Dying Light (WB+Techland)
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Shawn_Hunter




Posts: 2752
Location: Bombay, India
PostPosted: Fri, 30th Jan 2015 06:29    Post subject:
Has anyone tried the Nexus mod Chromatic Aberration Begone?

http://www.nexusmods.com/dyinglight/mods/5/?#

Also Film Grain Begone:

http://www.nexusmods.com/dyinglight/mods/1/?
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Claptonvaughn




Posts: 931

PostPosted: Fri, 30th Jan 2015 07:02    Post subject:
Shawn_Hunter wrote:
Has anyone tried the Nexus mod Chromatic Aberration Begone?

http://www.nexusmods.com/dyinglight/mods/5/?#

Also Film Grain Begone:

http://www.nexusmods.com/dyinglight/mods/1/?


The film grain mod works but the CA mod only removes it from things like the early cutscene (when your character wakes up after being attacked). It doesn't remove the CA from the rest of the game, so it'll still be there when you play.
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Impus




Posts: 7

PostPosted: Fri, 30th Jan 2015 08:18    Post subject:
Found the way how to look at your timepiece without dangling from the edge. Press [4] outside of a safe zone.

http://www34.zippyshare.com/v/36nUzS2P/file.html
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KaiserSoze666




Posts: 558

PostPosted: Fri, 30th Jan 2015 08:19    Post subject:
Can anyone specify which line to edit to remove the weapon degradation or at least set it really really low? Even with the modified file stuff breaks within 30 or so hits. Could understand it for a flimsy bit of wood but not hammers and baseball bats, they're made to hit stuff ffs Very Happy
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Impus




Posts: 7

PostPosted: Fri, 30th Jan 2015 08:29    Post subject:
KaiserSoze666 wrote:
Can anyone specify which line to edit to remove the weapon degradation


default_levels.xml

<prop n="BluntWpnDurabilityLoss" v="1.0"/>
<prop n="CutWpnDurabilityLoss" v="1.0"/>

0.1 feels fair to me.
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Foobyte




Posts: 472
Location: Germany
PostPosted: Fri, 30th Jan 2015 08:30    Post subject:
KaiserSoze666 wrote:
Can anyone specify which line to edit to remove the weapon degradation or at least set it really really low? Even with the modified file stuff breaks within 30 or so hits. Could understand it for a flimsy bit of wood but not hammers and baseball bats, they're made to hit stuff ffs Very Happy


Open Dying Light\DW\Data0.pak in WinRAR.
Extract \data\skills\default_levels.xml
to your Documents Path of current user like:
\Documents\DyingLight\out\data\skills\default_levels.xml

The DyingLight\out\data should be there already, just create the skills folder or whatever else is missing.

Now off to edit the default_levels.xml

Find following Strings:

BluntWpnDurabilityLoss

and

CutWpnDurabilityLoss

Both values are set to 1.0 which is the default. To remove decay entirely, set it to 0. To just slow it down set it to anything from 0.1 to 0.9

I set mine to 0 though I'm rethinking this as it changes the entire game kinda into "cheat mode" Sad
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KaiserSoze666




Posts: 558

PostPosted: Fri, 30th Jan 2015 08:34    Post subject:
That's great, thanks guys. I see the modded version was set to 0.4, going to set to 0 just to check it's working then probably use 0.1. Just feels incredibly pointless collecting weapon upgrades then applying them to weapons that will just end up breaking within a few fights.
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JBeckman
VIP Member



Posts: 34875
Location: Sweden
PostPosted: Fri, 30th Jan 2015 08:35    Post subject:
Claptonvaughn wrote:
Shawn_Hunter wrote:
Has anyone tried the Nexus mod Chromatic Aberration Begone?

http://www.nexusmods.com/dyinglight/mods/5/?#

Also Film Grain Begone:

http://www.nexusmods.com/dyinglight/mods/1/?


The film grain mod works but the CA mod only removes it from things like the early cutscene (when your character wakes up after being attacked). It doesn't remove the CA from the rest of the game, so it'll still be there when you play.


http://www.neogaf.com/forum/showthread.php?p=149694053#post149694053

Unmaking chromatic aberration...with more chromatic aberration. Very Happy
(But with negative settings so it actually does get reduced even if it's not fully removed.Smile )
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h0rnyfavn
Serial Humper



Posts: 13873

PostPosted: Fri, 30th Jan 2015 09:25    Post subject:
@KaiserSoze666
Quote:
going to set to 0 just to check it's working


It works.


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lolozaur




Posts: 26310

PostPosted: Fri, 30th Jan 2015 09:37    Post subject:
at what % story you get in the second area, and is it big as the first?
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JBeckman
VIP Member



Posts: 34875
Location: Sweden
PostPosted: Fri, 30th Jan 2015 09:52    Post subject:
I think it was around 38 - 40% when you are asked to go into the sewers to access the blocked off district zero / old town. Smile
(It looks fantastic and it's pretty big but not as big as the first area.)

 Spoiler:
 
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KaiserSoze666




Posts: 558

PostPosted: Fri, 30th Jan 2015 10:16    Post subject:
h0rnyfavn wrote:
@KaiserSoze666
Quote:
going to set to 0 just to check it's working


It works.

Yeah I meant whether i'd put it in the wrong place or not Very Happy
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demde




Posts: 6526
Location: Lake Karachay
PostPosted: Fri, 30th Jan 2015 10:20    Post subject:
Correct path is Documents\DyingLight\out\Data\skills\default_levels.xml
And you leave untouched Data0.pak into the game folder where it was.


AMD Ryzen 7 7800X3D / MSI Gaming X Slim GeForce RTX 4080 SUPER / ASRock B650 PRO RS / Arctic Liquid Freezer III 360 / G.Skill Trident Z5 Neo 2x16GB DDR5-6000 CL30 / Samsung 980 Pro 2 TB / SeaSonic VERTEX GX-850 850W Gold / Lian Li LANCOOL 216
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Claptonvaughn




Posts: 931

PostPosted: Fri, 30th Jan 2015 11:43    Post subject:
Is the Expcalibur sword supposed to be this overpowered?

It never seems to break. Even when it's at 0 durability, it still has killing power.
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JBeckman
VIP Member



Posts: 34875
Location: Sweden
PostPosted: Fri, 30th Jan 2015 12:10    Post subject:
It's a very strong sword early on if it's the same 300+ damage version that I got but but the later level weapons can deal over a thousand damage so it does get replaced but will still serve you well for probably much of the first half of the game at least.
(Also available early on the top tier concrete clubs carried by brutes deal some 212 damage but are far slower so EXPcalibur is quite a nice weapon.)
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deelix
PDIP Member



Posts: 32062
Location: Norway
PostPosted: Fri, 30th Jan 2015 12:15    Post subject:
lolozaur wrote:
at what % story you get in the second area, and is it big as the first?
53%, and yes... its about the same size but a lot more fun to do free running Very Happy
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Sandro742...




Posts: 214
Location: CZ
PostPosted: Fri, 30th Jan 2015 13:02    Post subject:
53% huh? im at 10%, thats a long way... Very Happy
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h0rnyfavn
Serial Humper



Posts: 13873

PostPosted: Fri, 30th Jan 2015 13:37    Post subject:
So it's just two large areas? Slums and the Old City?


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JBeckman
VIP Member



Posts: 34875
Location: Sweden
PostPosted: Fri, 30th Jan 2015 13:56    Post subject:
There's the city and the old town district and then a variety of indoor locations for quests or quarantine missions. Smile
(There's the sewers as well connecting the two city parts.)
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tonizito
VIP Member



Posts: 51333
Location: Portugal, the shithole of Europe.
PostPosted: Fri, 30th Jan 2015 14:28    Post subject:
JBeckman wrote:
There's the city and the old town district and then a variety of indoor locations for quests or quarantine missions. Smile
(There's the sewers as well connecting the two city parts.)
So this is like the henderson levels on the previous dead island games? I liked the city on both of them, but I'll miss the other settings a bit Sad


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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JBeckman
VIP Member



Posts: 34875
Location: Sweden
PostPosted: Fri, 30th Jan 2015 14:38    Post subject:
It is similar to the city environment from Dead Island 1 although with the focus on more powerful consoles and the updated game engine they've really increased the detail of these levels.

Also similar to Dead Island is that each map has a number of different zones or districts giving them a unique look although the biggest change (That I've noticed so far.) comes when you move from the initial city to the previously blocked of district zero or the old town. (And with the parkour theme you can scale nearly every building even if it at first looks impossible, you can even climb on top of the big collapsed bridge which is the highest point in the game I believe.)

And the levels are also bigger now, some of the quarantine mission zones can be a bit small still but they are primarily only for that specific challenge type.
(Gather five aid packages and/or kill all infected and then get out, if online you can compete with other players.)


EDIT: Counting all separate zones both interior and exterior there's 28 maps and 2 more that are used for the main menu.


Last edited by JBeckman on Fri, 30th Jan 2015 14:41; edited 1 time in total
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tonizito
VIP Member



Posts: 51333
Location: Portugal, the shithole of Europe.
PostPosted: Fri, 30th Jan 2015 14:40    Post subject:
Frap Frap Guy

BUT... need to "finish" nehrim first and wait for techland's patch, repack and repackfix and for the cracl's for those.
Think I have a better chance of actually finishing nehrim Cool Face


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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Interinactive
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Posts: 29414

PostPosted: Fri, 30th Jan 2015 14:46    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 01:14; edited 1 time in total
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JBeckman
VIP Member



Posts: 34875
Location: Sweden
PostPosted: Fri, 30th Jan 2015 14:48    Post subject:
Seems the patch has been released. Smile

EDIT:

Quote:

• numerous performance optimizations, both general and configuration-specific, that resolve many performance problems
• compatibility fixes – related to language and regional system settings
• fixes a number of crashes in various situations
• blocked cheating by changing game’s data files
• new issue tracking mechanisms (-safemode switch, additional logs, minidumps always, full dumps on request)
• numerous audio compatibility fixes

• Bug fixing:
o resolved disappearing inventory in a save game in specific circumstances
o resolved blocked using of items after breaking reloading of shooting weapon
o removed weapon duplication glitch of throwable weapons
o limited camera field of view on cutscenes when in-game FOV set to other than default
o lowered frequency of docket availability information

KNOWN ISSUES WE ARE WORKING ON:
• performance issues of systems based on the AMD processor
• freezes when using Nvidia DoF
• unsatisfactory performance on multi-GPU systems


1.2.1 Linux specific patch notes:

• added keyboard support for unicode characters
• fixed crashes (when unplugging game PAD controller, on landing movie)
• fixed primary weapon HUD selection via mouse controller
• fixed input system performance (along with mouse wheel)
• fixed v-sync in windowed mode
• fixed fullscreen support
• fixed game process priority
• fixed water reflection
• fixed in-game menu map background
• fixed characters faces morphing (chatters)
• fixed missing (yellow) materials, i.e. sense mode, bushes, rocks

KNOWN LINUX ISSUES WE ARE WORKING ON:
• the game does not launch on some systems (i.e. Linux Mint)
• the game does not work with Radeon cards
• some rendering/OpenGL performance issues
• too intense blur effect


Last edited by JBeckman on Fri, 30th Jan 2015 14:51; edited 2 times in total
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Interinactive
VIP Member



Posts: 29414

PostPosted: Fri, 30th Jan 2015 14:50    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 01:14; edited 1 time in total
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JBeckman
VIP Member



Posts: 34875
Location: Sweden
PostPosted: Fri, 30th Jan 2015 14:52    Post subject:
They changed the data files to block cheating as well, this might have killed mod support at the moment depending on what they've changed.
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Interinactive
VIP Member



Posts: 29414

PostPosted: Fri, 30th Jan 2015 14:52    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 01:14; edited 1 time in total
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deadpoetic




Posts: 2686
Location: Canada
PostPosted: Fri, 30th Jan 2015 14:57    Post subject:
Anyone with isodemo getting bad performance with new crack? I got the reloaded version, which ran really well but crashed at the beginning when healing the dude in the bathroom. The "crackfix" works well but my performance really dropped.

anyone else?
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h0rnyfavn
Serial Humper



Posts: 13873

PostPosted: Fri, 30th Jan 2015 15:10    Post subject:
Quote:
blocked cheating by changing game’s data files


Huh? So we can kiss modding goodbye?What about changing default_levels.xml? Tbh this is a bad. Cheaters can safely use cheatengine, so what was the point? They probably want to force us to buy their season shit so that only this way we could get new and exciting stuff lol


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sausje
Banned



Posts: 17716
Location: Limboland, Netherlands
PostPosted: Fri, 30th Jan 2015 15:21    Post subject:
h0rnyfavn wrote:
Cheaters can safely use cheatengine, so what was the point?


Not in MP, tried it and no matter what combination we did (either he enable, or me enable or both enable), no matter what option, game would always crash.
I guess with modified game files, you can cheat even in MP.


Proud member of Frustrated Association of International Losers Failing Against the Gifted and Superior (F.A.I.L.F.A.G.S)
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