Xangi Oct 21, 2013 @ 9:19am
Xangi's Mods and Modloader 0.98a (For version 9.3)
Updated for 9.0.

Teleglitch Modloader (0.98a)

https://www.dropbox.com/s/ujw2toyrqhtl1w9/Teleglitch%20Modloader.zip

This is a modloader made for Teleglitch. it allows you to easily create mods for the game which can be combined with other mods (assuming no conflicts), made without modifying base files, easily switched on and off, and that do not need to be updated majorly and are not erased by game updates. (Modloader will need to be updated, but that's fairly simple to do)

Mods should be placed in the lua/usermods folder. A mod consistes of a .lua file which is used to initialize the mod, and a folder (Uaually with the same name as the .lua file, but it's up to the modder's choice here) which contains the mod's files.

To enable mods, simply edit _modlist.txt in lua/usermods. Mods should be listed one per line, no gaps, no extensions.
Example:
mod1
mod2
mod3
If your mod isn't loading, check stderr.txt, it'll tell you which mods loaded and which didn't.

Further instructions for mod creation are provided in the example mod's files. Anything not explicitly shown can be learned from looking at the base lua files. When in doubt, simply re-define the object you wish to modify. The example mod is now NOT enabled by default. While it's good if you want to see a little demonstration, it's not exactly a serious mod. Add it to _modlist.txt to enable it.

When the game first starts, you may have a black screen for a few seconds or so. This is completely normal and due to the altered order of resource loading. Gameplay will not be affected. As of 9.0, you may also get a GL_INVALID_FRAMEBUFFER_OPERATION error. This is completely harmless and will not affect gameplay. As on 9.3 there is a little bit of error spam at the beginning. This appears to be harmless.

While modloader is active the INFO screen's monsters and weapons options will crash the game. This is due to some of the changes made to allow mods to be easily enabled and disabled, and I will disable those buttons in future versions.

Please report any major bugs to datsexyanon@gmail.com or in the thread.

Credits:

-Xangi/Datsexyanon/FKER Guy/OnlySemicoherent

-Test3 Projects for the awesome base game

MODS

Link (ALL): https://www.dropbox.com/sh/gs3pypbdb0s6qxi/bpzCPA01TI

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Teleglitch Expanded Weapon Crafting System

TEWCS: https://www.dropbox.com/s/z50q5sa6q2kov4r/NewTEWCS.7z

Summary:

This mod will allow you to craft many different types of custom weapons out of the materials you find in Teleglitch. Every non-craftable weapon now has a full upgrade tree, and many craftable weapons now have more versions and variations.

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The Long Version:

Nearly every gun now has a full upgrade tree. Common upgrades are extended magazines and automatic firing mechanisms. All new upgrade trees have at least 2 final forms for their weapons, meaning that you cannot have a perfect gun, only a very good one. Most upgrades require at least one unit of hardware to perform, but to alleviate the cost a new weapon disassembly system has been put in place. "tools" can be made by crafting hardware with a tube, and are used to turn base (unupgraded) guns into "parts", which can then be combined into hardware (parts*2 -> hardware). In addition to this, alternate crafting recipes for weapons and other items have been added.

There are other balance changes, mostly regarding the new weapon system. Major ones include the autopistol's mag being lowered to 15 rounds and the shotgunx2 no longer requiring 2 shotguns to craft (and now functioning as a double barrelled shotgun)

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Issues:

-Some of the abbreviated names are a bit illegible, due to the 10 character limit (looks bad in the crafting menu otherwise)

-"tools" sometimes jump around when you decraft a gun, this is due to the lua script used in them. Does not cause any problems, just a bit annoying sometimes.

-The crafting list can get a bit long

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---------Teleglitch: More Secrets---------

More Secrets: https://www.dropbox.com/s/1pl8hdfjkwa74qs/NewMoreSecrets.7z

Summary:

Basically, more stuff and a greater volume of secrets. May make the game a bit easier.

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Long Version:

DME's secrets aren't that great IMO, the original's were better. However, DME's layout for adding items to secrets is WAY better than the original's so I decided to add some more loot. This had the secondary effect of increasing the number of secrets per level. I've tried to balance the loot fairly well, but as you'll probably realize, any meddling which results in more items skews the difficulty a bit towards the easier side. Still though, you've gotta be good if you don't want to die.

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---------Teleglitch: Random Patrols---------

More Secrets: https://www.dropbox.com/s/o5jdcd2ob3lczbi/RandomPatrols.zip

Summary:

So I fiddled around and made the patrols random. This can make the game harder.

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Long Version:

I've made every single patrol in the game pull from a pool of enemies to randomly create patrols every time you play instead of using static patrol compositions. This might lead to some weird things like mutants patrolling with soldiers, but WHO CARES IT'LL BE FUN!

NOTE: It appears that this only randomizes every time the game is started, so no rerolling for you!

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Misc Fixes (Non modloader):https://www.dropbox.com/s/2am5imiks0dje31/Misc%20Fixes.7z

Fixes included

- Small fix to an L2 module with a floor texture gap
- Snake scream volume lowered
- Fixed blank module labels

Please note that some of these may have been fixed in recent versions, I haven't checked due to lack of time.

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-------Teleglitch: Extra Randomness-------

This is here for archival purposes, and was included in the official 8.8 update. If you want to take a look at it, go ahead.

Extra Randomness (non-modloader): https://www.dropbox.com/s/7oe12jnoedyu1wr/Extra%20Randomness.7z
Last edited by Xangi; Jul 23, 2014 @ 1:24am
Showing 1-15 of 68 comments
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Xangi Oct 21, 2013 @ 9:23am 
Thread Restored, my bad. Anyway, to evansealife or whoever it was, just make sure to edit _modlist.txt to also remove mods.
Last edited by Xangi; Oct 21, 2013 @ 4:39pm
sePL80 Oct 21, 2013 @ 9:29am 
Much appreciated. I will use this after i have beat the game without mods.
Xangi Oct 21, 2013 @ 4:37pm 
MODLOADER UPDATE

- Modloader no longer crashes when _modlist.txt has errors, instead it skips all incorrect mod names and loads the correct ones.
Axezivon Asdasing ☂ Oct 22, 2013 @ 3:29pm 
Thank you for all those updates and explanations. You are pure excellence :)
Xangi Oct 22, 2013 @ 4:35pm 
Originally posted by evansealife:
Thank you for all those updates and explanations. You are pure excellence :)
Thanks man, I fixed the thing that was causing your crash. The only reason I didn't do it by default was that I thought it required a library the game doesn't have. Turns out it's actually really simple to fix.
Xangi Oct 22, 2013 @ 10:01pm 
Small update, you can now overwrite recipe requirements. Format is:

requirementtable.<item> = {"item", "requireditem"}

or, if you prefer to overwrite the whole thing

requirementtable =
{
item1 = {"item1", "requireditem1"},
item2 = {"item2", "requireditem2"}
etc... }


The first item1 and item2 etc can be anything, but I prefer to put the name of the item so I know what I'm doing.
Last edited by Xangi; Oct 22, 2013 @ 10:01pm
Xangi Oct 25, 2013 @ 10:35am 
Updated for 8.8, everything works on my end. If you've got any troubles, post here and I'll try to fix them.
Footkerchief Nov 28, 2013 @ 8:33pm 
Is it possible for you to make a single download that installs and enables the modloader and all mods? I tried installing them individually, and it just messed up the level layout without changing weapon crafting etc.
Xangi Nov 28, 2013 @ 8:50pm 
Originally posted by Footkerchief:
Is it possible for you to make a single download that installs and enables the modloader and all mods? I tried installing them individually, and it just messed up the level layout without changing weapon crafting etc.
That really defeats the purpose, and you're not supposed to enable multiple overhaul mods at once (which should go without saying). Enabling TEWCS with More Secrets should not cause any problems, as they alter different objects. Additionally, if you're on 8.8 you don't need to install Extra randomness unless you've downgraded to 8.7, as it is included in the 8.8 update by default. Mods are installed into the lua/usermods folder if modloader uses them, and must be enabled through adding their mod name to modlist.lua.
Last edited by Xangi; Nov 28, 2013 @ 8:51pm
Footkerchief Nov 28, 2013 @ 9:50pm 
I'm on 8.8 assuming that's the latest Steam version. If there are only two mods relevant to 8.8, and they're compatible with each other, a one-step installer for 8.8 seems like it would make your mods more popular.
Xangi Nov 28, 2013 @ 10:49pm 
Originally posted by Footkerchief:
I'm on 8.8 assuming that's the latest Steam version. If there are only two mods relevant to 8.8, and they're compatible with each other, a one-step installer for 8.8 seems like it would make your mods more popular.
The point of a modloader is that it's meant to run mods, not to come with mods. The installation is simple enough anyway, it's not like it takes more than 30 seconds to install and enable a mod. I'm honestly not particularily concerned with popularity, my mods are meant to be played and enjoyed, not necessarily upvoted to grow my e-peen. I do see your point though, but for the reasons above I'm probably not going to make a pack.

Also I believe Chiko's Teleglitch Extended also has a modloader version, and more mods are possible of course if someone ever decides to make them.
alividlife Nov 29, 2013 @ 5:21am 
Ah, I apologize for asking, but I am confused.

Now, installing mods, going into the _modlist.txt file... Adding mods, do I have to go down the lines in my mod folder adding every .lua? Or do I just simply type TEWCS or relvad.lua?

There are 500 .lua files within my mods folder. They are all downloaded here and are your mods. A little confused.

But, for the sake of just trying to figure this out on my own, I installed your mod loader. Then I opened each mod 7.zip, putting the files and folders into:
...Steam\SteamApps\common\TeleglitchDME\mods", adding each .lua into _modlist.txt. Should I have just installed each mod directly into the main directory where Teleglitch.exe is located?

Regardless, my mod list currently has
relvad.lua
TEWCS.lua
moresecrets.lua
modulenames.lua
12_suur_kanal.lua
redplayer.lua
uberpistol.lua

REDACTED AFTER cybear319's comment

---------------------------------------------------------------------------------------------------

SO, anyway, my main questions are:

1. Does file path matter at all installing these mods?
2. What exactly is written into _modlist.txt? The (modname).lua?
3. Do I install the old versions of TEWCS and More Secrets, then install NewTEWCS and NewMoreSecrets over them?

Apologies for wall of text and if I sound like a stupid butt.
Last edited by alividlife; Dec 3, 2013 @ 5:03am
Footkerchief Nov 29, 2013 @ 10:07am 
^^^ See, a one-step installer would solve this. It's not about "e-peen", it's about people being able to play and enjoy the mods. More hassle = more people get discouraged and give up.
Last edited by Footkerchief; Nov 29, 2013 @ 10:10am
Wybjorn Nov 29, 2013 @ 10:20am 
alividlife: you don't put any files into the mods folder--took me a bit to figure it out exactly--

I just dl'd modloader, extracted it to my teleglitch dir (overwriting the files when prompted). Then I dl'd NewTEWCS and NewMoreSecrets, open each one and move TEWCS.lua, TEWCS(directory), MoreSecrets.lua, and MoreSecrets(directory) to lua/usermods. You don't need the old files.

Originally posted by Footkerchief:
^^^ See, a one-step installer would solve this. It's not about "e-peen", it's about people being able to play and enjoy the mods. More hassle = more people get discouraged and give up.

I actually disagree because I prefer to use MoreSecrets but I don't like using TEWCS (too many weapons!)
Last edited by Wybjorn; Nov 29, 2013 @ 10:29am
Xangi Nov 29, 2013 @ 10:57am 
Man this is the most activity I've had in weeks. Anyways, there will be no one step installer. I'll revise the OP to be more explicit on the use of the modloader, since (apparently, I thought I did already but maybe it didn't take?) it's not as clear as I'd like.

Also apologies about the timezones, I just got up and ate before responding here.
Last edited by Xangi; Nov 29, 2013 @ 11:02am
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