reasons you should do some field testing
1)the standalone doesn't load the game. i double checked the getmods, so something is screwed up in the mod
im trying it add it to my overhaul merge pack
DevKit is an upgraded BBC mod.
Improve your mods.
Fixed standalone version not loading. Ironically, it was an issue with the bandages.
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Gariba's Extras and Miscellaneous:
that is funny, i was sure that it would be one of the new items that just had a misplaced number or something
Surprisingly, I got the new items in on the first try. But the recipe for the bandages was using an ingredient added by NSE (medic skill), that I had to recreate for the standalone version.
you should put the version number in the subject line, easier to keep track
Will do. Also, found another bug, with the getimages file. I'll upload a fix in a bit with an extra something I just cooked up.
Updated to 1.3.2, fixing some image loading issues and adding two battle moves! These moves attack your target while moving towards or away from them. Requires melee skill.
EDIT: Sneaky update to NSE version, removing the "ignore in crafting screen" prop from first aid kit
oh dammit, ya chicko adding that has got me 3 times now with that property 76. now i gotta update me merge -grumbles- at least it's not technically alot of work...just that i gotta stop what i'm' doing and do it
here is a real knee slapper, you didn't put the c-store in the standalone!
D'oh! Fixed, and added restrictions to the new battle moves. You can't hop towards or away from someone with crippled legs or carrying a vehicle anymore.
I'm actually thinking about creating a separate mod for battle moves, but that would cause more merging pains.
New weapon incoming: The Hook Spear
Basically (and literally), a crowbar attached to a broad spear with enough string to keep it from coming off. It will rquire some carving into the spear to prevent it from becoming too bulky, so reversing the recipe will only give back the crowbar. Melee skill will be required to craft it, but it will add some nifty new combat moves.
Make sure the string and tip are recoverable. I remember one time using the automatic recipe list to make a broad spear, and it used my multitool for the point and the bronze talisman for the string. ..that was not good.
maybe you should make that seperate mod you were talking about if your going to keep going in this direction. new combat moves changes a huge part of the game
Updated merge to NSE 3.9
I shelved the hook spear for now, because I wanted to add it along with new battle moves exclusive to this weapon, that would include a chaining combo against an enemy. I've been trying to do some research on fighting styles using this kind of weapon, but found nothing useful so far.
But I've been up to a new lighting item, which I think I will make exclusive for the NSE merge to fill the gap between torches and flashlights, since lighters can no longer be used as light sources. So there it is, the can lantern:
It'll use a tin can, some foil scraps for better light reflection, string and require a sharp edge for cutting the openings. Will be fueled by twigs, which makes it less fuel efficient than torches, but is easier to refuel and keep lit, no to mention it can be slung over your body, freeing up the hands.
I'm still thinking on how to light it. I want it to need another fire source to start it up, and revert to unlit when it runs out of charges.
Ok, I got the code technically ready. To light the lantern you need another flame source, like a campfire or a lighter and some kindling.
In reality the lantern has 3 states: Off, Ignited and On. Lighting the lantern brings it from Off to Ignited. After a turn it "degrades" into On, and at that point it instantly regresses to the Off state unless it has twigs in its inventory, which it consumes each turn.
There is a bug that causes items to be removed momentarily from a container when being stacked, which in turn causes the lantern to turn off when refueling. Because of that I had to make its inventory a 2x4 space.
so i think due to recent changes on NSE most things require a medium heatsource, so on NSE the hotplate doesn't do much. could probably just add medium heat as a vproperty for an easy fix
also the plate does not use any charges when used
gariba hows the mod going?
id imagine that lantern would burn your skin if it were bright enough to be useful
I've been half busy / half mind-off for it, but I'll try to upload an update this week.
I'm aware about the hotplate bug and it was a simple issue of not assigning a charge profile to it (d'oh!) and the medium heat source thing from NSE came after it.
Well, some ancient lanterns used candles so I think it should be fine. Besides, the recipe uses foil scraps to reflect some of the light otherwise wasted inside the can and add some insulation. It also comes with a strap =)
produces a 404 error currently, If you have another link for it I would like to download your mod, Thanks.
Have a great day.
Sorry it took so long for an update. That said, my NSE merge is already outdated, so I'll have to do another. However the standalone version is ok!
Is this mod still being maintained?
the hot plate does not seem to be working
could you be more specific?
you need to explain why you think it's not working.
do recipes not combine into cooked food or boiled water or something? you have to tell us more so we can see if it's indeed not working
First of all, this is a great mod Gariba. I'm new at creating merges and have been met with limited success. Could you provide a merge for NSE + Overhaul + your mod if possible? I don't have much interest in the big beastly mod merge, but would love for just these 3. I'll try to merge myself and if successful maybe post what I have, but I'm not too hopeful.
I'm curious as well if anyone is working on current skill learning mods. There were 2 earlier this year that seemed interesting but are now unsupported (?). IMO BBC would be unnecessary (at least for me) if given the option to learn skills, even if difficult/time consuming in game.