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G2 Mod: Quality of Life (Walking Speed, Item/Storage Swapping, etc.)


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Quality of Life Mod

v1.01 - Updated for 4/4 Steam update

 

Changes:

1. Double Walking Speed
2. No Equipment Switching for Mechanics
3. Reusable Missile Weapons
4. Portable Campsite
5. Portable Item Storage


Installation Instructions

1) Close the game.  Locate your G2 "Scripts" folder.  Sample path might look something like:

        C:\Program Files (x86)\Steam\steamapps\common\Geneforge 2 - Infestation\Geneforge 2 Infestation Files\Scripts

2) Back up the folder.

3) Download and unzip the attached file.

4) Copy all text files into the Scripts folder, replacing the existing copies.

5) Use at your own risk 🙂 This is why you're backing things up first!  Also, don't bug Spiderweb, they aren't responsible for this.

6) Request: for everyone's sanity, please do not release altered versions of this mod, or copy and paste from it into your own.


Double Walking Speed

- If you start a new game, your PC, creations, and joined allies (like Zora) will walk at double speed automatically.
- For existing saves, read the sign at the south end of Drypeak Gates to upgrade the PC's speed.
- For existing saves, absorb and recreate your creations to upgrade their speed.
- For existing saves, manually dismiss and rehire allies (at their original location) to upgrade their speed.

- This is a massive time-saver!  The only real gameplay effect is that it becomes easier to Stealth past things.  So I recommend not using this mod for a pacifist or stealth-based playthrough 🙂

- Side effect/drawback: if you click many spaces away in combat, through an extremely cluttered space (with characters or terrain objects like rocks), sometimes it will cause a pathing hiccup where you stop short and waste a couple of AP.  This only seems to happen in cluttered areas, and can be avoided by moving just a few spaces at a time in such areas.


No Equipment Switching for Mechanics

- Mechanics/Leadership equipment now give their bonuses just for sitting in your pack, like a charm.
- This affects the 3 Infiltrator items, the Tinker's Gloves, and the Girdle of Leadership.
- The Infiltrator's Ring and Girdle of Leadership no longer add to Dexterity and Intellect, respectively.


Reusable Missile Weapons

- Javelins and batons now come with infinite charges.
- They aren't really any better than melee weapons or spells even with this mod.
- The purpose is just to remove the annoyance of having to conserve/micromanage ammunition, and make missile-specialized play more fun.


Portable Campsite

- The "Bedroll" item now has a reusable ability which restores all your essence.
- The purpose is to replace the wasted time walking back to town to recharge your essence.  Since almost nothing respawns, there's no penalty for doing this -- it's just annoying.
- Please use your discretion to keep this from being a cheat -- don't use Bedrolls in combat.  (I mean, somebody could really get hurt.)


Portable Item Storage

- In Geneforge, zero cost items in the Junk Bag are never sold, even when you hit "sell all" at a merchant.
- This mod takes advantage of this by changing the cost of numerous items to zero, so you can freely store them in the Junk Bag, rather than spending forever swapping items around, stockpiling them on the floor somewhere, etc.
- This does mean you can't sell those items.  Despite the high price tags some of them have, you'd be surprised what a relatively small portion of your cash income this makes up.  Regardless, the game is pretty generous with money.

- Zero cost/stowable: unpurchasable quest items like those annoying library books
- Zero cost/stowable: collectible ingredients that are generally not bought (like Mandrake, Perfect Glaahk Scales, Wine, etc.)
- Zero cost/stowable: Shaper Equipment*
- Zero cost/stowable: all unique (or nearly unique) top-tier equipment
- Zero cost/stowable: most unique mid-tier equipment*

- Still buyable/sellable: generic weapons and armor (including batons and thorns); charms; consumable items like pods, spores, crystals, and wands; gemstones; Shaper Records, Bars of Iron, Fine Mined Crystals, Living Tools

*a few of these show up in stores, but never in places where it would make sense to buy them normally, so just continue to ignore them 🙂

 

I have tested these changes for a few days, so they should be pretty stable.  If you do experience anything strange, please let me know!

 

G2 QoL Mod v1_01.zip

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Yeah, it's literally just .txt files.

 

Some of these are zone files which include little bits of Jeff's scripting, which looks almost identical to (some pretty basic) code.  I'd guess that has something to do with Firefox's suspicion, but I have no idea.  Does it actually say "contains malware" or is it just a generic "may contain malware"?  Maybe it doesn't like attached files on message boards?  Who knows.

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Since this has now been linked elsewhere, I'm going to split the off topic stuff into another thread to avoid any confusion about what the mod actually does versus debates about what happened in beta versions of the game itself.

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On 4/4/2024 at 2:58 AM, Slarzahl said:

- This is a massive time-saver!  The only real gameplay effect is that it becomes easier to Stealth past things.  So I recommend not using this mod for a pacifist or stealth-based playthrough 🙂

 

Sorry for the double post, but this is unrelated to the previous one.

 

I've been trying out the mod, and I noticed that since I increased creation speed, pathfinding in combat sometimes fails.

 

i.e. I have a bunch of creations standing in a narrow space

 

   

	V
	G G
   G G

  #

V is a Vlish, G are Glaahks, the # is the vlish's destination.

 

Clicking at # now often removes all of the Vlishes' action points but it doesn't actually move as it bumps into the Glaahks. I see it rapidly twitch back and forth for a brief while, and then it stays in place but its turn ends. Even though it had the action points to use it.

 

A side effect of the speed increase being too fast for the pathfinding perhaps?

 

You can work around it by clicking on open ground and moving short distances only, but still worth keeping in mind.

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This is why I noted this possibility at the the bottom of the original post 🙂

 

I haven't actually seen this happen since I set the speed to its current value, so I think this should be relatively rare.  (With higher values, it was frequent.)

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1 hour ago, Slarzahl said:

This is why I noted this possibility at the the bottom of the original post 🙂

 

I haven't actually seen this happen since I set the speed to its current value, so I think this should be relatively rare.  (With higher values, it was frequent.)

 

Ah, I missed that part at the bottom.

 

I'm afraid that on my system it's not rare. It happens quite often, and not just with creations in narrow spaces. Even just moving to a place that says it costs 6 action points often instead costs all 8 if there's an obstacle somewhere on the path.

 

Not sure what is causing it, but I'm guessing it's something system dependent like your processor's speed.

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Interesting!  My processor is ancient so I'm not sure it's that.  Most of my testing was with a party of 6.  I don't know if you're running more and that just statistically creates more opportunities to obstaclize, or maybe I just haven't been through the most cluttered zones in the last couple days.  Anyway, this is a good warning which I'll make more prominent - thanks!

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I also have a party of 6 (3 Glaahks, a vlish and an artila) and it happens even in pretty non-cluttered areas, just from having creations around.

 

I.e. here my shaper wants to move 3 squares to the other side of that mine. Should be 3 action points.

2024-04-05-16-17-39-Before-move.jpg

What happens instead?

 

2024-04-05-16-18-05-After-move.jpg

He moves 1 square up and is out of moves.

 

 

Perhaps it happens more to me because Glaahks and my guardian are all melee creatures, and so much more likely to surround a target?

 

Edit: Links to bigger versions

 

https://ibb.co/bRH22Qn

https://ibb.co/VYPXnsV

 

Edited by Iguana-on-a-stick
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