Complete pleb's guide to modding?

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Roachy
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Posts: 28
Joined: April 11th, 2012, 2:13 am
Location: Hanover

Complete pleb's guide to modding?

Post by Roachy » October 30th, 2016, 7:51 am

Hello all,

long time no post.

I see that the game now has mod support and a few "tutorials" on how to do this.

But I am a caveman, I don't know how to do anything other than install games and play them, so this seems inaccessible for me.

Heck, I can't even figure out where any of the things mentioned actually are.

All I would like to do is make "The Roach" (my backer weapon, whodathunk) super powerful so that I can continue using it into the end game.

If anyone could tell me very slowly how to do this, I would be very very grateful.

All the best,

Roachy

Executor_
Scholar
Posts: 182
Joined: August 11th, 2014, 5:38 am

Re: Complete pleb's guide to modding?

Post by Executor_ » November 3rd, 2016, 2:26 am

Go to your
\Steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data
folder.
Create a subfolder called 'Mods', then inside that 'Mods' directory, an 'Import' subfolder, and so on as shown below:
\Mods\Import\ItemTemplate\ItemTemplate_Equipment\ItemTemplate_Weapon\ItemTemplate_WeaponRanged\ItemTemplate_WeaponShotgun

When you're finally finished creating all those folders, and making sure that you're in the 'ItemTemplate_WeaponShotgun' subfolder, create a new text file called
Shotgun_Tier_2_2_TheRoach.mson
You need to make sure to change the extension to 'mson' so the game will recognize it (ie. 'Shotgun_Tier_2_2_TheRoach.mson.txt' will be ignored).

Open that file in Notepad/Notepad++, and copy+paste the following in and save:

Code: Select all

{
	firingModeInfos : [
		{actionPointCost : 3,  ammoCost : 1, chanceToHitPenalty : 0}
		{actionPointCost : 7,  ammoCost : 3, chanceToHitPenalty : 7}
	]
	delayBetweenBullets : 0.7

	clipSize : 12
	actionPointCostToReload : 5
	chanceToJam : 0
	actionPointCostToUnjam : 3
	
	attackRange : 9
	optimalRange : 9
	pointBlankRange : 3
	coneAngle : 40
	
	minDamage : 32
	maxDamage : 39
	criticalHitBonusChance : 15
	criticalHitDamageMultiplier : 2.0
	armorPenetration : 3
	
	tier : 3
	price : 680
}
You can edit the values as you wish, they should be pretty self-explanatory. I've already buffed the weapon a bit. Note that 'chanceToHitPenalty' seems to be doubled in-game.

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marceror
Adventurer
Posts: 841
Joined: July 1st, 2014, 8:40 am

Re: Complete pleb's guide to modding?

Post by marceror » November 6th, 2016, 6:41 pm

Wow, that was a very detailed and helpful post to address Roachy's specific request, and not so much as a thank you in return. :/ So I'm just popping in to let you know at least someone noticed the good effort to help out another player. This is nice to see, even if it apparently wasn't appreciated by the requestor.

Roachy
Novice
Posts: 28
Joined: April 11th, 2012, 2:13 am
Location: Hanover

Re: Complete pleb's guide to modding?

Post by Roachy » August 10th, 2017, 4:17 am

Apologies, as you can see I have been without internet for nearly a year now. (check when I last logged in) due to having to move around for work.

I do appreciate it, thank you very much.

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