#🔧︱dev-tools
1 messages · Page 11 of 1
Is it possible to import dying light 1 weapons onto dying light 2
is
Does anyone know how to use custom made height maps in dev tools?
Place heightmap (png) in project folder, remove png extension from filename, restart tools and it should appear in terrain editors heightmap tab
No clue. Only requirements I know of is that you must remove extension
Maybe try 1:1 aspect ratio with some standard reso
No idea sorry
I know this is the wrong channel, but if i need some questions about DL devtools, can i ask them here?
Those two questions per year probably
yes go ahead bub
Is there a chance i can buy dl2 on my xbox and get the best for free
Or is that only for pc players
Okay, so my water is not watery. I just go through it
Forgot to answer. Use waterbox.prefab; meshes practically never (exclusions apply) have any gameplay logic in them. For example player cant interact with ladder.msh since its just static mesh, but they can interact w/ ladderdi.prefab which comes with the climb logic
i see. Thank you for your help
Yk something id be surprised someon tries make all of harran and dying lights original story or atleast try to recreate harran atleast
hello everyone
Are there any community maps that let you play as the viral
If you mean fury mode then yes but not forever
yoo for an Easter egg they should do in the beast is make sm similar to vnc doom one but wayyyy harder to get to, and instead of finding just 5 ducks you have to find like 666 of them, and idk what the devs would do for a challenge after collecting them and placing them but the reward should be the heavy tribal axe but so powerful it will eviscerate any enemy that crosses your path
How do i make a respawn point? Like when i die and i want Aiden to respawn at a designated point. I want multiple points like this and always need to be the closest one.
spawnpoint.prefab has "respawn" checkbox, can be combined with a area.prefab for the desired area to be used
or PointOfInterest in Story
There's also a guide from Aciek
How do I get a moderator to approve my level?
Also any tips on how to make a better terrain? I don't know what number work best for the multiplier.
I have been asking this for quite long but, how do i make a lootable vehicle a different color? I combine a sedan's mesh for example. Add a complexcontainer to it and set it to the sedan's trunk. How can i change the color of the trunk? I am only able to select a single color. I've tried that userdata Gradient row selection slider, doesn't work.
There's a way to fix that
First make sure it's a png file
Then remove the ".png" extension, once you do the file type will just be file and you won't be able to open it on computer
But now it will work in dev tools
Strange, did you check if there are different trunks that could be placed? Maybe another mesh has working gradient row or skins selection
The non working car trunk mesh has skin selection. Is that useful? Maybe i could add a new preset to the complex container or something.
Does anyone know how to enable the dev menu in the game because I would like to test the functions but I don't know how to enable it safely and test it on single player?
?
i think it might be worth it to make a new preset if you cant find anything else, as long as it works its good
How do i make a new preset?
@alpine lynx Could you please send me that prefab again? I'm talking about the one where i can select icons and mark safezones and such
I dont know what you mean
edit .pre file in notepad
There is an invisible prefab you made and sent it to me but that feature is gone from the server, It was an invisible prefab that can be set with different icons to mark safezones and such
Also how can i make new meshes? I want to make a veh_sedan_b_trunk.msh which is gonna be the same as veh_sedan_a_trunk.msh but the second mesh skin option
Also, when i'm testing in DL2 devtools. Aiden has no gloves. Doesn't matter what glove i have equipped, it will always be invisible. Any other clothing is fine, but gloves can't be seen.
- is there any way to play OST in game? I mean like the ones made by Olivier Deriviere?
++ how do i stop the rain in an interior enviroment?
i might be wrong, but you can just use that invisible collider mesh on top, the same one you use for out of bounds.
Nothing stops rain NOTHING
someone said storey_outline could do that but I havent managed to get it working
Imagine if someone recreated the slums or old Town from dl1 for dl2
people did, there were contest Return 2 Harran
It's actually pretty common for people to do DL1 locations in DL2's dev tools. There is probably a couple you can look up in game right now.
May I ask a question about Dying Light 1 Developer Tools?
it told me that the sequence is empty or was un
Which I use the same thing with last quest
find the problem
How do I give preview access to people for my project?
Есть руусс
hi is this just level design and nothing else?
was just wondering how hard it was to get into this stuff
In Dying Light 2 Developer Tools, May I know how to make a time switch to control the door Lock? For example, If I want to make a switch to open the door it can only have a time limit of 5 seconds after I use the switch.
May I also know is a possible way to use different keys to open the door in the Developer tools?
I know its possible with puzzle_controller.prefab but I cant tell the right setup right off the bat.
Try something like this:
- Connect two switches to puzzle controller and define puzzle unsolved reset time
- Connect switch to door. Set door disabled by default
- Place the second switch under the map
When player flips switch the door will get enabled. At the same time signal is fired to puzzle controller, which will inevitably reset because the puzzle is impossible to complete
Movable logic can also be used in timed events like that, but I think its unnecessary complicated in this case
Door key thing, use story and TakeItem node
Thanks, I will try
I may not catch some part of the solution, but I follow all the solutions, but it seems the puzzle controller is not working. I use two switches, and they all have the same set,
I set the m_ResetPuzzlelfAnyWrong to true and gave m_PuzzleTimelimit for 5, Make two switches under controlled objects. I can still use the first Switch to open the door, but the time does not work.
It works, but I have no idea how to reset the Switch to still be able to use it. for now, it only works once.
Puzzle controller should reset both switches that are connected to it when PuzzleTimeLimit runs out.
I cant remember is there some other boxes you gotta tick. Can you see m_RevertObjectsIfUnsolved or similar in controllers attributes?
I check both m_RevertObjectsIfUnsolved and m_RevertObjectsIfSolved, I am not sure why it not work.
It fixed, I think that is the reason that I Check the m ShufflePuzzles
Oh okay good
Thank you Very much. I didn't figure out how Door Key works, I didn't find a actual key in the game, or is that any possible way to put a key in the game?
There are some key meshes like that cube key and qi_key
You have to use story editor for this one
- Place quest_object.prefab in map, name it and change mesh from attributes
- Quick save level
- In story editor add TakeItem node and connect your quest_object to it
Thanks
we got 4 different tree´s, is that about right?
has anyone ever compiled a list of very cool varlists
Is it not possible to make custom ones
does anyone know how I can control enemies' patrol from one point to another point, for now, I find patrol_setup_External_ai_templete, and I put the enemy in. AI looks so strange running in the level, and not following the patrol point. and May I also know how to slow down the enemy (Volatile) speed? it now moving so fast,(not sure is that is not follow the patrol or some other reason
or if I want to add patrol points in, How can I do it?
hello does anyone know how to add water to a dl1 map
im trying to make this remote island typa thing
waterbox
if its invisible click funnel icon in the top left toolbar and set water visible
is this possible to create custom shape for room box? I tried using CoUniversal Shape Edition but it doesn't work. Can anyone help?
I dont think its possible, room_box seems to live up to its name.
I can feel the pain though
Do you have any idea how I can make lighting in the water tower? I wanted to use roombox for this, but since I can't edit its shape, I don't know exactly how to do it. I tried stacking several roomboxes on top of each other to create a water tower shape, but it didn't work
Actually damn I forgot. You can use box.prefab and add that to room_boxes m_ClippingXformEntity
Idk what are you talking about haha but i will try. thank you!
hello, got a question abt DL 1 dev tools. i wasnt able to get an answer on internet. what type of format does DL dev tools support & how to import topography of a certain location? for example i want to import a topography of my hometown hills and stuff
what kind of file does it have to be, .obj or can it be .dxf etc.
I would help but i haven't did anything in dl1 dev tools bro. But I think I saw tutorials on originial DL youtube channel so meyby you will find answer there
I got 2 questions. where I can find .msh files? I want to try doing something in blender and use some of them. second question is more about devtools. is this possible to add my own texture for some elements (billboards, banners etc.)? if so, how to do it? will my textures be seen by players when they download my map?
I just searched every folder with Dying Light 2 files for the second time and found nothing. Are they encoded or did I miss something?
DL1 devtools terrain editor doesnt support generation based on heightmap.
You can apply heightmap to terrain brush, but you will be limited by brush size
.rpack, you need 3rd party tools to open those. Custom meshes are not officially supported
In editor theres that new Texture Overrides thing but I never got it working properly
Or did, but only in editor. Custom textures are not visible in playtest
Idk has it been fixed
Thank you man 🔥
from what i know it should be working in the map itself once its uploaded to mod io and people are playing it
I tested this in my Olympics map but no wörk
hmmm
how do you even test your own map tho
never got it working
through base game menu
I mean I just left that texture swap to release build
You can test your hidden map in game as long its been approved
ye it has been approved, and i also got it subscribed
but for some reason i cant pick it up in base game itself
i have only c engine dev tools menu where i have the source map, not mod io processed one
so yea
Idk it should be possible imo. I had playtesters who could subscribe and play my hidden map
but never done it myself
Ive replaced some other public project files with my own processed files
then launched that map in main game
yea would be nice if that could be done without going through that, but i guess playtesters kind of work too
i still have one map that i have unsubscribed for so much time yet it still appears in my community maps EVERY clean install
it never leaves my game
could it be possible to make an .fbx file of the terrain so i can import it? or to make a brush out of .dds or .png of the actual terrain?
or do i have to do it the old fashioned way and just paste flat images and just do it by hand?
You can try importing whole terrain, but you may end up having to deal with all kinds of collision and ai pathfinding issues.
Maybe you could import it and use it as template to sculpt terrain
DL1DT supports custom brushes yes, but I cant remember what is the right format. Most likely png, if not, try dds.
Only limitation in this approach is brush size
not bad idea either
This is a question about the Dying Light 1 Developer Tool. There is a trigger used to disable toxic fog. When the player uses a switch to deactivate this trigger, the fog stops. However, if the player dies far away and respawns near this area, the toxic fog will restart. How can I resolve this issue?
And I also have a question about the Dying Light 2 Developer Tool.
Does anyone know how to properly control enemy patrols from one point to another? I found the patrol_setup_external_ai_template and placed the enemy in it, but the AI behavior seems strange. The enemy doesn't follow the patrol points as expected and moves erratically in the level.
Additionally, I’d like to know how to adjust the speed of the enemy (Volatile). Currently, it moves very fast, and I’m unsure whether this is causing the patrol issues or if there’s another underlying reason.
Any guidance or suggestions would be greatly appreciated!
Hi! I know that this channel is for map design, but it's the one here that I think will be able to answer my question. I was redirected here from Reddit, and I'm here to ask how I would go about extracting the character models from DL1 or DL2 for personal use?
Sorry bro sadly I can't help you but i think that is not possibile (i can be wrong)
But I also got question. I heard that some parts of the map in dying light 2 was generated. Is there any possibility to generate city in dev tools techland gave us?
I don't think it's exactly possible
Could somebody please let the devs know that the sound on the game is super glitchy and drops out at times and could we please get that fixed thank you
Hi
How do I play my own map because when I press quick play or play there's no map
how far have dev tools come since last year (been away for a LONG time)
Theyre mostly feature complete and stable aside from some story issues, id say its a good time to get into it if you were thinking of coming back.
Which dev menu is the best for online play? I've been away since it came out and wanna catch up fast
Late but put your assets to level
Now theyre in sandbox
Sandboxed assets are not visible in playtest
Ive had a few issues with the tool kit. Luckily I placed my map in a prefab. Couldn't switch back to source map some time after doing a build. Had to create a whole new map and reimport the prefab.
Besides that its pretty good
In the layer editor I found the "Top/Side Tiny objects Layer" option. I think this is used to generate objects on a given layer. how can i set this option value?
i can try to help, can u dm me a screenshot? im not able to find anything refering to layers
and when I click the button to show layers, list is empty. how can I add anything?
How can i make my own map?
oh man didnt even know about the terrian editor. ill check it out today and try messing around with it.
lmao for my zombie survival mode map, i used a BUNCH of dlc ground planes, prefabbed to 2x2, and copy pasted lol
damn
its a bit of a process. Start off with downloading the Developer Tools in Steam, then launching that and creating a map
theres still ALOT to the editor that i gotta figure out tho
watch official tutorials to know basics
first check whether your project has foliage.scr file, i think that is needed since the engine checks layers from there even for tinyobjecthelper
How can I get this file if i don't have it? What is directory of this file?
it should be in data1.pak of the game files, but i think i can provide you with my one
one minute
Okay
place the files i will give you in this location of your dl2 project folder. Make sure to rename the underlined files to the name of your map
Thanks
in my case the name of the map is test1
this is a bit modified but should work 100%
Okay I will do it when I come home. Thanks dude 💪
np, make sure to restart the map if you add this while its running
Okay
THANKS DUDE! it works!
Glad it was able to be figured out. I was trying to figure it out myself but my map broke while building terrains.
Good to hear
Yep, I think it's something that should be included in the project by default to avoid confusion. Sometimes one needs to drag, drop and rename files to make things work
There's a lot of things that need documentation on with the Dev tools lol but I agree.
I just hate when it crashes mid build and I have to start a whole new map
any idea why the editor would crash while loading a custom maps terrain? just redid my patches for the 3rd time and everytime i reload the map. it hangs at "Terrain: Locking patch (1/1) 10%".
what do tou mean when you say "I reload the map". you mean restarting workspace?
Afaik some of the options in build button cause it to crash, so I'm always carefully checking things specifically for what I want
I uncheck heightmap build since it causes crashes frequently every now and then in particular
Rest of the options seem fine
So had 2 incidents: 1st:. When in the process of baking the map with terrain set up, the editor crashed. Restarting the editor and then loading into the map, as the map is loading into the editor, as its locking the terrain patches, it stalls and freezes.
2nd: on random editor crashes, it also does this and won't let me load the map until I go into explorer and delete/rename the "patches" folder in terrain
I'll try and copy my project and see if it does it then. But yea that's been my issue for a few days
its definitely weird , like the old maps glitched, because i can create a new map and create the terrain, build it nice and it will succeed and not crash whatsoever
But...
when i go to load the troubled map in (with the terrain patches in the folder), it'll crash the editor.
without the patches in folder it'll load fine. While in the map, it still wont let me "build" the terrain without crashing with "Terrain: Locking patch (1/1) 10%" being the last text on the status window.
so start new project. put everything you had in your map to prefabs and import them to new workspace
working inside ofa new project, copyed the "source\data folder" from the old proj to the new. and that worked.
i was even able to reimport the problematic patches and successfully build it. Havent tested the quest yet but im sure i gotta relink that aswell
anyone wanna just talk and chill and make stuff
hit me up in dms . down to spitball ideas and stuff. working on a cod zombies- type gamemode map at the moment, still building the overall map.
check dms
Still have a lot to learn with the dev tools but someday I'd love to create a custom map inspired by the slums in Dead Island
wanna try to do it
Already working on another rn, buildings inspired by Havana
hello does anybody know how to mod the zombies model ? i d like them to have clothes on or them not be zombie
Is their any way to change the skills unlocked and the loadout? i search everywhere on the internet and still cant find it
ive had luck with using the Story Editor to add skills and items (paraglider and grapplehook). has to be implemented through the quest system.
inside a Quest Node, you can add player skills using the "GiveSkill" node, theres also giveitem, setplayerhealth, setplayerpreset.
Thanks
Another way is to edit/make new player preset with your own set of items and skills in default_player_setup.scr
Then set your preset active with story node SetPlayerPreset
^ that is probably a better way tbh
Whatever gets the work done 😄 if I want change just a few things, I do it with nodes.
But if there are many changes, I find it much easier to edit the script
Anyone want to see the progress on my map? Or where can i share progress pics?
You can post all devtools things in here
I'm still new to this server so I don't think it allows me to upload images yet
But once I'm able to, I'll share with y'all
Wish the dev tools had more assets from Dead Island
yo guys any ideas how can i make these laying bodies? I tried EVERYTHING and it doesn't work
I'm waiting dude
I also have another question. How can I use TinyObjectHelper? I watched unofficial tutorial but it doesn't work on my map
I cant remember is there better way to do it but multiskinned_mesh.prefab should work:
#🔧︱dev-tools message
alright, thanks! What about this?
Tinyobjecthelper has always been bitch to me thats all I know. Maybe @plucky nexus or @past canopy can help

I don't want to ping, but if you guys available rn I would be thankful for help
check the mesh you are trying to use it on
most of the time the problem is that people dont look in the right place to enable tinyobject basis
its under the green colored parameter inside attributes for the mesh
if you click the tiny arrow you will get a drop down
use the tags in those properties to enable tinyobjecthelper and make it work on the mesh
you will need to do this for every mesh you want to use it on
How do I get access to upload images? Like i said I'm still new to the server so like do I have to be more active on here to be able to upload?
yeah you have to type some messages. just be avtive in any channel and you will get rank that will allow you to send images
Ohhh okay that makes sense
I will check if it works later. thanks for adivce!
Well anyways, I'm still new to the developer tools but I think they're pretty neat. I'd like to eventually create some custom maps inspired by Dead Island
Right now i'm working on a map that's kind of tropical, small coastal town, using Havana Cuba as inspiration for the architecture of the buildings
bro you are better than me. I'm making map for a while, realising that this map is absolutely shit, I discard it and start from 0💀 💀
I have quite good idea for big map (as big as old villedor or cenral loop) with, I think, interesting story but it's too big to make it alone. if anyone want to help/is intrested of this project DM me. I will tell you more about the project and maybe together we will do something nice
dude i've literally restarted my map design like 6 times 💀
omg I can upload now!
Hah
Waiting for it
Adding lights to certain buildings (:
Does anyone know why when I press play nothing new placed shows up in my scene? Even after saving and building
Haha thanks! Still have a lot to do before it's finished but I'll send updates
Yeah. You have to put this on level in "scene" section becouse you have everything in sandbox
But first right click on level, select "open" and then you will be able to put your buildings etc
Alright. If you need any help, DM or type here
will do!
Supermarket in progress
nice
Supermarket is done! 1 & 2 are the main entrance of the market, 3rd is the rear entrance for shipments, 4th is the roof view
HOW ARE YOU DOING YOUR MAP THIS FAST?!
I think I should start taking my map seriously
anybody have saved link to unofficial playlist of devtools tutorials? I lost it during formating computer
Yesterday was my day off and I had nothing planned so I sat down, got my supermarket reference and just busted my ass to finish the building as quick as possible haha
Usually it takes me a couple days but since i already had an idea of what i wanted it to look like, it went a lot quicker'
I'm going to hospital tomorrow so I will have a looooot of time to think about what I want on my map
maybe i will finally do something with it
Hospital? Hope everything is alright!
The next thing I'll add to my map is a fueling station with a mini market. The supermarket is next to a curved road leading towards a tunnel that "leads" to the main city but has collapsed. Opposite the supermarket, there's a small patch of land that could probably fit the fuel station
Fire bro
Thanks!
thank you for warm words! Don't worry everything will be okay. just small surgery. I will be back in 2-3 days and I'm going to finish my map 🔥 💪
good luck man!
Fuel Station Done! Wanted something small with about 4 pumps. Despite the town being small, I'll probably copy and paste the prefab and place them in two other locations
WTF I was drivig to hospital and I saw truck with the same logo as dynamo cars in dying light 2 💀
spoiler for 2036
It's not that big but very dense, There is good amount of hills so the height of buildings varies, the floor count varies, stairs throughout, alleys, courtyards, small parks, etc.
Pretty cool
you're wasting your talent on this shitty engine
thats so sweet of you to say😭
facts lol. have had the editor crash, glitch out projects, etc etc to the point i kinda lost interest in my map.
lol true true, but I'm also having fun with the editor. I've never actually gotten to use something like it. I use to create 3d models a couple years back for fun through sketchup but it was nothing like this
I did try to recreate the hotel from Dead Island then rendered it in a program called Lumion
thats a cool render 😮 the editor is nice compared to other game dev kits though. bo3's map creation tool (to me) is a complete mess, couldnt figure nothing out
Yooooo that's so beautiful 🤩
Work in Progress—some more modern-style residential buildings. I am debating whether or not to add some lighting to them. What do y'all think?
Hey thats great news! Glad everything went well!
thanks!
Probably a dumb question, but how do i put people into my map?
good question! tbh I don't remember. Here is link to tutorial how to do it: https://www.youtube.com/watch?v=CwYGGMBLbSg&list=PLSjLjgn6LsguLRhmCKNvZLmus8VDm62Y7&index=6 if I remember well, there is also showed how to make enemy and people
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About Dying Light 2 Stay Human:
Over twenty years ago in Harran, we fought the virus—and lost. Now, we’re losing again. The...
@alpine lynx sorry for pinging you but please can you send me a link to unofficial tutorials to DL2 dev tools?
I really need this
Heres the playlist:
https://www.youtube.com/playlist?list=PLSjLjgn6LsgsOk1uRvFcVs0Eykq7373Bo
THANK YOU!!
just finished 95 buildings presets that I will build my map from
it's probably half of them btw
Thank you both!!!! Much appreciated!!!🙌
first street in progress 🤑 🤑
there is still a lot to do but what do you think at this moment?
really nice
you are cooking
thank you ❤️
wdym?
I saw a video it's supposed to be a menu explaining the gun that you pick up but that's what the menu looks like and there's no gun
What do y'all think of the lights, in the first pic?
looks cool
Awesome! 🤩
Thanks y'all!
Hello everyone! Is there anyone who can help? The mobs here are strong. My level is too low.
shut up he did good
course he did
if it is related to the game and not developer tools you can check in #💬︱dying-light-2 where people will be available to help out
but usually you would reduce difficulty of the game in settings if its too hard
nice!
thank you!
Clock Tower for the Market Plaza
Cinema in progress
Homes on the cliffs
Adding more interior lights
I have an idea to make a REALLY big map comparable to "project renaissance", but doing it myself is really time consuming. I even have an interesting (I think) idea for the plot
Is it even possible to work on one map with friends on this engine?
okay any ideas how can I make this model laying like this?
Look into the "behaviour place" prefab
Depends on what you mean, you can't really work on one map at the same time, but you can all work on different prefabs and merge your work using a source control (like Github)
Alternatively, there are some prefabs that have the statically animated meshes in them already you can just unpack them from those. If you're not sure how, download "The Intersection" to see how I did it there 😊
They're basically blanks. I don't know if you can change the skin to your own. But you can find all the dead bodies that you can place on the map in the models folder in data0. Use the deadbody_mesh prefab. And put the model name in the model attribute.
Or you can find models here
But this file is out of date. And it lacks many new models. Dead bodies have the notation db
Also there is db_atlas prefab where you can find all the dead body models
where is data0
this is it?
yes
copy this
change .pak to .zip(rar)
And all the models will be there. You just need to copy the name of the desired model and that's it
alright I will check that soon and say if it works
Thank you very much and I'm sorry for asking for so much help!!!
it works!!! thank you dude!
😎
Some concepts for my Harran map that never happened lol
okay can anyone explain me why I can't see objects generated by tiny_object_helper on my map but I can see them in editor? it worked before but now doesn't and I don't know why. Yes, tiny objects are on level
does anyone know what packages are? and how to use them (dying light 1 dev tools)
You can import packages (.pak) to your project. Idk in what case anyone would use that tbh
oh ok thanks
I have another issue the pictures dont show up can someone explain how to fix this? I really dont want to sort threw all of the dev tools just to find 1 model
In asset window, right click Meshes -> Generate Preview. Also set neutral lighting and make sure you have global envprobe in your level because preview wizard will use projects current lighting settings.
Previews will be generated in your project folder. If you dont want to regenerate previews for every single project, move those files to C:\SteamLibrary\steamapps\common\Dying Light Developer Tools\DW\Data\Previews
its probably best to move previews there anyway because they will blow up the project size when you upload it to workshop
or you can download this zip, its probably bit outdated but it should contain 99% of the previews
https://mega.nz/file/YzlGUQrR#1rzEbREJcaC1UW-_smppHZcIF22W6nkmizlSDB7rjno
generating those in editor takes so much time
Church in progress
Waiting for final effect bro 🔥
is that dying light 2? or dying light 1?
It’s DL 2
oh
Yes, dying light 2
Thanks for the love, y'all!!
So there's no way we can do randomization in Story? A player uses something and is given a random weapon. One of ten predetermined
anyone know why my game is crashing whenever i place something?
Church progress coming tonight
👍
Couldn't wait lol, here's a peek!
zomba🧟♂️
Church will be completed tonight
waiting for it!
I think I'll stop working on my map now. partly. I want it to be a truly masterpiece and I want to plan everything, including the plot, missions, etc. I also want to create each building myself, creating ready-made parts from scratch
yeah I know, nobody asked
I got a problem. I wanted to add viral spawn to my building. I used ai_spawn_point_init and partly it works. virals spawns but it doesn't attack me lol. can somebody help? he's doing nothing
Share your plans about your map and plot if you're comfortable, I think it'd be nice to hear each other's ideas for future maps! I think once I finally finish mine (whenever that may be) I'd like to sit down and work something out for the next one and run it by all of you
Church is delayed till tomorrow night ): But here's another peek
thank you dude! okay!
will it have interior?
Do you have navmesh in your map
yo does anybody know if there's a way to play custom maps coop without having to get put in the official community maps section?
No interior, unfortunately ):
It depends how much my laptop can handle lol still gotta finish the rest of the city
ahhhh I forgot haha
I understand
sadly :((
I know! I wanted the church to be a safe haven for survivors, the main space, common areas, offices, kitchen, and dormitory for the sisters that were originally there
Exactly! Less of the wooden shacks and stalls but actually using the original interior design and furniture of the church
interesting
Something about this map reminds me of the following map from the original dying light
Like it’s oddly specific but I can’t figure it out
this reminds me of cayo perico
Yknow what I definitely see that.
I had to look up cayo perico lol
Hahaha the map is definitely more of a tropical vibe, inspiration for the buildings come from Havana, Cuba in the Caribbean
Church inspiration/reference comes from Iglesia de San Francisco El Nuevo in Havana
how do i make the ropes that you swing and how to make ziplines
Cable.prefab - its invisible in editor so you gotta use your imagination or visualize it with some dummy box.
You must set rope length in attributes m_editorhookpoint
Set the middle value negative, for example: 0, -10, 0
Ziplines are zipline.prefab
To get rid of white skin, set mesh from attributes to string_200_a.msh and select steel_mechanical_wear skin.
Iirc zipline starts from pivot point, which is kinda important if your ziplines are not two-way
Thanks I was looking everywhere
Now is there a way to place foliage and trees and trash with a brush like in the dying light 1 develeper tools and is there any snap hooks like dev tools for dl1
Nope not like in DL1.
Some meshes have snap hooks but I dont think they were not as commonly used as in DL1. You probably gotta config shortcut to enable snapping
Use grid if you can. Standard wall width is 0.96 and height 3.84. Create new snap grid preset with those measurements
Ok thanks 👍🏻
Hello, I’m not sure if this is the right place to ask this but I was wondering if it was possible to model swap Aiden’s player model with another, I’ve tried doing it myself but no luck unfortunately.
are saves for custom maps planned? its a shame it never was a thing in 1 and still not with 2
Yes you can edit .model files but its kinda janky. Theres some mods like that on Nexus you can use as an example
https://www.nexusmods.com/dyinglight2/mods/1345
Hello, FIXED YOU CAN NOW WEAR ANY TYPE OF CLOTHES THE GAME DOESN'T NEVER CRASH.
not my mod
i cant stress that enough
but its decent example
Thank you so much!
any ideas how can I delete prefabs in sandbox by editing file? witch file I have to edit? I really need this. I searched it and I couldn't find
PROJECTNAME\tmp\data\prefabs\MAPNAME_editorsandbox.prefab
edit in notepad
thank you
This is mainly for DL 1 devtools but it also happends in DL2 devtools
Ok so when i place down most assets parts or the whole thing does not appear
anyone know how to fix it?
I would send a video but it won’t let me
I cant test my map since the new update
just crashes while loading
ik its somethingn inside of all the prefab/meshes ive placed because after carrying the prefabs over to anothe rproject to see if it was something wrong with it it didnt fix it
check if you have created mission. it can be empty
it can also crash because some prefabs are glitched (I think) for example I had some issues while creating monkeybars. instead of using monkeybar.prefab I used monkey.prefab which was crashing the game
Well i guess ill just stay off of devtools for a while but here is a dl2 map idea
the beast map
from the trailer
@paper adder sorry for pinging! I wanna ask how is your map going? you still cooking?
Hi! Sorry for the lack of updates, hahaha I'll send some progress tonight
Is this for the DLC location?
He is cooking indeed
No, just a custom map I've been working on, something tropical with inspiration from Havana
Thank you🙏
very cool
does anyone know how to upload to mod io
I’m pretty sure it’s like the first games tools
Just go to the build tab on the tool bar
look at the weapon
Hold up I got confused I thought it was a custom map
But I think if you used data.pak __ then I think you just upload the file
It maybe different for dl2
i would like to import the concrete walls from dl1 dev tools into dl 2 dev tools
So besides being a tropical setting, I do want to take some inspiration from the Last of Us games in terms of the overgrowth of nature, roads destroyed, collapsed buildings. BUT also having certain areas/buildings that survivors are still maintaining and have restored power to
What do y'all think of the map so far?
so thats not really dl2
buut
now you can use custom dl1 maps as primary campaign in dying light
and edit main maps in editor
ask me for instructions if u want
BRO THIS IS AMAZING
Thank you!
Okay so I was trying to do switch same as in electric substations. You know, you have a cable and you have to connect it into "cable station". I was trying by adding switch.prefab, then choosing SA_CableSource. I don't know if I'm blind or something but I searched entire attributes and I don't know how to add cable length, number (like in electrical substations, like 1, 2, 3 or A, B, C) and how can I connect it into another switch. please help 😦
quest_cable_source.prefab is the cable you pull and you can set its length in attributes m_CableLength.
quest_cable_destination.prefab is the input aka the "switch". Connect your assets to its m_ControlledObject. By default, when ANY cable is connected to cable_destination it will turn on
also those assets are absolutely bitches to select, so you may want to close them in prefab with some EditorOnly dummy box that can be easily clicked
Giant thank you bro. Gonna try soon
okay it doesn't work because I don't know why I can't supply quest_cable_source with electricity. I tired by using gameplay_modifier_area and setting value of m_ModifierFlags on ELECTRICITY_SUPPLIED but it doesn't work
Have you tested supplying electricity any other ways?
And what electricity you are trying to supply to where
I only made this area and putted quest_cable_source into it. Like you can see I added ELECTRICITY_SUPPLIED for m_ModifierFlags becouse when I try to get the cable from it in game, there is information "No power"
and I don't know why it doesn't wotk
Oh okay. It doesn't require that. Check cable box attributes -> Facility Helper
uncheck all boxes
though I dont ever remember doing that
but cable box doesn't have any Facility Helper section. I searched and looked up manually and I can't find it
Oh yeah my bad. Check enablestate is 1
cbs IEnable m_State = 1
if that doesnt work just use this
okay give me a sec
okay it seems to work! Thank you! I can pull the cable but I don't know why the switch is not working. I mean, I want to darkzone appear after connecting cable but I don't need to connect the cable to create it. There is just from the beginning
I want something like this:
no darkzone > you get the cable > you connect it > darkzone appears
but darkzone appears with every other prefab. It's just "loaded" when I launch the map. Yes, I connected darkzone into m_ControlledObjects
Set darkzone Enabled=0
if that doesnt work try Selfactive=0
When you plug the cable it will turn on the darkzone
Np


dummy_box.msh my beloved
ayy
wth how techland added it in the middle of the sky 😭
Okay, so I came up with an idea for a "mini-activity" that would help the player make the city in my map safer. The player would need to pull the cable, connect it to the electric box, then pull the lever, and the UV lamps, left by the military during the fall of humanity, would turn on. I also want the player to activate the windmill, because electricity can't come from nowhere. I want to add this activity in couple places. What do you think about this concept?
Sometimes, I wish the activities like this would be in normal game
I also want to add an activity that lets you turn on the power to the entire building. Then you'll see survivors near the building, side quests will appear, etc., but I'll do that in the future
naprawcie swoją gre szczególnie fizykę haka i tower raid
That is not channel for feedback lil bro
- in english pls
Hello guys, I'm new to the map making, I have a question. Does developer tools support importing custom models?
glitch in the matrix, dont worry about it
DL1 yes, DL2 no. But when theres a will, theres a way
I just have an experience with creating models for game engines, I thought I would use it there for making more interesting map. But I guess I need to use the already created prefabs. Maybe I will try, thank you, Bub. But for now, I will watch tutorial for developer tools
Yup its probably in your best interest to use vanilla assets, atleast until you learn the ropes
Its possible, but they come with their own hiccups. Shoot me a DM if you reach point in your project where vanilla assets wont cut it, and I’ll try to explain the process
ora
an
Okay, so I finally decided to do something with nodes. I want to give players specific skills and I don't know why, the weather changes, the item is added to the player's inventory, but the skill is not added. Can you guys help? I would be thankful 🙏
Does anyone one know where to find the crafting recipes id tablesheet
pc_en_lang.binsloc
How would i make a bed to where you can sleep like in the campaing for dying light 1 developer tools
restingplace.prefab
Get it from data0.pak if its not there
Ok
Been busy but here's an update
Fantastic! I want to go there!
beautiful!
heavy dl1 old town vibes from this one king
One of my biggest turn offs for dl2 devtools is the fact there are no snap tools so i cant make buildings. idk how yall doing it but yalls looks amazing
so im stuck with dl1 devtools
how would i make an npc thats sitting down on a chair or doing any other action
by the way its for dying light 1 devtools
most structures in DL2 snap to a size of 0.96, and multiples of it
What’s the difference between item spawner and quest item spawner
Maybe quest item spawner spawns item only in specific quest idk but I'm pretty sure that you can just use normal item spawner but still I might be wrong
Like how there are quest specific characters and enemies?
okay so I was wandering what is the prefab to generate this "moss" on suface of something. at the beggining I was thinking that this is tiny object helper, then that this is decal3D but it's not any of them. any suggestions which prefab should I use?
Maybe I said wrong. I'm not very into quests but I think that you can connect it somehow to quest and they will appear only in quest but I'm sure that you should be able to do it even with normal spawner. maybe it's just same prefab with other name just to make prefabs more readable
I’ve never actually got to a point where I am making the quests
Ooooooh yes please, if y'all know please tell, I'd love to have this for my roads too!
so you shouldn't worry and just use normal spawner then bro
Is there any way to change the mesh of this prefab before or after the floor breaks? I want it to remain the same, but as you can see, at the start the mesh is green, and after it breaks, it's a completely different mesh and gray. I know I can change the gradient map row selection to gray, but it still won’t look the same. Can I replace any mesh, before or after it breaks? I’ve searched through every single attribute, and I don’t think I’ve found anything that would let me change it.
for someone who don't want to download video, I mean this prefab
Probably some sort of decal mesh. Check decal_flat roundbig(?) skins
What prefab is that? Convert your videos to mp4 so we dont need to download them
it is destroyable_physics_object.prefab and Destroable Preset attrbute is E3_Floor_Destroyable_TL_01
I don't think so. I used the prefab you are talking about lots of times but I will check again
I was right. it's not this
I will look for it but I really need to know if this thing I am talking about is even possible
I didn't find it
sadly
Kinda limited without mesh import. bld_ce_a_modern_shelf_str_c has been replaced with that green one
Those ChunkObjects are defined meshname.chs
Theres no quest item spawners
questinventoryitem is DL1 leftover
I was talking about the dl1 developer tools
Ah ok, well you can connect questinventoryitems to story with ,take phase
okay so basicly there is no way to change mesh without any import
?
e.g. ,take _ questInventoryitem myitem
How much stuff is left over from dl 1 in the dl 2 dev tools
You can change the mesh but it wont be able to spawn chunks
idk, some
thanks
but you can make those shelves fall if you use empty preset and just type the msh in the mesh slot
Also half the stuff in DL2 devtools doesn’t exist id spawn it in and it shows nothing. It happens for a few things in dl1 but it’s not as common
Yeah theres some null meshes. You can filter them out if you search meshes only from rpacks
Oh ok thanks but does it work for the first game to?
Dunno, try it out. But as you said, its not really big of a problem in DL1DT
not much has changed. yes, the mesh is falling as bld_ce_a_modern_shelf_str_c (green one) but when it hits the ground it changes to grey one
Hi, I’m a fan of the first part of the game Dying Light and I’ve started modding, but there’s one dream I want to make come true – to bring back the old version of the game from the E3 2013 presentation. To start, I wanted to try to restore the old map like in the gameplay trailer, but for some reason, I can’t load the map (The Slums) in Developer Tools. Is there any way to load the map so that I can edit it?
Im not sure if that isnt a mod already but wish u luck (Im kinda stupid so it might not be)
There is just a mod with some aspects from E3 2013, but I want to recreate that exact version of the game, from the map to the graphics (vegetation, physics, HUD, ray tracing, etc.).
UU thats sick. Honestly wish you luck man i don't think this is going to be an easy task
good luck brother! I'm not into dl1 devtools but make your dream come true!
You have local incremental coordmode on
Global absolute should be default
oh nvm you dont, thats some bug
try set axis coordinate mode to local and back to global
I already fixed it idk how
Bro is building this meanwhile i do this
(Sorry for being 2 days late) if you go in nexus and search slums map export to developer tools their should be a mod so just follow the instructions (also I’m pretty sure dying light 1 e3 never had ray tracing)
Hi, why i can't upload images?
gotta talk till you reach the biter rank
I have a question and it's easy to explain with the corresponding screenshot
Ahh, thanks
Well, i will ask it anyway, how to setup the mesh skins in the prefabs that have the Randomizer type? like the street textures from the street_cross and the grass above?
because they are gray textures
Hey, I play dl2 on ps5 and recently I’ve been looking at some community maps that look pretty fun but they say you need to launch dev tools
Do I need to be on pc to play these maps or is there a way for me to do these on my ps
If I know, community maps are avalible in PS5. You don't need dev tools I think. When you are in the menu, just click "community maps" or something like that and then choose map you want to play
what do you mean "randomizer type"?
If you need you can send me screenshot on dm
Ok, I'm doing that
Is like a type of object that determines every time you play, some objects are in random places inside the prefab
send image
Yes, but some of the maps say in the description developer tools are necessary to play them
yeah devtools is only on pc
So you probably won't be able to play it but if you can, just try
If it doesn't prohibit you from downloading
In menu -> community maps
I wanted to create interior. I realised that there is no interior wall mesh for "triple window wall" (if you know hat I mean, for example bld_ce_a_wall_str_btm_5x1h_b_wd_round.prefab). On the image you see the prefab that I need but that one on the image has only 2 windows and I need one with three windows. What am I supposed to do? is there this mesh but I'm blind? I have to create a prefab from other meshes? Do I have to rebuild my entire building to replace this "triple window wall" with "double window wall"? I would be thankful for any help.
Dont stress too much about interiors matching 1:1 with exteriors. Player will never notice a missing window. You can block that wall piece with some curtains or bookshelf to make sure of that
If your interior window is open so player can jump through it, well, then you have a problem. Gotta get creative 
smoke and mirrors
okay
maybe you're right
I wanted player to enter by broken window but
I think I have to change my idea
okayyy so this question might be dumb but I am really wandering if there is an official documentation for Dev tools? It would probably answer many questions I have, for example: how does parameters like Cell size affect the navmesh.
When I'm trying to generate navmesh for my map, my editor crashes. Is there any way to solve it? I am generating navemsh for entrie map because I need nav mesh for ENTIRE map. Are there any parameters that I can change so editor won't crash?
Thanks
Dl1 or 2?
dl2
I Don’t use dl2 devtools but I’d recommend watching the “Spawning enimes” from dying light yt. Dl1 devtools sometimes crashes when generating nav mesh for some bigger maps
yeah, My map is quite big
The final size will be comperatable to 2x old villedor
I think
maybe little smaller but this is my goal
and at the moment generating navmesh is my biggest problem
maybe there is way to generate navmesh only in certain places?
so I could generate it only on streets, roofs and some interiors
Does it crash or freeze? If it freezes, just wait and let it do its thing
crash
soooo what should I do in this situation?
@alpine lynx one question will there possibly be e3 maps coming to ps4/5.
wait what
I don't get it
so we are now able to change lightning for maps?
we no longer need to download mods that changes lighting?
we can just make indiviudal lighting for every map or what?
Texture changes but no lighting
yeah idk what they rambling, thats just what I gathered. Theres no documentation about this feature
THERE IS DOCUMENTATION?!
I uploaded test mod
dude that's crazy
Sadly it doesn't support lods, so changing world textures is kinda pointless
but I guess it works for changing hero meshes textures
or some small props tex
For example if you change billboard texture and observe it from far, it will look vanilla because you're watching LOD textures.
Your custom texture will pop only when you get close to the mesh
yeah yeah I know what is LOD
Another issue is that we don't have any workflow for texture creation. You can hack together some albedos in photoshop, but good luck creating some normals
need some substance exporter for creating real textures
you got any informations about importing your own meshes?
If I remember techland once said that there will be possibility to import but if I know it's not possible yet
Its possible but not officially supported. Maybe we can even sneak in some custom meshes via this new visual mod support
maybe
damn I'm searching the entire Internet for this documentation I can't find it
I made this how to create custom texture mods tutorial
when it comes to other documentation, theres not much. Just what community has put together
It would be helpful
I was thinking about official documentation released by techland. For example like you have documentations for programming languages yk
and I'm wandering why tf this does not exist. It would help a lot of people making maps
or city builder (I mean this tool they used to generate some parts for villedor). It exist in dev tools version they gave us?
Ikr TL used to publish those manuals. They are still valid in some way, though
300 pages of og chromed editor wisdom
this one in polish but contains some good info
I wasn't thinking that there is polish version
It would help a lot I think
I will check it
thanks
dev tools isn't launching since the last update
check files
Try create new project to rule out something broke in your old project
I was thinking about something different. I know you said that's for old C enginge but I think it won't help
but thank you anyway
#🔧︱dev-tools message all projects or just one
all
new too
It crash on map load? Delete all mods from main games source folder
🙏 thank you 🙏
Hey, I have an idea. Maybe we should do some documentation? I mean describe everything like real documentation (like programming languages). Probably no one will want to do it with me, so I'm starting by myself, but I don't know much, so if someone wants to help, dm me
@alpine lynx does this mod support allow mesh editing
Like for example making a e3 machete or a e3 outfit
is it possible to import fbx files into the dl2 dev tools?
Bub said yesterday that it's possible but not officialy supported
so probably it means that you can but in release imported models does not exists or something like that
nice
how would i make a map portal teloport the player to another map [in the same project]
Mapportal
localportal for moving in same map
i know that but every time i do it it says "You dont have the reqiurd dlc"
You using DL2 editor? Or DL1
Dl1
Okay it just means your mapportal is incorrectly made. Double check you have everything right in attributes
map and spawnpoint name
or its some bug, try remake your portal from scratch
What do you need help with?
How do I make grass in dl2 devtools. I hope i dont have to place down the grass manully
Tiny_object_helper.prefab
Unofficial tutorials for DevTools for Dying Light 2 created by Damian Aciek Dąbrowski. Those videos are not part of our official tutorial series, therefore some of videos and audio may not be of a high quality.
OFFICIAL TUTORIALS: https://youtu.be/IgPfNpyjHWI
Thank you I’ve been looking every where for this
yup that playlist is worth bookmarking
I wish they kept it like the first games devtools
is there a way to copy and paste in the original dying light editor and how?
hackerman
thanks ill try it out
I am not sure if i am suposed to write this here but i found a miswriting🤣
the word dúplicate is censored, dumb decision but it's censored
what it should be
ohh okay makes sense (it doesnt)
prob cuz item cloning
Were modding tools released on pc recently? I heard something about pc having access to visual mods so im curious what to expect from that by the time xbox has the port (such as removing chemical stains from the map or more overgrowth)
Tengo 3 juegos para dying light 1
"no nightrunner **gooners **on a mission without these
How do i use the env probe blending thing in dying light 1 dev tools
whats the nightfall weapon names in dev tools
guys, who can help me?
You cannot upload levels for Dying Light 2 Stay Human here, they must be uploaded using tools the game developer has created, so the files can be verified. For more information, see guides written for this game.
just place it down and regenerate envprobes
?? nocturnal weapons? try search nocturnal
you can upload maps or mods only through DL2 Developer Tools
see guides written for this game
ok, thanks
anyone wanna do a visual mod thing
Could i do a visual mod for the military machete and make it nocturnal? I just need someones help. Thanks
@alpine lynx
What, I dont know, can you? What is the question
Can i take the nightfall texture from a machete a put it on the military machete?
Because the military machete doesnt have nightfall
I dont know, not familiar with those weapons. Sure you can try and see does the texture align. If those two weapons use same mesh, then yes
This was in the roadmap trailer but never came i want it so bad
This may be separate problems. I've been playing around with a canals build. In the editor engine all looks fine, but in-game the "ditch" i made in the terrain and the canal assets, don't lineup.
I cannot navmesh build this experiment either. It crashes or gives a memory error (I have 32Gb ram).
Do I need to delete this map and start over, and/or reinstall C-engine?
try to remove the terain by using delete vertise tool
how do i make a shop in the 1st editor
Place down shop and npc and name them. Open shop attributes and connect your npc to SellerActor
Thanks
how do i make a functional map portal in the 1st editor
Open mapportal attributes and fill m_map=yourmap and m_spawnpoint=mapstart (or any other spawnpoint)
and thats about it
looks awesome
I make map but how test it?
Add more rust
https://mod.io/g/dying-light-2/r/how-to-create-visual-mods Short tutorial how to create visual mods. Weapon meshes in Devtools usually go with the prefix wpn_
Thanks Bub!
Can someone teach me how to use these tools?
I stopped when they told me to click on the car wreck
Only then everything lights up red for me
is the editor crashing when trying to build a rare occcurance
nvm
the editor crashing in general does not seem like a rare occurance
I just realized that most of the dying light mods i ever played was made by @alpine lynx . HE IS EVERYWHERE
you cant escape me
i made new mod, pk xbow skin very cool
https://mod.io/g/dying-light-2/m/pk-blackout-crossbow#description
1.dying light and dying light modding servers
2.youtube
3.reddit
4. Nexus mods
and your local market
I’m playing you vehicle spawned mod right now
drive safe
Drove off a cliff
Driving on the motercycle feels a bit floaty
I landed on a red barrel way too many times
Yeah it was hard to balance. Its basically buggy with wheels crammed super close together lel
The model is surprisingly good
It even has a chain
I might make a map that’s just the slums without all the stuff in the roads
damn theres lots of cleaning to do
Do you know any simple decompilers to use?
For map editing? Search map dumper from github
or nexus
This?
yup
the isntructions arent very helpful
yes you must have pretty good basic knowledge of how things work. Map editing is not some plug&play type of process
but this tool will definitely help you if you’re willing to put time in it
ill find a way i hope
we used to hack these things manually in hex editor
anyway is there a way i can disable the invisible walls and playarea for the plane
idk, probably no without editing whole map
they seem to be using the Remove Map Restrictions mod
oh yeah, that edits the map. Download it lol
ill let you know if it works
it didnt work
Do you have a already decompiled map file?
+?
yes
yo guys is it normal that i only have the DyingLightGame_x64_rwdi installed when i download the game? not the DyingLightGame_x64.exe because im experiencing a lot of gamecrashes recently and idk why
developers?
Why does my visual mod say that it requires game moderator approval to play?
It means what it means. Mod need to be approved by moderator
This is manual process that takes 1-24 hours
Alr thanks, i thought that was what it meant but i was just making sure
is it possible to make a different weapon a nocturnal by using a nocturnal weapon texture?
I dont think so because material
if the weapon itself has no nocture file in use, then it wont use any
Looks cool man
I have a concept, now I need to create it in devtools
But I have 0 time to breathe
Btw, does anybody know, can we create a dynamic texture mod? What i mean: Let's imagine that we have a weapon modifier on, and when it charges, then texture will change accordingly
Best of luck 
Not possible sadly, we cant add extra logic, only replace existing texture
That is sad
Thank you
I will post here
Maybe some WIPs
aye please do 
Will you be participating in the contest?
Yess I uploaded mine https://mod.io/g/dying-light-2/m/valkyrie-pk-crossbow#description
Its long-winded process, but the actual painting happens in substance painter
Probably if its set up properly you can get it match c-engine renderer somewhat accurately. With default settings and pbr workflow, I'd say it will give a good general direction
Can you help with that? Or it's a competition?
I can't help with substance settings, but I can send you export preset in a sec
Thank you
I need to finish two models right now, and later I maybe can start creating the skin
Or try to, at least
can somone help me learn these tools
does anyone have a 1.21 modded save
can anyone help me please
Hello guys! is it possible to edit the weapon model? I'm asking this in the context of the current visual mod contest
I only managed to extract the textures of the weapon using the dev tools
Unfortunately no
Thanks, thats sad... Is it possible to extract the model to use it in a software like Substance 3D Painter?
Editing the textures would be way easier
Its possible but you need few tools. I will dm you in a sec
Thank you!
I know this is probably so dumb but does anyone know the discount code for dl2? ive been looking everywhere and it’s honestly pissing me off I can’t find shi 😔
where do i get the models of the weapons for the visual mod contest
does anyone know who i hit up to get my visual mod approved? been pending for a couple of days now
Ye it just takes time
For everything you need join this server https://discord.gg/DgDcQzrp
Or add me on discord- Capuchin9
Hey, can someone reply to me when they get the chance, with a mention? My dev tools keep crashing Everytime I try to upload. It always happens once the archiving process reaches 100% and I'm getting really annoyed.
This is a problem for everyone today.
Me and a few friends are unable to update our modifications.
Ohh thank you very much.
It looks like it's been fixed. I just uploaded an update to mod.io
Thanks for the update, I am new to this and was really sad when I couldn't upload the fixes to my E3 2019 Reskin.
Hello guys
I have a question about texture moding. Can we playtest textures without uploading in mod.io, like in devtools?
Can you give me a link?
And I was sketching for my mod, what do you think, guys? A little sneak peek
Thank you
How often do yall actully play the game? [exlcuding playtesting maps]
No, we can't. Even in the Bub's guide, he writes that you need to wait for moderation to approve the mod.
anyone wanna work on a visual mod together
whats it about?
anything
Welll I don’t have much experience on dl2 devtools because how unnecessarily complicated it is but I know how to navigate and all that stuff
i can teach you
Can’t do it today because it’s like 1:00 in the morning
I don’t know why testing mods before they’ve been approved is not officially supported. Or atleast I haven’t found a way to do it without pulling some tricks.
I’ve used this workaround:
- Upload mod data and login to mod.io. In your project page, go to
Filesand downloadxxxxx-release_windows.zip - Start game and subscribe any of the existing public visual mods
- Tab out and locate this public mod's installation folder in
Dying Light 2\DevTools\projects\remote\xxx\modsorusers\public\modio\ - Drag & drop
textures_pc.rpackfrom therelease_windows.zipto this public mods directory and replace the old rpack - Now you have replaced this random visual mods textures with your own textures. Tab back in the game and load your save
Thank you, Bub
Whats this for?
You can import .paks into your project. Maybe you can use that to switch between different mods.
Check 'packages' in devtools
So your map has mods?
Yes but I have only used loose files. Thats not same as those packages
ok
There is another way using 010. You need to unpack. "textures_pc.rpack" from "release_windows.zip" and inject this folder into "common_textures_0_pc.rpack" https://youtu.be/q7clS1Kv4RU
RPACK SCRIPTS: https://drive.google.com/drive/folders/1XOEIrIM3j28RUEpbTMCoLNDxyvIur3CJ?usp=sharing
Dying Light Modding Discord: https://discord.gg/UGUWzfuRsd
The Song: https://youtu.be/8ds__ZFpjqg
0:00 Installing 010 Editor
0:41 Downloading the Rpack Tool
1:07 Installing / Settings for the rp6l.bt Template
1:30 Starting the Inject Script
2:27...
could someon help me
my text have just have vanished
Can someone tell me how I can import models from the game into blender?
I kind of unpacked the meshes, but they don't have any file format other than "file"
Use daemons unpacker, this 010 does not handle meshes.
In blender, use xnalara plugin to open .asciis
you probably need some old blender unless xnalara has been updated. Im using 3.6 rn
Thank you. Im using 2.8 version and already installed XNALara.
does anyone know what line i need to edit in DL1 to remove fov zoom/change during sprinting
probably fovsprintmodif in default_levels.xml
ye i tried that and it did make somewhat of a difference but there seems to be a secondary effect that's still applied
Okay interesting. I have no clue what else could control it
maybe @elder ravine you got better insight on this
This variable I think is found in the player parameters script!
i think its data/scripts/player and its the player variables one
@inland halo , if you want to look up keywords for mods, I recommend the following:
- extract Data0 to a folder of your choice
2.download Agent Ransack, and use the personal license - Search keywords and choose Data0 as the folder of choice
You can search for terms like 'sprint' or 'FOV' and this usually helps narrow down your search 🙂
oh context is DL1, but I think playervar equivalent in that would be default_levels
or do you mean playeraimlookparamsfpp
ohh my bad - yeah it should be default levels then
Change it to a crazy value and test it that way. If you see no changes, then make sure the script is being loaded properly
One variable in default_levels does work, but theres still something joinking the fov
maybe try tweak playeraimelookparamsfpp in scripts folder @inland halo
thanks for the info guys👍 , i messed around in playeraimlooksparamsfpp with little to no results all it did was make the fov transitions "pop" in at the start of the transition instead of it being a smooth animation also you can look inside your body while sprinting
Anyone have an idea why developer tools (dying light 1) won't open? Launches, says I have 1 minute activity on it but the project menu has not even shown up. Re-installed, verified game files and nothing seems to work. And yes I've waited up to 5 minutes after launching...
Anyone knows a mod to add weapons into inventory dyinglight 2 ?
going through files, seems that the code execution cannot proceed cus "mfc100.dll" was not found
(fixed with c plus plus redistributable)
Holy moly so much code I don understand
install AIO runtime
Hey guys I've been wondering if there's a way to replace the textures in game using data0.pak rather than having to upload the mod. When you hover your mouse on object you can see the path is from data0 so maybe there is a way to just insert without even using dev tools, just texture overrides
@alpine lynx
It is worth testing out
Best way to extract data0.pak? WinRar and 7Zip give errors.
Open, Ok. Extract all, fail some files.
WinRar says the file is corrupted at the end.
I'm just asking to know if this is normal. I've already verified the integrity of the files through Steam.
I wanted to know if you use a specific tool to completely extract the base files, before modifications.
Its normal
Is there a way to increase the “Dart” skills length via game files? Playing on a previous version that doesn’t have “Dash” which allows you to run boosted speed until your stamina hits 0
uh oh I think its ManualSprintTime in player_variables.scr
How do I open player_variables.scr? Windows tells me “this app can’t run on your pc”
I have 7zip, BreeZip NotePad
Unless it’s “edit” I click on, not “open”
Did not work F
open with -> select notepad
Am I blind?
Can’t find the open with option using 7zip
drag n drop onto your desktop and try again
inside zip file its always shit
I drag and dropped on desktop, still same issue. Not seeing the option to open player variable via notepad. I can “edit” and “view” the contents in notepad, however editing it in either of these has no effect in game
Hi there, just wanted to say I tried to enter the contest and this was the first mod I ever did which felt nice.
GL people
I even get this message after
Just want to do the funny e3 dash until stamina runs out
I modified manual sprint time, and anything with “sprint nitro”. No difference in game
Update, figured it out, very close. However when I’m dragging my data 0 rar copy to the source folder I get this. Where do I give administrator permission? I click continue and it doesn’t proceed. Tells me I need permission
After I click continue
So close yet so far
where do you even want to move the source folder 😭
So I can use dart as dash, modified the player variable files
just create a data pak of it
E3 mod doesn’t have the dash skill sadly, cringe
and then put the data pak inside the source folder
Like I have the slightest clue how to do that im following yt guides man
never mod the game's core files
No I made a copy
that is one quick way to fuck up your game and redownloading shit 😭
so
quick tutorial by idkman
hello there,can someone help me how to use the dev tools?
id like to create a tattoo mod and some clothing retextures
you have your player variables
just
send that to a zip
rename that zip to data4.pak
I wish I knew what that meant
put that data pak inside the source folder
your game will read the scr from the data pak and voile you created your own mod
I’m trying, it gives me this
I’m stuck on the last step because of that
The guide showed that, F
just grab your modified files, send them to a zip and rename it to data4.pak
and you are done
Send to a zip?
or rar
Looking it up


