thanks for the help, question,have you ever played Cataclysm dark days ahead if you have could you add the ability to make a sewn-together sheet with a multi-tool and some small string and some dirty rags, and with the sheet you could make a makeshift sling, a crude pouch, and a makeshift blanket.
Great mod! New items 'n stuff are always welcome, and the feral dogs are actually more of a challenge than I thought they would be. The thing you were saying about how they're supposed to travel in packs is correct: I've never seen JUST one 'lone wolf' in a hex, and if I do then there are always more dogs nearby in adjacent hexes. I've found myself comparing feral dogs to Melonheads in the sense that fighting just one is a pushover, but a pack of them are very dangerous.
"Wow! This looter's soup can actually had soup in it!"
Actually, cancel out that last part of what I said. Feral dogs are actually really dangerous if they get too close to you.
Bump for update!
It updates the stuff changed in the newest game version. Also, it makes a certain big change to the core mechanics - I am really interested in how do you guys feel about it!
I am running into a loading problem it stops loading about 37% with Error #2032 Row 12
Cannibal Family Picnic
Sorry nevermind i was running the wrong getmod file.
Hello, I havent tried latest version, but I have a few question.
Wont it be fair to stretch becoming dirty to a few days: slightly dirty, dirty and very dirty ,and chance of infection will be different (though I dont know if last part can be implemented)
And can you add use of clothes (pants and shirts) as makeshift bedsheet. It can be new stackable condition with low modifiers.
Thanks for updating.
The "dirt and hygiene" system is still bare-bones, because I first need to know if the people like it. If it works, I think it could be doable to make becoming dirty have a step or two more.
As for the makeshift bedroll, I really cannot tell. Like I said, even creating one additional sleeping-bag-like item causes problems, so adding more would make the whole thing even more prone to weirdness. So I think I will pass it for now.
I think the dirt and parasites is a good idea but I do have one complaint. it seems, to me at least, that you can catch it without being dirty. I am also assuming that it works like bluerot and can be caught from the feral dogs. It might be my fault because I may or may not have been wearing a dogman coat, I don't remember if I was, but in the end I think it is pretty cool.
Did noticed one thing, I had it on my character and I went into your xml file and deleted it the lice and fleas, nothing game breaking, it just made me bleed everywhere. (just minorly so I was fine)
Being dirty does not "produce" the parasites - it simply makes your character less healthy. Parasites are, just like in real life, transmitted by other carriers. And that's not only dogs - almost every creature has a chance of being infected. Dogs and dogmen are mostly carrying fleas while Melonheads are a real spawning grounds for lice.
As for the parasites and blood supply - that is intended. Both kinds of them feed on human blood, so having one or both has a negative impact on your character's blood levels.
Thank you for clearing that up, but the blood thing was when I went in and deleted it from your xml file that was in the mod folder and I started bleeding everywhere, which makes sense because if one thing is taken away the game must supplement with something similar.
An idea that i dont think anyone has thought of would be mattresses. Kind of like Sleeping bags but only help the sleep stat. And it is possible for mattresses to become infested with parasites. This is coming from someone who sadly works in a cheap motel.
Are the itms in your mod somewhere in the XML file? becuase i have checked it and couldn't find them there. i was wondering because i like to edit the damage and durability etc. on items.
This is how i picture every single Blue Frogs' face in my head
The item and attacks data is located in the neogame.xml file that is located in the mod folder, not the basic one.
ah, okay thx
Can someone tell and idiot like me how to get this and extended neo scav working together?
Try using modmerge for the two :D
Basically - using two, rather extensive, mods together is not something one can do without knowing at lest basics of modding.
I'm good with modding, I'm just idiotic as hell when it comes to .xml files.
Modding NEO Scavenger consists almost exclusively of editing .xml files :D
Great mod, I've been using it for quite a while now and I'm very pleased with the experience that it brings to the game for that I thank you Kaaven.
Although I do have a question about the new parasite update, is there a way to make my dogman furcoat not attract flies? It says it is "(raw)" so I naturally presumed there's a way to make it, uh... Not raw, haha? Once again thanks for the mod and I wish you luck on your path to improving it!
First of all, thanks for all the kind words!
And about the fur - for now, there is no way of doing that. I have it planned for the future, but recently I have been dealing with changes in the each new build of the game much more than actually adding any content.
And to be fair, it is not a priority really. Player's character should not be able to properly skin a bear-sized creature without any serious tools and facilities anyway, and adding ability to then tan and prepare hides acquired that way would be even more preposterous. But since players do like their dogman coat, eventually I will have to think of something :D
I feel dumb because i guess im use to easy mod installing but. How do i get this to work i use the stable build and i installed mod from tutorial i saw on youtube and figured it went well WRONG i get it frozen at 19% i found a forumn post and what to do and tried that as well still wrong.Now either im extremly retarded and cant read directions or their outdated directions which probably are.Can someone help me understand how to properly install this becase the mod example makes no sense to me i feel like im looking at gibberish?
says loading mod data file then shows path to m(m)mod then after says Error #2302 row:12 idk what that means
The version o.55 of the mod is for the latest test build, not the stable build. May that be the case?
No i have stable build tried the .50 didnt work SO i updated to test build anf used .55 Still same issue.I cant figure out what is wrong or what that even means when i get that error it just stops loading once it hits that.
Bump for new version!
Is there anyway to get rid of fleas or lice? or do they go away after time?
There is a 10% chance that taking a bath in any natural water source will remove the parasites (one or both kinds). The chance is that low, because in real life it is extremely hard (as in, almost impossible) to get rid of those without a proper setting, tools and hygiene products.
There will be more ways added later on - a bathhouse at the Sprawl (which will have like 25% chance) as well as some medicine to help with them (I am thinking some insecticidal brew for medics and botanists to make).
But yeah, for now just take a bath once every a while and hold your thumbs :D
To me it seems like the text for displaying conditions like "fleas" and "concussion" are not going away on the status screen. How long are concussions supposed to last? A day? Three days?
Also, do the fleas always make the "lost blood" effect occur?
They don't supposed to go away until they are active. Concussion is the part of the native game, not my change, and it lasts for 100 turns/hours - so little over 4 days, basically. Parasites are bugging the character all the time and never go away on their own - he's just to tasty :D In the post above I mentioned the ways and chances of getting rid of them.
So, unless the concussion persists over that time given, everything is as it should be.
Okay, I was just wondering why the fleas aren't affecting the character's blood supply.
I didn't know fleas could go to humans, I thought we could only get lice.
I've run into a bug where if I try to scavenge the mini-mart, the encounter will act like I decided to not scavenge.
Did that happened only once or every time you try to scavenge the mart?
Every time, it also happens when I try to scavenge the farmhouse.
It should be noted that I'm also using the NeoScavexteneded mod.
That must be it then - the Extended mod. You are using DnaJur's mod-merge I guess?
On my end, with the Mod of Doom alone, everything works as intended, so you need to ask Jur to check this out - he possibly forgotten to connect something somewhere - mod-merging is a big work after all.
If you did put those two together by yourself, try checking if the IDs in the scavenging encounters are pointing to the right places and if you added the new places to the encounter 42 - "Scavenging a hex".
The ID's? Where would I find those?
Each part of the game - creature, condition, encounter, etc. - has it's ID number, by which it can be recognized by other elements of the game.
When I make a mod, I make sure that each ID is correctly placed and everything works. When merging the mods, however, the person needs to change those, because two mods might have stuff with the same ID - Encounter 3 in my mod and in Chiko's mod are different things, for example, and if someone want to have both in his game, he needs to reassign one of them to a different number and make sure that this new number is changed everywhere else where it is called. If somewhere it was not done, it might lead to empty encounters, naked creatures or even game getting stuck. Stuff like that.
And the case of scavenging locations ending too soon looks just like that.
It may be just me, but it seems that you added the match box for fire recipes. I have a match, but no box, and it seems to not want to work.
I only cheat a little bit guis
Yup, that is how the safety matches work - you need both the match and the striking surface (usually located on the matchbox) in order to make a flame.
is the pitchfork not yet in the mod? or is it just extremely rare? i was asking because ive played 10+ hours with your mod and i havent found 1 pitchfork.
Pitchfork is in the game, but scavengable only on the farm. While looking into a possible bug for Alman556, I did however discovered that the farm Treasures are really badly constructed and often give weird loot. So I will look into making it more consistent soon. I will, possibly, add a pitchfork to the Hope's End merchandise.
Playing the newest official build with your latest mod update and damn, it's an amazing struggle so far. Those dogs are terrifying.
Also, while playing, a thought crossed my mind. Is it possible to allow the player to wear the baseball cap along with covering their face with a rag?
You should be able to wear both, but apparently that's not the case... My mistake. Later today I will upload a new version which will fix that. It will not contain any mechanical changes, so the saves will be compatible. Thanks for bringing that to my attention!
And, yeah, I did myself a disservice - testing of the mod is a lot harder, because the dogs are constantly on my back now :D
Sounds awesome, thanks =D
As for the dogs, is it possible to have their AI prefer to stick around certain areas? Like the DMC guards?
Also, one last idea. How do you feel about being able to turn the rat trap wires/scrap into lockpicks? I've noticed that the assortment of junk to make lockpicks come up less than the wires and I recall the Mythbusters being able to pick a lock with the the filament of a lightbulb. Perhaps it would require a multitool to configure them properly?
Technically, all NPCs work that way - the more often they spawns the closer the character is to their spawn point/home. With guards it is simply very visible, because their only spawn point is on the edge of the map, near the gate. Dogs have two of those points - one is a little west of ZomZom's, the other is just outside of Hope's End. So they should be very rare in DMC, in the north-eastern regions or on the very south-western edge of the map, but relatively common near the center and north-western parts.
And yeah, that lockpick idea makes sense. I think I can add another recipe for them. Not the most important thing, but still good to have. Thanks!
Is the only way to get clean to go to a water source and "dive in"? I did it 6 times and still had parasites and got hypothermia. Is there a way to disable these features, maybe if I remove all code for parasites? Any info would help, thanks.
Taking a swim, for now, should be the only way. However, there seems to be a bug, which I am trying to narrow down right now, that makes it not work. Next update, will fix that, as well as adding new, more effective, ways of getting rid of those insects. Hopefully, I will be able to upload it soon.
Disabling that yourself might be a bit of a problem, as there would mean necessary changes in multiple places.
Temporarily, you could find conditions 45, 46, 47 and 48, and remove all data in their "aFieldNames" and "aModifiers". That would make them simply do nothing.
Oh Great Kaaven-- giver of dogs,
Please no more dogs.
I can't. There are too many. They killed my entire family.
No but seriously I can't get past day two with this mod on and I had to remove it so I could actually get a playthrough going, which is sad because all of the unique items are awesome.
Anyway, just wanted to say that this mod gets a beauty score of 9.5/10, a game enhancement score of 9/10 and a difficulty score of 230/10. I feel like I've lost something not having it in, but the difficulty makes me want to rip my hair out.
Thanks for your kind word, Giraffe!
I, too, recently realized that the dogs, surprisingly, pose a much bigger threat than I expected they would. Next update, I will probably lower their number around the starting location a bit. So hopefully it will be more manageable.
But the mod name containing the word "doom" does obliges one to a high body-count :D
I've gone toe-to-toe with dogs as a ranged character and managed to weasel my way out of it. I have not had much success with escaping them, but I have not tried using Athletic. Stunning them might work, though.
All in all, I like the dogs. They're like the melonheads of dogmen.