Wasteland 2: now with improved modding capabilities!

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Shadow Jack
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Re: Wasteland 2: now with improved modding capabilities!

Post by Shadow Jack » January 20th, 2018, 6:15 am

Executor_ wrote:
January 20th, 2018, 1:06 am
I've going to begin work on 0.9.5 now. First steps:
  • Go to PC class. Select all. Cut. Paste into Mob class.
  • Go to PCStats class. Select all. Cut. Paste into MobStats class.
  • Go to PCTemplate class. Select all. Cut. Paste into MobTemplate class.
I'm finally going to do NPC stats (including perks), proper NPC inventories, and add a durability score to items, like I promised a long while ago. It'll include a lot of related stuff, like randomly generating appropriate stats and items + mods + ammo for NPCs, so don't expect another game update for quite a while.

Better NPCs should address the difficulty problem in the game, ie. on Supreme Jerk difficulty, NPCs do double damage while your squad does half damage. Once NPCs have a level and Attribute/Skills/Traits, they can simply be "levelled up" on higher difficulties rather than receiving such crude bonuses.

Item durability will hopefully help fix the in-game economy. You soon end up with way more scrap than you have things to spend it on. Once you need to repair your weapons and armor frequently, it'll drain a lot of that scrap out of the game. Dropped weapons from NPCs will mostly be in poor condition, and higher tier weapons will cost far more to repair.
Great news! How do you plan to implement durability penalties(boolean working/nonworking or some linear dicrease in weapon stats )? Will weaponsmith/mechanical repair have effect on durability? Will it be possible to repair gear by yourself(or receive a discount on reapair) if you invested in weaponsmith skill?

Executor_
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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ » January 20th, 2018, 9:17 am

Durability will be a percentage, with some form of penalty to an item's stats. Though obviously stats like chanceToJam would actually be increasing quite significantly at low durability. I'll make sure there's some way to mod which stats get penalized, what the maximum penalty is, etc. Maybe a set of default penalties in the weapon Skills, and the possibility of overriding those defaults in ItemTemplates.

I've also thought about having discrete steps for the durability, ie. 0-25%, 25-50%, 50-70%, 70-85%, 85-100% (moddable). At around 70% condition, you'd have fairly minimal penalties, and it wouldn't be overly expensive to repair up to there. Trying to repair beyond that level would become increasingly expensive. It is the Wasteland, so having a weapon in pristine condition should be fairly prohibitive scrap-wise.

I intend to eventually include the ability to repair gear yourself using broken weapon parts, but that might not make it in 0.9.5 as that'll require even more UI changes, and those always take too much of my time.

bananaketchup
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Re: Wasteland 2: now with improved modding capabilities!

Post by bananaketchup » January 20th, 2018, 5:44 pm

Edit: I've reverted to 0.9.4 for now.
Seems to be working.

-------------------------------------------

I am unable to get to the main menu after patching to 0.9.4c.
The game launches but just gets stuck at the loading screen.

Output log last entry says:
===============================

Starting Main Menu Load

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

NullReferenceException: Object reference not set to an instance of an object
at UnityObjectDatabase.Cull (Boolean startUp) [0x00000] in <filename unknown>:0

at LogoLauncher+<PlayLogos>d__6.MoveNext () [0x00000] in <filename unknown>:0
UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
LogoLauncher:Update()

(Filename: Line: -1)

================================

I am able to run the game if I restore Assembly_CSharp.dll
Not sure if this helps, but I set up a Steam Library folder on a different drive because that one is SSD.
My regular Steam folder is in a different drive than my OS is also. So basically
C: is Windows 10 OS
D: Secondary Drive which contains programs (Steam and other things that are too big for my C drive)
G: SSD for games

I was able to run 0.9.4b a few days ago. I had made changes to weapons and that worked fine for my existing save file.
My initial problem is that I was unable to start a new game.
After verifying game cache and as well as deleting and reinstalling WL2DC, I cannot get the game to the load past the loading screen when I patch Assembly_CSharp.dll

Executor_
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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ » January 21st, 2018, 2:26 am

0.9.4d now available here.

I broke character creation in 0.9.4b. Completely forgot about testing that.

I also made a slight change to the UnityObjectDatabase code. See if that fixes your crash on start bananaketchup.

bananaketchup
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Re: Wasteland 2: now with improved modding capabilities!

Post by bananaketchup » January 21st, 2018, 10:49 am

0.9.4d has fixed it.
Thanks, Executor.
Keep up the good work!

hakinaro
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Re: Wasteland 2: now with improved modding capabilities!

Post by hakinaro » January 21st, 2018, 11:23 am

hi so i installed the patch put the localization in the folder booted the game and loaded a save but i have no settings.ini file in the \mygames wasteland folder i am using a fresh install i just downloaded last night steam if it matters so it should be latest version

Executor_
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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ » January 21st, 2018, 12:45 pm

Ah, my original post has lots of outdated information now. Sorry about. I'll try get it updated ASAP.

There's no more settings.ini file. In-game, go to the Options menu, then select the Modding tab. The settings are there now.

Executor_
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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ » February 2nd, 2018, 10:36 am

0.9.4e now available here.

UPDATED GAME BUG FIXES
  • Fixed PCs not triggering NPC ambushes.

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Cipher
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Re: Wasteland 2: now with improved modding capabilities!

Post by Cipher » February 14th, 2018, 9:36 am

Just a quick problem I had. Once I install the delta and I use the file injector the mod MAX SPEED from this topic ( viewtopic.php?f=18&t=8727&start=80) won't work. The file injector says error. Any help or at least someone who is willing to send me the mson file for the movement speed increase?

Executor_
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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ » February 14th, 2018, 10:33 am

First, find the location of the "Mods" folder. You can check in-game by going to the Options menu and selecting the "Modding" tab. Then go to the "Mod Folder Path" location with Windows Explorer or whatnot. Create a directory named "Mods" if there isn't one there already.

Go to the "\Mods\Import\BaseStat\DerivedStat" directory; creating the folders if necessary.

Make a text file named runSpeed.mson in the "DerivedStat" folder. Using Notepad/Notepad++, set the file's contents as:

Code: Select all

{
	initialValues : [
		{
			when : [ Situation.PC ]
			tooltipId : ""
			
			subset : [ Situation.Always ]
			operation : Operation.Add
			value : 6.0
		}
		{
			when : [ Situation.CNPC ]
			tooltipId : ""
			
			subset : [ Situation.Always ]
			operation : Operation.Add
			value : 6.0
		}
	]
}
6 is the default runSpeed, so change it to whatever you like.

Make a text file named walkSpeed.mson in the "DerivedStat" folder. Using Notepad/Notepad++, set the file's contents as:

Code: Select all

{
	initialValues : [
		{
			when : [ Situation.PC ]
			tooltipId : ""
			
			subset : [ Situation.Always ]
			operation : Operation.Add
			value : 3.0
		}
		{
			when : [ Situation.CNPC ]
			tooltipId : ""
			
			subset : [ Situation.Always ]
			operation : Operation.Add
			value : 3.0
		}
	]
}
3 is the default walkSpeed.

Make sure the filenames end with '.mson', not '.txt' or '.mson.txt'.

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Cipher
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Re: Wasteland 2: now with improved modding capabilities!

Post by Cipher » February 14th, 2018, 11:10 am

Thanks and bravo! One last question : Do I have to set it to 10.0 or just 10 ? Also what about critical failures ? I would like to set it to 0. I hate save scumming 24/7. Plus it would be nice if you put a sort of list with every single code file we had so far (Critical fails , run speed , levelmeterskills and stuff)

Executor_
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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ » February 14th, 2018, 12:38 pm

10 or 10.0 will both work.

The game will write all moddable objects to the "Mods\Export\" folder. If you want to edit any, copy it into the equivalent folder in the "Mods\Import\" directory. Previous posts in this thread describe that in more detail.

To eliminate critical failures, go to the "Mods\Import\Table\" folder (create it if necessary). Make a file named SkillMetered.mson that contains the following:

Code: Select all

{
	TheOdds : [ // not additive, percentage at which it transitions to a different result; any leftover chance is a critical success
		{ critFailChance : 0.0, failChance : 0.0, succeedChance : 100.0 }
		{ critFailChance : 0.0, failChance : 10.0, succeedChance : 85.0 }
		{ critFailChance : 0.0, failChance : 25.0, succeedChance : 88.0 }
		{ critFailChance : 0.0, failChance : 40.0, succeedChance : 90.0 }
		{ critFailChance : 0.0, failChance : 75.0, succeedChance : 92.0 }
		{ critFailChance : 0.0, failChance : 90.0, succeedChance : 95.0 }
		{ critFailChance : 0.0, failChance : 100.0, succeedChance : 0.0 }
	]
	Duration : [ 3.5, 4.5, 5.0, 7.5, 7.5, 8.0, 0.0 ]
	ChallengeText : [ "<@>Simple", "<@>Easy", "<@>Easy", "<@>Medium", "<@>Hard", "<@>Hard", "<@>Impossible" ]
}

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