Wasteland 2
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Shadow Jack

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ShadowJack1979

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400 comments

  1. roever7
    roever7
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    just started the game and my first encounter was "veryeasy2" with the enemy more than double my squad size and also double hp each. impossbile to win especially as a first fight.i got that encounter twice in a row. is that a mod bug or a game "issue"?  sorry if this is not the right place, its my first run of the game and i liked the mod ideas quite a lot, thats why i didnt try it vanilla
  2. Gh0sTpr
    Gh0sTpr
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    Hey, 

    Is that mod still working? Have some troubles with instaling it...
    1. link from point 2 is dead
    2. the subfolders don't create after launching first time gam
    3.file transfer stopping at 36% with folder "los angeles" 
    What I'm doing wrong? 
    1. Goddamnit122
      Goddamnit122
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      I believe the subfolders dont create because we're missing the steps from the point 2 link. Have you found out what to do? I'm in the same situation where no folders was created
    2. Goddamnit122
      Goddamnit122
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      Got it, the subfolders are created inside "MY GAMES" in "DOCUMENTS" where the savefiles are also stored lol
    3. roever7
      roever7
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      can you give me something to search, a file name or anything? Im running the game on linux and I cant find the folder :D

      @edit: found it, using steam on linux the folder was under /home/"user"/.var/app/com.valvesoftware.Steam/.config/Wasteland2DC/


      not yet sure if the mod works though
  3. RogamerBR
    RogamerBR
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    The ap costs are too high for anything, something wrong i did or...? help plz
  4. Goddamnit122
    Goddamnit122
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    Executor's Wasteland 2 link is dead "404. not found - Azure Static Web Apps" is it really that necessary? i was looking forward to play this mod ;(
  5. Bardblue
    Bardblue
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    Sweet mod, haven't gotten too far with it, but I like most of the changes so far. Some feedback:

    I'm not sure I like all the weapons being sold at extremely unaffordable prices outside the citadel. Just seems weird. Ideally there'd be a chance for the trader to have a random weapon at a fairly expensive rate, not sure

    To clarify your description, charisma provides +10% buy/sell prices with 10 charisma, correct?

    A lot of the mods have lack of spacing in their names (like UnderBarrel instead of Under Barrel). Not sure if there's a particular reason for this, but it's not very polished looking. Just a minor thing.

    Armor and Cyber mods sound awesome, any idea on a time frame? A full on loot overhaul with more randomized loot would be awesome. Say, the rare leather jacket that grants a charisma or speed bonus, weapons with varying levels of quality, in addition to random mod qualities. Just throwing some concepts our there not sure of the moddability of the game to support stuff like that.

    Really appreciate the modding of an older game with almost no other significant gameplay mods :) Keep up the good work!
    1. ShadowJack1979
      ShadowJack1979
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      Thanks a lot for the feedback.
      Well I just wanted to give grinders and barter builds possibility to have top tier weapons before leaving Arizona. Unfortunately it is not possible to have low chance(like REALLY low) items in traders inventory, so the only option I had was a paywall to make sure that high trier item would be available not earlier than in mid-game. If you don't like it you can edit vendors inventory (\Mods\Import\VendorSet\VendorSet_AZ0_StartingVendor.mson). Just delete item line from vendors inventory that have "Expensive" in their name(e.g {itemTemplate: AssaultRifle_Tier_1_1_Expensive, count: 1, isRestockable : true, DaysPerRestock : 0.0, minReplenish : 1, maxReplenish : 1}).

      Yes - charisma provides +10% buy/sell prices with 10 charisma.

      Yes indeed descriptions are not polished at all. I will do it eventually. Would be grateful if you mention bug you find in the bugs section(or here in thread).

      I will do armor and cyber mods when the full concept of implementation will be ready in my head after that it will be ready in couple of days. Will be grateful for any ideas(no promises for implementation though, due to the limitations of the modding framework). For example I cannot create "random" items all those random mods were created by me file by file(I automated generation of msons but still only new weapon mods consisted of 840 files). To create several tiers of weapon quality you have to multiply every weapon file by six. I will do it but by then I want to be sure that everything will be balanced.
      Well there only two post-apocalyptic tactical games that are worth modding(and I am sick and tired of modding Fallout: Tactics;-) )
    2. Bardblue
      Bardblue
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      Thanks for the info. Random suggestions, no idea what is and isn't possibe:

      Items or mods could add perks. Say, anti-fracture armor, resistance to explosive damage perk, but added weight.

      Cyber gear requiring computer science, to install, armor mods requiring something else, perhaps mechanical repair, but that's not quite right.

      Will post more ideas as I play more and see more examples of existing gear and what's possible.
    3. Bardblue
      Bardblue
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      So played a bit more, I'm finding the "old barrel" mods confusing. It seems like some of the numbers represent what the mods will become (like, min-max damage, +14, and +20 means 14-20 damage, not adding those), but other numbers are additive (like hit chance). I assume this is because of a limitation of the modding. But the biggest issue to me is, say, an old m14 barrel will basically have all the same numbers as a default m14, except I think they maybe add +1% hit chance? So I don't really get the point of them. If the numbers aren't going to change, why bother having them there? It just seems like way to make extra money. It just makes what the mod actually does more confusing.

      I'd rather see getting a chance to find an exceptional or well-maintained barrel or something like that (assuming that doesn't happen already at higher weaponsmithing). That makes more sense to me and would be more satisfying

      I also find that with all the extra weapons lying around, deconstructing them for weapon parts seems extremely lucrative (at least if selling to ranger quartermaster). It seems to me they should generate fewer broken weapon parts since there's so many around.

      Finally, did you change Improvised Explosives? I'm not sure how it was in vanilla, but disarming mines in the Rail Nomads area gives me like 4-5 pipe bombs when the perk procs, which feels excessive to me.
    4. ShadowJack1979
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      Thanks for the feedback. Concerning 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. Indeed it is a bit confusing due to the limitations of the modding framework.
      In most of the cases unless it's the very beginning of the game when you try to upgrade low tier weapons you don't want an old barrel. With higher weaponsmithbetter versions(Used and New) of the mods will be available(with lower chance to drop). In the next update I'will decrease price or chance to drop of weapon parts to compensate extra weapons. No I have not touched Improvised Explosives that is vanilla behavior.
    5. Taranis915
      Taranis915
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      Hello! I'm not particularly good at English, so I'd like to translate this mod for myself. What files need to be translated?
  6. Mudrahel
    Mudrahel
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    Damn, this mod is amazing. Couple minor bugs here and there, but overall it is complete game changer. Especially loot system. Omg, I was sick of idea that you have to kill entire squad of thugs with high tear gear and might get nothing in return (ugh). But with this mod I forgot about it. Reworked skill/perks system are also very cool. Thank you man.
  7. free8082002
    free8082002
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    Bug in California starter area. Workaround : delete Import\LosAngeles\CA00_SantaFeSprings

    I move to Wasteland 3. Thanks for your mod. Its like a different game.
  8. daverasengan
    daverasengan
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    Hi ShadowJack.

    Firstly, love your mod man, it brings challenge into the game.
    I have a question though, when i purchased a custom perk (i.e Living anatomy) the perk seems to be "de-purchased" every time i restart the game? how do I stop this from happening?

    Thank you
  9. free8082002
    free8082002
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    Hints to survive travel?
    I found that certain encounters are impossible to win and cannot avoid. Save reload until I reach the place.

    Edit: Herbicide is a lesser gun now. Intended?
    Giantic debug_statcalc.txt. Its intended?

    Edit2: Did you manually edit 11k files?!
  10. kmicic20
    kmicic20
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    @zdgfdhnxcbgfxn1 Write how to install Wasteland 2 - Director's Cut because the version on the gog patc platform does not work for me and I can't see any changes in the game.