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  4. fasecero

    Mods in Single-Player?

    Hello everyone. I apologize since my English is bad bad. My question is whether I can safely use mods in single-player mode, since I'm afraid of receiving a steam-vac for this. I'm wondering if this game handles this like gta5 where they ban those who use mods in the online but allow it in the single player. I have asked this on steam forum and I have obtained mixed responses, some believe it is completely safe to do so, others have doubts, and others says don't do it. When I'm at the options and select the single-player mode the "vac secure game" option is disabled. But this does not make me clear, I am safe or not? I have several games on steam but if I receive a vac, I'm sure I leave it and start shopping on the epic store =S I clarify again just to be sure that I want to use mods for the sigle-player only mode. I have made one playthrough clean, and now I think there's room for more, there are many interesting mods in nexus, like the one adding new climates, and the one that makes the car more strong, etc. Also I completely agree to ban and send to Guantanamo those who use mods in multiplayer mode. For me, this game on single player presents one of the best opportunities ever to have additional fun with mods, similar to fallout or skyrim games. I can imagine the amount of mods that can be created to have fun against the zombies :) Well, thanks for reading, I hope someone can clarify this and if possible any official mention of the developers about this would be highly appreciated. Thank you very much for your patience.
  5. doomguy


    this happens some times. try deleting the portals and adding them again. open other people's maps and see the properties each portal has.
  6. Earlier
  7. Ahmet Ibrahim


    data / maps / common_texts_all.xlsx /.bin
  8. SolDayClashYT


    Yeah well, you can't. The game has to load the map while doing so, even on smaller scales, because you are "forcing" a character to go from point A ---> B. I personally don't mind waiting for 2.73 sec
  9. Exploding heads are a bit silly. Can we have the option to turn it off?
  10. Ahmet Ibrahim


    This represents to probability of an object spawning. So if a cup had weight 1.0 and a plate had weight 100.0 - you'll rarely see a cup in a container! This is correct. I would recommend you create the script in a custom map, compile the .xml file using the give-weapon phase and try copying it into the first quest of the game. Would recommend you use File Locator to find the necessary files to make this edit: You could find the text script in game for the first quest, search that in common_text_all.xlsx which would be in data/ maps but I believe might be already packed in an .bin state so you would need to download it - might be here: Then find the reference for that text and use File Locator to find which .xml quest file it relates to and add the give-weapon phase. Not 100% sure if it would work but I guess it could! In regards to you loot container issue, I'm not sure what is causing the problem. There's definitely something not working with the loot containers which is what causes them not to spawn anything in. Would recommend some trail and error with the things you added to that file and any other related files you may have edited! Try replacing all the modded files back to their normal ones and copying your ones back in one by one until something breaks. Again, good luck!
  11. Does anyone know which file(s) contain the in-game descriptions (i.e., the "infocards") for the blueprints? See example below:
  12. Lazarus


    Thanks for the prompt reply, Ahmet. AFAIK, I'm not adding any new LootedObject types, only existing (vanilla) ones to the default.loot file. For example, in the default.loot file (line 147+) I added the following loot object types to the existing block of text: use Ammo_Pistol(weight = 1.0); use Ammo_Shotgun(weight = 1.0); use Ammo_Rifle(weight = 0.2); use Ammo_Subsonic(weight = 1.0); Here's what the "edited" version looks like: LootedObject("Cont_SedanPolice") { ColorSet(ColorSet_Cont_Lockpick); use Empty(weight = 0.0); use CashMedium(weight = 3.0); use CashBig(weight = 1.5); use Weapons_Firearms(weight = 0.04); use Ammo_Pistol(weight = 1.0); use Ammo_Shotgun(weight = 1.0); use Ammo_Rifle(weight = 0.2); use Ammo_Subsonic(weight = 1.0); use Upgrades(weight = 2.0); use Healing_Items(weight = 1.0); use Valuables_Default(weight = 1.5); } AFAIK, I'm using the correct "syntax", although I have no idea what the "weight" values represent, in terms of the probability of any given object being present. I'm also unable to determine which loot file(s) contain data for the police vans. With regards to the quest script, I'm assuming you're referring to the data\quests\slums\ .xml files. I glanced at the slums_q_start_quest.xml, but didn't see any "give-weapon" phase "arguments", so I'm not certain how to correctly format and add such "argument" (assuming this is the file I'd need to edit to change Kyle's starting inventory).
  13. Ahmet Ibrahim


    1. I believe that if you incorrectly format something in that file, it will cause the issue you are having. You are definitely doing something wrong in this file. Are you adding new LootedObject types? 2. If you want to add stuff to the starting player inventory, I guess you could try editing the XML quest script and use the "give-weapon" phase. I've being using bundle_items to give players loads of stuff using that phase (in a custom map though not campain - but I assume it would be possible) 3. Zombies spawn in different ways. There are crowd spawners, box spawners and navmesh spawners (which I know much less about). Unfortunately, I'm not able to offer much advise for this one! Good luck
  14. I'm hoping someone might be able to assist with the following edits I'm trying to make to the single player campaign: 1. Increasing the amount of ammo that "spawns" in police sedans and vans. Any changes I make to the default.loot file causes all loot (from EVERY container, lockbox, and corpse) in the game to 'disappear'. E.g., if I change any of the "weights" or add entries ( like Ammo_Pistol (weight = 1.0);) to the following, all loot in the game vanishes: LootedObject("Cont_SedanPolice") { ColorSet(ColorSet_Cont_Lockpick); use Empty(weight = 0.0); use CashMedium(weight = 3.0); use CashBig(weight = 1.5); use Weapons_Firearms(weight = 0.001); use Upgrades(weight = 2.0); use Healing_Items(weight = 1.0); use Valuables_Default(weight = 1.5); } Furthermore, I haven't been able to find any entries (in ANY of the .loot files) for the police vans, only the sedans. 2. Changing the basic gear that Kyle Crane starts with during the main story quest. None of the changes I've made in the default_player_setup.scr file seems have had any effect, so I'm assuming that's not the file(s) I need to edit. I'd also like to change what vendors have for sale at various points in the game, but I'm not certain which .scr file(s) in the scripts/trading folder I need to edit. 3. Decreasing the 'frequency' in which zombies re-spawn after Crane has 'cleared' an area. I'd also like to decrease (somewhat at least) the 'probability' that virals will appear and swarm Crane every time a bomber or gas tank zombie explodes. Any assistance would be greatly appreciated. Many thanks in advance!
  15. Posted in the Steam Discussion page for Dying Light:
  16. adrewsigh

    Dying Light too hard ? or it's a bug

    same here
  17. onyss

    Plyamory trophy PS4

    I'm looking for three people to do the Polyamory trophy on PS4. It shouldn't take more than a few minutes:] Please help :-)
  18. Szukam trzech chętnych osób do zrobienia trofeum Poliamoria na PS4. Z tego co wiem, nie powinno zająć więcej niż kilka minut :] Proszę o pomoc :-)
  19. Clemouton

    MAKE IT EQUAL!!!!!!

    Survivors OS the Night hunter with their weapon all the time and counter every assault with UV and invisible backdash....meanwhile the Hunter has a tackle but survivors just had to spam jump to dodge! Wtf?! Give the hunter more opportunities.....i don t have a bad ratio of win but each time i play i just find the game frustrated when i win im still angry by the unbalanced of the match up
  20. Typhon

    Report Player Page

    PS4 player "ihaveNWORDPASS" without the quotation marks. Player had destroyed 2 nests and had been killed by my NH 4 times, in Old Town. Right as I landed pounce attack for the 5th kill, on a rooftop, screen went black then Slums loading screen appeared. My NH dropped into the Slums, but couldn't walk, run, spit, crouch, jump, melee, tendril, uv block, or look around. The HUD showed all 5 nests and 10 lives as full. Player approached and ran around in front of me. The prompt for pounce appeared on the screen but wouldn't work. Player ran off and started attacking nest, I still couldn't do anything so I just dropped out. Could just be a bug/glitch but the same player seemed suspicious last night. They could dropkick me when I was mid-tendril four stories above them, reaching me from ground level in less than a second. They were also throwing out six flares in a row. It's been awhile since I played as human, but I don't remember either of those being possible.
  21. doomguy

    Cutscene help

    An example of an in-game movie is when you animate something moving across the room for example if you wanna make a horror map. There's some info on movies here Regarding the second Q, idk. You could join Dino's discord and ask around. I'm sure C.R.E.X. can give you an answer.
  22. Ahmet Ibrahim

    Cutscene help

    The ingame options is for movies that will play whilst the player is in the game. This shouldn't effect the camera unless you mess around with it!
  23. SolDayClashYT

    Cutscene help

    Now here I have two different options. I know what a cutscene does, after all I made one myself, but what does the "ingame" option do? The second question is how can I lock the camera to an actor (I want to make a cutscene where the player tries to push his way through a metal door, yet fails, then he starts to peek left and right [I know, multiple animations needed])
  24. RedKnight1020

    DL2 request

    the only thing i want is a language filter cuz like, 1. it will bring in more people for you. 2. an F-word every 5 seconds kinda just annoys me. Thanks.
  25. Clemouton

    MAKE IT EQUAL!!!!!!

    Why the zombie need to be the chupacabra of the survivors all the time
  26. Clemouton

    BtZ: A Proposal/Gift to Developers.

    Can we have a reward when people rage quit on Be The Zombie especially the survivors xD
  27. RandomHuntermain

    I'm very confused

    So i'm gonna be one hundred with all of you, I play ps4 dying light and the controls are a bit wonky but I can get used to it, i've been playing for a bit as the night hunter and am at mutation 1 level 2, so why am i getting matched up with max legend level survivors that spam dropkick and death from above? I may just suck but I think there should be different variations of the night hunter, maybe one that focuses on dodging and one mainly for combat, that sorta thing, but as it stands now I may not want to continue since if I play human i'm gonna feel like a jerk for bullying the Night hunters but its also rare for me to find a game with a night hunter anymore, back in the old days it was great to be afraid of the night hunter and actually have a good time, I would get invaded like 3 times in one in-game day but now i'll be waiting for hours and get nothing so, what now??
  28. NeK221


    Witam, piszę do was z pomocą, otóż po uruchomieniu gry wszystko dobrze chodzi do czasu kiedy nie będę już w menu wtedy mikomputer się wiesi i pomaga tylko restart lub po wczytaniu gry, 5-10 minut i dzieje się to samo co przy menu.Przy tym nie ma żadnych błędów tylko "Program Dying Light przestał działać" Posiadam wersje na Steam: DL:enhanced edition PC: i5-3470 3.60GHz 8GB ram GTX msi 1050 Dodam że wcześniej posiadałem pirata żeby sprawdzić jak będzie się grało i wtedy nic a nic się nie działo, wszystko śmigało bez zarzutu. Liczę na szybką i dobrą pomoc, z góry dziękuje.
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