Modifying PC Dead Rising 2
Dead Rising 2 PC Mods Forum

Performance Guide

Index of all mods on forum


   Opening files to edit (Gibbed)
   Debug Mode
   Swap characters (Model Swap)
   Import Models
    Mod:Dead Rising 1 Files
   Placing characters
     enlarging/ resizing characters
   Create Reskins
   Adding & removing items
     Coordinates/ Rotation
    Resize Enlarge items
   Changing Text
   Weapon modifications
   Texmod: Texmod installation
   Texmod: Download textures
   Texmod: Create Reskins
  Remove missing prop box

List of what each file does

  All game items (items.txt)
   Item animations (PyroEffect)
  All Game Text
  All Missions and cases (missions.txt)
   Times of all missions
    Mission breakdown
  All major packed files (big files)
    Character models (npcs.big)
   Sgraph - animations
   HUD (game player's interface)
   Camera.txt (camera view)
  Zombie models
  Game rules (Frontend)
  Cutscenes (Cinematics.big)
    Royal Flush
    Safe house
    Americana Casino
   Collision - controls solid surfaces
   Excel coordinates of all areas


  See also Gibbed's and Texmod
   Hex Editor

   Infinity Mode
   Work in Progress Mods
   Zombie Mode


The Dead Rising 2 PC version has a debug mode. The debug mode was created by Capcom. It allowed the game creators to fix any bugs (debug) the game before it was released.

There is no debug mode for the PC version of Off the Record, except for skipping to different missions and times.

There are over 500 options available in debug mode. For example, in the debug mode a player can:

  1. start at any time in the game,
  2. play with no zombies,
  3. demo of all weapons being used,
  4. world were all zombies are frozen in one place, and
  5. travel anywhere without Chuck (the last two are perfect for taking screenshots).

This article covers:

  1. the instructions to enable debug mode,
  2. features of the debug mode start screen,
  3. individual features you can enable.

Note: You cannot play Games for Windows – Live with an edited deadrising2.exe file.

Enable debug mode

{{#ev:youtube|EryJfhBazq4|300|right|"God mode" accessible with instructions here. In game pressing F2. A wired Xbox 360 controller is highly recommended. }}

Download one
Download deadrising2_debug.rar[1]
Open the file, it contains deadrising2_debug.exe.
Move or rename the original deadrising2.exe file (in the main dead rising 2 folder).
Rename deadrising2_debug.exe to deadrising2.exe
Put the new deadrising2.exe in the main dead rising 2 folder
Create ini file
In a text editor (like notepad) create a file called user.ini OR master.ini.
Add the following to this text file:




What each line does is described below.
Save the file
Save the file. Make sure the file is saved as an .ini file not as a .txt file.
The file should go into your deadrising2 main folder, next to deadrising2.exe.
Replace mainmenu
This step may NOT be necessary. mainmenu.big may NOT be required to change if you are going to create a .ini file, as explained below. Replacing mainmenu.big maybe only for people who do not want to create a text file (user.ini or master.ini) Having both a modified mainmenu.big and a user.ini or master.ini has been reported to cause problems (see troubleshooting).
Download two
Download File:Mainmenu.big
Drag the mainmenu.big into the:
"dead rising 2\data\frontend" folder,
Replacing the mainmenu.big. Make sure mainmenu.big is replaced.

Start the game.

Trouble shooting

See also : Debug Mode for problems others have had. Ask questions and problems there

user.ini and mater.ini crash the game

The user.ini and master.ini crash the game for some people.

If this happens, there are two options:

FIRST OPTION: Replaced the original mainmenu.big

Some of the code will crash the game if mainmenu.big was replaced. If you replaced yours then place these lines of code in your user.ini and master.ini:

size_window_x = "1280"
size_window_y = "1024"
OverrideRenderSettings = "True"
RenderFullScreen = "False"
DrawCameraPosition = "True"
RenderLocalPlayerPosition = "True"
show_camera_info = "True"
disable_online = "True"

SECOND OPTION: Create a user.ini or master.ini in DR2 main directory

Without replacing your Mainmenu.big this user.ini and mater.ini file works:



size_window_x = "1280"
size_window_y = "1024"
OverrideRenderSettings = "True"
RenderFullScreen = "False"

DrawCameraPosition = "True"
RenderLocalPlayerPosition = "True"
show_camera_info = "True"

disable_online = "True"

Debug Mode Menu title screen options

Debug Menu on the startup screen

From the Dead Rising 2 mod Forum

In debug mode, there are two new buttons on the main screen:

Debug Enter: This just seems to start a new game.

Debug Jump: Enter a new screen used to debug Cases and "Scoops".

Debug Jump

5 columns:

Dead rising 2 debug mode main screen.jpg

Cases Scoops High Rollers (only 1 entry) Blank Levels (map)
Teleport to a case time/day. Teleport to a particular mission. Teleports Chuck to an empty world. No zombies in interior. Zombies outside and in underground. See also X Fortune Exterior below for outside zombies removed. Some entries crash the game

On the bottom of the page you see what level or map is loading and what spawn point it uses.

All of the games which start with Z crash the game.

Spawn Points

High Rollers

Dead rising 2 high rollers empty world (2).jpg
Dead rising 2 high rollers empty world.jpg

Chuck will start either at:

  1. a random boss battle or
  2. the beginning Fortune City Arena corridor near the green room. Chuck cannot actually leave the green room hallway making this a dead end portion of the game.

In both cases there are no zombies inside. See also X Fortune Exterior below for outside zombies removed.


Once an AutoChuck level is started, if a player quits the level and returns to the start screen, then enters a scoop or case the computer will play, with the player only having control of the view. The computer AI is terrible, often getting stuck on walls and doors.

Level name Description Start location Time
X_AutoChuck Game plays itself starting from hallway between Safe House and Royal Flush Plaza. Player can only control camera view, not Chuck.

Chuck walks through Royal Flush Plaza and attacks Zombies at Americana Casino entrance with hand to hand moves. He enters Americana Casino and attacks zombies in the casino. Zombies often disappear around Chuck.

Dead rising 2 autochuck debugger (9).png

When game is started the following is at the top of the screen in all caps and orange:

"Autochuck the PRI mission mater (34227667) Mission Level Transition"

Dead rising 2 autochuck debugger (7).png

In Americana Casino this later changes to

"Autochuck the zombie killer (34227667)" and
"Autochuck the item picker (34227667)"

Dead rising 2 autochuck debugger (8).png

Map screen: There is a unique mission on the map page called "Demo" and the description in bad English: "Here he comes Chuck!" The red question mark for this mission is at the bottom of Americana Casino, where Chuck travels too.

If chuck is on the watch screen he will move regardless but cannot open the door until the watch screen is closed.

Royal Flush Plaza Begins around Day 1, Sept. 25, 1:30 pm
X_AutoChuck1 Similar to X_AutoChuck above.

Game plays itself starting from hallway between Safe House and Royal Flush Plaza. Player can only control camera view, not Chuck.

Map screen: There is a unique mission on the map page called "Demo" and the description in bad English: "Here he comes Chuck!" The red question mark for this mission is near the sports car in Royal Flush Plaza, where Chuck travels too.

X_AutoChuck2 Similar to X_AutoChuck above.

Game plays itself starting from hallway between Safe House and Royal Flush Plaza. Player can only control camera view, not Chuck.

Map screen: There is a unique mission on the map page called "Demo" and the description in bad English: "Here he comes Chuck!"

Royal Flush Plaza Day 2, Sept. 26, 12:00 pm
X_AutoChuck3 Similar to X_AutoChuck above. The Willamette Mall Security Uniform message comes up. The code says (34230124).

Game plays itself starting from hallway between Safe House and Royal Flush Plaza. Player can only control camera view, not Chuck.

Dead rising 2 autochuck debugger (6).png

Map screen: There is a unique mission on the map page called "Demo" and the description in bad English: "Here he comes Chuck!" The red question mark for this mission is in Slot Ranch Casino, where Chuck travels too.

Day 4, Sept. 28, 12:00 pm
X_AutoChuckWeapons Similar to X_AutoChuck above.

When game starts the following is at the top of the screen in all caps and orange:

"Autochuck the COOP player_0_(34230969)"

Game plays itself starting from the entrance of Yucatan Casino in the Silver Strip. Player can only control camera view, not Chuck.

Map screen: There is a unique mission on the map page called "Demo" and the description in bad English: "Here he comes Chuck!"

Chuck starts hitting the large number of zombies with a Baseball Bat. Instead of being covered in red blood, Chuck is covered in white, similar to the Whipped Cream. After the bat breaks, Chuck pulls out a Metal Baseball Bat and begins to kill zombies with it. The zombies are attracted to Chuck but never hit him.

Dead rising 2 autochuck debugger (5).png

Chuck suddenly appears next to the Motion Madness game in Fortune Park, still hitting balls with the metal bat. The caption says:

"Autochuck the COOP player_1_(34230969)"

Dead rising 2 autochuck debugger (2).png
Dead rising 2 autochuck debugger (4).png

The metal bat breaks and Chuck pulls out a Broadsword next, killing zombies. Again, instead of being covered in red blood, Chuck is covered in white.

Caption changes to:

"Autochuck the COOP player_3_(34230969)"

The Broom Handle is the next weapon, the caption changes to:

"Autochuck the COOP player_4_(34230969)"

Time is only Day 4, Sept. 28, 12:05 pm at this point.

Caption changes to:

"Autochuck the COOP player_6_(34230969)" Cardboard Box

Caption changes to:

"Autochuck the COOP player_7_(34230969)" Cash Register

Caption changes to:

"Autochuck the COOP player_8_(34230969)" [[Croupier Stick]

Caption changes to:

"Autochuck the COOP player_10_(34230969)" Fire Axe
Dead rising 2 autochuck debugger.png

The Lance appears and hangs in mid air next to Chuck.

Day 4, Sept. 28, 12:00 pm
X_AutoChuckVehicles When game starts the following is at the top of the screen in all caps and orange:
Autochuck the coop player vehicle_0_(34235611)

The game starts on the Silver Strip outside of entrance to Yucatan Casino with the Red Motorbike. Chuck rides the motorbike around the area.

X_AutoChuckNvidia Chuck automatically runs around the Silver Strip and Platinum Strip three times, then the game shuts down and goes back to the start screen.

When game starts the following is at the top of the screen in all caps and orange:

Autochuck the PRI mission master (34236147)
Mission Idle

All the zombies on Silver Strip freeze in one place, but there are still zombie sound effects. Some zombies will occasionally move in background.

Silver Strip outside of entrance to Yucatan Casino
X_nVidia 3D There is no caption on the top of the screen.
Dead rising 2 mod autochuck (4).png

Map screen: There is a unique mission on the map page called "No mission ID" There is no red question mark for this mission.

Dead rising 2 mod autochuck (5).png
Dead rising X nVidia 3D.jpg

Like X_AutoChuckNvidia above, all the zombies on Silver Strip freeze in one place. Unlike the other level settings above, the player can control Chuck.

This level is ideal for taking pictures of zombies.

The zombies do not collapse in death, they are frozen in one position (example: broadsword secondary attack slices zombie in half, but does not fall apart). The death animations do not work (example: the swordfish secondary attack Chuck will go through the animation but without the zombie on the swordfish). Chuck can only hit the zombie once but not a second time.

Silver Strip outside of entrance to Yucatan Casino
Dead rising 2 mod autochuck (2).png

Chuck begins surrounded by 4 women including Lulu Barra, Europa Westinghouse, Helen Bonner, and Camille Payne in the hallway between the Safe House and Royal Flush Plaza.

One woman says "O.M.G."

Dead rising 2 mod autochuck (2).png

Map screen: There is a unique mission on the map page called "Demo" and the description in bad English: "Here he comes Chuck!" The red question mark for this mission is in Yucatan Casino, where Chuck automatically travels too.

Dead rising 2 mod autochuck.png

The four women follow Chuck.

X_AutoChuckThrowWeapons When game starts the following is at the top of the screen in all caps and orange:
Autochuck the coop player_0_(throwing)(34238533)

Chuck throws the same Baseball Bat at zombies repeatedly. He then runs to pick it up after it is thrown.

Chuck suddenly appears next to the Motion Madness game in Fortune Park. The caption is the same. Like always zombies disappear occasionally. This time some zombies suddenly appear around Chuck. The Baseball Bat drops out of the sky. Anytime Chuck cannot quickly reach a thrown weapon it disappears, then a new item drops from the sky. Chuck continues to throw the bat, then fetches it.

The Metal Baseball Bat appears then quickly disappears.

The Broadsword appears, and Chuck begins throwing it the caption above is:

Autochuck the coop player_3_(throwing)(34238533)
Autochuck the coop player_4_(throwing)(34238533) Broom Handle

Chuck is transported a second time to Motion Madness. The broom handle appears. Four zombies appear surrounding Chuck, then disappear.

It appears the order of weapons is the same as X_AutoChuckWeapons above.

Silver Strip outside of entrance to Yucatan Casino
Dead rising 2 autochuck debugger (10).png

All outdoor locations are completely free of zombies.

See also High Rollers above for inside zombies removed.

Silver Strip Outside of entrance to Yucatan Casino

Move around the screen to any location

AKA no clip / no-clip mode, or God mode

Food Court. This screen is past the load screen of the Yucatan Casino doors. Which a player can see through the windows of the doors, but which a player would normally never actually travel around in. Note the lack of details.

With the above suggested master.uni file you are able to travel anywhere in the game without Chuck.

Press F2 to start this mode. A xbox 360 wired controller is almost a necessity because it is difficult to move around without it.

When you Press F2 a second time, Chuck will jump down and the player will regain control of Chuck.

  1. A player must return to the body of Chuck (f2) to leave each area to travel to a new area.
  2. While in this mode a player cannot access the map, pick up the transceiver, go to the main menu, pause the game, etc.
  3. There are no icons when a player moves past an item, and the zombies, survivors, and psychopaths ignore this out of body screen.
  4. Zombies will not attack Chuck while you are floating around elsewhere, but psychopaths will attack Chuck and he can die.

Dead rising debugger slot ranch casino.png
Dead rising debugger slot ranch casino (2).png

Atop ceiling of Slot Ranch Casino.

Options available

In your master.ini or user.ini created file there are several options.

Ok.png option works and it is known what it does.

No.png option crashes the game when set to true.

Q.png game does not crash when this option is set at true, but it is not known what this option does.

Name Type Works? Purpose
16x10 bool qQ.png
actor_ik_sandbox int
actor_render_shoulder_facing_dir bool
actor_show_ik bool
allow_cinematics_skip bool
always_show_mouse bool Ok.png Shows mouse cursor in-game
AlwaysClearCache bool
animation_show_info bool Ok.png Displays animations of every model: upper/face/hands/main, of chuck, survivors and psychopaths, but not zombies.

100% (64)

100% 62FF4AD0 0.2500s/0.3833s (7.2/12.0=0.652)

100% (1)

100% C1FE81B8 0.0214s/0.0333s (1.3/3.0=0.643)

100% (7)

100% male_idle_combat.anm
2.61s/3.45s (77.9/104.0=0.756)

Bold: Unknown, changes.
Green: Number of animations that have been played
Purple: Possible hex editor number, unknown location. Unknown purpose
Yellow: How long the animation has run
Orange: How long the animation will run, total time
Blue: Uknown
sgraph.txt animation which is currently being used

animation_show_main_info bool Ok.png Display only main animation info which shows name of animation in use
animation_show_states bool Ok.png Displays sgraph's Dest Animation and Current Animation States. In transitioner's sgraph they have Destand Next in them.

Dest is the number that points to the cGenericAnimState number in sgraph.txt

audio_collision_vis_enabled bool
audio_collision_vis_life float
audio_disable_local_zombies bool
audio_display_peak_meter bool
audio_draw_loader_flags int
audio_draw_loaders bool
audio_draw_message_stats bool
audio_draw_surface_debug_text bool
audio_draw_surround_emitter_flags int
audio_draw_surround_emitters bool
audio_draw_surround_volume_flags int
audio_draw_surround_volume_Types int
audio_draw_surround_volumes bool
audio_enable_game_error_messages bool
audio_enable_loose_files bool
audio_enable_propaudio_info_render bool
audio_enable_slot_ambience_rendering bool
audio_enable_zombiance_rendering bool
audio_enable_zombie_vocal_rendering bool
audio_enable_zombie_voice_override bool
audio_event_debug_output_mask int
audio_lock_listener_position bool
audio_log_verbosity int
audio_sample_rate_override int
audio_zombiance_search_grid_size int
audio_zombiance_update_per_frame int
audio_zombie_voice_action_filter_Threshold int
audio_zombie_voice_max_reference_swap int
audio_zombie_voice_override int
autochuck_enable_propsync bool
autochuck_vehicle_index int
autochuck_weapon_end_index int
autochuck_weapon_index int
BackendSyncCount int
biker_warper_show_info bool
boss_enable_prop_Avoidance bool
boss_use_debug_jump bool Ok.png Adds All bosses to the high rollers in 'Debug Jump' column instead of just Antoine, no zombies spawn.
boss_use_debug_menu_jump bool Q.png
boss_use_scoops bool Q.png
CharacterPreviewMode bool No.png Crashes the game on launch, read exception error.
choke_all_extreme_moves bool
chuck_ghost_mode bool Ok.png Zombies no longer attack or agro Chuck
chuck_gravity_test bool
chuck_in_god_mode bool Ok.png Zombies do no hurt Chuck
collision_render_ai_wall_nums bool
collision_render_ai_walls bool
collision_render_ext_geo bool
collision_render_octree_index int
collision_render_octrees bool
collision_viewer_distance float
ControllerLogName string
ControllerLogOverwrite bool
ControllerRecorderMode int
crank_calling_chuck bool
current_gameshow_round int
current_language int
CustomZombieFaceDecalAlpha float
CustomZombieFaceDecalBlue float
CustomZombieFaceDecalGreen float
CustomZombieFaceDecalRed float
CustomZombieFaceDecalType int
dbPrintf.Disable_Audio_Channel bool
dbPrintf.Disable_Default_Channel bool
dbPrintf.Disable_FE_Channel bool
dbPrintf.Disable_HUD_Channel bool
dbPrintf.Disable_Stream_Channel bool
dbPrintf.Disable_Trace_Channel bool
dbPrintf.Enable_Channel_Prefix bool
debug_crowd bool
debug_menu_paging_skip_count int
debug_on_controller_2_only bool
debug_show_loading_time bool Ok.png load time tip change
DefaultLevel string Ok.png Spawns Chuck in the locker room, simlar to the intro skip in NG+
DefaultMission string Ok.png Sets the level for 'Debug Enter'. Enter the name found in Debug Jump in between the quotes, delete any spaces. Ex: "Mascot" or "Case1_1"
diable_knockback_reaction bool Ok.png Prevents Chuck from getting knocked off his feet.
disable_assert_logging bool
disable_audio bool
disable_blood_follow_victim bool Ok.png Blood is less, when combined with two other blood sections, no blood at all from zombies.
disable_blood_follow_weapon bool Ok.png Blood is less, when combined with two other blood sections, no blood at all from zombies.
disable_blood_on_impact bool Ok.png Blood is less when melee weapon impacts. When combined with two other blood sections, no blood at all from zombies.
disable_car_fire bool
disable_casefiles_popup bool Ok.png Disables case file pop up screen.
disable_cinematics_capture bool
disable_crowd bool Q.png
disable_death_sequence bool Ok.png Prevents Chuck from dying, he will still lose health until 1 block is left. Death animation will not play.
disable_guide_arrow_timeline_overrides bool qOk.png disable_level_up_message bool
disable_mainmenu_scene bool Ok.png Disables The main menu background. Screen is white/blue
disable_minigame_decals bool
disable_minigame_wrapper bool
disable_mission_override_for_num_updating_zombie bool
disable_mouse_tracking_with_gamepad bool
disable_movies bool qQ.png
disable_nat_type_checking bool
disable_online bool oOk.png Set this to true if you are running the patched version and Windows live wants you to sign in or alternatively, not allowing you to get passed the Start Game Screen.[1]
disable_onscreen_stacktrace bool
disable_skill_move_cams bool
disable_subtitles bool
disable_Third_person_follow_cam bool
disable_time_of_day bool Ok.png The time on the watch is for the first day, either 4 am or 9 am. But time of day (dark, light) is the same. Blue background at startup.
disable_transparent_props bool
disable_tutorials bool qQ.png
disable_vibration bool
DisableCacher bool
DisableHalfTextureForSpecificLevel bool
DisableInstaller bool
DisableZombieBlending bool
DisableZombieHeadTracking bool
DisableZombieSlicing bool
DisableZombieSprites bool
display_fe_screen_info bool Ok.png Displays active .txt
display_guide_arrow_debug_info bool Ok.png Displays Objective, Route, Mission, etc.
display_language string
display_terrain_interaction_info bool oOk.png Says "No edge detected" on screen.

Dead rising 2 mods display terrain interaction info no edge detected.png

do_not_cache_static_pathfinding_solution bool
do_online_mem_dumps_on_create_destroy bool
dont_fix_havok bool
DontTintZombiefiedSurvivorSkin bool
double_players_run_speed bool
draw_4_3_debugline bool
draw_boss_debug_text bool
draw_boss_nodes bool Ok.png Displays Boss info. Retreats, LoS, Cover. Player Spawn.
draw_bullet_path bool
draw_damage_logs bool Ok.png Displays Time, Damage, Weapon/Item, and Skill
draw_edge_detector_lines bool
draw_safezone_debugline bool Ok.png Puts blue borders around the screen.
DrawCameraPosition bool
Enable Player from picking up props behind walls bool
enable_123_user_minigame bool
enable_aabb_viewer bool Ok.png Display bounding boxes of all game objects. Also displays a green * when an item is picked up and a yellow line leading from the items location to the location the item was picked up from.
enable_all_skill_moves bool Ok.png Unlocks all skill moves.
enable_anim_pause bool
enable_audio_log bool
enable_boss_replay bool
enable_button_through_timed_dialogs bool
enable_collision_viewer bool Ok.png Display all collision boxes (Immense lag)
enable_debug_jump_menu bool Ok.png Adds Debug Jump To the main menu. Allows player to jump to any scoop, boss, or section of the game.
enable_debug_lines bool Ok.png Draws lines from attacks, prop pickups, area transitions, and more.
enable_debug_text bool
enable_dev_features bool
enable_dev_only_debug_tiwwchnt bool oOk.png Enable quickie menu
enable_e3_demo_experience bool qQ.png E3 demo added a start game/demo button and removed load game and there was a "join co-op" game option
enable_epilog_experience bool qQ.png Changed menu
enable_havok_toi_debug bool
enable_lawnmower_cam_auto_pitch bool
enable_manual_cam bool Ok.png Enables a cam only mode, messes with the main menu as well.
enable_memory_logging bool
enable_no_zombie_video_capture_mode bool Ok.png No zombies, may also effect rendering.
enable_one_button_debug_menu bool
enable_options_overrides bool
enable_pre_control bool
enable_precert_experience bool Ok.png Spawns Chuck in an empty arena. Simalar Function to "skip_startup"
enable_prolog_experience bool Ok.png Spawns Chuck in an empty arena. Simalar Function to "skip_startup" Except it doesn't have zombies.
enable_quickie_debug_menu bool oOk.png Enable quickie menu
enable_secure_networking bool
enable_session_test_property_prop bool
enable_soak_test bool Ok.png Idle at main menu. Runs X_AutoChuckWeapons. This version runs longer; it has different weapons than X_AutoChuckWeapons. Blood is red
enable_stationary_cam bool
enable_telemetry bool
enable_tir_soak_test bool
enable_visual_debugger bool
EnableAsyncLoadQueueDebugPrint bool
EnableDecalChartz bool Ok.png Displays Decal Indicies, Decal Count, and Decals per Frame.
EnablePauseMenuCaseFiles bool Ok.png Unlocks Case File Menu, Allows player to open the menu early.
EnablePyroConnectivity bool
EnableRenderCPUBudgetChartz bool
EnableRenderPerformanceInfoChartz bool Ok.png Displays frames, render speed, update speed, draw, zombie count, level render, and many more.
EnableRenderTargetGPUChartz bool No.png Crashes the game before menu, displays GPU info, zombie info etc.
EnableStreamingWorldFileEventLog bool
facing_angle_offset float
flush_every_log_line bool
force_crowd_anim int
force_disable_combined_blur bool
force_injured_state bool Ok.png Forces 'Injured' status on Chuck *Holds stomach
force_load_fat_zombies bool qQ.png
force_load_female_zombies bool qQ.png
force_load_skinny_zombies bool qQ.png
force_non_injured_state bool Ok.png Forces 'Non Injured' status on Chuck *Runs normally
force_phone_state bool
force_queen_bees_to_spawn bool
force_sick_state bool Ok.png Forces 'Sick' status on Chuck / Makes him throw up
ForceCustomZombieFaceDecal bool
ForceLODTexForStreamingWorld bool Ok.png Makes LODs disappear, zombies near chuck will load in.
ForceRenderZombiesByInstance bool Q.png
ForceStreamAllProps bool
get_all_combo_cards bool oOk.png All combo cards are available
head_tracking_disabled bool
hide_actors_in_vehicle bool Ok.png Makes Chuck and Survivors go invisible while driving.
hide_changelist bool
hide_droppers_in_slicecycles bool
ignore_boss_damage bool Ok.png ignores any damage YOU do to the BOSS.
ignore_regional_limitations bool
infinite_prop_durability bool Ok.png Makes weapons unbreakable, some items will still break when thrown. Items that aren't invincible when thrown: Boxs, Bags, Suitcases, Trashcans. *Doesn't apply to food.
inverted_aim_camera_x bool
inverted_aim_camera_y bool
inverted_camera bool
inverted_camera_x bool
inverted_camera_y bool
is_testing_p2p bool
level_render_orientation bool
LightingTest bool Q.png
limited_debug_menu bool Q.png
load_all_weapon_anims bool No.png Crashes the game. Unhandled Exceptions.
lock_local_remote_zombie_control bool
main_menu_level string Q.png
make_game_go_faster bool Q.png
massive_boss_damage bool Ok.png All bosses die with one hit.
MEMANALYSIS.disable bool
minigame_duration int
missions_everything_unlocked bool
mr_clean bool Q.png
navmeshplotter_draw_edges bool
never_draw_survivor_path bool
never_render_guide_arrow bool qOk.png Removes the guide arrow, leaves behind black smudge.
not_a_team_player bool
notebook_show_all bool oOk.png Shows all the notebook pages in the notebook. People's names are gray until found.

Dead rising 2 notebook show all.png

npc_party_manager_debug_render bool Ok.png Lists survivors that are in party / recruited.
npc_show_debug_info bool Ok.png Displays NPC info. Name, Model Name, Nature, Behavior, Action Status, Position XYZ, Run Speed, Reaction, Reaction Level.
number_of_player_health_bars int Ok.png When paired with (number_of_player_health_bars="True") This allows the player to set the health bars 15 max
number_of_player_inventory_slots int Ok.png When paired with (number_of_player_health_bars) This allows the player to set the inventory slots. 13 max.
online_bandwidth_fudge_ratio float
online_bandwidth_throttling bool
online_debug_dlc_disabled bool
online_disable_coop_triggers bool
online_disable_file_logging bool
online_disable_heartbeat bool
online_disable_pc_voip_hack bool
online_disable_time_sync bool
online_display_bandwidth bool
online_display_broadcast_stats bool
online_display_conn_stats bool
online_display_event_metrics bool
online_display_game_state_man_detail bool
online_display_host_status bool
online_display_log bool
online_display_mission_info bool
online_display_npc_info bool
online_display_p2p_client_info bool
online_display_p2p_server_info bool
online_display_prop_info bool
online_display_prop_stats bool
online_display_type_metrics bool
online_display_vehicle_info bool
online_display_voip_stats bool
online_display_weapon_anim_banks bool
online_display_zombie_ownership bool
online_display_zombie_pool_info bool
online_display_zombie_sync_info bool
online_enable_logging bool
online_enable_net_sim bool
online_enable_profiling bool
online_enable_quick_test bool
online_enable_quick_test_for_ip int
online_enable_tel_me bool
online_enable_velocity_blur bool
online_enable_write_peak_free_mem_to_file bool
online_endptr_stats_type int
online_extended_heart_beat float
online_ignore_matchmaking_errors bool
online_is_enable_systemlink bool
online_is_render_telme_status bool
online_is_show_name_with_port_num bool
online_is_systemlink_host bool
online_log.3 string
online_log.prefix string
online_log.verbose_level int
online_net_sim_consecutive_lost int
online_net_sim_latency int
online_net_sim_lost_rate int
online_net_sim_lost_type int
online_normal_heart_beat float
online_num_players int
online_platform_dlc_disabled bool
online_send_rate_limit_kbps float
online_server_address string
online_start_with_max_sent_rate int
online_test_leaderboard_ui bool
online_time_sync_cap_renderframe_skip int
online_unreliable_data_send_rate_percentage float
online_use_reduced_bandwidth_metrics bool
online_voip_enable_receive_buffering bool
online_voip_send_buffer_ms int
override_gameshow_round bool
override_head_max_cdown float
override_head_max_cup float
override_head_max_left float
override_head_max_right float
override_head_max_sdown float
override_head_max_sup float
override_head_tracking bool
override_jump_heights bool
override_minigame_duration bool
override_minigame_event_1 int
override_minigame_event_2 int
override_minigame_event_3 int
override_minigame_event_4 int
override_minigame_events bool
override_player_health_bars bool Ok.png When paired with (number_of_player_health_bars="True") This allows the player to set the health bars 15 max
override_player_inventory_slots bool Ok.png When paired with (number_of_player_inventory_slots="True") This allows the player to set the inventory slots 13 max.
override_player_patch_table bool
override_players_speed_scalar float Ok.png Scales the speed of player movement. Default is 100.0
override_region bool
OverrideRenderSettings bool oOk.png Controls size of widow, see Play the game windowed
ParticleMemorySandbox bool
pathfinding_auto_plot_enable bool
pathfinding_cache_path_solution bool
pathfinding_debugger bool Ok.png Displays distance between NPC / Survivor and Chuck with nodes measured in meters.
pathfinding_debugger_use_bulleye bool
pathfinding_disable_doa bool
pathfinding_disable_smoothing bool
pathfinding_disable_steering bool
pathfinding_disabled bool Ok.png Prevents survivors from moving / removes their pathfinding.
pathfinding_display_graph_cache_status bool Ok.png Displays NPC AI info. NPC AI Manager, Pathfinder 00, Pathfinder 01.
pathfinding_display_workspace_debug_info bool
pathfinding_do_not_use_navigation_mesh bool Ok.png When set to true Survivors will only follow Chuck if he is in their Line Of Sight LOS
pathfinding_doa_plot_samples bool
pathfinding_draw_complete_solution bool Ok.png Displays distance between NPC / survivor and Chuck with nodes. Measured in meters.
pathfinding_draw_connections bool
pathfinding_draw_connections_directions bool
pathfinding_draw_failures bool
pathfinding_draw_navigation_mesh bool Ok.png Displays Current Nav Mesh Polyhedron for Local Player. Used to identify location.
pathfinding_draw_navmesh_coordinate bool
pathfinding_draw_new_node_connection bool
pathfinding_draw_nodes bool
pathfinding_draw_side_a bool
pathfinding_draw_solution bool Ok.png Displays survivors current waypoint, and distance between NPC / Survivor and Chuck with nodes measured in meters.
pathfinding_draw_workspace bool
pathfinding_errors_render_plain bool
pathfinding_fast_waypoint_plot bool
pathfinding_go_straight_when_no_path bool
pathfinding_show_nodes_indices bool
pathfinding_validator_draw_edge_numbers bool
pause_minigame_timer bool
pickup_katie_enabled bool
player1_score int
player2_score int
player3_score int
player4_score int
player_render_aistatus_info bool
player_render_anim_event_info bool
player_render_arrow bool qQ.png Does not remove background arrow smudge
player_render_assignment bool
player_render_assignmentinfo bool
player_render_attrib bool
player_render_controller bool
player_render_filter_role int
player_render_filter_text_by_role bool
player_render_goal bool
player_render_goal_file_info bool
player_render_goal_info bool Ok.png Displays Chuck's status. Idle, Attacking, Zombie grab etc.
player_render_graph_blending bool
player_render_mode int
player_render_name_role bool
player_render_online_info bool
player_render_position bool
player_render_set_rotation bool
print_handling_styles bool
PrintOverBudgetTextures bool
profile_show_average_ct bool
profile_use_game_data bool
profiler_display_in_seconds bool Ok.png Displays Chuck's postion (X, Y, Z,) and his rotation in degrees.
props_info_distance float Ok.png Controlls the distance which prop info is displayed. MUST be paired with the command render_props_info="True"
ragdoll_bindpose bool
ragdoll_enabled bool
random_seed int
ranged_camera_snaps_to_player bool
ranged_camera_snaps_to_player bool
region string
RENDER.disable_fp bool
RENDER.disable_widescr bool
RENDER.enable_framerate_graph bool
RENDER.enable_wii_screenshot bool
RENDER.EnableGPUTimingQueries bool
RENDER.force_30hz bool
RENDER.force_fullscreen bool
RENDER.forcenvperfhud bool
RENDER.forceref bool
RENDER.forceref bool
RENDER.forcesoftware bool
RENDER.forcesoftware bool
RENDER.mip0test bool
RENDER.pause_framerate_graph bool
RENDER.swap_missing_texture bool
RENDER.wii_lowgraphics bool
render_online_mem bool
render_prop_bones bool
render_props_bone bool
render_props_info bool Ok.png Displays Prop Info, Instance Name, Durability, and Attached(held) Props. Props are weapons, cash etc.
render_props_locators bool
render_props_locators_type bool
render_props_particle_locators bool
render_props_pivots bool
render_props_root bool
render_zombies_as_debug_lines bool Q.png
RenderActivityMonitor bool
RenderAudioHeapStats bool Ok.png Displays Audio, Zombie, Prop Audio, and Survivor Heap Info.
RenderFEHeapStats bool Ok.png Displays FE Structures Heap + FPS
RenderFullScreen bool oOk.png Controls size of widow, see Play the game windowed
RenderLocalHeapStats bool
RenderLocalPlayerPosition bool oOk.png Green data showing game coordinates of where Chuck is standing
Dead rising debugger slot ranch casino (2).png
RenderOnlineHeapStats bool
RenderOnlineStats bool
RenderPerformanceInfo bool Ok.png Displays Session time, Real time, Real Date, FPS, Total frames, Update times, and Drawn nodes
RenderPhysicalMemoryStats bool
RenderPrimaryHeapStats bool Ok.png Displays Primary Heap info
RenderPrimaryVBHeapStats bool
RenderRemotePlayerPosition bool
RenderReplayHeapStats bool Ok.png Displays Replay Heap info
RenderStreamingHeapStats bool
RenderStreamingTexVBHeapStats bool
RenderThreadInfo bool Ok.png Displays CPU Cores, Threads[BCG], Total stack size, Times
RenderZombieHeapStats bool
RenderZombieStats bool oOk.png Small white text near zombies killed: Upd zombie: 76, Ren: 76, Sport: 0 Inv: 229

Dead rising 2 mods RenderZombieStats.png

RenderZoneInfo int
ScreenScale float
scriptfe bool No.png Broken, causes game to load forever.
show_active_buffs bool Ok.png Displays all active buffs applied by magazines carried in you inventory.
show_actor_attachment_info bool
show_actor_source_files bool
show_attack_directions bool
show_attack_radius_info bool
show_attack_window_ray_frames bool
show_bones_names bool Q.png
show_boss_clearout_range bool Ok.png Displays the range where a boss will preform a clearout attack.
show_boss_target_info bool Ok.png Displays Targets, Score Points, Distance Score.
show_camera_info bool Ok.png Shows Camera Position. Position XYZ, View XYZ, Up XYZ, FOV, Heading and Patch.
Dead rising show camera info (3).jpg Dead rising show camera info.jpg Dead rising show camera info (2).jpg
show_chuck_info bool oOk.png Small white text health bar appears on Chuck. 1.0 = 1 bar

Dead rising 2 mods show chuck info health 1.0 1 bar.png

show_cinematic_info bool Ok.png Displays cinematic info. Name, Exclusivity, Location, Running Tick Time in Seconds:Centiseconds
show_collision_info bool
show_combo_seq_counter bool Ok.png Displays Combo Sequences.
show_jump_height bool
show_player_destination bool
show_trigger_volume bool
show_zombie_los bool Q.png
ShowStreamingWorldMessage bool
size_window_x int oOk.png Controls size of widow, see Play the game windowed
size_window_y int oOk.png Controls size of widow, see Play the game windowed
SkinnedDecalingRTScaleU float
SkinnedDecalingRTScaleV float
skip_cinematics bool oOk.png Loading is much faster. Beginning background of stadium is gray.
skip_easychuck_cinematics bool Q.png Skips cutscenes automatically. Helps load times, Similar to skip_cinematics, except that from a New Game it spawns chuck on his bike
skip_movie bool qQ.png
skip_startup bool oOk.png Chuck is in an empty arena with four bikes. He cannot leave. Below him is zombies in cages, which he cannot access.
soak_test_timeout_in_seconds int
soak_test_timer_expired_DONT_USE bool
start_window_x int
start_window_y int
superride_player_patch_table bool
survivor_combat_info bool .
survivor_show_info bool Ok.png Displays Survivor coordinates, waypoint status, and active off screen zombies
survivor_turn_limits bool
suspend_on_lost_focus bool Ok.png Forces the game to stop the clock and almost everything on screen when switching to different tabs or windows.
swap_buttons bool
telemetry_changelist_prefix string
telemetry_server string
test_jumps_enabled bool
test_mode bool
tir_soak_test_failed_create_attempts_DONT_USE int
tir_soak_test_playthroughs_DONT_USE int
tir_soak_test_soak_index_DONT_USE int
tir_soak_test_timer_DONT_USE float
tir_soak_test_timer_expired_DONT_USE bool
track_memory_conditions bool
TurnOnSeekFileLog bool
TurnOnSeekTrace bool
unittest_dbassert_on_fail bool
use_dr1_controller_layout bool
use_homogeneous_survivor_awareness bool
use_nth_uniform int
use_nth_uniform_for_client int
use_nth_uniform_for_host int
use_pc_profile_video_settings bool
use_ramster_for_slicecycles bool
UseAltCSV bool
user_hamster_ball bool qQ.png
vehicle_camera_free_look bool Ok.png Disables camera lock and camera centering
vehicle_disable_procedural_animation bool Ok.png Disables tire animations. Tires no longer spin or rotate.
vehicle_enable_debug_buttons bool
vehicle_hide_debug_tire_marks bool
vehicle_plot_enviro_collision bool
vehicle_show_center_of_mass bool
vehicle_show_health_info bool Ok.png Displays vehicle health, EX: Sports Car = 300/300
vehicle_show_info bool Ok.png Displays Actor Vehicle Info, Vehicle Info, Damage, Properties, Speed, Strength, Gear, Quick Turn State and Vehicle State.
vehicle_show_suspension bool
vehicle_show_wheel_transform bool
vehicle_syncronise_dt_with_animation bool
weapon_show_debug_info bool Ok.png Displays weapon condition, pending attacks, combo window, and attack recovery state.
Widescreen bool
xbox_live_session_test_property_prop1 int
xbox_live_session_test_property_prop2 int
xbox_live_session_test_property_prop3 int
zombie_attack_disabled bool Ok.png Prevents zombies from attacking or grappling.
zombie_attack_even_in_manual_cam bool Ok.png Allows zombies to attack Chuck while in free cam / manual cam
zombie_camera_debug_line bool
zombie_dead_go_ragdoll_disabled bool Q.png
zombie_disable_camera_transparency bool Ok.png Disables zombies from becoming transparent when close to the camera.
zombie_disable_fall_from_ledging bool
zombie_disable_terrain_scan bool
zombie_dont_do_grapple_position_hack bool
zombie_enable_caps bool
zombie_enable_preemptive_ragdoll bool
zombie_grapple_camera_disabled bool Ok.png Disables zombie grapple cam.
zombie_grapples_disabled bool
zombie_immortal bool Ok.png By itself it doesn't seem to do anything, when combined with zombie_logic_disabled="True" the game acts similarly to X_ nVidia 3D
zombie_logic_disabled bool Ok.png Zombies are frozen in place like X_nVidia 3D, except they have no collision and can't be killed. Combine with zombie_immortal="True"
zombie_plot_damage bool
zombie_plot_reachability_test bool
zombie_plot_tripping_test bool
zombie_plot_zombie_in_grapple_window bool No.png Crashes the game as soon as a zombie gets close.
zombie_population_max_num_limit int Ok.png Depending on the value, loads the exact number of zombies in the loaded area
zombie_reactivate_dead_ragdoll bool Q.png
zombie_render_grapple_interface bool Ok.png Displays the amount of left and right movements needed to break grapples.
zombie_render_grapple_windows bool
zombie_render_skeleton bool
zombie_show_debug_info bool Ok.png Displays info about zombies. Ex: Address, Animations, Status, ID #.
zombie_show_heading bool No.png Crashes game after loading screen.
zombie_tripping_chance_always bool Ok.png Zombies will always trip off ledges and fall onto their face.
zombie_update_target_at_state_switch bool
zombies_ignore_all_humans bool Ok.png Zombies will ignore Chuck, Survivors and Psychos. They will not attack or agro.

Play the game windowed


size_window_x and size_window_y will be overridden by RenderWidth and RenderHeight in rendersettings.ini if they have been set by you.[2]

Enable quickie menu

This option allows a player to rebind quickie menu to the keyboard.



Edit: keymap.txt



user.ini master.ini example

All 500+ options are listed in this user.ini/master.ini file, but only around 10 options are active. The // hides the options and allows for comments. Simply remove the // to make the option active/true.


  • You cannot go into debug god mode (pressing f2) while pushing an item such as a dolly or drink cart.
Dead rising dead rising Tastes Like Chicken debugger.png
  • During High Rollers in debug mode, if the modder goes out of body/god mode, and the chef is atop Chuck when F2 is pressed, the chef will transport with Chuck, dropping down with Chuck.
    • This will happen with any zombie, boss or survivor which chuck is grabbing. The person transports with Chuck.
  • If you press F2 while Chuck is running, Chuck will continue to run. He will continue to run when he hits a wall.



See also

External links

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