Hey I've just found that the dogman headdress can't be crafted. I've tried large string instead of small but it doesn't work. Does the dogman coat have to be at a certain durability or something?
Update: I was using the old version lol sorry.
Not really, there's no way to tie durability to crafting so you are probably missing a sharp edge like a glass shard or a knife. I just tried it and it works with no problem.
Edit: That makes sense. xD
Pew pew pew!
Hey Chiko I had a question.
Seeing as bear root removes the coughing condition and has a 50/50 shot of removing the severe coughing condition I was wondering if it would make sense to also give the player a chance to recover from asthma attacks, with the chance to recover being less for each higher point of severity. Seeing as it works to remove coughing I would think it would make sense to help with asthma.
Hmm... maybe. Imma look at the code and see what I can do.
I figured it was still fairly balanced assuming it wasn't 100% effective and the only reliable way to get it is buying it in the ATN enclave. Just a thought when I realized Bear root cures coughing.
Mkay, I got a little free time right now so I will add this real quick. It will probably have 25% chances to stop a minor asthma attack but the chances to help with a major or severe attack will be really low, similar to what they do for the Blue Rot.
I will also do an unrelated change. I think it's not necessary for the 3 Dog Moon shirt to show a condition in the condition list. It's even possible to know if an NPC is wearing one coz it shows there. The shirt has special properties and I will not touch them but I think they should be hidden from sight.
Hello game or group, I would like to start by saying what an awesome looking mod.The only problem that I'm having is I swear to God I'm computer illiterate, so I need specific step-by-step instructions as to where to put the file how to extract it and such and the like please help
The mod is inside a .rar file so you will need a software to get the files inside. I use Unrar but there are a lot of them you can get for free. I think even today's windows come with their own software to open them already.
You need to copy the files inside and paste them in your game's directory, usually found in Steam/steamapps/common/NEO Scavenger
If you are asked to replace some files then that's the place. Replace the files and that's all. The only thing left to do is to run the game. :P
"-The ranged weapons introduced in this mod cannot be recovered. They disappear upon hitting someone." i have this bug in my mod as well. any idea why it's happening?
DevKit is an upgraded BBC mod.
Improve your mods.
Nay. Others tried to help me found the cause a while ago but we didn't really find the issue causing this.
it turns out my arrows do drop with the corpse and in adjacent hexes, i haven't tested it much yet but the one time a arrow mysteriously disappeared it pelted my target (blunt) instead of cut. does blunt damage break an arrow?
Hmm... Damage type doesn't affect item condition so it's not that. I remember the dev mentioned if the arrow only makes blunt damage, it will drop instead of getting stuck in the target.
is it ok if you could make a compatibility patch for neo scavenger extended? maybe so its compatible with mighty mini mod of doom and i-neo-more and also maybe hellforge? i know its alot but i would really appreciate it if you did. thanks in advance
(insert signature here)
Maybe if I had more free time. It's indeed a lot of work and every time one of the mods get updated, there will be the need to to update the compatibility mod too. It's why most compatibility mods are outdated, actually.
honestly it's not hard actually. you could do it for the community 123nick. if i'm not mistaken all you really gotta do is merge the override folders by going through bit by bit and gluing them together
I haven't got much time to work on the alcoholic flaw but in the meantime, I read a suggestion and I'd like to implement it, eventually. Actual bandages. They would work like this:
-They will be 2x2 sized and come in vacuum sealed bags.
-To be able to use one, you have to right click them and hit the "open" option to remove the bag. In this state, they can be used as clean rags and be put on wounds but unlike clean rags, bandages will degrade even if you are not using them and will turn into dirty rags. Only get them from their sealed packages if you are going to use them.
-They will apply both the "bandaged" and a 99% effective "disinfected" effects on wounds so they will be the most effective way to deal with wounds in the game.
-They will replace clean rags in medkit contents and ransacked pharmacy loot to make them findable in the game. I will also make it so the DMC Clinic sells them in stacks. They will probably be carried by NPCs too but it will be uncommon.
You haven't got much time, but you snapped that idea up so fast. XD I'm glad you're still around tinkering. :) It's a great idea, Anka stumbled onto something genious there, and I was hoping one of yous would implement it. Can't wait. :D
I know rite. xD
Most of it is actually ready. It was just copy paste work since its like the usual items I've been adding. The only problem I'm not being able to fix is making it available in the DMC clinic. I even used the code from the inhaler I added as base and for some reason, the option to buy bandages is not appearing. This is actually not the first time I have an option not showing up in the encounters so there's definitely something I'm doing wrong.
Hello, I've really enjoyed your mod so far, but I've noticed I haven't seen a single canvas backpack. I think they're called "Yukon". Is that an effect from your mod, or have I messed up at some point and deleted the item?
You are not lucky - thats all. It is a high end loot.
I haven't seen any bicycles in all my long plays, but they are there somewhere... I hope so! =)
Bober077 is correct. I haven't changed the spawn rate for containers like backpacks and such.
I've only ever seen one, and sadly that was on a throwaway character with no skills except those which made him last long enough to get to DMC the quickest and easiest (Strong, Athletic, Melee, and Tough) while I was testing the mod.
I found the bike in literally the first shed I looted, first day.
Needless to say, I ended up playing the character a little longer until the bike wore out.
It should be a little more common. Just a little. It's too cool to have so few people able to play with it, and it's really not that OP at all. It's just like a perma-run condition with its own drawback (you can't have two vehicles)
Maybe there could be an encounter to get it, or a quest in one of the town areas?
Something tho. To have played about 1 character a day on average for the past month, and I've only seen the bike one single time? That's far too rare.
hi Chiko i wanted to ask you, if you upload a new update of your mod do i need to reinstall it or i can update my older istalled mod?
and if the vanilla neo get's updated can i update it too or updating the vanilla game will need to reinstall everything?
i am new and if you didn't understand me that's ok.
melonhead's look inofensive but while you sleep they will try to hit you with a monkey wrench
(based on real events)
If a new mod update is available, you would need to copy the new files over the old mod ones and it will be ready.
If the vanilla game gets updated, then I would need to make a compatibility mod and when it's ready, you just have to do the same thing as above, replace the old mod files with the new ones and the game should work with no problems.
i asked because I use the save manager mod from banjo.
so do you think maybe i will get problems like compatibility with the older saves before updating the mod/game or crashes from a erased item that was in the saved game with older mod version.
thanks for making a great mod and replying all our comments in the nicest way
It depends on how much is changed in the updates. The most recent update doesn't really change much of the core stuff so it's compatible with the older version. If you are updating a very old version of the mod to the current one, then it's quite probable that the saves are not compatible anymore or they will be corrupted. It's best to finish a game and then update to the newest version to start a new game.
thanks for taking that doubt out of me :D
PD: your mod is really awesome, and the closed multi-tool saved me a lot of troubles :D
Glad to hear! :3
I think I finally managed to make the Alcoholic Flaw work... I've been testing it and everything seems to work as intended. I'll probably make it so the players doesn't ask for alcohol as often as with the Smoker Flaw since you need to hit the Minor Inebriation to satiate the the need, which means consuming at least 3 droplets of Beer. I'll also make it so getting Minor/Major Inebriation conditions "cure" the Hung Over one.
Since I don't have much free time to keep testing... I will upload the patch. Hopefully, if bugs are found they will get reported and I will fix them. :3
Time for version 3.4 of the mod. It includes:
-Added new medical item, Emergency Bandages. They come in sealed packages and need to be taken out to be used. They are the most effective way to deal with wounds since they decrease the chance of infection the most. They are usually found in medkits and ransacked pharmacies, replacing clean rags but it's easier to buy them from the Clinic in the DMC.
-Decreased the wound disinfection properties of Tannin Tea a bit. They are no longer as strong as Alcohol but in between Clean Water and Alcohol. This was done because Tannin Tea is really easy to get and it kinda rendered Strong Alcohol redundant.
-Added a new flaw, Alcoholic. It's similar to the Heavy Smoker flaw but with different conditions. The player will crave for alcohol but it's usually more than one drink, depending on the alcoholic drink. To satiate the craving, the player needs to reach at least the Minor Inebriation condition.
-Reaching Minor Inebriation or Major Inebriation while Hung Over will "cure" it.
-Edited the text for the "Need to Smoke" condition a bit.
-Bear Root can now be used to deal with Asthma Attacks. The chances to cure them are lower the more severe the attacks so it's best to use them as soon as you get affected by one.
-Fixed a missing option for the Metal Lockers. The Giving Up option will "destroy" the locker, while the Do Nothing option will make you leave the locker behind so you can try again later.
-The condition given by the 3 Dog Moon shirt is now hidden from the condition list.
I think that's all. Have fun. :3
Atlast theres bandage :D
Idea Giver :3
I Like Survival Games :D
"-tarp degrades now" may i offer a suggestion? make recipes that use tarp non-reversable and disable the degrade on tarp.
Sounds reasonable enough. Once items made of tarp break, they shouldn't spawn the tarp back, though. That should also include makeshift bags made with Tarp.
-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."
does it still cost 6 points? maybe you should "split" it into two skills then. one is the combat part the other is the weight part
Couldn't agree more,I don't necessarily want to waste 6 of my precious starting points on a nerfed perk,I found in the new versions with this mod I don't rely on combat anymore at all,not even with strong,the only reason I take it anymore is for the increased carrying weight,because I am such a big horder.
well if you just want the weight, my packRat mod should be compatable with this mod natively. basically it's a 3 point skill
The melee damage in this skill was too OP, IMO. Even with the nerf, Strong is still pretty useful for a lot of things other than combat and one of the new combat moves requires the skill to be available. I didn't change the skill point requirement because this mod adds flaws that add enough points to have OP builds already. This change also makes the game easier since NPCs are affected too.
well instead of splitting Strong you could just reduce it to 5 points
Yeah, seeing as the damage nerf on strong means it certainly isn't worth the six points. What's this pack rat mod though? I'd certainly take a three point skill that gives me better carrying capacity.
the packrat mod has been combined into this Overhual mod...Overhaul Mod v1.0 with neoextended merger
just trying to merge my mods with your mod.
i noticed something in your override:
this item in your override has 0 changes from the original game. thought maybe you would want to know...incase you like things freakishly tidy like me
You'll find lots of things like that in my override file. My mod also changes some of the vanilla sprites but only if they are in the override xml file.
Hi Chiko i am a big fan of your mod!
I have had some weird problems, missing loot locations specifically.
I have in my last few times not once found any of the loot locations in your mod.
Dose anyone know how to fix this?
Hmm... I made them rare but not that rare. I managed to find some last time I played but I will do more tests. I haven't done any changes to their spawn rates in ages, though. It might be just bad luck. Unlike the vanilla loot locations and farming plots, I tied all of the mod ones to a single one which has low chances... so the game might choose the vanilla ones over the mod ones often.
Yeah I never seem to find them either. In 20 hours of playing I have found 1 ransacked gun store, a few auto shops, 1 mall, and a couple pharmacies. I find lots of farming plots but everything else seems really rare.
Imma list some ideas to implement next.
Hacking+Mechanic+Electrician combo in Dogman encounter in the Cryo facility will allow players to use the door at will to kill it, leaving a body behind.
Add the ability to also turn a Dogman Fur Coat into x2 Dogman Fur Gloves or x2 Dogman Fur Boots. Entering the ATN while wearing the full Dogman Set will trigger an encounter that will add points towards the Unstoppable legendary skill.
Continue work on the DMC Assassins thing I left half done.
More encounter fights spawning special NPCs. Mostly more encounter options with Loners.
dogman gloves and boots sound cool. btw im not sure (but didnt look very hard) if the dogman hat is in the OP? just in a reply. hacking+mech+elect im not sure about. the melee/strong gives a different playstyle/focus than the other 3 do and that can be accomplished with just the next playthrough
I love all those ideas. Especially the extra options in the Dogman encounter. Those are my three skills I never want to be without, anyways.
And it doesn't matter if you can produce a body with Melee or Strong+Melee. If you're all Mr Uberhacker in your skill load out, why not let you do something to kill the Dogman? It's one of the few opportunities you'll ever get to do it that easily with that loadout, so why not?
In fact, working on the encounters, in general, would be awesome. Some of them are awesome, but a lot of times I'm left wondering what I could have done differently (and when looking at the code some time later, I find that it was really the best option, anyways, despite being very unsatisfying on a story telling basis)
do a search in your override for
which is a shopping cart, and while trying to debug a merge i noticed that the vanilla version of the cart has vproperty 102 which means it's too big to fit through a fence. but your vehicles have 102 removed, was this intentional?
just trying to help
...also your sled with strap is 17x12 instead of 16x12.