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L4D mod question

This is a discussion about L4D mod question within the Other Xbox 360 Games section, where you will Discuss or post about other Xbox 360 game glitches, mods, walkthroughs, or information.; *I'm pretty sure this is the appropriate section, but if not let me know.* I'm a bit of an achievement whore so i rented left for dead knowing that i can mod it and get



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Old 10-26-2009, 07:00 PM   #1
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L4D mod question

*I'm pretty sure this is the appropriate section, but if not let me know.*

I'm a bit of an achievement whore so i rented left for dead knowing that i can mod it and get easy gamer score. So i rented it and i modded it and set the right stick to drop active molotov ****tails so i could get the achievement for setting like 100 zombies on fire, but when i check the achievements on the in-game menu it shows the status bar for that achievement and it shows 0/100. I've set at least 50 or so zombies on fire and i was wondering if anybody knows if you can't mod to get that achievement or something or if maybe later in the game you get a flamethrower or something and that's how you get that achievement. I don't think the mods should affect it because i used god mode to get an achievement where i kill a 'witch' zombie before she could injure my teammates. Any ideas?


edit: the word censor blocked the c*ck out of molotov c*ocktail. lol

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Last edited by IMC_MINICHIMP; 10-26-2009 at 07:02 PM.
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Old 10-26-2009, 07:05 PM   #2
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Re: L4D mod question

just execute 'Achievement_Unlock_All'

Works in TOB, should work in L4D.
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Old 10-26-2009, 07:11 PM   #3
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Re: L4D mod question

I thought about that but wouldn't that be detectable like modding your gamer score or spg'ing? I don't want to be re-set i just want to play the game and have some fun modding, its not really a big deal if i don't get it i was just curious as to why.
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Old 10-26-2009, 07:55 PM   #4
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Re: L4D mod question

no it's not spging or modding achievements. It's modding for achievements
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Old 10-26-2009, 08:05 PM   #5
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Re: L4D mod question

Eh... i think ill just play the game for them. It's not like i absolutely have to get all of them, i just like getting achievements.

But to get back to my actual question...how come its not counting the zombies i burn with the modded molotovs? The only thing i can think of is maybe because i have it set to drop an "active" molotove the game thinks that a zombie just walked next to a fire and died so it's not counting it as if i actually threw a molotov. Do you think that may be it?

edit: Ok it just popped randomly when i wasn't even using molotovs, modded or otherwise... so i guess it just glitched and wasn't displaying the count but it was keeping track. Thanks anyways guys.

Last edited by IMC_MINICHIMP; 10-26-2009 at 08:11 PM.
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Old 10-26-2009, 09:52 PM   #6
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Re: L4D mod question

If you get online too fast and get reported, it will be noticeable, and you will likely get reset over it, just stay offline for a few days. Its considered gamesaving, which you get reset over.
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Old 10-26-2009, 10:01 PM   #7
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Re: L4D mod question

Yeah i figured. I decided not to do it anyway. I'm just going play through and what ever i get, i get. I can't be banned for playing with mods, offline right? I would imagine it would just be from L4D's multiplayer anyway.

Last edited by IMC_MINICHIMP; 10-26-2009 at 10:02 PM.
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Old 10-27-2009, 08:39 AM   #8
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Re: L4D mod question

ACTIVE molotov drops dont count as kills...
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Old 10-27-2009, 09:33 AM   #9
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Re: L4D mod question

Quote: Originally Posted by IMC_MINICHIMP View Post
Yeah i figured. I decided not to do it anyway. I'm just going play through and what ever i get, i get. I can't be banned for playing with mods, offline right? I would imagine it would just be from L4D's multiplayer anyway.
Take a look at my tut, you'll find some helpful stuff there

Quote: Originally Posted by Canadian Piro View Post
ACTIVE molotov drops dont count as kills...
Yea I thought of that later on. The command 'give moltov' would be better, since it just puts one in your hand.
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Old 10-27-2009, 09:41 AM   #10
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Re: L4D mod question

Yeah i did look at your tut, thats where i got the mod tool from. I just don't have the paience/attention span to hex edit stuff manually... i need something nub proof with big buttons and drop down menus. lol Sh*t im still waiting on someone to make a working H3 service tag editor so i don't have to search through all that crap and change them individually.
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Old 10-27-2009, 10:00 AM   #11
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Re: L4D mod question

Quote: Originally Posted by IMC_MINICHIMP View Post
Yeah i did look at your tut, thats where i got the mod tool from. I just don't have the paience/attention span to hex edit stuff manually... i need something nub proof with big buttons and drop down menus. lol Sh*t im still waiting on someone to make a working H3 service tag editor so i don't have to search through all that crap and change them individually.
You can use Valve Editor too, its a good app for the Orange Box and L4D modding.

Download:
Code:
http://www.mediafire.com/?gnklhhmq2zx
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Old 10-29-2009, 04:01 PM   #12
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Re: L4D mod question

Lol this reminds me when I cracked both ways on how to play on LVIE with mods..
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Old 10-30-2009, 08:50 AM   #13
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Re: L4D mod question

Quote: Originally Posted by Canadian Piro View Post
Lol this reminds me when I cracked both ways on how to play on LVIE with mods..
All the ways you posted only worked for you and your friends, Me and anyone else who tried to mod it online failed. Everyone said your method was BS, I'm working on a way to mod the Update to let you sign the CON with commands again.
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Old 10-30-2009, 12:27 PM   #14
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Re: L4D mod question

One can't 'mod' the update, only invalidate it.


Here's something I wrote up a couple days ago that explains it(I wrote it on the TOB 'modded' patch):


The modded patch, while an interesting idea, will never allow for full online because of how the LIVE container works. Here's a quick example:

Block 1 - Header
Block 2 - Hash Block
Block 3 - XEX Header
Block 4 - XEX Hash block
Block 5 - Data
Block 6 - Data


Block 1 - Header, contains an RSA-Signature(MS Keys) of the header and Block 2(The Master Hash Table)

Block 2 - Master Hash Table, contains SHA1 hashes of key parts in the files, with what we're interested in being the XEX Header.

Block 3 - XEX Header, contains the XEX RSA-Signature of the XEX Header and XEX Hash Block

Block 4 - XEX Hash Block, contains SHA1 hashes of all of the Data blocks in the XEX

Blocks 5 & 6 - Generic Data

The signature in Block 1 checks the hash table in Block 2. This hash table only contains the XEX HEADER, not the XEX Hash block or data.

Thus, if you mess with the *DATA*, it invalidates the XEX Hash table, but NOT the XEX Header(since the XEX Header isn't the signature in question here, and the hash table is left intact)

At this point, with the DATA corrupted, but the XEX Header, along with the LIVE Header and the LIVE Hash Block Table intact, it marks the LIVE(once again, this is the update) file GOOD, and marks the update as installed. It then proceeds to extract the XEX.

The XEX goes through the same procedure, checking the RSA against the Hash Block, then the Hash Block against the Data.

If the Hash Block DOES NOT match with the data, as what's happening in the modded patch, it DISCARDS the XEX file silently, NOT marking the update as 'bad', but not applying it either. Since it's impossible to resign these RSA signatures to match a modified hash block, which therefore cannot match modified data, it's impossible to CHANGE the data, only to INVALIDATE it.



So, looking at making another modded patch is quite infeasible, one rogue exploit has already been discovered with the current TOB update, it's very unlikely that another will be found too. I have already tried marking different patterns of XEX files bad, to no avail. I haven't succeeded in anything but making my 360 freeze whenever TOB is inserted when a certain patch is present.





I'm fairly sure that it's accurate, if I missed something/fubar'd something, or just made a complete idiot of myself, feel free to tell me.


Quote: Originally Posted by Canadian Piro View Post
Lol this reminds me when I cracked both ways on how to play on LVIE with mods..
As for you, go to hell. If there was another method of online modding that I didn't have, I would have heard about it.

Last edited by netham45; 10-30-2009 at 12:29 PM.
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Old 10-30-2009, 01:37 PM   #15
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Re: L4D mod question

Quote: Originally Posted by netham45 View Post
One can't 'mod' the update, only invalidate it.


Here's something I wrote up a couple days ago that explains it(I wrote it on the TOB 'modded' patch):


The modded patch, while an interesting idea, will never allow for full online because of how the LIVE container works. Here's a quick example:

Block 1 - Header
Block 2 - Hash Block
Block 3 - XEX Header
Block 4 - XEX Hash block
Block 5 - Data
Block 6 - Data


Block 1 - Header, contains an RSA-Signature(MS Keys) of the header and Block 2(The Master Hash Table)

Block 2 - Master Hash Table, contains SHA1 hashes of key parts in the files, with what we're interested in being the XEX Header.

Block 3 - XEX Header, contains the XEX RSA-Signature of the XEX Header and XEX Hash Block

Block 4 - XEX Hash Block, contains SHA1 hashes of all of the Data blocks in the XEX

Blocks 5 & 6 - Generic Data

The signature in Block 1 checks the hash table in Block 2. This hash table only contains the XEX HEADER, not the XEX Hash block or data.

Thus, if you mess with the *DATA*, it invalidates the XEX Hash table, but NOT the XEX Header(since the XEX Header isn't the signature in question here, and the hash table is left intact)

At this point, with the DATA corrupted, but the XEX Header, along with the LIVE Header and the LIVE Hash Block Table intact, it marks the LIVE(once again, this is the update) file GOOD, and marks the update as installed. It then proceeds to extract the XEX.

The XEX goes through the same procedure, checking the RSA against the Hash Block, then the Hash Block against the Data.

If the Hash Block DOES NOT match with the data, as what's happening in the modded patch, it DISCARDS the XEX file silently, NOT marking the update as 'bad', but not applying it either. Since it's impossible to resign these RSA signatures to match a modified hash block, which therefore cannot match modified data, it's impossible to CHANGE the data, only to INVALIDATE it.



So, looking at making another modded patch is quite infeasible, one rogue exploit has already been discovered with the current TOB update, it's very unlikely that another will be found too. I have already tried marking different patterns of XEX files bad, to no avail. I haven't succeeded in anything but making my 360 freeze whenever TOB is inserted when a certain patch is present.





I'm fairly sure that it's accurate, if I missed something/fubar'd something, or just made a complete idiot of myself, feel free to tell me.
Well then, saved me the time of looking into all this.
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Old 10-31-2009, 04:05 PM   #16
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Re: L4D mod question

Quote: Originally Posted by Otaku Se7en View Post
All the ways you posted only worked for you and your friends, Me and anyone else who tried to mod it online failed. Everyone said your method was BS, I'm working on a way to mod the Update to let you sign the CON with commands again.

LOL , only noobs who couldnt get it to work thought it was BS , alot of people messaded me saying thanks, for gettin them able to mod online... so don't talk smack, jerk.
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Old 11-02-2009, 04:19 PM   #17
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Re: L4D mod question

Quote: Originally Posted by Canadian Piro View Post
LOL , only noobs who couldnt get it to work thought it was BS , alot of people messaded me saying thanks, for gettin them able to mod online... so don't talk smack, jerk.


While I can't directly refute your method(I haven't seen it), I can tell that you're just lying by the fact that if a L4D mod existed on the 360, I would have been one of the first people to hear about it. Everything on VALVe games on the 360 goes past me at one point or another.

Prove me wrong and post your method here.
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Old 11-02-2009, 05:02 PM   #18
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Re: L4D mod question

He probably won't because then everyone will do it. That's what most people say, whether they are telling the truth or not.

I'm not saying you are lying Canadian Piro i don't know much about L4D or you for that matter; I'm just sayin'.
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Old 11-02-2009, 05:07 PM   #19
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Re: L4D mod question

I would have at least heard of it if it existed. He's lying.
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Old 11-02-2009, 05:15 PM   #20
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Re: L4D mod question

Btw who are you and why does "everything on VALVe games on the 360 goes past you" ?
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