12/19/24 update: I've got around to updating some things and next thing I'll be doing is adding content and then bug fixing.
11/15/24 update: As for updates and others who are wondering: I've been pretty busy IRL on other things and with hitting a dead end trying to figure out how some stuff like the headlight lighting works in the game and some other things that are proving difficult, I have kind of just put this to the side for a while. I do plan on coming back and working on it, I just don't have a timeline for it. (if it helps, I do plan to start working on it in a week or few but no promises)
7/28/24 update: Still pretty busy IRL, but hoping to start working on the next update.
Dev menu support thanks to DeadlyCobraXXX will be added (functions just needs to be implemented)
I'm working on getting the car headlights working better; YES, the car lights work, BUT they are very dim and not very visible (I'm working on it, but I haven't had much luck so no promises)
custom keybinds menu is functional, I just need to figure out the limitations and how to fix the titles for some entries. As for updates and others who are wondering: I've been pretty busy IRL on other things and with hitting a dead end trying to figure out how some stuff like the headlight lighting works in the game and other things, I have kind of just put this to the side for a while. I do plan on coming back and working on it, I just don't have a timeline for it. (if it helps, I do plan to start working on it in a week or few but no promises)
Hey! I'm back to playing DIDE and installed this mod again, but sadly it crashes my game too much now, it's unplayable. put it on my desktop screen and loaded it up then gave it the proper directory in the DIDE folder...steamapps/common/DIDE and it said it was all a success. But I can only play for 30 min before in crashes, and then it won't let me start up the game anymore. So It forces me to uninstall the game then re-install and verify. then it works...For 30 min and crashes and the whole process with uninstalling happens again, had to do it 4 times in desperation, lol I loved this mod last year. Please see if it's a me thing or the mod, might be my new pc setup and don't know if anyone else is having the same issue.
If the files were verified and the issue persisted, sounds like it isn't the mods that are causing it BUT just to be sure you should uninstall the game then go to the game directory and see what's left, let me know if any files are left behind. Then delete the game directory and reinstall. (I haven't updated any files in a long time here, so nothing has probably changed since you last used the mod)
Have you made any changes to your pc in the time you haven't been playing DIDE? Have you tried playing other games? You should check for any updates like drivers and such too.
Is it specific areas that are causing crashes, or is it just time based? If you stand still in different areas for 30ish mins, will it crash?
There are crash logs that the game generates, maybe take a look at that or send one my way. I'm not saying I'll be able to tell what the log is saying, but I could take a look at it. %USERPROFILE%\Documents\DeadIslandDE\out\logs\crash.log Edit: maybe last resort delete the folder in documents as well? (%USERPROFILE%\Documents\DeadIslandDE)
OK, … It's been a while, 12/7/23 update: UPDATED: 4/17/24 I've been a bit more busy than I had expected, but I want to do another update to clean up the code and take a look at adding more features. I'll take another look through these posts and make a list of features that people have suggested and see what I can try and what I can't do, so if you have some features, reply to this post with those suggestions.
Please note: -Auto aim removal seems to be a bit advanced for me, as it looks to require some hex editing of the main executable. If anyone has some experience, I would greatly appreciate it!
-Animations, models, and textures are locked behind “.Rpak” files (encrypted archives) and from my research it seems like it is possible to extract the contents but file names might be needed to do that and anyway, repacking it seems problematic too. There has been some work in this field for dying light which is the same file structure wise, but this is a bit advanced for me and if anybody could help I would greatly appreciate it! I would love to be able to bring back the OG weapon models. A side note on audio: I was able to extract audio, but I don't believe I'd be able to repack it. I'll see what I can do with this, whether it be a wacky sound overhaul or something else.
-forcing specific loot rarity seems bugged: Some say the option to force legendary loot in locked chests (cheat chests) works and some say it doesn't so I kept that option in but from my testing it breaks chests. I will continue to look into this, but it's weird because what I'm changing should be working, but it isn't. There was another mod that popped up a while ago, and I compared what mine did compared to theirs. We both did it the same way, and that other mod has since been deleted from the nexus, I assume it was removed because it didn't work, but IDK.
-I don't plan to implement a 3rd person camera. I've seen a video that shows it might be possible, but it looks janky and would be annoying to implement, probably. (but like most things I'm not opposed, it just wouldn't be a priority)
-Addressing the problems with nighttime and flashlight: I love the nighttime option, but because the way light is implemented in the game, it makes it hard to make it look right. Additionally, not being able to make the flashlight unlimited really sucks. I've provided guidance on adjusting gamma settings for improved visibility and added different light levels. Also on that note, the cars might be moddable to have the headlights work because I've seen it done in the OG version but was unable to implement it last time I tried. EDIT: I was able to get the headlights working, but they are very dim, and I need to see if I can change that.
-Addressing Dev menu: The Developer menu is very useful for playing this game even if you don't want to cheat all the time, but I don't want to just add DeadlyCobraXXX's menu into this menu unless they're cool with that. For now, ill add an option that will bring you to his menu and then have the menu install it for you with all your selected options.
EDIT: I have contacted DeadlyCobraXXX and plan to include an option to install his mod menu! I plan to start working on this soon. I enjoy doing this but keep in mind that I'm balancing making this mod with work and family, so it be what it be.
Also thanks to all that have endorsed and rated the mod(menu)! I really didn't expect this mod (menu) to become so popular!I'm really glad that I could bring new life into this game for all of you!
If you have any feature suggestions, reply to this post.
Thanks for the update! got a few more suggestions/ideas here.
1- Item potency - A: make items that a player can use have a higher or lower effect to it. such as a weapon with a elemental effect have a 100% chance to apply but set the damage multiplier to 0%. a toxic/fire/electric weapon will immobilize a target with a 100% chance to apply, but does no damage to it 0% damage multiplier, or the opposite 0% chance to apply a effect but 100% toxic/fire/electric damage multiplier will basically fry the target to death once hit with that weapon/effect. B: Increase the potency of consumable items. Example - grenades 0% damage (does nothing but toss them in the air lol). 100% fire bomb potency (burns anything to death). Or give healing items 100% potency (full health every use) or 0% potency, items no longer heal the player ( a option for the giga chad hardcore gamers?)
2- Universal ammo - Enemies that use firearms have a 0-100% chance to drop no ammo or all three ammo types. Maybe a special/new box that gives 25 rounds to all of your ammo pools (don't know if that'll be easier or harder to do.)
3- Item detection - A option to let a player to see all objects that can be picked up or looted through walls ( a wall hack of some sort ) with a additional option to increase/decrease the range of it from 5 meters to 1000 meters (across the whole map). Possibly some color choices to determine what item it is. I think this will help out the new players dramatically so they can figure out where those illusive lvl 3 chests are.
PS: Did you have time to look at my post for how the whole better loot thing works? Was I incorrect or flat out wrong on that?
Looking forward to your next addition to the mod :)
I'll take a look at this, I like the idea about a chance for item potency or sort of randomizer system.
are you saying you want an option that makes guns all use the same ammo? I could look into making an item that refills all ammo, but I'm not too sure about this one.
This isn't a bad idea, but might be outside my wheelhouse. I'm not opposed to taking a look at this, though.
@fireeyeeian I think I have spotted the issue with how your loot chest option in the Mod menu works.
As you may know it is based on a timed re-shuffle system put in place by the dev's. This option DOES NOT guarantee better loot over all, instead it works along side the timed re-shuffle system the dev's made. Therefor if the players runs up to any chest it will not give them a better item if they had just loaded in and looted the first chest they seen (given that they have looted a chest before hand and have not played for very long).
But, this mod option works 100% correctly once the player has passed time in their play through. Pretty much this mod option does not guarantee better loot but it does completely make the time table for higher rarity items non-existent. (For those who don't know, if you loot a chest 1 hour into your play through it'll always be a white,green, or maybe a blue. But if you wait 3-4 hours it'll be purple, if you wait 5 hours it will 100% be a orange-legendary weapon.)
Sorry for the hour of explanation lol I'll get to it now. So pretty much if a player has a in-game/irl time in the session ( 1-2h W-G-B. 3-4h Purple. 5h Orange or Legendary) they will get that rarity of weapon no matter what. In the end this mod will make it so if you wait that 5 hours you WILL get that orange/legendary every time you open every chest because this mod option makes the cool down time it takes to get a certain rarity non-existent. So technically if they wait 5 hours they will get a orange weapon in every single chest, no matter if they loot 1 or 20 of them, all of them will spawn a orange up until they loot a chest, if they do, the table will be re-rolled again and it'll start over.
I haven't had the time to fully put the 5 hours in tho, this is based off of what I seen when I was doing a chest farming run. Maybe in your modding tools you can force the in-game timer to think that 5 hours have passed and see if orange rarity spawns in every chest you open. But it should work since I'm 100% certain this mod doesn't force good loot but instead gets rid of the cool down timer it takes to get another item of the same rarity.
A: I was not actually aware of this system..., I will definitely have to look into this asap, thanks for the info if this is true this changes thing for sure.
@fireeyeeian Regarding the reply for 2. Not all guns taking the same ammo but just a option to make enemies drop all different ammo types at once, or a single box that refills all ammo types.
About my comment on the loot option - I was very late in the game when I had discovered this. ( level 29-30 around 75% into main story) It's difficult for me to be absolutely sure because I had around 15 in-game hours with that character over the course of 3-4 days. So that's why I couldn't fully test it out, I had opened so many chests throughout my play through and was not keeping track of time nor did I wait a certain amount of time to open a chest.
So what I noticed while I was playing before this character is that without this mod if I had opened a chest I would get a purple 3-4 hours into my play through and I wouldn't see one for another 3-4 hours of playing (that's how it should work as a intended feature by the dev's).
But with this mod loaded in my modded character and the option was on with that character I noticed that opening a chest and taking a purple 3-4 hours in, I would get another purple just a few minutes later after looting a purple previously. This points to the mod option getting rid of the in-game timer it takes to get another purple rarity that should only spawn once every 3-4 hours (it spawned several times instead of just once)
I would also get orange's here and there (within 10-20 minutes of looting a orange previously) but I always took them, so that just made the time-table reset itself every time. (that's why I'm so unsure) I was getting W-G-B items 90% of the time throughout most of my play through while the mod was on so ¯\_(ツ)_/¯
I don't want to be a sketch ball and post a link lol, so type in - dead island definitive edition item rarity - in google you should see a link that takes you to the Dead Island Wiki. This mostly explains how loot works in Dead island DE and Riptide DE.
What I would really like to see is the option to increase the time your teammates can revive you. The mods we play with currently cause us to frequently die because we get pushed into walls or for other unexplainable reasons. Having only 7-ish seconds to help a teammate is usually not long enough.
Oh, I would very much absolutely love to be able to do that as well. The closest thing I was able to do was to get riptide guns in the first game (with some texture issues). All depends on getting access to the rpacks archives.
It would be awesome if you find the way to remove the auto aim on a permanent basis. I'm looking for the way to do it too. There might be some hint in Dead Island game version which is not definitive edition. It was possible to disable aim assist in the previous version of this game using save editor. If you can compare the files of these two versions you might find the way... https://www.pcgamingwiki.com/wiki/Dead_Island#Disable_aim_assist
Ok now this is extremely helpful! Thank you! I'll definitely need to look into that asap! As for updates and others who are wondering: I've been pretty busy IRL on other things and with hitting a dead end trying to figure out how some stuff like the headlight lighting works in the game and other things, I have kind of just put this to the side for a while. I do plan on coming back and working on it, I just don't have a timeline for it. (if it helps, I do plan to start working on it in a week or few but no promises)
i'd love to throw this a try, but 6/68 vendors flagged it on Virustotal: https://www.virustotal.com/gui/file/510bfc0d7804a0536af196bb7b924ca33323b1812b7aa8fed644712e643b5ccf?nocache=1
I might not be the only one that is a bit worried, so any comment to clear it up, would (At least) put my nerves at ease. (And bolster my excitement, this mod looks like what i've needed for a couple of years tbh.)
But anywho, thank you for the mod! From what i can read, it really scratches the itch this community has, when it comes to the DI franchise.
So, the reason these are being detected is mostly two reasons, but here are three likely reasons:
The program is written in AutoHotKey and some antimalware don't like those type of programs because a lot of script kiddies create malicious programs in it because generally its it's easier to pick up as a beginner, so in general it will be detected as suspicious by default by some antivirus'
It's entirely possible that the way I programmed it to work could be considered sketchy/suspicious just because it could be similar to how a virus might work, like for example the program puts files in the temporary directory and run the scripts in there and stuff (it's not bad It's just probably a mixture of being written in AHK, doing that stuff, and being an unsigned/unknown program)
I never digitally signed the program because I'm new to programming (sort of) and AFAIK I would have to pay a recurring fee to sign a program or something I'm not sure also being a relatively rare program to be on people's pc it will get flagged.
I tried to get ahead of this problem when I first launched this mod menu, I sent the file to as many antivirus and anti-malware companies as I could get in contact with and asked them to whitelist it. All the companies that I was able to contact responded and whitelisted it after reviewing it. That's probably why of the 6 that detected me I never actually heard of like 5 of them, so I never sent it to them. I can try contacting them sometime later when I get some time.
I completely understand being sketched and weary about some random program, and that's a big reason I have the code available on GitHub so that you can go see all the code and even compile it from source yourself if you wanted to. Now, I also understand that not everyone understands code (even though AHK code is pretty easy to read even if you don't know coding), so I also have a video on my YouTube that explains how the program works on the inside. (I posted the video here below too.)
EDIT: side note: I recently talked to the dev of the dev menu (Cobra), and I'll be bundling his dev menu into my mod menu so that you can easily have both my tweaks and install his dev menu.
Does it work online? -Yes Do others need it? -It depends. Technically, you can play with just you having the mods, BUT it could cause issues. Some simple player mods like fov, movement tweaks, and other mods that just affect your character and don't interact with other players will work just fine even if you're with others.
Think of it this way, if you enabled "add custom weapons" or maybe even the firearm tweaks, then weapons that you have might show up differently to other players or not even work at all for the other players or if you set the weather it might not show up for others (not sure). I say it's best practice to just have everyone you play with enable the same mods to make things easier. You could experiment and see what works and what doesn't, but I have not done this, so it's untested.
I know that FOV, skip intro, player movement tweaks, running w/weapons, stamina based mods, and other mods that only affect your character should be safe to not have the same.
Any chance we could get a dualshock (playstation) button icon mod included? There is already one on Nexus but it conflicts. Great mod btw, thanks for your work!
Alright, so I haven't tried with other characters yet, but the Improved Loot cheat does work for me as Sam B., sort of. I've turned it off and on randomly throughout my playthrough and both options function in different ways.
The force legendary version does successfully force legendary drops from chests as well as when zombies would otherwise drop a random weapon (not a held weapon). It did not affect the weapon rarity of dropped weapons for special zombies. All dropped legendaries were dropped at current player level. Now, while it did successfully drop those weapons, it also forced random loot from regular containers to only be one of a few options. If the container could drop materials, money, or alcohol, the legendary only modification forced the container to drop only money or alcohol instead, so other crafting materials could not be found. The only exceptions to that rule that I could find were desktop tower containers, in which this modification would force the loot to always be a Battery.
The regular Improved Loot option did not seem to affect chest drops; however, it did definitely affect random container drops. Green material drops occurred much, much more often, at what seemed like a 70 - 80% chance to pull green materials, when possible, from the container, resulting in tons of LP4000 Batteries, Stingray Tails, etc. Still though, because of how even this option functions, it does result in a good number of necessary materials for crafting missed out on (unless a shop happens to have the items available), so it's still flawed.
Highly recommend only turning these on near the end of gameplay/high levels if only to have higher chances of getting worthwhile materials early on, without having to rely on shops.
2024 update June 26th. I decided to start a new campaign using my OG max level Logan and while the chest cheat wasn't working at first on the beach at some point it started working again and chests began dropping legendaries. I have no idea why but I'm happy lol. Just letting fireeyeeian know. Love the mod.
Oh, that's very interesting. Could explain why some say it works and others say it doesn't. I never had the time to go do long testing for a while, but this I'll have to look into. It could be something the devs did to not allow certain level items from spawning early on or something.
That what my friends were thinking too. There may be some kind of quality limit as well depending on level but who knows. Also Logan is the character it consistently works the most often for. Not a lot of luck with Purna but I may not be far enough in the game.
i really gotta say, i've never seen a more impressive mod outside of NMM than this. Everything was well explained and easy to understand. Everything jus works and i love iiiiiiit!!!! thanks for this wonderful mod <3
It's a false positive, but you can always check the code on GitHub and also build it from source if you're worried. I sent the .exe as a sample to some major antimalware companies (as many as I could find ways to contact) and all that responded have whitelisted it, but some antimalware software still might flag it.
This is awesome! I was disappointed by the lack of cheats, however. I would love to simply mess around with infinite ammo or something, for shits and giggles! I ask because I keep getting zombies stuck out of bounds in Arena A, which makes arena achievements impossible... I think there should be a "cheaty" way of killing him, so I can legitimately continue the waves.
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I've got around to updating some things and next thing I'll be doing is adding content and then bug fixing.
11/15/24 update:
As for updates and others who are wondering: I've been pretty busy IRL on other things and with hitting a dead end trying to figure out how some stuff like the headlight lighting works in the game and some other things that are proving difficult, I have kind of just put this to the side for a while. I do plan on coming back and working on it, I just don't have a timeline for it. (if it helps, I do plan to start working on it in a week or few but no promises)
7/28/24 update:
Still pretty busy IRL, but hoping to start working on the next update.
As for updates and others who are wondering: I've been pretty busy IRL on other things and with hitting a dead end trying to figure out how some stuff like the headlight lighting works in the game and other things, I have kind of just put this to the side for a while. I do plan on coming back and working on it, I just don't have a timeline for it. (if it helps, I do plan to start working on it in a week or few but no promises)
Have you made any changes to your pc in the time you haven't been playing DIDE? Have you tried playing other games? You should check for any updates like drivers and such too.
Is it specific areas that are causing crashes, or is it just time based? If you stand still in different areas for 30ish mins, will it crash?
There are crash logs that the game generates, maybe take a look at that or send one my way. I'm not saying I'll be able to tell what the log is saying, but I could take a look at it.
%USERPROFILE%\Documents\DeadIslandDE\out\logs\crash.log
Edit: maybe last resort delete the folder in documents as well? (%USERPROFILE%\Documents\DeadIslandDE)UPDATED: 4/17/24
I've been a bit more busy than I had expected, but I want to do another update to clean up the code and take a look at adding more features. I'll take another look through these posts and make a list of features that people have suggested and see what I can try and what I can't do, so if you have some features, reply to this post with those suggestions.
Please note:
-Auto aim removal seems to be a bit advanced for me, as it looks to require some hex editing of the main executable. If anyone has some experience, I would greatly appreciate it!
-Animations, models, and textures are locked behind “.Rpak” files (encrypted archives) and from my research it seems like it is possible to extract the contents but file names might be needed to do that and anyway, repacking it seems problematic too. There has been some work in this field for dying light which is the same file structure wise, but this is a bit advanced for me and if anybody could help I would greatly appreciate it! I would love to be able to bring back the OG weapon models.
A side note on audio: I was able to extract audio, but I don't believe I'd be able to repack it. I'll see what I can do with this, whether it be a wacky sound overhaul or something else.
-forcing specific loot rarity seems bugged: Some say the option to force legendary loot in locked chests (cheat chests) works and some say it doesn't so I kept that option in but from my testing it breaks chests. I will continue to look into this, but it's weird because what I'm changing should be working, but it isn't.
There was another mod that popped up a while ago, and I compared what mine did compared to theirs. We both did it the same way, and that other mod has since been deleted from the nexus, I assume it was removed because it didn't work, but IDK.
-I don't plan to implement a 3rd person camera. I've seen a video that shows it might be possible, but it looks janky and would be annoying to implement, probably. (but like most things I'm not opposed, it just wouldn't be a priority)
-Addressing the problems with nighttime and flashlight: I love the nighttime option, but because the way light is implemented in the game, it makes it hard to make it look right. Additionally, not being able to make the flashlight unlimited really sucks. I've provided guidance on adjusting gamma settings for improved visibility and added different light levels.
Also on that note, the cars might be moddable to have the headlights workbecause I've seen it done in the OG versionbut was unable to implement it last time I tried.EDIT: I was able to get the headlights working, but they are very dim, and I need to see if I can change that.
-Addressing Dev menu:
The Developer menu is very useful for playing this game even if you don't want to cheat all the time, but I don't want to just add DeadlyCobraXXX's menu into this menu unless they're cool with that. For now, ill add an option that will bring you to his menu and then have the menu install it for you with all your selected options.
EDIT: I have contacted DeadlyCobraXXX and plan to include an option to install his mod menu!I plan to start working on this soon. I enjoy doing this but keep in mind that I'm balancing making this mod with work and family, so it be what it be.
Also thanks to all that have endorsed and rated the mod(menu)! I really didn't expect this mod (menu) to become so popular! I'm really glad that I could bring new life into this game for all of you!
If you have any feature suggestions, reply to this post.
got a few more suggestions/ideas here.
1- Item potency - A: make items that a player can use have a higher or lower effect to it. such as a weapon with a elemental effect have a 100% chance to apply but set the damage multiplier to 0%. a toxic/fire/electric weapon will immobilize a target with a 100% chance to apply, but does no damage to it 0% damage multiplier, or the opposite 0% chance to apply a effect but 100% toxic/fire/electric damage multiplier will basically fry the target to death once hit with that weapon/effect.
B: Increase the potency of consumable items. Example - grenades 0% damage (does nothing but toss them in the air lol). 100% fire bomb potency (burns anything to death). Or give healing items 100% potency (full health every use) or 0% potency, items no longer heal the player ( a option for the giga chad hardcore gamers?)
2- Universal ammo - Enemies that use firearms have a 0-100% chance to drop no ammo or all three ammo types. Maybe a special/new box that gives 25 rounds to all of your ammo pools (don't know if that'll be easier or harder to do.)
3- Item detection - A option to let a player to see all objects that can be picked up or looted through walls ( a wall hack of some sort ) with a additional option to increase/decrease the range of it from 5 meters to 1000 meters (across the whole map). Possibly some color choices to determine what item it is. I think this will help out the new players dramatically so they can figure out where those illusive lvl 3 chests are.
PS: Did you have time to look at my post for how the whole better loot thing works? Was I incorrect or flat out wrong on that?
Looking forward to your next addition to the mod :)
A: I was not actually aware of this system..., I will definitely have to look into this asap, thanks for the info if this is true this changes thing for sure.
Regarding the reply for 2. Not all guns taking the same ammo but just a option to make enemies drop all different ammo types at once, or a single box that refills all ammo types.
About my comment on the loot option - I was very late in the game when I had discovered this. ( level 29-30 around 75% into main story)
It's difficult for me to be absolutely sure because I had around 15 in-game hours with that character over the course of 3-4 days. So that's why I couldn't fully test it out, I had opened so many chests throughout my play through and was not keeping track of time nor did I wait a certain amount of time to open a chest.
So what I noticed while I was playing before this character is that without this mod if I had opened a chest I would get a purple 3-4 hours into my play through and I wouldn't see one for another 3-4 hours of playing (that's how it should work as a intended feature by the dev's).
But with this mod loaded in my modded character and the option was on with that character I noticed that opening a chest and taking a purple 3-4 hours in, I would get another purple just a few minutes later after looting a purple previously. This points to the mod option getting rid of the in-game timer it takes to get another purple rarity that should only spawn once every 3-4 hours (it spawned several times instead of just once)
I would also get orange's here and there (within 10-20 minutes of looting a orange previously) but I always took them, so that just made the time-table reset itself every time. (that's why I'm so unsure) I was getting W-G-B items 90% of the time throughout most of my play through while the mod was on so ¯\_(ツ)_/¯
I don't want to be a sketch ball and post a link lol, so type in - dead island definitive edition item rarity - in google you should see a link that takes you to the Dead Island Wiki. This mostly explains how loot works in Dead island DE and Riptide DE.
The mods we play with currently cause us to frequently die because we get pushed into walls or for other unexplainable reasons.
Having only 7-ish seconds to help a teammate is usually not long enough.
https://www.pcgamingwiki.com/wiki/Dead_Island#Disable_aim_assist
OFFSET is 9B85E8
I'll definitely need to look into that asap!
As for updates and others who are wondering: I've been pretty busy IRL on other things and with hitting a dead end trying to figure out how some stuff like the headlight lighting works in the game and other things, I have kind of just put this to the side for a while. I do plan on coming back and working on it, I just don't have a timeline for it. (if it helps, I do plan to start working on it in a week or few but no promises)
I might not be the only one that is a bit worried, so any comment to clear it up, would (At least) put my nerves at ease. (And bolster my excitement, this mod looks like what i've needed for a couple of years tbh.)
But anywho, thank you for the mod!
From what i can read, it really scratches the itch this community has, when it comes to the DI franchise.
- The program is written in AutoHotKey and some antimalware don't like those type of programs because a lot of script kiddies create malicious programs in it because generally its it's easier to pick up as a beginner, so in general it will be detected as suspicious by default by some antivirus'
- It's entirely possible that the way I programmed it to work could be considered sketchy/suspicious just because it could be similar to how a virus might work, like for example the program puts files in the temporary directory and run the scripts in there and stuff (it's not bad It's just probably a mixture of being written in AHK, doing that stuff, and being an unsigned/unknown program)
- I never digitally signed the program because I'm new to programming (sort of) and AFAIK I would have to pay a recurring fee to sign a program or something I'm not sure also being a relatively rare program to be on people's pc it will get flagged.
I tried to get ahead of this problem when I first launched this mod menu, I sent the file to as many antivirus and anti-malware companies as I could get in contact with and asked them to whitelist it. All the companies that I was able to contact responded and whitelisted it after reviewing it. That's probably why of the 6 that detected me I never actually heard of like 5 of them, so I never sent it to them. I can try contacting them sometime later when I get some time.I completely understand being sketched and weary about some random program, and that's a big reason I have the code available on GitHub so that you can go see all the code and even compile it from source yourself if you wanted to. Now, I also understand that not everyone understands code (even though AHK code is pretty easy to read even if you don't know coding), so I also have a video on my YouTube that explains how the program works on the inside. (I posted the video here below too.)
EDIT: side note: I recently talked to the dev of the dev menu (Cobra), and I'll be bundling his dev menu into my mod menu so that you can easily have both my tweaks and install his dev menu.
And thank you, i'll give it a try today!
Keep up the good work, I could definitely see this mod pulling people back into the game.
-Yes
Do others need it?
-It depends. Technically, you can play with just you having the mods, BUT it could cause issues. Some simple player mods like fov, movement tweaks, and other mods that just affect your character and don't interact with other players will work just fine even if you're with others.
Think of it this way, if you enabled "add custom weapons" or maybe even the firearm tweaks, then weapons that you have might show up differently to other players or not even work at all for the other players or if you set the weather it might not show up for others (not sure). I say it's best practice to just have everyone you play with enable the same mods to make things easier. You could experiment and see what works and what doesn't, but I have not done this, so it's untested.
I know that FOV, skip intro, player movement tweaks, running w/weapons, stamina based mods, and other mods that only affect your character should be safe to not have the same.
Great mod btw, thanks for your work!
The force legendary version does successfully force legendary drops from chests as well as when zombies would otherwise drop a random weapon (not a held weapon). It did not affect the weapon rarity of dropped weapons for special zombies. All dropped legendaries were dropped at current player level. Now, while it did successfully drop those weapons, it also forced random loot from regular containers to only be one of a few options. If the container could drop materials, money, or alcohol, the legendary only modification forced the container to drop only money or alcohol instead, so other crafting materials could not be found. The only exceptions to that rule that I could find were desktop tower containers, in which this modification would force the loot to always be a Battery.
The regular Improved Loot option did not seem to affect chest drops; however, it did definitely affect random container drops. Green material drops occurred much, much more often, at what seemed like a 70 - 80% chance to pull green materials, when possible, from the container, resulting in tons of LP4000 Batteries, Stingray Tails, etc. Still though, because of how even this option functions, it does result in a good number of necessary materials for crafting missed out on (unless a shop happens to have the items available), so it's still flawed.
Highly recommend only turning these on near the end of gameplay/high levels if only to have higher chances of getting worthwhile materials early on, without having to rely on shops.
I have no idea why but I'm happy lol. Just letting fireeyeeian know.
Love the mod.
Not a lot of luck with Purna but I may not be far enough in the game.
thanks for this wonderful mod <3
I tried my best to make it easy to understand and follow, Really glad to see people enjoying it!
Really, a fantasic AIO mod.
Amazing.
I sent the .exe as a sample to some major antimalware companies (as many as I could find ways to contact) and all that responded have whitelisted it, but some antimalware software still might flag it.
But thanks a lot for the mod anyways!
I plan to incorporate Deadlycobras' dev menu in the next update, and that has an infinite ammo option in that!