Left 4 Dead 2

Left 4 Dead 2

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Dark Days - [mod features]
By Cap'N Snuggles and 1 collaborators
A compact simplified list of changes the mod Dark Days makes to the game
-- ( note many of the changes have failed to be listed due to the size of the mod )


[Page Key]
[Key]
[Description]
Removed
'a base vanilla element of the game has been taken out' -- (e.g. removed incaps force equipping pistol)
Added
'a new mechanic has been added to the game through cvar or purely through custom code'
Modified
'a pre existing cvar, file, or other base elements of the game were modified in some way' -- (e.g. modified weapon damage)
Fixed
'an issue that was apart of the base game is no longer present when using this mod'
   
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Bug/exploit fixes
  • Added punishment to insta-kill head jump exploit (-25hp, get pulled off ledges)
  • Fixed Missing audio for all shotguns when in thirdperson
  • Fixed Exploit to climb ladders abnormally fast
  • Fixed Objects teleporting when walking into them (e.g. propane tanks)
  • Fixed Exploit to throw gas cans/etc. further by quickly shoving them after throwing
  • Fixed Exploit to use explosives to avoid/buffer fall damage
  • Fixed A cheat to re-enable the crosshair through the console
  • Fixed AI issue where special infected won't attack after incapping you if you're solo
Character classes
Classes are chosen by what character you play as
Each class spawns with three items and possesses a passive ability

  • [Wayward] - Bill & Rochelle
    Ability:
    [Speed]: Increased movement speed
    Excels in:
    Objectives & versatility
    Item #1:
    Smg/silenced smg
    Item #2:
    Deployable ammo
    Item #3:
    Pills

  • [Practitioner] - Louis & Nick
    Ability:
    [Healing]: Uses medkits 30% more effectively & +10 team saferoom recovery health
    Excels in:
    Solo survivability & team survivability
    Item #1:
    Magnum
    Item #2:
    First aid kit
    Item #3:
    Adrenaline

  • [Enforcer] - Francis & Coach
    Ability:
    [Resistance]: 25% of damage taken is ignored -- (also applies while incapped)
    Excels in:
    Melee & outlasting bad situations
    Item #1:
    Pump shotgun/chrome shotgun
    Item #2:
    Knife
    Item #3:
    Molotov

  • [Marksmen] - Zoey & Ellis
    Ability:
    [Impact]: 50% less fall damage & reduced fall damage stun
    Excels in:
    Escaping & using advanced tactics
    Item #1:
    Hunting rifle/scout rifle
    Item #2:
    Pistol
    Item #3:
    Pipe bomb
Chat commands
  • !help
    Description:
    'View list of all chat commands'

  • !afk
    Description:
    'Spectate yourself while a bot plays'
    Info:
    (Left click to exit)

  • !drop
    Description:
    'Toss currently equipped item'
    Info:
    (Bindable to a key in controls)

  • !corpses
    Description:
    'Allow corpses'
    Values:
    on, off -- (e.g. !corpses off)

  • !perma_fail
    Description:
    'Prevents level restart when everyone dies'
    Values:
    on, off -- (e.g. !perma_fail on)
    Info:
    (Call a vote to restart/start new campaign)

  • !specials
    Description:
    'Allow special infected'
    Values:
    on, off -- (e.g. !specials on)

  • !motion_sick
    Description:
    'Reduces the screen movement while incapped'
    Values:
    on, off -- (e.g. !motion_sick on)
    Info:
    (Requested by Mozilla_Firefox. eXe)

  • !define
    Description:
    'Shows the specified commands information'
    Values:
    any command -- (e.g. !define perma_fail)

  • !suicide
    Description:
    'Kills you'
    Info:
    (Useful when trapped or wanting a restart)

  • ???
    Description:
    'Hidden command'
    Values:
    ???
Dialogue changes
(Most of these have broken due to the recent L4D2 updates)

  • Removed alarmed car ahead dialogue -- (how do they know? o: )
  • Removed saferoom ahead dialogue
  • Removed "get in here" saferoom dialogue -- (its really annoying)
  • Removed some solo "is anyone out there?" dialogue that refers to non existent team mates

  • Modified tank train dialogue -- (so they don't talk about tanks that don't exist)
  • Modified incap initial dialogue from ["I'm down!"] to [shout of pain]
  • Modified ["that was close!"] saferoom door shut dialogue to [sigh of relief]
  • Modified "reloading!" dialogue triggers
Gun changes
  • Removed automatically reloading when mag is empty
  • Removed pistols having unlimited ammo
  • Removed pistol secondaries dropping when out of ammo
  • Removed bullet tracers
  • Removed ammo multiplier when in terror

  • Added prevented weapons that bypass headshots only from dealing non headshot damage
  • Added knockback to shotguns, m60 & magnum
  • Added bullets able to hit team mates through walls
  • Added horizontal recoil
  • Added flashlight re-texture
  • Added being able to swap to primary weapons when they are out of ammo

  • Modified thirdperson animation triggers -- (player would never lower their weapon before)
  • Modified standing in place accuracy to be as good as crouching accuracy
  • Modified hunting rifle tier to [tier 1] from [tier 2]
  • Modified flashlight default state from [on] to [off]
  • Modified flashlight range [increased]
  • Modified smgs from a [primary] to a [secondary] -- (except mp5)
  • Modified grenade launcher from a [primary] to a [secondary]
  • Modified holster position for smgs to make more sense
  • Modified holster position for grenade launcher to make more sense
  • Modified gun recoil [increased]
  • Modified gun damages [increased]
  • Modified weapon ammo capacity to be more realistic
    [Weapon]
    [Mag size]
    [Ammo pool]
    [Default mag size]
    [Default ammo pool]
    Auto shotguns
    7
    42
    10
    90
    Grenade launcher
    1
    6
    1
    30
    Hunting/scout rifle
    10
    60
    15
    150
    Pistol
    15
    90
    15
    #inf
    Magnum
    8
    48
    8
    #inf
    Pump shotguns
    5
    30
    8
    56
    Assault rifles
    30
    180
    50
    360
    M60
    200
    N/A
    500
    N/A
    Smg/silenced smg
    32
    192
    50
    650
    MP5
    30
    180
    50
    650
    AWP sniper
    5
    30
    20
    150
    Military sniper
    20
    120
    30
    150
    Turret
    200
    N/A
    300
    N/A
    Minigun
    500
    N/A
    800
    N/A
    (In short, 6 full reloads for each weapon)
Incapacitation changes
  • Removed pistol overwriting current secondary weapon while incapped
  • Removed guns cone of fire widening when incapped -- (gun stats shouldn't change)
  • Removed reload speed buff when incapped
  • Removed incap bleedout
  • Removed being given a pistol when incapped without a secondary

  • Added auto reviving
    • auto revive will trigger when two timers reach their goal at a rate of one tick per second
    • each timers goals are lengthened the lower your incap health is
    • timer ones min/max goal is 4 - 11 ticks and resets when you receive damage
    • timer twos min/max goal is 1 - 5 ticks and resets when you attack
    After not attacking or being attacked for awhile, you automatically stand up
  • Added mechanic to escape from special infected pins
    • the special is auto shoved off after a short struggle timer -- (has animation)
    • the struggle timer is reduced by a percentage of how damaged the special is
    • struggle timer is longer for smokers and shorter for chargers
    • escaping from a special infected deals damage to it and stuns it
    • you won't be able to escape while incapacitated
    • when freed from the special infected you will be slow for a brief second
  • Added ground impact effect to camera when initially incapped
  • Added distorted hearing & red screen border while incapped
  • Added heart beat sound while incapped
  • Added trembling effects -- (fight against shaking hands to aim)
  • Added crawling while incapped -- (cant attack/aim while crawling)
  • Added game waits for all players to be fully dead before restarting

  • Modified incap music from [puddleofyou] to [clingingtohell3]
  • Modified incap health from [300] to [100]
  • Modified incap limit before death from [2] to [#inf]
  • Modified incap fire rate debuff [slightly decreased]
Infected changes
  • Removed body shots dealing damage to infected -- (headshots only)
  • Removed special infected -- (re-enable them with the !specials on chat command)
  • Removed tanks
  • Removed tanks voice and music in case it slips through
  • Removed random hordes spawning
  • Removed infected dealing different damage on different difficulties
  • Removed mud men -- (too hard to headshot when in water)
  • Removed corpse despawning with a cap of 250 (type !corpses off to disable all corpses)
  • Removed infected reducing their speed to attack

  • Added scattered infected corpses
  • Added 1.5x damage increase to damage taken from behind
  • Added better ragdoll physics
  • Added different ragdolling to be more cinematic and organic looking
  • Added more accurate zombie hit boxes -- (helps prevent arms absorbing hits)

  • Modified infected's damage to [12]
  • Modified infected's damage to doors from [60] to [3]
  • Modified infected's attack range [reduced]
  • Modified slow amount when hit by infected [increased]
  • Modified infected's health from [50] to [100]
  • Modified fallen survivors health from [2000] to [750]
  • Modified infected's walkspeed from [250] to [125]
  • Modified infected's vision [reduced]
  • Modified infected spawning
    • increased spawn range from [1500] to [3500]
    • if all infected in area are killed they will have a small chance to re-spawn
    • infected will use fogged areas as valid spawn areas
    • increased max limit of infected that can be spawned
    • added infected able to spawn in the background/unreachable areas of maps
    • increased distance infected spawn from each other
    • increased how far away infected need to be from survivors to be removed
  • Modified chance for riot infected to have tonfas from [0.15] to [1]
  • Modified chance for infected to sit/lay down [increased]
  • Modified infected population
    • added fallen survivors to every map
    • added more riot infected
    • added more clown infected
    • changed general populations clothing choices to better suit their current environment
    • changed infected survivor in deaths tolls church saferoom to [fallen survivor]
  • Modified infected to immediately give chase after spotting you instead of standing there
  • Modified health of special infected
    [Type]
    [Health]
    [Default health]
    Smoker
    600
    250
    Boomer
    40
    50
    Hunter
    600
    250
    Witch
    3000
    1000
    Jockey
    400
    325
    Charger
    1000
    600
    Spitter
    400
    100
Dark Days: [Infected]
A separate mutation with infected sprinters instead of undead zombies

  • torso shots deal damage -- (not arms or legs)
  • melee will deal damage instead of insta-killing
  • random hordes re-enabled
  • special infected re-enabled -- (you can disable them with the !specials off chat command)
  • modified zombies speed, detection, spawn & damage related stats
Item changes
  • Removed glow around items -- (except obscured items e.g. buried under corpses)
  • Removed gas can ding noise
  • Removed bile jars
  • Removed medkit spawns inside saferooms
  • Removed spotlight that appears underneath you while using certain items e.g. using medkit
  • Removed small items being visible on your hip e.g. pills -- (looked weird)
  • Removed buffs from adrenaline -- (they don't make much sense)
  • Removed defibrillators
  • Removed explosive ammo
  • Removed incendiary ammo

  • Added deployable ammo canister -- (custom textured)
    • hold left click to deploy ammo pile
    • interacting with ammo pile will empty your mag and make you reload
    • ammo pile is compatible with secondaries
    • ammo pile will only refill currently equipped weapon -- (doesn't refill special weapons)
    • teammates can hear you interact with ammo piles unlike before
  • Added auto equip item when pickup up

  • Modified item spawn areas/spawn rates
  • Modified holster positions of medkit/deployable ammo to make more sense
  • Modified medkit health recovery from [80%] to [75%]
  • Modified time it takes to heal with medkit from [5] to [7.5]
  • Modified time it takes to use gas cans from [2] to [3.25]
  • Modified cola bottles interaction range from [75] to [20]
  • Modified gas can interaction range from [65] to [40]
  • Modified adrenaline temporary health amount [62] -- (this is temporary until I update more)
  • Modified pills temporary health amount [62] -- (this is temporary until I update more)
Ledge hang changes
  • Removed ledge hang musics stages [clingingtohell2], [clingingtohell3], [clingingtohell4]

  • Added heart beating sound while hanging
  • Added struggling effects to camera while hanging
  • Added soundtrack when being pulled up [puddle of you]

  • Modified hang music from [clingingtohell1] to [iamsocold]
  • Modified ledge hang mechanics:
    • removed the damage you receive when helped up from a ledge
    • your health bar will now function as a grip meter while hanging
    • grip will passively drain leaving you roughly 25 seconds before letting go
    • while being helped up grip will temporarily become maxed until they let go of you
    • receiving damage while hanging will reduce your grip harshly relative to damage taken
Melee changes
  • Removed damage from shoving
  • Removed blur trail when swinging melee
  • Removed removed damage reduction from wielding chainsaw
  • Removed decapitation from blunt weapons
  • Removed pistol replacement given after chainsaw runs out of ammo
  • Removed melee able to hit multiple targets per swing

  • Added holster positions to melee that didn't have it
  • Added hefty walkspeed reduction while sawing through infected with a chainsaw
  • Added melee will deal its weapons damage instead of insta-killing fallen survivors

  • Modified thirdperson melee/shove animations to match firstperson animations better
  • Modified firstperson melee swing animations (compatible with custom melee/animations)
  • Modified time before melee combo resets from [1.2] to [1.5]
  • Modified shove range from [75] to [27](shorter)
  • Modified shove speed [reduced]
  • Modified shove fatigue [fatigue starts immediately]
  • Modified melee range from [70] to [50](shorter)
  • Modified melee damages for more realistic friendly fire(Increased)
  • Modified holster positions for melee to make sense
  • Modified chainsaw from a [secondary] to a [primary]
  • Modified distance chainsaws alert infected from [500] to [750](louder, attracts from farther)
  • Modified chainsaw max fuel capacity from [30] to [50]( more ammo)
Saferoom changes
  • Removed barred saferoom door
  • Removed spawning with items when revived through a saferoom transition

  • Added saferoom door re-texture
  • Added features to saferoom transitions to simulate time passing
    • +20 health from resting
    • temporary health depletes to 0
  • Added transition effects
    • camera pans out into thirdperson while screen fades to black
    • characters animations transition into a relaxed posture
    • character turns flashlight off if on -- (sound effect included)
    • after transition camera pans into firstperson while screen fades in from black
    • after transition weapons will be holstered
    • after transition flashlight will be off
Survivor changes
  • Removed glow/halos around survivors
  • Removed dead team mates being able to re-spawn in closets
  • Removed bots -- (you can add a bot back by typing sb_add into the console)
  • Removed damage reduction from back hits
  • Removed damage forgiveness when friendly firing
  • Removed grabbing ledges when alone to avoid some unnecessary deaths
  • Removed speech bubbles above head when voice chatting
  • Removed auto afk to prevent unwanted bot intervention -- (use !afk instead)

  • Added randomized starter health between [75 - 100]
  • Added damage on low health triggers a sound disruption/red screen border temporarily
  • Added stumble animation/temporary stun when taking fall damage
  • Added directional walkspeed -- (move slower when moving sideways or backwards)
  • Added loads the invy/health you initially had at a saferoom when retrying that stage
  • Added weapon holstering -- (scroll to holster)

  • Modified health after re-spawning from [50 hp] to [1 hp]
  • Modified temporary health bonus after being revived from [30] to [0]
  • Modified health after being resurrected from [50 hp] to [1 hp]
  • Modified re-start invy for team wipe [spawn with invy/health from last saferoom]
  • Modified invy to receive when re-spawning from team mates reaching saferoom [magnum]
  • Modified interaction range from [96] to [48] -- (must crouch to reach items on floor)
  • Modified health requirement to trigger limp animation from [40] to [30]
  • Modified walkspeed from [450] to [185]
  • Modified crouch speed from [75] to [65]
  • Modified time it takes before character rotates to mouse from [2] to [5]
  • Modified damage values
    • modified fall damage to be more realistic
    • increased fire damage done to players
    • increased explosion damage done to players
UI changes
  • Removed crosshair
  • Removed HUD -- (hold tab to view HUD info)
  • Removed game instructor
  • Removed level hints & notifications
  • Removed progress bars e.g. healing
  • Removed tip panel from saferoom transition screen (they do not make sense with the mod)

  • Added black background during saferoom transition screen

  • Modified names of the difficulty settings
    • [28] Days later = easy
    • [28] Weeks later = normal
    • [12] Months later = hard
    • [2] Years later = expert
World changes
  • Removed ammo piles
  • Removed saferoom arrows & icons
  • Removed flashing windows from alarmed cars
  • Removed delay from doors
  • Removed car alarms spawning hordes -- (alerts all spawned infected instead)

  • Added better glass health [increased] -- (damage type matters)
  • Added randomized 70-90* door open angle
  • Added better door physics
    • players/infected can wedge between a closing door to prevent it from shutting
    • players/infected can push on a door they wedged between to force it back open
    • doors can be blocked on the opposite side by props, players, infected etc.
    • blocked doors can be forced open by pushing against them and mashing the interact key
  • Added new item/weapon spawn system
    • locations are more random
    • less total items/weapons overall
    • item/weapon pickups are limited to one instead of yielding multiple
    • gun stores and other weapon stashes appear looted -- (compatible with custom maps)
    • medical cabinets now have a chance to be empty and will no longer spawn medkits
    • removed medkit spawns from saferooms
    • spawn limit cap added for medkits
  • Added visual improvements -- (compatible with custom maps)
    • map color corrections overwritten with a custom one
    • increased contrast
    • decreased saturation
    • emphasized dirt & grime on textures -- (compatible with custom textures)

  • Modified car chirp alarmed warning distance from [350] to [150]
  • Modified car chirp alarmed warning cooldown from [3] to [5]
  • Modified car alarm distance from [750] to [2500]
  • Modified car alarm duration from [15] to [50]
  • Modified how long it takes to re-open a door that's been shut from [0.5] to [0.75]
12 Comments
moskaLuR 8 Mar, 2024 @ 11:32am 
What if i got "connection problem 10"
Thomas Linkin 30 Dec, 2022 @ 11:50am 
so if you remove crosshair, we have no choice but to blind firing the zombies, until we get our hands on a laser. which is nice, because laser finally means something, but still, i kinda wish the game has ADS so that i can use it in mods like this.
Cap'N Snuggles  [author] 8 Jul, 2022 @ 9:57pm 
@ CloudDude(AKA:CD)
none that I'm aware of but this mod fixes them teleporting
CloudDude(AKA:CD) 13 May, 2022 @ 11:43pm 
is there a thing on the workshop to fix the things like propane tanks teleporting when stepped on?
Cap'N Snuggles  [author] 22 Nov, 2021 @ 6:53pm 
@Chimp
All of the features in this mod have been fully tested and work (make sure from the main menu you click "Mutations" then "Change mutation" then select "Dark Days" to properly activate this mod)
Jo 10 Nov, 2021 @ 7:20pm 
does this work?
JockeyField 18 Aug, 2021 @ 4:26pm 
that was a joke, lad
Cap'N Snuggles  [author] 25 Apr, 2021 @ 9:27am 
@JockeyField
the only thing I did was lower the ammo to a less absurd amount since this mod is centered around realism (theres also less zombies to shoot) besides that it's actually gotten buffed :O (100% accuracy while standing still, knockback to anything grazed that hasn't died for horde control, massive damage increase) you can also carry around an ammo box with you
JockeyField 22 Apr, 2021 @ 3:02pm 
NO! YOU MASSACRED MY BENELLI M4 SUPER 90! MY BABY!
Cap'N Snuggles  [author] 14 Mar, 2021 @ 9:54am 
@jeyjeon
a separate mutation has just been added inside this one for infected styled zombies :D