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[>~PC-TuT & VID TuT~<] PD 2 MOD MENU + SCRIPT COLLECTION
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[>~PC-TuT & VID TuT~<] PD 2 MOD MENU + SCRIPT COLLECTIONPosted:

Scratched
  • Winter 2019
Status: Offline
Joined: Dec 12, 201013Year Member
Posts: 1,556
Reputation Power: 111
Status: Offline
Joined: Dec 12, 201013Year Member
Posts: 1,556
Reputation Power: 111

YES THIS IS FOR MULTIPLAYER BECAUSE SINGLE PLAYER IS MULTIPLAYER THIS GAME'S CODE STYLE IS VIRTUALLY THE SAME AS BORDERLANDS AND BORDERLANDS 2 THERE IS NO SUCH THING AS SINGLE PLAYER. IT'S SOLO OR MP. YES THE MAJORITY OF THESE SCRIPTS WILL WORK FOR ALL 4 PEOPLE IN GAME. PLEASE DO NOT ASK THAT AGAIN.

This is a menu that works in the main menu, in lobby, pre-game, and in-game. It's currently a work in progress but already able to be released.

After playing dozens of games I decided I'd release to the public what I was using, granted already released, but oddly not popularly known. For those who know my threads, I never release anything I haven't personally put my own touch on. This is a first, as I'm still actually forming my own personal menu, which will be on release soon enough... SO! You want to level from 1-255, get 3 billion in cash for a bag, kill all the cops by the click of a single button, interact with everything instantly host or not, get infinite everything, spawn bags, ammo, medkits, end a mission with a loss/win, troll players, and unlock even DLC items you don't have? I suggest you watch or read the installation guides and check my downloads then.



TABLE OF CONTENTS
1.) Introduction
2.) Pictures of the Menu
3.) Downloads
4.) Installation
5.) Video Installation
6.) LUA Scripts
7.) Contact Information for Help/Installation
8.) Known Issues
9.) Tips
10.) Disclaimer Warning



PICTURES OF THE MENU

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DOWNLOADS

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Virus Scan
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****TRAINER V8 CODERS CREDITED FOR FULL PRODUCTION****
~* Patchz Sky Menu Coming Soon.... *~



INSTALLATION

1.) Click start button.
2.) Copy/paste in search " C:\Program Files (x86)\Steam\SteamApps\common " without quotes.
3.) Click the Enter Key.
4.) Find your Payday 2 Folder, and open it, leave it open.
5.) Download the third link in "Downloads" on this thread.
6.) Save the file to your desktop.
7.) Drag it into your Payday 2 Folder.
8.) Extract the 2 files and folder inside the RAR file into your Payday 2 Folder.
9.) Start Payday 2.
10.) Once you're in the main menu click the F1 key.
11.) Orgasm.



VIDEO INSTALLATION



LUA SCRIPT COLLECTION

Stop all forms of detection
-- Enemy Idled
function GroupAIStateBase:_clbk_switch_enemies_to_not_cool() end
function PlayerMovement:on_suspicion( observer_unit, status ) end
function GroupAIStateBase:on_criminal_suspicion_progress( u_suspect, u_observer, status ) end
function GroupAIStateBase:criminal_spotted( unit ) end
function GroupAIStateBase:report_aggression( unit ) end
function PlayerMovement:on_uncovered( enemy_unit ) end
function SecurityCamera:_upd_suspicion( t ) end
function SecurityCamera:_sound_the_alarm( detected_unit ) end
function SecurityCamera:_set_suspicion_sound( suspicion_level ) end
function SecurityCamera:clbk_call_the_police() end
function CopMovement:anim_clbk_police_called( unit ) end
function CopLogicArrest._upd_enemy_detection( data ) end
function CopLogicArrest._call_the_police( data, my_data, paniced ) end
function CopLogicIdle.on_alert( data, alert_data ) end
function CopLogicBase._get_logic_state_from_reaction( data, reaction )
   return "idle"
end
function GroupAIStateBase:sync_event( event_id, blame_id ) end
function GroupAIStateBase:on_police_called( called_reason ) end
function GroupAIStateBase:on_police_weapons_hot( called_reason ) end
function GroupAIStateBase:on_gangster_weapons_hot( called_reason ) end
function GroupAIStateBase:on_enemy_weapons_hot( is_delayed_callback ) end
function GroupAIStateBase:_clbk_switch_enemies_to_not_cool() end

-- Message On Screen
if managers.hud then
   managers.hud:show_hint( { text = "Black Op." } )
end


Nuke AI
--KILL AI
function nukeunit(pawn)
   local col_ray = { }
   col_ray.ray = Vector3(1, 0, 0)
   col_ray.position = pawn.unit:position()

   local action_data = {}
   action_data.variant = "explosion"
   action_data.damage = 10
   action_data.attacker_unit = managers.player:player_unit()
   action_data.col_ray = col_ray

   pawn.unit:character_damage():damage_explosion(action_data)
end

for u_key,u_data in pairs(managers.enemy:all_enemies()) do
   u_data.char_tweak.has_alarm_pager = nil
   nukeunit(u_data)
end

-- Message on screen
if managers.hud then
   managers.hud:show_hint( { text = "All enemy killed" } )
end


Slow-Motion Toggle
-- Slow Motion
function inGame()
  if not game_state_machine then return false end
  return string.find(game_state_machine:current_state_name(), "game")
end
function show_mid_text( msg, msg_title, show_secs )
    if managers and managers.hud then
    managers.hud:present_mid_text( { text = msg, title = msg_title, time = show_secs } )
    end
end
if inGame() then
-- TOGGLE
SLOWMO_WORLD_ONLY = nil
if string.find(game_state_machine:current_state_name(), "game") then
   our_id = "_MaskOn_Peer"..tostring( managers.network:session():local_peer():id() )
   slowmo_id_world = "world" .. our_id
   slowmo_id_player = "player" .. our_id
   if not _timeEffectExpired then
      _timeEffectExpired = TimeSpeedManager._on_effect_expired
      function TimeSpeedManager:_on_effect_expired( effect_id )
         local ret = _timeEffectExpired(self, effect_id)
         if string.find(game_state_machine:current_state_name(), "game") then
            if effect_id == slowmo_id_world then
               managers.time_speed:play_effect( slowmo_id_world, tweak_data.timespeed.mask_on )
            elseif effect_id == slowmo_id_player and not SLOWMO_WORLD_ONLY then
               managers.time_speed:play_effect( slowmo_id_player, tweak_data.timespeed.mask_on_player )
            end
         end
         return ret
      end
      tweak_data.timespeed.mask_on.fade_in_delay = 0
      tweak_data.timespeed.mask_on.fade_out = 0
      tweak_data.timespeed.mask_on_player.fade_in_delay = 0
      tweak_data.timespeed.mask_on_player.fade_out = 0
      managers.time_speed:play_effect( slowmo_id_world, tweak_data.timespeed.mask_on )
      if not SLOWMO_WORLD_ONLY then managers.time_speed:play_effect( slowmo_id_player, tweak_data.timespeed.mask_on_player ) end
      show_mid_text("---- ON ----", "BULLET-TIME", 0.15 )
      io.stdout:write("PLAY trainer/wav/effects/enter.wav\n")
   else
      TimeSpeedManager._on_effect_expired = _timeEffectExpired
      _timeEffectExpired = nil

      if managers.time_speed._playing_effects then
         for id,_ in pairs(managers.time_speed._playing_effects) do
            if string.find(id, our_id) then
               managers.time_speed:stop_effect(id)
               end
         end
      end
      SoundDevice:set_rtpc( "game_speed", 1 )
      show_mid_text("---- OFF ---", "BULLET-TIME", 0.5 )
      io.stdout:write("PLAY trainer/wav/effects/exit.wav\n")
   end
end
else
end


Interactions
--Instant Drill
function TimerGui:_set_jamming_values() return end
function TimerGui:start( timer )
timer = 0.01
if self._jammed then
self:_set_jammed( false )
return
end

if not self._powered then
self:_set_powered( true )
return
end

if self._started then
return
end

self:_start( timer )
if managers.network:session() then
managers.network:session():send_to_peers_synched( "start_timer_gui", self._unit, timer )
end
end

-- Interact All
function BaseInteractionExt:_has_required_upgrade() return true end
function BaseInteractionExt:_has_required_deployable() return true end
function BaseInteractionExt:can_interact(player) return true end
function PlayerManager:has_category_upgrade( category, upgrade)
   if category == "player" and (upgrade == "civ_harmless_melee" or upgrade == "civ_harmless_bullets") then return false end
   return true
end
function PlayerManager:carry_blocked_by_cooldown() return false end

-- Instant interact
if not _getTimer then _getTimer = BaseInteractionExt._get_timer end
function BaseInteractionExt:_get_timer()
   if self.tweak_data == "corpse_alarm_pager" then
      return 0.1
   end
   return 0
end

-- Message on screen
if managers.hud then
   managers.hud:show_hint( { text = "INSTA INTERACT" } )
end


Disable Tazer
-- NO TASER EFFECT
   function PlayerTased:enter( state_data, enter_data )
   PlayerTased.super.enter( self, state_data, enter_data )
   self._next_shock = Application:time() + 10
   self._taser_value = 1
   self._recover_delayed_clbk = "PlayerTased_recover_delayed_clbk"
   managers.enemy:add_delayed_clbk( self._recover_delayed_clbk, callback( self, self, "clbk_exit_to_std" ), Application:time() )
   end


100% AP(Armor Piercing)
-- 100% Armor piercing
if not _uvArmorPierce then _uvArmorPierce = PlayerManager.upgrade_value end
function PlayerManager:upgrade_value( category, upgrade, default )
   if category == "weapon" and upgrade == "armor_piercing_chance" then
      return 1
   elseif category == "weapon" and upgrade == "armor_piercing_chance_silencer" then
      return 1
   else
      return _uvArmorPierce(self, category, upgrade, default)
   end
end


10k DMG
-- 10k DMG Multiplier
NewRaycastWeaponBase.damage_multiplier = function(self) return 10000 end


No Flashbangs

-- No flashbangs
function CoreEnvironmentControllerManager:set_flashbang( flashbang_pos, line_of_sight, travel_dis, linear_dis )
end


Free Range On Civis
-- No Dead Civilians
MoneyManager.get_civilian_deduction = function(self) return 0 end


Movement Penalty Disabled
-- No movement penalty
PlayerManager.body_armor_movement_penalty = function(self) return 2 end



Crosshair Teleport
function inGame()
  if not game_state_machine then return false end
  return string.find(game_state_machine:current_state_name(), "game")
end
if inGame() then
local PENETRATE = true
local player_unit = managers.player:player_unit()
local camera = player_unit:camera()
local mvec_to = Vector3()
local from_pos = camera:position()
mvector3.set( mvec_to, camera:forward() )
mvector3.multiply( mvec_to, 20000 )
mvector3.add( mvec_to, from_pos )
local col_ray = World:raycast( "ray", from_pos, mvec_to, "slot_mask", managers.slot:get_mask( "bullet_impact_targets" ) )
if col_ray then
   if PENETRATE then
      local offset = Vector3()
      mvector3.set(offset, camera:forward())
      mvector3.multiply(offset, 100)
      mvector3.add(col_ray.hit_position, offset)
   end
   managers.player:warp_to(col_ray.hit_position, player_unit:rotation())
end

managers.hud:show_hint( { text = "TELEPORT" } )
   io.stdout:write("PLAY trainer/wav/effects/teleport.wav\n")
else
end


Medkit Spawn
-- SPAWN MEDIKIT ON SELF
local from = managers.player:player_unit():movement():m_head_pos()
local to = from + managers.player:player_unit():movement():m_head_rot():y() * 200
local ray = managers.player:player_unit():raycast("ray", from, to, "slot_mask", managers.slot:get_mask("trip_mine_placeables"), "ignore_unit", {})
if ray then
   local pos = ray.position
   local rot = managers.player:player_unit():movement():m_head_rot()
   local rot = Rotation( rot:yaw(), 0, 0 )
   local amount_upgrade_lvl = managers.player:upgrade_level( "doctor_bag", "amount_increase" )
   if Network:is_client() then
      managers.network:session():send_to_host( "place_deployable_bag", "DoctorBagBase", pos, rot, amount_upgrade_lvl )
   else
      local unit = DoctorBagBase.spawn( pos, rot, amount_upgrade_lvl )
   end
end


Ammo Spawn
-- SPAWN AMMO BAG ON SELF
local from = managers.player:player_unit():movement():m_head_pos()
local to = from + managers.player:player_unit():movement():m_head_rot():y() * 200
local ray = managers.player:player_unit():raycast("ray", from, to, "slot_mask", managers.slot:get_mask("trip_mine_placeables"), "ignore_unit", {})
if ray then
   local pos = ray.position
   local rot = managers.player:player_unit():movement():m_head_rot()
   local rot = Rotation( rot:yaw(), 0, 0 )
   local amount_upgrade_lvl = managers.player:upgrade_level( "ammo_bag", "ammo_increase" )
   if Network:is_client() then
      managers.network:session():send_to_host( "place_deployable_bag", "AmmoBagBase", pos, rot, amount_upgrade_lvl )
   else
      local unit = AmmoBagBase.spawn( pos, rot, amount_upgrade_lvl )
   end
end


Mark All Enemy
-- Mark All Toggle
function inGame()
  if not game_state_machine then return false end
  return string.find(game_state_machine:current_state_name(), "game")
end
function show_mid_text( msg, msg_title, show_secs )
    if managers and managers.hud then
    managers.hud:present_mid_text( { text = msg, title = msg_title, time = show_secs } )
    end
end
if inGame() then
   -- TOGGLE MARKING ENEMIES
   function setEnemyColor(unit)
      local enemyType = unit:base()._tweak_table
      local color, target_color
      -- Civilians | Green
      if enemyType == "civilian" or enemyType == "civilian_female" then
         color = Vector3( 0.1687, 0.5529, 0 )
         target_color = Vector3( 0.1688, 0.5529, 0 )
      -- Taser | Blue
      elseif enemyType == "taser" then
         color = Vector3(0, 0.3804, 0.6235)
         target_color = Vector3(0.001, 0.3804, 0.6235)
      -- Shield | Orange
      elseif enemyType == "shield" then
         color = Vector3(1, 0.5, 0)
         target_color = Vector3(1.001, 0.5, 0)
      -- Tank | Yellow
      elseif enemyType == "tank" then
         color = Vector3(1, 1, 0)
         target_color = Vector3(1.001, 1, 0)
      -- Sniper | Pink
      elseif enemyType == "sniper" then
         color = Vector3(1, 0.35, 0.35)
         target_color = Vector3(1.001, 0.35, 0.35)
      -- Cop/unknown | Purple
      else
         color = Vector3(0.5216, 0, 0.5529)
         target_color = Vector3(0.5217, 0, 0.5529)
      end
      -- Set colors
      managers.game_play_central._enemy_contour_units[unit:key()].color = color
      managers.game_play_central._enemy_contour_units[unit:key()].target_color = target_color
   end   
   function mark_enemies()
      local units = World:find_units_quick( "all", 3, 16, 21, managers.slot:get_mask( "enemies" ) )
      for i,unit in ipairs( units ) do
         if not unit:brain() or not unit:brain()._logic_data or
         not unit:brain()._logic_data.objective or
         (unit:brain()._logic_data.objective.type ~= "surrender" and
         unit:brain()._logic_data.objective.type ~= "follow") then
            if tweak_data.character[ unit:base()._tweak_table ].silent_priority_shout then
            managers.game_play_central:add_enemy_contour( unit, true )
            setEnemyColor(unit)
            elseif unit:character_damage().on_marked_state then
               managers.game_play_central:add_enemy_contour( unit, false )
            setEnemyColor(unit)
            end
         end
      end
      for u_key, unit in pairs( managers.groupai:state()._security_cameras ) do
         managers.game_play_central:add_marked_contour_unit( unit )
      end
   end
   function UnitNetworkHandler:mark_enemy( unit, marking_strength, sender ) end
   if not _markingToggle then _markingToggle = true
   else _markingToggle = nil end
   if not _gameUpdate then _gameUpdate = GameSetup.update end
   do
      local _gameUpdateLastMark
      function GameSetup:update( t, dt )
         _gameUpdate(self, t, dt)      
         if _markingToggle and (not _gameUpdateLastMark or t - _gameUpdateLastMark > 4) then
            _gameUpdateLastMark = t
            mark_enemies()
         end
      end
   end
   managers.hud:show_hint( { text = "Marked All" } )
end


Spawn 200 HV(High Value) Money Bags - SELF
local pos = managers.player:player_unit():position()

function spawn_loot(type, _position, z_offset, number)
local position = mvector3.copy(_position)
if z_offset then mvector3.set_z(position, position.z + z_offset) end
if Network:is_client() then
for i=1,number do
managers.network:session():send_to_host( "server_drop_carry", type, managers.money:get_bag_value( "turret" ), nil, nil, 0, position, Rotation( math.UP, math.random() * 360 ), Vector3( 0,0,0 ), 0 )
end
else
for i=1,number do
managers.player:server_drop_carry( type, managers.money:get_bag_value( "turret" ), nil, nil, 0, position, Rotation( math.UP, math.random() * 360 ), Vector3( 0,0,0 ), 0 )
end
end
end

spawn_loot("money", pos, 120, 200)

-- Message On Screen
if managers.hud then
   managers.hud:show_hint( { text = "MAKE IT RAIN!" } )
end


More to come soon...



CONTACT INFORMATION FOR HELP/INSTALLATION

SKYPE: allghiliedup
STEAM ID: [TTG] Scratch
Yes, I have teamviewer and can install the menu for you if asked.



KNOWN ISSUES

-Ability to release from jail with all players/self/individual can cause a crash of the game. (trying to fix...)
-Ghost Recon doesn't seem to respond accordingly.
-Shut up bain and others will crash the game.
-Mark All Currently will crash the game. (trying to fix...)



TIPS

-To Spawn bags worth 1 million -> OK(OverKill) any Bank mission
-To Spawn bags worth 3 million -> PRO-OK Firestarter


Things You Can Do With This Menu
Spawn all bags in the game
Kill all cops by the click of a button (#pad6)
Teleport
Spawn Medkits/Ammo
Change weapons in game
Level from 1-255
Unlock EVERYTHING.
YES ACTUALLY EVERYTHING EVEN DLC YOU DONT HAVE.
Spawn cops
Slow motion toggle
Instant Interaction with all things
EVEN PAGERS. (untested if host only)
No Recoil
No Spread
DMG from 10-10k times harder
100% AP(armor piercing)
Super Jump
Install/Faster Drilling
Get all skills unlocked and filled
And so damn much more!!






DISCLAIMER
You can be banned, sued, and if convicted, fined and sentence to jail for modifing, hacking, or exploiting any game. I do not condone your actions, nor shall be accountable for them. Use at your own risk.


Last edited by Scratched ; edited 11 times in total

The following 2 users thanked Scratched for this useful post:

Lich (01-28-2014), Trx (01-16-2014)
#2. Posted:
Scratched
  • TTG Senior
Status: Offline
Joined: Dec 12, 201013Year Member
Posts: 1,556
Reputation Power: 111
Status: Offline
Joined: Dec 12, 201013Year Member
Posts: 1,556
Reputation Power: 111
UPDATED!!

v1.0 Notes:
-Added Virus Scan Screenshot
-Added text tutorial
-Added Video Tutorial/Showcase
-Added 16 Codes to Collection
-Added Contact Information for help
-Added Pictures of Menu
-Added 3 Downloads
-Added 2 Tips
-Added 3 Things to Known Issues


IF YOU HAVE ANY ISSUES USING THESE MENUS PLEASE DO NOT HESITATE IN REPORTING IT TO ME AND I WILL DO MY BEST TO FIX IT!
#3. Posted:
Trx
  • TTG Senior
Status: Offline
Joined: Jul 07, 201311Year Member
Posts: 1,573
Reputation Power: 72
Status: Offline
Joined: Jul 07, 201311Year Member
Posts: 1,573
Reputation Power: 72
Wish I had a PC that could run Payday 2. This menu look amazing.

Shame the payday thread is dead.
#4. Posted:
SnowRGH
  • TTG Natural
Status: Offline
Joined: Oct 05, 201311Year Member
Posts: 931
Reputation Power: 47
Status: Offline
Joined: Oct 05, 201311Year Member
Posts: 931
Reputation Power: 47
lol this would be sick for xbox
#5. Posted:
Scratched
  • Winter 2019
Status: Offline
Joined: Dec 12, 201013Year Member
Posts: 1,556
Reputation Power: 111
Status: Offline
Joined: Dec 12, 201013Year Member
Posts: 1,556
Reputation Power: 111
SnowRGH wrote lol this would be sick for xbox


Isn't there an xex menu setup for this?
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