#🔧︱dev-tools

1 messages · Page 12 of 1

raven lava
#

Extract them to a zip?

#

Using rar

terse sparrow
#

yeah you could do that

raven lava
#

Can I make a zip in the dl2 source folder

terse sparrow
#

wdym

raven lava
#

Send the mod to that

terse sparrow
#

my guy

#

yeah

#

and then rename it to .pak

#

because the game won't read .rar or .zip

raven lava
#

Making sure, I don’t want to reinstall this mod again it takes like 2 hours

raven lava
#

Just making 120% sure, I send it to this zip, it’s empty

terse sparrow
#

wtf

#

okay I try to be more clear

#

where are the .scr files which you have changed

#

first

raven lava
#

In the right tab

terse sparrow
#

no, show me the .scr files you have changed

#

that is a data.pak inside a rar 😭

raven lava
terse sparrow
#

okay , make a copy of that .scr file outside of the rar

#

doesn't matter where, it should be in a plain folder

raven lava
#

Ok

#

In a folder

terse sparrow
#

now send that folder to a rar or zip

#

doesn't matter what it is

raven lava
#

Right click<send to< compressed(zipped) folder?

terse sparrow
#

yep

raven lava
#

Ok, then add that in source?

terse sparrow
#

no

#

first

#

rename it to data4.pak

#

then put it into the source folder

raven lava
#

Ok

#

Looks wrong so making sure

terse sparrow
#

no

#

first you have to enable so that you can change file extension names

#

which you can do

#

fuck my windows is in hungarian

#

so

#

then on show

#

and it will show, file extension

#

enable it

#

le hybrid system

raven lava
#

Enabled

#

I enabled it now I mean

terse sparrow
#

new change the name to data4.pak

#

it should be data4.pak nothing else

#

show a ss when done

raven lava
#

It worked

#

Looks like the rest

#

Now I have to test in game, ty

raven lava
#

Ty again I know that was pure aids for you

terse sparrow
#

there is always a lurning curve

#

but the modding wiki will come and less problem for us

raven lava
#

I know how to delete hud mostly, but adding stuff is new

#

It worked

terse sparrow
#

welp this is how you add stuff mostly

raven lava
#

You’re the messiah

terse sparrow
#

you seperate it

#

put it into a pak and put that pak in

raven lava
#

I’m showing you the funny run

terse sparrow
#

that way the game can update and not fuck over your mod

raven lava
#

I disabled updates

#

Since I have to be on version 1.12.1

terse sparrow
#

better be safe than sorry

#

a wise man once said

raven lava
#

I did this

terse sparrow
#

I mean

#

you could just rename the dl2 folder

#

to dl2 e3 def mod

#

and steam won't be able to update it

#

🗿

raven lava
#

I’ll do that too, also

#

Penguin run works

terse sparrow
#

welp gl and hf with modding

raven lava
#

Ty again it’s almost flawless

terse sparrow
#

don't thank me, thank the guys who made the mod

raven lava
#

The animation is bugged after 8 seconds but that’s not fixable issue that’s since it’s old

terse sparrow
#

it's just a bad anim

#

tl was cutting corners for the trailer

raven lava
#

It was from the 2019 gameplay demo yeah, corners

karmic brook
#

whats the stash called in DL1 devtools

pallid jacinth
#

good morning, can someone help me with dl2 dev tools please? i wanna make a char mod,but cant figure out how to even spawn someone

alpine lynx
alpine lynx
pallid jacinth
alpine lynx
pallid jacinth
alpine lynx
#

huh, elaborate

pallid jacinth
#

i dont know where to find aidens mesh

#

the video covers the how to extract textures, but not where i can find aiden and his textures

#

i checked characters, i checked player in the prefab browser and i didnt find anything

alpine lynx
#

In the video I select mesh from asset browsers mesh tab. Do the same, but select different mesh

pallid jacinth
#

so i can just take any asset? like a trash can and turn that into a aiden mesh? im a bit confused, sorry for being dumb here

alpine lynx
#

No, you select mesh you want to retexture. Once its been selected you can extract its textures

pallid jacinth
#

and how am i supposed to select aiden then.....?

#

hes nowhere to see

alpine lynx
#

Search aiden or player

pallid jacinth
#

care to join me in voice perhaps? that makes things easier

alpine lynx
#

Nope

pallid jacinth
alpine lynx
#

Watch the tutorial please. It shows the process step by step feels_good

#

You replace any mesh texture just like that

#

doesnt matter is it aiden or cargo container

pallid jacinth
#

look,i watched the video already this is why im asking

#

i cant find any search bar i cant find aiden and the video covers almost nothing i need to know

#

id like to send a screen rn,but my prefab browser is empty

#

when i look for aiden,there is nothing shown,the same with player.

alpine lynx
#

In this video, we’ll talk about transform tools and how to add new objects to the map.

Developer Tools on Steam
https://store.steampowered.com/app/2217480/Dying_Light_2_Stay_Human_Developer_Tools/

Developer Tools on EGS
https://store.epicgames.com/en-US/p/dying-light-2-stay-human--developer-tools

Mod.io Dying Light 2 Stay Human maps
https:...

▶ Play video
pallid jacinth
#

ahhh okay,this helped, finally found aiden,or his parts at least.RisitasLaugh
do you happen to know which parts cover the skin? there is like a tpp and a fpp model

#

there are multiple meshes that are naked,are all of these useable technically or does it have to be a specific one?
i tried the tattoos v3 mod, and this applied to every outfit,so i want my tats to apply to every outfit as well

#

right now i found stuff named berserker,does that work?

alpine lynx
pallid jacinth
alpine lynx
pallid jacinth
#

is there a way to include multiple textures? it seems like there is only one arm in the berserker tex which seems to apply to both arms,but i want different tattoos on both arms if that is possible

alpine lynx
#

Subscribe their project and it will appear on Devtool startup window

#

In that window wheres list of all projects

#

Click install -> open

alpine lynx
pallid jacinth
pallid jacinth
#

@alpine lynxmanged to upload it, thank you for your help! 😄

#

how long does it usually take til a mod gets approved by moderators?

alpine lynx
#

Sweet peepo_cheesed

#

usually 1-24 hours

pallid jacinth
raven lava
#

Anyone know what these grapple enemy prompts are called in Data0.pak\Gui\Hud_pc ?

pallid jacinth
uncut bobcat
#

hello does anyone have Dying Light 2 on Steam? I need the datapl.pak file

past canopy
#

or for free cracked somewhere, we need more information to help you

uncut bobcat
#

crack

#

@past canopy

potent holly
#

i have some suggestions for dl the beast

hazy depot
#

how does 1 get dev tools on dl2

hazy depot
wanton onyx
#

Hey does anyone have the doom shotgun that they can give me or something

surreal egret
#

anyone have a save editor here thats working? my save got bugged and i dont wanna do everything all over again.

pallid jacinth
runic bridge
#

Are you able to extract assets from DL2 using the dev tools?

#

I've never really played around with the tools, so I figured it would be worth asking about it here.

leaden rock
#

can someone make the dl beats crane outfit?

raven lava
#

Anyone know what the names for the grapple enemy hud is called? I’m guessing it’s in Datapak0<GUI<Hud_Pc but I can’t find it

runic bridge
past canopy
runic bridge
karmic brook
#

Guess who got on a official dying light vid

stiff kestrel
#

You made that?

#

It’s peak

karmic brook
#

No it was made by bub

#

Epic guy

karmic brook
past canopy
#

You forgot the second "o" in "god"

alpine lynx
alpine lynx
#

shut up C.R.A.P

past canopy
tender plinth
#

¿Does someone have an explanation as to why on console you can only have 5 Visual Mods enabled?

torn trout
#

So random question, but can the ui be changed?

past canopy
#

But only what's available in devtools

terse sparrow
past canopy
#

creators wont put 20 skins into a single mod otherwise people must watch out what is already used and what not

#

literally stupid

terse sparrow
#

we got png replacements after 3 years idk my man

#

but I know for a fact the game hogs more ram then ever before

#

base game is running around 7 gigs of ram

remote zodiac
#

That's not even that bad

torn trout
#

So, theoretically, could someone change the ui and environment to look like e3

tight reef
#

im hoping that too

#

and hope for some optimization on console, because jesus its hard

leaden veldt
past canopy
leaden veldt
#

or maybe I misunderstood what you meant

past canopy
#

Well, what do you mean?

Player HUD elements?

leaden veldt
# past canopy Well, what do you mean? Player HUD elements?

no, nothing to do with the interface, I'm talking about the game itself, I was asking if it was possible to have this kind of graphics and textures on console now that the visual mods are available, buildings that are gray, quite yellow vegetation, just like the E3 2019 graphics!

#

like this

past canopy
#

But can take alot of time

leaden veldt
jagged orbit
#

If I wanted to make a mod that replaces the music in the tower raid mode, is that even possible?

pallid jacinth
#

guys,whats ur opinion on my botique mods anyway? any room for improvement? any wishes? 😄

lone dirge
#

Mod support for console?

leaden veldt
leaden veldt
lone dirge
#

Bruh what the heck

pallid jacinth
waxen wyvern
past canopy
#

Its like i give my teacher back a blank piece of paper and telling him "now its your time to figure it out"

pallid jacinth
#

since i cant do ig screens bc i cant even test it myself

#

nvm,its online now,will get screens asap 😄

past canopy
#

devtools has a screenshot tool

#

where you can put up to 8k i think

leaden veldt
past canopy
steel ember
tepid moss
pallid jacinth
#

there is a gun and a outfit id like to get ingame,but idk if that works

past canopy
#

@alpine lynx

alpine lynx
#

Custom meshes in maps are possible but not officially supported

steel ember
#

Anyone doing mods to remodel bandits and renegades?

tepid moss
steel ember
#

Talking about console side dude

#

If I had Nexus I'd be on e3 Definitive

tepid moss
steel ember
#

Idk why they went that route

#

Hopefully they expand mod tools for consoles. Until then I'm stuck waiting

tepid moss
# steel ember Idk why they went that route

It was the fastest option to promote visual mods. Let's hope that in the future there will be mods that change models and provide more functionality to create your own visual.

#

For example, I would like to be able to make a night version on any model. But this feature is available only for models that have this feature.

alpine lynx
#

just contact your local modder

#

if you see cool mod on Nexus (that is based on texture swap, not .model swap) you can ask author to port it on consoles

#

its very easy process for them

steel ember
#

I feel like I'm bothering you guys and that's not it. I'm just trying to enjoy all these mods you boys made

#

I will take that advice though bub

torn trout
#

So out of curiosity, if you guys don’t mind, do you know if the ui could be changed to look like e3

past canopy
#

I tried editing several UI meshes which are for the menu/inventory background and it always failed with misaligned textures or breaking them, so no

steel ember
echo harness
#

How to get a key for Dying Light The Beast to test the game and give feedback before it is released and Xbox and Playstation

torn trout
#

Could the e3 outfit be made to actually look like the e3 outfit

#

Like with the glove and the mark on the back

#

And the mask

steel ember
#

Possibly

alpine grove
#

how do i select the items the player can start with?

elder ravine
#

is there any way to edit the dying light 2 main map on dev tools?

#

the main map with no missions just the map

alpine lynx
#

check pinned messages for tutorials

turbid hemlock
#

Am I here right for modding help?

terse sparrow
#

what you need help with

turbid hemlock
#

nvm i gave up,
you add one mod, you insta die
you add a mod, you have no gear at the beginning
next one deletes your whole gear from the save file.

reinstalled game, just one mod which adds items to stash.
you di and have no gear....

glass pewter
#

Scam^

hoary topaz
turbid hemlock
#

The game is dead

elfin whale
#

I don’t mod myself but for any modders who are listening could we get a mod to give base aiden the zombie appearance from the zombie rahim skin and if so could you also port it to consoles please

turbid hemlock
#

is there a mod where a vendor sells all items?

hollow oak
#

is anyone have this player or only me? the 3 map game said for event all of them are broken especially fury the car doesn't exist and my bounty didn't count

wicked marsh
#

How do i upload my dying light 1 custom map?

leaden rock
#

well just uploadint it someone else made it

torn trout
fathom osprey
#

Would you guys say modding DL2 is easier than 1? I haven't started googling that question, but AFAIK DL1 was really difficult and there wasn't much that was able to be done. Should I still expect the same for DL2 as I get started on these tools?

twin falcon
#

the download depots for dl2 v12.1 (i think) is taking so long

#

i feel like ts ain’t actually downloading

fathom osprey
#

Does anyone know how to change the player's stats/skills in your level?

serene wharf
#

can someone please add a hair mod to mod.io consoles that gives aiden long/medium length hair it would be cool to be able to customize ur character with different hairstyles

leaden rock
leaden rock
#

if anyone wants to make a project together that restores e3 textures dm me

hollow plume
#

anyone willing to help me learn dev tools dl1 i know a okay amount the now but dnno how to work dialogue trees n such as i can only follow guides that are available

unborn flare
#

Is the Console Modding going to go further than only Visuals?

#

Like changing code, lighting, animations, models, adding things, etc

#

and will the max mod limit of 5 change?

#

all I'm looking for is Yes or No

unborn flare
#

<@&496201383524171776> Most likely in every channel too 👆

#

ty

void agate
unborn flare
leaden rock
#

New overhaul mod on modio by me

slow iris
lapis swallow
#

Just found out i have the most visual mods downloads out of anyone else's visual mod portfolio. im sitting at 68k unique downloads, 17k ahead of hackerstalker who is in second place. Thank you everyone who is enjoying my mods. I feel so amazed!

#

i should note that CREX and Bub would beat me but in terms of visual mods downloads, i am highest right now. im in shock lol

past canopy
#

We can change that real quick

past canopy
lapis swallow
#

I didn't mean to sound competitive, I just wanted to show my appreciation.

past canopy
#

I was joking too, of course you can be proud of it

lapis swallow
leaden rock
green citrus
hollow schooner
#

guys, i try opening the dev tools and it loads the game but not the tools

#

any way to fix this?

lapis swallow
lapis swallow
hollow schooner
#

what do i type?i havent used steam before

slow portal
#

Whenever I open up community maps and mods it keeps saying
“The network connection to mod.io services has been lost.”

white veldt
#

Is there a way to play the two maps for the challenges on xbox? They don’t seem to be downloading for me

lapis swallow
leaden rock
lunar current
#

Tryna open up dev tools and download a community map but won’t download when I double click it or right click it for options

leaden rock
#

since my devtools dont work if anyone can test stuff for me ill credit you

elder ravine
#

I'm having trouble with the Fish Hunt ugc quest. I'm subscribed in game, and I have all my mod.io accounts linked. I can FIND it in the dev tools menu, but can't DO anything with it. Anyone else having issues?

slow portal
#

In general modio is being weird on my end mods and maps only load if I’m signed out

elder ravine
#

Weird. Yeah. I had to authenticate like three times, but it finally started working. Entirely unclear why.

slow portal
#

Mane I’m just trying to play with some sick ass mods😭

leaden rock
elder ravine
leaden rock
crude python
#

Hello guys, we have troubles playin fish hunt for the UGC fest. Does anybody have a solution?

alpine lynx
slow portal
#

Aries let me install mods and maps and my soul is yours

#

Is there a way to try and fix the connection issues on console because I’m now starting to lose mods that I’ve already had installed

crude python
#

Language switching helped

crude python
unborn flare
#

Is the Console Modding going to go further than only Visuals?
Like changing code, lighting, animations, models, adding things, etc.

#

I see huge potential but if they implement it right

#

See how your choices will decide the fate of a decaying City in the Gameplay World Premiere footage of Dying Light 2.

#YourChoices #YourWorld #DyingLight2 #E3 #XboxE3 #gameplay

Subscribe to our channel for all the latest Dying Light 2 trailers and announcements: http://bit.ly/Dying_Light_Subscribe_YT

Follow us:
Web: https://dyinglightgame.co...

▶ Play video

This is the Dying Light 2 gameplay demo that was previously only shown behind closed doors at E3 and Gamescom 2019. https://www.play-asia.com/search/Dying+Light+2?tagid=4148793

▶ Play video
past canopy
lapis swallow
#

instead of having to dig through game files

lapis swallow
# past canopy Hm?

In the Dev Tools, when you export texture files it doesn't export normals maps.

lapis swallow
#

PNG

past canopy
#

Do DDS

#

fuck png

lapis swallow
#

PNG is the only one I can use with my art software 😭

past canopy
#

DDS plugin

past canopy
lapis swallow
#

Thanks for the heads up.

lapis swallow
quaint socket
#

Having issue with setting up simple waypoint with indicator where to go. Any advice on how to setup pojnt_marker to make it happen?

thorn yew
quaint socket
thorn yew
#

Way point is ok for now

alpine lynx
#

otherwise it wont be completed

#

point_marker should work

#

I think I've only used area.prefabs w/ goto

#

If you just want to marker that disappears exactly when you want it to disappear, you can use ShowIndicator & HideIndicator nodes hooked to point_marker

past canopy
slow portal
#

None of the maps I need for the event are downloading literally only one has been able to download is there a fix to this I’m on console?

lapis swallow
#

it just works, huh?

inland halo
#

does anyone know how to disable moon light in DL1? I've been looking around with agent ransack but cant figure it out

alpine lynx
inland halo
leaden rock
#

how can i edit the motion when running in dl1 like the motion sickness to make it more un steady

wicked marsh
#

How do i fix "FATAL ERROR No chunk object's class name!" i dont want to lose my map pls

thorn yew
#

Greetings everybody.
I missed dying light 2 e3 2019 skins mod when it's on pc.
Not on consoles now.

neon spoke
#

Hello everyone, i have an issue. The enemy's weapon position is way off, i tried different enemies/behaviors and but all the same, is there any solution for this?
I followed these steps: I created humanai and behaviorplace. I copied and pasted their location, then In behaviorplace i chose the behavior then in humanai i chose the difficulty tier, preset and lastly i chose initial set up-behaviorplace that i created.

past canopy
#

If the weapon starts glitching out of their hand or is visible through walls that means techland didnt cared fixing this issue since launch for the past 3 years

neon spoke
#

I see, thank you for your answer! Yeaah sad, nothing i can do i guess

wicked marsh
#

How do i fix "FATAL ERROR No chunk object's class name!"

unreal olive
#

Hi all. First of all, is there any official DL2 Dev Tools documentation? I had tried searching for one but did not manage to find any mention of it. Also, is there any way of adding stairs so that the mesh skin can be changed? So far I've only managed to do it by adding a simple mesh, not prefab etc. and still I only have 5 skins available there. When adding from prefabs or presets I can see there are a lot more options available but it doesn't allow me to change it. The droplist itself just as any other fields are greyed out but I can open it if I'm persistent enough and keep clicking on it.

past canopy
#

I created the entire wiki and bub rephrased/added/edited most of the stuff

unreal olive
#

Oh, this one actually did come up but I assumed it was for DL1 only. Thanks, maybe I'll find something of use there.

alpine lynx
#

often times its easier to just work with meshes

unreal olive
#

I've seen all of those but didn't know there was a yt playlist for the unofficial ones, thanks. In my original message I meant any official documentation apart from those video tutorials. I was unclear, my bad.

patent cosmos
#

Someone knows why i can't find dying light 1 in the ps store ?

wicked marsh
#

Does anyone know how to fix "FATAL ERROR No chunk objects's class name!" it wont let me continue creating my map

past canopy
eager smelt
patent cosmos
latent stream
#

My map keeps crashing every time I try to load it in the editor after I clicked on something called load from level source or something. Checking the crash logs the only thing I find is that it failed loading libxess_dx11.dll

raven flint
#

Anyone have any idea what's happening to the mod support on PS5? Been down now for a few days and yet to hear anything about it from Techland... unless I have missed something lol

latent stream
alpine lynx
latent stream
alpine lynx
#

Try load the source level if you havent already

#

right click level in scene window -> load source

latent stream
#

Alright I’ll try that

#

Oh shit wait like, I can’t even open the scene window or anything. Basically the moment I open the level and it loads up, it crashes.

alpine lynx
eager smelt
latent stream
alpine lynx
#

just rename it

#

if that results in crash on map load, try recovering one of the backups in same folder

latent stream
#

Alright

#

Oop that worked

#

It didn’t crash this time

alpine lynx
#

After replacing prefab?

#

or recovering backup

latent stream
#

Yep

#

I replaced prefab

alpine lynx
#

okay your mapname.prefab is broken then. You can send me both mapname.prefab and mapname_nonflt.prefabs and I'll take a look

#

right now your map shows assets I have placed

latent stream
#

Alright one sec

#

oh I have to dm them

alpine lynx
#

gotcha ty, looks like both of these files are exactly the same and they shouldn't be

latent stream
#

Oh oof 😭

latent stream
#

I have no idea how that happened 😭

alpine lynx
#

C:\SteamLibrary\steamapps\common\Dying Light\DevTools\workshop

#

or were you talking about DL2

wicked marsh
past canopy
wicked marsh
past canopy
#

Huh

#

Which developer tools do you use then

#

#1 or #2?

alpine lynx
wicked marsh
#

Dying light 1

alpine lynx
#

I think the actual map is gone unless you manage to find backups of that mapname.prefab somewhere

#

you need non-flattened version of it. It can be opened and inspected in notepad, unlike the flt one

latent stream
#

Ooh alright

latent stream
alpine lynx
#

yup correct

latent stream
#

Alrighty,

latent stream
alpine lynx
#

From Maps/mapname folder?

latent stream
#

Yeah

alpine lynx
#

does it have suffix _nonflt..?

#

or just mapname.prefab

#

File itself should look something like this

latent stream
#

It’s just mapname.prefab theres also one with the suffix but the text is messed up in notepad

latent stream
alpine lynx
#

not this

latent stream
#

It looks like that

alpine lynx
#

Delete that messed up file and rename that readable file to mapname.prefab and try load map again

#

so theres only one prefab in mapname folder

#

the_store.prefab

latent stream
#

The readable file is already named that though, the unreadable one is the nonflt

#

I’ll try it out though

alpine lynx
#

okay, if that doesn't work, send me the readable file in dms. Maybe it got some corrupted asset or some shit

latent stream
#

Alr

#

Okay it crashed again, sending you the file

boreal willow
#

hello chat! Is there any way how to make smooth transition between two varlists? Or transition from varlist to normal view?

unreal olive
#

When modelling interiors, what am I supposed to be using in the place where there are windows on the other side? I tried using the same mesh but there are curtains visible "outside". Also, no sunlight comes in.

#

The windows covered with shutters do not look half bad but I also have some partially or not covered at all.

unreal olive
#

I meant to add them after I'm completely done with the building. Should I add a regular window mesh and then envprobes?

boreal willow
#

i think it doesn't matter.. but not sure

unreal olive
#

That wouldn't make the windows transparent though, would it?

boreal willow
#

who knows

#

i tried both ways

#

and haven't seen the difference

unreal olive
#

Okay, gonna continue with the building and after I'm done I will copy and paste 180 rotated window meshes and add envprobes.

boreal willow
#

holy moly

#

good luck with that

unreal olive
#

I don't have a ceiling yet so wouldn't tell a difference anyway.

bleak jacinth
#

Hi, I want to ask?

alpine lynx
#

unit is milliseconds

boreal willow
boreal willow
#

What's the max size of DL2 maps?

thorn yew
#

It shows empty on cosmetic mods in dying light 2.
No idea what happened.

latent stream
#

So spawn points randomly stopped working. I have them connected to spawn number.prefab and everything like my other spawns but it just won’t spawn anything.

thorn yew
#

Sorry to hear that

latent stream
#

I have no idea whats wrong with it lol

latent stream
#

Are env probes even necessary or do you just need to use room boxes?

boreal willow
latent stream
boreal willow
#

I'm using both too on my map, so.. your choice

alpine lynx
alpine lynx
latent stream
latent stream
alpine lynx
#

specifically with spawners that were not placed in level root

latent stream
boreal willow
#

Guys, does anyone know why does my rock_shelf models suddenly became non-collision? (But it's turned on in settings)

unreal olive
#

Does anyone know what is the purpose of occluder_eraser? I stumbled upon it in an atlas where it was fit into void window frame along with the envprobe but I don't know what it's supposed to be doing.

slow portal
#

All jokes aside try deleting the game

#

Cuz that’s what ima do

#

I’m not on pc so that’s my only option

latent stream
#

So I guess there’s no fix for the weird weapon texture bugs?

latent stream
# boreal willow Wdym?

Well for some reason you can see weapons through certain textures in the custom maps, including on human enemy textures so it looks really weird and messed up.

boreal willow
#

Aaah, that issue.. understand

#

Still dk why they can't fix that

latent stream
#

same omfg

latent stream
#

What does generate hq reflections do? Its an option for room boxes and also env probes I believe

latent stream
#

Oh also how do I blend two different room boxes, for example theres another room inside a large room?

Everything I do looks like crap, it leaves this weird lighting anomaly in the form of just a straight line where you can see a a difference in lighting change on either side. I’ve tried using env probes but it just makes things look even worse lmfao.

boreal willow
#

If I make stuff like that I'm just using env probes. One in first room, second in another. Just slowly scaling them to be against each other.

#

But if using env probes makes things worse in your game - idk what to do

alpine lynx
#

adjust envprobe with scale

#

also in scale tool, press Q to enable face select mode. It helps with room box fine adjustments

unreal olive
#

Since we're talking about this, every room needs its seperate roombox or can I place one, containing entirety of a house?

#

Also, I used itemspawner to spawn a hook. When I pick it up in the game though, it reappears immediately after picking it up and does not end up in my inventory. I wanted to have players pick up a hook and a rope, detect both are present in the inventory at the same time, consume them and unlock a grappling hook. Is that feasible?

boreal willow
#

Does anyone knows how to make npc patrol certain area? I mean, i tried to use NPC + patrol_bp but it doesn't works. And when i'm trying to use NPC GOTO node = he just stand at the last point (despite the fact that bps are connected)

alpine lynx
alpine lynx
unreal olive
#

Great, I'll experiment with that. Thanks.

boreal willow
boreal willow
alpine lynx
boreal willow
alpine lynx
#

I mean, place this prefab in your project folder and add that prefab in your level

#

inspect how its done and compare it to your own setup

#

or use that as a template

boreal willow
#

okay, thx a lot!

latent stream
alpine lynx
latent stream
#

Anyways I managed to get the lightning looking good thanks to your advice, tysm!

boreal willow
#

How did you make it?

#

Using room boxes?

latent stream
latent stream
boreal willow
unreal olive
# alpine lynx Hook is not normal item and probably not intended to be spawned with itemspawner...

I managed to get it done, although with books as pickups for the time being - even with this method the hook kept reappearing and did not go into my inventory. It simply does not register as being picked up for the purpose of the quest. But, I also had to make it a separate quest, otherwise the grappling hook became the reward for the main one. I've hooked up (pun not intended) the hook side-quest to the start node in the story root but I don't want the quest to begin at the start of the level. Is it possible to start a quest from within a different one? I seem to have found a node just for that but it doesn't let me set up anything.

alpine lynx
unreal olive
#

Actually, I wanted it to be more like:

  1. Find either rope or hook (as they are in different parts of the map)
  2. Find the other one
  3. Quest ends with a hook as a reward
#

I think I got it to work, but it's still not perfect.

#

Output of TakeItem node with both of the items as entities in the main quest sends a Signal outside of the quest, which becomes the start of the subquest.

#

The only thing I don't like is that the Objective for step 2. do not show up properly.

alpine lynx
# unreal olive The only thing I don't like is that the Objective for step 2. do not show up pro...
<Node type="Actions::Node" uid="7538873431197105661">
    <Logic type="Story::GiveSkillLogic">
        <Attribute name="m_SkillId" value="GrappleHook"/>
        <Object name="m_ObjectiveData" type="Story::SObjectiveData">
            <Attribute name="show_indicator" value="1"/>
            <Attribute name="indicator_type" value="Default"/>
            <Attribute name="objective" value="Default"/>
        </Object>
    </Logic>
    <Editor>
        <Position x="12" y="-101"/>
    </Editor>
</Node>
<Node type="Actions::Node" uid="7538873374648274752">
    <Logic type="Actions::AllLogic">
        <Input name="In" count="2"/>
    </Logic>
    <Editor>
        <Position x="-210" y="-90"/>
    </Editor>
</Node>
<Node type="Actions::Node" uid="7536303562676144112">
    <Logic type="Actions::EndLogic"/>
    <Editor>
        <Position x="300" y="-90"/>
    </Editor>
</Node>
<Node type="Actions::Node" uid="7538873267057432527">
    <Logic type="Story::TakeItemLogic">
        <Object name="m_ObjectiveData" type="Story::SObjectiveData">
            <Attribute name="show_indicator" value="1"/>
            <Attribute name="indicator_type" value="Default"/>
            <Attribute name="objective" value="Default"/>
        </Object>
        <Output name="Entity" count="0"/>
        <Entities name="m_Entities"/>
    </Logic>
    <Editor>
        <Position x="-585" y="-270"/>
    </Editor>
</Node>
<Node type="Actions::Node" uid="7538873285258652585">
    <Logic type="Story::TakeItemLogic">
        <Object name="m_ObjectiveData" type="Story::SObjectiveData">
            <Attribute name="show_indicator" value="1"/>
            <Attribute name="indicator_type" value="Default"/>
            <Attribute name="objective" value="Default"/>
        </Object>
        <Output name="Entity" count="0"/>
        <Entities name="m_Entities"/>
    </Logic>
    <Editor>
        <Position x="-585" y="45"/>
    </Editor>
</Node>
<Node type="Actions::Node" uid="7538873216514979005">
    <Logic type="Story::StartObjectiveLogic">
        <Attribute name="m_ObjectiveId" value="0"/>
        <Object name="m_ObjectiveData" type="Story::SObjectiveData">
            <Attribute name="show_indicator" value="1"/>
            <Attribute name="indicator_type" value="Default"/>
            <Attribute name="objective" value="Default"/>
        </Object>
    </Logic>
    <Editor>
        <Position x="-990" y="-75"/>
    </Editor>
</Node>
<Node type="Actions::Node" uid="7536303563232687435">
    <Logic type="Actions::StartLogic"/>
    <Editor>
        <Position x="-1140" y="-60"/>
    </Editor>
</Node>
<Connect start="7536303563232687435" output="Out" input="In" end="7538873216514979005">
    <Start class="Actions::StartLogic"/>
    <End class="Story::StartObjectiveLogic"/>
</Connect>
<Connect start="7538873216514979005" output="Out" input="In" end="7538873267057432527">
    <Start class="Story::StartObjectiveLogic"/>
    <End class="Story::TakeItemLogic"/>
</Connect>
<Connect start="7538873216514979005" output="Out" input="In" end="7538873285258652585">
    <Start class="Story::StartObjectiveLogic"/>
    <End class="Story::TakeItemLogic"/>
</Connect>
<Connect start="7538873267057432527" output="Out" input="In:0" end="7538873374648274752">
    <Start class="Story::TakeItemLogic"/>
    <End class="Actions::AllLogic"/>
</Connect>
<Connect start="7538873285258652585" output="Out" input="In:1" end="7538873374648274752">
    <Start class="Story::TakeItemLogic"/>
    <End class="Actions::AllLogic"/>
</Connect>
<Connect start="7538873374648274752" output="Out" input="In" end="7538873431197105661">
    <Start class="Actions::AllLogic"/>
    <End class="Story::GiveSkillLogic"/>
</Connect>
<Connect start="7538873431197105661" output="Out" input="In" end="7536303562676144112">
    <Start class="Story::GiveSkillLogic"/>
    <End class="Actions::EndLogic"/>
</Connect>```
#

copy this text and paste it in Story Editor

#

I would do it like that

#

just click empty area anywhere in story editor where you got nodes and hit ctrl+v

#

So basically player just has to pick up both items in any order before signal gets through All node, giving player Grappling hook

unreal olive
#

That's mostly what I'd come up with, but still learned a thing or two. Thanks a lot.

unreal olive
#

Are there any meshes/prefabs of two lane streets, that would fit into crossroad meshes like ce_crossroad_8_180_8_half_a? I cannot find any but it'd be strange to provide crossroads without any matching roads wouldn't it?

#

Found it! road_profile_15x30_a

boreal willow
#

Does StoryTextBoard node have a limit of time? Or it's shows forever until the player skip it?

latent stream
boreal willow
boreal willow
#

but.. i've tried my best

latent stream
#

Yeah that’s alright, one thing that I noticed is if you make it long enough sometimes it’ll fix that weird bright lighting, it’s how I got it to stop in that one corner of the store I showed.

boreal willow
#

Ye, I have one place where it is bright because I scale it

#

Oh, I have a role now

#

Finally

alpine lynx
#

without it global lighting always bleeds from somewhere no matter how many shadowcasters you add and cause issues in bake

boreal willow
latent stream
#

Bub you’re awesome

boreal willow
#

Btw if there are people that used devtools music, please tell me What's happening..
I use devtools music in one dialogue (and it's working) like in sound 2D row. Then, in another dialogue I paste the dev music too (it's working in editor), but.. if you're in game - the music is not working.
Plus, If you will click on that dialogue node and "play from here" - in that dialogue the music will work..
What the hell is that?

past canopy
past canopy
boreal willow
#

or wdym?

leaden rock
#

Why is my ps5 modio saying empty list?

normal crypt
#

NAH

torn trout
#

I was thinking, maybe someone could make the Protective Mask, into the white mask seen in old dl2 concept art

torn trout
unreal olive
#

When one uploads their map to mod.io, do you only need to create the mod profile, followed by clicking "Upload Mod Data..."?

#

Asking cause it fails at 4% for me.

past canopy
past canopy
unreal olive
#

Yup, that happened yesterday. No change today and there even was an update waiting for me when I logged in.

#

Maybe my pc is too old for this stuff. 😅

#

The tools crash during the navmesh build 100% of the time as well..

boreal willow
#

how can i fix it? That's the reason why does my dialogues aren't working - just black screen

#

i'm using the same actor for all these dialogues

alpine lynx
#

if that doesn't help, check that you have right story and map assigned in Campaign Properties

boreal willow
#

and that works, they still have Buddy model

#

but thx

latent stream
#

Mods are still broken on console lmfao

#

Even after the recent update, whatever that did

leaden rock
latent stream
#

Same

blazing anchor
#

hey so basicly, im making one of the areas shown in one of the dying light the beast trailers but in the dev tools, all my objects are stuck in the sandbox category and i cant take them out so i cant see them in game. Does anyone know how to fix this? please help

blazing anchor
#

nevermind, i just had to restart the dev tools. The app glitched

boreal willow
unreal olive
#

Does anyone know if there is a mesh for small windows of ce_wt_ext_module_sidetower_btm_1x1h_mid_dr_a? I've tried searching by many different keywords in meshes, prefabs, collections and in atlases but no luck. I've noticed that it's basically wt_ext_windowframe_a without the middle part, so I tried resizing it, but as expected the results are poor.

boreal willow
blazing anchor
#

ok thanks! i think i did that to thesandbox thing

#

this is very early on but this is what im working on

blazing anchor
#

does anyone know if theres a model in the game that looked closer to the one shown here.

#

i couldent find one cuz there is alot of building models

boreal willow
boreal willow
past canopy
#

Effects

boreal willow
blazing anchor
blazing anchor
#

i mean technically someone could recreate dying light the beast completely in the dev tools since its in the same engine as dl2. Just wouldent be able to play as crane but still they could remake the entire map if they added models into game files from dl the beast.

#

i mean ik there is no point but still it would be fun to do

blazing anchor
#

anyone know how to fix this? im using hideout zones but they show in game.

boreal willow
boreal willow
boreal willow
#

do we have steering wheel mesh? Cuz all cars are without it...

torn trout
#

Does anyone need ideas for a cosmetic mod?

blazing anchor
blazing anchor
#

even if you dont wanna talk i can just screenshare and u can type to me. I have 2 monitors

#

i just realized that ur timezone is probably super different to mine since you have been mostly talking at 1 AM for me.

torn trout
#

I was wondering if it was possible to change the color of the protective mask, to look like the e3 white mask, like the one shown in the concept art. As well as making the color and texture of the pilgrim gear to look like the shirt and stuff under neath the e3 outfit

#

Well underneath the accurate e3 outfit

blazing anchor
#

if you install the E3 definitive mod than yea

unreal olive
#

Is there a way to permanently increase stamina cap at the start/during the level without using SetPlayerPreset? I'm making a short, more exploration/adventure oriented level and wanted the player character to be as weak as possible so that every enemy encounter and parkour section matters. The level ends with a longer climb though and upon testing, I found out that I'd not have enough stamina to finish the climb. I've managed to find a workaround in the form of ApplyBuff with BuffId of Potion_StaminaUsageReduction but it shows up in the HUD which I'd rather avoid. Not to mention, if the player misses a jump and falls down to their death, the buff is gone and there no longer is any way for them to complete the level. Any suggestions or should I remodel the end of the level or "secretly" buff the player with SetPlayerPreset in the last section?

#

Also, I've already tried out a stamina boost pickup, but even the level 4 one was not enough. IIrc, there were 3 or 4 levels more to it but even that one was marked as a legendary loot.

past canopy
unreal olive
#

I'd rather not tbh. I wanted players to be able the roof just barely to make it more exciting.

#

I've already modified the route a bit not to include a ledge jump and to simply scale the wall so if you have no other ideas that's fine as well.

#

I'll leave it as is.

past canopy
#

You could test how many of these lines to include in player.scr to determine the exact stamina needed for him to finish just barely.

Skill("AntizinCapacityUpgradeStamina");

#

@alpine lynx no

alpine lynx
# unreal olive Is there a way to permanently increase stamina cap at the start/during the level...

Healing_zone.prefab can apply any buff when player enters inside its area. This ensures player will always get the buff even if they die.
To hide the buff icon you probably have to make your own buff in buffs.xml

Latest update added infinite parkour stamina, you can probably utilize that. The way its applied in main game is via story variables.
In story editor, open variables window, click small gear icon, close variables window. Now you can add story node SetVariable -> InfiniteParkourStamina = true

Third option is to make your own custom player preset in default_player_setup.scr and apply that with SetPlayerPreset node

alpine lynx
past canopy
#

You can also use nodes to give him stamina and remove it afterwards, requires alot of them but you can disable the questlog for collected things and the reaction

#

Its the same strategy like player.scr but without using player.scr

alpine lynx
#

or you can make movable elevator

#

even better

past canopy
#

Thats not his idea

unreal olive
#

I see, thanks guys. I'll experiment with that later on.

past canopy
#

You are missing the topic right there

alpine lynx
past canopy
#

missing the topic..

#

sequence with cutscene him climbing up

#

better idea

#

99% desktop tool

alpine lynx
#

or just TeleportPlayer node ez

past canopy
#

local portal is way easier

#

What are you even trying to argue

alpine lynx
#

trampoline with custom jump height

past canopy
#

Zipline onesided uphill

alpine lynx
past canopy
#

^ brainrot node

alpine lynx
past canopy
#

doesnt require any thinking

alpine lynx
#

Just add Start -> Quitwithtitles

#

5/5 map

past canopy
#

"show" node -> ThrowablePrefab.prefab = doesnt even start the map

#

6/5

alpine lynx
past canopy
#

Shut up now

alpine lynx
#

Upload map as visual mod

#

thats a winner 7/5

past canopy
#

Create Profile, do not even upload anything

#

10/5 beyond rating system

#

unbeatable

terse sparrow
#

leak private modio map names >

alpine lynx
past canopy
terse sparrow
#

no way

past canopy
#

you dont know?

terse sparrow
#

that is crazy

alpine lynx
#

who names their pc with their own full name

past canopy
terse sparrow
#

user local account = peak

past canopy
#

not only your name

#

also gpu

#

in crashlogs

alpine lynx
#

thats highly classified information

past canopy
#

Yea, especially techland screenshotting your system to find out what you use

#

what rafal showd us

#

Bub #1 target

alpine lynx
#

imagine if crex had 970gtx and not 4080 and it was exposed via custom map log

#

biggest anime betrayal

past canopy
#

4090*

#

@near furnace

alpine lynx
#

ancient technology

#

5090 is the shit

past canopy
#

50xx rtx is crap series

#

ANCIENT techology

#

says the one having golden "brass" pipes

alpine lynx
past canopy
#

Seboli

alpine lynx
#

im getting 5090ti when its out so I can run devtools 80fps

#

biggest flex

past canopy
#

Yea, and it will lag on renaissance map

#

wise choice for the money

alpine lynx
past canopy
#

and?

alpine lynx
#

he used that as pfp

#

seboli lore

past canopy
#

ok

alpine lynx
past canopy
#

"ok"

#

yea.. -> ok

near furnace
boreal willow
past canopy
#

What, it doesnt work?

#

Never used it , so idk

boreal willow
#

700 messages btw lol

past canopy
#

Yea me and bub mainly

boreal willow
#

So I think it doesn't work

#

Still wondering is there any way how to make restrictions for player like in Tower Raid..

past canopy
#

which restrictions

boreal willow
#

In Tw like: Zombies get 20% less damage, etc

past canopy
#

What has it to do with restrictions?

boreal willow
#

I mean.. that's a restriction, right?

past canopy
#

No

#

Thats either damage scale with player level

boreal willow
#

Kinda buff for zombies?

past canopy
#

or AI level

boreal willow
#

Understand

past canopy
#

You can set AI level Difficulty from 1-9

boreal willow
#

Tire 1, 2, etc?

past canopy
#

Tire?

boreal willow
#

I think it called like that

#

In spawner difficulty

boreal willow
#

i meant that

alpine lynx
#

which would be sleek runner

#

TR gameplay modifiers are basically buffs, they should be available in ApplyBuff node

boreal willow
alpine lynx
unreal olive
boreal willow
#

thx!

karmic brook
#

how do i make a working UV lamp in dl1 devtools like the one around safezones

alpine lynx
#

set infection uv zone or uv supplied in gma attributes

elder ravine
#

Ok

karmic brook
boreal willow
#

it's in classes folder and in prefabs folder

karmic brook
alpine lynx
#

try search safezone or hubzone

karmic brook
#

I have a safe zone set up I just need the uv lights

alpine lynx
#

Add spotlight with blue colour..?

karmic brook
#

I want ones that work on volatiles

alpine lynx
#

Safezone doesnt work?

karmic brook
#

It does I just want some uv lights around it

alpine lynx
#

Is there some downside in adding small safezones front of UV lights

karmic brook
#

Like the uv from the uv traps or the ones around zeras lab

alpine lynx
karmic brook
#

The uv flashlight in the item spawned is called super flashlight so maybe it’ll be called something like super light

#

Also do you still use dl1 devtools?

alpine lynx
#

sometimes, but mostly for dl2 modding purposes

blazing anchor
#

Hello. I am new to the dev tools and am a bit confused. How do I use grass? I feel like im doing it wrong spwaning a grass strip mesh and pasting it all around. Is there a brush tool for grass?

blazing anchor
#

also how do i fix this?

alpine lynx
blazing anchor
#

thanks bub

blazing anchor
#

the ground in stuck like this.

alpine lynx
blazing anchor
#

whos rabbid?

#

oh shoot sorry

#

i just saw that now

blazing anchor
#

Hey bub, how do i rebuild terrain meshes?

blazing anchor
#

also do you know why enemies that i spawned arent attacking me?

alpine lynx
alpine lynx
blazing anchor
#

Ok thanks bub

blazing anchor
#

Idk if anyone knows how to fix this but recently i just tried loading into my project and when it says creating viewport it gets to like 80% and is stuck like that for like 10 seconds and then the dev tools just close. What should I do? is my map broken?

blazing anchor
#

Ok I will try in a bit when I get on my pc and I’ll tell u what happens

blazing anchor
#

a different project works, mine still doesent tho

#

then it just closes

alpine lynx
unreal olive
#

Does anyone know how to make a scripted chase sequence? I wanted to have the player enter a room full of enemies who immediately notice them all at once and begin the chase and surrender once the player leaves the building. I've tried using dynamic spawner ai_spawn_point_init as per tutorial with both StartChase and FakeChaseStart/Stop but no luck. Nothing happens in the first case while the second is only for UI it seems.

unreal olive
#

Do I still need that ai_spawn_number zone and assign the point to it or what?

blazing anchor
past canopy
#

Activator = m_enable -> aispawnboxnumber can get scaled for making AI spawn at different places within the area [requires "generate" and set 20 infected for example]

Uncheck m_enable at spawner to use the sensor

#

and build navmesh

unreal olive
#

Thanks a lot, gonna give it a try after I finish the room this is supposed to take place in.

boreal willow
boreal willow
past canopy
#
  • You can use the activator sensor with storynode "waitforsensor" to enable any other things
boreal willow
#

Feel dumb now... Didn't know we could make smth like that without scripts

#

Oh, btw, do we have a limit of Ai in sensor/spawner?

past canopy
#

Devtools 1 had activator as well

#

64 total for AI

#

Spawners will clamp or wait once total amount is below 64

boreal willow
# past canopy 64 total for AI

Huh.. then why does spawner can't spawn sometimes about 15 zombies..? Sometimes I have like 7 zombies instead of 15 (the area is large btw, so it can fit that much infected)

boreal willow
#

is that okay that for some reason my dev tools is laggy? But when i'm setting 7AM FPS became normal? Any ideas how to fix it?

blazing anchor
#

i had to restart cuz my project corrupted but in my new project i can go to any time and it doesent lag anymore

unreal olive
# unreal olive

Is steamapps\common\Dying Light 2\DevTools\projects\local\PROJECT_NAME the only directory containing all of the work on the project? I'm still getting the error and was considering game reinstall in the hope of fixing it.

blazing anchor
#

if you do reinstall game, backup the project because it deletes the dev tools folder which holds your project.

#

i learned that the hard way a while back

unreal olive
#

Yeah, that's why I'm asking. I want to backup absolutely everything related to the project.

blazing anchor
#

yes, just go to "dying light 2/ DevTools / projects / local / and copy the folder of your project. Or if you want be even safer just copy the projects folder in the dev tools folder and place it somewhere

#

also do you know how to make npc's respawn after going a certain distance away from the spawner?

unreal olive
#

Okay, thanks. And sorry I don't - I'm not using any human npc in my project.

#

Non-enemy ones at least.

#

Just basic encounters in mine.

blazing anchor
#

oh ok thanks tho

#

i was just curious cuz i have zombie spawners around and after killing them they never respawn and i want them too

sleek orbit
#

i kind of needs help with this

player_variables.scr doesnt work and only that file doesnt give changes to the game
i want to change the gravity and other stuff since i almost neutralize the air control from jump_parameter but player_varibles.scr doesnt give changes to the game. it was fine but after the 1.24 update it just wont do anything

#

i already tried to change the one in data0.pak

leaden rock
alpine lynx
sleek orbit
#

also where can i change this height when jumping off a zombies?
tried to change it in jump_parameter looks like doesnt change the height

same with that survivor trampolin jump

alpine lynx
sleek orbit
#

tried to change the height of BounceOffHead doesnt do nothing in jump_parameter

sleek orbit
#

how do i multiply speed for normal jump so it still have the same horizontal gap reach while keeping the jump height lower?

terse sparrow
#

there should be a min and maxspeed variable you can change those

#

jump_params.scr afaik

sleek orbit
terse sparrow
#

event not fucking around?

#

let me test it real quick

sleek orbit
#

nope

#

heres mine

Jump("Normal")
    {
        Height("NormalJumpHeight");
        JumpHoldTime("NormalHoldJumpTime");
        Prepare(0.1);
        BeginAnimation("Jump_Begin");
        LoopAnimation("Jump_Loop");
        AnimationVariants(2, 2.3);
        MinSpeed(0.0);
        MaxSpeed(12.8);
        //MaxSpeedInputInfluence(6.8);
        Acceleration(8.0);
        Deceleration(11.5);
        SpeedMultiplier(3.5);
        LookAngles(180,90,-180,-70);
        LookState("Jump");
        AllowDoubleAndFarJump(false);
        BlockWhenExhausted(false);
        MoveDirChangeTime(0.6);
        AutoStepHeight("JumpAutoStepHeight");
        ClearPhysics(true);
        BeforeHangTime(0.2);
        EnableCameraAnimations(true);
        ProgressionAction("JumpOnLow", 0.8);
        ExtraGravity(8.45);    //2.8
        ExtraGravityDelay(0.0);    //.4
        ExtraGravityOnlyWhenFalling(true);
        SpeedPostProcess(0.2, 1.0);

        AdvancedParkour()
        {
            AllowVelocityMod(true);
            MaxSpeed("MoveSprintSpeed");
            ExtraGravity(-8.55);
            ExtraGravityDelay(0.0);
            ExtraGravityOnlyWhenFalling(false);
            Height("@ClearMapping");
            Height("AdvancedParkourNormalJumpHeight");
            JumpHoldTime("@ClearMapping");
            JumpHoldTime("AdvancedParkourNormalHoldJumpTime");
        }
    }
#

extra gravity also looks like doesnt even change in this jump

#

however normalnitro works with speed multiplier and gravity

terse sparrow
#

imma update the game real fast and see it

terse sparrow
#

yep it works

#

I will send you my jump param.scr take a look at it and well yoink the changes,

"AdvancedParkour" is physical parkour and yeah, everything works, you can even set the minimum speed even when it's not defined just set it to something, if you want speed to carry over from running first you'll have to change player_variables.scr as that contain how fast the player moves

and yeah

sleek orbit
#

thank u

terse sparrow
sleek orbit
#

what "@ClearMapping" does?

terse sparrow
#

based on context 0 clue, probably clears the old value?

#

just considering they clear the value and set it to another value

sleek orbit
#

is there anyway i can change the height?

#

theres no advancedparkour for it

terse sparrow
#

afaik if there is no advanced parkour it should just use the default values

#

so if you change those, on paper it has to work

sleek orbit
terse sparrow
#

try defining advancedparkour then

sleek orbit
#

already put it on 0 still able to gain height

terse sparrow
#

and also are you sure you change the correct skill?

sleek orbit
terse sparrow
#

lemme take a look

#

seems to work

sleek orbit
#

i dont wanna increase the speed by using the minspeed as it make the speed so sudden high in a single press without acceleration

sleek orbit
terse sparrow
#

maybe bounceoffhead is not called and it just uses the normal jump

#

seems like the case

terse sparrow
#

I mean if you take a look at the vid

#

my jump is the same on top of zombies or no

sleek orbit
#

also are u literally bouncing off head

terse sparrow
#

yeah

sleek orbit
#

i meant the skill when u darting and goes jump on zombie

terse sparrow
#

otherwise the jump would fail

#

wdym by that

#

sprint and use the jump button

#

so the player launches themselves from the zombie

terse sparrow
#

1 minute

#

so you want the speed multiplier from that?

sleek orbit
#

oh wait a minute

#

i think its working

terse sparrow
#

lemme see what does what

#

if bounceoffhead is the dash jump I am killingmyself

sleek orbit
terse sparrow
#

okay I think tl broke autosprint

terse sparrow
sleek orbit
terse sparrow
sleek orbit
#

this is?

terse sparrow
#

here it is I just put a huge as fuck number to test

#

i do not fucking know what bounceoffhead is then, doesn't seem to be used

sleek orbit
terse sparrow
#

yeah

#

can you test something for me real quick

sleek orbit
terse sparrow
#

turn off auto sprint

#

does the game still auto sprint?

#

I would guess they tried to make a system where you could bounce between npcs

#

but yoinked it and used the normal jump values

sleek orbit
terse sparrow
#

could be steam fucking up the update then

sleek orbit
#

tried it before with auto sprint off

#

no it doesnt make me run when auto sprint off

terse sparrow
#

then it's on my end thanks

sleek orbit
#

where do i change of how many volatiles will chasing me during chase?

unreal olive
#

Does anyone know if there's a way to disable parkour for a specific object? I've tried disabling various Collision Mask and Collision Callback Mask settings but barely any seem to be changing anything. Only "Player" one is doing what I expected of it, which is allowing me to pass through it.

past canopy
#

Climbing, jumping?

unreal olive
#

As in disabling climbing a specific fence for example.

past canopy
past canopy
unreal olive
#

Specific mesh/object, in general.

past canopy
#

You can use collision boxes or barriers to prevent the players going out of bounce

unreal olive
#

I think placing a collision barrier just before it might work.

#

Yup, that's what I thought.

sleek orbit
past canopy
past canopy
sleek orbit
#

none right now

past canopy
#

is it a scripted gameplay or roaming around

#

Are you talking about custom maps or modded campaign

#

@unreal olive restricted_area.prefab

#

Attributes only work being inside the area

unreal olive
#

Oh, nice. Thanks a lot.

sleek orbit
past canopy
#

Campaign or custom map

sleek orbit
past canopy
#

So campaign, i think trying this mod could work

sleek orbit
#

also i was wondering if theres any way for jump_parameters so that my jump will keep going straight if i move my camera/mouse to the right/left direction

sleek orbit
unreal olive
#

Also, to give you a better idea of what I'm after: the player's in a room and drops through a hole in the floor to the one below, which is filled with enemies who start chasing him. As I imagine, the spawner should fill the bottom room. Where should the sensor go? In a place the player lands after the fall or upstairs just before this happens?

blazing anchor
#

hey guys, how would i make it so that volatiles roam around my map. When I use a spawner they just sit there till they see me.

blazing anchor
#

as long as the player cant see them spawning it should be fine

unreal olive
#

So they'll all spawn at once when the player touches the sensor? Wouldn't that cause performance spike drop? Also, how to connect the spawner and sensor? I cannot find an option to do that. There's one field at spawner that could be used for that but I cannot do anything with it.

past canopy
unreal olive
#

Man, I already had this menu expanded but wasn't sure if I should risk and add the spawner. Wouldn't need to have bothered you. Thanks, will test it out now.

#

Works better than expected. Scared the crap out of me.

#

They do not stop chasing me after the point I wanted to though, since it's not a scripted chase anymore I guess.

#

They should stop after the player climbs to the rooftop through a hatch though. I'll either try to despawn the enemies after the player goes through the hatch or automatically close it after the climbing animation finishes. This I believe I should manage by myself. Thanks a lot for your help.

past canopy
#

bottom right corner -> redbuild button -> checkmark only "build navmesh"

unreal olive
# blazing anchor ^

Alternatively Window > NavMesh > Click on "Entire Map" list and change to "100m around" > Build & Save and repeat after moving around the map a bit. Building NavMesh for entire map at once using rebuild method crashes my editor every time. Probably my pc is too old for this...

ionic sable
#

I am looking for a way to disable the mouse sensitivity reduction when using the binoculars. Not sure if this is the right place but i dont really see any other modding related channel in this server. i appreciate any help in this matter

unreal olive
#

How can one make a new checkpoint? As I understand, the method with point of interest from the unofficial tutorials is for making shortcuts for testing? What about official means for actual gameplay? I added MissionCheckpoint node but it requires a respawn point. I tried adding point, point marker and spawnpoint prefabs but each of them is marked as "Invalid group" when added there.

past canopy
#

I did this in my harran prison map

#

And check mark all spawnpoints with _m-respawn but disable all incoming checkpoints after the first one

#

You can also add area.prefabs to any spawnpoint.
If the player dies inside this area, he then gets respawned with the aligned spawnpoint.prefab

past canopy
unreal olive
#

So I can use an activator to disable the default MapStart and enable the next spawnpoint right?

#

I assigned a checkpoint_marker to the node and it was still marked as "Invalid group" and did not disappear when I approached it but I did respawn there upon dying.

past canopy
#

you can use activator prefab zones to toggle on and off any spawnpoint, parallel or simultanously

unreal olive
#

Okay, I will experiment with that. Thanks.

unreal olive
#

Are you able to unlock a skill with GiveSkill node, as per official yt tutorials? It worked fine when I wanted to unlock Grapple Hook but no skill from the tree that I've tried unlocks with this method. I originally thought that it didn't work because you need to have the previous ones unlocked but I'm not even able to "Give" the very first one, High Jump.

past canopy
#

If you want to remove anything from the Preset, open it with notepad++ and at the very bottom remove any scripts you might not require

unreal olive
#

Ok, thanks will try it out.

unreal olive
#

That "give_all" could come in handy some day, preferred not to overwrite it.

unreal olive
# past canopy Use activator to disable and enable new objects, even spawnpoints, you can incre...

For some reason, it didn't work. I was sure I hooked up every spawn pawn to a corresponding activator but only the default MapStart and the middle ones worked. I mean apart from MapStart there were 3 more spawn points but only the second one worked and not even upon hitting its activator. When I passed a certain point on the map (not even sure what that was), the respawn point changed from MapStart to spawn point 2 and stayed that way. It happened even before hitting any activators at all, not even the one for spawn point 1. Anyway, I managed to get it working using GoTo prefabs and Enable/Disable nodes.

#

More importantly, I think I finished the map but I'm still getting the "error accessing file" during upload to mod.io. It happened always on 4%. I reinstalled the game but it only made it stop at 5% instead. Today, I did a clean reinstall instead to no effect. I also compared the contents of source/data with my first project I created to follow the yt tutorials but there were no missing files. Is there anything I could do?

#

Are there any files responsible for saying what object goes where on the map? I've been thinking about creating a new project, copying those files along with the custom prefabs directory from my original project, effectively recreating it there. Is that possible?

lapis swallow
#

upload keeps stopping at 15 percent with HTTP error

past canopy
#

Keep trying it

past canopy
#

Yes you can copy prefabs to another project

sleek orbit
#

can someone help me to show of where i can change the jump height when jumping over zombie while dash/darting

#

tried to change the value in jump_parameter seems not work but others like speed can be modified

unreal olive
# past canopy Elaborate Objects?

Meshes, prefabs, gfx. lights, any entity really. There needs to be a file saying "this goes to location XYZ and is of rotation XYZ and size XYZ". I want to create a new project, copy my prefabs directory and these files, in order to try recreating the map and uploading it once again.

#

I've found a file specifically for terrain, so at least that should be copyable.

terse sparrow
#

onenemydash uses the doublejump's height

sleek orbit
terse sparrow
#

yeah just remove the doublejump and the height var should kick in

sleek orbit
#

used the @clearmapping does make it work

terse sparrow
#

quick tutorial

#
  1. what to do
  2. with what height

you can remove the 2. part and code in the height manually

sleek orbit
sleek orbit
#

because double jump itself already been tweaked

alpine lynx
#

or contact TL support

sleek orbit
#

is it possible to change the speed of a specific animation?
like vaulting

blazing anchor
#

is it possible to use the monkey bar animation on a branch or something? maybe with custom move object? My map is mostly forest and I want to incorporate parkour into it but is difficult without being able to swing on branches and stuff.

past canopy
blazing anchor
#

thank you, i will try this out in a few.

#

also is there a way to get better preformance with so many trees cuz i had to delete alot since I was only getting like 30 fps.

#

how do i give it a invisible mesh?

unreal olive
#

I think they meant going into "Mesh skin" and picking one that is invisible? I'm not sure it's intended but for me at least there are a lot of those on the objects I'm using.

past canopy
#

^

past canopy
blazing anchor