Wasteland 2: now with improved modding capabilities!

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Executor_
Explorer
Posts: 303
Joined: August 11th, 2014, 5:38 am

0.9.4.057 now available here

UPDATED GAME BUG FIXES
  • resolved issue with a state variable related to the Prison not always being set when rescuing both AG Center and Highpool, preventing main quest progression
icarium_jag
Initiate
Posts: 1
Joined: April 5th, 2021, 5:29 am

Hi,

Would you recommended this patch to someone starting their first first blind playthrough of Wasteland 2: DC?
If yes, which version would be considered most stable and polished?

Kind regards,
J
Shadow Jack
Acolyte
Posts: 76
Joined: October 25th, 2017, 7:53 am

Executor_ wrote: April 5th, 2021, 4:28 am 0.9.4.057 now available here

UPDATED GAME BUG FIXES
  • resolved issue with a state variable related to the Prison not always being set when rescuing both AG Center and Highpool, preventing main quest progression
It works, thanks a lot!
Executor_
Explorer
Posts: 303
Joined: August 11th, 2014, 5:38 am

icarium_jag wrote: April 5th, 2021, 5:36 am Hi,

Would you recommended this patch to someone starting their first first blind playthrough of Wasteland 2: DC?
If yes, which version would be considered most stable and polished?

Kind regards,
J
Latest version is best. There's a ton of bugfixes and improvements over the base game, like more and better tooltips. First post in this thread has a link to all the patch notes. If you do experience any issues, you can just switch over to the base game, as they're completely savegame compatible.
Executor_
Explorer
Posts: 303
Joined: August 11th, 2014, 5:38 am

0.9.4.058 now available here

To ensure moddable files are re-exported, please delete the "Arizona/ArizonaWorldMap" and "LosAngeles/LosAngelesWorldMap" folders in your "Mods/Export" directory, as well as the classes.txt file in your "Mods" folder.

MODDING
  • WorldMapRandomEncounterZones can be created, and all zones now properly exported and available for editing
    • All zones on each map are the same size, but doesn't have to be the case
    • Zones can overlap, though again, the base game never uses this
    • Zones were renamed so they start with coordinates in square brackets
      • On the Arizona map, [0,0] is at the bottom left
      • On the Los Angeles map, [0,0] is at the top right
    • Zone location can be changed via the position property
    • When playing the game, any zones that the squad enters or leaves will be recorded in the inXile_log.txt file stored in the "Mods" directory
  • worldMap.mson in the "Arizona/ArizonaWorldMap" and "LosAngeles/LosAngelesWorldMap" folders controls which WorldMapRandomEncounterZones are actually utilized by the game
    • Zones that are disabled or not present in the list will be ignored
    • If creating a new zone, make sure to add it to the list
Shadow Jack
Acolyte
Posts: 76
Joined: October 25th, 2017, 7:53 am

Executor_ wrote: April 7th, 2021, 7:44 am 0.9.4.058 now available here

To ensure moddable files are re-exported, please delete the "Arizona/ArizonaWorldMap" and "LosAngeles/LosAngelesWorldMap" folders in your "Mods/Export" directory, as well as the classes.txt file in your "Mods" folder.

MODDING
  • WorldMapRandomEncounterZones can be created, and all zones now properly exported and available for editing
    • All zones on each map are the same size, but doesn't have to be the case
    • Zones can overlap, though again, the base game never uses this
    • Zones were renamed so they start with coordinates in square brackets
      • On the Arizona map, [0,0] is at the bottom left
      • On the Los Angeles map, [0,0] is at the top right
    • Zone location can be changed via the position property
    • When playing the game, any zones that the squad enters or leaves will be recorded in the inXile_log.txt file stored in the "Mods" directory
  • worldMap.mson in the "Arizona/ArizonaWorldMap" and "LosAngeles/LosAngelesWorldMap" folders controls which WorldMapRandomEncounterZones are actually utilized by the game
    • Zones that are disabled or not present in the list will be ignored
    • If creating a new zone, make sure to add it to the list
That is awesome thanks! I have some questions if you don't mind:
Can I see/edit scenes(e.g. scenes : [ AZ_RandomMap_08 ])?
Is it still impossible to edit/increase max amount of spawned actors?
Do you know what scenes have highest actors capacity?
What is weighting?

{
position : { x : 75.0, y : 1200.0 }
size : { x : 150.0, y : 160.0 }

scenes : [ AZ_RandomMap_08 ]
collection : {
percentChance : 14

encounters : [
{ encounter : RE_Desert_Human_Hard, weighting : 80 }
{ encounter : RE_Desert_Animal_Hard, weighting : 15 }
{ encounter : RE_Highland_Vendor, weighting : 25 }
{ encounter : RE_Desert_RangerDeathSquad_01, weighting : 200 }
{ encounter : RE_Desert_RangerDeathSquad_02, weighting : 200 }
{ encounter : RE_Desert_RangerDeathSquad_03, weighting : 200 }
]
}
}

//**************************
If I want laser sight to provide bonus only at point blank and optimal range how should I do it?
statModifiers : [
{
when : [ Situation.Target_PointBlankRange ]
statName : chanceToHit
tooltipId : ""

subset : [ Situation.Target_PointBlankRange ]
operation : Operation.ReduceNegative
value : 15.0
}
{
when : [ Situation.Target_OptimalRange]
statName : chanceToHit
tooltipId : ""

subset : [ Situation.Target_OptimalRange]
operation : Operation.ReduceNegative
value : 5.0
}
]
Executor_
Explorer
Posts: 303
Joined: August 11th, 2014, 5:38 am

Shadow Jack wrote: April 7th, 2021, 2:27 pm Can I see/edit scenes(e.g. scenes : [ AZ_RandomMap_08 ])?
The scene will be exported the first time it is loaded up, so just wander around and trigger the random encounters. Check your "Arizona" folder, there's likely a few already exported.
Shadow Jack wrote: April 7th, 2021, 2:27 pm Is it still impossible to edit/increase max amount of spawned actors?
Do you know what scenes have highest actors capacity?
All the scenes I looked at had the same number of total spawns: 7 'ranged' and 6 'melee' Spawners. You could edit the RandomEncounterSpawnerSets to increase the number of spawns available for an encounter. Each spawner set only seems to use half of the available 'ranged' and 'melee' Spawners. I don't think it matters if you use 'ranged' Spawners for melee NPCs or vice-versa, I believe they're just named based on whether they'd be closer or farther from the party.

Also, if you're modifying any RandomEncounterSpawnerSets, make sure to delete the levelBounds, closePlayerStart, middlePlayerStart, and farPlayerStart fields from the MSON, as there's multiple objects with the same name so editing those fields isn't wise.
Shadow Jack wrote: April 7th, 2021, 2:27 pm What is weighting?
Add up all the weightings. Chance for any particular WorldMapRandomEncounter to be picked is weighting / (sum of all weightings). The RE_Desert_RangerDeathSquad_## encounters will normally be excluded from consideration because they have a requiresWSBoolTrue requirement that won't be met.
Shadow Jack wrote: April 7th, 2021, 2:27 pm If I want laser sight to provide bonus only at point blank and optimal range how should I do it?
statModifiers : [
{
when : [ Situation.Target_PointBlankRange ]
statName : chanceToHit
tooltipId : ""

subset : [ Situation.Target_PointBlankRange ]
operation : Operation.ReduceNegative
value : 15.0
}
{
when : [ Situation.Target_OptimalRange]
statName : chanceToHit
tooltipId : ""

subset : [ Situation.Target_OptimalRange]
operation : Operation.ReduceNegative
value : 5.0
}
]
You definitely don't want to be using the target's weapon to be determining the bonuses for the user's weapon.

Secondly, use ReduceNegative if you only want to help negate a penalty. If there's a bonus or no modifier at all, ReduceNegative does nothing. I don't think any weapon would have a hit penalty in optimal range, so ReduceNegative would be pointless for that. While most weapons do have a penalty at point blank range, I think shotguns and handguns get a bonus.

So I'd probably go with something like:

Code: Select all

statModifiers : [
		{
			when : [ Situation.PointBlankRange ]
			statName : chanceToHit
			tooltipId : ""
			
			subset : [ Situation.PointBlankRange ]
			operation : Operation.Add
			value : 15.0
		}
                {
			when : [ Situation.OptimalRange]
			statName : chanceToHit
			tooltipId : ""
			
			subset : [ Situation.OptimalRange]
			operation : Operation.Add
			value : 5.0
		}
	]
Shadow Jack
Acolyte
Posts: 76
Joined: October 25th, 2017, 7:53 am

Thanks for the explanations!
Shadow Jack
Acolyte
Posts: 76
Joined: October 25th, 2017, 7:53 am

Hi, I did some testing:
0. It works I was able to spawn 12 actors on some maps! Thanks a lot!
1. Game does not load world map if you you import existing WorldMapRandomEncounterZone(even without any changes), if you create new one it works.
2. AZ_RandomMap_02 if you use all available spawner areas (that is much more than standard 6 melee 7 ranged) some actors are spawned underground(or outside of rechable area) and cannot be killed. I will continue research maybe will use only standard spawner areas. BTW is it ok that different maps use same spawner areas?
3. Is there a way to get coordinates(that later can be used to create new encounter zone) of team's location on the world map?
4. I there a way to increase a frequency of random encounters?
5. What parameter "percentChance" actually does? I've seen some zones with percentChance : 0
Shadow Jack
Acolyte
Posts: 76
Joined: October 25th, 2017, 7:53 am

It is still impossible to create new random encounters right?
Executor_
Explorer
Posts: 303
Joined: August 11th, 2014, 5:38 am

0.9.4.059 now available here

MODDING
  • WorldMapRandomEncounters can now be created
  • override MSONs for WorldMapRandomEncounterZone were causing a crash because the game was thinking the MSON was a new WorldMapRandomEncounterZone instead of just an override due to the renaming of WorldMapRandomEncounterZones happening too late
  • a bug was preventing objects that had an override MSON in the "Import" folder from being exported

__________________________________________

Shadow Jack wrote: April 11th, 2021, 11:32 am 1. Game does not load world map if you you import existing WorldMapRandomEncounterZone(even without any changes), if you create new one it works.
Should be resolved now.
Shadow Jack wrote: April 11th, 2021, 11:32 am 2. AZ_RandomMap_02 if you use all available spawner areas (that is much more than standard 6 melee 7 ranged) some actors are spawned underground(or outside of rechable area) and cannot be killed. I will continue research maybe will use only standard spawner areas. BTW is it ok that different maps use same spawner areas?
Probably best to only use Spawners that are already utilized by one of the RandomEncounterSpawnerSet on the map to avoid that issue. I think the level designers did a lot of copying and pasting when creating the random encounters, hence why so many Spawners seem to share guids.
Shadow Jack wrote: April 11th, 2021, 11:32 am 3. Is there a way to get coordinates(that later can be used to create new encounter zone) of team's location on the world map?
Not at the moment but it's something I can implement. I won't be able to work on the game or respond to any forum posts for the next few days though, as I'm going to be assembling my new computer and then having to reinstall everything.
Shadow Jack wrote: April 11th, 2021, 11:32 am 4. I there a way to increase a frequency of random encounters?
5. What parameter "percentChance" actually does? I've seen some zones with percentChance : 0
The game periodically checks for a random encounter. percentChance controls whether one will be found. At 0, that WorldMapRandomEncounterZone will never have any random encounters. At 100, it will always do so.
Shadow Jack wrote: April 12th, 2021, 9:41 am It is still impossible to create new random encounters right?
Completely forgot about them in the previous patch. You should now be able to create them.
Shadow Jack
Acolyte
Posts: 76
Joined: October 25th, 2017, 7:53 am

Thanks a lot and good luck with assembling new rig! Managed to get new GPU?)))
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