spoiler alert to YOU, you keep these things quiet so it can be exploitable and not fixed! Seriously, this is one of the things that would have helped someone like me play and do good so i could go around and actually get good goods to progress past the DMC! This mod is hard enough, we don't need to make things worse off by getting rid of a little trick to mak some easy money without using any energy or time. Edit this quick so it stays here. pretty pretty please.:)
Hello! You, i have a question, not sure if you know how to make small item like fixes, but i noticed that the NeoEXTENDED Mod's Leather Shotgun sling is not compatable with the DOOM Mod's sawnoff double barrle shotgun, you think you can tweak it to make it work? As it should be able to just sling it in there, it's a shotgun, just not a pump one.
Also come to discover, not sure if it's already a old bug from Chiko's mod (NSE) that Doom's Dogman's fur (RAW) changed the recipe? unabling the creation of the Dogman fur Headdress.
But i could be very wrong.
I'll check what i can do about leather strap, but i'm pretty sure, that i'll make them compatible asap. About dogman's fur... No idea, but i haven't seen any related recipe changed, while inspecting merged files.
You're right on both accounts
HELP PLEASE, installed on a fresh install of neo and its hanging at 7% loading image 501 or some shit like that, i literally just extracted the contents into the main folder and hit yes on replace the getmods file, wtf am i doing wrong? im not using the bbc patch just for extra info i tried with and without this is my first install of mods but to my understanding its just plug and play, da fuck?
Screens? Logs? Ho am i supposed to dig that problem without them? And btw, tried to reproduce, but failed to, so screens and logs are crucial at this point.
Here's the screen, I couldn't find the logs so if you could point me in the right direction that would be great (yes I googled it with no luck)
Sorry accidentally posted twice and thay pic won't work can't see shit 1 sec
Couple extra things of info, I do not store the game in my c drive I have the folder on my desktop idk why that would matter but it could, I noticed on the screen it said something about a xml file in a folder so I went there but didn't see one, so I copied the xxl from other part of of the folder and put it in there, that fixed the problem of it not loading BUT I do not think the mods are loading in the game because I saw nothing different while playing
In regards to BBC, I have no idea how to use the Mega Human trait. Every trait I put in there becomes unusable and doesn't apply to my character.
Arguing with an idiot is like playing chess with a pigeon; eventually the pigeon will knock over the pieces and shit on the board.
figured i'd let you know that i'm done updating my overhaul mod. changed alot of things, because when i get an idea that i'm able to do i sorta just take to it like a commit heading to earth. i just keep going until i've either become exhausted or until i'm finally happy with the results. just one idea after another kept coming and i've done all that i wanted to accomplish.
i might make seperate mod now that makes the side-story encounters more aware of the characters traits, skills, and items to make them more interactive...however i'm not sure because it would be a massive undertaking because i'd need someone to help come up with some new writing because writing was never my strong point
DevKit is an upgraded BBC mod.
Improve your mods.
I am going to be releasing a small Zombie mod that I would like to have support for your mod out of the box. What would I have to do to make my mod compatible with the EXE Patchwork mod? It adds 1 BattleMove, 3 Conditions, 1 Creature, 1 Faction, and 2 CreatureSources.
As far as i can tell you'll need a faction with relations and many more things, but anyway, back to your question: upload it i'll try to merge it of it'll be worth (and i bet it will).
Thanks, the mod has been uploaded. I added partial support, but I doubt it is enough to fully work.
Good sir, I've encountered a potential bug, and I was curious if you or anyone else had run into it:
Twice I have lost an Erie Brand large water container (the big jug) that was full of purified water. It simply disappeared from my inventory! I thought at first that perhaps I'd misplaced it (happens every now and then), and I went through the process of buying a new one and filling it with purified water, only to have it happen again about 3 or 4 days later in-game.
The second time I know I didn't misplace it, because I keep it in the bullet-proof vest compartment with a blue frog sash over the top to lock it in place. I placed it in there and had not used it or taken off any of my clothing items, but when my thirst meter dropped low enough that I needed a drink and went to take one, I removed my sash to discover the jug missing.. again. :/
If you have the time to figure out what might be going on with this little glitch, I'd appreciate it. As it stands, I had to reload and lost about $1k worth of scavenging, and I'd rather not have to do that every time I want to play the game. Thank you for your time, sir!
lol, maybe you should read the OP's of all these mods your downloading. i don't blame you "this" time, because the information was deleted, but only because that jug is part of the outdated overhaul mod this merger is using. the jug was removed from the mod, too much like a cheat. it's desinged to degrade in a very short amount of time to prevent people from using it as anything other than a tea selling exploit, however i decided i didn't like that and just took it out. instead if you want to jump start your money you could just use the BBC mod that i included with my mod for this reason
it's "Bottle Label" not lable, also sent you a request on steam
I've been away for a while and decided to play the game again, this mod looked perfect as it includes the hard work I enjoyed from Layarion when I was playing NS a while back.
One thing that bothered me though, because the story is so lacking in NS, there's no access to Hope's End or the other mod-added militias? I expected them to show up as part of M(onster)od (I think) and I miss having those few extra quests.
Or am I missing something?
If they're not included, I suppose it's back to wandering pointlessly with no real goals now I've experienced every story line available multiple times.
Oh well, we can't have it all. Great work from the modders regardless.
They are present i visited one last time i played this merge. No idea what can be wrong, any logs? Screens?
Is it possible to craft the Dogman Fur Coat in this modpack? I've found Dogman Fur Coats before, but I can't figure out if I can use the Dogman Fur (raw) to make one or not.
Also, thank you for this awesome (and scary) modpack. I hope to see and play future updates.
That's included in updated NSE. I cannot work on those issues right now. Anyway i have this issue on my "To-Do" list.
First off, well done! Couldn't have been easy stitching this monster together. Found one little critter crawling out of it...
Bug report: Fishing Tool Crafting
It appears that the fishing mod isn't working properly with this patch. Found all the necessary supplies to craft a fishing pole (Fishing Skill, large branch &/or spear, weightsx3, fishing hookx1, nylon linex3, [sharp edge]) but the game doesn't appear the recognize the recipe. Did some digging and this is what I came up with:
1. Missing relevant known recipes in crafting screen while carrying Fishing skill
2. Cannot manually (drag & drop) craft either of the fishing tools (pole & hand line, though crafting fishing weights with skill and mechanical parts works for some reason...)
3. Crafting Fishing Hooks with a medium campfire will consume the fire (???)
4. Scavenging with the Fishing Skill is possible, was able to use spear & skill for decent results
5. Raw code for the crafting looks ok, likely a url redirect problem
Overall, that part of the monster mod is workable. The problem is likely the code not playing nice with eachother in the game's internal url directory & maybe some leftover problems from the original Fishing Mod. I just don't know where to look to find that since I'm not really familiar with the redirect architecture *sigh*
I just wanna kick back with a fishing pole while feeding my nicotine & alcohol habits with four different bags to load fish into man... :P
Investigating. Will update this comment when i'm done.
You need 6 of nylon line, not 3, try that out.
About recipes not showing up: Common problem, have no idea, why they are not showing up, but that doesn't mean that they are not working.
So, basically, I'm new to the whole modding side of NEO Scavenger. Been playing for long enough, and decided the best way to try out modding was to go with the "Go Big or Go Home" approach. I have all the mods downloaded, but I have NSE spitting errors and BBC isn't even functional, which leads me to believe that some other stuff is PROBABLY not "working as intended" (I have yet to actually start a game). I'll just assume its something to do with the file structure, so I'll just include that down below. Any help is greatly appreciated, and will be paid for with my undying gratitude and probably a thank you. Maybe. Probably not.
well what he's done is alot of work, and i don't know that he's coming back to this thread. he told me he was done on steam, not sure if he meant that he won't look at the thread anymore or if he just won't do anything new with the mod.
eitherway it's alot of work...in the sense that it takes time and focus. so i'm just saying if it's not working itll take time for him to figure out the why, and i think he left this one. because someone was 110% rude about not getting their way over some mod combination they wanted
Does this use the latest versions of the mods it incorporates? There's not really much documentation regarding the versions of the mods it uses.
How do I get Big Bad Cheater to work? I installed the RC6 version but see no options for Mega Human or anything at the character creation screen.
If Mega Human is all you want, you can manually edit the value that dictates how many points you start with at the character creation menu. That's why I've done whenever I haven't been able to use BBC with another mod. Otherwise, though I forget where I saw it, I believe BBC has been taken out of the merge, but I also don't know if that is 100% true. Basically, take what I saw with a grain of salt.
I know that the big 'ol water jugs (from I think the Overhaul mod, though I don't recall if that is actually where they are from) are supposed to degrade extremely quickly so as to not be used just for a tea exploit, and I would like to see if there is a way to make it degrade like it used to and NOT 3% every turn. Would it be possible for a patch to be made to make it wear normally?
you could do it yourself if you fine the right "itemtypes"
just open up overhauls neogame.xml and do a Find for one or two words in the items description and you should be able to find it
then under degrade per hour just make the decimal number smaller
i don't know what it's called in the .xml anymore because i removed it in a later update
Thank you! I figured it was as simple as a variable somewhere!
thinking about adding in RZU weapons mod?
(insert signature here)
I can't make lockpicks, they require small mechanical parts but they're called assorted small parts now. Has they recipe not been updated or am I missing something?
Edit: never mind you need a stone or something else to hammer the parts with, although the tooltip doesn't show it.
Froze to death after a very long run on a character of mine just because my fucking jacket fell apart, nevermind that I had pants, shoes, a hat, 3 shirts and gloves on. How about one of you modders put a little effort into overhauling some of the absolutely RETARDED "Survival" mechanics of this games sometimes extremely poorly conceived vanilla mechanics ?
Another thing I don't understand why my character on this modpack needs to quaff atleast enough water to satisfy a dope farm daily or he'll die the next day.
lol wow go f yourself, this game is hands down one of the easiest to mod so suck it up and go learn
So I was wondering what versions of the mods are in this merge?
After multiple researches I don't understand how to repair the damaged power outlet in the cryo hexe or in towns.
I have the skills mechanician and electrician and a lot of tools and ingredients.
Is there someone who knows the recipe ?
This should be it. Done it myself.
1x Electrician skill
1x soldering iron
4x small mechanical parts
8x electronic spare parts
1x laptop battery
1x power outlet
When one's bedroom door hands one the doorknob, it's a very strange thing indeed.
This mod is not dead is it? I would cry. Absolutely best love hate relationship i have ever endured with a game. You are re-adding bbc in sometime i hope. I'm the sort that enjoys rping withing a game. Say a guy that kills the boogeyman, loses his mind, and becomes the boogeyman. But stuff like that is completely up the the lords of rng and can make it difficult. Or a dogman who is crippled and dying dodges 5 hits from my hatchet then one shots my strong tough melee character :)
Gotta love this game.
But anyway the ability to spawn items at the beginning to set a player archetype would be fantastic. Hell, Id buy you something during winter sale lol.
Besides that, only bug ive noticed is sometimes crafting items do not show up in menu, it seems random and happens very rarely. Only way to fix it is taking the item to another hex and crafting there.
Also, I swear sleeping pills do not spawn anymore. I have not seen one since downloading this mod compilation.
<3 keep up the awesome.
Also, in case anyone else has been driving themselves spare trying to figure why you can't craft a dogman pelt headdress from NSE, well I figured it out.
Apologies in advance for possibly horrible instructions.
Itemprop 62 - dogman is missing from itemtypes id 312 - dogman fur (raw). This itemtypes entry is in the NSEoverride/data folder itemtypes.xml. (this folder is from the EXE Patchwork monster mod, NOT NeoScavExtended)
Need to add 62 to vProperties for dogman fur (raw).
makeshift hot plate does not work. you can't turn it on and it does not work as a heat source
you put a battery in it while it is closed (while open you can't) and there is not an option to turn it on (with full battery inside)
For anyone wondering, this mod is technically dead. I have spoke with the original author, he has given me the go ahead to take the merge and work on it as my own work. I am going to take what is already made, add the updated mods to it, add a few other mods and immersion bits into it along with some of my own work. I will be taking things out and attempting to balance the content from the other mod creators. All original work used in the merge/mod i create will be credited, and i will ask for permissions of ANY mod I do use. Wish me luck :D
You are officially awesome.
Good luck. Do you need any help?
Hello, scavengers! I've recently found a way to make small hides/fur useful again - one can make a patchwork hide tunic with them and then make a leather sheet with hide tuic. I presume this is NSE feature, but I haven't tried it in NSE single install.
Tu regere imperio populos, Romane, memento/hae tibi erunt artes/pacisque imponere morem, parcere subiectis et debellare superbos.
How do I heal an injured foot? I am wearing brown boots on both feet and randomly injured it walking. They have not healed in a few days already while not moving staying at the DMC where you can rent the van for $120. No improvement. I also had a hard time healing blistered feet at the beginning of the game since when you bathe yourself, you take all clothes off including shoes which resets the counter to heal your feet. Had to go days without a bath covered in fleas and parasites so I can heal the blisters. Yet no solution so far to heal injured feet.
Kind of annoying, great mod though.