mackeshift backpack made of tarp, some strings and one strap (called "sidor" in Russian army)
besides, I have one question - what white noise machine actually does, except making white noise, which is self-explanatory?
Tu regere imperio populos, Romane, memento/hae tibi erunt artes/pacisque imponere morem, parcere subiectis et debellare superbos.
Well, it does just that - makes the white noise. White noise helps to get to sleep easier.
One strange bug I've taken notice to is, while scavenging with the Tracking skill I'm finding a very curious amount of pickles out in the woods. Not just one here or there amongst the mixed nuts and bird eggs, but at least a couple stacks whenever something is found. I actually haven't found any eggs at all, I think they've been replaced with pickles. And I was so looking forward to finally getting some fried eggs. :P
Haha, good catch! In the next update, the pickle season will be over - and it's all your fault ;)
After spending extended amount of time with the mod (I refuse to play without it and DoG), I have little suggestion/think to consider:
In M(m)MoD, "Strong" have been nerfed (and thats for good reasons) - scavenging with it makes player *much* more tired, etc. Hoever, its cost is still whooping 5 points, as it was before nerf - while I like to play with completely different characters and experiment, I've noticed that I'm half-consciously avoiding "Strong" most of the time, for those reasons. Maybe it is just me, but it seems that mix of highest point cost and nerf might have tilted the skill a little too much into the "never take, not worth it" zone - at least, for all characters that doesn't take "melee" together with it.
Maybe it would be worth to:
a) reduce point cost by 1, from 5 to 4 - considering the nerf that happened
b) maybe tweak the amount of getting tired that player gets for every scavenging with strong? Currently, it is perfectly possible to go from 100% to blacking out of exhaustion before first morning ever ends (or even early morning, if player don't scavenge cryo facility at start - depend on amount of scavenge'able locations that gets generated on first city tiles), which seems a little on the extreme side.
"Icicle, icicle, where are you going? I have a hiding place, when spring marches in..."
Well, that is debatable. I, for once, often use the nerfed Strong and, in fact, consider it too OP still. It boosts damage by 50%, carrying weight by 50 and makes you 30% more scary, on top of being useful in almost any encounter, often to very beneficial or life-saving effect ;)
So don't poke the bear, cause I am seriously considering lowering the damage multiplier to 25%, like Chiko did in Expanded ;)
Well, I must admit i had no idea about 50% increase of damage ((knew it increases it by SOME amount, but indeed, 25% seemed more reasonable) and 30% more intimidation. Can't do anything than agree with you then... Albeit, honestly, I would take lower damage and little less "tire" factor while using it for scavenging any day, at least early-mid game. 90% of my deaths with strong is due to being too tired to fight or run effectively, not due to being overpowered by enemies in actual fight.
I have tried (and I think I managed that, more or less) to balance it in such a way, that digging through each rubble pile you see would make you exhausted. Player should carefully consider his scavenging, avoiding ruins and low-yield places altogether, unless really in need. And even with average amount of digging, especially when brute-forcing his way to the goods, he should be really, really tired at the end of the day. And overdoing it, can make him weak or even to black-out. Like in would be, in such scenario, in real world.
In game, player is not forced to use Strong or a Crowbar. If it does make you too tired, don't do it. If you really need something - risk it, but know that might be a problem. It really is about adapting your gamestyle, as it is designed specifically to cut your scavenging attempts in general by half, and using brute force in the process to when it is absolutely necessary.
Or maybe, I could lower the cost of the skill by one, at the expense of lowering the damage multiplier to 25?
That could work too, albeit i must admit I would wait for other input on the matter, as I'm (probably) still lacking enough experience in mid game, and almost not having it at all at late one.
I must admit that my main problem with strong making you tired were manifesting itself in early game - due to plethora of new great stuff added by the mod, finding things to boil water it is major problem in 70% of my early games. At least i think that it is the reason - having more items in random pool made water-boiling ones appear relatively less often (even with addition of few new ones directly used for boiling). Scavenging without specialized skills often result in many "no items found" results from suburbs/cities, and ~30 of them not giving anything reliable to boil water in (apart from some one-use glass bottles and one-two uses mugs), while scavenging with "Strong" makes you close to blacking out 2-3 times before finding anything of use, in majority of runs.
Or, I'm just noob ;) Either way, it resulted in urge to eliminate "strong" from pool of considerable skills, at least from early game perspective (in favor of botany that goes around the water boiling problem, or other skills that boost chances of finding one, without exhausting).
I think that the more realistic approach to player getting tired also resulted in non-direct - but huge - buff to "athletic" skill, that seem relatively cheap now.
The total chance for cooking utensils should be roughly the same as in the vanilla game - I've added two more, each with different drawbacks, but the chance to find one of them stays the same. And the independent addition of coffee cups actually makes the players more likely to find "something" to cook with ;)
But yeah, in the end I want you to drink dirty water if you're unlucky, cause that what would happen "in real". I'm evil like that ;)
Plus, botany is still on the "to nerf" list, despite my best tries so far. I've made 1/3 of the forests dead, and lowered the "free unlimited berries of paradise" bonus loot to be roughly 30-40% less likely to happen, but the skill still resists my efforts, continuously providing players with basically endless supply of food and water, absolutely devastating the "survival" aspect of the game. Will find a way, though, in the right time...
Also, Athletic only lowers the, very low anyways, energy cost of movement. So it does not have that big of an impact.
You could always make the percentage of poisonous vs safe berries higher, and that would be fine within the world. That said, what the real problem with berries is, is that they take too little time to collect for the amount of nutrition/hydration they offer. And now that I've said that - eliminating non-combat ways to find food away from civilization hubs is also not something you want for the main mod, do you? Botany permits viable non combat builds, and there is no alternative to that currently (trapping/fishing are such alternatives in other survival games).
Well, trapping offers to catch squirrels/rats for food, but indeed, it is small compared to botany.
Maybe just nerfing (not too little, not too much) the amount of nutritions the berries/mushrooms offer would work for balancing botany? It should be enough to allow "barely surviving", but otherwise, it should be very useful supplement (not even mentioning tannin tea usefulness).
Instead, it is "I don't need to drink water and eat meat in survival scenario" trigger - while Vegan lifestyle is really cool for various reasons, I'm not convinced that it would work since day 1 for someone who just awakened without memories in hostile, post-collapse world. Given the amount of calories you need for all that heavy lifting our character is performing - and no possibility of supplementing this or that with soya products - I would argue that eating randomly found (as in, not specially selected species) edible berries and mushrooms, would lead to malnutrition quite soon.
Exactly. Which is why Kaaven needs to get over himself and actually play UnrealWorld, if only for the nutrition/malnutrition mechanic that is to this day the best that has ever existed in any survival game ever made. Right Kaaven? ;)
I've just updated the list of new recipes in the OP to be more easy to read and understand. Nothing new for the mod itself, yet.
Another two heads-up:
1. Is it intended that flashlight (the rubberized one, powered by 2-4 AA batteries) doesn't help to see in darkness, and doesn't get rid of "blind" debuff when fighting at night? It seems somehow silly to be "blind" when something with night vision attacks you at night, despite successfully turning flashlight on just after waking up to noise traps. (BTw, otherwise, apart form night googles, how to not become blind when something attacks you at night? You can't light torch up during encounter, and campfires tend to burn out when you sleep...).
2. While I understand that getting rid of parasites is made much easier than in real-life, I think that contracting it was a little over-done. During 3-week (in-game time) playthrough, there wasn't a single day that my character would end up getting parasites - sometimes twice a day, to make it funny. It happened even on situations, where i wasn't ever closer to 5 units from enemy during encounter (something with lice), other time, when he was tile away at closest, not having any encounters that day. Even walking at the tiles where parasite-carrying creatures were causes getting them?
Anyway, at the current - even using ton of detergents (and most of them working on first or at worst second try) and even more cold-baths, the parasite debuff seems to be just constant. As soon as you get rid of them, 2-3 rounds and they're back.
Aaaand, a small question - does having proper "wilderness" hear (like the heavy, 1Kg each Viper "Tactical" boots) have any benefits, or is it just for flavor? I leaned towards keeping them over lighter sneakers, cause - realistically - those heavy tactical boots would be what i want to wear when going through wild or ruins, not pair of sneakers - but I'm curious if it boost anything in game, too (leg defense during fight, or whatsnot).
1) Not really sure what the problem is - just tested it out and everything works as intended. You're sure you actually hold your flashlight in your hand? ;) Cause if you carry a turned on a flashlight in your pack or pocket, it can be used to scavenge with it, but it does not provide any actual light when you fight/travel. It has to be powered, turned on and held in hand the character's hand in order to remove the "Blind" condition.
2) Again, can't say for certain. The only way to get infected by the parasites is to be in a close proximity (range 1 or 0 in combat) to the creature that already has it (both animals and humans can be infected). Being further in a combat or simply staying in the same hex does not cause them to spread.
Cleaning one up has only a percentage of chance to remove the infestation - 10% for cold bath, 25% for detergent and 50% for the poisonous paste. Could it be possible that you may simply been infested once, and then failed to get rid of them later? Cause other than that, that does sounds like a bug.
And about boots vs. sneakers. Boots wear down two times slower than sneakers, meaning they should last for twice as long. They cannot really provide any feet defense in a fight, for the same reason why gloves cannot protect the hands - the game does not have any "wound slots" in those locations ;)
My bad, *again*. The fact that you can have flashlight "on" in pants pocket to scavenge with it somehow, made me think it should work in fight, too. Which is, i must admit, kinda silly from my side ;)
I'm absolutely sure that everytime I was getting rid of parasite infection (getting message about being free soon, then, condition getting removed after one or few turns - haven't checked how long it takes, but 100% positive that it was removed). With water alone - at the start of game - it was taking many tries (as it should be), later i found like truckload of detergent in various places, and most of the time was lucky to remove parasites at first or 2nd try.
I'm also absolutely sure that 90% of the infection cases happened when I wasn't closer than 5 "units" to enemy during ecounter (ranged + feeble + athletic amongst others, = I was sprinting like hell and decimating foes with my bow, always scared to even linger at closer distances). One infection ever happened *without* any fight events between getting rid of bugs last time, and getting it another time (albeit one *hex* away was enfield terror with lice, and lice attacked my player next round - might be coincidence).
Summing it up, I think it may be bug. I think it might be the reason why most people think that being "very dirty" lead to infection - you're getting dirty every day without bath, and on average, you're infected every day (encounters or not), sometimes twice. That could lead people to correlate those two things.
The parasite bug ( pun semi-intended) seems to happen on every playthrough, so it should be easily reproducible with character that ensures staying away from enemies during encounters.
ugh, parasites...currently i have scabies in real life. a paste with a 50% chance to remove them sounds like a blessing at this point. these guys, took 3 prescription pastes before "results" could be seen...like 3-4 weeks...
but their coming back...i'm getting itching again after finally having relief...trouble is if you can't afford to leave your house for a good few weeks you can reinfest yourself from your car, couch, carpet and so on...and the paste is not cheap. really only can afford it with health insurance it's like $100+ and that's good for only 1 person, and 1 use. but you need a minimal of 2 uses
anyway good luck with that
DevKit is an upgraded BBC mod.
Improve your mods.
Real life parasites are really hard to remove, especially without a proper hygiene. In a world like NEO, those little bastards would be basically everyday norm, most likely.
That being said, I never tried to make those that realistic. And they should go away if the treatment is successful. Plus, I cannot make items carry over any statuses... Would do that if I could ;)
I am really at loss here - tried a new character after reading your post, lived 2-3 days, got dirty and washed myself twice, avoided all fights... And no parasites appeared. So I would assume it could be one of those random bugs that happen over time. But you say it always happen...
Anyways, since Dan found a bug in the mod-pharsing code recently, there is a chance that the current build of MmMoD may cause some random bugs. I have a new version that should fix this possibility and it should be out today or tomorrow.
Hope that will help...
wait what mod pharsing code? would this be a problem in my mod as well?
Don't know if it affects you. Basically, if your Recipe IDs aren't numbered in order (1,2,3,4...) and have gaps in numeration (1,2,empty,4...) whenever the game would try to create recipe paper for the missing IDs, it would burp a null-pointer error instead, destabilizing the entire game.
Dan already has a fix for that which will be included to whatever patch comes next, but for now, just check to be sure all the Recipe IDs are in order.
Thanks for trying to fix it - I will surely test it when it's ready.
As for parasites - maybe the culprit here was that you avoided all fights? Just a shoot in the dark here, but maybe the bug somehow triggers when you fight your first infected enemy? Anyway, surely I will keep an eye on it during next playthroughs (need a short break after last, very long run.. at least for my standards ;) ), and if I find character is getting suspiciously infected, I'll backup and provide save file (any preferred way of doing it? I suspect I need to send you my flash cache...)
Actually, save file doesn't do much good to me - without dev's debuging tools, I cannot really see where the problem lies other than good, old fashioned, trial and error testing ;)
Also do take a break - I am working on a bigger update, with some new things to do this time, but it will take a while. And that new content will surely need some bug hunting, once it's out ;)
Kaaven, would you provide at least a slight hint on Scrappers and where to find them after Last chance Canteen dialogue?
Search other places in the Sprawl area or ask a guard.
Or a direct spoiler:
OK, thanks but it does not work for me somehow, I don't see any aditional dialog options in the Parkade or with the guards. Either I miss something obvious or it is a bug. That's why I've asked for hints - after 15 real-time munutes of turning every rock and clicking anything interactive in the Sprawl I found no clues.
Are you playing the most recent version of the mod? Also, do you have a car rented at the parkade? I know there was a problem, where the Scrappers did not appear there if you had a car rented (in which case canceling the rental should make them appear), but I thought I fixed it in the most recent update.
The correct chain of events should look like this: visit in Hope's End -> accepting the quest from Crochet -> visit at the Workshop -> entering the Sprawl again -> visit at the Parkade. Then, if you have a letter on you, you should be able to deliver it.
Phew, it finally worked - Scrappers are invisible if Parcade rental is active, and letter must be held in hand to be delivered. So, there might be chances to scavenge 9x19 ammo for Parabellum, I presume?
Oh, good to hear, it is already fixed in the most recent download.
The ammo - it was meant to be scavengable, but as far as I can see, it is not. Must have slipped under my radar. Will be fixed in the next version.
Thanks for reporting that!
I was wondering about the "hazmat problem" you've described ("where it could be useful?", considering that gas mask cover most of the use cases in vanilla). After giving the issue some long thinking during various playthroughs, I think that - this time - the most obvious case is the best, namely, Black Swamp. But how, you ask? By nerfing gas mask usefulness there.
Seriously, such amount of agent-orange like (probably stronger, it is future) defoliant, and gas mask purely - without any protection for skin - get us covered 100%? I think it is like that only, because vanilla game haven't had full hazmat suite integrated.
Now, in my proposition:
1. Gas mask would still nullify *most* of the risk, but only full hazmat suite would provide 100% protection.
2. Venturing with gas mask alone would still have very small risk of gaining defoliant exposure (like, 10x or 20x lower than going unprotected) through skin absorption
2. In addition, venturing without full hazmat would have high chance of gaining skin disease (using parasite's mechanics, technically it would be 3th parasite, but described as chemical exposure disease), that could be removed by bathing with 10% chance as it is with parasites, but NOT possible to cure with detergents/posion paste - making it not critical, but hard to get rid of condition (hardcore version for consideration - unable to get rid of via normal means, just like defoliant exposure).
Such skin disease would provide debuff for healing rate and immune system (itchy, cracking skin, that opens way for infections)
3. Obviously, venturing without NEITHER gas mask or hazmat would bez risk of gaining both conditions - vanilla's defoliant exposure, and mods skin disease.
This way, the possibility to easily gain uber-loot via exploiting black swamp via ONLY gas mask with cartridges would be nerfed. Player would either had to risk and escape while ahead with some good loot (or gain more, risking even more and irritating problems) if having gas mask, or wait for completing full hazmat (or any mix of above - gaining some loot in risky operation with gasmask, then returning later with hazmat suite for more thorough search).
The skin disease - that's an intriguingly evil idea. One that immediately lands on my "to do" list ;) Will have to look into how to implement it right, but should not be to hard to do.
Consider yourself guilty ;)
My pleasure ;)
From different department - is there any way to extinguish hobo stove that have been lit? I tried using it, "crafting" it, etc - to no avail. I thought that it burns and can be extinguished, allowing for cooking on the go and moving with it (with stove degrading with every use/burning hour a little, forcing to replace with new one after time), but it seems that once lit, it need whooping 5 turns to die by itself, like campfire? Or I missed something obvious...
Nope, it was me who missed a little something - like adding an extinguishing recipe. Already fixed now, will be added in the next update.
For the universally desired Dogman Fur Coat, I'm gonna echo another user in the thread-have the ATN sell it; possibly only after you provide a Dogman Pelt.
I prepared Explosive Runes this morning!
While I really dislike the vanilla dogman pelt, the main problem with it is that it provide way too much advantage, early on. So it is not unreasonable to ask for it to be... "upgradable" later on. In fact, I kinda like this idea a lot.
In fact, I might find a spot for this in the next update ;)
glad to see this is still being worked on, i have been out of touch with all my games for several months, this is one of the only games/mods still being upgraded
Reality is my clay, Imagination my tools.
Always have an idea on hand.
New version is up!
The dogman fur coat makes its return, and the Swamp gets deadlier still!
Hooray! Going to test the parasites and chemical burns, what a pleasure ;)
A thought re: city hexes not being lit up; why not make the occasional one have a generator and therefore be lit up, but also capable of offering electricity to recharge with?
If that's too easy, you could make some of them into Enclaves-requiring a certain amount of money to enter and costing money every night you want to stay, but giving an option to sell items if you're broke.
The brief mention of Enclaves throughout the game but total lack of interaction with them save a few random encounters is sad-making.
^That, actually, sound like good idea - if making mini-enclaves randomly generated in city hexes across the map is possible mod-wise, it would be even more interesting (as we wouldn't just memorize where they are).
If offering possibility to charge there is too OP (might be), they can just sell charges instead (implied, that they have them stockpiled in accumulators that they recharge somewhere, or that they just value their generators and doesn't offer free charge).
Side note - I really envy them laptop/cell AA batteries that can be inter-charged in lossless way without use of a wallplug charger or lossy power banks and converters ;)
That does sounds like a good idea, but there are several problems that could possibly make that idea weird.
First off, all of those enclaves would have to share the same shop - not too much of a problem if they will generate far away from each other, but will be noticeable if two of them appear near one other.
Two - they will appear at random, so it will be possible to find two, hex to hex, or completely none at all.
Three - Will not be able to block monsters from entering those hexes and attacking player there. Again, possibly lore-friendly, as such small places could possibly exist without any walls, people relying on hiding instead. But still...
Four - they will be all pretty much the same. It will basically be one (or maybe two or three, if I feel creative) encounters with triggers spread randomly across the map.
There are probably couple of other similar problems I didn't immediately notices. Still, I think it might be a great idea, if it can work as I think it may. So for now, I will experiment on my own, and develop it as a separate mini-mod. If it's good enough, I will post it and maybe incorporate into MmMoD.
@Cat Lady - I was actually considering removing the charges, as a separate item, from the game and making devices drain batteries themselves from condition. Spent battery would then degrade into a new item called spent battery (of respective type) and charging would essentially regenerate the item back to it's useful form. That way, players would not be able to move power around ;)
Not sure if it's worth the time though, as it does seem like quite a lot of work...
Hm, if the generate close to each other, having same things would be passable lore-wise - post-apocalyptic free market should dictate similar availability ;) It would require a little more disbelief suspension from the player, but nothing drastic.
That sounds OK, given the randomly generated nature (we're already able to get lakes, rivers, sea huts etc tile to tile, or total wastelands of grass and hills). Lore-wise they can just be two separated groups living short distance from each other - not unusual for primitive tribes, could get split due to conflict of leaders or whatever other reason.
This is biggest issue IMO. One would think they would band up to fight stray feral dog or even dogman, instead of hiding and leaving player as only fighter - especially dogmen are hinted as being semi-intelligent, so enclave consisting of group that is totally unwilling to fight, would quickly turn into fast food dispenser for industrious dogman specimen (just like another one did with Cryo Facility).
I think that it is not a problem, if their total number in the world is kept low (so they're kind of rarity, not converting half of scavenge'able city locations), and the previous issue can be dealt with somehow, or creatively explained.
I was actually considering removing the charges, as a separate item, from the game and making devices drain batteries themselves from condition. Spent battery would then degrade into a new item called spent battery (of respective type) and charging would essentially regenerate the item back to it's useful form. That way, players would not be able to move power around ;)
That would be interesting, but indeed would require a lot of work for little effect. I think that some kind of "universal multiplug charger" new item would be in order then, and powerbanks (we can assume that multiplug charger have detachable usb-like cable, so it can plug into powerbank too), as both exist in abundance, even today.
On the other hand, the current charges-abstraction isn't that hard to explain lore-wise/suspend disbelief about - we already had European Union+China enforcing single standard for cellphone charging plug, so one could imagine near-future world where every "intelligent" battery have chip containing of (bundled) multi-voltage regulator and power input/ouput, allowing to transfer charge from different type of batteries. Heck, we would have something like that already (without significant increase of batteries price), if it wouldn't be hurtful for accessories manufacturers gain. Summing it up, as player, I don't think it would be worth the effort ;)
As a vivid DIY, I've made custom dual-cell battery for my mobile computer/phone combo, that last around a week of light-medium usage, and contain chip connected to battery itself, transforming it to 5V output if needed - even without turning phone off - for charging other devices. Cos of parts (apart from batteries themselves) was just around 2 bucks, so mass production would be dirt cheap, i can imagine.
Sorry for double-post, but there is an idea that I *always* forget to write about, and I'm too afraid that it might be missed if added via edit ;) - new item:
1. makeshift quiver (and possibly bigger/more sturdy sport one as a scavenge'able only replacement, just like we got with pro' arrows):
It is a bag that would sit in shoulder bag slot - just like "fashonable lady bag". Would contain long slot, able to hold max 20 arrows. If modding limitation doesn't allow it to be 20-big stack, just enough size to hold 4 stacks of arrows, but not accepting any other item type. If this is not possible and it must accept all items, we may make it costly to get - like, having "Trapping" skill requirement (effectively making it Ranged+Trapping as required for sensible usage, as we need "Ranged" to make arrows).
Obviously, it would *still* require accessing inventory and manually moving arrows from quiver to bow slot. No auto-loading or other fancy "thingies".
Made from shoulder strap (another use for those) + any sensible number of small hides + any sensible number of short or medium threads.
Rationale for this item seems obvious - using bow effectively is lotta hell frustrating right now. IT either require holding makeshift bag full of arrows in second hand - bending suspending of disbelief to dangerous zone - or using biggest backpack in game (and sacrificing it's capacity). Or, having loose 5 arrows in second hand, leaving you low on arrows during every fight, even if you just made 30 of them. Having them lying on ground is not an option too (as enemies can pick them up from under your feet, even if they're 30 units away), and transporting is a nightmare, even despite realistic arrows in quiver being one of easier things to carry around.
Kaaven, if you add the Enclaves I'd be willing to write up a brief description of the encounters required-the player noticing a reinforced building, approaching, being hailed/threatened by a guard, then a write-up of the interior and the like. Hell, if you want proof, I could write it up right now.
As you step into a clearing you notice another chunk of orphaned cityscape-the lone skyscrapers and assorted smaller buildings familiar from your long treks into the wilderness-but this one is different. Rubble is neatly piled; bricks and concrete chunks layered behind scavenged chain-link fencing, and you see the faint hints of greenery rising above the makeshift walls. Lower windows are barricaded with handmade planks, gapped with the characteristic slits for bow or rifle use, while higher windows still have glass, and some even glow with electric light. You ALSO notice two ramshackle but heavily reinforced guard towers standing next to an open space blocked by a ruined car, and the business end of a hunting rifle pointed at you.
"That's close enough, stranger. What do you want?"
A) A warm place to spend the night, a full belly, and a chance to trade.
Once you're inside, it's relatively clean and organized. Inside the chain-link walls are several open spaces; the ratcheting of wrenches and clatter of machinery comes from a paved spot with a handful of intact cars and a great number more in the slow process of being rendered down for parts. In another direction is a large, dense field full of miscellaneous crops; tall corn rises above a tangle of squash and beans, while a few plots over wheat rustles lazily in the wind. Yet another plot of dense, five-leaved bushes squat greenly behind their own personal fencing, and a handful of scavenged phone poles linked together by scavenged rope support dense, fluffy climbing vines. Behind the fencing on all sides are dense, spiky brambles; deterrent and pantry at once, but your focus is inside.
Just for a sample.
Oh, writing the descriptions is literally the least of a problem ;) Making those into a usable encounter is more time consuming and can produce the most errors/problems. Plus, writing those is most fun, so I always reserve that for myself ;)
In regards to such descriptions in general, however - they would have to be much less detailed, with no cited conversations, developed characters and such, since those would be re-used for different, random places. So the fluff text would have to be as vague as possible, while still conveying what is going on...
Anyway, it is just a rough idea, and I'm not yet sure if it can even work at all. Will test it out in the next couple of days to see what's what.
I thought I was being plenty vague. I was still afraid you'd say writing the fluff was the best part-oh well.
What problems did the writeup have in specific?
Just being not vague enough ;)
Out of curiosity, what do you think about the quiver idea few posts ago - does it fit into your concept of mod? I'm asking mostly because this thing is bugging me so hard I'm wondering if there is a chance for it being implemented by mod professional(s), or I need to cook something for my personal use (and try to not make it break something from other mods).
Oh, sorry. I just got distracted with other ideas and that one got buried :/
It's not a bad idea at all and should be easily doable. If I remember right I decided not to add it, because Chiko already added one to his Extended mod. And back in a day, I kinda preferred not to double ideas between the two mods in a hope that one day a proper merge will be possible.
As it turns out, it is not and both mods grew and bloated way beyond the initial "let's add a couple new items" scope over time, so at this point I would say that I might add such item. Probably as a buy-only form ATN and maybe a very crappy one made out of furs... Will have to see how hard it is to make a quiver that works, IRL.
Gday Kaaven i was wondering if u could help me by providing the getmods.php merged file for this mod (mini mod of doom) and the Big Bad Cheater, if u could provide those for me mate itd be aprecaited heaps cause im getting so fristrated trying to do this been at it for 2 days and no results