DIR Mod Level Cap 80
May 22, 2013 DIR Mod Crazies (Final Version) Patch 3 commentsPut this mod when you have got all the weapons in the game, because the mod allows you to add 10 point competence but removes weapons in boxes and replace...
They thought they had escaped the terrors of Banoi and survived the apocalypse on a corrupted paradise. Their fate took a turn for the worse.
The Dead Island heroes escaped in a helicopter to the safety of a military ship, but when a furious storm hits and the virus suddenly spreads throughout the crew, the nightmare starts all over again, leaving hope drowning in the rising tides.
About Dead Island Riptide with 2 comments by Adeno on May 15th, 2013

Video of V9 in Action:
Greetings everyone! I'm Adeno, the maker of the George Romero Survival Horror Edition mod! Thank you for your continued support and for your patience. I know that you've been looking forward to V9, and although it took some time, it's finally available for you to enjoy!
Dynamic Fighting System (aka Realistic Damage):
So what's new with the latest version of this mod? We are now currently at version 9 of the mod, and this time a new battle system has been introduced. It is called the "Dynamic Fighting System", or simply "Realistic Damage". The reason for creating this new battle system is that in the previous versions of the mod, killing zombies was too easy no matter what weapon you were using. For example, in the old versions, a golf club is just as good as a sword and it only takes one hit to a zombie's head to kill it. Some of the mod users also agreed with me on this, and that's why I had to figure out a way to make dealing with zombies challenging again.
As the name of the new battle system implies, the way you fight zombies will change depending on the situation and the weapon that you are using. Gone are the days of one-hit-zombie-head-explosions even if you're just using a golf club or brass knuckles (but of course you can still have it if you choose to), only firearms are capable of killing zombies with a single bullet to the head now.
Each Weapon is Different:
In order to create a survival horror battle experience that has some basis on reality, the first thing I had to do was classify each weapon according to how effective they would be, at least in theory, in causing severe damage to the head or a brain of a zombie in "real life". For example, items that were not designed for combat, like golf clubs, paddles, and other smaller and weaker things, won't be very effective against zombies unless you hit the head correctly and deal critical damage. Items like medium sized knives, sickles, farming tools and the like are more effective than things made for recreational entertainment. Of course, weapons made for the purpose of killing or at least those that are very dangerous to use (and require safety equipment to use in real life situations), such as swords, big blades, axes, and sledgehammers, are the most effective to use to destroy a zombie's head.
I think that giving each weapon different effectiveness in battle is very important in order to provide a fun but challenging survival horror experience. Think about it, why should a golf club be just as strong as a sword with hitting a zombie's head? That doesn't make sense, because in a "realistic" environment, weapons don't have levels. You will always have a better chance of slicing off a zombie's head than smashing it with a golf club, simply because golf clubs were not designed for hurting people, but instead, they're used for playing golf.
Different Weapons Mean Different Strategies:
Since each weapon has different effectiveness when fighting zombies, it is only natural to have all sorts of battle strategies depending on what combination of weapons you have. For example, when fighting the classic slow Romero zombies, you can easily defeat even two of them at the same time with a golf club. You can just kick them down and deal the killing blow to the head while they're in their most vulnerable state.
The situation quickly changes when you're faced with four or more zombies at the same time. Even if you try to kick them down to quickly kill them, some of them will eventually grab or hit you from your blind side and you won't have time to kill the fallen zombie. Although it's harder to kill a group of zombies with just a golf club, it's possible with some time. On the other hand, if you had a katana or a powerful weapon like a sledgehammer, you won't have much trouble destroying a zombie's head and even a group won't be much of a trouble for you.
Just because an item is not ideal for battle doesn't mean it's totally useless. For example, you have a katana. You know that it's a very good weapon and can kill zombies fast. The problem is, if you keep using it, the durability will also decrease and it might break at the worst possible time. This is where the weaker weapons come in. For non-threatening situations, you can simply use a golf club or something else to deal with the immediate problem, and then switch to the katana when it's an emergency.
Of course, the battle strategy also changes depending on what type of zombie you chose to play with. If you chose the modern fast zombies, fighting a group of four with just a golf club would already be a good challenge, while facing more is suicide. Of course, you can also use guns for guaranteed one hit headshot kills, but will you have enough time to aim at each zombie's head before they reach you?
This is the beauty and thrill of the Dynamic Fighting System. Each weapon has a purpose, it's up to you to formulate your battle plan according to what you have, what you're fighting, and where you are.
Solving the Puzzle of Realistic Damage:
For my first few experiments, I tried changing the damage values of weapons. Unfortunately, this didn't seem to work for weapons spawned in the world. For example, one time I set the golf club's damage to 10, but in the game it still appeared as over 200. I figured that maybe, the prefix that appears before the name of an item has something to do with a weapon's stats when it gets spawned into the world.
I tried finding ways on how to remove the prefix system but I couldn't come up with the answer. While studying the inventory_gen file, I noticed that each type of weapon at the very bottom seems to be configured in such a way that would take in values from a level table. The biggest hint that this had something to do with the prefix system was that each weapon was divided in terms of rarity, and it was taking in a few values, which matched what I saw previously. I then "forced" the values into only giving out 100 no matter what level the weapon was. When I checked back in the game, I was pleasantly surprised that I finally succeeded in manipulating the prefix system. I didn't have to take it away, I just had to give it my own values to get the desired result.
Of course, that was just part of the challenge that I solved. After testing, I realized that at higher levels, a damage base of 100 to weapons won't really damage a zombie's head that much anymore. Solving this problem was a lot easier, I simply raised the default value for a player's critical damage. Since a critical hit to the head will now kill a zombie, it was time to solve the final challenge.
For the final task, I gave each weapon group a certain chance for inflicting critical damage to a zombie's head. The weaker weapons, like golf clubs, paddles, and the like, have 10% chance to smash a zombie's head right away. One out of ten seems like a good chance for weak weapons. Average weapons have 20% chance to crush or decapitate a zombie, while really deadly weapons like big sledgehammers, swords, machetes, maces, and others have 30% chance in killing a zombie right away. Legendary Weapons, being special, expensive, and rare, have 50% of causing instant death by hitting a zombie's head.
With my special configuration of lowered prefix damage, high critical hit damage, and customized critical hit probabilities for each weapon, I was able to create the Dynamic Fighting System.
Closing Words:
Thanks again to everyone for supporting my George Romero Survival Horror Edition mod! I really appreciate everyone's kind wishes and encouragement because winning the computer in this competition is important to me. My current computer is seven years old and not suitable anymore for the type of work and projects that I do. I do 3D modeling and some animation, but my current hardware prevents me from creating highly detailed models over 1 million poly and crashes the programs I work on (Zbrush and 3DS Max). A new and modern computer would help me out a lot!
Have fun, happy gaming, and thank you for supporting me in creating the best experience for Dead Island Riptide! I'll leave you with a picture of a dragon creature I made before, the Dragon of Desire.

Put this mod when you have got all the weapons in the game, because the mod allows you to add 10 point competence but removes weapons in boxes and replace...
Dead island riptide Mod More Zombies Modification : *More Zombies on Maps (X2)
Kessler's Experiment is a mod that adds new lootable items and new craftable items to Dead Island Riptide. The survivors can make use of the mutagen chemical...
This mod tweaks Dead Island Riptide. Characters are fitter, faster and stronger; they have to be because zombies are also faster, more aggressive and...
Dead island riptide mod Crazies Final Version *not denature the game, just make it more difficult and easier to obtain rare items*
i'm too lazy for a big description or a screenshot.. sorry just want to share my personal mod.| features:
Latest tweets from @deadislandgame
@WackMyBeaver @FearlessRecords @Spotify Thanks for checking them out!
May 21 2013, 7:57pm
@jamie_lara @FearlessRecords You're too kind, Jamie!
May 21 2013, 7:56pm
Our friends at @FearlessRecords helped us put together this insane @Spotify playlist for killing zombies! Enjoy. T.co
May 21 2013, 6:57pm
@varg__vikernes At this time, we have no plans for more DLC for Dead Island Riptide. Thanks for asking!
May 20 2013, 1:34pm
The results are in! Our zombie-slaying Twitter followers took, on average, 18 hours to beat #DeadIsland Riptide! Some spent a lot longer!
May 17 2013, 1:21pm
Dear zombie-killers: how long did it take you to beat #DeadIsland Riptide? Estimates welcome!
May 16 2013, 2:12pm
@jnsilentkzombie Hmm. That sounds questionable.
May 14 2013, 9:07pm
@riseup44 Adorable!
May 14 2013, 9:05pm
@roroster That's a scary thought.
May 14 2013, 9:04pm
@ladyplur Sounds like a good dream!
May 14 2013, 9:04pm
George Romero Survival Horror Edition V9 is now available once more! Please download the mod again to get these new options.
New Updated Filename -> DIR_RomeroModV9SHEmay21.rar Moddb.com
New Features:
- War Machine, start with a massive collection of melee weapons, firearms, and explosives!
- Improved Dynamic Fighting System settings.
- Extra information on "HowToCutArmsLegs.txt".
George Romero Survival Horror Edition V9 will have an update, it will be down for a few hours, I'll post again when it's been authorized, thank you very much :)
New Updated Filename -> DIR_RomeroModV9SHEmay21.rar
New Features:
- War Machine, start with a massive collection of melee weapons, firearms, and explosives!
- Improved Dynamic Fighting System settings.
- Extra information on "HowToCutArmsLegs.txt".
Updated version of the George Romero Survival Horror Edition V9 mod is now available for download. Please download the updated version for new features. The filename of the updated V9 is DIR_RomeroModV9SHEmay17.rar.
Updated V9 Download Page: Moddb.com
New Features:
- BONUS "Level Chooser" feature, start a new game or chapter at level 20, 30, 40, 50, 60, or 70!
- Implemented my No HUD Riptide V3 mod and added extra choices for the hud.
- Added the Modern Fast Zombies No Taunt feature as an additional zombie type that doesn't do the taunting animation.
I made some minor updates to George Romero Survival Horror Edition V9 and it's awaiting authorization. I included the latest version of my No HUD Riptide V3 file as well as packaged the Modern Fast Zombies No Taunt optional feature for those who prefer zombies who don't taunt.
I also updated the Known Issues section and updated solutions to the problem.
Thank you for your patience and please re-download George Romero Survival Horror Edition V9 when the updated version gets authorized -> Moddb.com
Have a nice Friday night and happy gaming! I'll post again once it's authorized :)
George Romero Riptide Survival Horror Edition V9 will be available here -> Moddb.com :)
See V9 in action right now -> Youtube.com
Current Features:
- Zombies only die by destroying the head or somehow causing harm to the head.
- Three zombie ai versions: slow Zombies that only grab, slow zombies that can attack, and modern fast zombies that can attack.
- Zombie bites are fatal. Even slow Romero zombies are big threats if you let one grab you and bite your neck!
- Zombies will notice you from far away and will continue following you unless they encounter geographical challenges.
- Realistic Damage, weapon effectiveness vary, with smaller and weaker items not being so effective and weapons designed for killing more useful.
- You can now collect food and drinks instead of using them right away. Collecting food is very valuable to especially when trying to survive against modern zombies.
- Increased zombie population in certain areas.
- There is now a No HUD option to get as close to "reality" as possible.
- Optional: Survivalist, War, and Special shops versions.
- Optional: Survivalist and Tourist inventory versions.
- Optional: Survivalist and Tourist realistic damage versions.
- Optional: EXP Rate versions: 25%, 50%, 75%, 2X, and 5X.
- BONUS: Matrix Mode
- BONUS: Athletic Mode
Coming up in George Romero Survival Horror Edition V9:
- Optional "Realistic Damage" feature. Smaller and weaker weapons, like crowbars, baseball bats, golf clubs, will have 25% chance to deal critical damage to a zombie's head in order to destroy it. Medium and average weapons like hammers and little knives will have 50% chance to cause critical damage. Bigger weapons like sledgehammers and swords have 75% chance of destroying the head right away. As always, 1 bullet to the head equals a dead zombie.
- Optional "More Zombies" feature.
- Improved "Matrix Mode" for more fun and action. Zombies can get thrown into the air when you attack them and you can jump to follow them around as you attack them in the air.
Bug Fixes:
- Zombies who "freeze" when using Zombies Can Grab feature have now been somewhat fixed. It still happens from time to time.
- Running zombies when using slow zombies feature have been fixed and are now slow just like the others.
George Romero Riptide Mod V8 Survival Horror Edition is now available, I hope everyone enjoys it! :D
George Romero Riptide Mod V8 Survival Horror Edition is just awaiting authorization. Enjoy the video for now :)
Youtube.com
New Features:
- Optional Modern Fast Zombies now resemble fast zombies from popular movies like Dawn of the Dead Remake and 28 Days Later series!
- All zombies, from the slow Romero ones to the modern types, will kill you instantly if you let them bite your neck! Every zombie is now a horrifying threat!
- Once you attract a zombie's attention, other zombies will also be alerted to your presence and will go after you even from afar, just like in the movies! You always have to be alert! They will also follow you until something stops them physically. Very creepy!
- New Shop Option - WarShops, where ammunition is affordable, perfect for dealing with Modern Fast Zombies! There are also special weapons that become available in shops from time to time.
- Made Easy Installation Paks so players can jump right into playing without having to configure everything themselves in the simplest possible way. It is still possible to configure everything yourself of course.
George Romero Riptide Mod V7 and No HUD Mod V2 have been released, have fun all :D
Bug Fixes:
- Fruits and snacks bug fixed, you can now eat fruits and snacks anytime again you need to.
New Features:
- Added Modern Fast zombies as an option, as requested by a mod user.
- Implemented the No HUD Riptide Mod V2 as part of the official George Romero Mod to give a closer sense of "being there" in the game.
- Made Easy Installation Paks so players can jump right into playing without having to configure everything themselves in the simplest possible way. It is still possible to configure everything yourself of course.
This comment is currently awaiting admin approval, join now to view.