Post: Dead Island Riptide Unlimited Ammo, Super Jump,etc...
04-23-2013, 02:20 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); This is a Mod for CFW.

Contains:
x2 jump height
x1.5 speed (so you are able to control it)
Dev M60 on Spawn
Unlimited Ammo
Spawn Level 70
All Trophies pop when you kick a zombie to death.
1 hit kill
1 hit level up weapons
Spawn with max cash
Unlimited Stamina
God Mode

You must login or register to view this content.



All Characters
Level 70
Dev M60
Max Cash
Max Skills
Chapter 1
John on Chapter 2 with some weapons.

You must login or register to view this content.

Here is my Sam B Save that i beat the story with.
100+ inventory spots TIP: Don't go under 18 or it won't be unlimited any more.
All BluePrints + some Dev BluePrints
Lots of money
Lots of Legendary weapons
Lots of random dev/legendary weapons in storage
Lots of Craft parts over 100+ for each part.

You must login or register to view this content.

If you notice any bugs just pm me or post here.

Warning: Do Not try to trade the Dev M60 you will freeze. You can drop it and have a friend pick it up and you wont freeze.

If you want the M60 or just want to help mod the game just message me on PSN.

Credit to ZeroFateHD For some of the legendary weapons in some of the saves.




I do not recommend doing this because its a great game...but some people love to cheat :evil:
Last edited by XxCOD5DEVILxX ; 04-30-2013 at 06:54 AM.

The following 77 users say thank you to XxCOD5DEVILxX for this useful post:

$$$ DANGER $$$, 150coyote, 19willy74, Cloud, Animal27, ATHx, BASIA2001, Biggustothed, BigTrain, ChangeMyNamePls, clark1226, Drug, DrunkMaster, Elduder, Fizzy Joon, Freikugel, SubwayMonkey, gametest-69, Glare, GreenTea101, HolyCreepsHacks, I'm Rudi, Beats, Im A Stig, Isaac Clarke, Ivy_xxx, jkidda, jkwxyz96, justeve, Lethal Hack, mark1, mcr1978, MEGANO5, mexi001, mk2020, MOHN, Mr. Revenge, muddy888, network10, NGU-xNiicKzHD, oxhernandez, pepino, Priiime, ProbablyRaging, Pseudo_Soldier, rajibpanca, reptil-1997, rhonliem, Rich Davies, riggstq, Ruri Gokō, ICS Vortex, SC58, Shisha, Sirprizer, skedd, skruff, Smexeh, sunshine333, SwordspiTTer, TeOzFTW, TG5112, tskwerl, Uncrwnd KNG, Untouchable_God, WhyUMadKid, X-GHOST-X, xenomage, xokumura18x, xSOADx, youngtek876, zebbidy, ZeroFateHD
04-25-2013, 04:16 AM #65
Originally posted by storm2502 View Post
How do you do? I already assign with my profile & start with NEW GAME, but nothing happen...


Hey buddie your suppose to hit continue not new game
04-25-2013, 04:17 AM #66
Kyoshiro
< ^ > < ^ >
Originally posted by storm2502 View Post
How do you do? I already assign with my profile & start with NEW GAME, but nothing happen...


Depending on what region you are -

I did the basics of save resigning. I'll dumb it down.

• Put YOUR save of Riptide on a USB and access it on the computer, let's name this SAVE 1 (YOURS)

• Download one of the Save Files here on to your dekstop, preferably the same character, let's name this SAVE 2 (NGU's)

• Now what you wanna do is copy (CTRL+C) all files, EXCEPT .PNG and SFOs on SAVE 2

• After that, you'll want to paste (CTRL+V) SAVE 2 files on SAVE 1

If you got Xploder,

• Drag SAVE 1 to the left to My PS3 GameSaves
• Drag SAVE 2 back to the right and click okay on the corrupted message that comes up.

((((HIT CONTINUE, and not NEW GAME)))
04-25-2013, 04:25 AM #67
storm2502
Do a barrel roll!
Originally posted by oxhernandez View Post
Hey buddie your suppose to hit continue not new game


Mine on continue button is "bold" can't select at all. Btw, thx.. I'll try with my dummy acc.

Originally posted by Kyoshiro View Post
Depending on what region you are -

I did the basics of save resigning. I'll dumb it down.

• Put YOUR save of Riptide on a USB and access it on the computer, let's name this SAVE 1 (YOURS)

• Download one of the Save Files here on to your dekstop, preferably the same character, let's name this SAVE 2 (NGU's)

• Now what you wanna do is copy (CTRL+C) all files, EXCEPT .PNG and SFOs on SAVE 2

• After that, you'll want to paste (CTRL+V) SAVE 2 files on SAVE 1

If you got Xploder,

• Drag SAVE 1 to the left to My PS3 GameSaves
• Drag SAVE 2 back to the right and click okay on the corrupted message that comes up.

((((HIT CONTINUE, and not NEW GAME)))


Method of assign save file on Xploder I believe I already know... but still nothing happen.. nevermind, I'll try it again..Btw, any concern with Ver.1.3.0? Thx
Last edited by storm2502 ; 04-25-2013 at 04:34 AM. Reason: Add
04-25-2013, 07:05 AM #68
Do i need to run this game as a backup? when i run it from internal hdd it just gives me black screen what do i do?

---------- Post added at 07:05 AM ---------- Previous post was at 06:39 AM ----------

When i back this game up in multiman and replace the data0.pak and then run the game i get a black screen? im running it internal btw am i doing something wrong please help?
04-25-2013, 07:45 AM #69
XxUnkn0wnxX
F4LLEN ANG3L
well hi all i am also a modded of dead island made tones of mods 4 the game. and examining the code from this second game not much has changed at all.

good job "You must login or register to view this content." - took a look at what u done - Nice but u did miss out on a few things......

i made some improvements 2 it - but they are untested on this version of dead island though...

hares what i did for each of these:

Data -- > achievements.xml:

    
was
hidden="1">
all now =
hidden="0">


Data -- > DebugConf.scr:
some improvements: - most credit goes 2 "You must login or register to view this content." - all i did is just improve and supe things up!

    !include("DebugConf.def")

// implemented:
Cheats()
DICheatItems()
UseDeveloperKeys()
DiUseDeveloperVersionOfMenuScene()
EasyAchievements()
NoLogos()
AutoGiveItems(s)
StartCash(i)
ForceGodMode(i)

// deprecated:
SaveGame("none")
SetLogLevel(15)

//CallCheatActionOnLevelStart(0)
//ConsoleCommand("NewAI.ShowElementBoxes(1")
//ConsoleCommand("NewAI.fDamageThreshold 123123")
//ConsoleCommand("NewAI.SetFlag(6")
//ConsoleCommand("NewAI.Freeze(")

// AutoStart("ACT1A")
// AutoStart("ParkingLot")
// AutoStart("TestMapChallenge")
// AutoStart("TestMapAI")
// AutoStart("TestMapBibbit")
// AutoStart("TestMapQuests")
// AutoStart("TestMapStreet4")
// AutoStart("TestMapTomek")
// AutoStart("TestMapTrees")


Data -- > inventory_gen.scr:
goes 2 100 (GeneratorLevel(0, 54)) - means u can generate weapons with stats 2 100 - instead of level 60-70 being max level u can go 2 100 Smile - u need 2 edit some files in skills aswell...
    GeneratorLevel(0, 54)
{
GenParam(Gen_Damage, 99999.99999, 99999.99999, 99999.99999, 99999.99999, 99999.99999);
GenParam(Gen_Force, 99999.99999, 99999.99999, 99999.99999, 99999.99999, 99999.99999);
GenParam(Gen_Speed, 0.5, 0.5, 0.5, 0.5, 0.5);
GenParam(Gen_Durability, 999999999, 999999999, 999999999, 999999999, 999999999);
}


these goes 4 all of these:
Data -- > inventory_patch.scr
inventory_special.scr
inventory.scr
inventory_gen.scr

    ClipReload(false); -> ClipReload(true);
AmmoCount(2147483647); - important! - anything with ammo
Visibility(false); -> Visibility(true);
ClipReload(false); --> ClipReload(true);
Reparable(false); --> Reparable(true);
SwingSpeed(0.6); - the shorter the number the faster the speed (dont go below 0.6)
DamageRange(999999999.0);
Condition(999999999);
StaminaUsage(0.0); - non stop swing


Data -- >inventory.scr + inventory_special.scr:
Dev/Fury and specual weapons only!
    Damage(999999.0);
CriticalDamage(999999.0);
DamageRange(999999999.0);
Force(999999999.0);
PhysicsDamage(999999.0);
CriticalProb(1.0);


Physics -- > ODEWorld.phx

    
only the middle number u can change.
used 2 be -980 - normal grav
-4 lowers grav just mess with it between 0-10 make sure u keep the "-" before the number
SetGravity([0, -4, 0])


Skills --> buffs.xml:

    <buff id="MedKitWeak" duration="0">
<OnGain>
<ValueMultiply value="MedPackEffectivness"/>
<AddHealth value="200"/>
</OnGain>
</buff>

<buff id="MedKitNormal" duration="0">
<OnGain>
<ValueMultiply value="MedPackEffectivness"/>
<AddHealth value="200"/>
</OnGain>
</buff>

<buff id="MedKitStrong" duration="0">
<OnGain>
<ValueMultiply value="MedPackEffectivness"/>
<AddHealth value="200"/>
</OnGain>
</buff>

<buff id="FoodSmall" duration="0">
<OnGain>
<AddHealth value="200"/>
</OnGain>
</buff>

<buff id="FoodNormal" duration="0">
<OnGain>
<AddHealth value="200"/>
</OnGain>
</buff>

<buff id="FoodLarge" duration="0">
<OnGain>
<AddHealth value="200"/>
</OnGain>
</buff>

<buff id="DamageStrong" duration="0">
<OnGain>
<AddHealth value="-80"/>
</OnGain>
</buff>


Skills --> default_levels.xml:
u can analyse this urself - dont miss the ammo - make sure u edit all the ammo correctly with all files - this will allow u to max any gun u wan a friend gives u gun u reload it u give it 2 him maxed out Smile
    
<level id="1">
<prop n="BSLayingCritChance" v="1.0"/>
<prop n="LookVertSpeed_Pad" v="120.0"/>
<prop n="LookHorzSpeed_Pad" v="260.0"/>
<prop n="LookVertAcc_Pad" v="2500.0"/>
<prop n="LookHorzAcc_Pad" v="2500.0"/>
<prop n="LookVertDec_Pad" v="50000.0"/>
<prop n="LookHorzDec_Pad" v="50000.0"/>

<prop n="LookAimVertSpeed_Pad" v="55.0"/>
<prop n="LookAimHorzSpeed_Pad" v="105.0"/>
<prop n="LookAimVertAcc_Pad" v="2500.0"/>
<prop n="LookAimHorzAcc_Pad" v="2500.0"/>
<prop n="LookAimVertDec_Pad" v="50000.0"/>
<prop n="LookAimHorzDec_Pad" v="50000.0"/>

<prop n="LookVertSpeed_Mouse" v="0.25"/>
<prop n="LookHorzSpeed_Mouse" v="0.25"/>
<prop n="LookVertAcc_Mouse" v="1000000.0"/>
<prop n="LookHorzAcc_Mouse" v="1000000.0"/>
<prop n="LookVertDec_Mouse" v="1000000.0"/>
<prop n="LookHorzDec_Mouse" v="1000000.0"/>

<prop n="LookAimVertSpeed_Mouse" v="0.125"/>
<prop n="LookAimHorzSpeed_Mouse" v="0.125"/>
<prop n="LookAimVertAcc_Mouse" v="5000000.0"/>
<prop n="LookAimHorzAcc_Mouse" v="5000000.0"/>
<prop n="LookAimVertDec_Mouse" v="5000000.0"/>
<prop n="LookAimHorzDec_Mouse" v="5000000.0"/>

<prop n="RamingLevel" v="1"/>
<prop n="BluntWeaponsSkill" v="10"/>
<prop n="SharpWeaponsSkill" v="10"/>
<prop n="FireWeaponsSkill" v="10"/>
<prop n="DefensiveMoveLevel" v="0"/>
<prop n="PenaltyOnDeath" v="1"/>
<prop n="SlowMoOnPlayerDeath" v="0"/>
<prop n="TISMode" v="1"/>
<prop n="DamageBulletVisModif" v="0.7"/>
<prop n="BlastKillExperienceBonus" v= "1.0"/>
<prop n="KnockDownInPlaceFromLowHealth" v= "1.0"/>
<prop n="StrafeJumping" v= "1.0"/>
<prop n="DmgResAfterDeathDur" v= "5.0"/>
<prop n="CanUseWeaponsInKnockDown" v= "-1.0"/>

<prop n="UseGPSNavigation" v="1"/>
<prop n="ReskillCost" v="500.0"/>

<prop n="BulletPenetrationChance" v="0."/>
<prop n="KnockDownLayingTime" v="0.1f"/>
<prop n="HeadAccuracyTollerance" v="1.0"/>
<prop n="SprintLookFromLS" v="-1.0"/>
<prop n="MoveWhenCarryMaxSpeedFactor" v="0.7"/>
<prop n="MoveWhenCarryMinSpeedFactor" v="0.2"/>

<prop n="ThrowMaxDist" v="999999999.0"/>

<prop n="BSFuryKnockDownResistance" v="0.0"/>
<prop n="BSChargeUsage" v="0.0"/>
<prop n="BSChargeForce" v="-0.25"/>
<prop n="BSChargeDamage" v="-0.25"/>
<prop n="BSChargeStaminaCost" v="1.0"/>
<prop n="BSFastStandupMul" v="1.0"/>
<prop n="BSJumpAttakDamageMul" v="1.0"/>

<prop n="FistsWpnDurabilityLoss" v="1.0"/>
<prop n="BSHealOnHitChance" v="0.0"/>
<prop n="BSJohnSpecialAttackUsage" v="0.0"/>
<prop n="BSJohnSpecialAttackStaminaDec" v="1.0"/>

<prop n="FinisherMult" v="4.0"/>
<prop n="FinisherStaminaUsageMult" v="0.0"/>
<prop n="FuryUsage" v="0.0"/>
<prop n="FuryPointsAfterKill" v="0.05"/>
<prop n="CameraDefaultFOV" v="72.5"/>
<prop n="BulletHitMissEffects" v="1.0"/>
<prop n="HideWeaponsDuringSprint" v="1.0"/>
<prop n="SelfHealing" v="1.0"/>

<prop n="HealthRegenerationStartTime" v="0.0"/>
<prop n="HealthRegenerationMaxLevel" v="999.0"/>
<prop n="HealthRegenerationSpeedInStand" v="999.0"/>
<prop n="HealthRegenerationSpeedInWalk" v="999.0"/>
<prop n="HealthRegenerationSpeedInCrounch" v="999.0"/>
<prop n="HealthRegenerationSpeedInCrounchWalk" v="999.0"/>
<prop n="HealthRegenerationSpeedInSprint" v="999.0"/>
<prop n="HealthRegenerationSpeedInKnockDown" v="999.0"/>

<prop n="MaxHealth" v="999"/>
<prop n="BaseMaxHealth" v="999"/>
<prop n="BaseCriticalHealth" v="30"/>

<prop n="HealthStateFeedbackStartEffectLevel" v="50.0"/>
<prop n="HealthStateFeedbackFullEffectLevel" v="25.0"/>

<prop n="FistsAnalogFight" v="1"/>
<prop n="FistsDamageMul" v="99"/>
<prop n="FistsForceMul" v="0"/>
<prop n="FistsAttackSpeedMul" v="0"/>
<prop n="FistsCriticalChance" v="0"/>
<prop n="FistsCriticalDmgMul" v="0"/>
<prop n="FistsCritSevereLimbProb" v="0.2"/>
<prop n="FistsKillExperienceBonus" v="0"/>

<prop n="FppBloodSplats" v="0"/>

<prop n="LowHealthDamageMul" v="99"/>
<prop n="LowHealthForceMul" v="99"/>

<prop n="MeeleDamageMul" v="99"/>
<prop n="MeeleForceMul" v="99"/>
<prop n="MeeleAttackSpeedMul" v="99"/>

<prop n="BreakDoorEffectivens" v="10"/>
<prop n="FuryPointsRegain" v="1.0"/>

<prop n="BluntDamageMul" v="999.0"/>
<prop n="BluntForceMul" v="0"/>
<prop n="BluntWpnDurabilityLoss" v="0.0"/>
<prop n="BluntCriticalChance" v="0"/>
<prop n="BluntCriticalDmgMul" v="0"/>
<prop n="BluntCritSevereLimbProb" v="0.2"/>
<prop n="BluntAttackSpeedMul" v="0"/>
<prop n="BluntKillExperienceBonus" v="0"/>

<prop n="CutDamageMul" v="99"/>
<prop n="CutForceMul" v="0"/>
<prop n="CutWpnDurabilityLoss" v="0.0"/>
<prop n="CutCriticalChance" v="0"/>
<prop n="CutCriticalDmgMul" v="0"/>
<prop n="CutCritSevereLimbProb" v="0.2"/>
<prop n="CutAttackSpeedMul" v="0"/>
<prop n="CutKillExperienceBonus" v="0"/>

<prop n="RangedDamageMul" v="999.0"/>
<prop n="RangedForceMul" v="0"/>
<prop n="RangedAccuracy" v="0"/>
<prop n="RangedWpnDurabilityLoss" v="0.0"/>
<prop n="RangedCriticalChance" v="0"/>
<prop n="RangedCriticalDmgMul" v="0"/>
<prop n="RangedCritSevereLimbProb" v="0.2"/>
<prop n="RangedAttackSpeedMul" v="0"/>
<prop n="RangedKillExperienceBonus" v="0"/>

<prop n="BulletDamageMul" v="99"/>
<prop n="BulletForceMul" v="0"/>
<prop n="BulletAccuracyFactor" v="1.0"/>
<prop n="BulletWpnDurabilityLoss" v="0.0"/>
<prop n="BulletCriticalChance" v="0"/>
<prop n="BulletCriticalDmgMul" v="0"/>
<prop n="BulletAttackSpeedMul" v="0"/>
<prop n="BulletKillExperienceBonus" v="0"/>

<prop n="MedPackEffectivness" v="2"/>
<prop n="CoopMedPackEffectivenss" v="1"/>
<prop n="InjectorDurationBonus" v="10"/>

<prop n="QuickSlotsCount" v="9"/>
<prop n="InventorySize" v="3000"/>
<prop n="MaxInventorySize" v="-1"/>

<prop n="KillExperienceBonus" v="0"/>
<prop n="QuestExperienceBonus" v="0"/>

<prop n="MaxStamina" v="99"/>
<prop n="StompStaminaUsage" v="0.0"/>
<prop n="StaminaRegeneration" v="1.0"/>

<prop n="GentlePushAvailable" v="0.0"/>
<prop n="RamingDamageLev1" v="30.0"/>
<prop n="RamingPhysicalDamageLev1" v="0.0"/>
<prop n="RamingForceLev1" v="0.0"/>
<prop n="RamingStaminaUsageLev1" v="0.0"/>
<prop n="RamingAvailableLev1" v="0.0"/>

<prop n="RamingDamageLev2" v="0.0"/>
<prop n="RamingPhysicalDamageLev2" v="30.0"/>
<prop n="RamingForceLev2" v="30.0"/>
<prop n="RamingStaminaUsageLev2" v="0.0"/>
<prop n="RamingAvailableLev2" v="1.0"/>

<prop n="RamingDamageLev3" v="20.0"/>
<prop n="RamingPhysicalDamageLev3" v="40.0"/>
<prop n="RamingForceLev3" v="30.0"/>
<prop n="RamingStaminaUsageLev3" v="0.0"/>
<prop n="RamingAvailableLev3" v="1.0"/>

<prop n="RamingDamageLev4" v="30.0"/>
<prop n="RamingPhysicalDamageLev4" v="40.0"/>
<prop n="RamingForceLev4" v="30.0"/>
<prop n="RamingStaminaUsageLev4" v="0.0"/>
<prop n="RamingAvailableLev4" v="1.0"/>

<prop n="MeeleDRPercent" v="0.999"/>
<prop n="MeeleDRFixed" v="0"/>

<prop n="RangedDRPercent" v="0.999"/>
<prop n="RangedDRFixed" v="0"/>

<prop n="EnviromentalDRPercent" v="0.999"/>
<prop n="EnviromentalDRFixed" v="0"/>

<prop n="BreathAmount" v="99"/>
<prop n="BreathRegeneration" v="0.3"/>
<prop n="BreathUsage" v="0.0"/>

<prop n="MoveForwardMinSpeed" v="100"/>
<prop n="MoveForwardMaxSpeed" v="1000"/>
<prop n="MoveBackwardMinSpeed" v="100"/>
<prop n="MoveBackwardMaxSpeed" v="1000"/>
<prop n="MoveStrafeMinSpeed" v="70"/>
<prop n="MoveStrafeMaxSpeed" v="700"/>
<prop n="MoveSprintSpeed" v="4000"/>
<prop n="MoveSprintStaminaConsumption" v="0.0"/>
<prop n="MoveAcceleration" v="3000"/>
<prop n="MoveDeceleration" v="2000"/>

<prop n="CrouchForwardMinSpeed" v="40"/>
<prop n="CrouchForwardMaxSpeed" v="450"/>
<prop n="CrouchBackwardMinSpeed" v="40"/>
<prop n="CrouchBackwardMaxSpeed" v="450"/>
<prop n="CrouchStrafeMinSpeed" v="40"/>
<prop n="CrouchStrafeMaxSpeed" v="450"/>
<prop n="CrouchAcceleration" v="400"/>
<prop n="CrouchDeceleration" v="400"/>

<prop n="AimBackwardMaxSpeed" v="500"/>
<prop n="AimBackwardMinSpeed" v="35"/>
<prop n="AimForwardMaxSpeed" v="600"/>
<prop n="AimForwardMinSpeed" v="40"/>
<prop n="AimStrafeMaxSpeed" v="600"/>
<prop n="AimStrafeMinSpeed" v="40"/>
<prop n="AimAcceleration" v="1000"/>
<prop n="AimDeceleration" v="1000"/>

<prop n="AimCrouchBackwardMaxSpeed" v="350"/>
<prop n="AimCrouchBackwardMinSpeed" v="40"/>
<prop n="AimCrouchForwardMaxSpeed" v="350"/>
<prop n="AimCrouchForwardMinSpeed" v="40"/>
<prop n="AimCrouchStrafeMaxSpeed" v="350"/>
<prop n="AimCrouchStrafeMinSpeed" v="40"/>
<prop n="AimCrouchAcceleration" v="400"/>
<prop n="AimCrouchDeceleration" v="1000"/>

<prop n="SwimMinSpeed" v="0"/>
<prop n="SwimMaxSpeed" v="999"/>
<prop n="SwimSprintSpeed" v="9999"/>
<prop n="SwimAcceleration" v="100"/>
<prop n="SwimDeceleration" v="100"/>

<prop n="JumpStaminaCost" v="0.0"/>
<prop n="JumpMaxHeight" v="9999999.0"/>
<prop n="JumpMinHeight" v="9999999.0"/>

<prop n="ExpToNextLevel" v="100"/>
<prop n="AllowedSkillsCount" v="76"/>

<prop n="GrappleEscapeMul" v="20"/>
<prop n="EnemyGrabChance" v="0"/>

<prop n="MaxAmmoPistol" v="2147483647"/>
<prop n="AmmoType_Pistol" v="2147483647"/>
<prop n="AmmoCount" v="2147483647"/>
<prop n="MaxAmmoRifle" v="2147483647"/>
<prop n="AmmoType_Rifle" v="2147483647"/>
<prop n="AmmoCount" v="2147483647"/>
<prop n="MaxAmmoShotgun" v="2147483647"/>
<prop n="AmmoType_Shotgun" v="2147483647"/>
<prop n="AmmoCount" v="2147483647"/>
<prop n="MaxAmmoSniper" v="2147483647"/>
<prop n="AmmoType_Sniper" v="2147483647"/>
<prop n="AmmoCount" v="2147483647"/>

<prop n="FirearmsPistolReloadTimeMul" v="0.0"/>
<prop n="FirearmsRevolverReloadTimeMul" v="0.0"/>
<prop n="FirearmsRifleReloadTimeMul" v="0.0"/>
<prop n="FirearmsShotgunReloadTimeMul" v="0.0"/>
<prop n="FirearmsNailGunReloadTimeMul" v="0.0"/>
<prop n="FirearmsHarpoonGunReloadTimeMul" v="0.0"/>
<prop n="FirearmsTaserGunReloadTimeMul" v="0.0"/>
<prop n="FirearmsFlareGunReloadTimeMul" v="0.0"/>

<prop n="ButcherSkill" v="0"/>
<prop n="SmasherSkill" v="0"/>
<prop n="KnockOutTimeMul" v="1.0"/>
<prop n="FirearmsPistolCritChanceMul" v="1.0"/>
<prop n="FirearmsRevolverCritChanceMul" v="1.0"/>
<prop n="FirearmsRifleCritChanceMul" v="1.0"/>
<prop n="FirearmsShotgunCritChanceMul" v="1.0"/>
<prop n="FirearmsNailGunCritChanceMul" v="1.0"/>
<prop n="FirearmsHarpoonGunCritChanceMul" v="1.0"/>
<prop n="FirearmsTaserGunCritChanceMul" v="1.0"/>
<prop n="FirearmsFlareGunCritChanceMul" v="1.0"/>

<prop n="FirearmsPistolCritDamageMul" v="1.0"/>
<prop n="FirearmsRevolverCritDamageMul" v="1.0"/>
<prop n="FirearmsRifleCritDamageMul" v="1.0"/>
<prop n="FirearmsShotgunCritDamageMul" v="1.0"/>
<prop n="FirearmsNailGunCritDamageMul" v="1.0"/>
<prop n="FirearmsHarpoonGunCritDamageMul" v="1.0"/>
<prop n="FirearmsTaserGunCritDamageMul" v="1.0"/>
<prop n="FirearmsFlareGunCritDamageMul" v="1.0"/>

<prop n="RangeMeleeMul" v="1.0"/>
<prop n="StomperSkillLevel" v="1.0"/>
<prop n="WeightCanCarry" v="9999.0"/>

<prop n="FirearmsPistolAccuracyFactor" v="1.0"/>
<prop n="FirearmsRevolverAccuracyFactor" v="1.0"/>
<prop n="FirearmsRifleAccuracyFactor" v="1.0"/>
<prop n="FirearmsShotgunAccuracyFactor" v="1.0"/>
<prop n="FirearmsNailGunAccuracyFactor" v="1.0"/>
<prop n="FirearmsHarpoonGunAccuracyFactor" v="1.0"/>
<prop n="FirearmsTaserGunAccuracyFactor" v="1.0"/>
<prop n="FirearmsFlareGunAccuracyFactor" v="1.0"/>

<prop n="FirearmsPistolRecoilFactor" v="0.0"/>
<prop n="FirearmsRevolverRecoilFactor" v="0.0"/>
<prop n="FirearmsRifleRecoilFactor" v="0.0"/>
<prop n="FirearmsShotgunRecoilFactor" v="0.0"/>
<prop n="FirearmsNailGunRecoilFactor" v="0.0"/>
<prop n="FirearmsHarpoonGunRecoilFactor" v="0.0"/>
<prop n="FirearmsTaserGunRecoilFactor" v="0.0"/>
<prop n="FirearmsFlareGunRecoilFactor" v="0.0"/>

<prop n="CoruptionBudget" v="0.0"/>
</level>
<level id="2">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="3">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="4">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="5">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
<prop n="HealthRegenerationMaxLevel" v="999.0"/>
</level>
<level id="6">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="7">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="8">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="9">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="10">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
<prop n="HealthRegenerationMaxLevel" v="999.0"/>
</level>
<level id="11">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="12">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="13">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="14">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="15">
<prop n="AllowedSkillsCount" v="999"/>
<prop n="HealthRegenerationMaxLevel" v="999.0"/>
</level>



4 all characters eg "logan_levels" and "logan_skills"

Level:
    </level>
<level id="56">
<prop n="ExpToNextLevel" v="622971"/>
<prop n="AllowedSkillsCount" v="999"/>
now hare is 70:
<level id="70">
<prop n="AllowedSkillsCount" v="999"/>
</level>

now just this from 70 - 100

<level id="71">
<prop n="ExpToNextLevel" v="862067"/>
</level>

<level id="72">
<prop n="ExpToNextLevel" v="872067"/> - change this by 1 at least
</level>

and so on


Skill:
<effect id="InventorySize" change="3000"/>

4 most characters

<skill id="RVAmmoManiac" cat="Tree3" skill_id="77" max_level="3" tier="5">
<tier_req tier="4" cat="Tree3" value="3"/>
<effect id="MaxAmmoPistol" change="+2147483640"/>
<effect id="MaxAmmoRifle" change="+2147483640"/>
<effect id="MaxAmmoShotgun" change="+2147483640"/>
<effect id="MaxAmmoSniper" change="+2147483640"/>
</skill>

EG: ryder_skills - do this he is diffrent:

<skill id="R_RVAmmoManiac1" cat="Tree3" skill_id="180" max_level="1" tier="1">
<tier_req tier="0" cat="Tree3" value="1"/>
<effect id="MaxAmmoPistol" change="0"/>
<effect id="MaxAmmoRifle" change="0"/>
<effect id="MaxAmmoShotgun" change="0"/>
<effect id="MaxAmmoSniper" change="0"/>
</skill>
<skill id="R_RVAmmoManiac2" cat="Tree3" skill_id="181" max_level="1" tier="3">
<tier_req tier="2" cat="Tree3" value="1"/>
<effect id="MaxAmmoPistol" change="0"/>
<effect id="MaxAmmoRifle" change="0"/>
<effect id="MaxAmmoShotgun" change="0"/>
<effect id="MaxAmmoSniper" change="0"/>
</skill>
<skill id="R_RVAmmoManiac3" cat="Tree3" skill_id="182" max_level="1" tier="5">
<tier_req tier="2" cat="Tree3" value="1"/>
<effect id="MaxAmmoPistol" change="+2147483640"/>
<effect id="MaxAmmoRifle" change="+2147483640"/>
<effect id="MaxAmmoShotgun" change="+2147483640"/>
<effect id="MaxAmmoSniper" change="+2147483640"/>
</skill>


i might of missed a few thing's but u get the idea...

---------- Post added at 05:45 PM ---------- Previous post was at 05:43 PM ----------

il release my version of mods once i done testing and once i get the game Smile
Last edited by XxUnkn0wnxX ; 04-25-2013 at 07:49 AM.
04-25-2013, 08:09 AM #70
Isaac Clarke
< ^ > < ^ >
With this new info. Would it be possible to get god mode & inf ammo?
04-25-2013, 08:22 AM #71
XxUnkn0wnxX
F4LLEN ANG3L
Originally posted by Isaac
With this new info. Would it be possible to get god mode & inf ammo?


yea on cfw - game save maybe/diffrent story

most of this is just imported from dead island 1 with all of this code working and fully tested - not much has changed so should work on riptide - but has not been tested yet with my improvements....

---------- Post added at 06:22 PM ---------- Previous post was at 06:12 PM ----------

u know if more people contributed 2 modding this game we would learn more maybe turn this next game like mw2 - fully modded 2 the shitz and make this more interesting Smile

i usaly apply these mods making a folder in the:
this 4 a dead island 1 structure - should be simular 2 the 2nd one
"GAMES -- > Dead Island-[BLESXXXX] -- > USDIR/USRDIR -- > DI -- > "out" <- folder then in that Data
Skills
Physics
"

Data Folder:
achievements.xml
DebugConf-- Leave in the Data0.pak edited re-compressed
DebugConf.scr -- Leave in the Data0.pak edited re-compressed
inventory_gen.scr
inventory_patch.scr
inventory_special.scr
inventory.scr

Skills Folder:
active_skills.scr
akuro_levels.xml
akuro_skills.xml
buffs_sources.scr
buffs.xml
common_skills.xml
default_levels.xml
fweapon_levels.xml
john_levels.xml
john_skills.xml
logan_levels.xml
logan_skills.xml
purna_levels.xml
purna_skills.xml
ryder_levels.xml
ryder_skills.xml
samb_levels.xml
samb_skills.xml
skills_sources.scr
xian_levels.xml
xian_skills.xml

physics Folder:
odeworld.phx

What ever u put in the "out" folder simply used those settings inside the game isntead of the defulat ones.
Last edited by XxUnkn0wnxX ; 04-25-2013 at 08:45 AM.
04-25-2013, 09:04 AM #72
DANNY G
Suck a Minge
have you managed to get the dev menu working.im trying however it does not seem to activate.?i will post back if i get it to work.
04-25-2013, 09:10 AM #73
Isaac Clarke
< ^ > < ^ >
I would be willing to help out with the game save testing.

Copyright © 2024, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo