Wash yourself in a body of water - 10% chance to work. Use a detergent for that purpose - 25%. Use a poisonous paste (available for crafting to botanists or as a possible side-product of the nutrient paste maker when dealing with already pre-processed foodstuffs) - and it will have 50% chance of working.
In the future, I also plan to add a "pay and go" bath-house in the DMC area somewhere, but that's not there yet.
meh personally i wouldn't add any methods that involve money, because i think it's really too easy to get
DevKit is an upgraded BBC mod.
Improve your mods.
I'm of both minds on this. On one side, you are right - money is relatively easy to get in this game (although keep in mind that I greatly nerfed both the water and the tea prices, from 5 to 1 and from 11.5 to 5, respectively). On the other hand, that is perfectly good way to actually take a chip off of that inflation - the more things the player can/has to spend his money on, the less money will he have left. Plus, the money isn't actually all that spendable - the chance the most appealing items will show on the market is actually relatively low. Especially with the added variety of more than 150 new items I've added so far ;)
yea thats true...money is easy to get without tea though. i mean even if you ignored both trapping and bottany you can still farm bandits and cooked dogman meat still sells pretty good
but yea having more to spend on things changes that...i think it'll take alot more than this one thing to do that though. iono i just found the game too easy in combat as well, getting shot was more than unlikely as a ranged character.
One single money sink is obviously not enough, I know. So if you have any extra ideas on the subject of "how to make M(m)MoD" players poor" I'm all ears ;)
The combat re-balancing is something I was trying to tackle in my head, but turns out much harder. The NPCs are notoriously stupid and there is really not that much that can be done about it. One can either spawn more of them or arm them better. First option will make the game feel unfair, like it was the case with when the hordes of dogs were first introduced. Second option will cause players to farm them, as is the case with the DMC guards. There are few other things that I hope to try out, but the game leaves somewhat little room for manouvers in that regard.
So if you have any extra ideas on the subject of "how to make M(m)MoD" players poor" I'm all ears ;)
Hmm, expanding on the hats idea, maybe several collectible sets of gear? some are rare drops, some are hidden, some are pricey rare trades, some are on bosses, some you can craft by secret recipies, some are quest rewards... each full set will give a small bonus if worn together, not a big thing, just a small boost to like one aspect of searching or one aspect of fighting, if you gather all items of a single slot type you can craft a combined item giving all effects at x2 value:
+++1% Wandering Trader Chance
+++1% Sale Bonus/Discount
+++1% loot While Searching & +1 light level near you
+++2% loot 1% safety while searching & +2 light level
++Flash light ring
+++3% loot 2% safety 1% secrecy & +3
+++4% loot 3% safety 2% secrecy while searching, 1% general accuracy +4 light level
+++1 view range
+++-1% animal encounter
++berrys and roots badge
+++ berries and roots are bigger, fresher, and less likely to be poison, also take less time to gather
+++heal faster and chance not to use up healing material
+++when resting or searching chance to repair item or craft a repair kit
+++chance for hidden stashes
+++less chance of rain
+++traps do more
+++chance to blind foes
+++stats raise by moonlight
+++chance to find a good loot item in any search
+++deal more damage with melee
4 leaf clover
++1% to all beneficial rolls
+++2% to all rolls
++-1% to all negative rolls
+++-2% to all negative rolls
++1% chance to roll loot twice
+++2% chance to roll loot twice
++1% chance to activate another trinket again
+++2% chance to activate another trinket again
++1% chance an enemy drops their weapon or falls or...
+++2% chance " " " " " " " "...
++1% chance to get a free item from an encounter
+++2% chance " " " " " " " "
+++++12% chance to add or subtract a second roll to any roll again (whichever is beneficial) once per rest
++5% stun resist
+++10% stun resist
++5% bleed resist
+++10% " "
++5% poison resist
+++10% " "
++5% choke resist
+++10% " "
++5% knockdown resist
+++10% " "
++5% crit resist
+++10% " "
++12% damage resist
all single item traits, all trigger twice
all set traits, each collection's traits, and roll each ability #of times = full collections worn (take best result each time)
EDIT: instead of doubling the ability for a full set it is instead + original value per item from set
of course these are just very fun little brainstorm ideas
Reality is my clay, Imagination my tools.
Always have an idea on hand.
Sadly, almost nothing from what you proposed is doable in the game engine. There simply are no stats to be modified like that ;)
Plus, with randomness of the game would make that level of item-grind not work all that well. And it would not help with the hyper-inflation at all ;(
since most of the items would cost you time, resources, in some cases straight up cash, and such it would help be a constant little drain on the pocket
those were just examples, but i believe that (most of them at least) are actually stats, just normally ones that are unlabled or hidden from a player,
but again they were just quick examples, and you can make items that hold each slot type (a sash, a hat, ...) when worn they give the stat boost and stuff,
and exactly, the randomness is why it works, its super hard to complete, but fun/useful enough to make people try as well as buy the rare ones at inflated cost
they basically count as a socketed piece of gear, like holding a flashlight
A Halloween scare: you cannot farm DMC guards anymore! ;)
Dang, well there goes that option
Is there anyway to dampen/disable the fatigue from scavenging? I can imagine a lot of people like it, but for me its just REALLY annoying and I like most everything else in this mod. Secondly, what does the "dirty" effect do, and how can I actually get rid of it? I assume I'd have to clean myself, but I have yet to find out how.
There is no way to disable getting tired, but you can control it, simply by not using the forcible actions (using Strong or Crowbar) unless really necessary. Also, limiting the amounts of scavenging in general, of course.
Being dirty increases your scent (the "tracks" you leave behind you), meaning the creatures like dogs/dogmen or horrors have easier time finding you, even in the dark. It also makes it minimally harder to fall asleep and slightly reduces you Immune system regeneration rate.
To stop being dirty, simply wash yourself ;) To do so, go to any water source (lake, river or marsh) and "Use" it. The option to clean yourself will be there.
I kinda figured there wouldn't be a way to disable the scavenging fatigue, but I thought it worth asking anyways. Also, the dirty condition doesn't sound THAT bad. Been jumped one too many times by Dogmen in my sleep, so I think I have an idea on how to handle them ;)
Followed your advice about scavenging less frequently and with less use of the "Strong" skill and the results were magical. Playing the way it is intended also seems to have made my character get tired at sensible times, and not about to pass out mid-day because he didn't need to sleep for 2 straight days.
Thank you, I guess. It took some tweaking, but in the end I was really happy with that result. Now, like in a real "man vs the wild" scenario (or at least, how I imagine it would be) you can work yourself almost to passing out, if really in need. But getting by, day by day, you actually have to look to save your strength and not to overwork yourself beyond your limits.
Plus, it breaks the Strong perk superiority - "choose Strong, spam Strong, have everything on day 2" does not work anymore. Which was the point in the first place ;)
The Dogman fur(raw) needs a non-raw version. I'm playing neo not for its original story but for its survival aspects with my own personnal character. My character, a former hunter and camper, would have the know how and definitely the time to process that dogman fur. And even if you want it to be immersive by making it raw, it actually makes it un-immersive because the ATN should have processed dogman furs. They have warrior hunters and are a tribe living pretty close to where many dogman spawns. So hopefully you'll implement this soon. At least make the atn sell a processed fur coat once in a while if you want it to be unrealistically immersive. Make them sell it for like 800 - 2000 $ or something to show its rare and hard to make.
hey can you make school abandoned red "Firefly" Glowstick abandoned more and more pls
I downloaded the mod, but i'm not sure what to do afterwards, like where do i install it for the mod to take action?
*sleeps for 4 hours at DMC*
*gets encountered by DMC guard*
*DMC guard repeatedly tries to escape from unknown target*
*guard calls for drone support*
You have to extract the archive file (using WinZip, or other such program) and then copy the five folders and a file inside, right into the main folder of the game (where the "NEOScavenger.exe" file is). When asked if you want to overwrite the "getmods.php" file, say Yes.
After that, you can play the game. It's easy to see if the mod is working, because there will be a suitcase on the ground of the starting hex, containing the recently added new items. If it's there, the mod works ;)
Warning! The new version o.97 is up!
It includes a lot of smaller fixes and as always, some items and crafting.
Plus it contains an updated graphics for the the atrocious "military-style" jacket... The old one looked... just wrong.
Wait, can you explain that to more of an extent? I'm not sure what I'm supposed to do.
There's really nothing more to explain, really... Which part causes you trouble exactly?
Scaenger.exe, I know that i have to go to the steam files i think but im not sure which file to paste the stuff to
Depends on what system you use, for example for Windows 7 it would be "c:\Program Files (x86)\Steam\SteamApps\common\NEO Scavenger".
On other systems, the path might vary a little, but it should be in around that neighborhood.
Wait, do i go through the actual files itself? Or do I go through steam, proproties, local files?
Ok, wow i just did exactly what i just said, I think i did something wrong the first time, Thanks!
Not sure if this is a bug. I was fighting a bad mutha who keep slamming me with the suit case (forgot to destroy the test suitcase). Suddenly he was striped and surrendered, I gladly accepted. I wonder if there is another NPC pass by and force him surrender (with the rifle), but I don't recall any.
Just have my first encounter with Hope's End militia. Kind of weird that he is very trusting, gives me the location of their base almost immediately, after saying the less trouble maker know the better.
Thanks for the info, I will look into that. Although, it might be as you said - someone else forced him to surrender (NPC movement in and out of combat is really poorly telegraphed in the vanilla game) cause I have changed nothing in the mod that would even affect surrenders. Still, I'll be on watch.
About the militia - yeah, I know they come off as too trusting. I should probably expand their dialog, but my main worry was that the Hope's End can be really hard to find, since it is so remote, and I made the militiamen disclose it's location to help the players get there at all. Plus, for them, everyone who is not indian/cannibal/fanatic, and chooses to talk first, is already half-way to the position of a best friend ;)
I kinda feel that the frying pan should be able to cook 1 medium piece of eat and three small chunks. I personally think the medium pieces are steak sized and the small chunks are thick strips of bacon sized.
Well, the meat chunks are actually much larger than you imagine. The small chunks are in fact the size of steaks, weighting 0.24 kg (0.5 lbs/8.5 ounces), while the "medium" ones are more of a Christmas gammon size, weighting 3 kg (6.6 lbs/105 ounces) ;)
And while I agree that allowing of frying of two small chunks at once is a good idea, since they aren't too big, if we were to go the "realism" route, the "medium" chunks should not be really cookable at all - piece of meat of that size needs to be cooked for 2-3 hours in your oven, in order to get it good.
The fact that you can cook medium meat chunks over campfire, and it only takes around 5 minutes to do is, by far, the most unrealistic part of this game. Much more so than all the of the dogmen and wraiths combined ;)
I've encountered 100% reproducible problems with the way new makeshift broad spears work. Namely:
1. When broadspear (made from sharpened stick or hardened spear) falls apart during fight, it actually clones own parts - player immediately get sharpened stick at hand slot, and another copy of the sharpened stick (with the condition matching the moment of broadspear failing apart - so, if it was made from 100% good sharpened stick, it is 100% good clone) lands on ground. After fight, there is degraded version (assuming player kept using it), and "pristine" one in ground.
2. Interestingly, not all parts are cloned - edge and strip are not. It is only the stick part that gets multiplied
3. As mentioned, if player made hardened spear, then used it as component for makeshift broad spear, when the later falls apart, player is presented with regular sharpened stick in hand, instead (not sure if intended or not). Hoever, the "ingredient" part - hardened spear - lands on ground.
Summing it up, I think that broad spear falls apart into it's ingredients correctly, but the sharpened stick landing in player hand is the "cloned" part responsible for troubles. Anyway, if there is a way I could help with debugging by testing something, I will gladly provide.
Apart from that - I understand that makeshift broad spear is supposed to be fragile now, but it is intended that it is one-use fragile? I wasn't very surprised that it breaks apart if glass shard is used as tip (even 100% one), but I tried with bone knife, and even almost-pristine kitchen and butcher's knifes, and in 99,99% of situations it is useless after single attack (with knife and stick ingredients hardly degraded at all - it seems that string is the weakest part that let it loose? ;) ). Unless used as "shock attack" counted exactly for that - single use - there is hardly a reason to ever use it instead of hardened sharp stick.
"Icicle, icicle, where are you going? I have a hiding place, when spring marches in..."
I obviously must have messed something up in there then ;) Spears should degrade into one stick - whichever player used to make it from. The second one should not be there. Will see into that.
The second part is... well, it's working as intended, though it's not the most obvious logic to see through. Basically, yes, the spear from bad-fitted materials is meant to be one-two uses only. Cause the if you tie a knife into a stick, in real life, it would not survive more than a handful of strikes into any surface that isn't foam ;) To make a proper use of the blade, one would have to take the knife apart and then properly install it onto the shaft. What would come out, would still be a shitty spear, but much more sturdy than random pointy stuff tied to an end of a stick ;)
That's why I made two recipes for broad spears - makeshift one is just the fantasy one, where a broken bottle, stick and piece of string from an old sock can be combined into a weapon of mass destruction (only it does not work, and player should learn never to waste time on that baloney recipe ever again) and the proper one, with blade extracted from something else, properly fitted to stay in place.
But I guess it might be a "bit" over-engineered and not clear in it's message ;)
No, the concept is very good, and in fact I like the idea that you may create something potentially deadly (able to hurt opponents badly) but - appropriately to materials and engineering methods used - not very sturdy.
The problem is that - until just before writing yesterday's posts (when I went again through complete changelog, to ensure that I'm not missing something) I wasn't aware that there are *two* broadspears - I thought that the vanilla one just got replaced by more realistic (as in failing apart) version ;)
I would say that it is my fault (classical "user error") so probably nothing to fix here - although, you actually may be up to something with "not clear in it's message". Thinking about it, what about allowing player with combat skill (close combat or ranged) to actually *see* the recipe for better spear in recipes list, from beginning? Just like player with combat see recipe for makeshift broad spear, or someone with lockpicking know how to make lockpicks?
I think that the above would allow to circumvent the "necessity" to read changelog and recipe there, for even knowing how this (rational, but changing "usual" way of treating typical starter weapon that "everyone" uses at some point) change works in practice.
Makes sense, and goes right into the next update ;) In fact, I just realized I've not added a single of my recipes into the "default" ones that players get with skills they choose, so I may have to rectify that as well.
That is exactly why, btw, testers and their feedback is really useful - to help find such small things. I know all my recipes so it kinda skipped my mind to add them to the free recipes lists - but that would be really useful for the new players.
Thanks for your fast reply and considering it (positively, even ;) ). Indeed, it's going to help a lot. I'll sure keep an eye for such details!
Just encountered a bug, no item shown in ATN Enclave trade post.
I put 2 guns in the campsite, may this causes it?
Save files https://drive.google.com/open?id=0B151yw6KLtfGb2s1TF91c1J5bXc
Sorry mate, it's the first time I ever hear about something like that. I also don't have a permission to download that save you uploaded - maybe try setting it so everyone can download it...
Though, as I've said, really hard to guess what the reason for it might be. Have you tried saving and then quitting and reloading the game?
Ah, forgot to change the sharing setting, you can download it now. Ya I tried rebooting the game but still no item.
OK, now I've got it.
It does look weird and buggy indeed, but I see absolutely no reason for this to happen, other than a buggy behavior of the main game itself. A mod simply should not have the ability to make the items set to be there not appear at all. Switching campsites and storing spare items in them should not affect it either.
Still, thanks for the report and I'll be on a lookout in case there is a way to reproduce and fix it.
For now, waiting throughout the night till after-midnight does seem to refresh the ATN market with items, as intended. So a quick sleep in the woods and your character should be back on track.
In fact, could you leave the save file up for download for a bit longer?
Sure, I backed up the save and started a new game after finding this bug, guess I won't be that lucky to have this rare bug again.
Question - is it intended that "stainless steel soup sponge" can't be used to boil even single "droplet" (250 ml?) of water? Realistically, I can perfectly imagine boiling smart portions of water in such thing suspended above fire, especially if there is literally no other fireproof thing to do it and avoid cholera/getting parched.
It would be really useful, even if it would take 2x more time ("moves") than doing so in tin can. Half the the time when I just can't scavenge any fireproof container, I end up with all glass bottles and mugs broken due to boiling in them, and useless pristine stainless steel sponge...
First of all, it's a ladle and not a sponge ;) Secondly, I simply not considered someone could be so desperate... But it makes some sense. Will probably add that option to the next update, if it's not too much trouble.
Always happy to provide a beginner's perspective :D
Please make empty makeshift sack able to be put into any bag/backpack like plastic bag, it is very inconvenient that it can only be in hand/cart.
PS How to use detergent?
The makeshift bag is inconvenient on purpose ;) It is a large sack, that one can at best, throw over a shoulder as one carries it, which means it still needs to be held by hand, all the time. Something like that is really uncomfortable to carry around, and, to put it simply, not really made for long-range traveling in mind. That's why it's makeshift. That's why, if anything, I would rather consider making using it even more pain in the back, by giving random blisters and bruises, if used for too long ;)
You use the detergent during the bath-taking encounter, by the water sources. It will appear as an alternative to the taking bath in water itself, but only if player suffers from parasite infection. Otherwise, the water is enough to make him clean, so he would not consider using a washing detergent on himself.
Howdy, this'll be my first post in this forum, so please don't eat me.
Is there a way to clean the disgusting, extensively used old blanket?
Also could you please put more info on the first page, like how NSE did it, it's quite inconvenient to go straight into the xml files and figure things out from the coding level.
Hey! Since it's your first post, you're safe. You will be thrown to the wolves after the second one ;)
The blanket cannot be cleaned, it's covered in the kind of dirt, slime and filth that pushed it pass the point of redemption.
Also, all the details - list of all items added, all the recipes, encounters, etc. is already given in spoilers, at the bottom of the first post.
For example, when I wanted to know how to build a makeshit camplight, I simply HAVE to go into the xml file to understand what "medium part" means. I can't figure that out from your spoilers for the life of me. The names are also not consistant, so i can't grep the relevent info as i could in xml files.
Unless I am missing something i believe that the stuff under your spoilers is just not quiite good enough. I think there really should be a short description beneath every item (a la NSE). But it's your mod, so you do you mate, you do you.
Anyways, I'm off to feed the wolves.