Dying Light 2
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TiedFrog

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TiedFrog

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About this mod

If you think that the chases after the update still arent scary or overwhelming, then this mod will do it.

AT THE MOMENT, ONLY VERSION B IS WORKING, BECAUSE I HAVEN'T UPDATED THE OTHER VERSIONS YET, AND I WANT TO HEAR OPINIONS ON 1.6 MOD UPDATE.

Permissions and credits
Gotta give some thanks to JulyCrab for emotional support(Asking me to fix the mod and motivating, encouraging me).


If you want black pitched nights without filter or reshade, then combine this mod with my dark pitched mod for the full experience, mod here 





Update 1.6 : support for 1.12. game version, and REALLY reasonably overwhelming-er creative chases, changes list:

  

-Plaguebearer gas death time, is now back to normal(5 secs).

-Volatiles fist attacks don't cause as much as high damage, but damage is still considerably high and not dodging is dangerous, as their fists cause damage to your immunity as well.

-Volatiles spits don't do the high damage they used to do, because it was annoying, and as people requested but now they damage your immunity, and I removed the "goon weapon hit knock", because it stuns the player so bad that you fall to the ground and end up inevitably dying under the moon light(Dying Light refrnce!!!1!).

-Volatiles pounces cause more immunity damage.

-At some instances, the volatiles can bash you when they are running towards you, it happens but rarely, I didn't figure out how to edit it, I could've made it happen always.

-I gave the game the ability to allow for as much as possible entities to spawn during chases, by that I mean for example, at level 1 chase, the number for volatiles that are supposed to run behind you is 5, so the volatiles will spawn really, really fast from anywhere just to fulfill the game's code to provide the 5 volatiles behind you as fast as possible.

-Increased the number of volatiles at each chase level, and at level 4, you wouldn't mind 50 volatiles smacking their feet behind you, would you?.

-Due to the game's prologue being un-playable during the tutorial chase, I changed the spawn time of entities after the chase start from 3 to 5 seconds(that applies for all chases, not just prologue), to give the player a chance to catch up with Hakon, and if it gets too hard, then just put the game on easy difficulty during that mission.

-Biter grabs cause more damage, and immunity damage as well.

-Viral jump-scares or power-jumps(whatever ya call 'em), cause more damage, and damage immunity as well.

-Night spitter spits, and spit explosions and their puddles, all cause immunity damage.

-Some other enemies that poison the player also give immunity damage.

-Chases now just keep pushing you to run forward, very DL1-ish! AND YOU FEEL HUNTED!

-Waltz attacks cause immunity damage.

-Significantly, realistically, and reasonably decreased the amount of volatiles that spawn when causing large noises at nights, like explosions, etc.

-Added custom texture files where I edited the textures of faces and palms of the volatiles to have some yellowish veins that make sense with the type of damage being dealt to the player, and changed their eyes color to bright shiny yellow, (VERY IMPORTANT: DELETE "common_textures_0_pc.rpack.meta" IF YOU HAVE IT BEFORE INJECTING, THEN YOU CAN INJECT ).


I also need to make a new video, because the present video doesn't provide justice to what the mod represents right now.

Enjoy! God Bless!

                                                                                                                                                                                                                                                                                  
                                                                                                                                                                                                                                                                                  




Update 1.5.1 : fixed somethings, bit more intense chases

-Volatile light attack range has been decreased, because in the previous update if you stand reasonably far from the volatile while it's doing a light attack, you get hit and it doesn't make sense, so I decreased the value from 0.6 to 0.45 (Vanilla is 0.25).

-Allowed for more spawn chances.

-Increased the chase level points gained, so just a little bit slightly faster chase level ups in all version of the mod depending on your situation.(Surrounded by volatiles= much more points).

-Added a version for way faster chase level ups for those who want more craziness, so you can reach level 4 chase level within half a minute.
                                                                                                                                                                                                                                                                                  
                                                                                                                                                                                                                                                                                  



Update 1.5 : Briefly put, just added more creative ways of damaging the player, list of changes:

-During A volatile pounce, you will immediately get chemical infection, I mean you will lose 30-40% immunity if you don't break from the volatiles so there is more reason to use the UV and Immunity boosters that we all have accumulated in our inventories.(Beware that the plaguebearer's green gas will now kill you in 2 seconds, sorry but I couldn't find another way to force you to lose that amount of infection when pounced by a volatile)

-Volatile spits do a bit less damage(-30% from health) BUT they will cause some poisoning(-5% from health) and knock you down (goon weapon hit knock) so it slows you too much so the other volatiles can have 3 seconds to catch up to you, that's why you need to dodge them.

-Volatiles light attacks cause poisoning as well(-5% from health) as well as the hit it self without poison is(-40% from health), and have greater hit range, so standing a bit farther from the volatiles during a light hit will damage you, so you need to dodge perfectly, use your gamer skills.

-I added more volatiles spitters during street intense chases(3-4 more)(Not that much of a change)
                                                                                                                                                                                                                                                                                  
                                                                                                                                                                                                                                                                                  



Update 1.4 : Volatiles have high aggressive attack damage almost like that of DL1

                                                                                                                                                                                                                                                                                  
                                                                                                                                                                                                                                                                                  


Play on normal or hard difficulty, the mod wont work on easy difficulty

This mod just makes the chases actually more like DL1, so if a volatiles just sees you, then immediately face the consequences.

When the volatiles start losing you, that doesn't mean that more of them aren't going to spawn, so the already spawned volatiles don't need to catch up for the chase to continue, if you were able to lose them while the new volatiles haven't spawned yet then you can hide in a house or tall grasses and turn off the flashlight and don't make noise, then you will lose the chase, feels just like dl1.

Also check this video to see how the volatiles spawn in crazy numbers; video

Enjoy!