OK, I've added the information on how the getmods.php file should look like at the end of the OP.
Though, of course, I cannot guarantee that the BBC is still working right. It should be, just don't blame me if it does not ;)
Is it possible to merge this mod with DoG (Depths of Gyges) and Big Bad Cheater?
If so, would it be too much of a hassle to get the PHP text for it? I'm looking to expand upon my NEO Scavenger experience, and I mean really expand upon it.
professional NEO Scavenger noob
Here, that should do it I think.
However, if you're planning on expanding your experience, cheating might not be the right way to do it ;)
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.
Thanks for considering it! Yea, I think that over time the mods turned out to have quite different philosophy of enhancing the game, the merge project - at least for me - doesn't make much sense (no disrespect for hard work of anyone involved, but considering I'm here, it's quite obvious which one I'm in favor of ;) ), so the "do not double/copycat things" wouldn't be good thing anymore, hindering useful features instead.
Will have to see how hard it is to make a quiver that works, IRL.
In real life it is not harder than doing makeshift backpack that works - I know, cause I have been making ones, both for myself (and "big" arrows) and for my son and his small bow (probably it is why inability to make one in dire need situation in game frustrates me so much ;) ). In survival situation, you would basically need any material (torn clothes, rags...), shoulder strap (or just a thicker string, in 2 or 3 layers) for strap part, and anything semi-rigid (cardboard, tarp, whatever) to put inside as part that makes it hold shape.
For gameplay perspective, making rags as ingredient seems a little too easy (albeit, we have makeshift patchwork tunic from rags which would be MUCH harder to do than quiver...), so I would be in favor of hides (like one from squirrels - not the fur chunks - the latter wouldn't be very good material for quiver). We don't have cardboard in game as crafting resource, so either tarp (seems a little strange to use whole 8x10 tarp for it, but...), or just foil scraps, maybe? Then, obviously, strings.
Of course the above is just a suggestion, I hope it is somehow useful. Speaking of suggestions - it always bugged me, that our unlikely hero doesn't need any proper needle to sew even the more complicated things (patchwork fur or rag coat...). Maybe bone splinters could be given this task? Obviously, IRL making proper needle is MUCH harder than this (a little easier with fish bones, yet still hard to sew with it) , but it would be better than "magical" needle we have now...
"Icicle, icicle, where are you going? I have a hiding place, when spring marches in..."
Oh, the simple bag for arrows is not what I have in mind. If all you need is to carry arrows around, sack will do. In reality, in a situation where one has to move a lot, both in general - traveling many kilometers through the rough terrain - and in combat - escaping, advancing, etc. - a bag would probably got the arrows lost or broken, or simply mixed up and hard to reach. Cause there's really not that much difference between a hand-stitched sack and a thick plastic grocery bag, really...
As far as I know, most historical quivers were made of something stiff - tanned leather or wood. There were actual arrow bags too, but those were only used for larger arrows, I think, and still had a kind of leather... sieve (I really don't know the correct word) - a piece of hard leather, with holes cut out from which an individual arrow would stick out, so that they are all properly secured and separated...
But, then again, anything is better than nothing, and in a crisis situation any bag would be good to carry those arrows... Just don't want to make things too easy to, honestly ;)
i can provide actual crafting instructions for all suggested types of holders if you would wish, using all traditional materials and some more modern versions
Reality is my clay, Imagination my tools.
Always have an idea on hand.
The actual instructions aren't real problem here, though I thank you for your offer.
The real problem is how to make such a thing with what would suit the game best...
Put Rubble Pile items on Ruins and City tiles, that either can be Used like a Water Source for guaranteed pebbles and rocks, or Scavenged for guaranteed pebbles and rocks and maybe scrap metal, with scrap metal and more interesting loot more likely if you use a Shovel.
Early-game Ranged, when you're dependent on the Sling, running out of rocks is a problem.
I prepared Explosive Runes this morning!
Yeah, that's something I plan to add soon. There will be a general re-vamp of all the "stuff sources" to work like the water ones do - via an encounter.
The gathering of wood will take time in the future and wont be free and spamable anymore, for example. In the same vain, I plan to add something like what you've mentioned - a pile of rubble ("ruined structures" was what I planned to call it) that will give stones and small parts in exchange for time, and will have an option to exploit them with hacksaw, for scrap metal.
Also worth noting: it'd be nice to have a Bucket item that only has capacity when held in a hand, and can hold, say, sixteen Droplets in a 4x4 space, to represent gathering a bunch of water at once. This comes to mind mostly on account of the new Camp Stove items, and the thought of gathering a bunch of water at once.
Hell, giving the Kettle a four-Droplet capacity could work similarly.
There is a reason why both the vanilla game and most of the modders avoid doing multi-droplet containers. Its because it would allow to carry multiple types of liquid at a time, without them mixing - say a droplet of wine and a droplet of whiskey. Or one part dirty water and one part clean one... That would be a massive immersion breaker, much worse than the distinct lack of large bottles ;)
If you could make Tough make you less inclined to exhaustion, I'd really appreciate it.
It's a bitch and a half trying to defend myself when two combats leave me Weary.
Given how exhausting Scavenging is, being able to turn rags into Cloth Strips and Small Fur into Leather Thongs as replacements for string early-game would be really nice.
As would reversing crafting on Tooth Necklaces.
A bug-using Trapping with a Pile of Bones results in fewer Bones and Bone Chips, not more.
Additionally, the first post says the Makeshift Wooden Gun Stock can be made with a sharp point, but the game says hacksaws only, so that might be worth changing.
And: is the inability to craft arrows with Bone Shards intentional?
Necklaces should count as a medium string themselves - its a mistake that will be fixed in the next version.
Trapping has no effect on the bone harvesting. And the amount is random each time, so sometimes there will be more and sometimes less of the bones/slivers.
Yup, fixed the recipe there.
You can make piercing arrows with slivers just fine. Keep in mind that you still need a sharp edge to make arrows, and unlike glass shards, slivers cannot double-count for that and the arrowhead.
The stew should probably be craftable with cooked meat and beans, dunno if that's an oversight.
Also, why can't you use Bones to start a Friction Campfire with Trapping?
Had a hacky idea to do clothes cleaning-just apply it as a condition that lasts a week, or until you end a turn with different non-bracelet, non-necklace, non-glove, non-footwear clothing. Keeps the player cleaner longer, too.
Buying shirts and other clothing from the Knockoff Vendor at the base of the Concrete Forest Apartments would be nice, as would buying Detergent (or straight-up soap!) from the C-Store.
Delousing would also be nice from the Haggerty Health Clinic-$50, hot bath included.
How do I keep Looters from robbing my campsites? Never had it happen in Vanilla, just had to murder two Looters to get my shit back.
It'd also be nice if you could add a "you stole my shit, give it back" encounter on Talking-prerequisites looter has taken items from player's campsite when player could see looters on said hex.
I'd like to continue the Scrapper storyline-is it technical reasons keeping the questline unfinished, or writer's block?
Likewise, it'd be nice if you could bring the Sheriff Tooth Necklaces to prove you've killed Bad Muthas for a reward. I mean, you could also go "well killing Bad Muthas just brings attention" but I figure striking back would be a tempting idea.
Why can't you put a scope on the Air Gun? Given how heavy and fragile it is-despite the light, cheap, compact ammunition-it ought to have another advantage over the Compound Bow.
Also, I can't talk to him about my real history re: the Gyges Cryo Facility. Decided to check other options first and locked that out; not happy about that.
On more than one occasion I've seen Looters rendered immobile by the pile of stuff they're carrying. Dunno if you can implement it, but if they could sell their stuff at the Junk Market that'd probably help a bit.
1) "The stew should probably be craftable with cooked meat and beans, dunno if that's an oversight."
Not a big deal - I've added the ability to use cooked beans, but changing the meat may take more work. Will see if I can do it.
2) "Also, why can't you use Bones to start a Friction Campfire with Trapping?"
I am trying to avoid creating new but redundant recipes, cause those can cause lag in the game. And since the wood is abundant enough, that one minor thing was skipped.
3) "Had a hacky idea to do clothes cleaning-just apply it as a condition that lasts a week, or until you end a turn with different non-bracelet, non-necklace, non-glove, non-footwear clothing. Keeps the player cleaner longer, too."
Would be very hacky indeed, and I want to keep the things simple - less chance of bugs and weird behavior that way ;)
4) "Buying shirts and other clothing from the Knockoff Vendor at the base of the Concrete Forest Apartments would be nice, as would buying Detergent (or straight-up soap!) from the C-Store.
Delousing would also be nice from the Haggerty Health Clinic-$50, hot bath included."
Both getting new clothes and parasite-removal will be added in the near future, but in slightly different way.
5) "How do I keep Looters from robbing my campsites? Never had it happen in Vanilla, just had to murder two Looters to get my shit back."
You don't. It's the vanilla game thing - no place is really safe, other than a car rented at the Parkade near the DMC.
6) "It'd also be nice if you could add a "you stole my shit, give it back" encounter on Talking-prerequisites looter has taken items from player's campsite when player could see looters on said hex."
No, since there's no way to mark a Looter if he stolen anything from you or not.
7) "I'd like to continue the Scrapper storyline-is it technical reasons keeping the questline unfinished, or writer's block?"
More a kind of "typist's block" - just have to write what I have planned ;) It will be a part of the 1.0 "All I initially planned out" update.
8) "Likewise, it'd be nice if you could bring the Sheriff Tooth Necklaces to prove you've killed Bad Muthas for a reward. I mean, you could also go "well killing Bad Muthas just brings attention" but I figure striking back would be a tempting idea."
Maybe later, will have to think a little bit more about it. But the basis of this idea is neat.
9) "Why can't you put a scope on the Air Gun? Given how heavy and fragile it is-despite the light, cheap, compact ammunition-it ought to have another advantage over the Compound Bow."
It is meant to be really makeshift, plus weapon like that simply does not have the range at which a scope would actually help. Compound bow is relatively rare and is supposed to be a good weapon.
10) "Also, I can't talk to him about my real history re: the Gyges Cryo Facility. Decided to check other options first and locked that out; not happy about that."
Only one option locks out the other ones. Also, the sheriff returns to the bar after a day or so. And the dialog is not made to make anyone happy - in fact, it's exactly designed to make one sad ;)
11) "On more than one occasion I've seen Looters rendered immobile by the pile of stuff they're carrying. Dunno if you can implement it, but if they could sell their stuff at the Junk Market that'd probably help a bit. "
The NPCs are near brain-dead - it's the vanilla game thing and I cannot really do anything about it.
12) The spoiler thing - you will get an access to a new, specialized shop.
Good to know, across the board.
I'd like to propose a mechanic-part of what keeps me from going out and exploring Michigan is the knowledge that anything at the Junk Market that spawns while I'm gone will be completely unavailable. As a result, I'd like it if I could hire a local-a kid, a looter, what have you-to buy things from the Junk Market on my behalf. Pay them $10/day plus money for purchases, and they'll buy things while you're out. They'll only check for as many days as you pay them though, and when the money runs out they'll stop buying-and maybe sell one of the purchased items per day to cover their food and Parkade rental.
Can this be implemented? If so, would you implement it?
It'd also be nice if there was a way to join the Anishinaabe or Hope's End; killing Dogmen for the Anishinaabe and Bad Muthas for Hope's End?
It'd also be nice if you could go to the Hatter to get items hacked for a fee-the Hatter would charge $20 plus ten percent of whatever paydata is on the device, and would only be willing to hack one device a day and only once you've proven yourself.
Oh, and since I haven't said it yet-I love your mod. Vanilla doesn't compare; my only complaint is how easy it is to die in the first couple days.
(though you did misspell 'fleas' in the encounter text for the rented room in Hope's End, and there's some wonky punctuation in the Tannery encounter.)
I'm not sure if this is the mod or not, but i always eat at the red gnome in the DMC, and I always tip, but after ONE time i didn't tip they never let me back into the red gnome again. I'm not sure whether or not this was the mod doing this or the actual un-modded coding for the "Red Gnome".
*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*
Also, does the "Red Pawn Shop" -or so- change stock of their stores once in a while or so?
I have not done anything to the Gnome encounter, so it must be the vanilla game. And the pawn shop always have the same items for sale, since that was the idea and a frequently requested feature - somewhere where player can buy certain high-level items for certain, but at an inflated price.
The automatic buyer - completely impossible to implement.
Joining any faction - no, I don't think so. Maybe as an alternate game ending, but that needs to wait for after I finish million things I work on right now.
Hatter hacking for cash - this guy is a mayor player in the politics of that world, he does not have time to deal with such BS ;) Seriously though, I'm not sure if I would like that implemented - to hard to make it right. Plus, it would make Hacking skill even less useful, and we would not like that, would we?
Thanks Kaaven, also - I love this mod!
Just popping up to say I'm probably not completely dead (yet) and may upload a new mod version in another day or two - this time with a new kinda-job for the DMC as a main feature. A lot of encounter stuff, not complete and probably in dire need of testing ;) Still new game build probably demands something new here as well.
Also, I am considering the idea of breaking down the "small parts" item into three (or more) separate ones:
Nuts and Bolts, Nails and Wires.
That should make looking for the right parts a little bit more challenging, rather than simply stocking up on vanilla "small parts". Thoughts?
Well, if not automatic buying-how about buying stuff from the Junk Market by phone, having it moved to a separate storage place (like the various lockers) and then paying for it when you get back?
Nope, sorry :)
If you can gather 10 (or more) Planks, two stacks of Nails, a Saw, and a Hammer, you could make a Wooden Shanty, with small bonuses to Sleep, Concealment, and Alertness (squeaky hinges!) and a big bonus to Shelter, plus a very slow degradation time and a small interior storage area. I figure the difficulty in gathering the Planks would make it balanced, since it'd be an endgame item. Can't make Planks from Large Branches, after all.
Considered something like that before actually, but decided to give it a pass simply because it would not be really useful. A project like this would be both material- and work-intensive and with the abundance of easily-accessible ruins all around, there would simply be no reason to spend hours gathering material and building a shed of some sorts right next to a perfectly habitable IT tower or abandoned house.
Building sheds and other temporary shelters would make sense in a wilderness-type of survival situation with tens of kilometers of thick forest in every direction (a.k.a. UnReal World type of game). In a place where there's a town, a farmhouse or other kind of relatively stable ruin every few hundred meters, there's no point building your own, worse shelter.
I might consider adding a tent of some description however - while building a semi-permanent shelter would be kinda counter-productive, I can definitively see a person using some more sturdy camping gear quite a lot, to ease the burden of traveling in a post-apocalyptic world.
Also belatedly, the idea was less "seperate standalone building" but "walled-off room applicable to any building or campsite." Rotten walls, a creaking floor, and a sagging ceiling do not security make, but a solid shanty is another question.
Prolly won't convince you, but I wanted to clarify.
How's things going with the mod?
Is the tent going to be player-craftable? It'd be kinda fun to make a Rag Tent out of sticks, twenty Rags, two Tarps, and twenty Large String.
Two tents would be even better-the crappy Rag Tent, and the higher-quality Camo Tent.
Haven't decided yet honestly. The scavengeable one will probably end up in the mod at some point, but I am not sure about craftable version. Would be cool to have, but there's already a lean-to in the game and a makeshift one would be really similar...
Sorry your probably sick of me asking horrible questions by now but can I ask did you change the durability of the spring rifle/air rifle (I cannot remember if I modified the durability modifier myself on it or not out of frustration)
Yea I completely forgot you made both the depths of gyges mod and this so....Omg you are a busy individual (situation)
" 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 "
I haven't changed that yet, as far as I remember. Might do in the next update, once I finally get myself to finish it ;)
What are the nuts for? i can't find any recipe for them, please help me!
Eat them ;)
OMG! Stupid of me LOL
soooo, how do i use detergent to clean myself, i mean you use and you get sick, you try to put it on yourself and you can't and going to a water source and seeing if it is an option on either cleaning or the crafting menu doesn't work, what gives, how the heck does this work!?! Please help meh.
You just need to have it with you, when you're taking a bath in a water source - it will show as a available option if you have it, but only if you have any parasites. Otherwise, it is unnecessary to use it.
I'm not getting the tannery event on the ATN I:
I've got my fur on, tried with it on the hand too, entered shops, left shops, entered again on the ATN, no luck.
Are you using any other mods? And are you sure you have the newest version of the mod?
When I test, if I have the raw fur with me, I have an option to enter the tannery.
Maybe try re-installing.
I'm currently using the Monster merge pack, but there shouldn't be conflicts on that, I'll try to do it with only your mod installed and see what happens.
I'm using the latest version tho.
Monster merge is nothing but conflicts ;)
As far as I know, it was built around an older version of my mod so it might not support many newer features and items, even when you add a new version of the Mod of Doom.
After installation, what's the quickest thing i can do to confirm i installed it right? is there an item at or near the start location i could find
DevKit is an upgraded BBC mod.
Improve your mods.
There should be a Suitcase of Mod-testing, containing the recently added items, right at the floor of the facility. Also, in case you are already overwriting the Cryo Idle treasure, as soon as you enter any urban hex, including the one right next to the Cryo, when you get the "first sight of civilization" encounter (scorched buildings, flying monsters) - if the mod works fine, you should also get a poster leading to the Refugee Camp encounter.
suggestion: Adding a short readme to your download. In it you might include the date, and version number. Along with some other things, I don't know what but a link back to the OP might be good as well.
oh you could add recipes to that readme, if their not a secret.
A readme file was something I planned and will probably will add to the full 1.0 release.
And the full list of recipes, organized in a user-friendly table, is given in a spoiler in the OP ;)
ok this is both nit picking and a suggestion that will help in a small way
your .zip downloads as
"\Desktop\M(m)MoD 0.98.zip\M(m)MoD 0.98"
this means if I use extract instead of opening the folder, and just dragging everything else then i get this
"\NEO Scavenger\M(m)MoD 0.98"
which means i then need to either take the extra steps to remove the extra folder, or correct the getmods.php
now i understand, it's really no trouble to just not extract the file, and instead open the .zip, open "M(m)MoD 0.98", select all - and copy/paste to neo's root.
but to people who don't know any better, it is a bit of an inconvenience when i tell them "extract to neo's root directory"...which i'm doing in a how to merge guide i'm making right now.
basically, just remove the extra folder and it should have no negative impact on anything. or perhaps include the extra folder in your getmods. i'd recommend the getmods because then the files aren't cluttering the root directory
Hey, uh, Kaaven?
Is there another way to find the Refugee Camp if you didn't read the map the first time?
Also, how's the update coming?
Just a quick note to say Kaaven is gonna be afk for maybe a week or so. As to your question, uhm, my gut says probably not, but my gut is remarkably untrustworthy. ;)
Hello and sorry for responding late ;)
The Camp can be located either by using the map-poster, or simply by walking onto it, like most other locations. So if you destroy the map by accident or something, just walk around it's general location and you should find it, eventually ;)
As for the update - unless some catastrophic circumstances stop me, it should happen within the next week.