Dead Island Riptide

Dead Island Riptide

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Orange Named Items
How do you get orange named items? Are placed items like the chainsaw, Pick of Destiny and such always going to be white?
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Beiträge 19 von 9
qmjs 19. Okt. 2013 um 21:27 
Pretty much. In the basic game, the named items are not in the loot lists. A couple are around as white items, but other than those, you won't find them.
You will find many of them, they just appear randomly, other ones are in fixed places as white ones. Most of legendary weapons except gabriel hammer most noticeably is here but spawn rate is now reduced to majority and frequenr appearance of them to metal chests than corpses. If you thinking about orange Wakizashi, Heavy pistol, Sniper rifle or other stuff it can be found as well as Assasin's Greed, Two-parter, Zed Demise, Crowd Pleaser and couple of other ones but their chance of appear is low like first one minus most of bodies.
qmjs 20. Okt. 2013 um 23:47 
Not unless you are playing a modded game. In the unmodded game, the named items are NOT in the loot lists, and will not appear anywhere, either as quest rewards, random drops from enemies, or in chests.
So we have two different games apparently. I playing unmodded game I finding it pletny of them in chests on lying ledged somewhere. Crowd Pleaser, Defender of Motherland or 9mm Mccall also is not in any loot list in first game, still appear at random in DI, so legendaries in Riptide, no need for editing game, they changed how special weapons appear but they are still found often not generated early unless you progress to prom station or Henderson. Some are white, some have 'Legendary' prefix but I know they have so low rate of drop people are desperate to claim it's not in the game at all. Nothing in default.loot scheme changed at all, yet in DI I needed play game 3 times before found SINGLE legendary, Viking of the South, and later Two-Parter after 48 hours of playing in Jungle because that damn Resort, Police station, Lab or other glitched piece of smap won't spawn any. Yet my co-op firend playing first time keep finding them on lower level half the time to often. There is no rule for bonus content when you get them. Sometimes I am out of ideas where to check in Riptide, playing game 4th time on level 70 but before I quit dissapointed yet somewhere I see that shining piece of metal that didn't caught my attention earlier. So I'd say DI with 1.3.0 patch is extremewly unfair to legendary hunter than randomness and hiding them in decorations or level 3 chests in Riptide.
In addition to random loot, these are found in Riptide loot files as predefined, oftem white:

Item("Melee_leg_Italianplumber", 1.0);
Item("Melee_leg_AssassinsGreed", 1.0);
Item("Melee_leg_Homerun", 1.0);
Item("Melee_leg_BluntSpeaker", 1.0);
Item("Melee_leg_VikingOfTheSouth", 1.0);
Item("Melee_leg_Ban", 1.0);
Item("Melee_leg_M.C.", 1.0);
Item("Melee_leg_Two-Parter", 1.0);
Item("Melee_leg_MasterChef", 1.0);
Item("Melee_leg_Bushmaster", 1.0);
Item("Melee_leg_BouncersPal", 1.0);
Item("Melee_leg_Banisher", 1.0);
Item("Melee_leg_Eviscerator", 1.0);

I think they consider Henderson as act 3 and used mechanic of legendary orange firearms (Defender, Pleaser,Mccal) for all unique orange legendary except white versions, as generic type item in loot list and unique legendary name hardcoded into game files or presumably executable itself. At least that's how I explain to myself DefofMotherland missing in loot files but still lootable in first game.
Zuletzt bearbeitet von HenitoKisou; 21. Okt. 2013 um 13:42
qmjs 21. Okt. 2013 um 20:14 
No, the act3a.loot is not used at all. Neither is lighting_reference.loot, menuback.loot, testenemy.loot, tesmap_ablog.loot, or testmap_cr33zz.loot. Henderson uses bs_town.loot, while the dead zones and inside building maps use bs_buildinginterior_b.loot and buildinginterior.loot.

The act3a.loot is the act3a.loot from DI, with the new items added in. It was probably used as a template with all available objects, which were then trimmed down to create the more limited versions actually used in the game. It is never called or accessed by any system in Riptide. (You can extract a copy to the Data folder and make it inaccessible via system permissions, and it never raises any objections, errors, or log entries simply because it never attempts to access it. Also, according to that file, the only creatures that you would ever find weapons on are the ones using the Thug color table I mentioned above or suiciders. In that file, Rams, Butchers, and Corrupters can not drop weapons, and the entries for Grenadier, Screamer, and Wrestler are entirely absent, so they would drop nothing at all. (No DeadBody_Grenadier, DeadBody_Screamer, DeadBody_Wrestler tables.)

Orange weapons are available from chests (lockpick level 2 has 1%, lockpick level 3 has 2%) only, or from a few specific weapons sold by merchants. Theroretically, according to the color tables, weapons dropped by Rams would have a 3% chance to be orange, but the actual loot tables only allow Rams to drop cash... no weapons, no craftparts. In terms of drops, Thugs, grenadiers, screamers, and wrestlers all use the same color determination table, but different loot weight entries.

The basic stuff in Riptide was created by using the Dead Island data files and adding to them as things were added to the game engine. This is fairly obviously demonstrated when looking at the collectible files... those that were intended to not be used were not removed, simply modified to be unuseable, such as the Red Hot Blade Mod... they just stripped out the useable weapons to apply it to by removing the BaseItem entries.

Item("Craftplan_Exclusive2", CategoryType_Collectable)
{
Name("&ColItem_Craftplan_Exclusive2&");
Description('&ColItem_Craftplan_Exclusive2_D&');
ItemType(ItemType_CraftPlan);
Price(200);
Mesh("blueprint_a.msh");
Skin("default_hl");
RequiredItem("CraftPart_Tape", 2);
RequiredItem("CraftPart_Wire", 2);
RequiredItem("CraftPart_Ammonia", 2);
RequiredItem("CraftPart_Belt", 1);
RequiredItem("CraftPart_BatteryLarge", 1);
RequiredItem("CraftPart_EngineParts", 1);
NamePrefix("&CraftFirePrefixName&");
AdditionalDamageType(DamageType_Fire);
AdditionalDamage(0.03);
AdditionalCriticalProb(0.06);
AdditionalCriticalDuration(0.0);
AdditionalCriticalDamage(0.5);
AdditionalDamadeLevel(1);
Color(Color_White);
}

The default.loot system changed considerably. The differences are not merely cosmetic, but in fact alter the progress of how item stats are determined.

For instance, from DI:
export int DeadBody_FatMan = 16;
export int DeadBody_Ram = 17;
export int DeadBody_Suicider = 18;
export int DeadBody_Corrupter = 19;
export int DeadBody_MeleeFighter = 20;
export int DeadBody_Infected = 21;
export int DeadBody_Human = 22;

and from Riptide:

export int AmmoBox = 16;
export int Special = 17;
export int MagicBox = 18;
export int DeadBody_FatMan = 19;
export int DeadBody_Ram = 20;
export int DeadBody_Suicider = 21;
export int DeadBody_Corrupter = 22;
export int DeadBody_MeleeFighter = 23;
export int DeadBody_Infected = 24;
export int DeadBody_Human = 25;
export int DeadBody_Grenadier = 26;
export int DeadBody_Screamer = 27;
export int DeadBody_Wrestler = 28;

DI:
export int Color_White = 0;
export int Color_Green = 1;
export int Color_Violet = 2;
export int Color_Yellow = 3;
export int Color_Orange = 4;

Riptide:
export int Color_White = 0;
export int Color_Green = 1;
export int Color_Blue = 2;
export int Color_Violet = 3;
export int Color_Orange = 4;

DI:
DefColorSet(ColorSet_Default)
{
ColorWeight(Color_White, 915.0);
ColorWeight(Color_Green, 25.0);
ColorWeight(Color_Violet, 10.0);
ColorWeight(Color_Yellow, 5.0);
ColorWeight(Color_Orange, 0.0);
}

Riptide:
DefColorSet(ColorSet_Default)
{
ColorWeight(Color_White, 91.0);
ColorWeight(Color_Green, 7.0);
ColorWeight(Color_Blue, 2.0);
ColorWeight(Color_Violet, 0.0);
ColorWeight(Color_Orange, 0.0);
}

Other sections with changes include Colorsets for Lockpick1, Lockpick2, Lockpick3, fatMan, Ram, Suicider, Corrupter, MeleeFighter, StandardCash, MediumCash, and BigCash.

However, the biggest change is the removal in Riptide of the "use ProgressLevelsProb();" and the accompanying tables:

sub ProgressLevelsProb()
{
LootTypeProgress(LootType_Knuckles) {
Progress( "Level 1", 5, 5, 4, 4, 3, 3, 3, 3, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0);
Progress( "Level 2", 0, 0, 1, 1, 2, 2, 1, 1, 1, 1, 2, 2, 1, 1, 1, 2, 2, 1, 1, 0, 0);
Progress( "Level 3", 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 1, 1, 1, 2, 2, 1, 1);
Progress( "Level 4", 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 4, 4); }
LootTypeProgress(LootType_Blunt) {
Progress( "Level 1", 95, 90, 85, 84, 63, 20, 20, 10, 9, 4, 4, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0);
Progress( "Level 2", 0, 5, 9, 10, 10, 35, 32, 10, 9, 4, 4, 3, 1, 1, 1, 1, 1, 1, 1, 0, 0);
Progress( "Level 3", 0, 0, 0, 5, 5, 10, 10, 22, 14, 4, 4, 4, 3, 1, 1, 1, 1, 1, 1, 1, 0);
Progress( "Level 4", 0, 0, 0, 0, 0, 5, 5, 10, 10, 15, 5, 4, 5, 5, 5, 2, 1, 1, 1, 1, 1);
Progress( "Level 5", 0, 0, 0, 0, 0, 0, 0, 5, 5, 10, 10, 15, 15, 10, 10, 5, 1, 1, 1, 1, 1);
Progress( "Level 6", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 5, 6, 7, 8); }
LootTypeProgress(LootType_Sharp) {
Progress( "Level 1", 0, 0, 0, 5, 10, 10, 10, 10, 15, 10, 10, 5, 4, 4, 4, 4, 3, 4, 4, 1, 1);
Progress( "Level 2", 0, 0, 0, 0, 0, 5, 5, 5, 10, 15, 20, 20, 14, 9, 9, 9, 4, 4, 4, 2, 1);
Progress( "Level 3", 0, 0, 0, 0, 0, 0, 0, 5, 5, 10, 10, 10, 9, 14, 14, 14, 4, 4, 4, 4, 2);
Progress( "Level 4", 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 5, 5, 5, 10, 10, 14, 4, 4, 4, 2);
Progress( "Level 5", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 5, 5, 5, 14, 9, 9, 9);
Progress( "Level 6", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 10, 10, 15, 10, 10);
Progress( "Level 7", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 10, 15, 20); }
LootTypeProgress(LootType_Firearm_Short) {
Progress( "Level 3", 0, 0, 1, 0, 3, 5, 5, 5, 4, 4, 3, 3, 3, 1, 1, 1, 1, 0, 0, 0, 0);
Progress( "Level 4", 0, 0, 0, 0, 2, 4, 5, 5, 6, 6, 7, 7, 5, 2, 2, 1, 1, 1, 1, 0, 0);
Progress( "Level 5", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 7, 7, 5, 1, 1, 1, 1, 0, 0);
Progress( "Level 6", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 7, 4, 4, 1, 1, 1, 1);
Progress( "Level 7", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 2, 2, 4, 4); }
LootTypeProgress(LootType_Firearm_Long) {
Progress( "Level 4", 0, 0, 0, 0, 0, 1, 5, 5, 4, 5, 5, 5, 5, 7, 4, 3, 3, 3, 3, 2, 2);
Progress( "Level 5", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 8, 6, 5, 5, 5, 5, 3, 3);
Progress( "Level 6", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 7, 12, 7, 5, 3, 3);
Progress( "Level 7", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 7, 7, 7); }
LootTypeProgress(LootType_Firearm_Auto) {
Progress( "Level 4", 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 5, 5, 5, 4, 4, 2, 2);
Progress( "Level 5", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 3, 3);
Progress( "Level 6", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 5);
Progress( "Level 7", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10); }
LootTypeProgress(LootType_Throwable) {
Progress( "Level 3", 0, 0, 0, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);
Progress( "Level 4", 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2);
Progress( "Level 5", 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2);}

}


Now, while there certainly are game variations in different language versions, these are constrained to the language files. I really seriously doubt they re-wrote the entire loot system drop tables.
after you kill the last boss you can pick up the chainsaw from her
Yes Harlow's chainsaw is an orange one, but only lvl 25 :-(
That's it. I'm getting sick of people saying that named items aren't on the loot tables in either of the dead island games, both I and some friends of mine have seen them drop before. Ugh.
Which orange items?
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Beiträge 19 von 9
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Geschrieben am: 19. Okt. 2013 um 20:14
Beiträge: 9