Best Mods In Dead Island
How can the answer be improved?
. Basics. Analog vs Digital Fighting. Characters. Logan Carter. Purna. Xian Mei.
Sam B. Main Quests. Prologue. Act I: Resort. Act II: City of Moresby / Resort. Act III: Jungle / City of Moresby / Resort. Act IV: Prison.
Sidequests. Resort Sidequests. City of Moresby Sidequests.
Best Weapon Mods In Dead Island
Just an update, modding does seem to more or less work. I was able to port over a decent amount of Director's Cut Deluxe Mod Edition. The skill trees and enemy leveling seem to have ported over fine.One thing to watch out for if you're copying them over is that things like movement speed, jump height, etc seem to have been converted to use much smaller numbers, averaging between 0-5, while I think the original game and many mods use numbers between 100-1000. My first copy over ended up with me moving so fast I hit a wall and died instantly.While the skill trees, loot files, and random enemy progression stuff seems to have worked (getting random zombies from my level all the way up to 100), I have no idea how to fix the AI or inventory files.The AI file seems to somewhat work, with the correct damages and enemy reactions, but zombies can swing at the air and hit you from 5+ feet away, so it might be another numebrs conversion thing. Inventory files don't play nice right off the bat either, since it turns all the weapons invisible.If anyone wants to take a look at porting it over, feel free, I don't really know my way around the inventory/AI files and they're definitely important.
Best Mods In Dead Island Full
Is there a 'safe' folder to mod things in? If I recall with the setup, Modding data0.pak while effective, can lead to problems.
Dead Island Weapon Mods
So for like Dying Light you had the Data3.pak you could use to throw mods in. As I look at it, there's no directly data3.pak for DIDE. So I've been making mods to the Data0.pak, but its having issues about not working after one loadup (stopped working at launch) and validating files replaces the modified Data0.pak with the 'original' generic one.As a side note, directly porting some of the inventory.scr files might be problematic, as the model files are listed under different (though similar names). Also, in general, they've done some 'conversion' of stats, like damage range, seems to be.if in the old file the damage range was listed as say 150, the new one is listed as 1.5, counts (duration) seem to have changed from whatever interval they were before to presumably 'seconds' like dying light.