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  1. Dirmagnos

    File/values of loot packs.

    Could anyone tell me file name and value(s) that deal with decay rates of corpses(eg how fast they disappear and leave loot packs behind, also range values, aka how far away player has to be for them to disappear) and ranges of loot packs, eg at what range they disappear(aka distance from player). Id like for corpses to decay faster/on shorter ranges, and at the same time i want loot packs stay put on a really long ranges. Ive been going thru files from data0.pak, but cant seem to figure out where(what) those values are. Much appreciated.
  2. Id like to see military base and/or airport. Fully underground, like metro with old, abandoned infrastructures, map also would be nice.
  3. Dirmagnos

    Legal Or Not?

    You can use mods. However, in any type of non-singleplayer mode using mods that alter game mechanics(eg give larger inventory or altered damage to weapons) can be viewed as cheating. Im not sure about mods that disable film grain or sun shadows or chromatic abberation, since those only alter game performance, but not its basic mechanics. There were a DMCA filed, but as far as i know it was withdrawn with apologies. I use mods, so that i can play the way i like it(i did quite a lot adjustments), but i disable them when im going online. Gonna take a look at this firearms upgrade thingie(firearms in DL are just shamefuly plain). Alredy have film grain disabled(along with other tweaks that give tremendous performance boost, by sacrificing an unneeded chupacabra that gives very little, but costs a lot; and i can play on stable 40-60 fps on medium settings on rig that is even below minimum requirements), tweaked inventory, health, some skills and some schematics and items(eg i craft less items per batch and they cost more, but they are stronger). Currently testing defuffed weapons, because current dmg progression makes game waaaay 2 easy alredy midgame, where you just swing left and right with impunity.
  4. Dirmagnos

    Dying Light Mario Easter Egg

    lol, nice one
  5. Dirmagnos

    You Want Challenge ? Don't Use Medipack !

    Annoyance and difficulty are 2 different things. Next "great" idea for "hardcore" will be "no weapon usage whatsoever, except scripted events, only kicks; and no jumping or climbing", followed by ultimate "hardcore" experience "complete prologue, come out of tower, lay down in the middle of the street and try to complete game without moving".
  6. Dirmagnos

    My Favorite Small Touch

    Lol, same here, every time night is coming im thinking of Will Smith. 8P
  7. Dirmagnos

    Game Gets Too Easy

    I dont think that drastic decrease of exp gains is a good idea. Game may be easy higher on, but its mainly due 2 steep increase of weapon dmg as player levels and finds new weapons. There is a huge difference between starting weapons with damage of around 20-30 and mid-game ones with damage close to 400, not to mention end-game monsters with damage of 2000+. While majority of zeds remain on the same level as they were 5 minutes into game(adding few special zeds here and there dosnt really make that much of an impact on general gameplay. eg player gets far greater bonus from new weapons than difficulty increases with few additional zombie types). Imo they should just add more skills to chose from(especially passive ones) and decrease dmg progression by about 50%, so that even endgame weapons wouldnt go far past 1000 pts of damage. Gonna try modding those and see how it will feel. And i also have an excessive amount of money on me right now, over 200k. I spend it only on componenents and occasional schematics/mods. In terms of weapons, i find plenty of those of the same(or close) level in the world, so i really see no point of spending cash on weapons in shops.
  8. No offense, but why any1 would do that ? It is rather easy to obtain medkits while running around(and you also get a on of extra stuff in process), rather than use this lame technique of sleeping/farming. Supply drop farming is even greater farming opportunity. Im kinda obsessed with this kind of stuff, so i was collecting all i could get my hands on. And since i was constantly busy doing stuff, it took me like 4 hours to get back to closest quartermaster(not to mention i got a ton of medkits as sidebonus)...
  9. Special weapons should be actually special. Most of them are kinda plain. Maybe automatic scaling of stats as player levels up, or some epic property that cant be found anywhere else(eg turn zeds into chikens 8) ).
  10. Dirmagnos

    Game Gets Too Easy

    Erm, i do hope that first one is 66%, not 300, since it would mean that you would actually lose points, instead of gaining them. Eg decrease by 2/3. That one probably should be 50%, since 100% means no gain at all. Eg decrease by half.
  11. Expcalibut is good due to the fact tha it can be obtained early on and has like 10 times damage compared to regular weapons. But already midgame it becomes obsolete due to low durability in vanilla game.
  12. Kick should be fixed 100%. While it deals relatively low damage, its a perfect way to keep zeds at bay or knock them down from elevations. And considering that it not just dosnt take stamina, using this attack dosnt count as attack at all, stamina actually regenerates when player is zed heads with his boot. I generally dont mind that it dosnt take stamina, it is a good last resolve measure. But the fact that during kicking stamina actually regenerates is over the edge for sure.
  13. They really need to do something about it. Current system is a complete goat-sucker. This fading HUD goat-sucker is a total disaster. I like HUD, but i cant see goat-sucker there once its fully faded away. And there is no way to turn off this "amazing" feature(ive been digging thru hud files, but without much success). So, yeah, HUD part could use a lot of customization. And not just disabling option. Skyrim has rather simple slider for that thing, that allows boh HUD-lovers and -haters to get what they wannt in matter of 2 seconds.
  14. Dirmagnos

    My Favorite Small Touch

    Guitar was really nice, 2 bad you cant actually play it. I mean actually play a tune, not just pull strings. I remember extremely cool touch from Bioshock Infnite, there were an actual sequence where Elizabeth sung as player played a guitar. Not related to anything, just an easter egg. In DL protagonist could sit down and play a tune or two.
  15. Dirmagnos


    Volatiles are kinda weak from midgame on. First few night i was actually sleeping at safe houses, wasting time; next few i was mostly slowly creeping around, hiding and avoiding them at any cost, since in mob they are deadly. But right now im just flying around like a butterfly with a chupacabra up my arse. Unless i will literally jump one of them, avoiding them is easy as a pie, i just run past them without much trouble. They are literally blind, they cant seem see past that cone of vision displayed on minimap. They can see like 10m in front of them, i can just sprint past them if im like 11 past them and they wont even chupacabra. But ok, they are nocturnals creatures, so vision is not a priority. But nocturnal creatures also tend to have excellend hearing and keen sense of smell. Unfortunately volatiles seem to severely lack in this area as well. If they hear anything then its mostly by accident, at least it looks so. I can dance a hiphop on a metal roof above one and he wont even twitch. And in terms of smelling nearby targets they are a complete zero. Just avoiding one while crawling on the other side of a car and youre good. They are also dumb as a log. Im running, im running, im running. Volatile is in the way. Im running, sprinting past it, not hiding or anything(and unless i will bump him, im good), running, running... and im gone. Half a hour later, as a good estonian, he scratches his head and wonders if he just saw something or was it a dream. Their target aquisition abilities, combined with poor detection senses, makes them rather low threat. Sure, they are damn tough, but if you dont engage them, then its not a problem. So, it would be nice if their abilties either scale up a bit night after night or at some point something like a Volatile Patriach would start to spawn every now and then. It could look like a regular Volatile(so you cant distinguish them from regular ones), but would have a lot keener senses, would be far harder to shake off(eg immune to primitive distractions like firecrackers) and also could howl, attracting all the volatiles from a huge area to the point, wild hunt style.