my intention for this mod is that i don't like to reload all the day just because something broke down after trying to open it. I think this is no really good game design decision. Yes, i could life with the fact that i just destroyed this safe door with a ~80% success chance. But how many of us really can resist to reload again and again until the door/safe/whatever is open? In my opinion the chance for a critical failure is by far too high and the result or advantage is nearly nothing but a quick-load orgy on every hard lock. So i've changed the critical-fail-chance(depending on your skill and the lock-level) from(%) 0,1,10,35,45,60 into 0,0,1,3,5,7,10. The fail chance is still the same. Yes, it feels a little bit like cheating but in the end it just reduces the amount of quick-loads(which is also cheating in a way). If you don't want to cheat, don't use this "mod".
I also don't like the skill-usage-meter very much. It just takes too long to do anything, especially the bandaging after a fight. I've reduced the time the skill meter is shown(EDIT).
Unfortunatly this was not really easy because inXile decided to hard-code every setting, which means that we need to decompile and change the .NET Assembly where this is done. I used the free tools JustDecompile and Reflexil to do this. I changed the following positions in the Assembly-CSharp.dll(make a backup before trying this yourself):
1. To reduce time of skill execution:
I've added a line in Function: <Default Namespace>.SkillMetered::PrepareMeter(PC pc, float duration):
duration = 1f;
2. To reduce the critical failure chance:
Function: <Default Namespace>.SkillMetered::SkillMetered()
Line: SkillMetered.TheOdds = ....
Into: This is a array of "odds". The ChallengeLevelOdds for every object is constructed with 3 params. First one is the critical failure chance(if random(0,100) < this number), second number is for a normal failure(if random < this number), third number is critical success(if random > this number), everything else is success.
3. I increased the runspeed a little bit(about 50% faster)
Function: <Default Namespace>.PCStats.CalculateStatBase
i've changed the value "6" to "10" at if (statName == PCStatsManager.runSpeed) return 6; in the function
<Default Namespace>.PCStats.CalculateStatBase.
You can download a modified version from here:
Please Note: This Downloads are made for Wasteland 2 with Patch 1. They don't work with any other version.
Version "All Inclusive"
This version contains:
-SkillMeter Duration reduced to 1 second.
-All Critical Fails drastically reduced from 0,1,10,35,45,60 to 0,0,1,3,5,7,10 (%)
-Runspeed at ~160% of original Value
Download:
https://www.dropbox.com/s/1m9csi3tsru6g ... p.dll?dl=0
Version "Cautious"
Some people have read the post of InXileBen. He said: No Meters could be causing a problem. Thats why i changed from my first approach with no meters to very fast meters. Some people still want standard-meters with NO crit fails anyway.
This version contains:
-All Critical Fails chances reduced to 0.
Download:
https://www.dropbox.com/s/2yl638yngtlnx ... s.dll?dl=0
Version "No-Cheat"
This version contains:
-Skill-Meter duration reduced to 1 second.
-Runspeed at ~160% of original Value
Download:
https://www.dropbox.com/s/3jt6q49p6asik ... s.dll?dl=0
Installation Instructions:
Please rename the downloaded file you want to use into: Assembly-CSharp.dll (if necessary) and replace the one in the wasteland 2 directory(backup the original). You need to replace the file at: STEAM\SteamApps\common\Wasteland 2\Build\WL2_Data\Managed\Assembly-CSharp.dll
Thanks for using my mod.

