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Re: Dying Light 2 Stay Human
Posted: Sat Feb 12, 2022 7:05 pm
by alfafiles
Zanzer wrote: ↑Fri Feb 04, 2022 10:11 am
Unlimited Stamina
Unlimited Ammo
Unlimited Throwables
Full Durability
Craft For Free
Craft Without Mats
Free Blueprint Upgrades
Player Coordinates
Invisible
new
Biters Ignore You
Money Pointer
Experience Pointer
Set Survivor Sense Range
Set Survivor Sense Marker Duration
Set Survivor Sense Object Duration
Always Show Map Markers in Game World (thanks supex0)
FloatPlayerVariables
new
Full Stamina
Reset Backpack Inventory (backup your saves, just in case)
please can you add it to this table
"
- Infinite Immunity" from the first post
(and especially for the admin - "be polite" is when you understand that not the whole world speaks English, and not everyone in the world is required to understand English.
But using Google translator greatly changes the meaning of the sentence and you have to shorten the sentence, otherwise the meaning of the sentence will not be clear!
- Приходится писать коротко что бы Гугл переводчик не ломал смысл предложения и тебя могли понять.)
SunBeam wrote: ↑Fri Feb 04, 2022 10:43 pm
Please be polite and suggest "can you add these options?". Your choice of words sounds like you're telling the table author what to do, like you're giving them a command.
Re: Dying Light 2 Stay Human
Posted: Sun Feb 13, 2022 5:37 am
by SunBeam
How about you look in other topics? ->
viewtopic.php?f=4&t=19121. It has what you want.
About English: I too don't have English as my main language, but took my time to learn it. You can do the same if you don't treat everything in your life as an excuse that you're Russian. If you feel this is not the forum for you, please find another, in your own language, to suit your needs.
Re: Dying Light 2 Stay Human
Posted: Mon Feb 14, 2022 6:28 pm
by Jstatikk
bloodaxis wrote: ↑Wed Feb 09, 2022 6:38 pm
altaysevi wrote: ↑Wed Feb 09, 2022 2:14 pm
you can changes this:
(God Mode) Line 1717 /// Param("AIDamageResistance", "0.0"); set to 100
(No Fall Damage) Line 1716 /// Param("FallDamageResistance", "0.0"); set to 100 and Line 421 /// Param("LethalHeight", "14.0"); set to 1000.
(Infinite Stamina) Line 1449 /// Param("InfiniteStamina", "false"); set to true.
(Infinite Immunity) Line 1450 /// Param("AntizinDrainBlocked", "false"); set to true.
(Immune to Toxins) Line 1846 /// Param("ToxinsImmunity", "false"); set to true.
(Infinite Arrows) Line 1828 /// Param("InfiniteArrows", "false"); set to true.
(Infinite Weapon Durability) Line 718 /// Param("MeleeWpnDurabilityMulReduce", "1.0"); set to 0.0, if you play on a different difficulty than normal you will need to change the same in player variables of your chosen difficulty.
(Infinite Glide Boost) Line 1160 1161 1162 // Param("GlideStartStaminaCost", "0.34"); Param("GlideNitroStaminaCost", "0.25"); Param("GlideNitroCooldown", "5.0"); set all to 0.
There's also
Param("CantBeGrabbed", "false");
Param("KnockdownImmunity", "false");
that might be of interest to some people, haven't actually tested them to make sure they work though so ymmv.
The can't be grabbed. I think you may have just figured out how to stop the volitaile from killing you even when you have inf health setup in your datapak. Bc even with inf health setup. When they grab you. They one hit kill you Everytime. I'll test tonight. But I'm pretty sure you just figured it out. Thank you.
Re: Dying Light 2 Stay Human
Posted: Tue Feb 15, 2022 5:48 am
by DJKuzya
hello, could you please add the . Teleport to custom marker?
Re: Dying Light 2 Stay Human
Posted: Wed Feb 16, 2022 1:23 am
by deuxdoom
+Inhibitor / Ignore Upgrade
Re: Dying Light 2 Stay Human
Posted: Wed Feb 16, 2022 7:10 pm
by askinquestions
Is there anyway we can set all locations as being discovered on the map? My game keeps on setting locations to being undiscovered every time I reload into the game and it's pretty frustrating.
Re: Dying Light 2 Stay Human
Posted: Sat Feb 19, 2022 10:32 am
by attitude
fearlessengineer333 wrote: ↑Sat Feb 05, 2022 2:21 am
If anyone figures out how to add each of the Peacekeeper or Survivor rewards (cartraps, ziplines, uv lights) to the main map while choosing the alternate faction to progress from and NOT break the game, please let me know, as Id like to do that as well.
Have you found any way to do this? I can't even add them at all. Changing things in the dev menu doesn't do anything.
Re: Dying Light 2 Stay Human
Posted: Sat Feb 19, 2022 5:41 pm
by duducasarotto
ok so is it possible to put in the table a way to activate the developer menu or a way to activate specific skills in the game like the nightrunner skills that turn aiden into a zombie and then later deactivate it with only a button, there are 6 nightrunner skills if you activate everyone of the 6 you get all aiden zombie powers, the fists, the power attack, the super jump
Re: Dying Light 2 Stay Human
Posted: Sun Feb 20, 2022 10:13 am
by Mister Modification
duducasarotto wrote: ↑Sat Feb 19, 2022 5:41 pm
ok so is it possible to put in the table a way to activate the developer menu or a way to activate specific skills in the game like the nightrunner skills that turn aiden into a zombie and then later deactivate it with only a button, there are 6 nightrunner skills if you activate everyone of the 6 you get all aiden zombie powers, the fists, the power attack, the super jump
Posted this in another DL2 cheat table topic. But here I am, making sure no one misses this.
Fury Mode:
Gives Aiden Infected Powers
NEW: While you have Fury Fists Equipped, you can search dead bodies or pick up items. Also fixed crash when using a game version where Developer menu got removed.
Current Settings:
Code: Select all
mov [rax+00003FB8],01 //CanBlockBlast
mov [rax+00003FA8],01 //CanBlockRam
mov [rax+00003FC8],01 //CanBlockPowerAttack
mov [rax+00003FE8],01 //CanBlockWithFistsOtherWeapons
mov [rax+00008770],01 //ToxinsImmunity
mov [rax+000052C8],01 //PerfectBlockActionEnabled
mov [rax+00007B98],01 //ForceGivingHeavyDamage
mov [rax+00007BA8],(float)1.0 //NightRunnerRagdollProbability
mov [rax+00007C08],01 //ReduceReactionsSeverity
mov [rax+00003FF8],(float)1.0 //NightVisionEnabled
mov [rax+00002C08],01 //InfiniteStamina
mov [rax+00007B68],(float)4.0 //AdditionalMeleeAimTargetFinderRange
mov [rax+00007CA8],01 //BlockHitReactionKnockdown
mov [rax+000062F0],(float)1.5 //WallRunFrontHeight
mov [rax+00002700],(float)45.0 //HarmfulHeight
mov [rax+00002F28],(float)45.0 //LethalHeight
mov [rax+00000598],(float)45.0 //AmortizedHarmfulHeight
mov [rax+000005B0],(float)45.0 //AmortizedLethalHeight
mov [rax+00002908],(float)15.0//HoldJumpHeight
mov [rax+00002968],(float)0.33 //NormalHoldJumpTime
mov [rax+00002938],(float)0.33 //WallrunHoldJumpTime
mov [rax+00002920],(float)0.33 //MonkeyBarHoldJumpTime
mov [rax+00002950],(float)0.33 //RopeHoldJumpTime
mov [rax+00009330],01 //AutoActiveLandings
mov [rax+00009340],01 //BlockHeavyEdgeGrabs
mov [rax+00009350],01 //BlockFailedEdgeGrabs
mov [rax+000048E0],01 //NightRunnerFuryGroundPoundEnabled
mov [rax+000048D0],01 //NightRunnerFurySmashEnabled
mov [rax+000048C0],00 //NightRunnerDisableEquipmentUse
mov [rax+00004880],01 //NightRunnerItemForced
mov [rax+00007BF8],00 //EnableTackleOnUseItems
mov [rax+00004C48],(float)2.0 //RangeMeleeMul
mov [rax+00003A28],(float)10.0 //MoveSprintSpeed
mov [rax+00000658],01 //AntizinDrainBlocked
mov [rax+00007EC8],(float)0.5 //OutfitDamageResistanceFactor
mov [rax+00007E80],(float)0.5 //OutfitHumanDamageResistanceFactor
mov [rax+00007E98],(float)0.5 //OutfitInfectedDamageResistanceFactor
mov [rax+00007E08],(float)0.5 //OutfitFireDamageResistanceFactor
mov [rax+00007E20],(float)0.5 //OutfitPoisonDamageResistanceFactor
mov [rax+00007E38],(float)0.5 //OutfitElectricityDamageResistanceFactor
mov [rax+00008388],(float)2.0 //PerfectBlockHealingFactor
mov [rax+000025E0],(float)500.0 //GraplePullRange
mov [rax+00002568],(float)50.0 //GraplePullJumpHeightMax
Code: Select all
<!-- NightRunner Segment Skills -->
<!-- NightRunner Segment Skills -->
<skill id="NightRunnerSegment1Skill" cat="ItemUpgrade" visible="false">
<effect id="CanBlockBlast" change="1"/>
<effect id="CanBlockRam" change="1"/>
<effect id="CanBlockPowerAttack" change="1"/>
<effect id="CanBlockWithFistsOtherWeapons" change="1"/>
<effect id="ToxinsImmunity" change="1"/>
<effect id="PerfectBlockActionEnabled" change="1"/>
<effect id="ForceGivingHeavyDamage" change="1"/>
<effect id="NightRunnerRagdollProbability" change="1.0"/>
<effect id="NightRunnerItemForced" change="1"/>
<effect id="ReduceReactionsSeverity" change="1"/>
<effect id="NightVisionEnabled" change="0.1"/>
<effect id="InfiniteStamina" change="1"/>
<effect id="AdditionalMeleeAimTargetFinderRange" change="4.0"/>
<effect id="BlockHitReactionKnockdown" change="1"/>
<effect id="NightRunnerDisableSurvivalSense" change="1"/>
<effect id="NightRunnerDisableEquipmentUse" change="1"/>
</skill>
<skill id="NightRunnerSegment2Skill" cat="ItemUpgrade" visible="false">
<effect id="NightRunnerHealthRegen" change="#HealthRegenNightRunner"/>
<effect id="NightRunnerRagdollProbability" change="0.25"/>
<effect id="NightRunnerDamageResistance" change="#DamageResistanceNightRunner"/>
</skill>
<skill id="NightRunnerSegment3Skill" cat="ItemUpgrade" visible="false">
<effect id="HiglightNearEnemies" change="0"/>
<effect id="EnableTackleOnUseItems" change="1"/>
<effect id="WallRunFrontHeight" change="1.5"/>
<effect id="HarmfulHeight" change="45"/>
<effect id="LethalHeight" change="45"/>
<effect id="AmortizedHarmfulHeight" change="45"/>
<effect id="AmortizedLethalHeight" change="45"/>
<effect id="HoldJumpHeight" change="9"/>
<effect id="NormalHoldJumpTime" change="0.33"/>
<effect id="WallrunHoldJumpTime" change="0.33"/>
<effect id="MonkeyBarHoldJumpTime" change="0.33"/>
<effect id="RopeHoldJumpTime" change="0.33"/>
<effect id="MoveSprintSpeed" change="1.0"/>
<effect id="AutoActiveLandings" change="0"/>
<effect id="BlockHeavyEdgeGrabs" change="1"/>
<effect id="BlockFailedEdgeGrabs" change="1"/>
<effect id="NightRunnerFuryGroundPoundEnabled" change="1"/>
</skill>
<skill id="NightRunnerSegment4Skill" cat="ItemUpgrade" visible="false">
<effect id="NightRunnerRagdollProbability" change="0.3"/>
<!-- <effect id="NightRunnerSlomo" change="0.1"/> -->
</skill>
<skill id="NightRunnerSegment5Skill" cat="ItemUpgrade" visible="false">
<effect id="NightRunnerFurySmashEnabled" change="1"/>
<effect id="NightRunnerFuryGroundPoundEnabled" change="1"/>
<!-- <effect id="NightRunnerDurationIncreasePerKill" change="1.0"/> -->
<!-- <effect id="NightRunnerSlomo" change="0.15"/> -->
</skill>
<skill id="NightRunnerSegment6Skill" cat="ItemUpgrade" visible="false">
</skill>
<skill id="DisableNightRunner" cat="ItemUpgrade" visible="false">
<effect id="NightRunnerSegment1StartVal" change="999"/>
</skill>
Enjoy!
Re: Dying Light 2 Stay Human
Posted: Sat Feb 26, 2022 4:19 am
by acecel
Thanks for all the tables/scripts, awesome job.
Re: Dying Light 2 Stay Human
Posted: Sun Feb 27, 2022 11:33 am
by octavarium
Is there a way to noclip through walls?
Re: Dying Light 2 Stay Human
Posted: Mon Feb 28, 2022 5:34 am
by DMNDTRES
Zanzer wrote: ↑Fri Feb 04, 2022 10:11 am
Unlimited Stamina
Unlimited Ammo
Unlimited Throwables
Full Durability
Craft For Free
Craft Without Mats
Free Blueprint Upgrades
Player Coordinates
Invisible
new
Biters Ignore You
Money Pointer
Experience Pointer
Set Survivor Sense Range
Set Survivor Sense Marker Duration
Set Survivor Sense Object Duration
Always Show Map Markers in Game World (thanks supex0)
FloatPlayerVariables
new
Full Stamina
Reset Backpack Inventory (backup your saves, just in case)
how do i actually clear my inventory once i have this
Re: Dying Light 2 Stay Human
Posted: Thu Mar 10, 2022 8:59 pm
by saintacid
Zanzer wrote: ↑Fri Feb 04, 2022 10:11 am
Unlimited Stamina
Unlimited Ammo
Unlimited Throwables
Full Durability
Craft For Free
Craft Without Mats
Free Blueprint Upgrades
Player Coordinates
Invisible
new
Biters Ignore You
Money Pointer
Experience Pointer
Set Survivor Sense Range
Set Survivor Sense Marker Duration
Set Survivor Sense Object Duration
Always Show Map Markers in Game World (thanks supex0)
FloatPlayerVariables
new
Full Stamina
Reset Backpack Inventory (backup your saves, just in case)
Zanzer, Is there a chance that you could update the table? Thx.
Re: Dying Light 2 Stay Human
Posted: Thu Mar 10, 2022 9:19 pm
by valsnoturpal
yes, is there a chance you could please update that awesome table since the game has updated recently
Re: Dying Light 2 Stay Human
Posted: Sat Mar 12, 2022 2:37 pm
by daniman
zanser please update!!!!!!!!!!!!!!!!!!!