UPDATED GAME BUG FIXES
- resolved issue with a state variable related to the Prison not always being set when rescuing both AG Center and Highpool, preventing main quest progression
Latest version is best. There's a ton of bugfixes and improvements over the base game, like more and better tooltips. First post in this thread has a link to all the patch notes. If you do experience any issues, you can just switch over to the base game, as they're completely savegame compatible.icarium_jag wrote: ↑April 5th, 2021, 5:36 am Hi,
Would you recommended this patch to someone starting their first first blind playthrough of Wasteland 2: DC?
If yes, which version would be considered most stable and polished?
Kind regards,
J
That is awesome thanks! I have some questions if you don't mind:Executor_ wrote: ↑April 7th, 2021, 7:44 am 0.9.4.058 now available here
To ensure moddable files are re-exported, please delete the "Arizona/ArizonaWorldMap" and "LosAngeles/LosAngelesWorldMap" folders in your "Mods/Export" directory, as well as the classes.txt file in your "Mods" folder.
MODDING
- WorldMapRandomEncounterZones can be created, and all zones now properly exported and available for editing
- All zones on each map are the same size, but doesn't have to be the case
- Zones can overlap, though again, the base game never uses this
- Zones were renamed so they start with coordinates in square brackets
- On the Arizona map, [0,0] is at the bottom left
- On the Los Angeles map, [0,0] is at the top right
- Zone location can be changed via the position property
- When playing the game, any zones that the squad enters or leaves will be recorded in the inXile_log.txt file stored in the "Mods" directory
- worldMap.mson in the "Arizona/ArizonaWorldMap" and "LosAngeles/LosAngelesWorldMap" folders controls which WorldMapRandomEncounterZones are actually utilized by the game
- Zones that are disabled or not present in the list will be ignored
- If creating a new zone, make sure to add it to the list
The scene will be exported the first time it is loaded up, so just wander around and trigger the random encounters. Check your "Arizona" folder, there's likely a few already exported.Shadow Jack wrote: ↑April 7th, 2021, 2:27 pm Can I see/edit scenes(e.g. scenes : [ AZ_RandomMap_08 ])?
All the scenes I looked at had the same number of total spawns: 7 'ranged' and 6 'melee' Spawners. You could edit the RandomEncounterSpawnerSets to increase the number of spawns available for an encounter. Each spawner set only seems to use half of the available 'ranged' and 'melee' Spawners. I don't think it matters if you use 'ranged' Spawners for melee NPCs or vice-versa, I believe they're just named based on whether they'd be closer or farther from the party.Shadow Jack wrote: ↑April 7th, 2021, 2:27 pm Is it still impossible to edit/increase max amount of spawned actors?
Do you know what scenes have highest actors capacity?
Add up all the weightings. Chance for any particular WorldMapRandomEncounter to be picked is weighting / (sum of all weightings). The RE_Desert_RangerDeathSquad_## encounters will normally be excluded from consideration because they have a requiresWSBoolTrue requirement that won't be met.
You definitely don't want to be using the target's weapon to be determining the bonuses for the user's weapon.Shadow Jack wrote: ↑April 7th, 2021, 2:27 pm If I want laser sight to provide bonus only at point blank and optimal range how should I do it?
statModifiers : [
{
when : [ Situation.Target_PointBlankRange ]
statName : chanceToHit
tooltipId : ""
subset : [ Situation.Target_PointBlankRange ]
operation : Operation.ReduceNegative
value : 15.0
}
{
when : [ Situation.Target_OptimalRange]
statName : chanceToHit
tooltipId : ""
subset : [ Situation.Target_OptimalRange]
operation : Operation.ReduceNegative
value : 5.0
}
]
Code: Select all
statModifiers : [
{
when : [ Situation.PointBlankRange ]
statName : chanceToHit
tooltipId : ""
subset : [ Situation.PointBlankRange ]
operation : Operation.Add
value : 15.0
}
{
when : [ Situation.OptimalRange]
statName : chanceToHit
tooltipId : ""
subset : [ Situation.OptimalRange]
operation : Operation.Add
value : 5.0
}
]
Should be resolved now.Shadow Jack wrote: ↑April 11th, 2021, 11:32 am 1. Game does not load world map if you you import existing WorldMapRandomEncounterZone(even without any changes), if you create new one it works.
Probably best to only use Spawners that are already utilized by one of the RandomEncounterSpawnerSet on the map to avoid that issue. I think the level designers did a lot of copying and pasting when creating the random encounters, hence why so many Spawners seem to share guids.Shadow Jack wrote: ↑April 11th, 2021, 11:32 am 2. AZ_RandomMap_02 if you use all available spawner areas (that is much more than standard 6 melee 7 ranged) some actors are spawned underground(or outside of rechable area) and cannot be killed. I will continue research maybe will use only standard spawner areas. BTW is it ok that different maps use same spawner areas?
Not at the moment but it's something I can implement. I won't be able to work on the game or respond to any forum posts for the next few days though, as I'm going to be assembling my new computer and then having to reinstall everything.Shadow Jack wrote: ↑April 11th, 2021, 11:32 am 3. Is there a way to get coordinates(that later can be used to create new encounter zone) of team's location on the world map?
The game periodically checks for a random encounter. percentChance controls whether one will be found. At 0, that WorldMapRandomEncounterZone will never have any random encounters. At 100, it will always do so.Shadow Jack wrote: ↑April 11th, 2021, 11:32 am 4. I there a way to increase a frequency of random encounters?
5. What parameter "percentChance" actually does? I've seen some zones with percentChance : 0
Completely forgot about them in the previous patch. You should now be able to create them.Shadow Jack wrote: ↑April 12th, 2021, 9:41 am It is still impossible to create new random encounters right?
Should function now.Shadow Jack wrote: ↑April 14th, 2021, 11:34 am I've created new encounter and added it to zones. However it always occurs on one map and it is always empty(no actors).
Nah, was just aiming for a better CPU as I was on a 7700K. Already have a 2080 Ti and I'll wait until the 4080/Ti/90 are available next year to upgrade. Hopefully by then the mining craze will be over.Shadow Jack wrote: ↑April 12th, 2021, 1:22 pm Thanks a lot and good luck with assembling new rig! Managed to get new GPU?)))
Code: Select all
[87.95912] Party.CurrentPC.weaponTemplate.prefab.DEBUG_GetGameObjects()
[87.95917] "GAMEOBJECT: 'W_G3' (W_G3) [activeSelf: True, layer: 0 'Default']
-->Transform [localPosition: (0, 0, 0), localEulerAngles: (0, 0, 0), localScale: (0.72, 0.72, 0.72)]
-->MeshFilter [mesh.vertexCount: 4696]
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-->FireFX [enabled: True]
child gameObjects (5):
GameObject 'CasingEffectPosition' [activeSelf: True, layer: 0 'Default']
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GameObject 'FireEffectPosition' [activeSelf: True, layer: 0 'Default']
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GameObject 'Mod_Mount_Barrel' [activeSelf: True, layer: 0 'Default']
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GameObject 'Mod_Mount_Scope' [activeSelf: True, layer: 0 'Default']
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GameObject 'Mod_Mount_UnderBarrel' [activeSelf: True, layer: 0 'Default']
-->Transform [localPosition: (-0.8167, 0, 0.0703), localEulerAngles: (0, 270, 0), localScale: (0.8889, 0.8889, 0.8889)]
"
[206.40045] Party.CurrentPC.weaponTemplate.prefab.GetComponent<FireFX>().DEBUG_GetSerializedFields()
[206.40049] "Outputting all fields for FireFX 'W_G3' [W_G3]
FireFX - 11 total fields/properties
public field Bullet 'bulletPrefab' = Bullet 'Bullet'
public field GameObject 'fireEffect' = GameObject 'AK47_MF_PFX'
public field GameObject 'smokeEffect' = GameObject 'AK47_MF_Smoke'
public field GameObject 'fireEffectLight' = GameObject 'AK47_MF_Light'
public field GameObject 'bulletCasingEffect' = GameObject 'AK47_Casing 1'
public field String 'currentWeaponName' = "G3"
public property Boolean 'useGUILayout' = true
public property Boolean 'enabled' = true
public property String 'tag' = "Untagged"
public property String 'name' = "W_G3"
public property HideFlags 'hideFlags' = None
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[278.38387] Party.CurrentPC.weaponTemplate.prefab.GetComponent<MeshFilter>().DEBUG_GetSerializedFields()
[278.38391] "Outputting all fields for MeshFilter 'W_G3' [W_G3]
MeshFilter - 5 total fields/properties
public property Mesh 'mesh' = Mesh 'W_G3 Instance'
public property Mesh 'sharedMesh' = Mesh 'W_G3 Instance'
public property String 'tag' = "Untagged"
public property String 'name' = "W_G3"
public property HideFlags 'hideFlags' = None
"
[286.75344] Party.CurrentPC.weaponTemplate.prefab.GetComponent<MeshRenderer>().DEBUG_GetSerializedFields()
[286.75350] "Outputting all fields for MeshRenderer 'W_G3' [W_G3]
MeshRenderer - 22 total fields/properties
public property Mesh 'additionalVertexStreams' = null
public property Boolean 'enabled' = true
public property ShadowCastingMode 'shadowCastingMode' = On
public property Boolean 'castShadows' = true
public property Boolean 'receiveShadows' = true
public property Material 'material' = Material 'M_G3 (Instance)'
public property Material 'sharedMaterial' = Material 'M_G3 (Instance)'
public property Material[] 'materials' = Count = 1
[0] M_G3 (Instance) (UnityEngine.Material)
public property Material[] 'sharedMaterials' = Count = 1
[0] M_G3 (Instance) (UnityEngine.Material)
public property Int32 'lightmapIndex' = -1
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public property Vector4 'lightmapScaleOffset' = (1.0, 1.0, 0.0, 0.0)
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public property Boolean 'useLightProbes' = false
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public property String 'sortingLayerName' = "Default"
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public property String 'name' = "W_G3"
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"
[328.66089] Party.CurrentPC.weaponTemplate.prefab.GetComponent<MeshRenderer>().sharedMaterial.DEBUG_GetSerializedFields()
[328.66099] "Outputting all fields for Material 'M_G3 (Instance)' [M_G3 (Instance)]
Material - 10 total fields/properties
public property Shader 'shader' = Shader 'Standard'
public property Color 'color' = RGBA(1.000, 1.000, 1.000, 1.000)
public property Texture 'mainTexture' = Texture2D 'T_G3_D'
public property Vector2 'mainTextureOffset' = (0, 0)
public property Vector2 'mainTextureScale' = (1, 1)
public property Int32 'renderQueue' = 2000
public property String[] 'shaderKeywords' = Count = 2
[0] "_LIGHTMAPPING_REALTIME"
[1] "_NORMALMAP"
public property MaterialGlobalIlluminationFlags 'globalIlluminationFlags' = RealtimeEmissive, EmissiveIsBlack
public property String 'name' = "M_G3 (Instance)"
public property HideFlags 'hideFlags' = None
"