Red Boots Mod

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Shadow Jack
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Posts: 48
Joined: October 25th, 2017, 7:53 am

Red Boots Mod

Post by Shadow Jack » October 27th, 2018, 11:13 pm

If you ever wondered how .38 revolver and .50 cal anti-material rifle can share the same barrel - this mode is for you. Intention of this mod was to give more "realistic" feel to the game. You cannot attach Beretta's magazine to AK47, you cannot stash several miniguns in your inventory and be able to move, you NEED water in Arizona and if you have not invested in Outdorsman skill you can die of dehydration. If you do not take care of your gun it will jam(gameplay wise that means that you need at least 1 point of Weaponsmith skill for every team member that will use complex weapons and one crew member with high Weaponsmith to get high level mods for your weapons).

MODDING FRAMEWORK
After installing delta patch you will be able to easily mod weapons, ammo, equipment, NPCs, Skills, Attributes etc.
In Mods/Export folder you will find vanilla .mson files if you modify them and put in the corresponding folder in the Mods/Import you will be able to mod game objects. Or you can alter/delete my .mson files that are already in the Import folder to rebalance/remove some items/features.

WEAPON MODS
Most of the weapons have their own set of mods/slots. So only weapons that are close relatives can share magazines, barrels(e.g. M4 and m16).
Every firearm in game can be modded with several types of mods: suppressors, barrels, under-barrels, optics, receivers/trigger groups, magazines, gun slings/holsters, magazine couplers. Some mods(barrels, receivers) can be tiered by quality(Old, Used and New) which will have effect on benefits they provide. New barrel will provide you with damage that is equal to the top tier endgame weapons. New receiver will provide significant bonus to rate of fire and reload speed and weapon reliability.
To get New mods you need weaponsmith skill level 10. To get Used you need weaponsmith skill level 7. Old barrel can be obtained from wepon if you have weponsmith skill level 4 and it is close to useless unless you try to upgrade you first low tier weapon.

GEAR
Backpacks now provide carry weight bonuses

WEAPONS
Most of the weapons were rebalanced and their caliber was adjusted to reflect real life models(e.g FN FAL uses 7.62 NATO and AK-47 uses 7.62*39)
All bladed weapons have high chance to apply bleeding effect

AMMO
Adjusted weight of the ammo(e.g. 50 cal is way more heavier now)
Added armor-piercing type of ammo, and slugs for the shotguns.
Slugs have higher penetration, longer range but 0 spread cone.
Added several new calibers: .38 special, .44 Magnum, .338 Lapua Magnum, 10*24 Caseless, 7.62*25, 7.62*39, 7.62*54r, 5.7*28, 9*18(Not all of the new calibers have corresponding weapons...yet).

GAMEPLAY
Skill development now costs twice as much as in vanilla game(full development of any skill now costs 88 skill points instead of 44). However you can earn twice as much skill points per level...if you invest in INTELLIGENCE attribute. So now each level of Intelligence provides bonus to skill points earned.
Most of the NPCs now always drop their weapons when dead. No more savescamming to get that rifle from the fallen enemy!
Level cap is increased to 60

NPC
Vax now has 950HP so it does not die in the first fight
Jaime The Robot now has 900HP

ATTRIBUTES
Extra attribute point is given every 5th level now.
Strength provides less benefits to amount of staff you can carry, gives +1 bonus to Hard-ass skill.
Intelligence now provides benefits to xp earned, each level of intelligence provides bonus to skill points, +1 bonus to Smart-ass skill.
Charisma provides bonus to barter +10% to selling price, +10% discount, +1 bonus to Kiss-ass skill.

SKILLS
Outdoorsman now has effect on amount of water and items you can carry
Sniper rifle skill gives bonus to max attack range.
Animal whisperer skill gives significant bonus to damage that is dealt to animals.
Computer Science skill gives significant bonus to damage that is dealt to synths.
Surgeon skill gives significant bonus to damage that is dealt to humans.
Weaponsmith skill gives severe panalty to chance to jam if skill level is 0 (+20% to chance to jam) and respectively chance to jam lowers with skill advancement.

PERKS
New perk: "Eyes on the target" - +2% Chance to Hit bonus when repeatedly attacking a target with your ranged weapon. Bonus lost when switching to another target

ARMOR MODS
In progress...

CYBER IMPLANTS
In progress...

And lots of more small changes I've already forgot about...

INSTALLATION
1. Go to viewtopic.php?f=18&t=17009
2. Read INSTALLATION INSTRUCTIONS
3. Download latest patch and delta patcher from(https://www.dropbox.com/sh/x36syu96ku75 ... g80ka?dl=0)
4. Download both Main files (Sptite, Mson files) from Nexus
5. Extract the contents of both Main files to your game location(e.g. F:\Games\Wasteland 2 - Director's Cut\WL2_Data\Mods\Import)
6. Have fun
7. Give feedback

BUGS AND ISSUES
Confusing barrel/magazine mods: Now their formula is multiply weapons damage/clip size by 0 and then add bonus. So basically if in mod description you see that it adds 10 point of damage that means that total damage amount will be 10. If you see that magazine adds 40 to capacity that means that total magazine capacity will be 40. Sorry it is a bit confusing but it is due to the limitations of the modding framework.

Game fails to load(ranger star keeps rotating but game menu fails to appear):
1. Make sure you've followed INSTALLATION INSTRUCTIONS - then try again.

2. If you own steam version of the game delete folder "\Import\LosAngeles\CA00_SantaFeSprings\Interactable" - then try to launch game again.

3. If firs two options did not hel try the solution provided by GhostOfRazgriz:
[left]"For Steam users, follow these directions to make the symbolic link.
1. You'll need to choose a location on your computer to save the RedBoots01 folder to. I chose to create a folder on my D drive named WL2 Mods, and I put the RedBoots01 folder into there.

2. Go into your Mods folder in the game directory (Wasteland 2 Director's Cut\Build\WL2_Data\Mods) and rename the Import folder to something else, such as Import (Backup). You could also delete the folder entirely but I recommend simply renaming it. The symbolic link folder that you're about to create will have to be named Import, which precludes the ability to run other mods normally with Red Boots. This means that you will either have to put all of your other mods into the RedBoots01\Import folder that you just made in Step 1, or only play with Red Boots.

3. Launch command prompt (possibly as administrator) and enter the following command:
mklink /J "*:\Steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Mods\Import" "YOUR-DIRECTORY-HERE\RedBoots01\Import"

Replace the * with the drive that you have your game installed on, and replace YOUR-DIRECTORY-HERE with the location you chose in Step 1. Command prompt should display a "Junction created for..." message if it worked properly."[/left]




HISTORY
0.1 Initial release
0.02 Repackaged for easier intstall. Hotfix to remove installation bug for Steam version of game. Increased probability of AP ammo drops.
0.02b Hotfix
0.04 Repackage to workaround some temporary(I hope) Nexus limitations

CREDITS
This mod is possible only because of amazing work of Executor.

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