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Re: Wasteland 2: now with improved modding capabilities!

Posted: May 16th, 2018, 9:50 am
by Shadow Jack
Thanks a lot, Executor!

Re: Wasteland 2: now with improved modding capabilities!

Posted: May 17th, 2018, 3:09 pm
by Shadow Jack
Hi Executor, is parameter "maxStackSize" working for other than ammo items(e.g. weapons or clothes)?

Re: Wasteland 2: now with improved modding capabilities!

Posted: May 18th, 2018, 2:09 am
by Executor_
No, only certain types of items are currently set to allow being stacked: ItemTemplate_Ammo, ItemTemplate_Currency, ItemTemplate_Stackable, and ItemTemplate_Usable.

Re: Wasteland 2: now with improved modding capabilities!

Posted: May 18th, 2018, 12:19 pm
by Shadow Jack
Executor_ wrote:
May 18th, 2018, 2:09 am
No, only certain types of items are currently set to allow being stacked: ItemTemplate_Ammo, ItemTemplate_Currency, ItemTemplate_Stackable, and ItemTemplate_Usable.
I've tried to edit Assembly-CSharp.dll and if you add lines below to Item templates they become stackable(but I am sure you know it already). Can you make all equipment stackable in one of the next updates please? Stacking Items up significantly speeds up vendors with huge (modified) inventory. I can do it myself but in next version of your patch I will have to do it again. I can send you my modified dll but I suspectit is already obsolete)

public override bool isStackable
{
get
{
return true;
}
}

Re: Wasteland 2: now with improved modding capabilities!

Posted: May 18th, 2018, 4:04 pm
by Executor_
I've been working on it, but it's a bit more complicated than changing a boolean. If, for instance, you drag a stack of trinkets onto a character's trinket slot, all of them will end up being moved. There's a bug in the INV_DragDropItem.Bifurcate method which only shows up if you make ItemTemplate_Equipment stackable. Weapons with mods attached also shouldn't be stackable.

Re: Wasteland 2: now with improved modding capabilities!

Posted: May 18th, 2018, 4:56 pm
by Shadow Jack
Executor_ wrote:
May 18th, 2018, 4:04 pm
I've been working on it, but it's a bit more complicated than changing a boolean. If, for instance, you drag a stack of trinkets onto a character's trinket slot, all of them will end up being moved. There's a bug in the INV_DragDropItem.Bifurcate method which only shows up if you make ItemTemplate_Equipment stackable. Weapons with mods attached also shouldn't be stackable.
Yeah you are right, I 've just noticed it by myself that it is buggy as hell.

Re: Wasteland 2: now with improved modding capabilities!

Posted: May 20th, 2018, 1:43 am
by Executor_
0.9.4n now available here.

MODDING
  • All items can now be made stackable; default values are in Table\ItemTemplate.mson

Make sure to delete your "Mods\Export\ItemTemplate" to ensure the game writes out the MSON files again.

Think I fixed all the issues with stacking, but you might want to do some testing as well.

Re: Wasteland 2: now with improved modding capabilities!

Posted: May 20th, 2018, 5:16 am
by Shadow Jack
Wow, that was fast) Thansk a lot!
I have couple of questions if you don't mind:
How you can change number of enemies in random encounters? Because I 've tried to add a lot more enemies by editing msons but I think nothing changed but the description of the encounter on the map(see example below).
{
description : "<@>You see 24 dangerous raiders approaching your position."

outdoorsmanRequiredToSkip : 6
overrideScene : ""
requiresWSBoolFalse : ""
requiresWSBoolTrue : ""
encounterWSBoolToTrue : ""
rangedNpcNames : [ RE_Ultra_Raider_Pistol, RE_Ultra_Raider_Pistol, RE_Ultra_Raider_Rifle, RE_Ultra_Raider_Rifle, RE_Ultra_Raider_SMG, RE_Ultra_Raider_SMG, RE_Ultra_Raider_Pistol, RE_Ultra_Raider_Pistol, RE_Ultra_Raider_Rifle, RE_Ultra_Raider_Rifle, RE_Ultra_Raider_SMG, RE_Ultra_Raider_SMG, RE_Ultra_Raider_Pistol, RE_Ultra_Raider_Pistol, RE_Ultra_Raider_Rifle, RE_Ultra_Raider_Rifle, RE_Ultra_Raider_SMG, RE_Ultra_Raider_SMG ]
meleeNpcNames : [ RE_Ultra_Raider_Fast, RE_Ultra_Raider_Fast, RE_Ultra_Raider_Fast, RE_Ultra_Raider_Strong, RE_Ultra_Raider_Strong, RE_Ultra_Raider_Strong ]
venderNpcNames : [ ]
civilianNpcNames : [ ]
}

2 I've noticed that in \Export\DropSet there is no "Shotgun_Tier_2.mson" file. I've created one using as template Shotgun_Tier_3.mson(just changed item template from itemTemplate : Shotgun_Tier_3_2 to itemTemplate : Shotgun_Tier_2_2)
When I tried to add it to some dropsets(e.g. G:\OneDrive\Mod\Mods\Import\Arizona\AZ_BackerShrine_Herbert\DropSet\Dropset_AZ_BackerShrine_Herbert.mson) - game fails to load. Any idea why?

Re: Wasteland 2: now with improved modding capabilities!

Posted: May 20th, 2018, 6:52 am
by Executor_
  1. Random encounters need a wholesale rewrite. I believe there's only a limited number of Spawners and once it runs out it ignores the rest of the NPCTemplate names.
  2. Did you make sure to change the type field to DropType.DROPSET when trying to use your new Shotgun_Tier_2 DropSet?

    Check the debug_import.txt file in the "Mods" folder for errors. You can look inside the "Mods\ExportImport\DropSet" directory to see what your DropSet looked after the game loaded it. Also, search for any exceptions in the output_log.txt file in the "Wasteland 2 Director's Cut\Build\WL2_Data" folder.

Re: Wasteland 2: now with improved modding capabilities!

Posted: May 22nd, 2018, 1:48 pm
by Shadow Jack
Executor_ wrote:
May 20th, 2018, 6:52 am
  1. Did you make sure to change the type field to DropType.DROPSET when trying to use your new Shotgun_Tier_2 DropSet?

    Check the debug_import.txt file in the "Mods" folder for errors. You can look inside the "Mods\ExportImport\DropSet" directory to see what your DropSet looked after the game loaded it. Also, search for any exceptions in the output_log.txt file in the "Wasteland 2 Director's Cut\Build\WL2_Data" folder.
Well I 've checked nothing suspicious in debug_import but there was an error in the output file.

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

InvalidOperationException: out of sync
at System.Collections.Generic.Dictionary`2+Enumerator[System.String,UnityEngine.Object].VerifyState () [0x00000] in <filename unknown>:0

at System.Collections.Generic.Dictionary`2+Enumerator[System.String,UnityEngine.Object].MoveNext () [0x00000] in <filename unknown>:0

at ModIO.ApplyUniversalOverrides () [0x00000] in <filename unknown>:0

at GameOverseer.PostGameInit () [0x00000] in <filename unknown>:0

at Launcher+<DelayStart>d__1.MoveNext () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

Re: Wasteland 2: now with improved modding capabilities!

Posted: May 23rd, 2018, 12:33 am
by Executor_
Can you post the contents of the DropSet MSON you're adding?

EDIT: nvm, I think I know what the problem is.

Re: Wasteland 2: now with improved modding capabilities!

Posted: May 23rd, 2018, 9:31 am
by Executor_
0.9.4o now available here.

UPDATED GAME BUG FIXES
  • modding: resolved crash-bug with MSON scene overrides being loaded on demand, now will always all be read regardless of whether or not they're used

Re: Wasteland 2: now with improved modding capabilities!

Posted: May 23rd, 2018, 12:10 pm
by Shadow Jack
This have not fixed issue for me. I will email you msons and logs.

Re: Wasteland 2: now with improved modding capabilities!

Posted: May 23rd, 2018, 1:51 pm
by Executor_
0.9.4p now available here.

UPDATED GAME BUG FIXES
  • modding: forgot to also apply fix from 0.9.4o to non-scene-specific MSONs

Re: Wasteland 2: now with improved modding capabilities!

Posted: May 23rd, 2018, 4:33 pm
by Executor_
0.9.4q now available here.

UPDATED GAME BUG FIXES
  • modding: due to changes in 0.9.4o and 0.9.4p, the game was applying overrides twice for DropSets and AIWeightTemplates, the first time too early. While not affecting anything in-game, this was leading to error spam in the debug_import.txt file.

Re: Wasteland 2: now with improved modding capabilities!

Posted: May 24th, 2018, 5:51 am
by tmn
Sometimes melee attacks cost 0 AP for no reason. It's likely because of the self defence or attack of opportunity perk. I order Corran Cain to perform a precision strike with a bladed weapon, he moves into melee range, hits, and after that he can attack for 0 AP (over and over). Opening character screen or ending the turn resets the cost. 0.9.4l, haven't checked with the original.

I suggest taking into account difficulty modifier, when displaying weapon damage in the HUD.

Re: Wasteland 2: now with improved modding capabilities!

Posted: May 24th, 2018, 1:54 pm
by Executor_
0.9.4r now available here.

UPDATED GAME BUG FIXES
  • doing a precision strike with a melee weapon while not starting adjacent to the target was resulting in the attack point cost being incorrectly calculated as 0

tmn wrote:
May 24th, 2018, 5:51 am
I suggest taking into account difficulty modifier, when displaying weapon damage in the HUD.
The only problem is that the damage adjustment due to difficulty is situational. If you hit a friendly target because a shot went astray, you do regular, un-modified damage. Similarly, if a NPC hits an ally by accident, they do normal damage. Damage is only adjusted by difficulty if a PC hits a non-PC target, or if a PC is hit by a non-PC.

Re: Wasteland 2: now with improved modding capabilities!

Posted: June 8th, 2018, 5:10 am
by Shadow Jack
Hi Executor, I got a couple of questions.
1. Is it possible that lazer sight is bugged on shotguns(it is not visible if attached)?
2. I have a feeling that maximum amount of skill points spent is hard-coded to 44. I've tried to inflate skill progression costs (doubled it basically). I can spend 88 on skill but when I reload savegame, amount of spend skill points drops to 44. Is it possible/hard to unlock it?
3. I want to inflate action point cost for most of the actions in combat(something like AP cost * x, Available APs * x, Combat speed/x ) but not sure how to approach balancing NPCs(enemies) action points. Will simply multiplying NPCs AP in MobTemplates suffice or there are some pitfalls/or more elegant solutions?
4. Is it possible to attach perks to items?
Thanks

Re: Wasteland 2: now with improved modding capabilities!

Posted: June 8th, 2018, 7:32 am
by Executor_
  1. InXile probably never bothered to create an attach point for a laser sight on shotguns since the base game doesn't allow it. It wouldn't be hard for me to add them as it just involves editing the weapon prefabs, but it would be quite time-consuming. I'd need to set the right position and rotation for the attach point for each individual shotgun, but since I can only view the models in-game, it takes a while.
  2. What did you set the xpNextLevelCost field to? Did you edit the one in Table_SkillLeveling or in individual Skills? It could very well be bugged, as I haven't tested it in ages.
  3. Probably easiest way to affect all NPCs would be to edit the initialValues field in actionPoints DerivedStat, using Situation.NPC.
  4. Not yet, no.

Re: Wasteland 2: now with improved modding capabilities!

Posted: June 12th, 2018, 8:04 am
by Shadow Jack
You are right I forgot that shotguns were without laser sight in vanilla. It is not critical though.
I tried to edit in Table_SkillLeveling and now it works without problems.
Thanks a lot I will try that.

One more question: is it possible to quickly edit speed of skill usage animation, digging and items use without editing Assembly file?