That is true, but most of the people don't know how to install all the mods by themselves (merge mods on the getmod file), I changed to this format because of that, and this mod only works if all mods are installed since it does not add anything by itself. I know that if a new version of any mod is released I need to update. Nevertheless, if you want just the individual files you can always go to the Github page or just extract the files from the zip folder.
I think you mistook what I suggested. I'm not sure what you think i suggested, but what i have in mind doesn't have the downsides you just spoke of. No increased install complications, while still keeping your merge exactly as it is, save for the getmod file.
so please, download and have a look at the getmod file in this version of your mod: OneFolder version of your mod
pay particular attention to the folder inside of the Mods folder. Notice that it's one folder, with all the original folders moved into it, and that the Getmod URL's have their pathing updated to this change.
It's exactly the same mod, but now it's packaged in a way that doesn't interfere with standalone mods.
DevKit is an upgraded BBC mod.
Improve your mods.
Martin, you misunderstood what i said. I'm not asking you to have the user merge the mod, i'm just asking you to wrap your entire merge into a single folder.
Yes, I did not understand your idea at all, just checked your example and ok it makes sense if someone wants to use a specific mod version he can edit the getmods file in the corresponding lines and change the file path. I will update the zip to reflect that and continue from now on with that folder format.
the usb that the representative gives you doesnt have anything in it
is it supposed to be like that?
the trading posts such as atn enclave doesnt have a locker too
<a href="https://www.torn.com/2429749" ><img src="https://www.torn.com/sigs/2_2429749.png" /></a>
Probably not, must be a similar issue that occurred with the work app due to NSE changing the size of software and usb storage size. I can look into it but if you could share a save game at the place where you do the talk to receive the usb that would help me a lot. As for the locker, I will check on that also.
i already got the usb so i guess its irreversible?
btw, the locker in atn and dmc junk market keeps disappearing and after restarting several times and heading for dmc, the usb still doesnt have anything in it
Found an annoying interaction between MmMoD's and NSE's broad spears. since both mods add their own versions I have found that some recipes are broken because they don't/can't take into account the other mod's ingredient variable. Specifically the metal tipped broad spear from MmMoD cannot be used to make a broad spear with strap from NSE. While code-wise this makes sense, it isn't clear to the player. I wish MmMoD had renamed the item to "Metal Spear" or something instead. Not sure if this is something you can fix on your end without changing MmMoD code, but it might be something to warn players about if they are going to use this merge.
hello, i really like your idea of merging all of these togheter, but is there a chance to get some of them working but not all of them ?, im specifically triying to get NSE and overhaul to corectly work togheter, but if thats a no go, id want to at least get the mods without MMOD cheers!
I'm having an odd bug where most items actually can't be placed on the *ground* inventory, they automatically move to the camp inventory or my personal inventory. Any reason for this? I can elaborate further if need be.
Also for some reason some crafted items just kind of... Disappear? They're in the crafting menu but they lose their graphics in the inventory screen and can only be found if I mouse over the spots they take up.
A few issues I've found.
Grappling is broken. When you hold your target back, there is no way to attack. You just have to wait the two turns until it ends,
The recipe for "crowbar with strap" is broken. Disassembling a crowbar with a strap gives you a medium string, but it requires string rope to craft.
Toolboxes don't seem to spawn at all.
Ammo not stacking is annoying and unrealistic. You should fix ammo to be stackable and edit the guns to have a single slot with a maximum capacity to hold however many rounds it should.
There seems to be a bug with enemies stealing from you while you sleep. I died once because they looted me as if I had been entirely unconscious, and I had no weapons to defend myself.
The "homemade air filter" requiring alcohol to create makes absolutely no sense. It should require charcoal, which can be made by burning wood in a sealed tin can.
Shovels don't seem to spawn
Broken electronics aren't spawning
2x4s and other scrap is extremely rare
You can't use a lighter as a weak source of light when scavenging
the usb that is given in administrative center is empty. Can you please fix it? I can send you the savefile if you want to.
Also no shovels spawning in the world.
Heya. Just dropped by to drop a big "Thank You" for taking the time to make this. NEO Scav is one of my all time fav games, and mergepacks like this make it all the better. Especially when I haven't played it for several years and am doing a fresh install. Last time I played, I used a different merged pack, and it was a great experience, from installing to playing.
Anyway, thanks. Do you have any plans on future updates? Such as bug fixes/tweaks or possibly other mod additions?
Just wanted to say thanks. These are all great mods and it's awesome to see someone merging them together.
Just passing here to see that this merger includes my Training Mod
Sorry for that issue you had before with the treasuretable list, I am glad that Daniel could find the issue. I've checked the files of the old release, but I could not find the bug (a 0:90.155 that should have been 90.155). Probably was a typo that came up during the merger.
I've just released the v1.0 of the Training Mod, now it's much cleaner, so there should be much less compatibility problems. I removed altogether the itemtypes table, which was completely unnecessary.
Let me know if you intend to update the Training Mod included in this pack. Should be much simpler now, and I'm thinking to include a guide on how to do it. There are basically just 5 encounters (ATN + 2x Haggerty + 2x Forest Apartments) and 3 tresuretables that are modified from vanilla.
The problem was on the v0.8 of the mod at least the one I got at that time since when I packed things I use the unchanged original mod files. I am merging now the Training Skill Plus v1.1 and it doesn't seem to need any override by my mod.
Sorry for the delay but I don't have that much free time nowadays.
Since a bunch of people wanted it, here's how I pacthed in the new version of the training patch:
Replace everything in the Training mod folder with the new version.
In the getmods.php (not the one in the training mod folder, you need to copypaste this in the getmods.php next to the NEOscavenger.exe and in the MasterOverride folder in the mod folder), copy paste this:
&strModName37=DoG&strModURL37=Mods/Depths of Gyges/Depths of Gyges
&strModName38=0&strModURL38=Mods/Depths of Gyges/DoGZero
And inside the MasterOverride, go to TrainingPatch and open up neogame.xml, then copypaste this:
<?xml version="1.0" encoding="utf-8"?>
- Database: 'neogame'
<!-- Table attackmodes -->
<!-- Table barterhexes -->
<!-- Table battlemoves -->
<!-- Table camptypes -->
<!-- Table chargeprofiles -->
<!-- Table conditions -->
<!-- Table containertypes -->
<!-- Table creatures -->
<!-- Table creaturesources -->
<!-- Table datafiles -->
<!-- Table encounters -->
<!-- Table encountertriggers -->
<!-- Table factions -->
<!-- Table forbiddenhexes -->
<!-- Table headlines -->
<!-- Table hextypes -->
<!-- Table ingredients -->
<!-- Table itemtypes -->
<!-- Table maps -->
<!-- Table recipes -->
<!-- Table treasuretable -->
<column name="strName">train, exit</column>
<column name="strName">accept, refuse</column>
<column name="strName">Robert apartment</column>
<column name="strName">mechanic, electrician, money</column>
<column name="strName">exit, train1, train2, shift, exam1, exam2, test</column>
<column name="strName">exit, pay exam</column>
And that's it, you're good to go!
Can you send me the link?
just edit the post and put the link in it?
The training mod version he used didn't have the encounter in the clinic, so it's unlikely it will work just by overwriting the files without changing the merge patch
Well it does work, I did modify the patch files, I just don't want to have the share a file online with a link, since I don't know how and don't want to do it. I explained what I modified in the files though, so you can simply copy paste now. Have fun!
I was wondering if anyone else was encountering a bug where the work permit (on the flashdrive received in the administration district in the DMC) wouldn't spawn. Just an empty flashdrive
Those dogmen are a pain in the ass but hot damn if they aren't adorable
Yeah, happened to me too, seems to be a bug in the patch, what you need to do is go to your mod folder, Mods->MasterOverride->MoDPatch->img, if you have the correct version you'll find 2 pictures. Copy paste those two pictures in Mods->M(m)MoD->M(m)MoD->img. It'll ask you if you want to replace files and say yes. And that's it. What seems to be happening is that the patch doesn't seem to apply onto those images, most likely a bug in the getimages.php, but I don't know how it works so not for me to fix. This fix works just as well though, you're just replacing the original images with the ones the patch is supposed to use.
Dogmen are tasty and their fur is warm.
Also, if you're looking to patch in the new version of the training mod with the medic training, I've put the instructions in an earlier comment.
Hi, Thank u for ur help. Maybe u know how to update NSE to 5.6b too?
For some reason, my character has the DevSauce skill and can see whether water is infected or not without doing anything to it. I'm guessing this is unintended. Is there any way to fix this?
devsauce is part of the devkit mod, which is probably included in this pack.
as for the water identify thing, I've experienced that bug before, dunno if it's a vanilla or mod created bug though.
I'm confused as to how you get the reins for the horses.
You have to craft them, iirc it's with the taming skill, 20 medium strings and something else. Check your recipe list, if you have the taming skill it should be there.
It's just 20 medium thread and the taming skill itself.
THank you for the reply :)
I'm not sure if this thread is still maintained. But I've read through a new comments about the workapp not showing up, and I still can't seem to get it to work. The cheap memory stick only has a 1x2 space, and I think Its getting deleted because it doesn't fit in it. Is there any way to get around it?
I did the img replace thing that the guy saggested. But I'm guessing i have to make a new game now? Seeing as though I dont get the option to get the workapp again from what I can tell after already going through all the diolog
Oh yeah, sorry about that, you have to restart your game. If I were you, I would keep a couple backup save files as you go, it's always useful. Also, I don't know if you already heard, but DISABLE AUTOSAVE. It can corrup game files, trust me, I lost a 1 month+ game because of it.
Most people are gone from the thread, as you can see, but I try to help those who have the same issues I did, it's frustrating to resolve them by oneself.
Ahh yeah thank you for doing that. I love this game and I love the mods that give life back to this game, this one especially. all the mods combined are amazing.
I keep going back to the administrative district in hopes that I'll get lucky and another stick will drop with the work app @[email protected] But I think I have to restart. I was doing so well.. I want to keep playing till I die, but I think Im too well off.
Just started using this mod, and I'm really grateful it exists :) That said, I've been encountering some problems. Namely, the recipes for fishing rods and hand reels aren't working (although the recipe to make weights is).
I'm also running Teleport Mod, which I'd love to see included but haven't actually gotten far enough to test functionality XD However, I did disable it and start fresh to confirm the recipe problem.
Do you have the fishing skill ? If not, you can't make fishing rods. Try checking the recipe list.
If I didn't have the fishing skill, I wouldn't be able to make the weights. In other words, no, I am not trying to make skill-specific items without including the skill. None of the items from the fishing mod show on the recipe list at all, including the fishing weights one, and I checked the mod page to confirm what the recipe should be, too.
Also, at this point I've used the DevKit to test the Teleport mod with this one, and aside from a small and possibly internal problem (one of the items is meant to allow teleporting to all locations, not merely discovered ones, and neither of them are), it seems to work fine. Certainly the actual teleporting function is, though I still can't test the location it adds.
Can anyone be bothered to upload the mod file with everything inside updated? I know a whole lot of us that can't even figure out how to merge two mods, let alone eleven would really appreciate it!
MarcoMartins, there's a problem with your mod that has a 3 minute fix. Please respond.
Me Thinks MarcoMartins Is Inactive Since It Appears That His Last Post Was 20190321. If He Has DMed You Or Some thing Thats Great If Not Could You Share The Fix? Ive Been Tracking This Since It Came Out And I Would Love To Use It If It Gets Finished.
it's not that kind of fix
Ok You Wouldnt Happen To Know A Fix For The Broken ATN Enclave Encounter The Options To Do Things In The Main Area Dont Work And You Cant Leave.
I'm sorry nowadays I don't have that much free time to maintain this mod, but I will try.
Changed the folder structure for what was asked, added the new version of training mod and also replaced the original work app images since they don't seem to be overridden as they should by this mode for some people.
As for other bugs fixes, mod updates, etc, I am not sure when I can tackle them....feel free to open issues on my GitHub.
Glad To See Your Still Around Had Feared The Worst. I Suggest Just Keeping Up With What You Can When You Can And Take Care Of Yourself After All People Cant Enjoy Your Work If Your To Burnt Out Or Frustrated To Make It. BTW Im not Trying To Be Rude Or Offensive Just Saying Work On This When You Can.
Is the all in one mega package up to date? Tried to comb through and install all of the mods on your github following the instructions, and it appears that there are some content that I didn't see whilst using the all in one archive and some missing content when I'm not using the all in one.
Im Using The All in One In The First Post And It Seems To Be Work As A Drag And Drop.
Anyone know is this merge is working on version 1.15??
new mod list
im playing 1.151 with this mega merge and it works. Most of the mods are outdates though
Some great modder(s) should try to merge all the mods with the updated versions :)