[SCRIPT] How to find new weapons/mods/masks

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[SCRIPT] How to find new weapons/mods/masks
So I've seen several requests on how to find the new items that OVERKILL adds to the game. Here is a script with baselines set for the Halloween update (Update 16-FTS), by that I mean.. if you ran this script with the Halloween update, you would see no output because there is nothing new since then. However in the future, you can run this script with new updates and see new weapons/mods/masks in your 'Debug Console' or in iphlpapi.log.

When I ran this script with my baseline at Update 15, I saw the following:

So you can see that the weapon 'usp' was added for the Halloween update.

Enjoy & let me know if you have issues.

Code:
function arrayIndexOf(arr, item)
	for i,v in ipairs(arr) do
		if v == item then return i end
	end
	return nil
end

-- Run at main menu to show new weapons
local wep_msg = false
local wep_arr = { 'usp', 'new_m4', 'glock_17', 'mp9', 'r870', 'glock_18c', 'amcar', 'm16', 'olympic', 'ak74', 'akm', 'akmsu', 'saiga', 'ak5', 'aug', 'g36', 'p90', 'new_m14', 'deagle', 'new_mp5', 'colt_1911', 'mac10', 'serbu', 'huntsman', 'b92fs', 'new_raging_bull',  'saw' }
for k,v in pairs(tweak_data.upgrades.definitions) do
	if v.category == "weapon" and not arrayIndexOf(wep_arr, k) then
		if not wep_msg then
			wep_msg = true
			io.stderr:write("\nNew weapon(s):\n")
		end
		io.stderr:write("weapon_id: " .. v.weapon_id .. ", factory_id: " .. v.factory_id .. "\n")
	end
end

-- Run at main menu to show new weapon mods
local mod_msg = false
local mod_arr = { 'wpn_fps_pis_usp_body_standard', 'wpn_fps_pis_usp_fl_adapter', 'wpn_fps_smg_mac10_body_ris', 'wpn_fps_upg_fl_ass_smg_sho_peqbox', 'wpn_fps_pis_deagle_o_standard_front_long', 'wpn_upg_ak_s_folding_vanilla', 'wpn_fps_shot_huntsman_s_short', 'wpn_fps_m16_fg_standard', 'wpn_fps_pis_rage_b_comp2', 'wpn_fps_pis_rage_b_standard', 'wpn_fps_upg_o_t1micro', 'wpn_fps_smg_mac10_s_skel', 'wpn_fps_pis_rage_body_smooth', 'wpn_upg_saiga_fg_standard', 'wpn_fps_pis_rage_b_short', 'wpn_fps_pis_g17_m_standard', 'wpn_fps_shot_saiga_b_standard', 'wpn_upg_ak_g_standard', 'wpn_fps_pis_beretta_sl_brigadier', 'wpn_fps_smg_mac10_body_ris_special', 'wpn_upg_o_marksmansight_rear_vanilla', 'wpn_fps_smg_mp5_b_mp5a5', 'wpn_fps_smg_akmsu_b_standard', 'wpn_fps_pis_deagle_fg_rail', 'wpn_upg_saiga_m_20rnd', 'wpn_fps_pis_usp_m_standard', 'wpn_fps_upg_vg_ass_smg_verticalgrip', 'wpn_fps_smg_mac10_m_short', 'wpn_fps_upg_ns_ass_smg_small', 'wpn_upg_ak_fg_combo1', 'wpn_fps_saw_b_normal', 'wpn_fps_m4_uupg_o_flipup', 'wpn_fps_pis_g18c_m_mag_33rnd', 'wpn_fps_smg_olympic_fg_railed', 'wpn_fps_pis_beretta_body_rail', 'wpn_fps_smg_mp9_m_extended', 'wpn_fps_smg_p90_b_long', 'wpn_fps_pis_g18c_co_comp_2', 'wpn_fps_pis_1911_b_standard', 'wpn_fps_shot_saiga_m_5rnd', 'wpn_fps_smg_akmsu_fg_rail', 'wpn_fps_ass_ak5_body_rail', 'wpn_fps_smg_mac10_s_fold', 'wpn_fps_m4_upper_reciever_edge', 'wpn_fps_shot_shorty_s_solid_short', 'wpn_fps_upg_ns_ass_smg_medium', 'wpn_fps_ass_m14_body_ebr', 'wpn_fps_shot_shorty_m_extended_short', 'wpn_fps_m16_s_solid_vanilla', 'wpn_fps_ass_g36_body_standard', 'wpn_fps_upg_m4_m_straight_vanilla', 'wpn_fps_m4_uupg_m_std', 'wpn_fps_smg_olympic_s_short', 'wpn_fps_pis_1911_m_extended', 'wpn_fps_pis_1911_body_standard', 'wpn_fps_smg_p90_m_std', 'wpn_upg_ak_fg_combo3', 'wpn_fps_pis_deagle_co_long', 'wpn_fps_m4_uupg_s_fold', 'wpn_fps_upg_fl_pis_laser', 'wpn_fps_pis_beretta_b_std', 'wpn_fps_ass_ak5_fg_ak5a', 'wpn_fps_smg_p90_body_p90', 'wpn_fps_ass_ak_body_lowerreceiver', 'wpn_fps_ass_ak5_fg_fnc', 'wpn_fps_shot_r870_fg_railed', 'wpn_fps_pis_rage_b_comp1', 'wpn_fps_aug_m_pmag', 'wpn_fps_ass_g36_m_standard', 'wpn_fps_shot_r870_body_rack', 'wpn_fps_pis_deagle_g_standard', 'wpn_fps_shot_r870_gadget_rail', 'wpn_fps_upg_m4_m_drum', 'wpn_fps_pis_deagle_m_standard', 'wpn_fps_m16_fg_vietnam', 'wpn_fps_upg_ns_pis_medium', 'wpn_fps_ass_74_body_upperreceiver', 'wpn_fps_ass_g36_fg_ksk', 'wpn_fps_aug_fg_a3', 'wpn_fps_smg_mp5_b_m5k', 'wpn_fps_pis_g17_body_standard', 'wpn_fps_upg_m4_g_standard', 'wpn_fps_smg_mp5_body_rail', 'wpn_fps_smg_akmsu_body_lowerreceiver', 'wpn_fps_shot_r870_s_m4', 'wpn_fps_upg_ns_pis_large', 'wpn_fps_aug_b_long', 'wpn_upg_ak_s_folding', 'wpn_fps_ak_extra_ris', 'wpn_upg_saiga_fg_lowerrail', 'wpn_fps_m4_lower_reciever', 'wpn_fps_pis_deagle_body_standard', 'wpn_fps_upg_ns_shot_shark', 'wpn_fps_upg_fl_pis_tlr1', 'wpn_fps_aug_b_short', 'wpn_fps_pis_1911_b_vented', 'wpn_upg_ak_fg_combo2', 'wpn_fps_amcar_uupg_body_upperreciever', 'wpn_fps_m4_uupg_b_medium_vanilla', 'wpn_fps_shot_r870_s_nostock', 'wpn_fps_upg_m4_m_straight', 'wpn_fps_ass_74_m_standard', 'wpn_fps_smg_olympic_fg_olympic', 'wpn_fps_m4_uupg_b_short', 'wpn_fps_smg_mp5_m_drum', 'wpn_fps_smg_p90_b_short', 'wpn_fps_ass_m14_m_standard', 'wpn_fps_pis_beretta_g_ergo', 'wpn_upg_ak_s_skfoldable', 'wpn_fps_upg_ns_ass_smg_stubby', 'wpn_fps_pis_deagle_b_standard', 'wpn_fps_shot_r870_fg_wood', 'wpn_fps_upg_m4_g_standard_vanilla', 'wpn_fps_upg_fl_ass_smg_sho_surefire', 'wpn_fps_m4_uupg_fg_rail', 'wpn_fps_shot_r870_b_short', 'wpn_fps_shot_r870_s_folding', 'wpn_fps_ass_ak5_s_ak5c', 'wpn_upg_ak_s_skfoldable_vanilla', 'wpn_fps_ass_ak5_fg_ak5c', 'wpn_fps_shot_r870_m_extended', 'wpn_fps_ass_akm_b_standard', 'wpn_fps_shot_r870_s_solid', 'wpn_fps_upg_m4_s_standard', 'wpn_fps_pis_beretta_o_std', 'wpn_fps_ass_ak5_s_ak5b', 'wpn_fps_upg_ns_pis_small', 'wpn_fps_smg_mac10_ris_dummy', 'wpn_fps_ass_g36_body_sl8', 'wpn_fps_m4_uupg_fg_lr300', 'wpn_fps_m4_uupg_m_std_vanilla', 'wpn_fps_ass_m14_b_standard', 'wpn_fps_upg_ns_ass_smg_tank', 'wpn_fps_pis_usp_b_tactical', 'wpn_fps_shot_r870_b_long', 'wpn_fps_smg_mp9_s_fold', 'wpn_fps_pis_g18c_co_1', 'wpn_fps_ass_g36_fg_c', 'wpn_fps_ass_ak5_s_ak5a', 'wpn_fps_m4_uupg_b_short_vanilla', 'wpn_fps_pis_g18c_s_stock', 'wpn_fps_smg_mp5_s_ring', 'wpn_fps_m4_uupg_b_long', 'wpn_fps_pis_deagle_g_bling', 'wpn_fps_pis_1911_co_1', 'wpn_fps_upg_vg_ass_smg_verticalgrip_vanilla', 'wpn_fps_pis_g18c_g_ergo', 'wpn_upg_ak_fg_standard', 'wpn_fps_pis_rage_g_ergo', 'wpn_fps_ass_ak5_b_std', 'wpn_fps_pis_1911_b_long', 'wpn_fps_ass_g36_s_kv', 'wpn_fps_ass_g36_b_long', 'wpn_upg_ak_fg_combo4', 'wpn_fps_upg_m4_g_ergo', 'wpn_fps_shot_r870_s_nostock_big', 'wpn_fps_pis_g18c_b_standard', 'wpn_fps_m16_s_solid', 'wpn_upg_ak_m_drum', 'wpn_fps_pis_beretta_g_std', 'wpn_fps_upg_ns_ass_smg_firepig', 'wpn_fps_pis_deagle_co_short', 'wpn_fps_smg_akmsu_fg_standard', 'wpn_upg_o_marksmansight_front', 'wpn_fps_m4_upper_reciever_round_vanilla', 'wpn_fps_addon_ris', 'wpn_upg_ak_s_psl', 'wpn_fps_upg_m4_s_adapter', 'wpn_fps_pis_beretta_co_co1', 'wpn_fps_shot_r870_fg_big', 'wpn_fps_upg_ns_shot_thick', 'wpn_fps_pis_beretta_body_beretta', 'wpn_fps_aug_ris_special', 'wpn_fps_pis_usp_b_expert', 'wpn_fps_pis_usp_m_extended', 'wpn_fps_upg_o_eotech', 'wpn_fps_ass_74_b_standard', 'wpn_upg_ak_s_adapter', 'wpn_fps_pis_deagle_g_ergo', 'wpn_fps_pis_1911_co_2', 'wpn_fps_pis_rage_g_standard', 'wpn_fps_smg_mp5_b_mp5a4', 'wpn_fps_pis_g18c_m_mag_17rnd', 'wpn_fps_smg_mp5_body_mp5', 'wpn_fps_pis_beretta_sl_std', 'wpn_fps_pis_beretta_m_std', 'wpn_fps_pis_deagle_o_standard_front', 'wpn_fps_smg_olympic_s_adjust', 'wpn_fps_aug_body_aug', 'wpn_fps_ass_m16_o_handle_sight', 'wpn_fps_smg_mp5_fg_mp5a5', 'wpn_fps_pis_beretta_co_co2', 'wpn_fps_smg_mp5_fg_mp5sd', 'wpn_fps_ass_ak5_body_ak5', 'wpn_fps_shot_shorty_s_nostock_short', 'wpn_fps_pis_usp_b_match', 'wpn_fps_pis_g18c_body_frame', 'wpn_fps_smg_mp5_s_adjust', 'wpn_fps_pis_1911_o_long', 'wpn_fps_smg_mp5_fg_m5k', 'wpn_fps_smg_mp9_m_short', 'wpn_fps_pis_g17_b_standard', 'wpn_fps_ass_m16_os_frontsight', 'wpn_fps_smg_mp5_s_solid', 'wpn_fps_upg_m4_s_standard_vanilla', 'wpn_fps_pis_rage_b_long', 'wpn_fps_m16_fg_railed', 'wpn_fps_pis_1911_g_bling', 'wpn_fps_pis_1911_g_ergo', 'wpn_fps_m4_uupg_draghandle_vanilla', 'wpn_fps_pis_1911_m_standard', 'wpn_fps_smg_mp9_b_dummy', 'wpn_fps_pis_1911_o_standard', 'wpn_fps_ass_m14_body_lower', 'wpn_upg_ak_m_akm', 'wpn_fps_m4_uupg_fg_rail_ext', 'wpn_fps_upg_vg_ass_smg_afg', 'wpn_fps_upg_m4_g_sniper', 'wpn_fps_pis_1911_g_standard', 'wpn_fps_ass_g36_g_standard', 'wpn_upg_o_marksmansight_rear', 'wpn_fps_pis_rage_body_standard', 'wpn_fps_shot_huntsman_b_long', 'wpn_fps_shot_r870_s_nostock_vanilla', 'wpn_fps_aug_b_medium', 'wpn_fps_smg_mac10_body_mac10', 'wpn_fps_smg_mp5_m_std', 'wpn_fps_pis_deagle_m_extended', 'wpn_fps_smg_mac10_b_dummy', 'wpn_fps_smg_mac10_m_extended', 'wpn_fps_shot_huntsman_s_long', 'wpn_fps_shot_r870_s_solid_single', 'wpn_fps_shot_r870_body_standard', 'wpn_fps_ass_g36_s_sl8', 'wpn_fps_shot_r870_s_nostock_single', 'wpn_fps_shot_r870_fg_small', 'wpn_fps_pis_deagle_b_long', 'wpn_fps_ass_m14_body_jae', 'wpn_fps_shot_huntsman_b_short', 'wpn_fps_ass_akm_body_upperreceiver_vanilla', 'wpn_fps_upg_ns_ass_smg_large', 'wpn_fps_smg_mp9_s_skel', 'wpn_fps_ass_m14_body_dmr', 'wpn_fps_ass_m14_body_upper', 'wpn_fps_upg_m4_m_pmag', 'wpn_fps_shot_r870_fg_railed_vanilla', 'wpn_fps_upg_o_specter', 'wpn_fps_ass_akm_body_upperreceiver', 'wpn_fps_m4_uupg_draghandle', 'wpn_fps_upg_m4_s_pts', 'wpn_fps_pis_deagle_o_standard_rear', 'wpn_fps_shot_r870_s_solid_big', 'wpn_fps_smg_mp9_body_mp9', 'wpn_upg_o_marksmansight_front_vanilla', 'wpn_fps_smg_mp5_fg_mp5a4', 'wpn_fps_smg_mp5_b_mp5sd', 'wpn_fps_ass_g36_b_short', 'wpn_fps_shot_r870_ris_special', 'wpn_fps_amcar_uupg_fg_amcar', 'wpn_fps_upg_o_aimpoint_2', 'wpn_fps_upg_vg_ass_smg_stubby', 'wpn_fps_pis_beretta_m_extended', 'wpn_fps_shot_r870_s_solid_vanilla', 'wpn_fps_ass_g36_fg_k', 'wpn_fps_m4_uupg_b_medium', 'wpn_fps_m4_upper_reciever_round', 'wpn_fps_upg_o_docter', 'wpn_fps_ass_g36_s_standard', 'wpn_fps_shot_huntsman_body_standard', 'wpn_fps_upg_o_aimpoint', 'wpn_fps_saw_body_standard', 'wpn_fps_saw_m_blade', 'wpn_fps_m4_uupg_b_sd' }
for k,v in pairs(tweak_data.blackmarket.weapon_mods) do
	if not arrayIndexOf(mod_arr, k) then
		if not mod_msg then
			mod_msg = true
			io.stderr:write("\nNew weapon mod(s):\n")
		end
		io.stderr:write("id: " .. k .. ", desc_id: " .. tostring(v.desc_id) .. ", name_id: " .. tostring(v.name_id) .. "\n")
	end
end

-- Run at main menu to show new masks
local mask_msg = false
local mask_arr = { 'gagball', 'mummy', 'mr_sinister', 'cthulhu', 'hog', 'skull', 'scarecrow', 'bullet', 'rubber_male', 'clown_56', 'alienware', 'baby_happy', 'baby_cry', 'baby_angry', 'dripper', 'dallas_clean', 'oni', 'anonymous', 'kawaii', 'clowncry', 'outlandish_a', 'jaw', 'dallas', 'venomorph', 'chains_clean', 'grin', 'pumpkin_king', 'tounge', 'rubber_female', 'shogun', 'irondoom', 'brazil_baby', 'day_of_the_dead', 'outlandish_c', 'demon', 'hockey', 'biglips', 'troll', 'buha', 'vampire', 'character_locked', 'chains', 'demonictender', 'zombie', 'dillinger_death_mask', 'brainiack', 'shrunken', 'stonekisses', 'bear', 'babyrhino', 'greek_tragedy', 'monkeybiss', 'wolf', 'wolf_clean', 'dawn_of_the_dead', 'hoxton_clean', 'witch', 'zipper', 'frank', 'outlandish_b', 'hoxton' }
managers.blackmarket:_setup_masks()
for k,v in pairs(tweak_data.blackmarket.masks) do
	if not arrayIndexOf(mask_arr, k) then
		if not mask_msg then
			mask_msg = true
			io.stderr:write("\nNew mask(s):\n")
		end
		io.stderr:write("id: " .. k .. ", desc_id: " .. tostring(v.desc_id) .. ", name_id: " .. tostring(v.name_id) .. ", unit: " .. tostring(v.unit) .. "\n")
	end
end
What about patterns? I know there's quite a few number of new patterns such as Doomweaver, stitches and hanniballistic which told to be included in the Halloween server. After spending half an hour in Offshore Payday, i got a "Stitches" and "Webbed" which is Halloween items
Fine! I made a list by hand for all masks, colors and patterns to get each item with the correct "value"

normal
superior
exceptional
infamous
preorder
overkill
Do you know the right ones for the bear mask and the other masks from the Halloween update?
Quote Originally Posted by Lilarcor View Post
Fine! I made a list by hand for all masks, colors and patterns to get each item with the correct "value"



Do you know the right ones for the bear mask and the other masks from the Halloween update?
How do i use them? Sorry, I am new in this.
You can use it like this :
local masks = {}

masks["bear"] = 'value'
masks["pumpkin_king"] = 'value'
masks["frank"] = 'value'
masks["venomorph"] = 'value'
masks["witch"] = 'value'
masks["baby_happy"] = 'value'
masks["baby_cry"] = 'value'
masks["baby_angry"] = 'value'
masks["brazil_baby"] = 'value'

managers.blackmarket:_setup_masks()
for name,quality in pairs(masks) do
Global.blackmarket_manager.masks[ name ].unlocked = true
managers.blackmarket:add_to_inventory( quality, "masks", name, false )
end
(... but with the correct value) I hope i didn't forget any from the last 2 updates.
How do I get the value?
I don't know the right value but you can try replacing value by normal or infamous and it will work. Other values like overkill must make the game crash.
the correct value for the halloween masks is "halloween", unsurprisingly. i.e:

Code:
local masks = {}

masks["venomorph"] = 'halloween'

managers.blackmarket:_setup_masks()
for name,quality in pairs(masks) do
Global.blackmarket_manager.masks[ name ].unlocked = true
managers.blackmarket:add_to_inventory( quality, "masks", name, false )
end
What is the value of the bear mask? it's a community item, tried placing 'community', didn't work.
Are the values for Halloween textures 'halloween' as well?
i merge 2 scripts for mask and patterns (i tested this and this is working)

local textures = {}
textures["doomweaver"] = 'halloween'
textures["stitches"] = 'halloween'
textures["hannibalistic"] = 'halloween'
textures["webbed"] = 'halloween'
textures["shout"] = 'halloween'
textures["pumpgrin"] = 'halloween'

local masks = {}

masks["bear"] = 'halloween'
masks["pumpkin_king"] = 'halloween'
masks["frank"] = 'halloween'
masks["venomorph"] = 'halloween'
masks["witch"] = 'halloween'
masks["baby_happy"] = 'halloween'
masks["baby_cry"] = 'halloween'
masks["baby_angry"] = 'halloween'
masks["brazil_baby"] = 'halloween'

managers.blackmarket:_setup_masks()
for name,quality in pairs(masks) do
Global.blackmarket_manager.masks[ name ].unlocked = true
managers.blackmarket:add_to_inventory( quality, "masks", name, false )


managers.blackmarket:_setup_masks()
for name,quality in pairs( textures ) do
managers.blackmarket:get_inventory_category( "textures" )
managers.blackmarket:add_to_inventory( quality, "textures", name, true )
end
end
Ok, to sum up masks, textures, materials and colors :

local masks = {}

masks["skull"] = 'preorder'
masks["wolf_clean"] = 'infamous'
masks["hoxton_clean"] = 'infamous'
masks["dallas_clean"] = 'infamous'
masks["chains_clean"] = 'infamous'
masks["dallas"] = 'infamous'
masks["hoxton"] = 'infamous'
masks["chains"] = 'infamous'
masks["wolf"] = 'infamous'
masks["cthulhu"] = 'infamous'
masks["grin"] = 'infamous'
masks["dillinger_death_mask"] = 'infamous'
masks["anonymous"] = 'infamous'

masks["alienware"] = 'normal'
masks["greek_tragedy"] = 'normal'
masks["jaw"] = 'normal'
masks["hockey"] = 'normal'
masks["troll"] = 'normal'
masks["gagball"] = 'normal'
masks["tounge"] = 'normal'
masks["zipper"] = 'normal'
masks["biglips"] = 'normal'
masks["clowncry"] = 'normal'
masks["mr_sinister"] = 'normal'
masks["clown_56"] = 'normal'
masks["dripper"] = 'normal'
masks["buha"] = 'normal'
masks["shogun"] = 'normal'
masks["oni"] = 'normal'
masks["monkeybiss"] = 'normal'
masks["babyrhino"] = 'normal'
masks["hog"] = 'normal'
masks["outlandish_a"] = 'normal'
masks["outlandish_b"] = 'normal'
masks["outlandish_c"] = 'normal'
masks["bullet"] = 'normal'
masks["shrunken"] = 'normal'
masks["brainiack"] = 'normal'
masks["zombie"] = 'normal'
masks["scarecrow"] = 'normal'
masks["mummy"] = 'normal'
masks["vampire"] = 'normal'
masks["day_of_the_dead"] = 'normal'
masks["dawn_of_the_dead"] = 'normal'
masks["demon"] = 'normal'
masks["stonekisses"] = 'normal'
masks["demonictender"] = 'normal'
masks["rubber_male"] = 'normal'
masks["rubber_female"] = 'normal'
masks["irondoom"] = 'normal'
masks["kawaii"] = 'normal'

masks["bear"] = '????'
masks["pumpkin_king"] = 'halloween'
masks["frank"] = 'halloween'
masks["venomorph"] = 'halloween'
masks["witch"] = 'halloween'
masks["baby_happy"] = 'halloween'
masks["baby_cry"] = 'halloween'
masks["baby_angry"] = 'halloween'
masks["brazil_baby"] = 'halloween'


managers.blackmarket:_setup_masks()
for name,quality in pairs(masks) do
Global.blackmarket_manager.masks[ name ].unlocked = true
managers.blackmarket:add_to_inventory( quality, "masks", name, false )
end
local materials = {}

materials["deep_bronze"] = 'infamous'
materials["gold_clean"] = 'infamous'
materials["pianoblack"] = 'infamous'
materials["radioactive"] = 'infamous'
materials["rainbow"] = 'infamous'
materials["slime"] = 'infamous'
materials["scales"] = 'infamous'
materials["titanium"] = 'infamous'

materials["greygloss"] = 'normal'
materials["whiterock"] = 'normal'
materials["skin"] = 'normal'
materials["cracks1"] = 'normal'
materials["metal1"] = 'normal'
materials["concrete1"] = 'normal'
materials["finewood"] = 'normal'
materials["bark3"] = 'normal'
materials["alligator"] = 'normal'
materials["rock1"] = 'normal'
materials["wicker1"] = 'normal'
materials["twoblue"] = 'normal'
materials["magma"] = 'normal'
materials["carbon"] = 'normal'
materials["oldbronze"] = 'normal'
materials["bark2"] = 'normal'
materials["denim"] = 'normal'
materials["bloodred"] = 'normal'
materials["bismuth"] = 'normal'
materials["plastic"] = 'normal'
materials["oxide_bronze"] = 'normal'
materials["mercury"] = 'normal'
materials["matteblack"] = 'normal'
materials["waterblue"] = 'normal'
materials["leather"] = 'normal'
materials["rock3"] = 'normal'
materials["bark1"] = 'normal'
materials["rock2"] = 'normal'
materials["hot_cold"] = 'normal'
materials["chrome_purple"] = 'normal'
materials["candy"] = 'normal'
materials["orchish"] = 'normal'


managers.blackmarket:_setup_masks()
for name,quality in pairs( materials ) do
managers.blackmarket:get_inventory_category( "materials" )
managers.blackmarket:add_to_inventory( quality, "materials", name, true )
end
local textures = {}

textures["fan"] = 'preorder'
textures["spawn"] = 'infamous'
textures["electric"] = 'infamous'
textures["fingerprint"] = 'infamous'
textures["overkill"] = 'infamous'
textures["solidfirst"] = 'infamous'
textures["solidsecond"] = 'infamous'
textures["ultimaterobber"] = 'infamous'
textures["ace"] = 'infamous'
textures["cobrakai"] = 'infamous'
textures["cat"] = 'infamous'
textures["dragon_full"] = 'infamous'
textures["fleur2"] = 'infamous'

textures["daniel"] = 'normal'
textures["pd2"] = 'normal'
textures["sidestripe"] = 'normal'
textures["grayson"] = 'normal'
textures["clown"] = 'normal'
textures["normal"] = 'normal'
textures["maskedfalcon"] = 'normal'
textures["tf2"] = 'normal'
textures["bloodsucker"] = 'normal'
textures["emblem1"] = 'normal'
textures["wtf"] = 'normal'
textures["mantis"] = 'normal'
textures["beast"] = 'normal'
textures["cogs"] = 'normal'
textures["puzzle"] = 'normal'
textures["cake"] = 'normal'
textures["companioncube"] = 'normal'
textures["ouro"] = 'normal'
textures["reaper"] = 'normal'
textures["rorschach"] = 'normal'
textures["compass"] = 'normal'
textures["aperture"] = 'normal'
textures["portal"] = 'normal'
textures["swe_camo"] = 'normal'
textures["biohazard"] = 'normal'
textures["pirate"] = 'normal'
textures["nuclear"] = 'normal'
textures["star"] = 'normal'
textures["tribal2"] = 'normal'
textures["gearhead"] = 'normal'
textures["emblem2"] = 'normal'
textures["marv"] = 'normal'
textures["zebra"] = 'normal'
textures["fleur"] = 'normal'
textures["whiner"] = 'normal'
textures["ouroboros"] = 'normal'
textures["striped"] = 'normal'
textures["shazam"] = 'normal'
textures["celtic2"] = 'normal'
textures["no_color_full_material"] = 'normal'
textures["starbreeze"] = 'normal'
textures["celtic1"] = 'normal'
textures["zipper"] = 'normal'
textures["flames"] = 'normal'
textures["paint1"] = 'normal'
textures["diamond"] = 'normal'
textures["swirl"] = 'normal'
textures["spikes"] = 'normal'
textures["hand"] = 'normal'
textures["luchador"] = 'normal'
textures["japan"] = 'normal'
textures["emblem4"] = 'normal'
textures["bite"] = 'normal'
textures["daft_heart"] = 'normal'
textures["skull"] = 'normal'
textures["scars"] = 'normal'
textures["yinyang"] = 'normal'
textures["emblem3"] = 'normal'
textures["molecule"] = 'normal'
textures["trekronor"] = 'normal'
textures["anarchy"] = 'normal'
textures["usa"] = 'normal'
textures["raster"] = 'normal'
textures["hypnotic"] = 'normal'
textures["girlsandboys"] = 'normal'
textures["flag"] = 'normal'
textures["eightball"] = 'normal'
textures["dragon_split"] = 'normal'
textures["barbarian"] = 'normal'
textures["messatsu"] = 'normal'
textures["no_color_no_material"] = 'normal'
textures["chains"] = 'normal'
textures["circuit"] = 'normal'
textures["foot"] = 'normal'
textures["magnet"] = 'normal'
textures["arrow"] = 'normal'
textures["hexagon"] = 'normal'
textures["hawk"] = 'normal'
textures["loverboy"] = 'normal'
textures["headshot"] = 'normal'
textures["unionjack"] = 'normal'
textures["two"] = 'normal'
textures["target"] = 'normal'
textures["paint"] = 'normal'
textures["atom"] = 'normal'
textures["spider"] = 'normal'
textures["tribal"] = 'normal'
textures["horizon_circle"] = 'normal'
textures["big_skull"] = 'normal'
textures["kabuki1"] = 'normal'
textures["gradient"] = 'normal'
textures["illuminati"] = 'normal'
textures["vertical"] = 'normal'
textures["hearts"] = 'normal'
textures["yggdrasil"] = 'normal'
textures["poison"] = 'normal'
textures["hellish"] = 'normal'
textures["cracker"] = 'normal'

textures["doomweaver"] = 'halloween'
textures["stitches"] = 'halloween'
textures["hannibalistic"] = 'halloween'
textures["webbed"] = 'halloween'
textures["shout"] = 'halloween'
textures["pumpgrin"] = 'halloween'


managers.blackmarket:_setup_masks()
for name,quality in pairs( textures ) do
managers.blackmarket:get_inventory_category( "textures" )
managers.blackmarket:add_to_inventory( quality, "textures", name, true )
end
local colors = {}

colors["red_black"] = 'preorder'
colors["magenta_solid"] = 'infamous'
colors["dark_gray_solid"] = 'infamous'
colors["blood_red_white"] = 'infamous'
colors["black_white"] = 'infamous'
colors["black_solid"] = 'infamous'
colors["navy_blue_solid"] = 'infamous'

colors["white_solid"] = 'normal'
colors["red_solid"] = 'normal'
colors["blue_solid"] = 'normal'
colors["green_solid"] = 'normal'
colors["cyan_solid"] = 'normal'
colors["yellow_solid"] = 'normal'
colors["light_gray_solid"] = 'normal'
colors["gray_solid"] = 'normal'
colors["pink_solid"] = 'normal'
colors["purple_solid"] = 'normal'
colors["blood_red_solid"] = 'normal'
colors["orange_solid"] = 'normal'
colors["light_brown_solid"] = 'normal'
colors["brown_solid"] = 'normal'
colors["light_blue_solid"] = 'normal'
colors["leaf_green_solid"] = 'normal'
colors["warm_yellow_solid"] = 'normal'
colors["dark_red_solid"] = 'normal'
colors["dark_green_solid"] = 'normal'
colors["nothing"] = 'normal'
colors["yellow_blue"] = 'normal'
colors["red_blue"] = 'normal'
colors["light_gray_dark_gray"] = 'normal'
colors["magenta_cyan"] = 'normal'
colors["green_red"] = 'normal'
colors["orange_blue"] = 'normal'
colors["green_olive"] = 'normal'
colors["yellow_orange"] = 'normal'
colors["light_brown_matte_blue"] = 'normal'
colors["turquoise_purple"] = 'normal'
colors["orange_gray_blue"] = 'normal'
colors["coral_red_matte_blue"] = 'normal'
colors["toxic_green_dark_green"] = 'normal'
colors["warm_yellow_matte_purple"] = 'normal'
colors["bright_yellow_brown"] = 'normal'
colors["coral_red_lime_green"] = 'normal'
colors["white_matte_blue"] = 'normal'
colors["red_dark_red"] = 'normal'
colors["bone_white_magenta"] = 'normal'
colors["cobalt_blue_navy_blue"] = 'normal'
colors["toxic_green_leaf_green"] = 'normal'
colors["light_brown_brown"] = 'normal'
colors["bright_yellow_turquoise"] = 'normal'
colors["light_blue_gray_blue"] = 'normal'
colors["pink_matte_purple"] = 'normal'
colors["bone_white_purple"] = 'normal'
colors["light_blue_cobalt_blue"] = 'normal'
colors["coral_red_gray_blue"] = 'normal'
colors["leaf_green_blood_red"] = 'normal'
colors["cobalt_blue_pink"] = 'normal'
colors["bright_yellow_olive_green"] = 'normal'
colors["bone_white_light_blue"] = 'normal'
colors["coral_red_dark_red"] = 'normal'
colors["turquoise_pink"] = 'normal'
colors["white_brown"] = 'normal'
colors["blue_light_blue"] = 'normal'
colors["toxic_green_matte_purple"] = 'normal'
colors["orange_matte_blue"] = 'normal'
colors["warm_yellow_navy_blue"] = 'normal'
colors["bright_yellow_dark_gray"] = 'normal'
colors["white_magenta"] = 'normal'
colors["cyan_purple"] = 'normal'
colors["white_black"] = 'normal'
colors["light_gray_blood_red"] = 'normal'
colors["bone_white_navy_blue"] = 'normal'
colors["warm_yellow_olive_green"] = 'normal'
colors["cyan_orange"] = 'normal'
colors["dark_gray_orange"] = 'normal'
colors["light_brown_navy_blue"] = 'normal'
colors["orange_purple"] = 'normal'
colors["light_blue_brown"] = 'normal'
colors["green_blood_red"] = 'normal'
colors["cyan_blue"] = 'normal'
colors["yellow_orange"] = 'normal'
colors["light_gray_dark_gray"] = 'normal'
colors["gray_black"] = 'normal'
colors["white_dark_gray"] = 'normal'
colors["white_brown"] = 'normal'
colors["white_navy_blue"] = 'normal'
colors["white_purple"] = 'normal'
colors["black_coral_red"] = 'normal'
colors["black_orange"] = 'normal'
colors["black_cobalt_blue"] = 'normal'
colors["black_leaf_green"] = 'normal'
colors["red_white"] = 'normal'
colors["leaf_green_white"] = 'normal'
colors["orange_white"] = 'normal'
colors["cobalt_blue_white"] = 'normal'
colors["warm_yellow_white"] = 'normal'
colors["black_bright_yellow"] = 'normal'
colors["warm_yellow_bright_yellow"] = 'normal'
colors["black_magenta"] = 'normal'
colors["navy_blue_light_blue"] = 'normal'
colors["dark_red_orange"] = 'normal'

managers.blackmarket:_setup_masks()
for name,quality in pairs( colors ) do
managers.blackmarket:get_inventory_category( "colors" )
managers.blackmarket:add_to_inventory( quality, "colors", name, true )
end
and (all?) new interceptor weapon mods :

magazine:
wpn_fps_pis_usp_m_standard
wpn_fps_pis_usp_m_extended


gadget:
wpn_fps_pis_usp_fl_adapter

stock? :
wpn_fps_pis_usp_body_standard

slide:
wpn_fps_pis_usp_b_tactical
wpn_fps_pis_usp_b_expert
wpn_fps_pis_usp_b_match
I don't know if the best way to add them is Global.blackmarket_manager.inventory.normal.weapon_mods.<mod name> = <desired number>

or

Global.blackmarket_manager.inventory.community.weapon_mods.<mod name> = <desired number>
Does anyone know the job_id of safehouse nightmare ?
Here you go folks, some code I wrote to give yourself items and such. They work with the latest Halloween update. It will also set the items to their correct category. So normal masks how as normal, infamous masks show as infamous and the Halloween masks will show up as Halloween and so on.

Code:
function in_table(table, value)
  if table ~= nil then for i,x in pairs(table) do if x == value then return true end end end
  return false
end

function giveitems( type, times )
    local types = {"weapon_mods", "masks", "materials", "textures", "colors"}
    local skip = { masks = {"character_locked"}, materials = {"plastic"}, colors = {"nothing"} }
    if not times then times = 5 end
    if type == "all" then
      for i = 1, #types do giveitems(types[i], times) end
      return
    elseif not in_table(types, type) then return end
    for i=1, times do
            for mat_id,_ in pairs(tweak_data.blackmarket[type]) do
                if not in_table(skip[type], mat_id) then
                    local global_value = "normal"
                    if _.global_value then
                              global_value = _.global_value
                      elseif _.infamous then
                              global_value = "infamous"
                      elseif _.dlcs or _.dlc then
                          local dlcs = _.dlcs or {}
                          if _.dlc then table.insert( dlcs, _.dlc ) end
                          global_value = dlcs[ math.random( #dlcs ) ]
                      end
                      managers.blackmarket:add_to_inventory(global_value, type, mat_id, false)
                  end
              end
    end
end

function removeitems( type, times )
    local types = {"weapon_mods", "masks", "materials", "textures", "colors"}
    if not times then times = 100 end
    if type == "all" then
      for i = 1, #types do removeitems(types[i], times) end
      return
    elseif not in_table(types, type) then return end
    for i=1, times do
            for mat_id,_ in pairs(tweak_data.blackmarket[type]) do
                managers.blackmarket:remove_item("normal", type, mat_id, false)
                managers.blackmarket:remove_item("infamous", type, mat_id, false)
                if _.global_value then
                          managers.blackmarket:remove_item(_.global_value, type, mat_id, false)
                  elseif _.dlcs or _.dlc then
                      local dlcs = _.dlcs or {}
                      if _.dlc then table.insert( dlcs, _.dlc ) end
                      for i = 1, #dlcs do
                          local global_value = dlcs[i]
                          managers.blackmarket:remove_item(global_value, type, mat_id, false)
                      end
                  end
              end
      end
end

function giveitem(item, times)
    local types = {"weapon_mods", "masks", "materials", "textures", "colors"}
    local skip = { masks = {"character_locked"}, materials = {"plastic"}, colors = {"nothing"} }
    if not times then times = 5 end
    for t = 1, #types do
        local type = types[t]
            for mat_id,_ in pairs(tweak_data.blackmarket[type]) do
                if not in_table(skip[type], mat_id) and mat_id == item then
                    local global_value = "normal"
                    if _.global_value then
                              global_value = _.global_value
                      elseif _.infamous then
                              global_value = "infamous"
                      elseif _.dlcs or _.dlc then
                          local dlcs = _.dlcs or {}
                          if _.dlc then table.insert( dlcs, _.dlc ) end
                          global_value = dlcs[ math.random( #dlcs ) ]
                      end
                      for i=1, times do managers.blackmarket:add_to_inventory(global_value, type, mat_id, false) end
                      return
                  end
              end
    end
end
removeitems and additems work with:
"all", "weapon_mods", "masks", "materials", "textures", "colors"
They will remove or give you the items specified, all will give you everything. Times is optional and is the number of items you want to get or remove at one time.

I suggest removing everything from your inventory before use in the case you gave your self items before with the wrong category to prevent problems and duplications of non-legit items. To do so, use this:
removeitems( "all" )

Now to give youself everything, do:
giveitems("all")
You can also do something like:
giveitems("all", 20)
To give yourself 20 of everything. Of course you can do just masks like:
giveitems("masks", 20)

Now the third function is give item which lets you give yourself a certain item in the game instead of everything. It will categorize them correctly as well. To use that function, use "giveitem", similar to the one above but without the "s" at the end.
So you can do:
giveitem("alienware", 1) -- Alienware Mask
giveitem("bear", 1) -- Bear Mask
giveitem("scarecrow", 1) -- Scarecrow Mask
giveitem("dark_gray_orange", 1) -- Dark Gray Orange Color
giveitem("slime", 1) -- Slime material


Well, enjoy folks
The script allows you to find new inventory items, what if you want to find new missions as well so you can put them in the job spawner?
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