
- DYING LIGHT HOW TO USE SWEETFX HOW TO
- DYING LIGHT HOW TO USE SWEETFX MOD
- DYING LIGHT HOW TO USE SWEETFX UPDATE
They work with assets, and these assets are used all over the place. I too felt like seeing a lot of repetition on, especially, the interiors. You know the guy does have a point there. * Improved mouse scroll speed in map menuĪlso HardOCP have done a Video Card Performance Review: * Added AMD Radeon support (Please note - the NPC dialogue lip-sync will be enabled in a future patch) * New option to enable zombie invasions with co-op disabled added * Various improvements in world and character art * Resolved various stability issues including co-op * Various balance tweaks of weapons, loot chests, shops and crafting * New weapon rarity level – extremely rare Gold weapons added * 4 outfits as a reward for finishing the story campaign added Looking forward to the other quarantine zone.
DYING LIGHT HOW TO USE SWEETFX HOW TO
It had me frantic for a while, until I figured out how to solve the problem. I just played what appears to be the Cargo portion of the Cuisine and Cargo DLC last night for the first time, and I really enjoyed it. There are of course nit picks here and there about the story, dialog, voicing, lackluster ending, and what some call forced death scenarios (exploders suddenly appearing), but I feel in this genre it's about as good as zombie games get. Even the features they added to the menu, like being able to disable film grain, are apparently not retaining their setting, according to many whom have used it.
DYING LIGHT HOW TO USE SWEETFX MOD
For instance if you disable "sun" shadows, it also disables indoor shadows, and despite the game having indoor shadows, indoor shadows in the varlist pertaining to them are set to off (0), and turning them on adds no more shadows.įor these reasons, I'm wondering if the reason they temporarily disabled mod access was to rework some of the varlist coding to avoid breaking other features when they're used. I've also noticed that some of the varlists aren't even coded very well. I was also getting an intermittent faint white line which appeared to be emanating from the sun that would sweep across the screen now and then. It was so bad I had to use a SweetFX preset just to get it back to looking close to what it was before the edits, regarding HDR, contrast, saturation, and even overall luma sharpness. From what I've read it may still be possible even since their having disabled mod access via editing the actual Data0.pak, instead of using the Documents path, but I was experiencing some apparent side effects from disabling certain varlists even when modding WAS accessible.Įverything started looking really bland when I had my edits enabled.
DYING LIGHT HOW TO USE SWEETFX UPDATE
Since letting the game update to 1.4, I have not attempted to re-employ all the tweaks I was using. Unfortunately that doesn't net you many points though. Oddly enough though, I can stand on a bent piece of chain link fence at the corner of a safe zone that has a UV light to keep them at bay, and toss a couple Trap Bombs and kill them. On New Game + I have shot them point blank in the head several times and they won't go down.


On first play through I could one shot them, two at most if the first was a bit off. To give you an idea, there's a side mission where you hunt Volatiles at night with a double barrel shotgun. On New Game +, esp with a fairly high player level, it makes it MUCH harder to farm Power at night when points are doubled because the Volatiles are now much harder to kill. That said, I suggest speed leveling your Power stats early on in your first play through. Endings matter a lot, esp in a game like this. I would say more but it would spoil too much, and I wanted my comment to be readable to all in case some are on the fence about buying it or waiting for a price drop based on that. The ending was too easy and one dimensional. I know the CoD label often gets overused, but here it makes no sense whatsoever.
