Nightrunner Tools Unlock
Use the skill tree to unlock Paraglider, UV Flashlight, or Grappling Hook.
I made this mod to address issues with how some Nightrunner Tools unlock in co-op (or rather don’t unlock), but it works fine for single player as well.
You’ll find new nodes in the Combat (Power) tree OR the Parkour (Agility) tree depending on which version of the mod you use (they cannot coexist). They will not show a description or preview video, but are in fact the Paraglider, UV Flashlight, and Grappling Hook skills. See screenshots.
With a free, unused point in the respective tree, you can unlock the skill. Permanently. It will not use up the skill point.
Note: I don’t understand the mechanism behind why the skill point isn’t used, but it isn’t.
After the skill is unlocked, you can delete the mod and it will stay unlocked.
This does require a free point to use, so will not work on a maxed out NG+ character. There are other mods out there to keep unlocks into a NG+. Try those. (Or maybe it will work in NG+. It did for roguezz in the comments. YMMV)
Installation: Install into the Dying Light 2\ph\source folder as you do with any mod. If you already have a data2.pak file, try renaming this one to data3.pak or whatever is next sequentially.
Compatibility:
Only tested on Steam, v1.8, with a manual install (no mod manager). It may or may not work with others.
This overrides the scripts\menu\menuskillsgrid.scr and scripts\skills\common_skills.xml files, so will not play nice with other mods that do the same.
Since it can be removed after unlocking, that may be irrelevant to you.
Background: Despite what update 1.2 (patch notes) seems to say, the upgradable tools are not unlocked for anyone but the host during co-op play. Instead, a co-op version of the skill is granted that allows the clients basic use of those tools. As such, the clients are never able to upgrade their tools. I assume this is because the unlocks would save back into the client’s own game, which may not have progressed to the proper point in the plot to unlock said tools.
Probably what the patch notes meant was if a client has already unlocked a tool in their personal campaign, they are able to apply/use upgrades in co-op after 1.2.
With that logic in mind what the devs did makes sense, but it’s very annoying for those of us who only play the game in co-op and will never progress our own campaigns. Or maybe you just want to unlock the tools during the prologue. Whatever.