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Modding
 
JustSomeGuy  posted on Sep 16, 2011 11:20:24 PM - Report post

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I have a question...

I have slightly modified some of the xml files (Default_levels.xml, and purna_skills.xml) but now I'm having a problem.

My gun crosshairs have disappeared in the game. I have to "aim down the sights" with the rmb in order to shoot someone. If I do not, the gun spins up towards the air when I pull the trigger. I had it working pretty well before, but when I modded the default_levels file it disappeared. Strangely, I did nothing to the bullet accuracy factor line in that file, but did increase the BulletDamageMul to .2 as well as BulletForceMul to .2 along with BulletCriticalChance, BulletCriticalDmgMul to .2, and BulletAttackSpeedMul to .3 which I think makes the guns go faster, though I don't really know what that does... hey if you don't experiment, you don't know.

In the Purna_skills file, I DID change the Firearms Apprentice tree FirearmsMoveAccuracyReduce change to -0.5 instead of to stock -0.1 I also changed the critical chance to 0.05 instead of 0.02, though I think I could have gone to a larger number there. Now the BulletAccuracyFactor change line I went to 0.3 instead of 0.1 trying to get more accuracy, because the stock stuff sucks. I regularly shoot USPSA and I can tell you that any competent pistol shooter can easily shoot faster and more accurately than the guns provided in THIS game! I also changed the BulletRecoilFactor change to 0.1 from 0.05 which is still abysmal compared to actually firing a .40 cal semi-auto with a competent two handed grip on the pistol, let alone a 9mm which hardly recoils at all.

Don't even get me started about the shotgun speeds and accuracy they give you!

I made similar changes to the FirearmsMaster part of the tree as well. But as I said, I lost the crosshairs for ALL my guns.

In other words, I'm just trying to get the performance out of the guns in the game that I can with a real pistol, shotgun, and rifle, but I lost the crosshairs.

Anyone have a solution to this that still gives speed AND accuracy? In real life my "split times", that is the time it takes me to pull the trigger in a string of fire, is about .17 seconds or 5.88 times per second, and I'm about average. Some guys can get it down to .14 but they are rare. So I'm looking for times like that from these guns. It really should not be limited by anything but your individual ability to click the mouse, or pull a trigger.

Lastly... if anyone has ever seen a really good shotgun, pistol, or rifle shooter in competition, I assure you the programmers who limited this game should blush with shame.

[Edited by JustSomeGuy, 9/16/2011 11:30:41 PM]

[Edited by JustSomeGuy, 9/16/2011 11:35:50 PM]

 
Trefiori  posted on Sep 17, 2011 2:25:28 AM - Report post

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Someone know if it is safe to put craftplan (blueprints) into shopping list?
 
tunek6  posted on Sep 17, 2011 2:57:37 AM - Report post

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Do you think it is possible do receive more than one item as a reward for completing a quest? I mean if you mod it. I think I'll give it a try
 
madatcheats  posted on Sep 17, 2011 5:32:01 AM - Report post

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quote:
originally posted by JustSomeGuy

I have a question...

I have slightly modified some of the xml files (Default_levels.xml, and purna_skills.xml) but now I'm having a problem.

My gun crosshairs have disappeared in the game. I have to "aim down the sights" with the rmb in order to shoot someone. If I do not, the gun spins up towards the air when I pull the trigger. I had it working pretty well before, but when I modded the default_levels file it disappeared. Strangely, I did nothing to the bullet accuracy factor line in that file, but did increase the BulletDamageMul to .2 as well as BulletForceMul to .2 along with BulletCriticalChance, BulletCriticalDmgMul to .2, and BulletAttackSpeedMul to .3 which I think makes the guns go faster, though I don't really know what that does... hey if you don't experiment, you don't know.

In the Purna_skills file, I DID change the Firearms Apprentice tree FirearmsMoveAccuracyReduce change to -0.5 instead of to stock -0.1 I also changed the critical chance to 0.05 instead of 0.02, though I think I could have gone to a larger number there. Now the BulletAccuracyFactor change line I went to 0.3 instead of 0.1 trying to get more accuracy, because the stock stuff sucks. I regularly shoot USPSA and I can tell you that any competent pistol shooter can easily shoot faster and more accurately than the guns provided in THIS game! I also changed the BulletRecoilFactor change to 0.1 from 0.05 which is still abysmal compared to actually firing a .40 cal semi-auto with a competent two handed grip on the pistol, let alone a 9mm which hardly recoils at all.

Don't even get me started about the shotgun speeds and accuracy they give you!

I made similar changes to the FirearmsMaster part of the tree as well. But as I said, I lost the crosshairs for ALL my guns.

In other words, I'm just trying to get the performance out of the guns in the game that I can with a real pistol, shotgun, and rifle, but I lost the crosshairs.

Anyone have a solution to this that still gives speed AND accuracy? In real life my "split times", that is the time it takes me to pull the trigger in a string of fire, is about .17 seconds or 5.88 times per second, and I'm about average. Some guys can get it down to .14 but they are rare. So I'm looking for times like that from these guns. It really should not be limited by anything but your individual ability to click the mouse, or pull a trigger.

Lastly... if anyone has ever seen a really good shotgun, pistol, or rifle shooter in competition, I assure you the programmers who limited this game should blush with shame.

[Edited by JustSomeGuy, 9/16/2011 11:30:41 PM]

[Edited by JustSomeGuy, 9/16/2011 11:35:50 PM]

I came across that problem, did you modify the fov from 62,5 to 90? Messing with the fov makes the guns go crazy.

You can edit the accuracy in the general default_levels.xml









that means zero recoil and perfect aiming except for the shotgun. Otherwise all 12 pellets hit the same spot.

I added the lines but it didn't make it into the post somehow.
It's the 10 line before the "exptonextlevel" entries start.
0 means perfect aim.

[Edited by madatcheats, 9/17/2011 5:34:17 AM]

 
Straden  posted on Sep 17, 2011 12:30:46 PM - Report post

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Hello

This was asked several times before, and either got lost in the discussion or simply because no one has done it yet, but is it possible to combine and or move skills from one char to another?

For example: Logan having Purna's accuracy and Xian's blade bonus?

If this has been attempted and or done, could someone go into detail on what to do?

I would appreciate any help on the matter. May the force be with you.

 
ungaskaau  posted on Sep 17, 2011 1:21:11 PM - Report post

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but do you know how to increase the probability of legendary weapons to show in the shops?
 
JustSomeGuy  posted on Sep 17, 2011 10:57:11 PM - Report post

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From madatcheats:

Quote "I came across that problem, did you modify the fov from 62,5 to 90? Messing with the fov makes the guns go crazy.

You can edit the accuracy in the general default_levels.xml"

You know what Madatcheats, somehow I DID modify the FOV in an older version, changed it back in another, but it found it's way into the version of the default_levels file I was using. What a bonehead move on my part! I experienced that when the only mod I made WAS the FOV and changed it back noticing the gun oddities that took place then. Not in all versions of the save I guess! Thank you for reminding me to look for that. I'll see what happens next.

Strangely, I have been trying to mod lines much further up in the file right after the RangedDamageMul bit that starts with "BulletDamageMul" thinking those lines would be paramount. Perhaps both need to be changed.

And 0 being perfect accuracy? That's weird! I will contemplate that and mess with the bits in the lines starting with FireamrsPistolAccuracyFactor and see what happens.

Thanks again!

 
Ashar  posted on Sep 18, 2011 2:08:31 AM - Report post

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quote:
originally posted by ungaskaau

but do you know how to increase the probability of legendary weapons to show in the shops?

As was mentioned in an earlier post, you can directly edit what items appear in a shop, and the best bit is, you can load gam,e get those items, and then exit, and change the shop items, without makeing the save crash when you load it again.
Shops can only show 4 items per quality at a time, and since the stats are not always the same, i found it better to change all 4 to be the same, so i can then pick the best one.


//Wayne_Shop
Assortment("ACT1A_Shop03"
{
//WEAPONS - ORANGE
ColorItem("Melee_KatanaGen", 0, 4, 50)
ColorItem("Melee_KatanaGen", 0, 4, 50)
ColorItem("Melee_KatanaGen", 0, 4, 50)
ColorItem("Melee_KatanaGen", 0, 4, 50)
//MISC
Item("CraftPart_BarbedWire", 2)
Item("CraftPart_BatteryLarge", 2)
Item("CraftPart_Blade", 2)
Item("CraftPart_CircularBlade", 2)
Item("CraftPart_Deodorant", 2)
Item("CraftPart_DrawnedMeat", 2)
Item("CraftPart_EngineParts", 2)
Item("CraftPart_FlexibleHose", 2)
Item("CraftPart_GasForLighter", 2)
Item("CraftPart_Glue", 2)
Item("CraftPart_LemonJuice", 2)
Item("CraftPart_Lighter", 2)
Item("CraftPart_Magnet", 2)
Item("CraftPart_Nails", 2)
Item("CraftPart_Phone", 2)
Item("CraftPart_Soap", 2)
Item("CraftPart_StingrayTail", 2)
Item("CraftPart_Tape", 2)
Item("CraftPart_Wire", 2)
Item("Medkit_HealthPackMedium", 0)

Ignore the misc section, and delete all the sections apart from orange, and ghance the ending values to , 0, 4, 50)
This sets the roulette value to be the same, quality 4(orange and lvl 50)

Load the game pick the best weapon you want, quit the game, then change the shop file to your next desired weapon.

This is much better than changing your startup file, cause you only get white weapons then. Usign the start file to give you all collectables, and 1 or 2 white lvl 50 weapons, and then use the shop file to give you all the best lvl 50 orange weapons works very well together.

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