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  1. #9
    Extorris
    Renegade is offline
    Join Date : Nov 2010
    Location : United Kingdom
    Posts : 2,626
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    Quote Originally Posted by iKing View Post
    hey renegade big files like this can it be posible for other games too? like zombies on black ops or world at war campaing mods too and rpg games like fable 3, arcania etc ? that would be awesome lol
    Some games can be modded via ISO, World at War for example, However this is because the ISO files have no security on them whatsoever, DS2 has tricky security on the save structure, However no protection on the ISO files.

  2. #10
    Senior Member
    Caleb Ragnarok is offline
    Join Date : Dec 2010
    Location : Worcester, MA
    Age : 44
    Posts : 67
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    I've posted this on other 360 websites, but never got a good bite.. We should make a list of all the 360 games that are confirmed to be able to be ISO modded. I'm looking for a new mod to do after the two dead space ones and I was thinking about going back to mass effect 2 and completing that mod..

    I think we should make a list of
    1. confirmed ISO moddable games
    2. suspected ISo moddable games
    3. XeX modded games..

    As for my mods, I do NOT condone their use over LIVE, UNLESS you are in a private match with friends that understand what you are doing.. The only mod I've done that has the potential to be used over live in a negative way is Gears 2.

  3. #11
    Extorris
    Renegade is offline
    Join Date : Nov 2010
    Location : United Kingdom
    Posts : 2,626
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    Quote Originally Posted by Caleb Ragnarok View Post
    I've posted this on other 360 websites, but never got a good bite.. We should make a list of all the 360 games that are confirmed to be able to be ISO modded. I'm looking for a new mod to do after the two dead space ones and I was thinking about going back to mass effect 2 and completing that mod..

    I think we should make a list of
    1. confirmed ISO moddable games
    2. suspected ISo moddable games
    3. XeX modded games..

    As for my mods, I do NOT condone their use over LIVE, UNLESS you are in a private match with friends that understand what you are doing.. The only mod I've done that has the potential to be used over live in a negative way is Gears 2.
    I agree with this.

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  5. #12
    Administrator
    360HAVEN

    Sephiroth is offline
    Join Date : Nov 2010
    Location : Setagaya-ku, Tokyo, Japan
    Posts : 3,380
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    Twitter: @
    Viking can be iso modded.


    GBL_ITEM.TXT
    I edited like this.

    ; Where there is a base class followed by _lvl1 classes, I have entered the values for the Level 1 version as the properties of the basic item.

    ; I have moved some of the obsolete items eg. Meal to the defunct items section at the bottom of the file.

    ; Created lvl1, lvl2 and lvl3 Throwing Axes

    [Throwing_axe]
    base_type = THROWING_AXE
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "throwing_axe_collected"
    item_description = "throwing_axe_description"
    item_name = "throwing_axe_name"
    life_span = GAME
    value = 0
    batch_size = 99
    icon_id = 40
    carry_limit = 999
    shop_stock = 999

    [Throwing_axe_lvl1]
    base_type = THROWING_AXE
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "throwing_axe_collected"
    item_description = "throwing_axe_description"
    item_name= "throwing_axe_name"
    life_span = GAME
    value = 0
    batch_size = 99
    level = 1
    icon_id = 40
    carry_limit = 999
    shop_stock = 999

    [Throwing_axe_lvl2]
    base_type = THROWING_AXE
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "throwing_axe_collected"
    item_description = "throwing_axe_description_lvl2"
    item_name= "throwing_axe_name_lvl2"
    life_span = GAME
    value = 0
    batch_size = 99
    level = 2
    icon_id = 40
    carry_limit = 999
    shop_stock = 999

    [Throwing_axe_lvl3]
    base_type = THROWING_AXE
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "throwing_axe_collected"
    item_description = "throwing_axe_description_lvl3"
    item_name= "throwing_axe_name_lvl3"
    life_span = GAME
    batch_size = 99
    value = 0
    level = 3
    icon_id = 40
    carry_limit = 999
    shop_stock = 999

    [Bomb]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "bomb_collected"
    item_description = "bomb_description"
    item_name = "bomb_name"
    life_span = LEVEL
    value = 0
    icon_id = 41

    ; Values and shop stocks tweaked for Flame pots.

    [Flamepot_lvl1]
    base_type = GRENADE
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "flamepot_collected"
    item_description = "Level_1_Flame_Pot"
    item_name= "flamepot_name"
    life_span = GAME
    value = 0
    level = 1
    icon_id = 42
    carry_limit = 999
    shop_stock = 999

    ; next one is just to have the same flamepot at different price for first half of third level

    [Flamepot_lvl1B]
    base_type = GRENADE
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "flamepot_collected"
    item_description = "Level_1_Flame_Pot"
    item_name= "flamepot_name"
    life_span = GAME
    value = 0
    level = 1
    icon_id = 42
    carry_limit = 999
    shop_stock = 999

    [Flamepot_lvl2]
    base_type = GRENADE
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "flamepot_collected"
    item_description = "Level_2_Flame_Pot"
    item_name= "flamepot_1_name"
    life_span = GAME
    value = 0
    level = 2
    icon_id = 32
    carry_limit = 999
    shop_stock = 999

    [Health_Potion_lvl1]
    base_type = POTION
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "health_potion_collected"
    item_description = "Level_1_Health_Potion"
    item_name = "health_potion_1_name"
    life_span = GAME
    value = 0
    batch_size = 99
    icon_id = 26
    carry_limit = 999
    shop_stock = 999

    ; next one is just to have the same healthpack at different price for first half of second level

    [Health_Potion_lvl1B]
    base_type = POTION
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "health_potion_collected"
    item_description = "Level_1_Health_Potion"
    item_name = "health_potion_1_name"
    life_span = GAME
    value = 0
    batch_size = 999
    icon_id = 26
    carry_limit = 999
    shop_stock = 999

    [Health_Potion_lvl2]
    base_type = POTION
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "health_potion_collected"
    item_description = "Level_2_Health_Potion"
    item_name = "health_potion_2_name"
    life_span = GAME
    value = 0
    batch_size = 999
    level = 1
    icon_id = 43
    carry_limit = 999
    shop_stock = 999

    ; next one is just to have the same healthpack at different price for first half of third level

    [Health_Potion_lvl2B]
    base_type = POTION
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "health_potion_collected"
    item_description = "Level_2_Health_Potion"
    item_name = "health_potion_2_name"
    life_span = GAME
    value = 0
    level = 1
    icon_id = 43
    carry_limit = 999
    shop_stock = 999

    [Health_Potion_lvl3]
    base_type = POTION
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "health_potion_collected"
    item_description = "Level_3_Health_Potion"
    item_name = "health_potion_3_name"
    life_span = GAME
    value = 0
    level = 1
    icon_id = 27
    carry_limit = 999
    shop_stock = 999

    [Arena_Token]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "arena_token_collected"
    item_description = "arena_token_description"
    item_name = "arena_token_name"
    life_span = LEVEL
    value = 0
    icon_id = 45

    [Arena_Token_lvl1]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "arena_token_collected"
    item_description = "arena_token_description"
    item_name = "arena_token_name"
    life_span = LEVEL
    value = 0
    level = 1
    icon_id = 45

    [Arena_Token_lvl2]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "arena_token_collected"
    item_description = "arena_token_description"
    item_name = "arena_token_name"
    life_span = LEVEL
    value = 0
    level = 2
    icon_id = 45

    [Arena_Token_lvl3]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "arena_token_collected"
    item_description = "arena_token_description"
    item_name = "arena_token_name"
    life_span = LEVEL
    value = 0
    level = 3
    icon_id = 45

    [Blue_Skull]
    base_type = BLUE_SKULL
    model_name = "skull.CS2"
    pick_up_hint = "blue_skull_collected"
    life_span = GAME
    value = 0
    icon_id = 47

    [treasure_pot_loot]
    base_type = MONEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "cash_bag_collected"
    life_span = GAME
    value = 0
    icon_id = 48

    [champion_token]
    base_type = CHAMPION_TOKEN
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "champion_token_collected"
    life_span = GAME
    value = 0
    icon_id = 50

    [champion_tokens]
    base_type = CHAMPION_TOKENS
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "champion_tokens_collected"
    life_span = GAME
    value = 0
    icon_id = 50

    [Meal_lvl1]
    base_type = MEAL
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "meal_collected"
    item_description = "meal_description"
    item_name = "meal_name"
    life_span = GAME
    value = 0
    icon_id = 44
    shop_stock = 999

    [Meal_lvl2]
    base_type = MEAL
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "meal_collected"
    item_description = "meal_description_lvl2"
    item_name = "meal_name_lvl2"
    life_span = GAME
    value = 0
    icon_id = 44
    shop_stock = 999

    [Meal_lvl3]
    base_type = MEAL
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "meal_collected"
    item_description = "meal_description_lvl3"
    item_name = "meal_name_lvl3"
    life_span = GAME
    value = 0
    icon_id = 44
    shop_stock = 999

    ; I think this power rune item is obsolete, but I can't be sure if it isn't something else still used in the game...

    [Power_Rune_lvl0]
    base_type = POWER_UP
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "power_rune_collected"
    item_description = "power_rune_collected"
    item_name = "power_rune_collected"
    life_span = GAME
    value = 0
    icon_id = 38
    shop_stock = 999

    [Power_Rune_lvl1]
    base_type = POWER_UP
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "power_rune_collected"
    item_description = "power_rune_collected"
    item_name = "power_rune_collected"
    life_span = GAME
    value = 0
    level = 1
    icon_id = 38
    shop_stock = 999

    [Power_Rune_lvl2]
    base_type = POWER_UP
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "power_rune_collected"
    item_description = "power_rune_collected"
    item_name = "power_rune_collected"
    life_span = GAME
    value = 0
    level = 2
    icon_id = 38
    shop_stock = 999

    [Power_Rune_lvl3]
    base_type = POWER_UP
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "power_rune_collected"
    item_description = "power_rune_collected"
    item_name = "power_rune_collected"
    life_span = GAME
    value = 0
    level = 3
    icon_id = 38
    shop_stock = 999

    [Power_Rune_lvl4]
    base_type = POWER_UP
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "power_rune_collected"
    item_description = "power_rune_collected"
    item_name = "power_rune_collected"
    life_span = GAME
    value = 0
    level = 4
    icon_id = 38
    shop_stock = 999

    ; Health Upgrades

    [Health_Rune_lvl0]
    base_type = HEALTH_UP
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "health_rune_collected"
    item_description = "health_rune_descr_lvl0"
    item_name = "health_rune_name_lvl0"
    life_span = GAME
    value = 0
    icon_id = 39
    shop_stock = 999

    [Health_Rune_lvl1]
    base_type = HEALTH_UP
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "health_rune_collected"
    item_description = "health_rune_descr_lvl1"
    item_name = "health_rune_name_lvl1"
    life_span = GAME
    value = 0
    level = 1
    icon_id = 39
    shop_stock = 999

    [Health_Rune_lvl2]
    base_type = HEALTH_UP
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "health_rune_collected"
    item_description = "health_rune_descr_lvl2"
    item_name = "health_rune_name_lvl2"
    life_span = GAME
    value = 0
    level = 1
    icon_id = 39
    shop_stock = 999

    [Health_Rune_lvl3]
    base_type = HEALTH_UP
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "health_rune_collected"
    item_description = "health_rune_descr_lvl3"
    item_name = "health_rune_name_lvl3"
    life_span = GAME
    value = 0
    level = 1
    icon_id = 39
    shop_stock = 999

    [Health_Rune_lvl4]
    base_type = HEALTH_UP
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "health_rune_collected"
    item_description = "health_rune_descr_lvl4"
    item_name = "health_rune_name_lvl4"
    life_span = GAME
    value = 0
    level = 1
    icon_id = 39
    shop_stock = 999

    ; Tweaked some values for the Life stone. The Life stone is sold in all shops, with an allocation in the economy of three per level. I haven't authored life_stone_lvl1 and so on because the properties are the same each new level. I'm not sure if this will work or not.

    [life_stone]
    base_type = LIFE_STONE
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "life_stone_collected"
    item_description = "life_stone_description"
    item_name = "life_stone_name"
    life_span = GAME
    value = 0
    icon_id = 33
    shop_stock = 999


    ;level 1

    [bag_treasure_map_island_1]
    base_type = TREASURE_MAP
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "treasure_map_collected"
    item_description = "treasure_map_bag_description"
    item_name = "treasure_map_bag_name"
    life_span = LEVEL
    value = 0
    level = 1
    icon_id = 49

    [urn_treasure_map_island_1]
    base_type = TREASURE_MAP
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "treasure_map_collected"
    item_description = "treasure_map_urn_description"
    item_name = "treasure_map_urn_name"
    life_span = LEVEL
    value = 0
    level = 2
    icon_id = 49

    [chest_treasure_map_island_1]
    base_type = TREASURE_MAP
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "treasure_map_collected"
    item_description = "treasure_map_chest_description"
    item_name = "treasure_map_chest_name"
    life_span = LEVEL
    value = 0
    level = 4
    icon_id = 49

    [Dragon_amulet]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "Dragon_amulet_collected"
    item_description = "Dragon_amulet_description"
    item_name = "Dragon_amulet_name"
    life_span = LEVEL
    value = 0
    icon_id = 1
    shop_stock = 999

    [Dragon_amulet_2]
    base_type = DRAGON_STONE
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "Dragon_amulet2_collected"
    life_span = GAME
    value = 0
    level = 1
    icon_id = 2
    shop_stock = 999

    [Dragon_Stone_1]
    base_type = DRAGON_STONE
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "dragon_stone_1_collected"
    item_description = "dragon_stone_1_description"
    item_name = "dragon_stone_1_name"
    life_span = LEVEL
    value = 0
    level = 2
    icon_id = 3
    shop_stock = 999

    [Battle_Horn]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "battle_horn_collected"
    item_description = "battle_horn_description"
    item_name = "battle_horn_name"
    life_span = LEVEL
    value = 0
    icon_id = 4
    shop_stock = 999

    [Cargo_Payment]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "cargo_payment_collected"
    item_description = "cargo_payment_description"
    item_name = "cargo_payment_name"
    life_span = LEVEL
    value = 0
    icon_id = 5
    shop_stock = 999

    [Lost_Cargo]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "lost_cargo_collected"
    item_description = "lost_cargo_description"
    item_name = "lost_cargo_name"
    life_span = LEVEL
    value = 0
    icon_id = 6

    [Niflberg_Mead]
    base_type = KEY
    model_name = "pickup_mead.CS2"
    pick_up_hint = "niflberg_mead_collected"
    item_description = "niflberg_mead_description"
    item_name = "niflberg_mead_name"
    life_span = GAME
    value = 0
    icon_id = 7
    shop_stock = 9999

    [Brians_Shield]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "brians_sheild_collected"
    item_description = "brians_sheild_description"
    item_name = "brians_sheild_name"
    life_span = LEVEL
    value = 0
    icon_id = 8

    [Medical_Supplies]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "medical_supplies_collected"
    item_description = "medical_supplies_description"
    item_name = "medical_supplies_name"
    life_span = LEVEL
    value = 0
    icon_id = 9

    [Olef_axe]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "olef_axe_collected"
    item_description = "olef_axe_description"
    item_name = "olef_axe_name"
    life_span = LEVEL
    value = 0
    icon_id = 10

    [Bag_of_Gemstones]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "gemstones_collected"
    item_description = "gemstones_description"
    item_name = "gemstones_name"
    life_span = LEVEL
    value = 0
    icon_id = 12

    [Skirmish_Key]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "skirmish_key_collected"
    item_description = "skirmish_key_description"
    item_name = "skirmish_key_name"
    life_span = LEVEL
    value = 0
    icon_id = 13

    ; The value of Niflberg mead is per keg.

    [niflberg_mead_reward]
    base_type = MONEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "cash_bag_collected"
    life_span = GAME
    value = 99999999
    icon_id = 48

    ; level 2

    [bag_treasure_map_island_2]
    base_type = TREASURE_MAP
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "treasure_map_collected"
    item_description = "treasure_map_bag_description"
    item_name = "treasure_map_bag_name"
    life_span = LEVEL
    value = 0
    level = 1
    icon_id = 49

    [urn_treasure_map_island_2]
    base_type = TREASURE_MAP
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "treasure_map_collected"
    item_description = "treasure_map_urn_description"
    item_name = "treasure_map_urn_name"
    life_span = LEVEL
    value = 0
    level = 2
    icon_id = 49

    [chest_treasure_map_island_2]
    base_type = TREASURE_MAP
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "treasure_map_collected"
    item_description = "treasure_map_chest_description"
    item_name = "treasure_map_chest_name"
    life_span = LEVEL
    value = 0
    level = 4
    icon_id = 49

    [Letter_Of_Request]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "Letter_of_Request_collected"
    item_description = "Letter_of_Request_description"
    item_name = "Letter_of_Request_name"
    life_span = LEVEL
    value = 0
    icon_id = 1

    [Heavy_Grindstone]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "heavy_grindstone_collected"
    item_description = "heavy_grindstone_description"
    item_name = "heavy_grindstone_name"
    life_span = LEVEL
    value = 0
    icon_id = 2

    [Bottle_of_Grog]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "grog_collected"
    item_description = "grog_description"
    item_name = "grog_name"
    life_span = LEVEL
    value = 0
    icon_id = 3

    [Dragon_Stone_2a]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "Dragon_stone_2a_collected"
    item_description = "Dragon_stone_2a_description"
    item_name = "Dragon_stone_2a_name"
    life_span = LEVEL
    value = 0
    icon_id = 4

    [Dragon_Stone_2b]
    base_type = DRAGON_STONE
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "Dragon_stone_2b_collected"
    life_span = LEVEL
    value = 0
    level = 4
    icon_id = 5

    [Rusty_key]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "rusty_key_collected"
    item_description = "rusty_key_description"
    item_name = "rusty_key_name"
    life_span = LEVEL
    value = 0
    icon_id = 6

    [War_Chest]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "war_chest_collected"
    item_description = "war_chest_description"
    item_name = "war_chest_name"
    life_span = LEVEL
    value = 0
    icon_id = 7

    [crate_of_grog]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "crate_of_grog_collected"
    item_description = "crate_of_grog_description"
    item_name = "crate_of_grog_name"
    life_span = LEVEL
    value = 0
    icon_id = 8

    [Cellar_Key]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "cellar_key_collected"
    item_description = "cellar_key_description"
    item_name = "cellar_key_name"
    life_span = LEVEL
    value = 0
    icon_id = 9

    [tower_Key]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "tower_key_collected"
    item_description = "tower_key_description"
    item_name = "tower_key_name"
    life_span = LEVEL
    value = 0
    icon_id = 10

    [Flamepot_Recipe]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "recipe_collected"
    item_description = "recipe_description"
    item_name = "recipe_name"
    life_span = LEVEL
    value = 0
    icon_id = 11

    [battle_supplies]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "recipe_collected"
    item_description = "recipe_description"
    item_name = "recipe_name"
    life_span = LEVEL
    value = 0
    icon_id = 12

    [legionnaires_heart]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "legionnaires_heart_collected"
    item_description = "legionnaires_heart_description"
    item_name = "legionnaires_heart_name"
    life_span = LEVEL
    value = 0
    icon_id = 13

    [legion_insignia]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "legion_insignia_collected"
    item_description = "legion_insignia_description"
    item_name = "legion_insignia_name"
    life_span = LEVEL
    value = 0
    icon_id = 14

    [simon_sword]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "simon_sword_collected"
    item_description = "simon_sword_description"
    item_name = "simon_sword_name"
    life_span = LEVEL
    value = 0
    icon_id = 15

    [Crypt_Key]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "crypt_key_collected"
    item_description = "crypt_key_description"
    item_name = "crypt_key_name"
    life_span = LEVEL
    value = 0
    icon_id = 16

    [Galcliff_Mead]
    base_type = KEY
    model_name = "pickup_mead.CS2"
    pick_up_hint = "galcliff_mead_collected"
    item_description = "galcliff_mead_description"
    item_name = "galcliff_mead_name"
    life_span = LEVEL
    value = 0
    icon_id = 17

    [Crane_Key]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "crane_key_collected"
    item_description = "crane_key_description"
    item_name = "crane_key_name"
    life_span = LEVEL
    value = 0
    icon_id = 18

    ; Same as notes for Niflberg_mead_reward, per keg.

    [galcliff_mead_reward]
    base_type = MONEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "cash_bag_collected"
    life_span = GAME
    value = 0
    icon_id = 48

    ; level 3

    [bag_treasure_map_island_3]
    base_type = TREASURE_MAP
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "treasure_map_collected"
    item_description = "treasure_map_bag_description"
    item_name = "treasure_map_bag_name"
    life_span = LEVEL
    value = 0
    level = 1
    icon_id = 49

    [urn_treasure_map_island_3]
    base_type = TREASURE_MAP
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "treasure_map_collected"
    item_description = "treasure_map_urn_description"
    item_name = "treasure_map_urn_name"
    life_span = LEVEL
    value = 0
    level = 2
    icon_id = 49

    [chest_treasure_map_island_3]
    base_type = TREASURE_MAP
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "treasure_map_collected"
    item_description = "treasure_map_chest_description"
    item_name = "treasure_map_chest_name"
    life_span = LEVEL
    value = 0
    level = 4
    icon_id = 49

    [Traitors_Shield]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "traitors_shield_collected"
    item_description = "traitors_shield_description"
    item_name = "traitors_shield_name"
    life_span = LEVEL
    value = 0
    icon_id = 1

    [marching_order]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "marching_order_collected"
    item_description = "marching_order_description"
    item_name = "marching_order_name"
    life_span = LEVEL
    value = 0
    icon_id = 2

    [hel_insignia]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "hel_insignia_collected"
    item_description = "hel_insignia_description"
    item_name = "hel_insignia_name"
    life_span = LEVEL
    value = 0
    icon_id = 3

    [Herbal_Remedy]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "herbal_remedy_collected"
    item_description = "herbal_remedy_description"
    item_name = "herbal_remedy_name"
    life_span = LEVEL
    value = 0
    icon_id = 4

    [Prison_key]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "prison_key_collected"
    item_description = "prison_key_description"
    item_name = "prison_key_name"
    life_span = LEVEL
    value = 0
    icon_id = 5

    [Isaholm_Mead]
    base_type = KEY
    model_name = "pickup_mead.CS2"
    pick_up_hint = "isaholm_mead_collected"
    item_description = "isaholm_mead_description"
    item_name = "isaholm_mead_name"
    life_span = LEVEL
    value = 0
    icon_id = 6

    [Warband_Insignia]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "warband_insignia_collected"
    item_description = "warband_insignia_description"
    item_name = "warband_insignia_name"
    life_span = LEVEL
    value = 0
    icon_id = 7

    [tactical_dossier]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "tactical_dossier_collected"
    item_description = "tactical_dossier_description"
    item_name = "tactical_dossier_name"
    life_span = LEVEL
    value = 0
    icon_id = 8

    [Ancient_Key]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "ancient_key_collected"
    item_description = "ancient_key_description"
    item_name = "ancient_key_name"
    life_span = LEVEL
    value = 0
    icon_id = 9

    [CaveGate_key]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "cavegate_key_collected"
    item_description = "cavegate_key_description"
    item_name = "cavegate_key_name"
    life_span = LEVEL
    value = 0
    icon_id = 10

    [Sacred_Herbs]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "sacred_herbs_collected"
    item_description = "sacred_herbs_description"
    item_name = "sacred_herbs_name"
    life_span = LEVEL
    value = 0
    icon_id = 11

    [Travel_Papers]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "travel_papers_collected"
    item_description = "travel_papers_description"
    item_name = "travel_papers_name"
    life_span = LEVEL
    value = 0
    icon_id = 12

    [quarry_key]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "quarry_key_collected"
    item_description = "quarry_key_description"
    item_name = "quarry_key_name"
    life_span = LEVEL
    value = 0
    icon_id = 13

    [Dragon_Stone_3]
    base_type = DRAGON_STONE
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "Dragon_stone_3_collected"
    life_span = LEVEL
    value = 0
    level = 8
    icon_id = 14

    [Personal_item]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "personal_item_collected"
    item_description = "personal_item_description"
    item_name = "personal_item_name"
    life_span = LEVEL
    value = 0
    icon_id = 15

    [A3_east_tower_cellar_key]
    base_type = KEY
    model_name = "key.cs2"
    pick_up_hint = "east_tower_cellar_key_collected"
    item_description = "east_tower_cellar_key_description"
    item_name = "east_tower_cellar_key_name"
    life_span = LEVEL
    value = 0
    icon_id = 16

    [Isaholm_mead_reward]
    base_type = MONEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "cash_bag_collected"
    life_span = GAME
    value = 0
    icon_id = 48

    [Shamans_Cave_key]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "shamans_cave_key_collected"
    item_description = "shamans_cave_key_description"
    item_name = "shamans_cave_key_name"
    life_span = LEVEL
    value = 0
    icon_id = 17

    ;items below this not used in the game

    [Cash_Bag]
    base_type = MONEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "cash_bag_collected"
    life_span = GAME
    value = 99999999
    icon_id = 33

    [Coins]
    base_type = MONEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "coins_collected"
    life_span = GAME
    value = 99999999
    icon_id = 48

    [God_Rune]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "god_rune_collected"
    item_description = "god_rune_description"
    item_name = "god_rune_name"
    life_span = LEVEL
    value = 0
    icon_id = 0

    [The_Sword]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "sword_collected"
    item_description = "sword_description"
    item_name = "sword_name"
    life_span = LEVEL
    value = 0
    icon_id = 0

    [steel_key]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "steel_key_collected"
    item_description = "steel_key_description"
    item_name = "steel_key_name"
    life_span = LEVEL
    value = 0
    icon_id = 0

    [monaster_key]
    base_type = KEY
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "ancient_key_collected"
    item_description = "ancient_key_description"
    item_name = "ancient_key_name"
    life_span = LEVEL
    value = 0
    icon_id = 14

    [Meal]
    base_type = MEAL
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "meal_collected"
    item_description = "meal_description"
    item_name = "meal_name"
    life_span = GAME
    value = 0
    icon_id = 44
    shop_stock = 999

    [Red_Skull]
    base_type = RED_SKULL
    model_name = "skull.CS2"
    pick_up_hint = "red_skull_collected"
    life_span = GAME
    value = 0
    icon_id = 46

    [Flamepot]
    base_type = GRENADE
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "flamepot_collected"
    item_description = "flamepot_description"
    item_name= "flamepot_name"
    life_span = GAME
    value = 0
    batch_size = 99
    icon_id = 31
    carry_limit = 999
    shop_stock = 999

    [Health_Potion]
    base_type = POTION
    model_name = "pickup_coin_bag.CS2"
    pick_up_hint = "health_potion_collected"
    item_description = "health_potion_description"
    item_name = "health_potion_name"
    life_span = GAME
    value = 0
    batch_size = 99
    icon_id = 26
    carry_limit = 999
    shop_stock = 999



    GLOBAL_AWARENESS.TXT
    i edited like this


    #Global Settings file for combat
    #This affects combat characteristics across the board.


    MAX_HORN_RANGE = 50 # Maximum distance the horn can be heard
    MAX_SHOUT_RANGE = 10 # Maximum distance a shout can be heard from
    MAX_COMBAT_NOISE_RANGE= 0 # Maximum distance that NPCs will hear a fight with the player from
    MAX_VISION_RANGE = 0 # Maximum distance an NPC will be able to see the player
    PLAYER_ENTER_STEALTH_EXTRA_RANGE = 50 # The distance added onto MAX_VISION_RANGE at which the player will automatically go into stealth mode
    MAX_HEARING_RANGE = 0 # Maximum distance an NPC will be able to hear the player
    # walk (NON-STEALTHY)

    MAX_OBSCURED_HEARING_RANGE = 0 # Maximum distance someone will hear a combat noise or shout if
    # they do NOT have line of sight.

    TIME_TO_TRACK_PLAYER_WHEN_LOS_LOST = 0 # Number of seconds an NPC will track the player after losing
    # LOS, so that they can 'search' for him.


    MAX_TIME_DELAY_FOR_SIGHTING = 99 # Time delay (grace period) between first seeing the player, and
    # starting to look before the NPC decides it can see the player, and
    # reacts. If the player ducks into cover in this time, the NPC will
    # not react. This is a max value - it scales as the player gets
    # closer to the NPC - until he is within
    # CLOSEST_DIST_FOR_INSTANT_SIGHTING:

    CLOSEST_DIST_FOR_INSTANT_SIGHTING = 10 # If the NPC is this close to the player - there will be no grace period.

    MAX_DIST_FOR_FUMBLING_SWORD = 1 # If the NPC is this close to the player they will fumble their sword when they draw

    MAX_DIST_FOR_FUMBLING_SWORD_BEHIND = 1 # If the NPC is this close to the player and the player is behind the npc they will fumble their sword when they draw

    CHANCE_OF_NOT_DRAWING_WEAPON = 90 # Percentage chance of not drawing weapon when surprised

    MAX_PEOPLE_AFFECTED_BY_HEARING_HORN = 0 # No more than this many people will run in when they hear
    # the horn.
    MAX_PEOPLE_AFFECTED_BY_HEARING_COMBAT = 0 # No more than this no many people will run in if they
    # hear a fight.

    MAX_PEOPLE_AFFECTED_BY_SEEING_PLAYER = 0 # No more than this no many people will run in if they
    # see the player

    MAX_FOLLOWING_RANGE = 0 # The fursthest disance that an NPC will move after reacting, before
    # stopping, and returning home.

    ALLOW_TARGET_DROP_RANGE= 0 # The distance at which an NPC who wants to drop their combat target to stop reacting, will actually drop them
    #This distance is ALSO used by ACTIVITY_GUARD to drop targets.
    Downloads : 171 || Uploads : 13 || Rep Power : 9412 || Posts : 3,380 || Thanks : 513 || Thanked 4,270 Times in 1,295 Posts




    What i have shown you is reality. What you remember... that is the illusion.




  6. The Following User Says Thank You to Sephiroth For This Useful Post:


  7. #13
    HEAVENSPRODIGY

    Re: dead space bigfile editor

    1.I have a ps3 so will this work for it or no, i checked youtube and in the description it said it does. 2. where do i download this program please help im new.

  8. #14
    Extorris
    Renegade is offline
    Join Date : Nov 2010
    Location : United Kingdom
    Posts : 2,626
    Array

    Re: dead space bigfile editor

    Quote Originally Posted by HEAVENSPRODIGY View Post
    1.I have a ps3 so will this work for it or no, i checked youtube and in the description it said it does. 2. where do i download this program please help im new.
    Yes it works for PS3 (As long as you use the PS3 section.) Don't dig up old threads...and I know you are knew, But it doesn't take a clever cookie to use the search bar...

    http://www.360haven.com/forums/showt...Bigfile+Editor

 

 
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