Wasteland 2: now with improved modding capabilities!

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Executor_
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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ »

From what I recall, I disabled the close-up zoom because it was buggy and would often reset to the default zoom level.
Shadow Jack
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Re: Wasteland 2: now with improved modding capabilities!

Post by Shadow Jack »

Hi Executor, I have a request if it is not too complex to implement. Is it possible to do something with the fact that game was not designed to work with such amount of weapon mods? On screenshots below you can see that top of the description is hidden beyond the screen limits.
https://ibb.co/Jsgbmk4
https://ibb.co/Bjv7VPJ
Image
Executor_
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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ »

It's a little trickier than I was hoping, but I should be able to fix it.
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Re: Wasteland 2: now with improved modding capabilities!

Post by Shadow Jack »

Executor_ wrote: June 19th, 2020, 9:56 am It's a little trickier than I was hoping, but I should be able to fix it.
Thanks a lot!
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Re: Wasteland 2: now with improved modding capabilities!

Post by Shadow Jack »

If it is too complex maybe split the logic depending on location? If equipped show weapon description window starting from top of screen. If weapon is in inventory show weapon description starting from the bottom of screen.
Executor_
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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ »

0.9.4zm now available here

BASE GAME BUG FIXES
  • large item tooltips will no longer start offscreen; exceedingly tall tooltips will be scaled down to fit the screen

There's still some other issues I haven't fixed yet. The item comparison tooltips that show your currently equipped item have their own custom code that I haven't updated yet, and those still can go off the bottom of the screen. If you set a high HUD scaling value in the Options screen, HUD tooltips can occasionally appear partially off-screen.
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Re: Wasteland 2: now with improved modding capabilities!

Post by Shadow Jack »

Executor, you are the best! Thanks a lot!
davoker
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Re: Wasteland 2: now with improved modding capabilities!

Post by davoker »

Executor_ wrote: June 22nd, 2020, 3:19 am 0.9.4zm now available here

BASE GAME BUG FIXES
  • large item tooltips will no longer start offscreen; exceedingly tall tooltips will be scaled down to fit the screen

There's still some other issues I haven't fixed yet. The item comparison tooltips that show your currently equipped item have their own custom code that I haven't updated yet, and those still can go off the bottom of the screen. If you set a high HUD scaling value in the Options screen, HUD tooltips can occasionally appear partially off-screen.
Thank you very much for continuing to update, I have been in this game for almost 500 hours and I anticipate many more, your mod is essential to me, thank you for continuing with it!
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crimsoncorporation
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Re: Wasteland 2: now with improved modding capabilities!

Post by crimsoncorporation »

I hit a weird bug, Erik Tidemann turns hostile when I enter his room (I guess he doesn't enjoy the cancer-free life I afforded him). I can provide savegames if needed.
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crimsoncorporation
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Re: Wasteland 2: now with improved modding capabilities!

Post by crimsoncorporation »

crimsoncorporation wrote: July 2nd, 2020, 5:55 am I hit a weird bug, Erik Tidemann turns hostile when I enter his room (I guess he doesn't enjoy the cancer-free life I afforded him). I can provide savegames if needed.
I stumbled across two similar complaints, and it seems this issue is somehow related to setting off the nuke with the same squad and the Autosave feature. At least I can confirm that I did set off the nuke (had never done that in DC and it's the first time I encountered this bug in many playthroughs) and also that I used the autosave to continue my game around that time.

Probably not really worth looking into since it's so rare. Going to make my game a lot harder, but I kinda like the idea. Wish I had saved Highpool though. :mrgreen:
Executor_
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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ »

Feel free to send the save to me and I'll check it out. Even if rare, it could happen in other circumstances and completely break a playthrough.

executor115@hotmail.com
davoker
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Re: Wasteland 2: now with improved modding capabilities!

Post by davoker »

Executor_ wrote: July 3rd, 2020, 8:53 am ...
2 questions

- Do you remember how the characters look in the character creation mode? They had a "background" when you created the character, and you could make a screenshot to put on your character, instead of choosing an image from the internet, this looked good because it gave you a real background of the game for the character, I mean, in DC you see this:

Image

You used to see this:

Image

Is there a possibility to have an option in the mods menu of your patch to restore that? to have backgrounds in the character creation again?

- The other thing, is there any chance we can import "any" texture from the game into the imports folder? You recently updated the patch to accept a few hud textures, etc.

Would it be possible to do this to accept any texture from the game? or would it be too much work? with the current tools we can extract textures and edit them with other tools, but currently there is nothing to re-import those textures into the assets.

If we could have that option, we would only have to extract the textures with programs like AssetStudio, edit them and put them in the imports folder, like the rest of the textures that your patch now supports.
Executor_
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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ »

davoker wrote: July 5th, 2020, 9:05 am Is there a possibility to have an option in the mods menu of your patch to restore that? to have backgrounds in the character creation again?
Those backgrounds were 3D assets, and since the Director's Cut version doesn't use them anymore, they were likely removed from the game files.
davoker wrote: July 5th, 2020, 9:05 am Would it be possible to do this to accept any texture from the game? or would it be too much work? with the current tools we can extract textures and edit them with other tools, but currently there is nothing to re-import those textures into the assets.

If we could have that option, we would only have to extract the textures with programs like AssetStudio, edit them and put them in the imports folder, like the rest of the textures that your patch now supports.
Any texture can be replaced in the game, but there'd need to be some way to specify which Material in which Renderer in which GameObject. If it was just limited to weapons/clothes/character models, that would probably make it easier.
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Re: Wasteland 2: now with improved modding capabilities!

Post by davoker »

Executor_ wrote: July 6th, 2020, 2:41 pm
davoker wrote: July 5th, 2020, 9:05 am Is there a possibility to have an option in the mods menu of your patch to restore that? to have backgrounds in the character creation again?
Those backgrounds were 3D assets, and since the Director's Cut version doesn't use them anymore, they were likely removed from the game files.
davoker wrote: July 5th, 2020, 9:05 am Would it be possible to do this to accept any texture from the game? or would it be too much work? with the current tools we can extract textures and edit them with other tools, but currently there is nothing to re-import those textures into the assets.

If we could have that option, we would only have to extract the textures with programs like AssetStudio, edit them and put them in the imports folder, like the rest of the textures that your patch now supports.
Any texture can be replaced in the game, but there'd need to be some way to specify which Material in which Renderer in which GameObject. If it was just limited to weapons/clothes/character models, that would probably make it easier.
I understand, it must be difficult and probably a lot of work, it is a pity that there is no proper tool for importing, the company was supposed to facilitate these things, but it is seen that in the end they did not do much xD

I think you've done more for modding in this game than they have.

Ok thanks friend, and thanks for sticking with the patch :P
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Re: Wasteland 2: now with improved modding capabilities!

Post by davoker »

One question Executor_, the Plasma Beamer weapon is not in the game? I have been told that it is probably not available anymore, there is no information in the wiki, they only talk about the weapon's statistics but they don't give location, and I have looked for 2 hours in google and I still can't find information on how to acquire this weapon.

I ask because you know the game at code level and you know where to look, if an object falls somewhere, you know how to look at it, I give up xD

https://wasteland.gamepedia.com/Plasma_beamer

Edit: Double post > < I forgot to edit my previous message, sorry.
Executor_
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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ »

davoker wrote: July 6th, 2020, 6:42 pm I understand, it must be difficult and probably a lot of work, it is a pity that there is no proper tool for importing, the company was supposed to facilitate these things, but it is seen that in the end they did not do much xD
Which textures were you thinking of changing? I could set up some sort of system for outputting a list of textures used by certain types of objects. Then you could use that to specify which texture you wanted to replace with a file.
davoker wrote: July 7th, 2020, 8:09 am One question Executor_, the Plasma Beamer weapon is not in the game? I have been told that it is probably not available anymore, there is no information in the wiki, they only talk about the weapon's statistics but they don't give location, and I have looked for 2 hours in google and I still can't find information on how to acquire this weapon.
There are no DropSets in the game that refer to Energy_Tier_4_1, so right now, it is indeed unobtainable.
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Re: Wasteland 2: now with improved modding capabilities!

Post by davoker »

Executor_ wrote: July 8th, 2020, 7:35 am
davoker wrote: July 6th, 2020, 6:42 pm I understand, it must be difficult and probably a lot of work, it is a pity that there is no proper tool for importing, the company was supposed to facilitate these things, but it is seen that in the end they did not do much xD
Which textures were you thinking of changing? I could set up some sort of system for outputting a list of textures used by certain types of objects. Then you could use that to specify which texture you wanted to replace with a file.
davoker wrote: July 7th, 2020, 8:09 am One question Executor_, the Plasma Beamer weapon is not in the game? I have been told that it is probably not available anymore, there is no information in the wiki, they only talk about the weapon's statistics but they don't give location, and I have looked for 2 hours in google and I still can't find information on how to acquire this weapon.
There are no DropSets in the game that refer to Energy_Tier_4_1, so right now, it is indeed unobtainable.
Well it looks like a good weapon, probably the second best energy weapon in the game, I guess they took it out for a reason.

About the textures, at first I had thought about the clothes, which is not too much either, but the most interesting thing would be to be able to change the general textures of the game, texture of floors, walls, buildings in general, but I think that would be too much to ask for hahaha

I would be happy with the clothes, but it would also be nice to be able to access "the skin" of people, change it for one of better quality, that would also allow to change a little the look of the face of the NPCs hehe although something quite annoying is that all NPCs are the same, all men have the same face, women the same, they could have done this a little more varied, put at least 8 or 10 different skins so that there would be some more variety xD

PS: You should release your mod in Nexus Mods, I'm sure that with the possibilities that the game has thanks to your patch, which right now is a pretty modifiable game thanks to you, there would be people interested in creating new mods, I think your patch goes very unnoticed being alone here :D
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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ »

davoker wrote: July 8th, 2020, 8:01 am About the textures, at first I had thought about the clothes, which is not too much either, but the most interesting thing would be to be able to change the general textures of the game, texture of floors, walls, buildings in general, but I think that would be too much to ask for hahaha

I would be happy with the clothes, but it would also be nice to be able to access "the skin" of people, change it for one of better quality, that would also allow to change a little the look of the face of the NPCs hehe although something quite annoying is that all NPCs are the same, all men have the same face, women the same, they could have done this a little more varied, put at least 8 or 10 different skins so that there would be some more variety xD
Didn't really have much time to work on this during the week, but I'll see if I can get it done this weekend. There's no reason that the textures for floors/walls/buildings can't be made moddable, it would just take some effort to find a good scheme for doing so. Hence why I want to get a texture replacement system for characters/wearables/weapons up and running first.
davoker wrote: July 8th, 2020, 8:01 am PS: You should release your mod in Nexus Mods, I'm sure that with the possibilities that the game has thanks to your patch, which right now is a pretty modifiable game thanks to you, there would be people interested in creating new mods, I think your patch goes very unnoticed being alone here :D
I will, eventually. 0.9.5 just has so many under-the-hood changes and improvements that now is not the time for it.
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Re: Wasteland 2: now with improved modding capabilities!

Post by davoker »

Executor_ wrote: July 11th, 2020, 4:12 am
davoker wrote: July 8th, 2020, 8:01 am About the textures, at first I had thought about the clothes, which is not too much either, but the most interesting thing would be to be able to change the general textures of the game, texture of floors, walls, buildings in general, but I think that would be too much to ask for hahaha

I would be happy with the clothes, but it would also be nice to be able to access "the skin" of people, change it for one of better quality, that would also allow to change a little the look of the face of the NPCs hehe although something quite annoying is that all NPCs are the same, all men have the same face, women the same, they could have done this a little more varied, put at least 8 or 10 different skins so that there would be some more variety xD
Didn't really have much time to work on this during the week, but I'll see if I can get it done this weekend. There's no reason that the textures for floors/walls/buildings can't be made moddable, it would just take some effort to find a good scheme for doing so. Hence why I want to get a texture replacement system for characters/wearables/weapons up and running first.
davoker wrote: July 8th, 2020, 8:01 am PS: You should release your mod in Nexus Mods, I'm sure that with the possibilities that the game has thanks to your patch, which right now is a pretty modifiable game thanks to you, there would be people interested in creating new mods, I think your patch goes very unnoticed being alone here :D
I will, eventually. 0.9.5 just has so many under-the-hood changes and improvements that now is not the time for it.
Very good news!

The changes in the patch so far are working well, the option to put clothes on fellow recruits is working great, the Vulture's Cry items that you retrieve from the vendor in Highpool (when you release her from her lockup) now belong to her and cannot be sold, which was a bug that existed before and you fixed it in an upgrade, working correctly hehe

I'm with a new game, almost finishing Arizona (I'm going for Damonta), so far I haven't seen anything weird, and that's pretty good, this patch could be called "unofficial Wasteland 2 DC Patch", like Skyrim and FO4 xD play this game without this patch I don't even think about it haha

Looking forward to that update, thank you!

Edit: One question, you can look with some command if in the second part of the game, in California, there is an arms dealer on the map? in Arizona you find 2 NPCs that wander around the map, you can meet them at random, one of them is a woman who sells weapons, one of the best.

In California I never found one that sold weapons, I think I found 2 or 3, but all sold Medic packs and related items of medicine, I've been playing this game about 600 hours, different games 600 hours or so, and I never saw a NPC on the map of California that sold weapons.

Does it exist? xD
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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ »

davoker wrote: July 11th, 2020, 5:51 am The changes in the patch so far are working well, the option to put clothes on fellow recruits is working great, the Vulture's Cry items that you retrieve from the vendor in Highpool (when you release her from her lockup) now belong to her and cannot be sold, which was a bug that existed before and you fixed it in an upgrade, working correctly hehe
Glad to hear everything is working well.
davoker wrote: July 11th, 2020, 5:51 am Edit: One question, you can look with some command if in the second part of the game, in California, there is an arms dealer on the map? in Arizona you find 2 NPCs that wander around the map, you can meet them at random, one of them is a woman who sells weapons, one of the best.

In California I never found one that sold weapons, I think I found 2 or 3, but all sold Medic packs and related items of medicine, I've been playing this game about 600 hours, different games 600 hours or so, and I never saw a NPC on the map of California that sold weapons.

Does it exist? xD
There's three random vendors in California, but none of them sell weapons. Besides different tiers of medical supplies, they mostly vary by the type of trinkets they sell.
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