Dead Island - hacks / hacking / mods / modding

get your superiourity here ! be an offline or online GOD of the game. infinite ammo, unlimited nitro, turbo boost, god mode, you name it !

Dead Island - hacks / hacking / mods / modding

Postby Sethioz » Sat Sep 10, 2011 4:11 am

///////////////////////////////////////////////////////////////////////////////////////////////////////////
Knowledge Database article of Dead Island Hacks / Hacking / Mods / Modding is now available !
All updates and details will go there from now on
///////////////////////////////////////////////////////////////////////////////////////////////////////////



///////////////////////////////////////////////////////////////////////////////////////////////////////////

REQUESTS: I will take requests to make you mods on your choice. PM me your request and i will add it into hacks / mods shop and give you direct link to it. it can be anything you want, speed, power, no stamina usage, unbreakable weapons ..etc

Dead Island Hacks / Mods Shop > > > Hacks / Mods for sale - NOW AVAILABLE !
This is just a test to see if people actually want to buy anything. those are premaid hacks, with bypass + batch.
all you have to do is copy your data0.pak into the downloaded hack folder and then run the batch. insturctions are included in each hack.
This is basically a test and shop is not officially online yet. there is so much interested and people asking if i can do it for them, so i made things easier with Shop
Dead Island Hacks Shop

Im working on a method to auto-merge all the hacks / mods sold on my shop, but for now you can use one at a time or make a reuqest here to merge them for you. for example if super katana and super sledgehammer cost 0.70 each, then merged it would be 1.00. This shop is experimental anyway, lot of ppl can't bother themselves, so they can pay and download instead.
///////////////////////////////////////////////////////////////////////////////////////////////////////////



///////////////////////////////////////////////////////////////////////////////////////////////////////////
If you do not know how to hack games on basic level. see my Knowledge Database (link in main menu) and use search:
look for the following articles:
1. Basic Game Hacking
2. Unlimited Ammo Hack
3. Finding Unknown Values
.. and more that you can think of, knowledge database contains lot of articles with detailed examples, so dont be an idiot.
READ before asking dumb questions. most likely your question have been answered, you not being able to search, is no reason to ask dumb things.
///////////////////////////////////////////////////////////////////////////////////////////////////////////


CRASH NOTE - if your game crashes after modifiying files (most likely it will crash with updates), then it is because updated game has a hash check on files, so you can't modify them. it is needed to use Gibbed bypass/hack for this issue. i have included it right here:
gibbed.deadisland.crash.fix.hack.zip
(23.59 KiB) Downloaded 1617 times



* Video Demonstrations are on my youtube channel. search for "dead island" amongst my videos.

1. Unlimited Ammo with reload

* follow Unlimited Ammo Hack article on wiki
* ASM script / NOP of function does not seem to work on this game, i saw something extremely weird. i breakpointed the ammo address and found the breakpoint (see Breakpoints and NOP article for more details) did it twice, but breakpoint was different for same weapon, its something ive never seen before.
guess its bit harder to write a trainer / script for this game or maybe it was because i was playing it for like 5 hours and been awake like 24 hours and mislooked something. will test again, but for now. you can simple change value of ammo.

* changing remaining ammo to like 50000 is enough, however it goes back when you load into another place or die. for now its good enough for me.

UPDATE:

in order to prevent ammo from decreasing, use cheat engine:
1. find the ammo address as before
2. right click and "find out what writes to this address"
3. go into game, shoot and reload
4. one address pops up in CE
5. click on it and then replace
6. replace "EAX" with "0xFF"

it should give 255 ammo each time you reload, but instead it interrupted the code and ammo wont decrease while reloading, good enought.


2. Unlimited Items (including medkits)

* medkits can be used to do this.
- find address for medkits
- search 3 if you have 3, use one, filter for 2..etc
- NOP the function

read wiki articles for detailed examples on how to do this ! its been explained there step-by-step.

* you can now make any mod you want, without losing the items. medkits and items use same function


3. Unlimited Money / Credits

* same simple thing. find the address for money and change it
no need to freeze it at all. if you have 20394 money, search for it.
then gain or lose some money and filter for the amount you have.
you end up with about 2-4 addresses, change them all to whatever you want.
like 5000000 should do just fine, so you never need money again



4. Unbreakable weapons

This method requires you to edit files. see below how
now do the following.
in "inventory.scr" and "iInventory_Gen" search for
"Condition"
here's example of how it looks like in the file:
Code: Select all
Condition(65);


replace all of them with -1 (old good minus 1 trick)
so it will look like this:
Code: Select all
Condition(-1);


now your weapons never break.
here are few tips how to do it faster, since there are about 2000 in total.
count "Condition" in your file (use notpad++, it has count option), lets say you got 1403
search for condition, once you find first one, lets say its "Condition(10);" now use "replace all" feature in your file editor (all of them should have it)
now once done, it says "replaced 103" so it means you have 1300 to go, click F3 for "search next Condition" and do the same if its not -1
lot of weapons have same condition, so you end up replacing maybe like 20 - 30 different ones only, which is a lot less than 1403.


5. Always critical hits / 100% critical hit ratio

* can be done by editing files (see below)
in files "inventory.scr" and "inventory_gen.scr" find the following line/s:
Code: Select all
CriticalProb(0.01);


this is example only, it can be any value.
1.0 = 100%
0.9 = 90%
0.1 = 10%
im sure you got the point. i havent tried what happens if you change it above 1.0, but i dont see any reason why you should, because 100% means that every hit is critical / aka mod. if you have lightning mod, then every hit electricutes.


6. Levels / Skills Manipulations

* I have not included tutorial, i only take REQUESTS by pm or email ([email protected]).
What you can get:
* character / s go up to specified level (it can be 100, 342, 3000, 4000 or any other level)
* i can add skills and make it level based
* more health based on level (specify whatever you want it to be)
* stamina usage based on level
* health regeneration based on level
.. basically ANYTHING goes. just make a request and i will tell you if its too much or not.
kind a cant bother making characters go past 100, since it takes shit loads of time to add levels one by one. however going up to 100 is interesting.
i can also make health go up to ANY value, like 1000, 900000 ..etc

////////////////////////////////////////////////////

File editing / hacking

////////////////////////////////////////////////////


I found an easier way to get what you are after. Dead Island seem to be modder friendly.
here's quick guide

1. locate data0.pak file. mine is in "F:\Games\Dead Island\DI\data0.pak"
2. extract it using winrar
3. now you can modify anything you want
4. after you're done, do not re-rar / re-zip anything
5. open data0.pak with winrar, right click and "add files to archive"
6. select the modified file from "Data" folder you extracted before

now you're done, modified file will be in data0.pak now

weapons are in "inventory.scr" there's more to it, because some weapons are "default"
i made a quick test and put 9000 damage on fists, works fine.

* ive just made super katana, takes almost no stamina, more range and hyper fast strikes

* Another interesting file is "default_levels.xml" located in "Data/Skills" folder. it has base character attributes, such as jump, health, health regeneration, stamina, storm speed ..etc


NOTE - if your game is patched, you need to use gibbed deadisland bypass / fix. read more on wiki article !!
User avatar
Sethioz
Admin
Admin
 
Posts: 4757
Joined: Fri Jul 27, 2007 5:11 pm
Location: unknown

Re: Dead Island - hacks / hacking / mods / modding

Postby thefinalrune » Tue Sep 13, 2011 3:44 am

First off: Wow! I wish I'd happened across your site earlier. I've always been interested in game hacks ever since the old Game Genie days on the NES. So, this site is like a treasure trove and I'll probably have to spend weeks going through it all.


Anyway, to my question: I recently installed Reloaded's version of Dead Island and I've been trying to work out editing the skill and level xml's in the data0.pak file but have been getting the unable to load/instant crash scenario. Originally I tried the recommendations off the steam forums where users were suggesting hex edits of a dll file only to find that didn't work out in the end either. After coming across your site here I tried your method:

1. locate data0.pak file. mine is in "F:\Games\Dead Island\DI\data0.pak"
2. extract it using winrar
3. now you can modify anything you want
4. after you're done, do not re-rar / re-zip anything
5. open data0.pak with winrar, right click and "add files to archive"
6. select the modified file from "Data" folder you extracted before


But, I still met with the same failing at my attempt to launch the game. Either I'm unknowingly doing something wrong or this method is somehow incompatible with the Reloaded version and its applicable cracks and updates.

Is there anything you can suggest that might enable me to get around this?

My crash error data, if its helpful, is included below.
Image
User avatar
thefinalrune
Newbie..
Newbie..
 
Posts: 22
Joined: Tue Sep 13, 2011 3:27 am
Location: Texas

Re: Dead Island - hacks / hacking / mods / modding

Postby Sethioz » Tue Sep 13, 2011 5:30 pm

i have reloaded aswell and its 1.0.0.0. only thing i can see is MSVCR90.dll, which is not game file. i dont really see it being problem, since it has nothing to do with game. its microsoft visual studio as far as i know.

it might be another conspiracy by microsoft, since they do those kind of things a lot. they screw up your shit making you think its your fault, while its their own conspiracy to stop "hackers". this is the reason why nothing works on vista and gay 7 (win 7).

now back to the problem, what i suggest you to do .. 2 things:

1. use my Data0.pak and see what happens. it has modified fists and katana and some ammo.
Data0.rar
(4 MiB) Downloaded 613 times

- if it still crashes with my file, try the following step/s

2. get "procmon" (google) and make a filter there to monitor only MSVCR90.dll
- im writing this from head without testing, so im not 100% sure if it shows up, but do this
- make a filter "process name" "is" "deadislandgame.exe" "include"
- another filter "path" "contains" "MSVCR90.dll" "include"
- launch game and see which MSVCR90.dll it loads.
- post the full path to MSVCR90.dll that your game loaded

after that i will see if i have MSVCR90.dll in same place and upload it here, so you can test with my MSVCR90.dll and see if it still crashes.
procmon is not hard to use, point of this, is to find out which MSVCR90.dll game uses, since when i put it into search i found like 20 of them on my system drive and all are different versions with different sizes.
User avatar
Sethioz
Admin
Admin
 
Posts: 4757
Joined: Fri Jul 27, 2007 5:11 pm
Location: unknown

Re: Dead Island - hacks / hacking / mods / modding

Postby thefinalrune » Tue Sep 13, 2011 6:47 pm

Thanks for the quick response. Had the same issue using your Data0.pak sadly.

Ran ProcMon, applied the filters and got the following results:
http://www.fileden.com/files/2008/12/14/2223924/DI_ProcMon.png (link given since the image is 2500~ pixels wide).

ProcMon pulled up two separate addresses:
C:\WINDOWS\winsxs\X86_MICROSOFT.VC90.CRT_1FC8B3B9A1E18E3B_9.0.30729.4926_NONE_508ED732BCBC0E5A\MSVCR90.DLL
C:\WINDOWS\WinSxS\x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.4926_none_508ed732bcbc0e5a\MSVCR90.dll

I should mention I'm also using the following update files from this torrent: http://www.demonoid.me/files/details/2727954/24937916/.
None of the files included overwrite the existing Data0.pak from the Reloaded install though, so I don't know if its causing a conflict. Going to back up my saves and reinstall the base release again and see if I can edit the pak without the game failing to launch, will get back to you with results.

EDIT:
Okay, my eyes suck. Both addresses were the same, just one was lower case.

Also, am I just missing it or is there no edit button for posts? Is this related to the rule about changing posts?

__
Apparently the failure is caused by the updates. The unpatched game lets me modify the pak files without errors.

Like I said before, I must have unknowingly been doing something wrong (like not specifically only using Reloaded's patches). Going to download the Reloaded patches and see if things continue working out.

...I kind of feel like a tard now.
Anyway, seems that after installing the Reloaded patch (http://isohunt.com/torrent_details/3313 ... ab=summary) I was still presented with the failure to launch issue. This is frustrating. Guess I can just play the default glitchy version until I work this out.

Edit by ken no it's not automatic by forum.I've been editing your posts.4 posts duh! >.>
User avatar
thefinalrune
Newbie..
Newbie..
 
Posts: 22
Joined: Tue Sep 13, 2011 3:27 am
Location: Texas

Re: Dead Island - hacks / hacking / mods / modding

Postby Sethioz » Tue Sep 13, 2011 10:22 pm

so its related to updates .. how odd, because .exe is same. it must be some kind of file check. its good that you keep testing.
see if you can find out what files does update have in it, so in that way, i know where to look and where the file check might be. im quite sure its size check, so try replacing like 100 with 900 and see if it works. just example. keep file size same, replace 2 digits with only 2 digits.
make a simple test on data0.pak and see if it works then. it might be checksum too, if its checksum .. then only way is to disable the check.

anyway here's the file, i did not have the same file tho, mine was 4960 i belive. since you cant replace your windows files like that, you must run it in safe mode and try there, if it doesnt work. try using linux live cd < anyway this aint no windows discussion. find a way, but keep the backup
msvcr90.rar
(245.6 KiB) Downloaded 309 times


yes edit button is missing because ppl dont give a shit about rules and keep fucking edit deleting posts. just post "EDIT" as additional post and some1 will change it for you, but try preventing that. save post as draft if you're not sure if you wanna update it in near future (like in 1-2 hours)
image size doesnt matter, just use attachment


UPDATE:
i got email from one guy who said that he couldnt register, but he knows a fix. so he linked me to one blog and i found "Gibbed dead island fix zip"
he said it works, gibbed is known to make such small tools, so i guess it works, i cant test because i dont have the crash issue.
it must occur with update only, it seem to be a hash check (checksum). so this will take the checksum / hash from original data0.pak (or any other) and modifies your zip file and outputs it as modified data0.pak which will be accepted by the game.
gibbed.deadisland.crash.fix.hack.zip
(23.59 KiB) Downloaded 367 times
User avatar
Sethioz
Admin
Admin
 
Posts: 4757
Joined: Fri Jul 27, 2007 5:11 pm
Location: unknown

Re: Dead Island - hacks / hacking / mods / modding

Postby thefinalrune » Wed Sep 14, 2011 8:28 pm

Sweet.

Gibbed's Mass Effect 2 save editor made my day when I came across it, and I've seen his name mentioned in several other places. I'll check it out and see how things go. As useful as it is, I've never been keen with using safe mode, so I'm glad to have another option. Most my safe mode experiences are directly related to doing something horribly stupid and trying to save my system from a complete OS reinstall.

Noticed several frequent crash/bug issues with the unpatched version of the game that make for some irksome encounters.

I sure miss the days when games were 100% complete and functional at release.
User avatar
thefinalrune
Newbie..
Newbie..
 
Posts: 22
Joined: Tue Sep 13, 2011 3:27 am
Location: Texas

Re: Dead Island - hacks / hacking / mods / modding

Postby Sethioz » Wed Sep 14, 2011 8:31 pm

i dont think that .dll changes anything, just made me think why the hell is it in the error report, thats what made me wonder that its worth a try.
i made some research and as i said, its some checksum method. im not so keen to do research on issues i dont get .. + if that gibbed bypass works, then problem solved and i wont take another look into this crash issue.
User avatar
Sethioz
Admin
Admin
 
Posts: 4757
Joined: Fri Jul 27, 2007 5:11 pm
Location: unknown

Re: Dead Island - hacks / hacking / mods / modding

Postby thefinalrune » Wed Sep 14, 2011 10:40 pm

Well, the Gibbed fix works, sort of anyway. It worked with my backup install, which I had previously updated, but not with my current install after I did update it. Tried importing my saves from my primary install and I load in the right place with the right inventory and skills but my quest history is gone.

I swear, sometimes I have the worst luck. Going to toy around and see if I can find where my quest history is saved since it's clearly not in the save game file, but at least I got it working. Worse case I'll just have to start over.
User avatar
thefinalrune
Newbie..
Newbie..
 
Posts: 22
Joined: Tue Sep 13, 2011 3:27 am
Location: Texas

Re: Dead Island - hacks / hacking / mods / modding

Postby Sethioz » Thu Sep 15, 2011 8:04 pm

so it works, no crash, but just cant load savegame ? ive finished it once already, and got bored of it .. sort of. however im interested of making some awesome weapon hacks / mods. usually im not into modding + there are always lot of other ppl who do modding. minigun is something that someone will make .. i think.

however one of the most weirdest things ive seen, is that ammo breakpoint is not static. it changes. only last 4 digits remain the same, rest changes.

if anyone has tried other hacks, like stamina, health ..etc. post it up. i mean its easy, but values are what are important for others to see, so you can easily search for them. like full stamina and full health (on 5 bars, 6 bars ..etc)
User avatar
Sethioz
Admin
Admin
 
Posts: 4757
Joined: Fri Jul 27, 2007 5:11 pm
Location: unknown

Re: Dead Island - hacks / hacking / mods / modding

Postby thefinalrune » Thu Sep 15, 2011 8:21 pm

Oddly enough, after applying the new pak all the existing CE cheat tables stopped matching up and I had to seek out new values for health, stamina, cash and the like myself. I'm beginning to think there might just be something off with my install, whether its the game or my OS though, I don't know. Thankfully the edits I made to the pak files so well tweaked the existing formulas that I didn't really need CE to get around and ahead easily, though I went ahead and searched out a health value anyway.

I should tinker around and see if I can find settings anywhere in the game files to prevent player death from explosions. More than once I've been a little too close to a flaming propane explosion and regretted it.
User avatar
thefinalrune
Newbie..
Newbie..
 
Posts: 22
Joined: Tue Sep 13, 2011 3:27 am
Location: Texas

Re: Dead Island - hacks / hacking / mods / modding

Postby kewlhotrod » Thu Sep 15, 2011 8:42 pm

I'm interested in Dead Island hacks. I have two questions if you would:

One: how do I find custom weapons to mod? Checked all the inv. files, and couldn't quite make it all out on how the prefixes are added.

Two: I found multiple stamina/health addresses (Both 4 bytes and float), that when frozen, seem to make the bar jump back and forth, but do not stop them from decreasing! Setting a value on them also gets automatically reverted, which leads me to assume there's a hidden address checker. Any tips?
User avatar
kewlhotrod
Newbie..
Newbie..
 
Posts: 6
Joined: Thu Sep 15, 2011 8:41 pm

Re: Dead Island - hacks / hacking / mods / modding

Postby PirateGirlx3 » Thu Sep 15, 2011 11:03 pm

sethioz could u post a quick tutorial on how to find the legendary weapons to make them in my invertory or to make a super katana like you did thx in advance
PirateGirlx3
Newbie..
Newbie..
 
Posts: 6
Joined: Thu Sep 15, 2011 11:02 pm

Re: Dead Island - hacks / hacking / mods / modding

Postby thefinalrune » Fri Sep 16, 2011 1:22 am

kewlhotrod wrote:I'm interested in Dead Island hacks. I have two questions if you would:

One: how do I find custom weapons to mod? Checked all the inv. files, and couldn't quite make it all out on how the prefixes are added.

Two: I found multiple stamina/health addresses (Both 4 bytes and float), that when frozen, seem to make the bar jump back and forth, but do not stop them from decreasing! Setting a value on them also gets automatically reverted, which leads me to assume there's a hidden address checker. Any tips?


1.) I'm assuming you mean the colored name weapons as the only "custom" weapons are the ones you create using blueprints.

You're right to look in the inventory files though. The Inventory_Gen.scr contains the stats for each weapon in the game. If you go through the listings you'll notice that each weapon is listed multiple times. These listings effect the boosts associated with the base weapon and the stats from its upgrades as well as the stats of the weapon and upgrades when the condition of the weapon has dropped to zero. The very first listing is always the base stats for the weapon and include the most over all stat listings. Take the first entry for example:
Code: Select all
    Item("Melee_BrassKnucklesLightGen", CategoryType_Melee)
    {
        Name("&Melee_BrassKnucklesLightGen_N&");
        Description("&Melee_BrassKnucklesLightGen_D&");
        Visibility(true);
        ItemType(ItemType_Knuckles);
        PhysicsScript("DroppedInventory.scr");
        UpgradeLevel(0);
        Condition(36);
        Damage(44.0);
        CriticalProb(0.01);
        CriticalDamage(44.0);
        DamageRange(115.0);
        Force(58.0);
        PhysicsDamage(50.0);
        StaminaUsage(0.05);
        SwingSpeed(0.9);
        ConfusionProb(0.2);
        HeadSmashProb(0.25);
        HeadCutProb(0.0);
        ArmsCutProb(0.0);
        LegsCutProb(0.0);
        DamageType(DamageType_Blunt);
        Mesh("weapon_knuckle_duster_c.msh");
        GenSkinLevel("[1-5]old;[6-14]default;[15-24]super");
        SkinTag("weapon_standard1");
        AnimPrefix("unarmed");
        HudIcon("knuckleduster_a");
        MinDamageAngle(-60.0);
        MaxDamageAngle(45.0);
        MinDamageMult(1.0);
        MinHitSeverity(HitSeverity_Medium);
        MaxHitSeverity(HitSeverity_Heavy);
        HorizontalAttackDamageMul(1.0);
        RagdollBehavior(RagdollBehavior_Fists);
        TwoHanded(false);
        CausesKnockDown(true);
        DestroySound("break_metal_weapon_00.wav");
        AiHitSound("Fist");
        use HitEffects_Default();
        BloodSplatFactor(0.25);
        use PickupSounds_Default();
        DamageSize(5.0);
        StatsType(StatsType_Fists);
        LootLevel(1);
        LootType(LootType_Knuckles);
        FF_Left(0.6);
        FF_Right(0.6);
        FF_Duration(0.2);
        FF_FadeOut(0.0);
        Reparable(true);
        Color(Color_White);
        GenType(GenType_KNUCKLE);
        GenLevelMax(24);
        AchType(AchType_Knuckles);
        NameGender(0);
    }

If you look at the 7th entry it lists Condition(36); showing the max durability of the weapon. If you scroll down to the second entry listed after its condition will be rated at (0) thus showing the stats for the weapon at zero durability. I assume the game simply does a percentage based calculation to determine weapon stats at various durability levels.

Each listing represents the stats of that weapon. Simply modify as desired.

Secondly, to include the item in the game the only semi reliable method that I know of so far (Sethioz may know of others) is to add the item to a NPC Shop Vendor's listings. These values and settings are adjusted in the Shops.scr file. The only sure fire way to make sure one specific weapon shows up in the item listings is to add it for every available entry and give it maximum probability. I generally just replace one value and check back regularly. Here's a vendor listing example:
Code: Select all
//Javier_Shop
Assortment("ACT1A_Shop02")
{
//[White = 0, Green = 1, Violet = 2, Yellow = 3, Orange = 4]
   //WEAPONS - ORANGE
   ColorItem("Melee_BoGen", 3, 4, 10)
   ColorItem("Melee_MaceGen", 3, 4, 10)
   ColorItem("Melee_MaceCudgelGen", 3, 4, 10)
   ColorItem("Melee_KnifeDivingGen", 1, 4, 10)
   ColorItem("Melee_HammerGen", 3, 4, 1)
   //WEAPONS - VIOLET
   ColorItem("Melee_MaceHeavyStarGen", 3, 3, 8)
   ColorItem("Melee_DoubleBladeHomemadeGen", 1, 3, 8)
   ColorItem("Melee_CrowbarGen", 3, 3, 8)
   ColorItem("Melee_CleaverSlicerGen", 1, 3, 1)
   ColorItem("Melee_CaneKnifeGen", 1, 3, 1)
   //WEAPONS - BLUE
   ColorItem("Melee_CaneKnifeSugarGen", 1, 2, 6)
   ColorItem("Melee_SickleGen", 1, 2, 6)
   ColorItem("Melee_BrassKnucklesGen", 3, 2, 1)
   ColorItem("Melee_CleaverSlicerGen", 1, 2, 1)
   ColorItem("Melee_MaceFlangedGen", 3, 2, 1)
   //WEAPONS - GREEN
   ColorItem("Melee_HammerNailGen", 3, 1, 4)
   ColorItem("Melee_StickGen", 3, 1, 1)
   ColorItem("Melee_MacheteHomemadeGen", 1, 1, 1)
   ColorItem("Melee_BaseballBatGen", 3, 1, 1)
   ColorItem("Melee_WrenchGen", 3, 1, 1)
   //WEAPONS - WHITE
   Item("Melee_KnifeHomemadeGen", 1)
   Item("Melee_KnifeKitchenGen", 1)
   Item("Melee_MaceMorningStarGen", 3)
   Item("Melee_MaceExoticGen", 1)
   Item("Melee_DoubleBladeGen", 1)
   Item("Melee_CleaverHomemadeGen", 1)
   Item("Melee_CleaverGen", 1)
   Item("Melee_WoodenBatonGen", 3)
   Item("Melee_CaneKnifeExoticGen", 1)
   Item("Melee_BrassKnucklesHeavyGen", 3)
   //MISC
   Item("CraftPart_Algae", 2)
   Item("CraftPart_Battery", 2)
   Item("CraftPart_Belt", 2)
   Item("CraftPart_Bolts", 2)
   Item("CraftPart_Clamp", 2)
   Item("CraftPart_Detergent", 2)
   Item("CraftPart_ElectronicScrap", 2)
   Item("CraftPart_Flares", 2)
   Item("CraftPart_Gear", 2)
   Item("CraftPart_LargeNail", 2)
   Item("CraftPart_Lp4000Battery", 2)
   Item("CraftPart_Watch", 2)
   Item("CraftPart_MetalScrap", 2)
   Item("CraftPart_Oleander", 2)
   Item("CraftPart_Rag", 2)
   Item("CraftPart_SteelRod", 2)
   Item("CraftPart_SuiciderMeat", 2)
   Item("CraftPart_WeightPlate", 2)   
   Item("Medkit_HealthPackMedium", 0)
}

Lets take an entry from above and modify it, ColorItem("Melee_MaceCudgelGen", 3, 4, 10). The suffix numbers at the end of the listing determine how often it shows up in the vendor's item lists, what color the weapon name has, and the minimum level of the weapon. Here I would replace this with a weapon I had modified to my desired stats like so: ColorItem("Melee_BrassKnucklesLightGen", 0, 4, 50); as you can see the first number has been reduced to zero giving it the highest appearance priority (the numbers vary 0-5 with 0 having the best chances to appear and 5 the least). The second number is four, making the weapon as an Orange weapon (apparently the highest rarity). And the last number sets its minimum level as 50, ensuring that it'll always have the maximum stats possible. The name of the item has changed as well to match the item originally listed. This is where you swap out the item names to make the one you're after appear.

At this time I haven't tested if you have to change the color setting for the weapon in the Inventory_Gen.scr listings as I've not yet actually made any custom weapons only looked it over to see how it would work. Also, you can increase the appearance numbers for the other items listed in the vendor's menu to 5 to further promote the chances of your weapon appearing in the listings.



2.) As for the stamina/health issues, I have the same problems sometimes, at least for stamina. There are several pre-existing Cheat Engine cheat tables available for Dead Island from the CE website that work with various builds and update versions of the game. Check out their thread for greater details: Dead Island [Steam Retail] V1.20.

Another option for stamina/health related issues revolve directly with editing game settings. The settings within the default_skills.xml file feature a number of health regeneration and stamina cost variables. By speeding the regeneration rates and reducing the stamina costs you can more or less achieve the same effects without even using CE.


PirateGirlx3 wrote:sethioz could u post a quick tutorial on how to find the legendary weapons to make them in my invertory or to make a super katana like you did thx in advance

Hopefully my information provided for "kewlhotrod" answered your question as well.

It should be noted that the information I've presented I gathered from here: http://forums.steampowered.com/forums/s ... tcount=917 on the steam forums.

So far, I've not personally been able to insert new items into the vendor lists. But, I seem to have notoriously poor luck with modding my game. I've tried multiple variations and implementations to get my items to show, but so far nothing has worked. Even attempting to remove all other supply options for the vendor leaving only my created items didn't work. I think this game hates me.
User avatar
thefinalrune
Newbie..
Newbie..
 
Posts: 22
Joined: Tue Sep 13, 2011 3:27 am
Location: Texas

Re: Dead Island - hacks / hacking / mods / modding

Postby PirateGirlx3 » Fri Sep 16, 2011 12:36 pm

yes even for me the new items won't show so we need sethioz's help :)
PirateGirlx3
Newbie..
Newbie..
 
Posts: 6
Joined: Thu Sep 15, 2011 11:02 pm

Re: Dead Island - hacks / hacking / mods / modding

Postby Sethioz » Fri Sep 16, 2011 6:35 pm

uhm i havent even looked into it. its not as easy as you think to change weapon attributes. they have some base / default + upgrades + condition ..etc
its all fucking mixed up.
katana was easy, i just changed the damage and speed of katana in one of the files, cant remember which one tho.

easiest way to find something, is to open all files in data0.pak with notepad++ and then do a "search in all open files" search. thats how i found all the referenecs to katana. takes some times to thru them, but its easy to spot the right thing.

i also wasnt able to find durability of weapons .. i found ammo you can buy, but not ammo for weapons. there must be more to it. maybe in another .pak file, no idea, but i will definetly UPDATE the first post when i find something new and add a small note as new post that first post have been updated. so dont worry fellas, i will share when i find something.

UPDATE:

i found stamina, health, health regen, jump, durability ..etc

i made myself a ninja ! instant health regen, high jump (can get almost anywhere), super fast katana with 100% shock / critical hit. and also tesla sledgehammer with ingredible force, blows zombies into walls so they SPLASH on the walls.
gonna add even more force.

so how ?
Data/Skills folder and then "default_levels.xml" there you find character base, like default health and shit like that. its awesome stuff.
User avatar
Sethioz
Admin
Admin
 
Posts: 4757
Joined: Fri Jul 27, 2007 5:11 pm
Location: unknown

Re: Dead Island - hacks / hacking / mods / modding

Postby PirateGirlx3 » Fri Sep 16, 2011 10:38 pm

sethioz can u release the katana i mean ur data0.pak?
PirateGirlx3
Newbie..
Newbie..
 
Posts: 6
Joined: Thu Sep 15, 2011 11:02 pm

Re: Dead Island - hacks / hacking / mods / modding

Postby Sethioz » Fri Sep 16, 2011 11:29 pm

I don't understand why you want me to "release" it, cuz all you gotta do is just change it yourself to whatever you want it to be, but here it is. it goes into "inventory_Gen.scr" file. just find the spot and replace.

Code: Select all
 Item("Melee_KatanaGen", CategoryType_Melee)
    {
        Name("&Melee_KatanaGen_N&");
        Description("&Melee_KatanaGen_D&");
        Visibility(true);
        ItemType(ItemType_TwoHandedCloseStick);
        PhysicsScript("DroppedInventory.scr");
        UpgradeLevel(0);
        Condition(-1);
        Damage(1500.0);
        CriticalProb(1.0);
        CriticalDamage(2000.0);
        DamageRange(180.0);
        Force(114.0);
        PhysicsDamage(50.0);
        StaminaUsage(0.0);
        SwingSpeed(0.5);
        HeadSmashProb(0.0);
        HeadCutProb(1.0);
        ArmsCutProb(1.0);
        LegsCutProb(1.0);
        DamageType(DamageType_Cut);
        Mesh("weapon_katana_a.msh");
        GenSkinLevel("[24-30]old;[31-40]default;[40-50]super");
        SkinTag("weapon_standard1");
        AnimPrefix("Stick2Close");
        HudIcon("katana_a");
        MinDamageAngle(-60.0);
        MaxDamageAngle(45.0);
        MinDamageMult(1.0);
        MinHitSeverity(HitSeverity_Medium);
        MaxHitSeverity(HitSeverity_Medium);
        HorizontalAttackDamageMul(1.0);
        TwoHanded(true);
        HolderElement("bip01 r thigh");
        HolderOffset([0.0,10.0,10.0]);
        HolderAngle([0.0,0.0,-90.0]);
        DestroySound("break_metal_weapon_00.wav");
        AiHitSound("katana");
        use HitEffects_Sharp();
        BloodSplatFactor(0.25);
        use PickupSounds_Default();
        DamageSize(15.0);
        StatsType(StatsType_Cut);
        LootLevel(10);
        ReqXpLevel(11);
        LootType(LootType_Sharp);
        FF_Left(0.6);
        FF_Right(0.6);
        FF_Duration(0.2);
        FF_FadeOut(0.0);
        Reparable(true);
        Color(Color_White);
        GenType(GenType_SWORD);
        GenLevelMin(24);
        AchType(AchType_Sword);
        NameGender(1);
    }



UPDATE:

if you havent noticed yet, then i just wrote Knowledge Database article of Dead Island hacking, its linked in first topic. all details and updates will go there from now on ! i wont update first post with hacks anymore, i just make new post saying that i found something new, rest goes into that article.
User avatar
Sethioz
Admin
Admin
 
Posts: 4757
Joined: Fri Jul 27, 2007 5:11 pm
Location: unknown

Re: Dead Island - hacks / hacking / mods / modding

Postby kewlhotrod » Sat Sep 17, 2011 1:07 am

I can't seem to get health-regen working correctly. Been at it for like an hour now, but no matter what I change the values to in default_levels.xml it never starts to regenerate. I'm playing as Purna, if that matters at all.
User avatar
kewlhotrod
Newbie..
Newbie..
 
Posts: 6
Joined: Thu Sep 15, 2011 8:41 pm

Re: Dead Island - hacks / hacking / mods / modding

Postby PirateGirlx3 » Sat Sep 17, 2011 1:11 am

sethioz do u also know how to make specifif weapons/items spawn in shops? cuz i tried and it didnt work
PirateGirlx3
Newbie..
Newbie..
 
Posts: 6
Joined: Thu Sep 15, 2011 11:02 pm

Re: Dead Island - hacks / hacking / mods / modding

Postby Sethioz » Sat Sep 17, 2011 1:24 am

here's my health attributes, works fine, but it starts to generate when im down on like 3 bars of health. so one strong hit still kills. i prefer having bit exitement, prolly can still die if like 3 or more zombies attack at once or one stronger. also when i made it generate up to 100%, my screen got bloody, didnt see jack shit, but health generated to 100%.

Code: Select all
    <prop n="HealthRegenerationStartTime" v="0.001"/>
    <prop n="HealthRegenerationMaxLevel" v="99.0"/>
    <prop n="HealthRegenerationSpeedInStand" v="500.0"/>
    <prop n="HealthRegenerationSpeedInWalk" v="300.0"/>
    <prop n="HealthRegenerationSpeedInCrounch" v="300.0"/>
    <prop n="HealthRegenerationSpeedInCrounchWalk" v="300.0"/>
    <prop n="HealthRegenerationSpeedInSprint" v="350.0"/>
    <prop n="HealthRegenerationSpeedInKnockDown" v="230.0"/>
   
    <prop n="MaxHealth" v="100"/>
    <prop n="BaseMaxHealth" v="100"/>
    <prop n="BaseCriticalHealth" v="10"/>



i havent tried to make weapons appear in shops, its good idea tho. you mean the ones you can optain only from quests ? ill check into it, but not today.
User avatar
Sethioz
Admin
Admin
 
Posts: 4757
Joined: Fri Jul 27, 2007 5:11 pm
Location: unknown

Next

Return to Game > Hacks / Cheats / Exploits / Trainers / Glitches / Bugs

Who is online

Users browsing this forum: Google [Bot] and 1 guest