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cr1m3 last won the day on November 10

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About cr1m3

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  1. Hi, try to set the level ambient music to none in the level attributes :
  2. The wall run skill exist but it is disabled. By modding the game you can activate it but this is not working well with the double jump enabled.
  3. It is somewhere under tools and render options, you can set the color transparency of the selected object.
  4. I found an interesting thing about hints. The common_text_all.bin file is containing all menu, objectives, descriptions... of the game. Also the loading prompt who says that custom maps does not represent the core game quality... So, you can mod it with the Dying light bin unpack and repack exe. You need excel to edit text then repack.
  5. What you mean by night quest?
  6. Thank you Techland for including this fix into the latest update. Fast response.
  7. I added this script found in Dying Light Data0.pak data/presets and aispawnbox.pre.def file in my project, inside the data/presets folder (i added all spawnbox scripts too) then , i modded the script to add a new aispawnbox preset like this > Preset("Custom_HumanFirearm") { SetField("m_AIPresets", "Custom_HumanFirearm"); SetField("m_DiffLevelTables", "Shooter"); } Preset("Biter") { SetField("m_AIPresets", "Biter_Man;Biter_Woman"); SetField("m_DiffLevelTables", "Biter_Man;Biter_Woman"); SetField("m_BeforeSpawnSoundStartRange", "40.0"); SetField("m_BeforeSpawnSoundStartRangeMin", "13.0"); SetField("m_MinAIsToMakeSound", "4"); SetField("m_SpawnerBeforeSpawnSounds", ""); } Now, you need also to mod your HumanAI.pre file inside your project/data/presets folder. Add a new Preset id like this >Preset("Custom_HumanFirearm") { SetField("SkinName", "Default"); SetField("m_Boss", "0"); SetField("m_ConflictSide", CONFLICT_SIDE_COUNTER_PLAYER); SetField("m_ConsiderGroup", "1"); SetField("m_CrippleBonesEnable", "1"); SetField("m_CustomDataPreset", "shooter"); SetField("m_CustomLootType", "DeadBody_Human_Firearm"); SetField("m_CutOffBonesEnable", "1"); SetField("m_DialogCharacterType", "4"); SetField("m_DialogSpeakerName", "none"); SetField("m_FaceMimicPreset", "Angry"); SetField("m_ForcedBodyScaleMax", "1.07"); SetField("m_ForcedBodyScaleMin", "1.07"); SetField("m_Gender", "0"); SetField("m_HeldReleaseTime", "5.0"); SetField("m_IsVip", "0"); SetField("m_KnowledgeBasePreset", "shooter"); SetField("m_MaxLevelDiff", "4"); SetField("m_MinLevelDiff", "4"); SetField("m_ModulesPreset", "shooter_flashlight"); SetField("m_MustHaveTags", ""); SetField("m_MustNotHaveTags", ""); SetField("m_NeverHolsterWeapon", "1"); SetField("m_PlaySpeechedWithoutRayTest", "1"); SetField("m_PrimaryWeaponName", "Extractor"); SetField("m_PrimaryWeaponProbability", "100.0"); SetField("m_Seed", "0"); SetField("m_SoundPreset", "MaskedBandit01"); SetField("m_StepPreset", "Soldier"); SetField("m_ThrowableWeaponName", ""); SetField("m_VisRepresentationsPool", "Raise_Gang"); } Now the HumanAI.pre file is creating a new preset and the aispawnbox.pre.def file will link the Preset to the AiSpawnBoxNumber with this code SetField("m_AIPresets", "Custom_HumanFirearm");
  8. Aispawnboxes are spawning humanAi. Every single human or zombie that moves in the game are humanAis. It ´s just that the humanAi class is not a spawner, so spawners are generating humanAI . Just need to add a new preset to the aispawnboxnumber, i made this and it works, it is a little complicated to explain. Anyway, i guess you may not be able to use a preset phase on some aispawnboxnumber. But you can create custom aispawnbox types.
  9. I know you want to change the spawnbox zombie type live or afterward but the only thing i know you can change live is the conflict side with a quest phase. Maybe there ´s a phase to change the spawn box zombie type but?
  10. I never did zombie waves but i thought you could do multiple waves with one spawn box? So if it is the case, just place as many spawn boxes as the needed zombie types then, activate waves when you need any kind of zombie type wave. But i guess you ´ll have to trigger the waves somehow and this is the tricky part. As i see here you can use one wave spawner for multiple waves until they are disabled by a trigger or quest.
  11. You could buy the season pass, and you ´ll have all dlc content also The Following Dlc. It is like if you own the enhanced edition. I mean i have the base game plus the season pass and i have all dlc, patches, features of the enhanced edition. So if you own Dying Light (base game), you can just buy the season pass to make it like the enhanced edition, it will be the same thing at the end , it’s just the price that will change . Assuming that the season pass still can be bought.
  12. I sended a support ticket request to Techland support. Their answer: » Thank you for your feedback - it has been forwarded to the dev team for further investigation. As soon as we have more information about the issue and potential solutions, we will let you know. It is also possible that upcoming patches will address the issue you have been experiencing. Lastly, we are sorry for any inconvenience caused. Best Regards Techland Support » So people could send support ticket request to Techland for this problem too. Go here and click on the « + » icon to ask a support ticket:
  13. It seems that Techland forget the custom maps Community, even if it is small, so much effort was put into creating hundreds of maps in more than 50'000 hours of work or even more. So please, update the game to let people play custom maps again. Also fix the map list window (just two lines of code) and make this window available from game menu too so that thousand of people will know they can download and play hundred of custom maps instead of 4 of the best maps. And thanks Gedsher to explain how to start custom maps. Edited because i was upset about the situation...
  14. Sorry but the closed beta tools are not available anymore cause it was a steam key and now it ´s not downable anymore i should have made a backup but the tools are way better than before just some features were removed like fbx exporter and minimap but for other things it is better now. Now for rpack archives they seems to be zlib type but the only partial unpacker was made for dead island and you could not extract msh models with it, just textures and scripts and maybe some sounds. There ´s many free models to pickup on the net so maybe this will be easier than ripping Dying Light meshes. But one day will come when you learned ue4 when you will need to make or buy meshes if you want to sell a game cause many free meshes are stolen from games and all your efforts could be ruined if one day your team would sell a game that contain such models. So as i heard, once you become skilled in ue4 you probably will need to work with a team if you plan to create a game then make other better games that could be sold. So it is a good idea to pickup meshes and learn ue4 for now
  15. Hi, 3: There was some fbx export plugin in the beta tools but i don ´t know if rigged meshes were exportable with this pluging, maybe just basic meshes. Now the tools doesn’t have this exporter anymore. Someone exported Kyle Crane and Jade into L4 Dead but i don ´t know how. There ´s no possibilities to export meshes easily from Dying Light. Also Models creation cost a lot of money so Game studios don ´t want that users export assets into other games. When you install any game you accept the agreement licence so those materials are copyrighted. But you can extract models with rippers or with photogrammetry techniques if there ´s no other way of doing it but don ´t share any asset that you extracted since this is not legal. Except if the company allowed this.