A minor adjustment could be made. On the Inventory screen. My character has a FAMAS +29% to Jam, Ammo +1% to Jam = +30%(red) to Jam. Mechanical Repair -18% to Jam, Weaponsmithing -12% to Jam, Military Training -10% to Jam = -40%(green) to Jam. OVERVIEW Primary weapon FAMAS --- Shows -10% (red) under Chance to Jam. Should be Green.
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
Mod issue. I am currently going trough the whole 1.33 beta to try and rebalance it, and remove the weapon tiered system that breaks the game balance imo (already spent dozens hours on it, and far from being done)... But yes, the random encounters are unskippable, unevadable and unwinnable in the beginning. You are forced to save scum in order to avoid them. The base game obviously wasn't like this. But they threw at you trash encounters, as once you had leveled quite a bit, the encounters around ranger citadel continued to feature 12 hp wreckers with tier 1 equipement.
As for random encounters... I have been lowering the Outsdoorman skill prerequisites to skip them in Arizona. But that won't be enough (i actually modified all random encounter occurences to soft scale them according to areas (easiest near Ranger Citadel, hardest near Damonta)). And i wanted to change many, many things, rebalancing from trinkets to perks to status effects.
Adressing the mod's 'problems' (what i deem to be problems, at least) is not only tedious, it is difficult, too. Good luck if you try.
EDIT 6th of June: Job done. Currently tweaking and playtesting. Random Encounters problem, ammunitions problem, and many others solved. Works a WHOLE lot better for me. Although there is still a massive job to be completed cleaning the many useless .mson from the original mod that slows done game loading (cleaned quite a bit but far from being done)... I may try to upload my version of the mod somewhere if someone is interested, but don't expect support and endorse the original Red Boots mod.
Great mod. However the jam mechanic only bring more frustration than fun. Even with weaponsmith and repair skill, my character's weapon keeps jamming too often. Only making me to stop playing.
You can modify easily the jam chances. Here is how:
Spoiler:
Show
1- Got to "Wasteland 2 Director's Cut\ WL2_Data\ Mods\ Import\ ItemTemplate\ ItemTemplate_Equipment\ ItemTemplate_Weapon\ ItemTemplate_WeaponRanged\" folder. Make sure it is the 'Import' folder, not the 'ImportExport' or the 'Export' ones.
2- There, open every last .mson file called something like 'AssaultRifle_Tier_2_1' or 'MachineGun_Tier_3_1' with a text editor like Wordpad. You don't need to bother with others, except uniques that follow the same naming pattern (like 'AssaultRifle_Tier_2_1_Sweetness'). All other files are either previous versions not used by the game and never deleted by the mod author or random NPC/mob specific entries.
3- In each .mson file, find the line 'chanceToJam :'. It will always be at the same place, so you will rapidly find it immediately. Modify the number. For example, from 'chanceToJam : 29' to 'chanceToJam : 14'. Remember that this will apply to most opponents, too.
4- Save the file. If he tells you that you won't be able to save properly in wordpad, just say ok. That will work anyway.
5- Do that for all weapons. Don't forget uniques.
6- Do that for shotguns in the "Wasteland 2 Director's Cut\ WL2_Data\ Mods\ Import\ ItemTemplate\ ItemTemplate_Equipment\ ItemTemplate_Weapon\ ItemTemplate_WeaponRanged\ ItemTemplate_WeaponShotgun" folder, which is inside the previous one, so easy to find.
7- Done. Just playtest and adjust to your liking afterwards. Although worth nothing is that the tier 2-3 assault rifle (Repeater Rifle 38) won't appear in game unless you debug it. Which is simple and i did it for my game. Tell me if you want to know how. Problem is simply that the ID is already used by hardcoded parts of the game and the game refuses to load it as-is as a result.
In all honestly, doing this will only take you 10 minutes tops. This is the least of all the modifications i made myself. So, this is clearly a do-it-yourself job.
Although quite frankly, i didn't find the jam mechanic to be much of a problem. I only lowered the jam chances a bit because i nerfed other aspects that lowered jam chances (like mechanics or weapon smithing, to make the numbers more progressive). I may actually raise them again...
NOTE: You DON'T need to start a new game for it to apply. Only restart the game so that it will reload the weapon files at loading time.
There's a couple of downsides to this mod that seem to be echoed by many that have tried it, but overall I do think it's a fantastic mod that I intend to do a full replay with. Right now, the things that I find bothersome are:
* New AP curve for all actions. Nothing I do or build seems to be able to move very far, it's shoot once and shuffle a little, Enemy raiders on the other hand seem to be able to run across the map or fire three times in a round. * Weapon jam chance. I don't care how the weapons are tiered or how many upgrades there are that can lower this, a 20%-30% jam chance is absolutely unheard of for anything but ~maybe~ a Hi-Point. Anything above a 10% is already a shockingly unreliable weapon, but with so many new weapons added to the tables its impossible so many would suffer from this deficiency. * HP and Damage scale. I've definitely run into a few encounters that were impossible to win just on the way to the first radio tower. 1k HP enemies that a 5 outdoorsman skill had no chance to evade. I died in the first round. High quality weapon barrels feel like they were slapped on last minute to compensate a little for this, but the level scaling would have been better off left alone. * Something about the custom character stat system breaks editors, so I can't even edit custom portraits for my party members. Minor complaint, but if anyone knows an editor that still works for this I would be much obliged.
Now, despite these very grating design choices, there's loads of good in this mod. Perks, Traits, new weapons, armor, calibers, tons of sprites for custom items. It's left me pretty eager to explore.
Erm is this mod even remotely balanced? First encounter after leaving ranger citadel is "Ultra Hard" with 0% chance of evading with 2x Outdoorsman skill, and against at least 5+ raiders that have over 700+ health, using weapons that do 50+ damage per hit against my rangers with less than 40 health. Only weapons I have now are ones that do damage in the single digits.
418 comments
Mechanical Repair -18% to Jam, Weaponsmithing -12% to Jam, Military Training -10% to Jam = -40%(green) to Jam.
OVERVIEW Primary weapon FAMAS --- Shows -10% (red) under Chance to Jam. Should be Green.
As for random encounters... I have been lowering the Outsdoorman skill prerequisites to skip them in Arizona. But that won't be enough (i actually modified all random encounter occurences to soft scale them according to areas (easiest near Ranger Citadel, hardest near Damonta)). And i wanted to change many, many things, rebalancing from trinkets to perks to status effects.
Adressing the mod's 'problems' (what i deem to be problems, at least) is not only tedious, it is difficult, too. Good luck if you try.
EDIT 6th of June: Job done. Currently tweaking and playtesting. Random Encounters problem, ammunitions problem, and many others solved. Works a WHOLE lot better for me. Although there is still a massive job to be completed cleaning the many useless .mson from the original mod that slows done game loading (cleaned quite a bit but far from being done)... I may try to upload my version of the mod somewhere if someone is interested, but don't expect support and endorse the original Red Boots mod.
2- There, open every last .mson file called something like 'AssaultRifle_Tier_2_1' or 'MachineGun_Tier_3_1' with a text editor like Wordpad. You don't need to bother with others, except uniques that follow the same naming pattern (like 'AssaultRifle_Tier_2_1_Sweetness'). All other files are either previous versions not used by the game and never deleted by the mod author or random NPC/mob specific entries.
3- In each .mson file, find the line 'chanceToJam :'. It will always be at the same place, so you will rapidly find it immediately. Modify the number. For example, from 'chanceToJam : 29' to 'chanceToJam : 14'. Remember that this will apply to most opponents, too.
4- Save the file. If he tells you that you won't be able to save properly in wordpad, just say ok. That will work anyway.
5- Do that for all weapons. Don't forget uniques.
6- Do that for shotguns in the "Wasteland 2 Director's Cut\ WL2_Data\ Mods\ Import\ ItemTemplate\ ItemTemplate_Equipment\ ItemTemplate_Weapon\ ItemTemplate_WeaponRanged\ ItemTemplate_WeaponShotgun" folder, which is inside the previous one, so easy to find.
7- Done. Just playtest and adjust to your liking afterwards. Although worth nothing is that the tier 2-3 assault rifle (Repeater Rifle 38) won't appear in game unless you debug it. Which is simple and i did it for my game. Tell me if you want to know how. Problem is simply that the ID is already used by hardcoded parts of the game and the game refuses to load it as-is as a result.
In all honestly, doing this will only take you 10 minutes tops. This is the least of all the modifications i made myself. So, this is clearly a do-it-yourself job.
Although quite frankly, i didn't find the jam mechanic to be much of a problem. I only lowered the jam chances a bit because i nerfed other aspects that lowered jam chances (like mechanics or weapon smithing, to make the numbers more progressive). I may actually raise them again...
NOTE: You DON'T need to start a new game for it to apply. Only restart the game so that it will reload the weapon files at loading time.
I tried exporting it to the Import folder and the downloads folder but it still doesn't do anything
* New AP curve for all actions. Nothing I do or build seems to be able to move very far, it's shoot once and shuffle a little, Enemy raiders on the other hand seem to be able to run across the map or fire three times in a round.
* Weapon jam chance. I don't care how the weapons are tiered or how many upgrades there are that can lower this, a 20%-30% jam chance is absolutely unheard of for anything but ~maybe~ a Hi-Point. Anything above a 10% is already a shockingly unreliable weapon, but with so many new weapons added to the tables its impossible so many would suffer from this deficiency.
* HP and Damage scale. I've definitely run into a few encounters that were impossible to win just on the way to the first radio tower. 1k HP enemies that a 5 outdoorsman skill had no chance to evade. I died in the first round. High quality weapon barrels feel like they were slapped on last minute to compensate a little for this, but the level scaling would have been better off left alone.
* Something about the custom character stat system breaks editors, so I can't even edit custom portraits for my party members. Minor complaint, but if anyone knows an editor that still works for this I would be much obliged.
Now, despite these very grating design choices, there's loads of good in this mod. Perks, Traits, new weapons, armor, calibers, tons of sprites for custom items. It's left me pretty eager to explore.
First encounter after leaving ranger citadel is "Ultra Hard" with 0% chance of evading with 2x Outdoorsman skill, and against at least 5+ raiders that have over 700+ health, using weapons that do 50+ damage per hit against my rangers with less than 40 health. Only weapons I have now are ones that do damage in the single digits.
Like WTF? Have I installed this wrong??????