Customizable Tweaks! Aiden is more potent, but biters now work together and tend to swarm if you stay still too long! -Buffed pan of destiny -Skip intros -No button mash -Disabled biter grabs (NEW!!) -More frequent/dramatic ragdolls -More slow motion and critical hits -Expanded AI physics interactions
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Changelogs
Version v4.2.1
Disabled biter grab interruptions entirely! (Optional: see config tool to re-enable grabs)
Improved ragdolls
More soft body collisions
Faster swimming
Improved maneuverability & speed of paraglider
Buffed grappling hook as weapon
Buffed grappling hook swing action
Faster climbing
New entries for config tool (no update needed)
Restored some missing functionality from v3.2
Version 4.2.0
Foliage:
Swapped many drowned and dead foliage with greener foliage types
Wall Running and Jumping:
Improved the speed, responsiveness, and view freedom during wall running and jumping.
Added slow-motion effect for more dramatic wall running.
Enabled two consecutive wall runs, front wall jumps, and camera rotation during jumps.
Reduced gravity effects for less punishing falls from wall runs.
Bow Mechanics:
Improved the speed and stamina efficiency of bow handling, drawing, and shooting.
Reduced sway and zoom for more control over aiming.
Enabled shooting while performing parkour moves but without slow-motion effect.
Decreased slow-motion time and accuracy multipliers for the bow.
Allowed picking up arrows from the environment.
Survivor Sense:
Decreased cooldown and preparation time, allowing for quicker use of Survivor Sense.
Adjusted range, duration, and height parameters for more effective detection of threats and objects.
Adjusted detection distances and behavior for enemies, both on foot and in water.
Enhanced flashlight functionality for better visibility.
Made changes to the wrestling kick gravity settings for better combat mechanics.
Sprint Mechanics:
Sprinting now has a more noticeable visual effect, improved turning control, and increased duration.
Stamina consumption for sprinting has been reduced for both initial sprints and overall durations.
The cooldown times for sprinting have been decreased, allowing players to use sprint more frequently and recover quicker.
Climbing Mechanics:
Extended pole positioning time and time to begin pole position for a more realistic and smoother climbing experience.
Increased minimum pole start speed, added pole offset, and decreased pole inertia for smoother transitions and less sluggish climbing.
Enhanced dynamic movement during climbing with increased pole angle multiplier and update time.
Improved realism with increased influence of hand movements during climbing.
Combat and Movement:
Slightly increased movement speed when exhausted and reduced tackle regeneration time for a quicker, more action-paced gameplay.
Expanded the range of kicks with an increase to wrestling kick range, less stamina usage for kicks, reduced cooldowns, and increased damage for air kicks.
Increased minimum and maximum movement speeds both forwards and backwards, as well as during attacks. Strafe speeds also increased.
Allowed throwing in lookback for added gameplay possibilities and reduced stamina drop in challenges for less punishing gameplay.
Parkour and Landing Mechanics:
Made parkour and landing more forgiving with an increase to harmful, large, and lethal fall heights. Decreased fall height filter for better fall damage granularity.
Improved parkour flow with increased active landing speed regain factor and reduced maximum slowdown. Also enhanced responsiveness with changes to the timing of inputs and auto steps after landing.
Zip Line Mechanics:
Boosted traversal speed with an increase in minimum and maximum zip line speeds and acceleration.
Vision Mechanics:
Increased Xray effect probability, radius, and duration for enhanced visibility and situational awareness.
Swim Mechanics:
Enhanced swimming experience with increased swim speed, sprint speed, impulse speed, strafe speed, and acceleration.
Sprint Mechanics:
Adjusted sprint effects for better visuals and increased sprint nitro acceleration and field of view. Improved character mobility with adjustments to the sprint speed and acceleration settings.
Rope Hook Mechanics:
Increased maximum swing speed and acceleration. Enabled RopeHook to shoot to all geometry elements and maintained momentum after rope hook stop.
Allowed for targeted jump instead of non-targeted ones and enhanced realism with adjustments to forced velocity after dropping/jumping from ropehook.
Version 3.2
Patched broken config tool!
Brought back high impact and low impact version
All optional features of 3.1 are now implemented by default (an unfortunate side effect of the patch). Use config tool to disable them!
Version 3.1
Lightning, blast, and ragdoll effects added to Pan of Destiny
Removes intro sequence
Craftable doom shotgun
Removed button mashing
Zombie hordes mode
Increase foliage density
Rebalanced melee forces
Added descriptions to config tool
Version 2.0
Dismemberment has been significantly increased and enabled for most entities in game
More critical hits, slow motion hits, and Xray effects
Zombies will now swarm if you stay still on the streets too long (helps to rebalance the difficulty)
New method to calculate ragdolls (can be buggy sometimes)
An optional reduced impact version
Brought back soft body collisions
Persistent giblets (dismembered limbs & heads won't despawn as easily)
Version 1.3
Fixed stability issues from 1.2
Added dismemberment for goons, demolishers, and screamers (Untested 2/20)
More angular velocity for 1 handed blunt weapons
Higher probability of dismemberment with 1-handed sharps
Spikes impale more easily. No magnetism though :(
Ragdolls stay in FOV
Improved compatibility!
Version 1.2
Unpredictable soft body collisions. (Use previous revision 1.1 if you prefer realism)
Version 1.1
Probability tweaks, expanded effects to lower tier weapons, improved compatibility
Version 1.0
More ragdolls, fewer animations, physics tweaks
Donations
No donations accepted
Config Tool Display This mod aims to improve the sandbox feeling of the game by lowering the thresholds to activate physics and tweaking simulation parameters to make movement more random, and at times hilariously unstable. Since the 'Gut Feeling' update, this has become more of a bucket of hundreds of tweaks to make the game more feel more chaotic and lively. The primary changes envisioned: - Better partial ragdolls - Disable biter grabs ✅ v4.2.1 - Reduce Nonphysical bone restoration ✅v2.0.0 - More slow motion effects ✅v2.0.0 - Shift the direction of velocity vector to keep bodies in FOV ✅ v1.3.0 - More rotational velocity ✅ v1.3.0 - More floppy limbs and internal collisions ✅ v1.2.0+ See the change logs for more documentation on changes unrelated to the combat system. Most tweaks can be disabled by use of a custom config tool designed to organize the effects of each script replaced in the game. INSTALL Extract "data3.pak" file in "..\Dying Light 2\ph\source\".