spider3po Junior Member
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Joined: Jan 2011 Gender: Male  Posts: 68 Karma: 1 |  | Boost Mod « Thread Started on Apr 19, 2011, 10:47pm » | |
.EXE file created by rocketbike
What Boost means for you, is an upgrade with some weapons and the reduction of items. The reason for item reduction is to improve the performance of the game on minimum requirements. Some items have been swapped in areas. However, even those with recommended systems or beyond will probably enjoy the files in this mod.
To balance this, some weapons have been upgraded. The laser sword for instance, has unlimited durability because there's only one gem in this mod. For some of you, this might not matter. Some people believe a certain weapon is superior over others. Which is simply not the case. The player is just better with a certain type of weapon. In my case, I'm a master of swords. Also, my upgrading of the laser sword is a nod to No More Heroes. For Star Wars fans, I'm sure you'll enjoy it too.
A few other weapons were upgraded too. One hard to find Sniper Rifle has infinity ammo. Machetes, have been upgraded for throwing, as a nod to the Machete movie.
Some psychos are a little stronger. Snowflake becomes an instant friend the moment you meet him betraying Ted.
Safehouse spawns the Broken Bike. This mod comes with emergency doors mod, to come and go out the safehouse by vehicle (or foot). This doesn't come with the drive anywhere mod. But, it can be found below. There is also the CZ truck in Storage Room 6 as a museum piece. It purposely lacks doors on the right side so you can see inside.
Six shooters are common. There's even one at the TK boss fight.
Fortune hamsterball replaced with a drivable version. Fortune, also has automatic entrances (no interaction required on doors). A zombie tank replaces an Industrial Cart.
You can also download the drive anywhere mod here - http://deadrising2mods.proboards.com/ind....read=524&page=1
Other details: LaserSword AttackDamage0 = "195" AttackDamage1 = "205" AttackDamage2 = "230" AttackDamage3 = "275" UnlimitedDurability = “true”
Katana AttackDamage0 = "165" (was all 150) AttackDamage1 = "175" AttackDamage2 = "180" AttackDamage3 = "185" AttackDamage4 = "185" AttackDamage5 = "185" Durability = "80" (was 40)
MagicianSword AttackDamage0 = "100" (was 75) AttackDamage1 = "120" Durability = "80" (was 35)
BroadSword AttackDamage0 = "125" AttackDamage1 = "135" (was all 125) AttackDamage2 = "145" AttackDamage3 = "155" AttackDamage4 = "155" AttackDamage5 = "155" Durability = "80" (was 40)
FlamingSword AttackDamage0 = "45" (was 20) AttackDamage1 = "55" AttackDamage2 = "65" AttackDamage3 = "75" AttackDamage4 = "85" AttackDamage6 = "85"
Machete (in the name of B-Movies, it must be modded) MaxProjectileDamage = "1000" (was 10 I believe)
Snowflake HealthAmount = "1000"
And more.
Credits (whether inspired or directly added mods): -Revolver mod, thank you jimfinlay. I modded ammo count to be 66. -SG Ball Launcher & Zombie Tank, thank you Magmus. I didn't know I could spawn these till I found your mod. Then I did some digging into the items.txt to find some more versions. And, spawned two SGBL's and one zombie tank. -A blender in safehouse kitchen, thank you sweetc. - Thanks to Anno1404 and Tommah for various reasons.
Originally part of my S3M (wip) mod. Now, Boost mod exists as it's own stand alone mod. One, that's easier to figure out then what the heck S3M is supposed to mean. This is considered beta. So, it's not perfect. I've tested it many times. With no issues. So, it should work fine.
If you want to use any of these files for your own mod, you don't need to credit me.
Underground, the rooftops, and a certain boss level has not been modded.
Instructions: Back up your original datafile.big and put it somewhere safe. Then, put a second copy where gibbed tools is to unpack it.
Then unzip this mod, copy all the files - and paste in the datafile.big folder replacing those specific files. Then repack your datafile. Rename datafile_big.big to datafile.big. Put it in your data folder replacing the original. Load game.
I'll post pics later. I do have videos for the progenitor (S3M) of this mod. However, I should warn you that more items have been removed and Snowflake's health is less then what's seen. Otherwise, they're accurate.
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tommah Administrator
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Joined: Jan 2011 Gender: Male  Posts: 987 Karma: 25 |  | Re: Boost Mod « Reply #1 on Apr 19, 2011, 11:09pm » | |
wow, nice release... hopefully people with lower end computers will be able to play this game now.
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moloko Senior Member
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Joined: Dec 2010 Gender: Male  Posts: 494 Karma: 4 |  | Re: Boost Mod « Reply #2 on Apr 20, 2011, 3:20am » | |
Awesome modding, though I'm not sure whether it will boost the performance significantly. Anyway, well done.
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[moloko]
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spider3po Junior Member
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Joined: Jan 2011 Gender: Male  Posts: 68 Karma: 1 |  | Re: Boost Mod « Reply #3 on Apr 20, 2011, 3:10pm » | |
Quote:| Awesome modding, though I'm not sure whether it will boost the performance significantly. |
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Okay, I'll address this. So everyone can get an idea on what videos from my laptop can't provide.
This boost is noticeable on minimum requirements. The game flows normally by foot, except the rare lag where item reduction isn't perfect.
This is especially noticeable in a vehicle. In some areas, vehicles rocket forward. Which is probably normal for recommended settings. But is unusual for minimum requirements.
Typically to what I saw pre-modding. Is the vehicle only moved a little faster then Chuck's fastest sprinting speed. Zombies moved slower - it was like an unintentional bullet time.
Pre-modding. Attacking can be awful in congested areas. It's slow, and doesn't always execute on command. That's, what item congestion does to min requirements.
Items, are simply worse then zombies and probably the environment props themselves. There's more data to load with each item. And it adds up quick when you factor in how many items a single level can have in it.
A zombie, has a set amount of data, a load distance, and respawn time. Which is somehow more resource friendly then items. Maybe because it operates different from items. Not to say zombie reduction doesn't help, it can in larger areas of the game if load distance and respawn time is also edited. It doesn't make the game that fun to simply reduce zombies to very tiny numbers, in a game about taking on masses. It does work, but the game is not as fun and it takes longer to level up.
Originally I did plan to balance the zombie counts. And I might still do that to post here. Currently, I've only edited Royal Flush dice area, Palisades, and Fortune Exterior. I have no comment, on the certainty of how much zombie numbers effect the game. It's not as much as I originally thought when I first started this mod.
At anyrate, thanks for the comments everyone. ^^
I'm also glad somebody made the comment about uncertainty on how effective the boost maybe. I never thought to illustrate my point in the initial post. I hope that helps everyone.:)
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moloko Senior Member
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Joined: Dec 2010 Gender: Male  Posts: 494 Karma: 4 |  | Re: Boost Mod « Reply #4 on Apr 20, 2011, 4:10pm » | |
I see. Sounds like you had the system to actually measure the differences. You should post a link into the Speedup thread. I guess there are some people who would really need it. Luckily it runs smoothly on my machine, thus I was wondering about the impact.
Good job and detailed description. That's how mods should be.
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[moloko]
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Wizard Administrator
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Joined: Sept 2010 Gender: Male  Posts: 582 Location: USA Karma: 10 |  | Re: Boost Mod « Reply #5 on Apr 21, 2011, 12:29pm » | |
Very nice for those who run the game on bare-minimum requirements. I'll let my friend know about this!
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rocketbike New Member
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