Wasteland 2: now with improved modding capabilities!

For community content (fan-art, fanfic, etcetera) for Wasteland 2.
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Executor_
Explorer
Posts: 341
Joined: August 11th, 2014, 5:38 am

0.9.4.075 now available here
Localization.zip has been updated so please download it again too and extract into your "/WL2_Data/StreamingAssets/Localization/" directory.

CHANGELOG
GENERAL
  • status effect indicators will now appear on the overhead health bars
  • increased the size of the status effect icons on the HUD
    • can be turned off in Gameplay options
  • inventory icons for some items changed to utilize sprites that were previously unused
  • Glancing Strike line of melee feats now show ambush overhead icon above character while active
  • in Highpool, Jackhammer's appearance has been adjusted
  • a few skin colors adjusted; Black and VeryBlack were light brown at best before
    • character creation shows skin as darker than they will appear in-game
GAMEPLAY
  • looting radius increased by 30%
BASE GAME BUG FIXES
  • if target of an ambush was moving, they would sometimes teleport to their destination after the attack finished
    • Wasteland 3 supposedly also suffers from this bug
    • fix was simple, in AIAction_Path.IsComplete method, change "if (this.navMeshAgent.pathPending)" to "if (!this.pathCalculated)"
    • Unity's NavMeshAgent seems to have an issue where not all values are immediately updated and require waiting until the next frame
    • remainingDistance property will report 0, even though destination is correctly set and actual distance to destination is definitely greater than 0
MODDING
  • added 'Random' value to the SkinColor enum and randomSkinDistribution field to MobTemplates
    • Game.mson in the Table folder has a randomSkinDistributions field to set % occurence of each skin color, with the name corresponding to a valid value in MobTemplate
  • ItemTemplate.mson in the Table folder now has an overrideAnimDuration field that can be used instead of animDuration in ItemTemplate_Usable
_____________________________________

Thanks again to apoc_now for all his suggestions.
Executor_
Explorer
Posts: 341
Joined: August 11th, 2014, 5:38 am

0.9.4.076 now available here

CHANGELOG
EDITED GAME BUG FIXES
  • hit chance display wasn't being repositioned when in the presence of overhead status effect indicators
  • code for the inventory icon changes was inactive
davoker
Acolyte
Posts: 60
Joined: December 19th, 2019, 5:49 pm

Hi Executor_, could you please specify this change? -> inventory icons for some items changed to utilize sprites that were previously unused.

What changes have been made exactly? does it affect W2_weapons.png? i have changes in the sprites made there, as i told you before, i made the unique weapons look really unique in the inventory icons (at the moment i'm not able to make the changes in the texture and mesh of the real weapon, but i'm working on it).

Those changes affect the weapons? or is it to other types of objects? if it affects the weapons I would have to make changes again, so I would need to know for sure hehe.

I'm still testing that all the unique weapons look good in the inventory with my changes, I had to change the position of some of them because they looked out of place, when I have all verified I will share my mod for others to enjoy.
apoc_now
Initiate
Posts: 6
Joined: April 21st, 2021, 2:43 am

Nothing much, just some consumables and junk items.
Some weapon icons have been changed to their corresponding sprites are Bladed_Toaster_Tier_5_Bowie, Blunt_Toaster_SpikeBat, SMG_Toaster_Eviscerator, Sniper_Toaster_Charged_Rifle and Shotgun_Toaster_CrowdControl.
Executor_
Explorer
Posts: 341
Joined: August 11th, 2014, 5:38 am

No changes were made to the actual image files, just which sprites some items use.

Complete list of spriteName changes:

Code: Select all

Porn Magazine C: "T_Inv_Icon_PornoMag_B" --> "T_Inv_Icon_PornoMag_C"
Gila Meat: "T_Inv_Icon_MysteryMeat" --> "T_Inv_Icon_Gilatail"
DogPlagueCure: "T_Inv_Icon_Antidote" --> "T_Inv_Icon_AntidoteDOG"
Ag Center Serum: "T_AG_Antibiotics" --> "T_Inv_Icon_AgCenterSerum"
Green Herb: "T_Inv_Icon_RadioactiveMushroom" --> "T_Inv_Icon_GreenHerb"
Red Herb: "T_Inv_Icon_AgaveCutting" --> "T_Inv_Icon_RedHerb"
Bladed_Toaster_Tier_5_Bowie: "T_icon_W_CombatKnife" --> "T_Inv_Icon_BowieKnife"
Blunt_Toaster_SpikeBat: "T_icon_W_SpikedClub" --> "T_icon_W_SpikedClubShame"
SMG_Toaster_Eviscerator: "T_icon_W_Skorpion" --> "T_Icon_W_Eviscerator"
Sniper_Toaster_Charged_Rifle: "T_Icon_W_SR2000_T3" --> "T_Icon_W_ChargedSniper"
Shotgun_Toaster_CrowdControl: "T_icon_W_Sawedoffshotgun" --> "T_P_W_CCShotgun"
Blunt_Tier_5_1: "T_Inv_Icon_Nailbat" --> "T_Inv_Icon_Nailbat2"
If necessary, you can revert them back to the original spriteName with a MSON override.
davoker
Acolyte
Posts: 60
Joined: December 19th, 2019, 5:49 pm

Yes, in my case several weapons are affected, so I can revert that change with the corresponding MSON, so I keep my icon sprite changes, thanks friend for continuing to update.
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