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Re: Wasteland 2: now with improved modding capabilities!

Posted: June 17th, 2019, 4:31 am
by Silencedmind
Good to hear! i'm mainly interested in the ai part. I hope you get some more out of it then vanilla because the main issue is always most mobs running towards you, draining their ap and having none left to do atleast 1 attack and other issues like it. More ambushing, sometimes waiting for the pc to come etc.

Re: Wasteland 2: now with improved modding capabilities!

Posted: June 26th, 2019, 6:37 pm
by leon2356
Hi, I love the work you're doing with this patch. I was partway through installing it when I saw that I forgot to download the localization.exe, however, the dropbox link is broken. Anything you can do on your end to fix it? Much love!

Re: Wasteland 2: now with improved modding capabilities!

Posted: June 27th, 2019, 3:30 pm
by leon2356
leon2356 wrote:
June 26th, 2019, 6:37 pm
Hi, I love the work you're doing with this patch. I was partway through installing it when I saw that I forgot to download the localization.exe, however, the dropbox link is broken. Anything you can do on your end to fix it? Much love!
As soon as I make this post the dropbox comes back online. LOL, love your patch keep up the great work.

Re: Wasteland 2: now with improved modding capabilities!

Posted: September 9th, 2019, 5:37 am
by Silencedmind
Executor how are you? i wondered how far you've come with 0.9.5? no pressure though, just wanted to say i still regularly visit this thread.

Have a good day.

Re: Wasteland 2: now with improved modding capabilities!

Posted: September 9th, 2019, 2:52 pm
by Executor_
Yeah, still working on it, never worry. Real life issues meant I didn't get much done in August so I'm somewhat behind where I had hoped to be. Have a proper debug console implemented now, so I can actually test much faster now. Lots of bugs big and small I need to resolve.

Re: Wasteland 2: now with improved modding capabilities!

Posted: October 26th, 2019, 12:06 pm
by crimsoncorporation
crimsoncorporation wrote:
February 4th, 2019, 4:50 am
[*]When entering the Titan of Canyon, Jill and her crew turned hostile after a botched surgery. Her cows then also turn hostile. So far, so intended, but I also had brought along a cow as an animal companion for Vulture's Cry. This cow also turned hostile. After combat the cow still followed Vulture's Cry around, and the Cattle Drive bonus was still received, but the cow remained hostile. If Vulture's Cry was positioned next to the cow during subsequent combats, she always received the Under Pressure penalty. It was also impossible to talk to the cow, to praise/rename/release her.[/list]
I'm currently on a playthrough with your latest build, and ran into another issue with Jill's cows. This time around my surgeon killed the doctor, so they all turn hostile, including the cows. I slayed one cow (because that's what you get for being judgemental live stock), which immediately ended and restarted the battle. That was a bit of a problem because one of them (Jill I think) had higher CI than me, and thus would end up getting a free shot for every slain cow. Technically I think combat should just continue, rather than end and restart. I guess it has to do with the party turning automatically hostile when you touch their cows, but the devs forgot you could already be in a fight at that point.

Re: Wasteland 2: now with improved modding capabilities!

Posted: October 28th, 2019, 7:44 am
by Executor_
I'll take a look at it and try to find what's causing combat to end when you kill a cow.

Re: Wasteland 2: now with improved modding capabilities!

Posted: February 20th, 2020, 10:13 pm
by MrMoe
What happend to the inXile modding tutorial, it seems to be unreachable

Re: Wasteland 2: now with improved modding capabilities!

Posted: February 24th, 2020, 4:35 pm
by davoker
Does this work well now? Can I use it without fear in the updated DC version? I'm interested in bug fixes especially.

Re: Wasteland 2: now with improved modding capabilities!

Posted: February 27th, 2020, 9:43 am
by davoker
There is an error using with the skills "kiss ass", "hard ass" etc, you put kiss ass on a character and you give him 1 point only when creating the character, with that point the "affable" ability is unlocked, if you activate his ability , your kiss ass bar has 1 point, but counts as 3 skill points thanks to affable.

However, right now I have 5 points in the kiss ass bar and I have affable activated, but it keeps telling me how I have kiss ass at 5, the number 5 "goes green" indicating that the affable ability is activated, but does not add the points, it is not a visual error, I could not pass a test that required kiss ass level 7 because I only have 5, and I should have 7 xD this happens with the 3 "ass" skills.

Would it be possible to solve this? I am currently playing Wasteland 2 DC updated to the maximum, it is the first error I see, I can confirm that it is an error of this modification, if I put the original DLL this does not happen, as an additional fact, I put the modified DLL as indicated on this page but my game was already started, it is not a game started from 0, could this affect?

Edit: :oops: Sorry, false error, it works well, I actually had 3 points on the bar, I had 5 with the "affable" ability, but now I add the 2 points to the bar, not before and you reached 10 skill with 8 points on the bar, that is, 8 points of kiss ass counting affable, +1 of the skill book +1 of the trinket, added 10 with the bar showing 8 points, now the 2 points of affable are added to the hehe bar

Sorry xD

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 7th, 2020, 3:35 am
by lexo1000
What a great work you made I'm really impressed! I hope that you will continue to update it ;)

I have this message in debug_import.txt when begin a new game with preset team. Is it normal?

************************
Loading map: AZ00_Ranger_Citadel ("<@>Ranger Citadel")
******************************************************************************************************************************************************************************************************************
WARNING: Cannot import/export, invalid characters in object name: '<@>Cold-Eye{M}' [PCTemplate]
WARNING: Cannot import/export, invalid characters in object name: '<@>Bear{F}' [PCTemplate]
WARNING: Cannot import/export, invalid characters in object name: '<@>Slick{M}' [PCTemplate]
WARNING: Cannot import/export, invalid characters in object name: '<@>Pills{F}' [PCTemplate]


Also the bug when starting a new game with the pre-created PCs were inadvertently starting with an extra perk point is still here (version 0.9.4ze)

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 9th, 2020, 12:30 pm
by Olive Branch
Thank you for all your hard work so far, Executor! I downloaded your patch and it runs like a dream, but there are two more bugs that you should be aware of with version 0.9.4ze:

1) The quirk "Opportunist" doesn't seem to work. I never get the "cheap shot" message or extra/reduced damage with my bladed weapons character.

2) The perk chain for Leadership (Taunt, Enrage, Infuriate) doesn't seem to be active. Enemies don't show the to-hit debuff in their status window, nor do they send a message saying they are affected.

3) Like lexo1000 posted, custom characters also seem to start with one perk point, but it is not a bug I can reproduce. I started a couple of new games with the same exported characters to test it and they did not have the extra point.

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 14th, 2020, 7:55 am
by davoker
Olive Branch wrote:
April 9th, 2020, 12:30 pm
3) Like lexo1000 posted, custom characters also seem to start with one perk point, but it is not a bug I can reproduce. I started a couple of new games with the same exported characters to test it and they did not have the extra point.
I attest to this error, it has been 2 times that the 4 characters had an extra point.

Luckily I quickly realized the error, I had level 2/3 in the characters (I just started a new game), exported characters too, I will keep trying to start the game to see if it stops giving me those points, otherwise I will have to remove the DLL, I would not like to remove it but I do not want extra points xD

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 15th, 2020, 6:15 am
by Executor_
0.9.4zf now available here

UPDATED GAME BUG FIXES
  • when starting a new game, selecting "Use Default Squad" would result in each PC unintentionally having a perk point
  • fixed Opportunist quirk not functioning due to health-related target flags not being set





Sorry for the late response, I haven't been checking the forums much.
lexo1000 wrote:
April 7th, 2020, 3:35 am
I have this message in debug_import.txt when begin a new game with preset team. Is it normal?

************************
Loading map: AZ00_Ranger_Citadel ("<@>Ranger Citadel")
******************************************************************************************************************************************************************************************************************
WARNING: Cannot import/export, invalid characters in object name: '<@>Cold-Eye{M}' [PCTemplate]
WARNING: Cannot import/export, invalid characters in object name: '<@>Bear{F}' [PCTemplate]
WARNING: Cannot import/export, invalid characters in object name: '<@>Slick{M}' [PCTemplate]
WARNING: Cannot import/export, invalid characters in object name: '<@>Pills{F}' [PCTemplate]
That's perfectly normal, you can ignore it.
lexo1000 wrote:
April 7th, 2020, 3:35 am
Also the bug when starting a new game with the pre-created PCs were inadvertently starting with an extra perk point is still here (version 0.9.4ze)
The extra perk point bug was only happening if you picked the option for the default party. If you added the pre-created squad members individually, by using "Select Existing Ranger", there was no additional perk point. Likewise, if you created a fully custom character, there was no extra point. That's probably why I didn't spot it in my testing, I'm so used to always selecting the custom squad.
Olive Branch wrote:
April 9th, 2020, 12:30 pm
1) The quirk "Opportunist" doesn't seem to work. I never get the "cheap shot" message or extra/reduced damage with my bladed weapons character.
Corrected in 0.9.4zf. Situations dependent on an NPC target's health were bugged and not being added.
Olive Branch wrote:
April 9th, 2020, 12:30 pm
2) The perk chain for Leadership (Taunt, Enrage, Infuriate) doesn't seem to be active. Enemies don't show the to-hit debuff in their status window, nor do they send a message saying they are affected.
Working as intended. The Taunt perk chain no longer uses StatusEffects but enemies are receiving the hit chance malus. You can confirm this yourself by creating a text file named Game.mson in your "Mods\Import\Table" folder. The "Mods" directory location can be found by starting Wasteland 2 and going to Options and selecting the Modding tab.
Contents of the Game.mson file should be:

Code: Select all

{
	debugStats : [
		{
			combatOnly : true			
			statName : chanceToHit
			targetedOnly : true
		}
		{
			combatOnly : true			
			statName : maxDamage
			targetedOnly : true
		}
	]
}
Run the game and fight a battle. Then go to your "Mods" folder and open the debug_statcalc.txt file.

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 15th, 2020, 12:45 pm
by davoker
Thanks for updating!

A couple of doubts:

The new patch weighs almost 2mb less than the previous patch, is this normal? everything is correct? excuse the question :oops:

I wanted to comment that this error:
Also the bug when starting a new game with the pre-created PCs were inadvertently starting with an extra perk point is still here (version 0.9.4ze)
It happened to me with an exported team that had, when importing it and starting the game, the 4 rangers had 1 extra point.

This stopped happening when I "created the same group again" and exported it again, when starting a new game and importing my group again, they no longer had the extra point and everything was correct, but the group that I had already saved from before using this mod had this problem.

__________

Another thing, there is an object that I think could have an error, "I think" xD the "pet rock" of Vulture's Cry, when you recover your equipment and receive the sniper rifle and the rock pet, said pet is treated as garbage, if you give the option to "sell junk" in a seller the pet is sold too.

This happens in the game originally, it is not because of the mod, but I think it could be a mistake, because all recruitable characters have a unique object that cannot be transferred or sold, this pet rock is belonging to Vulture's, it should not be a non-salable object? it's silly but I think you shouldn't be able to sell hehe

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 15th, 2020, 1:25 pm
by Executor_
davoker wrote:
April 15th, 2020, 12:45 pm
The new patch weighs almost 2mb less than the previous patch, is this normal? everything is correct? excuse the question :oops:
Yeah, it's fine. After creating an XDELTA file, I apply the patch to the original DLL and do a binary compare with the compiled one. I've seen it vary like that before. Just a quirk of the patcher.
davoker wrote:
April 15th, 2020, 12:45 pm
Also the bug when starting a new game with the pre-created PCs were inadvertently starting with an extra perk point is still here (version 0.9.4ze)
It happened to me with an exported team that had, when importing it and starting the game, the 4 rangers had 1 extra point.

This stopped happening when I "created the same group again" and exported it again, when starting a new game and importing my group again, they no longer had the extra point and everything was correct, but the group that I had already saved from before using this mod had this problem.
I've tested repeatedly with exporting and importing characters, and haven't seen them gain any extra perk points. I also searched the code for any places where something like that could happen and didn't find anything.
davoker wrote:
April 15th, 2020, 12:45 pm
Another thing, there is an object that I think could have an error, "I think" xD the "pet rock" of Vulture's Cry, when you recover your equipment and receive the sniper rifle and the rock pet, said pet is treated as garbage, if you give the option to "sell junk" in a seller the pet is sold too.

This happens in the game originally, it is not because of the mod, but I think it could be a mistake, because all recruitable characters have a unique object that cannot be transferred or sold, this pet rock is belonging to Vulture's, it should not be a non-salable object? it's silly but I think you shouldn't be able to sell hehe
I'll look into it. Her rock is in a separate container from what I recall, so I guess I'd have to have her "claim" it when anyone in the squad picks it up.

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 15th, 2020, 4:16 pm
by davoker
Executor_ wrote:
April 15th, 2020, 1:25 pm
...
Exactly, her pet rock has another NPC because her equipment has been requisitioned, when you recover her equipment, you take it or the ranger you have moving at that moment, ideally, she would claim her pet rock to have it in her inventory , and once it has, it can no longer be transferred or sold.

It is just a detail, but "many details make a whole," hehe is often said.

Thanks for continuing with this, it is nice to see that you still attend to the small errors that may arise, it really cannot be said that there is much, I have not seen anything except for what has been commented in the last messages, a good job with this patch, essential for me.

PS: A question, the tutorial of initiation in modding, is off, do you know if there is some place where this tutorial can be seen? I would be interested to learn, I have some experience with modifying Starbound, it uses JSON files (which looks like MSON from what I see) and LUA, maybe with a tutorial I could learn a little better how it works and make my own modifications, by way of test and those things hehe

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 15th, 2020, 7:18 pm
by lexo1000
Thanks for the update!
Im trying to use a custom WL2_HUD. I pasted my PNG in Sprite folder but it is not take into account in-game. Please can you tell me if it is possible to do that?

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 15th, 2020, 9:01 pm
by davoker
lexo1000 wrote:
April 15th, 2020, 7:18 pm
Thanks for the update!
Im trying to use a custom WL2_HUD. I pasted my PNG in Sprite folder but it is not take into account in-game. Please can you tell me if it is possible to do that?
It does not work like that, you have to "import the texture" into a file, a user in the forum made some changes and comments that the texture must be imported, but it does not indicate how and it does not indicate with which program it can be imported. I'd like to know, the user thread is this:

viewtopic.php?f=18&t=18962

The UnityEX and Unity Assets Bundle Extractor programs are not valid to import textures, is what another user comments in that thread, the extractor is logical, it is an extractor, it does not import files xD, the other I do not know, I have used AssetStudio but neither it is worth to import files.

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 16th, 2020, 3:23 am
by lexo1000
davoker wrote:
April 15th, 2020, 9:01 pm
lexo1000 wrote:
April 15th, 2020, 7:18 pm
Thanks for the update!
Im trying to use a custom WL2_HUD. I pasted my PNG in Sprite folder but it is not take into account in-game. Please can you tell me if it is possible to do that?
It does not work like that, you have to "import the texture" into a file, a user in the forum made some changes and comments that the texture must be imported, but it does not indicate how and it does not indicate with which program it can be imported. I'd like to know, the user thread is this:

viewtopic.php?f=18&t=18962

The UnityEX and Unity Assets Bundle Extractor programs are not valid to import textures, is what another user comments in that thread, the extractor is logical, it is an extractor, it does not import files xD, the other I do not know, I have used AssetStudio but neither it is worth to import files.
Yes I can confirm that UnityEX and Unity Assets Bundle Extractor tools doesn't work to import textures. I haven't found any solution yet.
In fact I want to edit HUD file because of this glitch. With small characters, health bar is hide behind stats window as you can see in this screenshot : Image

I know that Executor already made some edits on Wasteland HUD, if you can fix this one you will be my hero :roll: