Wasteland 2
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Shadow Jack

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ShadowJack1979

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About this mod

Rebalance of weapons, skills, attributes, loot drops, random encounters. Perks from Fallout. New and correct ammo. Unique set of mods for each weapon. Based on Executor's framework. Quality of life mods integrated in the framework(Camera mod, fast skill usage, bug fixes). Droid companions can survive combat now.

Requirements
Permissions and credits
Donations
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. Delta patch already contains numerous bugfixes and quality of life improvements like faster skill-check animations, no critical skill failures, camera mod etc.

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, WornUsed, Good 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 weapon if you have weaponsmith skill level 4 and it is close to useless unless you try to upgrade your first low tier weapon. 

LOOT 
New loot system was implemented. There is 10% chance that enemy will drop weapon of higher quality. Now all firearms are tiered  by quality(OldWornUsed, Good and New) and by type(barrel and receiver). For example Good barrel gun will immediately provide damage benefits comparing to the base weapon of the same type. To get receiver bonuses you have to strip receiver gun and install it into weapons of same type(e.g. m4 with good receiver should be stripped and good receiver will provide rate of fire bonuses to any M4 rifle). So in theory you can finish the game with starting weapon that was upgraded to endgame level of quality.

GEAR
Backpacks now provide carry weight bonuses and now they have mod slot for a water flask.

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

ENERGY WEAPONS
Started process of rebalancing energy weapons ( still work in process). As of now: added burst mode to almost every weapon. Completely removed burst and full auto chance to hit penalties and significantly increased rate of fire. I believe all those changes should make energy weapons wore adequate comparing to the other weapon types.

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!
AP costs for all actions have been  multiplied by 10, same was done with AP gains from corresponding Atrributes. That was done to make balancing weapon's rate of fire easier.
Level cap is increased to 60

RECRUITS
Adjusted stats of recruits to meet new skill system requirements.

NPC
Vax now has 950HP so it does not die in the first fight
Jaime The Robot now has 900HP 
All NPCs helath have been buffed to provide more challenge
End game NPCs have more than 1000 HP to provide at least some challenge.
Removed armor from most animals and added extra HP(because ANIMALS DON"T HAVE FREAKING ARMOR!!!)

RANDOM ENCOUNtERS
All Arisona RE have been reworked. No you can face a group of up to 12 enemies. New powerful groups have been implemented to Arizona.
Some California RE ave been reworked. No you can face a group of up to 12 enemies.

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.
Luck provides huge bonuses to critical hit chance if maxed out, +1 bonus to Explosives skill.

SKILLS
All weapon skills provide lower initial  chance to hit bonus - so now to be able to hit a target you have to invest in a skill.
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  lowers chance to jam with skill advancement.

TRAITS
Bruiser
description : "A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! Your total action points are lowered, but your Strength is increased."
effectsDescription : "Benefits: +2 to strength. Drawbacks: -2 to action points "
Built to destroy
description : "The flamer that burns twice as bright burns half as long. All weapons have +3% chance to Critical Hit, but equipment condition decays much faster."
effectsDescription : "Benefits: +3% chance to Critical Hit. Drawbacks: +6% to chance to jam "
Fast Shot
description : "You don't have time to aim for a targeted attack, because you attack faster than normal people. It costs you one less action point for guns."
effectsDescription : "Benefits: -2 to Attack Cost. Drawbacks: -100% special attack chance to hit "
Finesse
description : "Your attacks show a lot of finesse. You don't do as much damage, but you cause more critical hits."
effectsDescription : "Benefits: +10% critical chance. Drawbacks: -25% to damage "
Gifted
description : "You have more innate abilities than most, so you have not spent as much time honing your skills."
effectsDescription : "Benefits: +1 to all Attributes. Drawbacks: -3 Skill Points per level "
Good Natured
description : "You studied less-combative skills as you were growing up. Your combat skills start at a lower level, but other skills are substantially improved."
effectsDescription : "Benefits: +1 to non-combat skills. Drawbacks: -1 to all combat related skills "
Kamikaze
description : "By not paying attention to any threats, you can act a lot faster in a turn. This lowers your Armor to just what you are wearing, but you sequence much faster in a combat turn."
effectsDescription : "Benefits: +3 to initiative. Drawbacks: -2 to armor "
One Hander
description : "One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem."
effectsDescription : "Benefits: +20% to one-handed ranged weapons. Drawbacks: -4 to all two-handed ranged skills "
Skilled
description : "Since you spend more time improving your skills than a normal person, you start with better skills levels. The tradeoff is that you do not gain as many extra abilities. You will gain a perk every five levels."
effectsDescription : "Benefits: +3 to skill points per level. Drawbacks: You will gain a perk every five levels. "
Small Frame
description : "You are not quite as big as other people, but that never slowed you down. You can't carry as much, but you are more agile."
effectsDescription : "Benefits: +2 to coordination. Drawbacks: -20% to weight you can carry "

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  
Action Boy
"Each level of Action Boy gives you an additional AP to spend every combat turn.. Benefits: +1 AP "
Living Anatomy
"You have a better understanding of living creatures and their strengths and weaknesses.  Benefits: +20% damage vs. humans "
Bonus HtH Attacks
Bonus Move
Bonus Rate of Fire
Dodger
Earlier Sequence
Educated
Gain Attribute
Lifegiver
Swift Learner
Sniper 


ARMOR MODS
Helmet:  +1 to Armor, Trauma Plate +1 to Armor, Camouflage Pattern +1 to Evasion, Knee Pads -10AP to change stance(crouch) cost

CYBER IMPLANTS
In Ranger Citadel you can purchase medical procedure that will increase your attributes. 

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

INSTALLATION
WARNING!
If you have vanilla or old version of this mod saves, backup them before installation of the mod, launch game and remove all mods from your weapons and put weapons to inventory so that they will be unloaded(I plan to change some weapon's calibers and not sure how game will treat situation when your gun is loaded with wrong type of ammo or equipped with mod that does not belong to this weapon anymore) and save(Use this save as initial save for modded game). Due to mod features your team will be weak so use Ranger Editor(http://www.mybyteideas.com/WL2/ShadowJack/WL2RangerEditor.jar).

1. Go to https://forums.inxile-entertainment.com/viewtopic.php?f=18&t=17009
2. Read INSTALLATION INSTRUCTIONS
3. Download latest patch and delta patcher from(https://www.dropbox.com/sh/x36syu96ku75o5s/AAAsqOaYnSFoBaLGq1Elg80ka?dl=0)
4. Install delta patch
5. Launch game for the first time. Now you should have two folders autogenerated  in your Wasteland 2 directory: (<Wasteland 2 Director's Cut\WL2_Data\Mods\Import> and <Wasteland 2 Director's Cut\WL2_Data\Mods\Export>). Export folder contains all vanilla data that can be potentially modded(some game location folders will be updated as soon as you reach them in game). Import folder will contain files that are actually modded(There you should put my mod). 
6. Download Main file from Nexus
7. Extract the contents of Main file to your mod folder location(e.g. G:\Wasteland 2 Director's Cut\WL2_Data\Mods\Import)
8. Have fun. If you don't, give feedback - I'll see what I can do
9. If you do, give feedback and endorse. 

BUGS AND ISSUES

Combat freezes:
Make sure that you have latest patch version.

Rangers running too fast: To alter run speed edit this file "\Mods\Import\BaseStat\DerivedStat\runSpeed.mson". 

Confusing barrel/magazine mods description: Now formula of calculating effect is bit different: 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 description is now a bit confusing but it is due to the limitations of the modding framework.

Guns jam too often: Low tier/quality firearms and complex weapons tend to jam more often, install better recievers, invest in weaponsmith/mechanical repair skills, look for clening kit trinket.




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 
0.06 Rebalancing of Luck and firearms, added all ammo to starting vendor, potential fix to null reference bug, added some icons, rechambered some weapons to more suiting calibers
0.07 Added Traits and Perks from fallout, lowered initial chance to hit bonuses, inflated AP costs/gains.
0.08 Bug fixes
0.081 Moved 0 cost clothes from starting vendor to avoid cash exploit, fixed infinite grenades bug, added hydration system and backpack as armor mod for companions that have no backpack equipment slot(e.g. Angela Death, Vultures Cry, etc).
0.082 Hotfix for unlimited shots exploit

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