Y'know, just to ensure what mods are downloaded and what files they have in them in the event that you need to go back and "reset" something. This folder will be a good location to keep any of your mod files that you download as well. So, at this point we're going to create a couple of folders to help us keep things straight.įirst we're going to create a Dying Light Mod Files folder that will hold ALL of the game's files as well as our own, custom, mod files in it. These are the essential game files for Dying Light and are required for Dying Light and our mod to work. The only 3 files we're going to focus on here are Data0.pak, Data1.pak, Data2.pak, and Data3.pak. Now, you'll see a whole laundry list of folders and files here in this location. Local Disk (C:) -> Program Files (86x) -> Steam -> steamapps -> common Atypically all Steam game files are kept at this file pathway: So if you don't use the provided links or unintentionally install something you didn't want to install while attempting this process, that's on you don't blame me or anyone else for you not reading the fine print.įirst and foremost you're going to want to know how/where to get to your Dying Light game files. The download and installation of secondary software such as these programs are completely at your allowance. Now, as with all software/program installations you should always read or at least vigilantly scan each dialogue and check box. Here are the links that I use to download and subsequently install both of these programs: This makes reading and editing the codes/scripts a lot easier and more understandable. I can't speak to those of you that use Linux or Mac systems and their equivalent text reading programs, but either way I'd still recommend Notepad++ as well. Window's Notepad holds some formatting, but not like Notepad++. This program is not necessarily required, but it does hold the original formatting that the folks at Techland used when coding Dying Light. I personally use 7zip and I use it for these projects here, so I can more confidently say that it will work. Now, if you use another zip program like WinRar or WinZip I'm pretty sure they will work just fine, but I cannot 100% guarantee that. Thankfully, you're only required to use 1 additional program for modding Dying Light, but I recommend a second for its ease-of-reading feature in its use. Usually when people realize that they're going to need additional software to do something like this they become afraid or frustrated and walk away from the idea of the project. Here's a screenshot of the VAC Secure Game options: Moreover, setting your Game Type to Private still allows you to invite people to your game so you can set them up with the same mods as you have and troubleshoot any other/further connection problems. Given that Dying Light doesn't like mixing users with different mods or modded/unmodded game users anyways, it's only serves productivity to do this. It's also not a bad idea, if you're still worried about being flagged for cheating to set your Game Type to Private. So, it's highly recommended that when you publish your mod either on the Steam Workshop or Nexus that you make a strong mention and recommendation that your mod-customers do this step as well.Īs soon as Dying Light starts, go to Options -> Online -> VAC Secure Game: No. This is not only important to the modder, but also to the mod-customer who wants to use your mod. Thankfully, Techland was awesome enough to add a "disarming" feature inside of Dying Light itself so that a modded copy of their game can be ignored by VAC at the request of the user. Which, if you've done any kind of research on VAC Bans you know that they're nigh impossible to get rid of. As previously mentioned, modding Dying Light can trigger a false-alarm VAC Ban.
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