Quest changes will reset your progress to the start of the current chapter, so you may wish to complete the game and start again at the beginning, or create a new character.

If you are just installing the mod, you must start a new character. This is due to changes in the skill tree structure. (DO THE PROLOGUE. It will be extremely difficult to proceed if you skip it.)

This mod increases the difficulty and options available to the player. It increases the re-playability of the game as well as the challenge level considerably.
Characters are more versatile, with a greatly expanded skill tree which enables all characters to eventually become proficient with all weapon types, while retaining the unique expertise with their preferred weapon type.
Enemies are stronger and appear in increased numbers. They are less predictable, tougher, and more aggressive. Most spawns are variable, so the same creature types may not appear each time you pass a given spot. Also, many of the variant creature types can now appear. Many enemies are resistant to certain types of damage.  Armed enemies have a much greater variety of weapons.
Many existing quests have been altered.
 71 new craftplans (and many older plans re-enabled and with adjusted graphics)
 85 completely optional new sidequests to give the player more to do.
 4 types of working armor.
 10 additional healing items.
 5 useable medicines.
 4 additional varities of alcohol.
 2 toolkits to reduce durability loss and repair costs.
 278 new craftparts
 16 new throwable bombs, flares, and mines.
 4 additional legendary quality firearms
 4 additional legendary quality melee weapons
 1 new hybrid firearm
 44 additional AI-useable weapons (Become standard human weapons when dropped)
 3 additional Zombie variants

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QMJS-Mod Version 1.8 Readme

QMJS-Mod Version 1.8 Readme

Jan 12, 2014 Other 0 comments

Contains details of the mod, current issues, and future plans.

QMJS-Mod Version 1.8

QMJS-Mod Version 1.8

Jan 12, 2014 Script 0 comments

See the Readme file included for full details and instructions. This is the current release. It will be replaced as additional work is completed.

Post comment Comments  (0 - 10 of 73)
sjefrawww May 26 2014, 10:52pm says:

Excellent mod. Much better game now, feels just right, Thank you!

+1 vote     reply to comment
QMJSMod May 27 2014, 1:19pm replied:

Thanks. It's not perfect, but I think it does what I wanted it to.

+1 vote     reply to comment
soundcreepy Apr 27 2014, 1:28am says:

One question, is it possible to make it so the health items found (drinks, food) are not storeable? aka vanilla? Not sure why I'm asking about this to be honest, it would almost be better for food/drinks to affect stamina and not health anyway.

+1 vote     reply to comment
QMJSMod Apr 27 2014, 2:14am replied:

Yes and no... you could change their definitions from UseOnPickUp(false); to true, and you would use it as soon as you pick it up. That will defeat some of the newer repeatable quests however... it won't cause an error, they just will never be possible to complete. By the midpoint of the game, you should have enough regeneration that you generally don't need to heal small wounds anyway. It's kind of hard to talk realism in a game like this, particularly when you regenerate anyway but... realistically, they would not affect health or stamina at all except over a long period of time, such as after eating, 15 minutes later you would have some energy, and you would not heal at all without eating every now and then.

+1 vote     reply to comment
kapti Apr 23 2014, 11:09am says:

electro fence doesn't work after completing the quest for that female shopkeeper and where i can find camping equipment(quest item)

+1 vote     reply to comment
QMJSMod Apr 25 2014, 10:33am replied:

The extra quest items are random drops, no specific location. The quests are not blocking, ie. they won't stop progression.

The fences seem to work fine in my testing. What hub defence quest did you have them not work?

+1 vote     reply to comment
kapti Apr 28 2014, 10:31am replied:

second paradise defence and both church defense, they never sparkle and zobies arent affected by electicity(all of them), i remember they are available on second paradise defence.

+1 vote     reply to comment
QMJSMod May 1 2014, 5:03pm replied:

Working normally, tested through rooftop defence.

What is the date and size of your bs_jungle_side_quest.xml located in Documents\Riptide\out\Data\quests\bs_jungle\ ?

+1 vote     reply to comment
Guest Apr 22 2014, 10:34pm says:

This comment is currently awaiting admin approval, join now to view.

QMJSMod Apr 25 2014, 10:30am replied:

Yes, as noted in the readme file. The indexing to make them stay permantly was a set of files I couldn't figure out how to modify without causing other issues.

+1 vote     reply to comment
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Released Jun 17, 2013
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