You have to copy files and folders from both mods into your game folder and then modify the "getmods.php" file correctly. At the bottom of the original post for this thread, you will find a spoiler called "M(m)MoD with other mods" and in it, you can find what to copy-paste there.
Hey, sorry to be a nuisance, but I've just wiped and installed just your mod and Big Bad Cheater and the load order you give in the first post causes a lockup at 94% when starting, error is "parsing item types. row:87" if that helps at all.
If I put BBC at the bottom of getmods the game seems to start properly.
...in game everything looks good. Except I just got the the DMC and applied for work. Got the work permit software and bought a phone from Johnny... but I can't seem to get the software onto the phone. Entirely possible I just don't know how. I can power the phone on and "use" but no options to use the memory stick.
Oh... that's the quirk of the base game - you have to physically move the "software" item from the Memory Stick into your device's inventory in order for it to work. Also, just so there's no misunderstanding - it has to be a smart device, so only Smartphone or iSlab. The old-school phone will not do.
Ah got it, thanks! I had been trying to put the stick in the phone, and the couple times I tried moving "work" over directly I must have not had the phone turned on.
I'd kinda like some more encounters and locations. I honestly like most of Chiko's Extended NeoScavenger better than MmM(oD!) but Extended NeoScavenger is on my laptop while MmMoD is on my tower for a reason.
I understand they're the hardest part of the game to code, but...depressing as Hope's End and the Refugee Camp are, they still give you reasons to go wandering out into Michigan.
I prepared Explosive Runes this morning!
I cannot say I disagree :D Would love to add more as what this game really lacks is exactlt more places to go. But you are also right that it does take a long time to write those, not even code as much as actually create the story.
Any ideas, btw? Not specifics, of course, but a general idea for what kind of (smaller) places could fit well.
The Black-Swamp-exploration-city you proposed a few pages ago would be nice.
I'd love to see you do something with the Black Powder weapons I proposed in both the NS fluff thread I started and my thread in the Mod Suggestions folder-you could add an enclave that caters to that as a result.
A request from the OWIO to obtain the hard drives from a pre-Fall server farm could work nicely, too. If you haven't got Hacking and Electrician, you just hoof it back with individual (heavy) drives; if you DO you can fire the server farm back up long enough to get all the useful info on one or two drives (and maybe a little about the New Earth Ostracon!)
Rumors of a massacred DMC Guard squad and their Drone backup would let you get a passel of useful gear and maybe even the Gauss Rifle without pissing off the DMC Guards.
A weapons testing lab buried under a LOT of rubble requiring either several days worth of food and water plus a shovel; or Electrician and Mechanic to fire up an earthmover that'll get you the Laser Rifle plus a bunch of useful schematics...but also attention from a bunch of nasties. With them out of the way, the latter can be sold at the Junk Market for a healthy sum, to the Hatter for more and access to a Black Market full of rare gear in large quantities, or to the Scrappers for eternal gratefulness and a STALKER-like Exoskeleton that boosts your carry weight by 30kg at the cost of removing your ability to run and requiring Electrician and Mechanic to repair.
A way of successfully fighting your way through the Allegheny Fairgrounds, or disguising yourself as a Melonhead to explore it more thoroughly, and the stuff you could find there (rare artworks? guns and ammo? the proprietary recipe for Clown Sauce? :B)
Find and destroy Alvin's Butchers' hideout? To the eternal gratefulness of everyone but the DMC?
A MacGuffin that'll make Cale McAllen chill out and actually talk to you?
A hover truck full of duffel bags. :B
I have a problem where I can't scavenge if I have some traits and it really sucks. It works with trapping, strong, melee and tough but that's the only one that I've found that works
What do you mean by "can't scavange"? What happens when you take like, only Mechanic, go to a scavengable hex and click the "scavenge" button?
I couldn't go into the scavenging menu at all. It just did nothing
Are you only using my mod or any other ones as well? Cause nothing of this sort happens when I test, with random skills or even with no skills at all...
On suggestion would be to re-install the whole game as well as the mod.
I'll reinstall the game but it seems to be only for botany, eagle eye, ranged, hacking and medic. I have no other mods installed
Really sorry to hear that, but I have no idea how to help you. Its not a problem with the mods - since it all works fine for me and no one else ever reported such issue... Maybe try re-downloading and re-instaling the mod as well - sometimes the downloads might get corrupted or something. But yeah, grasping at straws here.
"no other mods" does that mean you still have this mod installed? or did you mean "I have no mods installed"
Does it happen in the vanilla game?
DevKit is an upgraded BBC mod.
Improve your mods.
A couple ideas:
The Barrel Stove you can find in some buildings would be nice to craft from a lootable barrel and maybe some metal piping. You could use the same barrel, a Tarp, four Large Branches, and some Medium String to make a Rain Catch that produces 3-9 droplets of varying purity when used. Can't be used until it rains (or snows.)
A Dirty Mattress that raises Sleep but also dirtiness (unless you have a clean blanket or sleeping bag.) Produces 40 Dirty Rags and 10 Metal Scraps if scrapped. Can be washed to a Clean Mattress with four Detergent and eight Water, and will slowly degrade back to a Dirty Mattress.
I have just added the barrel item and barrel-stove recipe a day before yesterday :D
Rain-catchers are a no, sadly - the rain is hard-coded in sucha a way that is completely unaccessible by any other element of the game and there is no way to make it work.
Mattress/bed was on my list since a long time, too. But its somewhat unfortunate how little space some of the inventoty grids have, when it comes to adding larger items...
Also, which one?
I agree with panda and pwnlord, the mesh-and-olive-scarf-mask to the upper right looks best.
Is this both the worn and unworn sprite?
Also, can I recommend adding some kind of reflection to the right (from spectators view) goggle as well, maybe less than left, but like this it looks kinda weird, as if the light is falling on it in a really low angle from the left. Maybe... copy the right half of the left goggle and shade it just a little bit darker to the middle of the goggle...
Well, I could just show you how I'd do it:
Well, more or less... I don't claim to be a good pixel artist, but you see what I try to say.
I was thinking the mattress would occupy the same or less space as a Large Branch-maybe 3xwhatever instead of 2xwhatever. Could be dragged between campsites as a Vehicle with no inventory space.
I like top row rightmost, even though these are more reminiscent of GP-5 masks.
Maybe the mattress could be the same size as a regular sleeping bag? I'd be large, but not unmovable. If it was a little bigger, it'd be better- it would make the player either drag it around, significantly reducing it's durability, or it could be put into an existing vehicle.
This raises another item idea... mobile campsite-like vehicles? a makeshift (or not) sled crafted with a mattress makes a vehicle with less carry space (-1 vertical and horizontal row) but allows the player greatly increased sleep. Maybe with a "using camp sled" buff? If I recall correctly, there were some Inuit peoples that did a similar thing.
Also, I vote top right.
Rar! Rar rar rar! Thanks for reading :)
When I bathe do my wounds get affected by what I bathe myself in? I love the dirtiness and washing system, but it seems like it's not really fleshed out!
For example, and I may be wrong, but cleaning in a marsh as opposed to a river cleans you just as good (asides from the effects being in a marsh). I originally figured that bathing in a marsh could clean you only so much. And a river would make you clean only so much more before becoming dirty again, opposed to the marsh.
In one of the flavour texts it says something like 'you can only do so much splashing the cold water on yourself...' giving one the idea that they should seek soap, or warm water. But you can only use detergent when you have parasites, and not before. So there's no little mini game of trying to be sure about being clean by washing regularly with detergent, or whatever, just in case.
Anyway, still curious about that first question
Wounds do not get affected at all. Its more of a fast in-and-out "wash away the worst dirt and sweat in under 30 seconds" kinda bathing, rather than a full-tima full-body wash. After all, you are doing it in Autumn weather and cold water, so it does not provide time to actually concentrate on cleaning your wounds properly - the proper applying of water to wounds procedure is for that. On the other hand, marshes are not comprised of some sort of burning, toxic goo, like some games tend to suggest sometimes. It is still the same water as in lakes, only with slightly more leeches and plant matter. So, it should not have any immiediate adverse effects on wounds either.
There is however a hidden negative modifer to healing rate everywhere where there is a marsh - whenever you do bathe there or not, to signify that the marshes aren't the healthies places overall to spend time on (but again, more due to high humidity and insect presence, rather than the water being somehow more harmful.
Yeah, I figure its that way.
You're forcing the flavour a bit, though. You collect water and use it on a wound and it may turn out bad for you. You submerse yourself in the same water and your wounds are unaffected. I understand how complex some things would be to code, but the entire game is based around working things out with intuition and sense - it almost, to a new player, teaches them to not trust the strict 'use intuition' rule that DCfedor sort of lays down when you wake up in Gyges.
That kind of inconsistency from base game to mod is not too good, no?
Encounters can giveth wounds, canteth it taketh them away? Or splasheth water on them?eth Is it possible to code in a way for the bathing encounter to affect wounds? I think it's important you flesh out this system of your own (the dirtiness one) fully, because it's a big strength to your mod.
If you're still thinking of adding salt: put a Salt Pile in the bottom of a new Bag of Pretzels and maybe in the chip bags, too.
Just a thought I had today.
Unless a tablespoon of salt would equate 15 stacks of this suggested item, you wouldn't really get shit from the bottom of a bag of pretzels/chips :p I like the quaint detail of the idea though.
Is there any way to actually get a Job in the DMC, because when I try I just get kicked out for having a forged pass. Can I get one that is not forged?
The one you got from the Mysterious Forest is a trap. Idk about the one in the Junk Market, I've never tried to buy it.
You can get a working, real one from the Hatter either by retrieving the Urn from House of Seven Gables or by calling his bluff.
I have the hatters Pass and I can get into the DMC fine, but when I go into the Admin zone of the DMC and try to get a work pass, they throw me out.
You can't go straight to the KRI Headquarters, you need to go to the OWIO first to get the work app. Idk why they're throwing you out if that's where you went.
I fixed the problem, it was just me being stupid, But can you tell me where the second job headquarters is? I cant find it, the only one I can find is the KRI
Where do I find the Cleanliness and health Brigade HQ? and also, are the advanced jobs implimented yet?
Its not added yet. The archives is the only job available so far.
I have another question, are the dart gun and the darts still in the game? If so, I cannot craft them
they are. It should be nails+paper+sharp edge. I haven't tried it yet, mostly 'cuz I can't find Nails. Made a good $500 on my last scavving trip, too.
Oh Nails, Duh! Thanks. By the way, what do I need to craft the Dart gun exactly?
Air Gun: 2x small mechanical parts + 1x wooden rifle stock + 1x medium metal pipe + 2x flexible fastener + 1x medium hydraulic part + sharp edge + pliers + large mechanical parts + Mechanic
dart gun: 2x small mechanical parts + 1x wooden rifle stock + 1x medium metal pipe + 2x flexible fastener + sharp edge + large mechanical parts + Mechanic
Is it possible to clean/sterilize the "disgusting, extensively used old blanket" like washing dirty rags? if not I think that would be cool.
Its not possible. And it is meant to be the kind of filth one cannot really clean without a proper chemical cleaining.
Though, to be honest, I would love to have an option to mark items such as clothes or blankets as clean or dirty, in an easy way. Kinda like it is done in the game Cataclysm DDA. But in NeoScavenger it is not that simple and would require creation of a duplicate for every item, which would make the game run worse, especially on the crafting screen. So for now, its not something planned.
It's something I've requested for NeoScavenger 2, though.
Cleanliness and Wetness stats, but also the option to add more for modders.
Sorry if this question has already been asked Or is listed somewhere that I missed. (These forums are terribly bad for my eyes)
When was the last time you updated the mod Kaaven?
My name is spelt like this. ( June-Co Or June-Ko) Not Junk-O K? k.
Don't remember exactly, but it was pretty long time ago.
A thought: Headlamp and Miner's Helmet items would be nice, though not super useful given NVGs are relatively easy to find in MmMoD. Both could occupy the head slot, but the Headlamp could possibly occupy the Eyewear slot like the NVGs.
This mod is freaking great! Add so much variety. I love it.
I'm using Tierre's version of the EXE Patchwork m(onster)od... do you think it is using an old version of this (M(m)MoD) mod? My poor survivor is covered in lice, and I just got to Detroit and Haggerty has no de-lousing option. Seems like just about everything from your mod is active in my game... except the de-lousing option :D
Assuming the merge is using an outdated version of M(m)MoD, is it possible to update it in an existing game?
i haven't seen him post in awhile, and i'd say if they don't specifically say what version, always assume they are using an old version.
Yeah that seems a safe assumption. Any idea how I might add the current version in, and would that require a new game?
no clue about the new game, but the 'new" version could be a lot of work. you'll have to comb through and figure out what was added, or gut it out and merge from scratch
Bummer. Don't suppose by any chance you know of a way to delouse other than Haggerty? :D
Anyway, thanks for your help!
Bathe with Poisonous Paste if you've got Botany, and with detergent if you don't.
Sorry for posting a bit late. But yeah, Patchwork version is an older one. As far as I can tell, it misses the de-lousing shower as well as the whole update that removed "small mechanical parts" and added nails, screws and wires separately. That update changed the entire crafting in the game, modifying good half of the recipes so it won't be compatible with most other mods.
And while theoretically possible to update that one encounter alone, it would require extensive modding knowledge to do (and would probably break something else anyways...). So yeah, you're probably better off trying to find a lot of detergent and wash yourself that way ;)
No worries thanks for the reply!
Any way to get rid of fleas? Detergent seems like it got rid of lice but the fleas are persistent little jerks.