Wasteland 2: now with improved modding capabilities!

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Executor_
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Joined: August 11th, 2014, 5:38 am

Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ » August 29th, 2017, 12:39 am

Behind the scenes, there's 3 different types of attacks: Attack, ConeAttack, and AreaAttack. The reason why that's not working is because only shotguns use the 'coneAngle' stat. Only energy weapons use the 'conductiveMultiplier' and 'nonConductiveMultiplier' stats. Only ItemTemplate_WeaponAoe and ItemTemplate_WeaponBoobyTrap use 'aoeRadius'.

I haven't thought about weapons using non-standard attack types before, but implementing it might not be too difficult. You'd specify in the fireMode the attack type, eg. 'coneAttack' or 'energyAttack'. Most of the work would come from going through the code and stripping out references to specific types of ItemTemplate_Weapons for each attack. Doubt it'll make it into the 0.9.3 update though, but I can include it in 0.9.4. That update won't involve a massive number of changes like 0.9.3 so it should only take about a month.


Executor_
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Posts: 90
Joined: August 11th, 2014, 5:38 am

Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ » August 29th, 2017, 9:36 am

Thank you. I'll try to get that implemented once 0.9.3 is done.

Executor_
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Posts: 90
Joined: August 11th, 2014, 5:38 am

Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ » September 9th, 2017, 2:57 pm

0.9.3 alpha version updated, still HIGHLY EXPERIMENTAL and so not for playing the campaign with:
In the "Experimental" shared Dropbox folder: https://www.dropbox.com/sh/x36syu96ku75 ... g80ka?dl=0
Direct link: https://www.dropbox.com/sh/x36syu96ku75 ... delta?dl=0

As always with a new version, delete your "Export" folder.

I haven't been able to work much on the game this past week, so not as much progress as I would've liked. The main difference from the previous alpha version is UI support for multiple ItemTemplate_Ammo using the same Caliber. I also drastically rewrote the CHA_AttributeEditor and CHA_SkillEditor classes since inXile's implementation was a mess as well as being occasionally buggy, like with the Disparnumerophobia quirk. Finally, I've fixed up a lot of the bugs I created while working on 0.9.3. Traits are still only partly functional, though.

There's a test mod available at: https://www.dropbox.com/sh/x36syu96ku75 ... d.zip?dl=0
Extract it so it overwrites your "Mods" folder. It includes some example ammos and mods that you can play around with. If you load a save, the game will put a bunch of them in your first character's inventory if the MSON files have been correctly extracted (EDIT: must have at least 2 party members).

Trait mod has had some minor adjustments: https://www.dropbox.com/sh/x36syu96ku75 ... d.zip?dl=0
Brawling mod (unchanged): https://www.dropbox.com/sh/x36syu96ku75 ... ng_mod.zip

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