Yup. Go to the river/lake/marsh, "use" it and wash yourself. Having detergent (or poisonous paste) in your inventory will give you an option for using them to rise your chance to remove the pesky parasites :) It takes two turns to see if it took effect, so don't try to spam it.
Hello Kaaven is the version working for 1.06?
Yeah, since the patch have not changed anything in the mechanics/data structure, it should work well.
I also played a lengthy session lately and found no bugs or any other problems.
Awesome thanks, looking forwards to get cholera and diahrrea and parasites again ;o
I love the mod so much but I'm having a problem: I cant make a makeshift gun stock. I've tried several different methods and several knives, sharp things that sort of thing but nothing seems to work. Idk if this is happening to anyone else but personally I want to make my own firearm that looks like a pipe strapped to a board...
-More firearms, hand made or factory made.
-Firearm parts, so you can build weapons such as .45 pistol, .38 revolver, shotgun etc.
-Machete and hockey mask so I can be Jason :D
-A skirt so I can be Jason with a skirt and all the bad muthas will fear me :D you already are halfway with the purse lol
I've answered this one in priv, but in case anyone else has this problem - to cut a stock out of a board, one does need a hacksaw.
Hey, loving the mod, finally made it to Detroit, but now looking to hoof it to ATN or the refugee camp. Anyway, a question about some of the electronic items --
do the digital thermometer or ham radio have any particular use? I saw that you mentioned some of the electronic items were added as a sort of junk variety, useful for scrap but nothing else. Not sure where those stand, because they sound like they'd be useful, but inventory is (as always) limited.
EDIT: I have put charge in both and flipped em on. Ham radio can be used, but Phil just scans the frequencies and then quits after hearing static. The thermometer doesn't sound like it has any practical use, except for [maybe] some encounter.
I'm glad you like the mod!
Radio does not have any real use right now. I may add some use to it, but for now it is mostly a trade object.
Thermometer actually have an use - if you turn it on (when powered, of course) the weather icon (top right corner, the one that shows time of day, etc.) will show precise temperature on a mouse-over. It sadly can only show it in Fahrenheit degrees, so is pretty much useless to anyone outside of US, but I felt that it was cool feature anyways.
The variety added [loot, scavenge sites, recipes] goes a long way toward enhancing the "scavenging" feel of the game. It's as you explained it in the mod desc: it makes sense that not everything you find would have a practical use (though the new bells and whistles that do serve a function are even better!).
Ah, so it's just the opposite of what I thought -- sounds like I have to pay the Junk Market a visit on my way out of town.
Thanks for the fast reply!
Sorry back with my idiocy.
Is the spring rifle meant to break after less than a mere 20 shots or did I fail immensely somewhere in its construction ?.
" The devil asked me how I knew my way around the halls of hell. I told him I need no map for I know the darkness well "
It's set to degrade 3% per shot, so it should withstand 34 shots. Not to much, but it is a very shoddy "DIY in a ditch, from trash" kind of deal, after all.
But it's base Condition depends on a condition of it's ingredients - if you made it from a half-broken pipe and a rotten board, it won't last. So always make sure to use as good components as possible.
I suppose it is justified and thanks once again for the help Kaaven.
Why the spoof softwares dont work? I cant install them in the laptop.
I have not changed anything in the game that would affect that. Also, there is no spoofer software for the laptops in the vanilla game. There is one for smartphones (green) and one for tablets (violet).
I really love the new content that this mod brings, keep up the good work, i would love to see even more locations,items and extra game mechanics :3
Stay tuned then, cause a new update is coming in the next couple of days ;)
Kaaven, i know you have this mod list and all, but could you add the mod version to your threads title?
also: have you ever experienced a time when you wanted to work on your mod, but everytime you get close to doing it you just loose interest and don't?
DevKit is an upgraded BBC mod.
Improve your mods.
OK, will add that info with the next update.
And yes, of course I had that moment. Everyone does as far as I know - you can only stay childishly enthusiastic about a project for so long. This is the main reason, I believe, why most mods, amateur games, fan fictions and "your-first-ten-tome-epic-fantasy-books" never get finished :D
Hi, I'm having an issue - when I've installed this on a fresh copy of 1.06, and trying to start, it gets an error 2032 from the /fieldsofdead/neogame.xml.
Any ideas? Have tried reinstalling.
It definitively worked fine with 1.06... Maybe it's some weird corrupted download glitch. Also, the game was updated yesterday, so try updating the game to the current version (1.11) and then re-download and clean instal the mod again.
New Update Bump!
Vesion 0.94 is out. It's a small update and should cause no trouble.
Also, I am going out of town for next 2-3 weeks so during that period I might not be able to check any issue reports - will try but cannot promise nothing. In case of any issues, please leave your feedback anyway, just be aware I might respond with delay.
In case of catastrophic failure (cant see that happening) the old version (0.93) is available for download on Nexus (link in the OP).
Woot! Update! Praise Kaaven! Been itching to get back into NEOScavenger. I recall there were some bugs that cropped up that caused some spawning issues, were those fixed?
hi, does anybody know how to tweak chances of being parasite infected?
how am i supposed to install this mod, the way on the video doesnt work from me, there are a whole bunch of errors and missing files errors. im not sure what to do.
I never did a video on how to install the mod, so am a bit confused here...
Anyway, to install this mod, simply have a clean installation of the game, download the mod file, unzip it somewhere and copy the folders and files in it into the game's directory. When asked to overwrite, click "Yes" and that's it.
there's a video that explains how to do it. i'm sorry if I wasn't clear. the files weren't showing up, i was experimenting and found a solution, thank you for your advise and this great mod!
How do I make a dogman fur coat not raw? Do I have to tan it somehow?
Oh... the glow is Detroit...Great
It's not possible to do this - tanning of such a big piece of fur would easily take a week, or more, in a dedicated tanning workshop. For a mobile hobo, stinking, rotting, bug infested raw fur is the best he can hope for ;)
Thanks, I love your mod by the way.
Welp, my survivor is alive for 4 months atm, so maybe making this tanning availble would make sense for some players.
It's has less to do with how much time do one have and more with security/lack of cooperation. The same reason why real-world, modern homeless people don't really "craft" a lot of life improvements for themselves. One would have to not only build a whole workplace - a space for cleaning and drying, tanning stretch-rack, etc., and keep an eye on it the whole time, but also - or more importantly - make sure it's protected from animals, thieves and even insects, for a whole week+.
In the "old west" scenario, when a man could walk for a several days and build a cabin in a place with no other human being in a 100km radius, that may have been a thing. In a world where you have to stay quiet while taking a dump, or a band of looters/cannibals or a pack of wild dogs may show up - it's simply not really likely to work. And that's even without mentioning the monsters ;)
replying to this branch of posts, traditional soft leather method would take that long, however if you can gather acid (tree needles boiled in water down to strong acid or if you can get/open it safely a car battery), bile (from animal intestine or ash+sand+water for a non-organic alkaline), salt (rendered from animal blood or sea water), ammonia from animal piss, tree sap, animal fat, leaves or herbs, berries, a huge fire, lots of ash, sticks for a frame, and some garbage bags for sealing it... it would take 2 hours to properly strip the extra flesh, about .5-4 hours at least for each ingredient, 3 hours to "purify" it with an alkaline+acid gas bath, 1 hour to heat it to remove excess gas, 3 to soak in salt+acid, 3 to react with alkaline+ammonia, then about 6 hours pressure boiling in the lard+sap+salt+ammonia+leaf&berry juice mixture, the end result would be rather tough (more durable than most modern made stuff but less comfy at first) and stinky (keeps creatures away by masking scent with several repellent factors) cloak that you can easily stitch pockets or bags into and just by itself is fully water/wind proof and could stop most melee style weapons
it would take roughly between 24 - 36 hours for prep and processing, then probably about 2 hours to attach 1 set of weight bearing straps and 1 hour to attach 4 small(4x4) / 2 mid sized(4x8) / 1 large pouches(8x8), armored (x/4 hours per point of armor where hours=new armor value, starts at same as old version) with upgraded hood (2 hours just swim goggles, 4 gas mask, 6 night vision lenses and hearing filters) it would at most take about 36 + 22 (straps =-9% each, at 11 = 99) + 64 (8x8 of large[8x8] pouches) + 12 (full hood) + ?? armor, so to fully upgrade the thing (very end game type goal) it would take ABOUT 150 hours, but to start the game with the cloak just between 24-36 hours depending on materials, working conditions, and similar (if you work in the starting med facility and stuff has been fixed it would be done between 12-18 hours due to the machines and power and materials)
Reality is my clay, Imagination my tools.
Always have an idea on hand.
This is a really awesome mod! I really like it!
Is there going to be an update on the missions? I'm stuck after The Scrappers gave me the antique gun.
Hacking... just another way of escaping Death.
Oh and there're a couple bugs I found.
*I can't "unbury" the buried cellar even with a unfolded shovel equipped.
*Some NPCs seem to just throw their stuff away, some are guns and supplies.
Hello there, first i need to thank you for an awesome mod, im using the latest monster mod pack. I wanted to ask how to craft darts now when i finally crafted dart gun. i am using multitool knife/utility cutter, bone slivers/glass shards, hanfull of strings/medium strings and assorted small parts + Ranged and mechanic skills but i still didn't manage to craft them. And beside that i often can't use pink liquid to wash, but that doesn't really bother me, i just thought you want to know. Thanks for the answer.
First of all, thanks for the kind words, mates.
I do plan to finish the story, although in more limited way than I originally envisioned - it just proven to be hell a lot of work to write those encounters. I just cannot say when will it happen, but it surely will.
I just have tested the digging in the buried cellar, and it works fine for me. Whenever I have the unfolded shovel (in hand or on the ground, doesn't matter) I can dig when scavenging the cellar. So I cannot really see where the problem might be coming from. Any more data on this?
Also, the creatures sometimes drop the items they don't need (the ones which are worse than they have already), sometimes at their "base" hex and sometimes wherever they found something better - if they cannot carry the extra stuff away. There will also be a pile of gear where a NPC died and rotted away.
Plus, there was a bug in one of the previous vanilla game versions, which made DMC guards sometimes drop their pistols when they spawned. But that was fixed some time ago.
Is it possible that any of those things may have been responsible for the thing you mentioned? If no, I will have to test further.
The darts are made with: a sharp edge (as a tool, is not used up), 2x small mechanical parts and 5x small springy sheet (so a scrap of paper or a recipe paper). That should give 4 or 5 darts.
And the detergent (and the poisonous paste) is only usable when you really need it, a.k.a. when you have any parasites. If you are free from those pesky bugs, your character only needs water to stay clean.
Also, keep in mind that I do not support the monster merge version of the mod. It's author changes things as he finds necessary and a lot of stuff might not work there, for one reason or the other (my mod and the Extended mod aren't exactly compatible with one another).
Well, good to know that you're planning to finish it, good luck!
As for the digging problem, I'm using the Overhaul 1.9a mighty mod pack, could that have cause the problem?
And the random drops from NPCs, I'm looking at more specifically Hope's End Militia, where they(only some) seem to just dump their guns upon me spotting them and ending the turn. When I picked the gun, it was either empty or in low condition. But when I confronted them, they seem to not have any other weapons on them, could it be purely because they don't want the gun?
You should note that, i stopped including and removed NSE and MMoD in my mod because I was essentially maintaining 3 different mods that update frequently...it was proving to be too much for me. So your using outdated files. If you want to continue using overhual youll have to find someone who knows how to merge mods to do it for you or learn how to do it. Its not hard, at least not if its the only mod your maintaining. I could teach you how, but untill then i suggest you delete that which you have right now. Just old stuff that will cause bugs
Would anybody explain how to use a detergent/poisonous paste, please. One may drink detegrent - that's for sure, but what else? Ten minutes of right/left clicking, swapping and combining these items with other junk on a crafting screen brought me nowhere. 0_o
upd. Finally I've figured out how to desinsect. Desinsecting clothes could be an option.
Tu regere imperio populos, Romane, memento/hae tibi erunt artes/pacisque imponere morem, parcere subiectis et debellare superbos.
I follow the steps but it never loads or it just doesn't show up?
Probably asked before but I can't be bothered to go through 9 pages of work - I'm currently at Cambridge and I'm supposed to be studying so I'm keeping my "NEO-Break" short.
How do you get to hopes end or whatever it is?
How many hexes N/E/S/W???
HOW DO I SHOT A LASERED GUN?
"o, we will get on it to make sure u r unabanned!!!" <--- my old job as a forum moderator
ps daddy fedor i want 2 shoot a lasered gun!!!
Hope's End is somewhere in the top-leftmost corner of the map, by the sea, on a small one-hex peninsula. And there is no such thing as Lasered Gun in the game ;)
Shit, nvm, found it. It's a hidden tile :C
can I get some help with mac instalation
As far as I'm aware, you install it the same way as on the PC - download, extract the archive, copy to the game folder and click "Yes" when asked to overwrite the "getmods.php" file.
Here is a spoiler about the new plot in the mod and a question about it
English ins't my first language, so sorry for it
That faction is actually mentioned, here and there, in the vanilla game, but was never really developed past the name alone.
I have developed a bit more of a back story for them, making them a vital part of what's going on in the game, but didn't really got to implement any of that. So, for now, they are only mentioned, but more on them might be added later, if I feel like it ;)
Surprise, surprise! An Update!
All details in the first post.
I want a video of you opening a can with an arrow irl, Kaaven, I need a giggle. ;) Reviews on the update after the upcoming 3-day weekend. :)
How do you get rid of parasites? They are the bane of me D: