pak file using WinRar/7zip and copy/drag out the 'data' folder inside of it to your desktop (don't copy it out to the game folder as that folder already exists there, put it on your desktop)
2) Close and then delete this improper Data3.pak file
3) Browse to the game installation's "DW_DLC17" folder instead of the "DW" folder and enter it
4) The "DataDLC17_1.pak" file is an empty pak file so it is a good stand in for you to use
5) Copy this "DataDLC17_1.pak" file
6) Go back to the "DW" folder and paste this copied pak file here
7) Rename it to Data3.pak and open it with WinRar/7zip
8) You should see only a 'placeholder' file in it, which is a blank file to keep the pak file existing
9) Drag the mod's "data" folder from your desktop into this open pak file
10) Close the pak file, delete the copied 'data' folder from your desktop and you're ready to play