Wasteland 2: now with improved modding capabilities (and bugfixes!)

For community content (fan-art, fanfic, etcetera) for Wasteland 2.
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Executor_
Explorer
Posts: 372
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: 372
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: 61
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: 11
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: 372
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: 61
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.
Executor_
Explorer
Posts: 372
Joined: August 11th, 2014, 5:38 am

0.9.4.077 now available here

CHANGELOG
BASE GAME BUG FIXES
  • Manny Wong photos quest
    • would never receive a reward if photos were returned while voting for Veronica was not active
    • photos would be removed even if player declined to hand them over
  • in Los Feliz, the Tabernacle area was incorrectly labelled as Pilgrim's Rest, causing the wrong squad barks to be played there
  • the dresser containing the suitcase of poker chips now lists all possible interactions
  • Father Enola and Malediction Mayweather now drop their unique weapons; before, these were unobtainable
  • the torso precision shot StatusEffects 'Scratched Armor' and 'Damage Armor' had their icons swapped
Executor_
Explorer
Posts: 372
Joined: August 11th, 2014, 5:38 am

0.9.4.078 now available here

CHANGELOG
BASE GAME BUG FIXES
  • resolved game-breaking issue on Mac when the game was unable to find a valid user data folder
  • added a reference to UnityScript.dll to ensure it always gets loaded
UPDATED GAME BUG FIXES
  • fixed a possible exception if ItemManager awoke before MobTemplateManager
hint1k
Initiate
Posts: 1
Joined: January 24th, 2022, 8:52 pm

Ok found the problem myself.
Was trying to modify original game instead of director's cut.
Mods, please delete this message.
Last edited by hint1k on January 25th, 2022, 9:13 am, edited 3 times in total.
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Ryoandr
Novice
Posts: 30
Joined: April 19th, 2012, 12:14 pm

Is there a problem with enemies using explosives ? So far no human has thrown a tnt/grenade, they only pass their turn ; only synth grenadiers seem to launch their grenade properly.

Also before I forget, Rose as wrong audio at prison, Text is "criminals in prison, how appropriate", audio is "rangers or not, this is wrong" or something like that. I think there was more but I forgot to log them...
Executor_
Explorer
Posts: 372
Joined: August 11th, 2014, 5:38 am

Thank you for the report. I'll look into both.
Executor_
Explorer
Posts: 372
Joined: August 11th, 2014, 5:38 am

0.9.4.079 now available here

CHANGELOG
BASE GAME BUG FIXES
  • a double hyphen in the dialogue text would cause an unintended hiccup in the conversation
  • physics frame rate fixed; NPC death explosions will no longer be slow and stuttery
  • slicer dicer death explosion parts now properly sized and textured
  • no longer plays the wrong audio for Rose's comment on criminals in the Prison; the audio is not in the data files so simply an unvoiced speech bubble
UPDATED GAME BUG FIXES
  • fixed an exception occurring in the AI code for NPCs with an AoE or melee main weapon and a ranged weapon SpecialAttack, like the Red Skorpion lobbers
  • using Computer Science skill on Vax could occasionally bug out
User avatar
Ryoandr
Novice
Posts: 30
Joined: April 19th, 2012, 12:14 pm

yo amazing, thanks for all the fixes !
KnightShadePrime
Initiate
Posts: 2
Joined: March 3rd, 2022, 9:40 pm

Found a VO bug for Rose in the Ag Center - Central Basement
Entering the morgue room with her in the party.
Text reads: "We put the first victims in here to keep them cool. Then there were too many to deal with."
VO: "Rangers, you promised Jan you'd keep her secret. I'm disappointed. Her mood will be worse."
KnightShadePrime
Initiate
Posts: 2
Joined: March 3rd, 2022, 9:40 pm

Also, another issue I noticed is with this patch installed, obtaining both the Green Herb and the Red Herb no longer creates the superior Mixed Herbs from them.
Executor_
Explorer
Posts: 372
Joined: August 11th, 2014, 5:38 am

0.9.4.080 now available here

CHANGELOG
BASE GAME BUG FIXES
  • no longer plays the wrong audio for Rose's comment about keeping the victims cold; the voiceover is not in the data files so just a speech bubble
UPDATED GAME BUG FIXES
  • fixed bug with red and green herbs not getting combined
Executor_
Explorer
Posts: 372
Joined: August 11th, 2014, 5:38 am

0.9.4.081 now available here

CHANGELOG
GENERAL CHANGES
  • will now zoom in closer on PCs when the 'Close-Up Camera' option is enabled in the Gameplay settings
BASE GAME BUG FIXES
  • fixed bug wherein clicking on a HUD button would block using the mouse wheel to zoom in/out until one clicked on the screen
  • corrected highlight outline for feral pigs
    Image
Shadow Jack
Scholar
Posts: 123
Joined: October 25th, 2017, 7:53 am

Hi Executor, I am having issues with creating custom squad. When I create new squad with traits from my mod, start new the game, I am redirected to screen with scorpitron(without any menu elements) and that's it nothing happens. Nothing interesting in debug files(debug mod on). How hard it is to add some additional logging that will monitor creation of the squad and starting of the new game? Or I can provide you with the latest version of my mod and you can try to reproduce it by yourself?
Executor_
Explorer
Posts: 372
Joined: August 11th, 2014, 5:38 am

Could you look at the output_log.txt file in the "Wasteland 2 Director's Cut\Build\WL2_Data" folder? If you're on Steam, it'll be in the "...\Steam\steamapps\common" directory. Are there any exceptions listed?

You can also send your mod to executor115@hotmail.com and I can test it out myself.
Shadow Jack
Scholar
Posts: 123
Joined: October 25th, 2017, 7:53 am

One more question, in my mod I want luck to affect trait points per level and charisma to affect attribute points per level. Unfortunately in Character tab, derived value is shown only if final value is bigger than 1
For Luck:
{
when : [ Situation.Always ]
statName : TraitPointsPerLevel
tooltipId : ""

subset : [ Situation.Always ]
operation : Operation.Add
table : [ 0.0, 0.1, 0.20, 0.30, 0.40, 0.50, 0.60, 0.70, 0.80, 0.90, 1.0 ]
useBaseValue : false // if true, any adjustments to the Attribute/Skill from items, StatusEffects, etc. will be ignored while finding the entry in the 'table'
}
value(+1 trait point per level) is shown only for Luck 10

For Charisma situation is even worse:
{
when : [ Situation.Always ]
statName : AttributePointsPerLevel
tooltipId : ""

subset : [ Situation.Always ]
operation : Operation.Add
table : [ 0.0, 0.02, 0.04, 0.06, 0.08, 0.1, 0.12, 0.14, 0.16, 0.18, 0.2 ]
useBaseValue : true // if true, any adjustments to the Attribute/Skill from items, StatusEffects, etc. will be ignored while finding the entry in the 'table'
}
Since Charisma 10 value 0.2<1 it is not shown at all. If I try to use operation.multiply instead of operation.add end value is not calculated correctly(it shows some percentages that are below 100% even if I multiply base value by 2).
Any ideas ?
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