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.
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 email@example.com
or in the thread.Credits:
-Test3 Projects for the awesome base game
Link (ALL): https://www.dropbox.com/sh/gs3pypbdb0s6qxi/bpzCPA01TI
Teleglitch Expanded Weapon Crafting System
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.
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)
-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
---------Teleglitch: More Secrets---------
More Secrets: https://www.dropbox.com/s/1pl8hdfjkwa74qs/NewMoreSecrets.7z
Basically, more stuff and a greater volume of secrets. May make the game a bit easier.
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.
---------Teleglitch: Random Patrols---------
More Secrets: https://www.dropbox.com/s/o5jdcd2ob3lczbi/RandomPatrols.zip
So I fiddled around and made the patrols random. This can make the game harder.
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!
Misc Fixes (Non modloader):https://www.dropbox.com/s/2am5imiks0dje31/Misc%20Fixes.7z
- 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.
-------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