the other thread I've been following has 60+ pages (right now) and it's covering everything from items, to other tweaks. I'd like to focus this thread on primarily weapons. Possibly try to organize some things here. :) And of course, I need a little help as well.
First off, I'm running the PC version. NOT the 360 version.. Now, i'm not sure what the differences are, but it appears that you cannot open the pc version .sav file in modio. Whether the save_0 is extracted or not. However, it can be hex edited after it's been extracted the same way I THINK. The reason I'm posting this on the 360 site is because I want to know if you can actually edit the weapons and damage via the .sav file. I have edited a weapon to require level 64, (by accident lol) but I haven't found a way to increase its damage, durability, etc through the save.
Here's my PC version save file (in the intro still) with the save0 extracted, and non extracted
http://www.mediafire.com/?3m5qj67d0cz8x65
Maybe someone can cross reference this to make sure it works both ways. However, when I opened this in jappi's editor, I have no text.
Anyways... While hex editing, I noticed I was unable to find weapon damage inside the save editor. I could've just over looked it, but I think that the way the weapons inside the sav work is that they just link the weapon to the weapon inside of data0.pak. Located in Dead Island\DI\Data0.pak\Inventory.scr and also Inventory_Gen.scr
Example of Inventory.scr
as said, this is for the PC version, but I do believe you're able to mess around with weapons from there. Anyways, if anyone knows you can hex edit the damage and other properties through the save file let me know. However I'm pretty sure that you're not able to as it's directing the weapon in save0 to Inventory.scrCode:Item("Melee_StickBattered", CategoryType_Melee) { Name("&Melee_StickBattered_N&"); Description("&Melee_StickBattered_D&"); Visibility(true); ItemType(ItemType_Stick); PhysicsScript("DroppedInventory.scr"); Condition(14); Damage(25.0); CriticalProb(0.01); CriticalDamage(25.0); DamageRange(135.0); Force(43.0); PhysicsDamage(15.0); StaminaUsage(0.06); SwingSpeed(1.1); HeadSmashProb(0.2); HeadCutProb(0.0); ArmsCutProb(0.0); LegsCutProb(0.0); DamageType(DamageType_Blunt); Mesh("weapon_bat_a.msh"); Skin("Old"); SkinTag("weapon_standard1"); AnimPrefix("Stick"); HudIcon("tonfa_b"); MinDamageAngle(-60.0); MaxDamageAngle(45.0); MinDamageMult(1.0); MaxHitSeverity(HitSeverity_Medium); MinHitSeverity(HitSeverity_Light); HorizontalAttackDamageMul(1.0); TwoHanded(false); HolderElement("bip01 spine2"); HolderOffset([25.0,10.0,15.0]); HolderAngle([90.0,20.0,90.0]); CausesKnockDown(true); DestroySound("break_wooden_weapon_00.wav"); AiHitSound("stick"); use HitEffects_Wooden(); BloodSplatFactor(0.15); use PickupSounds_Default(); DamageSize(10.0); StatsType(StatsType_Blunt); LootLevel(1); LootType(LootType_Blunt); FF_Left(0.6); FF_Right(0.6); FF_Duration(0.2); FF_FadeOut(0.0); Color(Color_White); AchType(AchType_Stick); } Item("Melee_StickBattered", CategoryType_Melee) { Condition(10); DamageType(DamageType_Blunt); Mesh("weapon_bat_a#01.msh"); FF_Left(0.6); FF_Right(0.6); FF_Duration(0.2); FF_FadeOut(0.0); } Item("Melee_StickBattered", CategoryType_Melee) { Condition(7); DamageType(DamageType_Blunt); Mesh("weapon_bat_a#01#01.msh"); FF_Left(0.6); FF_Right(0.6); FF_Duration(0.2); FF_FadeOut(0.0); } Item("Melee_StickBattered", CategoryType_Melee) { Condition(0); Damage(20.0); CriticalProb(0.0); CriticalDamage(0.0); Force(25.0); DamageType(DamageType_Blunt); Mesh("weapon_bat_a#01#01#01.msh"); FF_Left(0.6); FF_Right(0.6); FF_Duration(0.2); FF_FadeOut(0.0); }



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