[WIP] Extended NeoScav v5.2a

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[WIP] Extended NeoScav v5.2a

This mod adds new recipes, items, a new lootable location and new graphics but I will keep expanding it with more stuff while trying to stay within the game lore and graphic style as close as possible. Here's a list of the new stuff in the mod:

IMPORTANT

Features in red will represent content only found in the old version of this mod and will not be re implemented in the new one because I never liked them or because they are too much of a hack, requiring to change vanilla content and the like.

TRAITS/SKILLS:

Spoiler: Highlight to view
Tracking
Characters with this skill now get terrain bonuses when in certain hexes. This skill also allow players to look for alternate food sources, which are mainly bird eggs.

Hacker
Characters with this skill can now port Apps from Smartphones to iSlabs and vice versa. The apps need to be put inside the laptop and the ingame modding is done via laptop encounter. The only cost of doing this is battery power.

Electrician
Characters with this skill can now disassemble electronic devices for spare parts or repair them.

Tailoring
Knowledge in the use of needles and thread. Required skill for leather crafting, basic sewing tools and clothing.

Heavy Sleeper
A negative trait. It reduces awareness when sleeping, which means it's quite unlikely to be woken up by the presence of other NPCs.

Smoker
A negative trait. It makes characters constantly crave for cigarettes. Failing to satisfy the need to smoke will add a number of small penalties. Characters might also suffer from headaches if not smoking for a while.

Alcoholic
A negative trait. It makes characters constantly crave for alcohol. Failing to satisfy the need to at least reach the Minor Inebriation condition will add a number of small penalties. Characters might also suffer from vomiting.

Asthmatic
A negative trait. It makes characters suffer from chronic asthma attacks, which have a small chance to be fatal. Inhalers are a must for them.

FACTIONS:

Spoiler: Highlight to view
Loners
Not an actual faction. Loner NPCs are Psychos or Bandits who will attack anything on sight, including other loners. So far, they can only be encountered as looting accidents.

Cleaners
A faction of Tarp clad ninjas which are good at hiding and disappearing. They are mostly harmless and won't speak. They will pick up anything of value they find lying around in the open.

COMBAT MOVES:

Spoiler: Highlight to view
Bite
A new attack move that can only be used by Dogmen. It replaces the move Kick but it's quite similar, just a bit more deadly and does cutting damage instead of bruising damage. Also it has a chance to cause another cutting damage but minor, compared to the main one.

Lure Away
This move will distract the target for 1 turn, making them go investigate the noise and move 1 space away from you.

Taunt
This move will distract you for 1 turn but it will make enemies a bit less likely to fear you. It's like the opposite of the Threaten move but it also affects other enemies because it technically reduces your threat lvl, making you look less of a danger.

Threaten with Torch/Flare
It allows you to scare away creatures that are fearful of fire or bright lights. A very useful tactic that can affect multiple targets and might save your life. It makes you really visible when used but it also has a chance to reveal hidden targets, since you don't need to see the target to be able to use it.

Block
A move that can only be done while having a shield equipped. It makes you easier to hit but it also increases your armor value. It only helps against damage so other effects can still be applied to you, like being suppressed or staggered from a flurry of attacks.

Bicycle Charge/Withdraw
Combat moves that only appear when riding a bicycle. It allows you to close in and retreat faster. Charging with a Bicycle also increases the melee damage for the next turn. Both need you to be at least 5 spaces sway from the target.

A handful for an Eye
This move will improve your odds of survival in a hard situation. Also known as pocket sand, this attack will stun the target and make them retreat 1 space away from you, giving you a precious turn to either escape or attack. It can only be done while fallen and characters with the strong and melee skill are unable to use this move. This move is not always available but unlike most moves, it can be used while recovering.

Grapple
Engages into grappling combat with the target. There's a chance to miss but if you manage to get hold of someone, both will get a new set of moves depending on the role, Grappler/Grappled. Head Butt, Leg Trip, Pull Down, Get Up, All the Surrender moves and Taunt can be used while grappling.

Struggle
This is basically the ability to deal damage while grappling. It's comparable to using fists and can sometimes miss. It will also have a chance to knock off the target's equipped weapons and vehicle. Always available for Grapplers but not always available for Grappled targets.

Knee Strikes
Similar to Melee Surge but can only be done while grappling. Always available for both Grapplers and Grappled. Cannot be used with a broken leg.

Release
This will cause you to push the target away, breaking the hold. There's a chance for the target to get damage, fall and lose a turn. Always available.

Break Free
This is similar to release but is only available for Grappled targets. It affects both the Grappled and Grappler. Both get a chance to get damage, fall and lose a turn. Not always available.

Gain Control
This move is available to Grappled targets only when the Grappler is fallen and vulnerable. It will attempt to switch Grappler/Grappled places, leaving the previously Grappled target with control of the grappling hold.

Takedown
A move only available for Melee skilled Grapplers. It will bring both Grappler and Grappled to the ground, but only causing damage to the later. This move can miss, leaving the Grappler vulnerable and with a chance of falling down alone. Cannot be done if the target has a vehicle equipped.

Throw Down
This move can be used by both the Grappler and the Grappled and it will throw the target down 2-3 spaces away and cause damage. This move will naturally break the grappling hold. Cannot be done if the target has a vehicle equipped.

Hold Back
This move will prevent you and the target from using most moves for 2 turns. It will increase the chance of getting hit even more for the duration of the move so if the Grappler has allies, they will benefit of this. The Grappled target will still have small chances to escape this or to counter attack while being held back.

Strangle
This move is only available for the Grappler. The grappler will attempt a choke hold, which will distract him for a turn and the target will be left having trouble breathing, that means all next moves will be more tiring for 5 turns, this state stacks so multiples choke holds will render the target blacking out/unconscious. If the target is blacking out but still struggling back, the next strangle hold will render them unconscious. If the target is unconscious and the Grappler decides to use the move again, it will strangle the target to death.

LOOT LOCATIONS:

Spoiler: Highlight to view
Treetops
Only found in forest hexes, this is a dangerous place to look for food but if successful, you can obtain raven's eggs or a squirrel, if you are "unlucky" enough.

Farming Plots
These can be found in suburban hexes. Potatoes and Carrots can be looted from this location and having the Botany Skill will increase looting chance and allow you to loot a bit more.

Shabby Auto Repair Shop
Usually found in both urban and suburban hexes. Finding loot in these is really hard but the best find is a tool kit. The rest can go from rubble to tools.

Ransacked Pharmacy
Usually found in both urban and suburban hexes. Finding loot in these is really hard but the best find is a med kit. The rest can go from rubble to drugs or bandages.

Ransacked Gun Store
Only found in urban hexes. Finding loot in these is really hard but the best find is ammo. The rest can go from rubble to gun mods.

Barricaded Gun Store
Only found in suburban hexes. This is a dangerous place to loot. Small chances to actually find someone else's loot, traps or to trigger a couple of encounters.

Derelict Shop-Mart
Only found in urban hexes. Finding loot in these is not as hard but the best find is shopping cart parts. The rest can go from rubble to food or other random items.

CAMP SITES:

Spoiler: Highlight to view
A secluded shack in the woods
Only and always found on forest shack hexes. They are comparable to houses but offer less shelter. It's still a lot better than plains or the woods.

An abandoned apartment
Found in urban hexes. Similar to Burnt-out ones but these can spawn appliances inside.

ITEMS (MISC):

Spoiler: Highlight to view
Tannin Solution
This is a liquid that is used in the tanning and repair of leather. To make it, you need a Heat Source, a Water/Fire Proof Container, a Sharp Edge, 2x Water and 10x Tannin Source.

Lighter Fluid
Ammo for lighters. Can also be used in some crafting recipes. Found in random amounts inside lighters. You can turn 40 charges of it into a unit, which can be stored in other containers. To make one you need a Water/Fire Proof Container and 40x charges of Lighter Fluid. The recipe can be reversed to get the charges back.

Copper Tubing
It's only required to make a Makeshift Still but it sells for a decent amount of money. Usually found in storage sheds.

Scrap Metal
A lootable crafting component. It's found mainly in urban hexes or houses and it's used in mostly for weapon crafting.

Rawhide
These are needed in some equipment crafting recipes. To make a Rawhide Sheet, you need a Sharp Edge, a Tanning Rack, 4x Water and a Large Pelt from a deer or dogman. To make Rawhide Patches, you need a Sharp Edge and the Rawhide Sheet

Rawhide Straps
Weaker versions of the military shoulder strap. 4x can be crafted with a Sharp Edge and a Rawhide Patch.

Leather
A stronger material than rawhide, these are used in better equipment crafting recipes. To make a Leather Sheet, you need a Sharp Edge, a Tanning Rack, 4x Ash, 4x Water, a Rawhide Sheet and Tanning Material (Bark Solution, Tallow or a big unit of Lighter Fluid).

String Rope
A weaker version of the rawhide strap. Can be crafted with 10x Length of Medium String.

Tarp Sleeping Bag
A poor quality 6x6 sleeping bag. It offers the same benefits as the normal ones but this one degrades over time. You need sewing tools, 3x Tarp and 6x Medium Thread to make one.

Metal Locker
A rare item to loot, mostly in urban areas. There are 2 kinds, lockers with mechanical locks or with electronic locks. They cannot be carried and can only be interacted with via "use" button. May contain interesting loot but only a character with the lockpicking skill or the spoofer app can open them. Will consume a set of basic lockpicking tools regardless of their current condition.

ITEMS (TOOLS):

Spoiler: Highlight to view
Sewing Tools
There are two of these tools, Sewing Kits and Basic Sewing Needles. Sewing Kits are better in a lot of aspects but Basic Sewing Needles are more common and also craftable by characters skilled in Tailoring.

Tool Kit
This lootable "crafting kit" can contain a variety of equipment for crafting and repair recipes. These tools are Monkey Wrench, Claw Hammer, Utility Cutter, Screwdriver, Pliers, Hacksaw and Duct Tape but they sometimes have other tools inside.

Soldering Iron
It needs powered batteries to work and all recipes that need it will also ask for Solder, which can be found mostly in Tool Kits. Used mostly to craft or repair mechanical and electronic devices.

Electronic Spare Parts
Electronic Spare Parts are needed in all electronic crafting and repair recipes. Players can get them from breaking or disassembling devices.

Electronic Repair
Most electronic devices can be repaired now. Devices that didn't degrade now will need maintenance. Most repair recipes will need the Electrician Skill, Screwdriver, Pliers, Soldering Iron and Solder, the device to be repaired, Spare Parts, Mechanical Parts and some recipes will ask for a second device for more specific parts.

Building Appliances
Usually spawned inside some urban building, these can be repaired to get power siphoning, lighting, heat source, etc. They need the most materials to be repaired. They will also degrade and revert to their broken state with time but it will be a long time till that happens.

Foil Pot
It's like a Sauce Pan but it cannot be used as weapon and it degrades quickly. Specially handy since Foil Scraps are very common.

Pressure Cooker
It's similar to Sauce Pans but bigger and with the ability to store liquids and small items inside. They also don't degrade but cannot be used in combat.

Makeshift Still
It's used to make Moonshine or turn strong drinks into Pure Alcohol, mainly. To make one you need either the Medic or Botany skills, Pliers, a Pressure Cooker, a Sauce Pan, a Glass Bottle, a Copper Tubing, 7x Medium Shaft and 4x Medium String or Strong Tying Object.

Tanning Rack
This is used to craft Rawhide and Leather. It can only be put inside campsites so it can't be moved unless dismantled. To make one, you need 6x Medium or Large Shafts and 4x Medium String or Strong Tying Object.

Folding All-Terrain Bicycle
A vehicle with no inventory space that decreases movement point cost. It's similar to running but it's less tiring, makes you more easy to be tracked and decreases your ability to track even more than running does. It's a rare item to loot and can be disassembled into x1 Bicycle Frame, x1 Bicycle Parts, x2 Bicycle Wheels and x14 Small Mechanical Parts with either a Multitool or a Screwdriver. The Mechanic Skill is needed to reassemble one.

Bicycle Cart
A big vehicle with a lot of inventory room but also penalties. It's heavier and less versatile than the Bicycle. To make one you need the Mechanic Skill, a Hacksaw, Pliers, a Screwdriver, Soldering Iron, 5x Solder, x1 Bicycle Frame, x1 Bicycle Parts, x3 Bicycle Wheels, x1 Shopping Cart Basket and x18 Small Mechanical Parts.

More Software Options
GPS is now available for Laptops. There's also a thermometer app that tells the current temperature of the area you are in.

ITEMS (WEAPONS):

Spoiler: Highlight to view
Baseball Bat
A sturdy wooden bat. It's very durable and does decent damage. It can be looted mostly in houses and apartment buildings or from hostile humans.

Spiked Bat
A wooden bat upgraded with nails and other pointy and sharp metal parts. It degrades slightly faster than unmodified bats but it causes both fear and nasty wounds. It can be crafted with a Heavy Blunt Object, a Baseball Bat, 2x Duct Tape and 6x assorted small parts.

Scrap Metal Knives
Weak makeshift knives. They can also be thrown at enemies, which makes them quite useful. To craft 4 of them, you will need a Heavy Blunt Object, Hacksaw, Scrap Metal and 8x Duct Tape for the handles.

Scrap Metal Machete
A medium sized sharpened blade. Not as sturdy as other melee weapons but it does good damage and it's also feared by most. To craft one, you will need a Claw Hammer, Hacksaw, Scrap Metal and 4x Duct Tape for the handle.

Scrap Metal Shield
A weak makeshift shield. It adds a new "Block" move in combat and can also be used to bash a target, which can push them 1 space away from you. To make one, you need a Claw Hammer, Hacksaw, Pliers, 2x Scrap Metal, 1x Rawhide Patch, 2x Strong Tying Object, and 5x Small Mechanical Parts.

Tactical Baton
Another DMC faction item. There's a chance DMC Guards will carry this instead of a pistol and holster. It's better than hitting with a rifle butt, which is not much, but it barely degrades and takes little inventory space. Still a deadly melee weapon in the hands of someone with the strong and melee skills.

Throwing Knife
It's better than a Scrap Knife in all aspects but it cannot be crafted. It can be found in stores or carried by NPCs.

Fire Axe
It can be found in office or apartment buildings but it's really rare. There's also a tiny chance for NPCs to carry one. Fire Axes are powerful melee weapons and they also degrade slowly but each swing will give you a stackable condition that will make any future action tire you more and more.

Repairable Guns
Only available to Mechanics and skilled in Ranged. You need to combine two guns using Tool Kit equipment and 5 units of Lighter Fluid to clean/repair and reassemble a 100% condition gun. Repairing Makeshift guns is the same but the Ranged Skill is not required.

Cathcart North "Perforator" 12-gauge Sawoff Shotgun
It's the craftable Sawed off version of the "Perforator" Shotgun. It takes less room, it's lighter and does slightly more damage but its firing range has been greatly reduced and it makes less melee damage. You need a "Perforator" Shotgun and a Hacksaw to craft it.

"Outcast" .308 Makeshift Hunting Rifle
It is weaker than the original gun in every aspect. It can only hold one round but even with all its penalties, it's still a dangerous weapon. It can also be upgraded with a scope and shoulder sling. To make one you need the Mechanic or Ranged Skill, a Screwdriver, Pliers, Hacksaw, 2x Hunting Rifle, A Large Tree Branch, 4x Duct Tape and 5 units of Lighter Fluid to clean/repair and reassemble a 100% condition gun.

"Shredder" 12-gauge scatter gun
The first stage of this weapon is basically a sawed off shotgun barrel with a trigger and handle. It can only shot one shell at a time and is less powerful than the other shotguns but it can be upgraded into an actual rifle or carbine-like weapon. To make one you need the Mechanic or Ranged Skill, a Screwdriver, Pliers, Hacksaw, Shotgun Parts and 5 units of Lighter Fluid. To upgrade it you need the same Tools, Mechanic Skill, a Short Scatter Gun, a non sawed off Shotgun and 5 units of Lighter Fluid.

"Mongrel" .45 Makeshift Pistol
This gun shoots .45 rounds but can only hold one at a time. It's weaker but more common than the Deltec Pistol and Revolver. To make one you need the Mechanic or Ranged Skill, a Screwdriver, Pliers, Hacksaw, x2 Pistol/Revolver Parts and 5 units of Lighter Fluid.

Armor Piercing Rounds
AP rounds do the same damage as FMJ rounds but all of it is cutting damage and with a +1 penetration bonus. They are available for Handguns and Rifles.

Breaching Rounds
Breach rounds are really weak for combat purposes but they can be used to loot locked storage sheds and metal lockers. They will most likely attract unwanted attention but are pretty valuable for those without the lockpicking skill. They are only available for Shotguns. They are also really rare so their market price is high.

Pistol Suppressor
This piece of equipment will make a .45 pistol do slightly less damage but a lot more deadly by reducing the chances to give away your position. It also increases the chances of to make the target lose sight of you when hit. The suppressor is only used when the gun is being held so it doesn't use extra inventory space.

Deltec Tactical Stock
The adjustable stock in on SBS4s shotguns are now a separated item mod. Using the shotgun without it takes less room and makes it possible to put it in a short shotgun holster but it gives penalties when firing the weapon, which are slightly less range and giving the "Vulnerable" condition.

Ammo Boxes
Containers which can only fit ammunition inside. They are 3x3 in size but they can hold a good number of ammo. There are 3 different ones. Handgun ammo box, shotgun ammo box and rifle ammo box.

Torches and Flares
Torches can now be used to scare certain creatures like melonheads, dogmen and endfield horrors. They also provide some warmth when held. Flares are a more powerful version of torches and they are kinda common to find inside storage sheds and forest shacks. Flares can also illuminate an hex by just being dropped in one, making easier for you and others to be spotted. They are really easy to lit via right click menu, which also allows them to be lit in combat.

Canned Bomb
Powerful thrown weapon which can cause multiple wounds in one hit. You need to hold either a lighter or a torch to be able to use one. You cannot melee attack while holding one but you can still do moves like leg trip, head butt and grapple moves. To craft one, you need to be skilled Mechanic, a Tool Kit, a Soup Can, 15x Gun Ammo of any kind, 10x Small Mechanical Parts, a Medium Thread and 5 charges of Lighter Fluid to make the fuse.

ITEMS (GEAR):

Spoiler: Highlight to view
New Shirts
Two new shirts, only found in NPCs like looters or Bad Muthas. The "Urban Dogeman" T-shirt and a shirt similar to the Black Shirt used by DMC Guards, but this one is white.

Wearable Hood
You can now use the Hood in Hoodies by right clicking and choosing the option. It provides a bit of extra warmth at the cost of degrading speed. Bad Muthas wear the Hood in Hoodies so some of them can be identified more easily. Looters can pick up Hoodies with the Hood On and wear them like that, though.

Red Hoodie
A worn looking red hoodie. This is a Bad Mutha faction item, which is usually used by most of them. Wearing one will reduce your standing with the other factions, including Bad Muthas, which can just see through the disguise.

Hunting Vest
It protects less against cold than a hoodie but has more inventory room. It can only be found inside forest shacks or on Hunters.

Clothing Repair
Those skilled in Tailoring can repair clothing and bags. Most recipes need either basic or quality needles or any of them, string, rags or Rawhide or Leather. A handful of these recipes will also need some specific ingredients too, like strong fasteners.

Wearable Platic Bags
There's now a recipe that lets you turn a Disposable Plastic Bag into a wearable version of it, which can be put on the head, hands or feet. It gives minimal cold protection but nothing else.

Wearable Rags
Headrags, Handrags and Footrags will give a small protection against cold. Footrags can also remove the 'barefoot' status and Headrags will give a small protection against sickness. To make them you just need set a number of either Clean or Dirty Rags. Melonheads usually use this type of improvised clothing.

Makeshift Clothing
Poorly made versions of normal clothing. They degrade a lot faster than their normal counterparts but they can be crafted. To make them, you need Sewing Tools, a number of rags and small string. The amount depends of the item to be crafted.

Makeshift Sack
These can now be used as backpacks. They also add a small weight penalty due to how uncomfortable is to carry stuff in them. The penalty is a bit more severe when the sacks are carried in the hands.

Makeshift Bindle
Similar to makeshift sacks, a Bindle has a bit less inventory space and use more room but add no weight penalty for carrying it. They can only be carried in the hands. To make one, you need a Large Shaft, a Medium String or Strong Tying Object and a Large Sheet.

Makeshift Shoulder Sling
Basically, an extra pocket that goes over the shoulder. It can only carry small items. To make one, you need a Sharp Edge, a Large Sheet and 4x Medium String.

Patchwork Hide Boots
They are better than using footrags. You can stack up to two of them since they are not rigid. To make one, you need a Sewing Tools, 6x Hide Patches, 8x Small String and a Footwear Sole.

Tarp Cloak
A hooded tarp cloak. It's not as warm as other clothing but easy to craft. You only need Sewing Tools, a Sharp Edge, 2x Tarp and 4x Medium Thread. It cannot be disassembled back into its components.

Welding Mask
It's armor rating is in between the leather cap and the tactical helmet and it also protects the eyes against the "A handful for an Eye" combat move. It also has penalties similar to the clown mask, which are a reduced vision range, reduced detection rate and it makes it difficult to fall asleep, if you sleep with it on your face. It can only be found in Shabby Auto Repair Shops.

Scrap Metal Vest
It's armor rating is in between the leather vest and the tactical vest but it's uneven on certain spots. To craft one you need a Claw Hammer, Hacksaw, Pliers, 4x Scrap Metal, 8x Small Mechanical Parts and 5x Strong Tying Object. It can be repaired with the Mechanic Skill, a Hacksaw, Pliers, a Hammer, a powered Soldering Iron plus 6x Solder, the damaged Scrap Metal Vest and a Scrap Metal Sheet.

Dogman Fur Headdress
A crude head armor. It intimidates opponents and is also warm. It also has weak armor, like the Dogman fur coat. It can be crafted with Sewing Tools, a Sharp Edge, a Dogman Fur Coat and 6x Small Thread.

Rawhide Longcoat
Rawhide Longcoat is now craftable. To make one you need Sewing Tools, 15x Rawhide Patch and 20x Medium String.

Leather Cap
A makeshift leather head armor. Can be crafted with Sewing Tools, a Sharp Edge, 2x Medium Thread and 3x Leather Patch.

Leather Vest
A weak leather chest armor. Can be crafted with Sewing Tools, a Sharp Edge, 10x Medium Thread, 1x Strong Tying Object and 2x Leather Sheet. There are also a couple of repair recipes that requires Sewing Tools, a Sharp Edge, either 2x Leather Vests, 5x Medium Thread and Tanning Material or a Leather Vest, 5x Medium Thread, 5x Leather Patch and Tanning Material.

Leather Gloves
These are similar to Tactical Gloves and they also degrade faster. To make a pair, you need Sewing Tools, a Sharp Edge, 4x Medium Thread and 2x Leather Patch.

Leather Boots
These use less room when stored and degrade faster than other footwear but can be crafted. To make one you need Sewing Tools, a Sharp Edge, a Footwear Sole, 6x Medium Thread, 4x Leather Patch and Tanning Material.

Leather Knife Sheath
Apart from knives, you can also put small objects insides and a closed multitool. It can be used in the alternate shoulder and belt slots. To craft one, you need the Tailoring Skill, a Sewing Needles, A Sharp Edge, 2x Leather Patch, 3x Medium String and 2x Strong Tying Object. It can be used to craft an "upgraded" sheath that uses the Sash Slot only but it can old more knives. To make one, you need the Tailoring Skill, a Sewing Needles, A Sharp Edge, a Knife Sheath, 4x Leather Patch, 6x Medium String and 1x Strong Tying Object.

Leather Handgun Holster
This is a craftable holster. Unlike the DMC Guard one, you can put either a Pistol or a Revolver in this one and can also be used in the belt slot. It degrades faster, though. To craft it, you need Sewing Tools, a Sharp Edge, 3x Medium Thread, 2x Strong Tying Object and 4x Leather Patch.

Leather Shotgun Holster
A craftable holster for the SawOff Shotgun or SBS4 without stock. It needs to be readjusted to be able to fit either shotgun via right click button menu. To craft it, you need Sewing Tools, a Sharp Edge, 5x Medium Thread, 2x Strong Tying Object and 6x Leather Patch.

Leather Bandolier
A craftable ammo belt that can be used across the chest. To craft it, you need Sewing Tools, a Sharp Edge, 4x Medium Thread, 1x Strong Tying Object and 1x Leather Patch.

Leather Utility Belt
A craftable belt with pouches to carry extra things. To craft it, you need Sewing Tools, A Sharp Edge, 6x Medium Thread, 1x Strong Tying Object and 2x Leather Patch.

Pistol Holster
This is a faction item carried by DMC Guards. It can be used in the special gear slot or in the belt slot.

Rawhide Quiver
A craftable arrow container that can be used in the special gear slot. You can store 10 arrows in there. To craft it, you need Sewing Tools, A Sharp Edge, 4x Medium Thread, a Strong Tying Object and a Rawhide Sheet.

Rawhide Waterskin
A liquid only container. It takes less room when empty and can also be carried in the special gear slot. Can be crafted with Sewing Tools, a Sharp Edge, 2x Medium Thread, a Strong Tying Object and 2x Rawhide Patch.

Laptop Bag
Similar to the Duffel Bag but smaller and black colored. It's also rigid so it's not smaller when empty. Originally created to carry a laptop, a spare battery and a flash drive but anything small or flat can fit inside.

Pair of Glasses
Corrective Glasses for those with Myopia. Not all of them will be suitable for you and there are some that will actually make your vision worse. Characters with no vision issues will actually get penalties when wearing them. Usually found in office and apartment buildings.

Wrist Watch
It tells the current time and degrades when equipped. Can only be obtained by looting or from the Junk Market.

ITEMS (FOOD):

Spoiler: Highlight to view
Chunk of Fat
A new consumable dropped by butchered big animals. It takes more time to rot and can be eaten raw or used in some recipes. You can get more fat from meat by combining a Sharp Edge with a Medium Meat.

Cracklings
A new cooked consumable. These can stack up to 5 and take time to rot but eating too much can lead to gastroenteritis. To cook it, you need a Medium Heat Source, a Fire/Water Proof Container, a Sharp Edge and a Chunk of Fat.

Tallow
A material made out of the fat you carve from big animals. It doesn't rot but can only be carried in bottles or cans. Can be eaten but it's mainly used as ingredient for other recipes. To make it, you need a Medium Heat Source, a Fire/Water Proof Container, a Sharp Edge, a unit of Water and 2x Chunk of Fat.

Yeast
It can be used as an alternate to Tallow to make Bread or can be used to make Moonshine instead.

Potatoes
A new consumable item. Can be eaten raw but it's best used in cooking recipes.

Baked Potato
A new consumable item. To make one, you need a Heat Source, a Fire/Water Proof Container and a Potato.

Mashed Potatoes
A new consumable item. To make some, you need a Medium Heat Source, a Fire/Water Proof Container, a Sharp Edge, a Medium or Large Shaft, 4x Potatoes and a unit of Water.

French Fries
A new consumable item. To make them, you need a Medium Heat Source, a Fire/Water Proof Container, a Sharp Edge, a unit of Tallow and 4x Potatoes. You will get 2 stacks of 5 French Fries. They will make you very thirsty, specially if you eat a stack of them.

Eggs
There are 3 types, but some are harder to get than others. They can be fried with a heat source and a sauce pan, if you add water they can be boiled instead. They can also be used as extra ingredient for mulligan stews. They are also sold at markets.

Flour
A lootable ingredient. Mostly found in homes, its only purpose is to be used in cooking recipes.

Homemade Bread
There are 3 types of this consumable, normal bread, ash bread and potato bread. Eating them will spawn a half loaf of bread. To make them, you Need a Medium Heat Source, a Fire/Water Proof Container (Normal/Potato Bread) or Medium/Large Shaft (Ash Bread), a unit of Water, 2x of Flour and a unit of Tallow (Normal/Potato Bread) or 4x of Ash (Ash Bread), and a unit of Mashed Potatoes (Potato Bread).

Mulligan Stew
A new craftable food item. Its recipe needs a Medium Heat Source, a Water/Fire Proof Container, a Sharp Edge and a unit of Water. The next ingredients will determine the quality of the stew. For a Delicious Stew, you will need a small meat, a carrot, a potato, mushrooms and either another piece of small meat or a chunk of fat or flour. For a Simple Stew, you will need 2x small meat and 2x veggies. For a Plain Stew, you will either need 4x small meat or 4x veggies. Also, Death Caps count as veggies so be careful!

Cooked Berries
A new craftable food item. Its recipe needs a Medium Heat Source, a Water/Fire Proof Container, a Medium or Large Shaft, a unit of Water and 5x Handful of Berries. This includes poisonous berries so be careful!

Sugar
It's only used to make Moonshine and cannot be eaten raw but it's a decent trading good. It stacks.

ITEMS (AID):

Spoiler: Highlight to view
PharmaCon "FAEB" Emergency Bandages
They come in sealed packages and need to be taken out via right click menu to be used. They are the most effective way to deal with wounds since they decrease the chance of infection a lot. They are usually found in medkits and ransacked pharmacies, replacing clean rags. Stacks of 10 are sold in the DMC Clinic.

"Caravan" Cigarretes
Cigarettes are a wanted commodity is these hard times so shops pay handsomely for them. You can stack up to 10 of them but you can fit 20 inside a cigarette pack, which can save space. To consume one, you need to lit one in the crafting screen and then put the lit cigarette in either hand. The cigarette will be consumed in the next turn. Only smokers can really consume them.

Roll-Up Cigarretes
Makeshift cigarettes, which are of bad quality so they sell for less and make you easier to be detected by smell, if consumed. To make one, you need 5x Cigarette Leftovers and a piece of Paper.

Berry Root Tea
Characters with the Botany Skill can now find Berry Roots in the wild. These can be used to make Berry Root Tea, which can be used to help with vomiting, diarrhea, gastroenteritis and the first stage of cholera. You might need to drink a lot of this since it only has small chances to deal with each of the mentioned Status Effects. The effect does not stack either so it's best to drink like every 2 turns.

Coffee
It comes in stackable powder inside cans. It's similar to Corn-a-Cola but you need to prepare it first to consume it. It can be looted mostly in urban hexes but it's kinda rare. It's also sold in the C-Store. To prepare it, you need a Heat Source, a Fire/Water Proof Container and one handful of coffee powder.

Beer
It comes in small glass bottles and it's more common than whiskey. It has less alcohol content so it can actually quench thirst. Drinking 3 units of Beer will make you start feeling the effects of Minor Inebriation.

Wine
It comes in glass bottles and it's rarer than most drinks. A full bottle of it is the most expensive drink you could own. It can only be looted/scavenged which is why they are so expensive. It can stack to 10 max and is between beer and whiskey, alcohol content wise.

Mash/Wash
This is a fermenting mix in a Pressure Cooker that will take a week to ferment. When ready, it can then be distilled to produce Moonshine. To make it you need the Botany Skill, a Medium Fire Source, a Pressure Cooker, 4x Water, A medium/large shaft to grind/stir the stuff, 15x Sugar and Yeast OR 10x Berries of any Kind, 4x Sugar and Yeast OR 5x Potatoes, 6x Sugar and Yeast.

Moonshine
It's similar to Whiskey but with higher negative effects and cannot be used as strong disinfectant. To make a full stack of it, you need the Botany Skill, a Medium Fire Source, a Makeshift Still, 2x Water, a Wash , a T-shirt or a similar piece of clothing to strain the Wash into the Still.

Pure Alcohol
It's mainly used for medical purposes as a strong disinfectant and can stack to up to 20 uses. Can also be drunk but it only gives negative conditions, apart from quick increase towards Inebriation. To make a batch of 16 uses, you need the Medic Skill, a Medium Fire Source, a Still, 2x Water and a full stack of either Whiskey or Moonshine.

Corny Wolverine
A mixed drink that will increase the number of movement points by 1 and body temperature while decreasing hunger, sleep and thirst during the duration of the Boosted Status Effect. When the effects are gone, you will be both hungover and crashing after a caffeine high. The Boosted Status Effects cannot stack. To make it you just have to combine a unit of Soda with a unit of Whiskey in a Fire/Water Proof Container.

Wolverine Coffee
A mixed drink that will increase the number of movement points by 1 and body temperature while decreasing hunger, sleep and thirst during the duration of the Boosted Status Effect. When the effects are gone, you will be both hungover and crashing after a caffeine high. The Boosted Status Effects cannot stack. To make it you just have to combine a unit of Prepared Coffee with a unit of Whiskey in a Fire/Water Proof Container.

PharmaCon Inhaler
A device used to dispense medicine from canisters with albuterol. This drug is used to deal with respiratory conditions like coughing and asthma but can cause tremors.

"Bloodlust" inhaler
Increases melee damage by 15%, decreases defense by 25%, increases tiredness rate by 100%, increases body temp by 3, which is 1 point more than corn-a-cola, gives the "Coughing Blood" condition when the effects are gone. Effects stack and can be used twice. It can be crafted with the Medic Skill, Makeshift Still, Medium Heat Source, 2x Water, a Spent Inhaler, 2x Hydrocodone Pill, 1x L-thyroxine Pill, 1x Soda.

Scent Killer
It's a spray used by game hunters to mask their scent from animals. It's rare and only found in forests shacks or carried by Loner Hunters. The effects stack and have a duration of 10 "map" turns. Those with the Tracking Skill can make a weak, homemade version of Scent Killers. To make one, you need the Tracking Skill, a Medium Heat Source, a Large Water/Fire Proof Container, 2x Tannin Solution and 1x Spray Bottle.

GAMEPLAY CHANGES:

-Cryo Lightning has a different recipe. They also need a Soldering Iron, Solder, Spare Parts, etc.
-All Carving and Butchering recipes are hidden under 2 recipes. This will help to reduce the huge lists in long games.
-Cooking and Boiling recipes now need a Medium Heat Source only.
-Gathering resources from Forests and Water Sources now use an encounter system. This new system adds a fatigue or tiredness cost to gathering resources.
-Patchwork clothing and similar items now need the new Sewing tools to be made instead of Sharp Edge/Point tools.
-Added a new way to deal with the Dogman in Cryo Facility encounter. Using Mechanic, Electrician and Hacker skills will allow players to kill the Dogman and get access to its corpse after the encounter.
-Edited all vanilla recipes to get meat or meat and hide from corpses. They are now shorter in name and should stop causing bugs in the recipe list due to the number of recipes added by this mod.
-The "Drunk" condition has been replaced by stackable Minor Inebriation and Major Inebriation conditions. They are just like the drunk condition but with various lvls, they don't affect blood supply, they make it easier to fall asleep but harder to wake up by noise and will also render the player unconscious if stacked to high lvls.
-HVAC Vent can be turned On and Off via right click menu.
-Software use less room and electronic devices have less inventory space but it's done in such a way that you can store more hardware than before but less power or batteries.
-Dogman Fur Coat + Sharp Edge = 15x Small Chunk of Fur.
-Tool with Screwdriver + First Aid Kit + 2 Small Parts + 2 Medium Thread = First Aid Kit w/ Strap.
-First Aid Kits can only store certain items. Mostly small and thin items. Now they aren't the best shoulder storage item now but a different one.
-All lighters are refillable now. They cannot be used as payment in Zom Zom's. They cannot be used as light source when looting in the dark, giving torches more importance.
-Spears + 2 Medium Thread = Spears w/ Strap.
-Increase the sprite size of soup, stew, tallow and bark solution to 2x3 so they use all the room in containers for liquids.
-Increase the inventory size of the Soup Can to 2x3. It's still not possible to store normal liquids like water in these.
-Small changes to some vanilla items to change their "size" in containers. An example would be a pill bottle, which would be too small to be carried in a Travois but big enough to be carried in shopping carts.
-Tarp degrades now. Tarp is now really useful and being able to use the same Tarp indefinitely with the reverse recipes seemed a bit like an abuse.
-String degrades now. This is to promote the use of better quality straps in the use of makeshift bags and vehicles.
-Recipe to get a Small String from Rags and Footwear.
-Medium String is used only in some recipes now. Straps and Rope are referred to as Strong Fastener and some recipes will need either of the two.
-Edited most of the ranged attack types to make them more unique from each other. Too many changes to mention but some of them are a lot more different than they were before.
-Reduced the Melee damage from the strong skill from 50% to 25%. Breaking someone's leg with one punch was too unrealistic, IMO so I reduced this bonus. This affects all characters and creatures, not just the player.
-Dogman is a bit more resistant to pain. They do less damage due the the above change so I decided to make them resist longer.
-Changed the way suppression from ranged weapons work. Now, even if you fail, it will still force the target to take cover and lose a turn. It will also affects the target's awareness, which means it will be easier for them to lose sight of you.
-Broad Spear, Greenwood Bow and crude arrows can be partially reversed now. Since the wood was worked, it made no sense to reverse them to tree branches.
-Alternate hidden recipe to make a Travois. To make this other one you need 6x Strong Fastener instead of 12x Medium String.
-Gas Mask Filters can be taken out of the masks now.
-Ammo no longer stacks since it comes inside containers now. Most guns now use ammo feeding devices like magazines and clips.
-Most guns hold different amounts of ammo now.
-Foil Scraps degrade now.
-Foil Poncho now needs 90 Foil Scraps to be made instead of 60 and 10 Duct Tape instead of sewing.
-NPCs have more chances to have ammo for their slings and bows.
-The Gauss Rifle now has a different recipe and it now needs a tool kit and a deltec rifle stock instead. It also has a different look.
-Multitools can now be closed and opened via right click menu. When closed, they only use 1x3 inventory space but most of their tools cannot be used, only the blade.
-Plastic bags and chip bags can now be left "always open" so they can fit in a travois.
-The move Tackle cannot be done at 0 distance now.
-The move Charge! will make the next melee attack 10% stronger. The effects only last for a turn.
-Tin Cans turn into Unlabeled Tin Cans when used in crafting. They can also be found as loot and carried by NPCs.
-Different sprite for Sound Traps. They are now unlabeled tin cans.
-New graphics for the Revolver.

KNOWN BUGS AND ISSUES:

-Activating the Hood in Hoodies and Tarp Cloaks while wearing them won't be reflected in the main map character pic until you take it off and wear it again. It's only a graphical issue, the stats apply with no problems.
-Due to the increased amount of new recipes, late games load the crafting menu slower than usual.

Modding is hard but a lot has been achieved with the help of the developer, the mods and the modding community. Thank you all! :3

CHANGELOG:

The changelog is a recent thing so it starts from Version 3.6 and onward. (outdated)
You can see the changelog here.

DOWNLOAD LINK:

Extended NeoScav v5.2a for version 1.14 of the game.
https://www.dropbox.com/s/3hkzrh1mzdy1g1v/NeoScavExtended52a.rar?dl=0

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The point is, why have all these useless variations of string in the game if all they do is make sorting a royal pain? What's the goal of that change? If they're useless as crafting components why have them at all except as another thing to sort through?

I added condition to string because the military shoulder strap is useless in the vanilla game. There was no point of it before because you could just replace it with Medium String and there would be no difference. Back then, I made it so only strong fasteners were needed for travois or as strap for weapons but ppl suggested something in between and that's what I did. Now you can use either Medium String or Strong Fasteners but Medium String would need to degrade while the the military shoulder strap would not. I then added rawhide strap and rope as alternatives, which would degrade but at a really slow rate compared to just string. As a way to "counter" issues with degraded string, I made it so you could get string in perfect condition from dirty rags and footwear.

As I mentioned before, making your own string instead of picking up weathered string is the simplest way to deal with this issue. String condition is only a problem at the start of games but once you find more clothes than you need, then you can just tear them apart for string in perfect condition.

So the goal of that change, apart from realism is to make the beginning of the game a bit harder. At least for the first two days, depending on how often you find clothing to rip apart.

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While on the subject, string from teared clothes come in the same condition as the clothes were, and not 100%. I usually stock up on rags and use them for making string.

- - - - - - - - - - - - - - -
Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

Yeah, rags from those clothes are the ones needed to be torn apart for the string. Hmm... perhaps I could make it so the recipe "Rags from Clothes" spawns 100% condition string instead of using the condition of the clothing being torn apart. That should make things easier.

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It does not solve the problem. Still need to find out those perfect condition small strings from stacks, making crafting tedious. Besides, I doubt how many handy men can make strings from rags that easily in real life. I figured out 3 ways to fix this:
1.Reduce the number of strings in a stack and the amount of strings needed in recipes. Clothes also produce less strings.
2.Strings do not have durability, but can only be found or bought.
3.Strings do not have durability, but is much less used in recipes. Strong fasteners are always needed to craft tarp shelter/travios. Adding straps on sleds/binoculars/guns all needs strong fasteners. Strings can only be used to craft sling/ patchwork clothes/ropes, and the reverse recipes of string rope/sling must be canceled.

You will only need to find those perfect condition small string in a stack if you keep picking up string in bad condition. As I mentioned more than once, "crafting" small string will produce 100% condition string. Picking up damaged string is only a good idea if you are turning it into rope. If not, then it's going to be tedious indeed.

Also, I was making it like point 3 before but as I also mentioned in the old thread, ppl would complain for not having the option to use medium string in good condition instead. So I added condition to string, made it degrade faster and added the ability to make rope and rawhide straps. Ppl not caring about the tedious part would simply deal with it while ppl having a problem with it would just "craft" small string instead.

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All right, I haven't found more bugs so I guess it's time for the 3.3 version of the mod. It includes:

-The "Drunk" condition has been replaced by stackable Minor Inebriation and Major Inebriation conditions. They are just like the drunk condition but with various lvls, they don't affect blood supply, they make it easier to fall asleep but harder to wake up by noise and will also render the player unconscious if stacked to high lvls.
-Added Copper Tubing. It's only required to make a Makeshift Still but it sells for a decent amount of money. Usually found in storage sheds.
-Added Pressure Cooker. It's similar to Sauce Pans but bigger and with the ability to store liquids inside. They also don't degrade but cannot be used in combat.
-Added Sugar. It's only used to make Moonshine but it's also a decent trading good. It stacks.
-Added Yeast. It can be used as an alternate to Tallow to make Bread or can be used to make Moonshine instead.
-Added Makeshift Still. It's used to make Moonshine or turn strong drinks into Pure Alcohol. To make one you need both the Medic and Botany skills, a Pressure Cooker, a Sauce Pan, a Glass Bottle, a Copper Tubing, 7x Medium Shaft and 4x Medium String or Strong Fastener.
-Added Beer. It comes in glass bottles and it's more common than whiskey. It has less alcohol content so it can actually quench thirst. Drinking 3 units of Beer will make you start feeling the effects of Minor inebriation.
-Added Mash/Wash. This is a fermenting mix in a Pressure Cooker that will take a week to ferment. When ready, it can then be distilled to produce Moonshine. To make it you need a Medium Fire Source, a Pressure Cooker, 4x Water, A medium/large shaft to grind/stir the stuff, 15x Sugar and Yeast OR 10x Berries of any Kind, 4x Sugar and Yeast OR 5x Potatoes, 6x Sugar and Yeast.
-Added Moonshine. It's similar to Whiskey but with higher negative effects and cannot be used as strong disinfectant. To make a full stack of it, you need a Medium Fire Source, a Makeshift Still, 2x Water, a Wash , a T-shirt or a similar piece of clothing to strain the Wash into the Still.
-Added Pure Alcohol. It's mainly used for medical purposes as a strong disinfectant and can stack to up to 20 uses. Can also be drunk but it only gives negative conditions, apart from quick increase towards Inebriation. To make a batch of 16 uses, you need a Medium Fire Source, a Still, 2x Water and a full stack of either Whiskey or Moonshine.
-Cigarette Leftovers have been added to the "junk" treasure tables. This means they are now lootable and usually found in scavenge locations from urban hexes or carried by some NPCs.
-Increased the chance to find "Urban Dogeman" T-Shirts again. They were still way too rare.
-Increased the chance to find Fire Axes. They were extremely rare. Now there's at least 1% chance to find one.
-Players and NPCs will no longer get Injured Foot from walking barefoot over Forest Shack, Town, City and Sprawl hexes.
-Broken Glass Bottles now have a slightly different sprite.
-The Recipe "Rags from clothes" now gives string with 100% condition instead of using the condition of the clothes. This should make it a lot easier to get string in 100% condition.
-Fixed a couple of bugs with Patchwork Boots. They were using the wrong foot conditions and the recipe to make a right one would spawn a left one instead.
-Fixed an issue with the recipe to make piercing arrows. It was preventing the use of small parts as arrow heads for these arrows.

I think that is all. I lost the original list of changes to a blackout and these are all I remember. Hopefully, it's all of the changes. :P

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I think there is a bug in 3.3 where small string from rags creates a random object along with the string.

Also, I'm still not sold on the degraded string mechanism. In my last game, I found a stack of 20 medium length of string. When making a travois out of this, it would be of condition 1.1% because of the low quality of the string at the bottom of the pile. So I had to manually sort out all 20 strings in order to make sure that only the top 15 were part of the recipe. That is a lot of tediuos work.

Could the game be made to automatically choose the top condition parts in a recipe? Could the condition of the resulting product be an average of the parts rather than equal to the weakest part?

Woops. I usually use the "string from rags" recipe to test stuff and it seems I forgot to revert the recipe. Imma fix that now.

Edit: Also, automatic sort can only be implemented by the developer. Sorting thru random string stacks is not even necessary if you use string from clothes or rags instead, as I explained earlier.

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All right, I think I get the point now. Thanks for your great work!

I must be a lightweight, because I'd surely feel "major inebriation" after three beers. :(

Well, beer stacks to 4 units inside a bottle. I think chugging 3 units will take you to minor inebriation, if I remember correctly. So 3 beers would be 12 units, which is probably enough to take you to major inebriation.

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Just updated the download link with a hotfix:

-Mod is now compatible with version 1.1 of the game.
-Fixed the bug with the "Small String from Rags" recipe.
-Removed some redundant data from both the override and mod xml files.

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Geeze chiko, you were so popular you broke the forums.

I know rite! D:

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Uhm, sorry for the noobish question but.... How do I install this mod?

Also, I'd like to show my mod idea here.

http://bluebottlegames.com/main/node/4123

Not sure of how hard to implement (or how imbalanced) it is, but it's something that's been floating around my head for some time now.

Thought maybe you could make something cool out of it.

You need to copy the files inside the .rar file and paste them in the game's directory. Usually found in Steam/steamapps/common/Neo Scavenger

Also, now that is possible to add new places in the DMC, a suggestion like that would be possible to implement. It would be a bit more complicated, though.

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Two words:

Circuit Shack.

I Was thinking to add a new combat (Using a shield) It's called Shield Bash It Will Stun The Stranger Or Monster Hexes
And Other Idea For Light Source Is Glass Bottle Lantern you Can carry Or Put On The Camp Sites
To Craft The Glass Bottle Lantern Is Glass Bottle,1x Rag,Gas Fuel
If The Glass Bottle Lantern Is Out Of Gas You Can Refill It

Chiko If You Like IT Tnx if You Don't I'll Find A Way :D

Idea Giver :3
I Like Survival Games :D

I think I replied to these ideas in the old thread, if I'm not wrong.

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You certainly did reply to these in the old thread.

Pretty sure I found a bug. I'm not sure if it's the mod or the base game causing this since I updated them both at the same time. But it seems hexs are updating for lootability way more often then it should. It even (oddly) affected the cryo center. I took a screenshot showing three scavenging options for the center. It was four but I tried to scavenge it too see what happened.

I just registered and not sure if how or if I can upload it.

This is from the vanilla game update. dcfedor said he would change the time required for scavenge areas to respawn, in part to reduce loading time. If I'm not mistaken, the change made it so that if a hex wasn't visited for the last 10 hours, it's like is has never been visited.

- - - - - - - - - - - - - - -
Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

I've found that the patchwork hide boot cannot be made. It's requiring item ID 126, and I can't seem to find a reference to it anywhere in the neogame.xml

Are you sure? I just did a quick search and found it. It's this piece of code:

<table name="ingredients"> <column name="nID">126</column> <column name="strName">medium, waterproof, flexible sheet</column> <column name="strRequiredProps">9&amp;16&amp;36&amp;60</column> <column name="strForbidProps">58</column> </table>

It's nowhere to be found in the mod files coz it's a vanilla ingredient. It refers to footwear sole. I'll try the recipe ingame, maybe there's something else wrong in the recipe code.

Edit: I just noticed to mention hide boots need footwear soles in the main page. Imma edit that now too.

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I would've never figured that out otherwise. Thanks, Chiko.

Is this mod unfinished (as in some features doesn't work, or not properly), or is the [WiP] more because it is still being developed and things might change later?

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Strip the flesh! Salt the wounds! *Manical laughter*

The second one. The mod is pretty much finished but I'll keep adding stuff. Everything is the main page is working, except for the things in red.

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Cool

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Strip the flesh! Salt the wounds! *Manical laughter*

Hey you probably get this all the time but I don't know how to install this mod. All the tutorials I've seen don't have the mod in RAR form. If you can, can you help me?

Thanks!

A .rar file is just like a .zip one or similar. You just need to copy the files inside the file and paste them in the game's directory. Usually found in Steam/steamapps/common/Neo Scavenger

Windows these days usually comes with software to open these files. If not, you should get unrar or winzip. Those are the two I know of.

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Noob question combo- What one is the directory? I follow the steam/steamapps path and such and moved the mod to there but I don't know what to do from there.

Thanks!

That should do it. It's the directory where the game have its files, including NEOScavenger.exe, the readme, etc. After doing the copy/paste thing you can run the game normally and the mod should be working. You will need to start a new game since the changes are too many and a previous saved game won't work or will be bugged.

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Yay! I got it working!

Thanks for your help and for making the mod!

Hey, if someone could help me out it'd be appreciated. The fact that Tarp and String degrades now and the Strong Skill nerf bothers me (I'm unlucky enough already that Strong doesn't help too much outside scavenging! XD), I know this is probably changed in NeoScav Extended XML file, but I don't know what to change/delete, could someone with a bigger brain please tell me how? If so, thanks! X)

Edit: Also the change to the lighter, the non-scavenging use, I don't mind the non-payment at Zom Zom's. X)

Just make a torch and use the lighter to light it. Torches are super super easy to make. Like one rag or strip of paper and two things of twigs will make a quality torch.

EDIT: Though I still think Strong is way too expensive currently. I think it should be more in line with ranged/melee in its cost.

Those changes can usually be found in the xml files inside the folder called 0. Some of it is self explanatory but the best way to know what to change is to read the modding documentation here: http://bluebottlegames.com/main/node/3066

I recommend using Notepad++ since it's made for stuff like this.

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Thanks Chiko! X), I was able to change everything except using the lighter in scavenging, which my stupid butt still hasn't figured out. Maybe I will, eventually. XD

Also is it just me? But I feel like for how much these disadvantages will result in death they only give one point? That seems awfully low in my opinion.

Well, the only one that will kill you directly is Asthmatic. Also, I understand the need to get most of the skills so you can craft and see all there's to see in the game but it's just that I don't really want players to be like an unlikely kind of survivor, both in physical condition and knowledge, specially at the start of the game.

Maybe I could implement some kind of learning to gain the others skills. Like crafting basic things or doing stuff related to that skill which could grant the skill in the long run... Like with the legendary skills but it should take longer.

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Maybe it's just me then, granted I've played this game since pretty much day one, but I can link pretty much all of my deaths to one of the negative traits. Insomniac preventing me from getting enough rest and then passing out and getting gang banged while unconscious being the most prevalent anywho. It just seems silly that some of them are worth a single point.

Granted I mostly want to be able to get tons of these skills so I don't feel like I'm locked out of parts of the game >.< I'm kinda OCD like that.

Hey Chiko, I haven't noticed yet but, do any of the hostile NPCs spawn with the craftable weapons/armors?

I've seen plenty of craftables spawning with NPCs. The main way to get leather items early game is to find them off of dead Ashinaabe warriors, since Tool Kits tend to be rare drops.

Yeah but they have very low chances to do so. Bad Muthas even have a chance to spawn with a leather vest.

Then there are the special cases, the Loners. These will always spawn with better equipment than most NPCs, including new additions like leather armor and scrap machetes or sawed off shotguns.

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I've got a small suggestions unless they haven't been suggested before.

I know diabetes has been mentioned but i know there's a sugar addiction of some sort, you get restless and have headaches without getting any soda, like corn-a-cola or other sweet things...

That's what my original thought came into play...

Do you think ya could prehaps add in like small food types like chocolate bars in aluminum wrapping, prehaps chocolate powder and then of course milk powder!

prehaps if you are lucky, you could find chocolate paste then add it with either Ash bread or the normal bread :D!

Dunno, i just thought to myself that chocolate in a deprived world like this must be a luxury thing by then.

IMAGE(http://steamsigmaker.de/komedy/Helldrones.png)

Hmm... Maybe. After adding the heavy drinker flaw, I was thinking about adding a caffeine related one, which would be satisfied by either drinking corn-a-cola or coffee. I'm trying to avoid adding too many similar stuff so we'll see.

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Hello it's me again, I'm having some issues with the mod, for some reason the Makeshift still ain't showing up in the crafting, i've checked my files, Reinstalled, Re-Installed the mod, and i've been trying a varaity of others items, but the still is just now showing up in the crafting options at all, Just the tanning rack...

Spoiler: Highlight to view
IMAGE(http://i.imgur.com/QQ0v6xY.png?1)

IMAGE(http://steamsigmaker.de/komedy/Helldrones.png)

I looked into it and it seems the required skills are not working for some reason now. Imma see what went wrong with that.

Edit: It's fixed now. I just updated the download link with a fixed version. Problem was a typo in the recipe code.

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First of all, love the mod. Absolutely an improvement to the original game, I recommend to all. Some thing I would personally like to see added to this mod is to make string one item rather than having to deal with med. string switching back an forth. I really think the nerf to the Strong trait was called for mechanically speaking (as well as thematically speaking as you pointed out). Also I think it would be sort of interesting to add a +1 point negative trait similar to smoker only with alcoholic. Something I've always wanted to see, though I know it would be real hard to implement, is cars. The first time I saw the word vehicle I thought I would one day be running down looters in a truck :P

1. Another thing is, realistically speaking, there should be a benefit to wearing one shoe over no shoes. (I'm pretty sure there is no in game difference.)

2. When you take mechanic or electrician you can get unlimited paper by constantly examining the associated thing in the starting facility. I doubt that's intended but I wish it was removed or there was a faster way of collecting a stack of 30 then examining it thirty times.