Wasteland 2: now with improved modding capabilities!
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- Explorer
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0.9.4zt now available here
BASE GAME BUG FIXES
BASE GAME BUG FIXES
- resolved issues with Ralphy getting stuck at the playground
- if loading a save where Ralphy had already bugged out at the playground, he'll now properly run home
- Josie in Hollywood was incorrectly included in a Salt Thugs combat group, causing her to go hostile alongside them
- if already hostile, that should be removed upon loading
- Ralphy's mom will now offer her son to the Rangers repeatedly
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- Novice
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Ralphy's mistake has never happened to me, I guess it must be concrete situations, each person plays differently and finds bugs that other people will never seeExecutor_ wrote: ↑October 10th, 2020, 2:01 pm 0.9.4zt now available here
BASE GAME BUG FIXESGAMEPLAY CHANGES
- resolved issues with Ralphy getting stuck at the playground
- if loading a save where Ralphy had already bugged out at the playground, he'll now properly run home
- Josie in Hollywood was incorrectly included in a Salt Thugs combat group, causing her to go hostile alongside them
- if already hostile, that should be removed upon loading
- Ralphy's mom will now offer her son to the Rangers repeatedly

Thank you for Josie's fix, I was sure it was a bug, another one of many you have fixed, it works correctly now, thank you very much!
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- Initiate
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- Joined: October 17th, 2020, 10:59 am
Hello. I use the Red Boots mod and i want to add weapon modification whith it provided to some traders. But i found that the vendor list is limited and if i add all these modifications, they are not displayed in traider store. I would like to know what limitations this causes and what is the maximum number of slots available to the merchant. I think it would be possible to add more npc merchants and split the items by them. Or maybe there is a simpler method? The whole list of weapon mods i want to add takes around 1500 line. Thanks
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I'm sorry for one more question. I'm trying to balance the parting of the weapon so that when you parse one weapon, some parts drop out with a 100% chance, others with a lower chance. Also higher-quality parts should replace the old ones according higher values of weaponsmith skill, excluding them from the drops. I've tried different values of chance and rolls, but it is not work properly. As far as I understand, all the drop chances together should give a total of 100% or each ones should be 100%. otherwise, i only get one part. This one part of Field Strip for m16 gives only parts from the FieldStrip_M16_generic_old set according to skill level 3 ignoring the FieldStrip_M16_generic_new set, even with skill level 6. I've no errors regarding these changes in the debug file. I would be very grateful if I knew the correct syntax.
Code: Select all
drops : [
{
minSkill : 1
chanceToDrop : 100
minRolls : 1
maxRolls : 1
{
minSkill : 6
chanceToDrop : 100
minRolls : 1
maxRolls : 1
dropClass : 1
dropItems : [
{
type : DropType.DROPSET
itemTemplate : null
dropSet : FieldStrip_M16_generic_new
percent : 100
min : 10
max : 10
}
]
}
{
minSkill : 3
chanceToDrop : 100
minRolls : 1
maxRolls : 1
dropClass : 1
dropItems : [
{
type : DropType.DROPSET
itemTemplate : null
dropSet : FieldStrip_M16_generic_old
percent : 100
min : 10
max : 10
}
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- Explorer
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- Joined: August 11th, 2014, 5:38 am
There's an old size limit of 100KB on MSON files that's probably unnecessary now. Easy enough to fix.
Not possible currently, but implementing a maxSkill field to do what you're asking wouldn't take too long.
Looking at the code, the total of all the chanceToDrop fields can be anything. The DropItem percent fields, however, should definitely add up to 100.
That's definitely not the proper format; you can't nest objects of the same type like that. It's probably not giving an error because there's a valid object being created, it's just immediately discarded, unused.Mekidon wrote: ↑October 18th, 2020, 2:52 pm I've no errors regarding these changes in the debug file. I would be very grateful if I knew the correct syntax.Code: Select all
drops : [ { minSkill : 1 chanceToDrop : 100 minRolls : 1 maxRolls : 1 { minSkill : 6 chanceToDrop : 100 minRolls : 1 maxRolls : 1 dropClass : 1 dropItems : [ { type : DropType.DROPSET itemTemplate : null dropSet : FieldStrip_M16_generic_new percent : 100 min : 10 max : 10 } ] } { minSkill : 3 chanceToDrop : 100 minRolls : 1 maxRolls : 1 dropClass : 1 dropItems : [ { type : DropType.DROPSET itemTemplate : null dropSet : FieldStrip_M16_generic_old percent : 100 min : 10 max : 10 }
It's best to look at files in the "Export" directory to figure out the right format for an MSON. You can confirm that one of your MSON files was loaded correctly by the game by checking the "ExportImport" folder for the corresponding MSON file.
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0.9.4zu now available here
Delete the "DropSet" folder in your "Mods/Export" directory so that it will get re-exported.
MODDING
Delete the "DropSet" folder in your "Mods/Export" directory so that it will get re-exported.
MODDING
- Fixed a bug where no error was displayed even though MSON syntax for arrays/lists was incorrect.
- Added a maxSkill field to DropSets, above which those items will not drop.
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- Initiate
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Thank you a lot. Now the weapon is parsed out correctly, and the set vendor holds all stuff. Although I'm disappointed that the parse dropset had to be assembled by combing the variants, it's not so elegant, but at least it works.Executor_ wrote: ↑October 21st, 2020, 11:01 am 0.9.4zu now available here
Delete the "DropSet" folder in your "Mods/Export" directory so that it will get re-exported.
MODDING
- Fixed a bug where no error was displayed even though MSON syntax for arrays/lists was incorrect.
- Added a maxSkill field to DropSets, above which those items will not drop.
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- Initiate
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- Joined: April 3rd, 2020, 12:30 am
Hi Executor!
Good to see that you still work on your patch.
I have a bug with tooltips that are truncated in some menu on my 21/9 widescreen.
You can see an exemple here : https://imgur.com/v2Y5T1q
I didn't have this problem some time ago (around zf version I think)
Thanks in advance
PS : I see that you add two options in modding menu : comment position & tab width but I can't see any differences in HUD when edit them.
Good to see that you still work on your patch.
I have a bug with tooltips that are truncated in some menu on my 21/9 widescreen.
You can see an exemple here : https://imgur.com/v2Y5T1q
I didn't have this problem some time ago (around zf version I think)
Thanks in advance
PS : I see that you add two options in modding menu : comment position & tab width but I can't see any differences in HUD when edit them.
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- Initiate
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Thanks mate
Some comments:
1: Music & sounds in main menu doesn't play anymore (since zw version).
2: Derived stats tooltips are displayed at character creation screen when mouse-over on them but not anymore after the game begin. Please could you change that?
3: If I choose Raised in a Circus quirk for my character, he wears a clown costume all the time and it cannot be removed. Please can you add an option in Mod menu to let us the choice?
thanks in advance
Some comments:
1: Music & sounds in main menu doesn't play anymore (since zw version).
2: Derived stats tooltips are displayed at character creation screen when mouse-over on them but not anymore after the game begin. Please could you change that?
3: If I choose Raised in a Circus quirk for my character, he wears a clown costume all the time and it cannot be removed. Please can you add an option in Mod menu to let us the choice?
thanks in advance
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- Explorer
- Posts: 303
- Joined: August 11th, 2014, 5:38 am
- I didn't encounter that in my testing. Could you try this version here and see if it is any better?
- Are you talking about the tooltips that appear when you hover over the attributes and skills? And they're not appearing on the character screen during regular gameplay? Were they showing up prior to 0.9.4zv?
- Should be easily doable.
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- Initiate
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Hey,
1 : Sound in main menu work fine now.
2 : Attributes and skills tooltips are ok. I talked about derived stats like Chance to Evade, Combat speed etc. Tried with vanilla CSharp and tooltips doesn't show up also. So I was wondering if it was possible to add tooltips with modifiers for these Derived stats (simple QoL update but if it is too complicated, forget it
3 : great thanks
1 : Sound in main menu work fine now.
2 : Attributes and skills tooltips are ok. I talked about derived stats like Chance to Evade, Combat speed etc. Tried with vanilla CSharp and tooltips doesn't show up also. So I was wondering if it was possible to add tooltips with modifiers for these Derived stats (simple QoL update but if it is too complicated, forget it

3 : great thanks
Last edited by lexo1000 on November 4th, 2020, 8:43 pm, edited 1 time in total.
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- Initiate
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Please could you also fix the ambush icon position? : https://imgur.com/a/oechGfl
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Taking a bit longer than expected to add the extra tooltips as it requires backporting a bunch of code from 0.9.5. While working on that, I noticed a bug with the Attribute tooltips, wherein multiple Attributes would claim the same actionPoint on the tooltips if they were partially contributing to it. Strength, Intelligence, and Speed all give 0.25 actionPoints per Attribute point and that's causing issues.
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- Explorer
- Posts: 303
- Joined: August 11th, 2014, 5:38 am
0.9.4zx now available here
BASE GAME BUG FIXES
BASE GAME BUG FIXES
- previously saved speaker settings were not being loaded on game start
- the tooltips for Strength, Speed, and Intelligence were sometimes incorrectly reporting how many actionPoints they were contributing
- added additional tooltips on the character screen
- clown costume worn by PCs with the Raised in the Circus quirk can now be disabled by going to the Modding section in the Options screen
That'll take a bit of work to resolve. I need to experiment with various possible fixes.lexo1000 wrote: ↑November 4th, 2020, 11:33 am Please could you also fix the ambush icon position? : https://imgur.com/a/oechGfl