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Post your mods here

Like the title says feel free to post an upcoming mod or current mod.

Official Trained Dogman

I made a simple edit to my dogman fur coat graphic.

I never cared for the lack of coverage it had, so I layered its graphic over the patchwork hide coat, and I love it! I'll probably make versions with it layered over other things too. Not that I ever take the Trapping skill anymore but...

Also I made a black hide long coat. =D

I'm actually trying to think of a way to code in an ally, I took a look through all the different spawn rates and all that and thought about making a sort of rare Albino Dogman, that doesn't inherently hate Phillip right at the get go. Maybe even a hidden town at the northern part of the map, these would just be Dogmen who still retain some sense of humanity and basic verbal and civil skills. Think Death Claws from Fallout 2.

Right now this is all just planning, still early thoughts, and quite possibly, one that might be scrapped if I can't really figure how to write it in well enough.

And I'm just noticing Nicks "Official Trained Dogman" sig. Hah!

I got a modding question... I'm adding handrags, footrags and headrags but how do I make them craftable?

Here, a pic of the items:

Pew pew pew!

So, if you've already created the items, you just need a treasure table and a recipe.

The treasure table looks like this:

<table name="treasuretable"> <column name="id">some number</column> <column name="strName">String</column> <column name="aTreasures">1.0x1.0x1</column> <!--this means group 1, subgroup 0, 100% chance, 1 item--> <column name="bNested">0</column> <column name="bSuppress">0</column> <column name="bIdentify">0</column> </table>

You just have to put in a number for the id, a name for the string, and your item's group/subgroup number (#.#)

The recipe looks like this: (I removed the less important the stuff I don't really understand yet. I've been leaving them blank or with default values.)

<table name="recipes"> <column name="nID">84</column> <column name="strName">Fish</column> <column name="strTools">1x33+1x97</column> <column name="strConsumed"></column> <column name="strDestroyed"></column> <column name="nTreasureID">YOUR TREASURE TABLE NUMBER</column> </table>

So, the name is what you'll see when you perform the crafting ingame, the id number is just a random number that hasn't been used yet, and the str fields are for ingredients. You'll have to find the ingredients you want to use (look for <table name=ingredient> then the correct description and number), and I think the 1x is how many you need. For example, 1x33 means 1 natural water source, while 6x27 means 6 small, flammable, nonrigid sheets. If you need more details, the "props" refer to item properties, which are included in each item's table, and defined in the itemprops tables (1 means easily ignitable, for example). If you want to limit the ingredients to clean bandages, you may have to create your own ingredient category. strTools are things that are not consumed, like fires when you boil water. I don't know the difference between Consumed and Destroyed, but I think the item is lost either way. You put your treasuretable ID number in for nTreasureID, so that the recipe gives you the item.

I can't tell you much about how to create the items, if you haven't done that already. I imagine you'd have to model them after existing gloves, shoes and hats, but change the names, ids, pictures, and their stats. The easiest way to work is to take an existing table similar to what you're making, and copy/paste it, changing only the necessary fields. (This is good advice for the treasuretables/recipes/ingredients, too.

So here is a test modification made by me. It is by no means a real mod, just a little something that I want to check if it even works for other folks.

Heavy Metal v0.1
If all works as intended, the mod should add (after starting a new game) a new camp fixture inside the Exam Room campsite (in the Cryo Facility) - an non-stealable metal locker, filled with some basic gear that any self-respecting metal-head should find to his liking.

Two new items: a pair of sneakers and a metal locker, a simple re-color of jeans (dark grey) and a more complex re-color of T-shirt (Neo Cannibal band shirt). Shirt and jeans are basically the same as basic items, sneakers are cheaper but should get used up twice as fast as normal boots. Locker is an experiment in security ;D. All items are unique, and not scavengable.

I am pretty sure I broken few things here and there, so do not consider this a stable or useful thing for now. But, please, say if it worked or not.

Pictures are zipped, so you need to unpack all to "img" folder and the neogame.xml and getimages.php are to be simply overwriten over the vanilla ones:,dlyoiyubbivqicp,hwhogs9e0ezl63d/shared

<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

I implemented fishing! It's still not very balanced, but it allows you to "craft" fish at natural water sources (lakes, rivers, marshes) with a sharpened/hardened/broad spear. I kinda wanted to make it a scavenging event like squirrels-trapping, but I don't want to go digging around in the events yet.

Anyways, as a pitiful attempt to balance it, I made it so that you each attempt takes half a turn. I might change it so that a broad spear is required, so that fishing is only available for melee characters. Each fish can be skinned/cleaned to provide one small piece of meat (same meat as squirrel).

To install the mod, go here!

You'll want to copy the text from fish.xml into your xml file (MAKE A COPY OF YOUR ORIGINAL). I also uploaded an edited xml file, just rename to neogame.xml. You'll have to copy the png files into the img folder, and you'll have to edit getimages.php (or just use the one I uploaded). All you have to do in the php file is add two to nRows (first line should be nRows=1974&nCols=2) and paste into the very bottom of the file:

&strImageURL1972=fish.png &strImageURL1973=x2_fish.png

It's working again! There's something weird with the ID numbers when they aren't in sequence, I think. Note, any update that adds items or an other mod will mess mine up, unless you go in and change the numbers that will inevitably conflict.

A better way to implement fishing would be to make it a scavenging reward at water sources. I still haven't gotten that far in understanding the events/scavenging system, though.

Hmm, yeah a good idea for anyone who is going to use mods to back up all the files, both new and modded.

Aside from wanting to have the original files available for backups, I would think that new updates to the game will probably probably overwrite and undo any edits/mods you've done, and will need to be readded every update. Keep this in mind, have backups around of both original and modded files.

Also the formatting in this thread got funky for some reason. Huh.

Thanks for the mods! and thanks for the modding ability! they're/it's awesome!

mmm That fish mod, is giving me a little trouble, I followed the instructions but when I go into crafting the screen sort of freezes up and doesn't let me craft anything. Problem solved by removing the mod :< maybe I'm doing it wrong.

*edit* also those rag gloves, booties and bandana looks awesome I want some'o that!


I'm working on the rag clothes right now. They seem easier to add than the other stuff I'm working on. Also, another set of poor survivor clothing:

Plastic Bag Set:
Should be even weaker than the rag set but it's of course better than nothing. :3

I will also try to make the footwear of these able to be used under shoes/boots. If that is possible, then I will be adding socks.

Pew pew pew!

Yeah, I bugged it up before I uploaded it. It should work with the instructions now.

haha love the hobo accessories!


hmmm for fun I messed around with some of the imgs in gimp... I'm thinking if I ever get brave enough I wanna try make this.....


yeah baby!


FYI, guys, I saw a few of you talking about backing up XML data and protecting mods from being clobbered by new updates. This will definitely be a concern, as the new XML files I create won't know about your new IDs, etc.

One thing you can use to help with adding your mods to the new XMLs that come out are diff/merge/comparison applications. A "diff" app just compares two files for their differences, and highlights them. Usually, this is a side-by-side thing. It can really help to reveal just the changes between two files, so you can save time searching. And many times, the diff app has special tools for moving the data around easily (e.g. prefer newer file here, older file there, etc.)

I usually use TortoiseSVN, since that's what came with my version control software. However, that link also lists several other tools.

Hope this helps!

Dan Fedor - Founder, Blue Bottle Games

Meat Stew

To prepare this new food item you need a fire source, a waterproof container, a cutting tool. The ingredients you will use are a piece of meat and 3 units of edible mushrooms and 1 unit of water.

It degrades quickly so you shouldn't make lots of stews for storage. it fills a more than its ingredients consumed separately.


Download Link:

Pew pew pew!

awesome! :P~



What if you made it so that the game reads the file -neogame.xml- but also an "override" file called something such ass -neomods.xml- where it reads both information but any info regarding our personal mods doesn't get overwritten in a new neogame.xml file O_o, is there a way to make that work? Something like this:

Spoiler: Highlight to view

Re: "override," I like the idea, so that's something I can explore more in the future. Also, reminds me of my old days on Dragon Age :)

The trick will be making the ID's merge gracefully. Even if the files are loaded separately, there would need to be something to help with ID conflicts between new game content and mods.

I've thought about potentially making all mods start with ID 1 in their separate files, and when loaded into the game, the game auto-increments these IDs to the next available open ID.

E.g. if you create item ID=1, the game will load it, look at existing 574 items, and change this mod item to ID=575. ID=2 would then be 576, etc.

This would require some more significant development time, though, as there are more complex cases. If that same mod item had a mix of references to old and new data, the game would need to recognize those as such.

E.g. mod item ID=1 (game ID=575) has properties 4,8,12,81. Those IDs are for existing item properties that I created, perhaps "rigid" and "container." But if you wanted to add new properties of your own, you'd need a way to list them that didn't conflict with the old IDs. You can't just say "1" here for your new mod ID=1 property, as that would conflict with "official" ID=1 (fire source, I think). But if you say ID=95 to use the next open slot, I might clobber it with new "official" game data.

It's fairly complicated to solve, so I may save this for after the main game stuff is done.

Dan Fedor - Founder, Blue Bottle Games

Is it possible to include characters in these codes? Perhaps each players mod could include letters for guaranteed no issues with your baseline game files, for example:

<table name="treasuretable"> <column name="id">[color=red]m1[/color]</column> <column name="strName">Laser Rifle Set</column> <column name="aTreasures">60.2x1x1,10.2x1x1,10.3x1x800</column> <column name="bNested">0</column> <column name="bSuppress">0</column> <column name="bIdentify">0</column> </table>

A way to add mods without replacing core files is always a good idea.

Also, I'm not sure if the Meat Stew I added could be used to exploit the game by "identifying" edible mushrooms OR it needs already identified edible mushrooms. I guess I need to start a new game without the botany skill.

If it can be used to exploit the game, maybe I could add a clone recipe, secretly using poisonous mushrooms to create a fatal version of it under the same name. This way I could kinda replicate the scenarios of accidental deaths caused by having edible and poisonous mushrooms stored in the same place. Don't forget to check the mushrooms' description in the crafting table before hitting the Confirm button! :3

Pew pew pew!

You should add a slightly darker tint to the "tainted" mushroom stew! Where just being ever so slightly observant you can use common sense and be like "Wait a second, something seems a little off" Poison reacts differently when cooked with foods than regular :O

Interesting... I'm gonna read about death caps just to be sure. The recipe window will still show the 2 different recipes under the same name, though. That kinda defeats the purpose, sadly.

It would be cool if it could use the same recipe but still being able to identify the death cap and spawn the poisoned version instead.

Pew pew pew!

Re: characters in the ID field, it only supports numbers right now. But some sort of prefix may be one way to solve the issue.

As for that secret recipe, Chiko, I ran into that same issue with things like human meat recipes, identifying water, etc. Take a look at the cooked small meat vs. the cooked human small meat to see how you can be sneaky. The "Also Try" feature is meant to help in cases like this.

E.g. if this recipe fails, "also try" these other recipes behind the scenes.

And if I recall, there may be public and private names for each recipe, to make them easier to keep track of during dev.

Dan Fedor - Founder, Blue Bottle Games

Nice, that sneaky way to avoid water identifying exploit is what I was looking for. I just confirmed the Stew can be used to exploit it so I need to change that in the next update.

Also, not all players take the Botany Skill so their only means to identifying mushrooms is to buy them from the Junk Market, which is not really a good thing.

Soooo, I will be adding a new looting location in the next update:
Farming Plots will be ocationally found in suburban hexes and the only thing you can find in them will be potatoes, for now. I will make the Botany skill able to be used in it for better chances. Oh, and you can stack up to 3 of them.

You can eat these raw for small nourishment but their main purpose will be to be used as ingredients for the meat stew, specially for those who can't identify mushrooms. They will eventually be used as ingredients for other recipes as well.

I already made it work after some stumbling around in the codes so I might be uploading it in a couple of hours or just tomorrow. xD

Also... I dun know but is the size ok? Maybe it's too big.

Pew pew pew!

Great to hear that you are making a full mulligan stew recipe, as it was the one of the first things I wanted to see in the game myself. The next two classic ingredients could be onions and beans ;D

Also, this potato does look kind of bigish - the wild growing ones (or just the ones grown without any artificial fertilizers) would end up much smaller I think. Maybe 2x1, like the size of the bigger stones (and around 150g)?

<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

Cool! I've wanted to add abandoned farms, so it's good to see some "cropping up" ;)

FYI, some tips for making the art consistent with existing in-game stuff:

1 - All in-game items are drawn as if the light source is in the top left of the screen. So shadows on bottom right.
2 - I use the rough scale of 6.5mm per pixel. Bigger items, like vehicles and buildings, get fudged to fit.

Looking good!

Dan Fedor - Founder, Blue Bottle Games

The Textbooks Mod Pre-Alpha v0.03 for v0.987b

Warning: Seriously overpowered mod.

Sandbox Start-up, after your first encounter, you'll find (expensive) textbooks on all the skills you could need at your starting location :)

*Update v0.03*
- Now with Sleep Immunity Textbook :)
Known Bug/Issues
- Night vision from eye surgery doesn't work with this mod. Solution/Work Around : in the skills and abilities screen swop the skills from your first book knowledge traits with your skills from eye augments, make sure the eye augment skills are in order as they were placed.

Spoiler: Highlight to view

Older Versions

Spoiler: Highlight to view
*Update v0.02 for v0.987b*
- All Skills


What about creating, for example, an encounter in DMC, called "the skills academy" where you would be able to acquire new skills buy paying a huge toll(e.g. 10000$) like you do it in Haggerty clinic?

yeah I seriously wanna do stuff like that... but I'm still afraid of encounters. I was thinking of having seperate mods, one for cheatin/sandbox gameplay and one thats more realistic and challenging.


So I've been following dcfedor's tips and Kaaven's suggestions and I have managed enough progress for the next release of this little foodstuff mod.

-Meat Stew has been renamed to Mulligan Stew.
-Hidden recipes of Mulligan Stew which include the use of death caps, specially fatal for non botany or careless players.
-Potatoes! They are 2x1 in size, up to 2 can be stacked, can be eaten raw or used as ingredient for the Mulligan Stew.
-Lootable Farming Plots in Suburban hexes. Chance to find 1 potato or 2 if using the Botany skill.


Download Link:

Question: Is it ok if I take this mod into its own thread? I will be definitely keep updating it with more foodstuff.

Pew pew pew!

@Chiko: awesome :P~ om nom nom nom

Yeah I'd like to take my textbook mod to it's own thread as well, I can't edit my post anymore for some reason :/ it would be easier to modify/update


You should definitely start the separate threads for your mods - it will be much easier to follow the progress and discuss stuff that way.

Also, I would like to propose so that everyone making a mod thread use a certain formatting standard, for the ease of browsing later on. A word describing what the mod adds is brackets would be sufficient, like "[New Mechanic/Item] Skillbooks" or "[Recipe/Item] Mulligan Stew", that kind of stuff.

<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

Yea this should be for one off mods or just general mod help/discussion I'm completely fine with bigger/being constantly updated mods getting a thread is fine.

Official Trained Dogman

Making some more progress with the rag clothes I mentioned earlier.

Ingame picture:
As you can see, I made them more dirty colored and I had to cut the gloves since they would show over the hoodie. The only reason I haven't uploaded them yet is because I'm trying to find a way to dismantle them with one of those (reverse) recipes.

The value and weight there will be changed. Maybe they will sell for nothing since they are essentially trash.

Pew pew pew!

:P~~~~ Lewking real good


@Chiko, cool!

For reverse recipes, you should only need to change the nReverse field from 0 to 1 or 2. 1 = reversible without tools, and 2 = reversible with tools. The tools are the same ones used to make the recipe in the first place.

Dan Fedor - Founder, Blue Bottle Games

It's weird but I made it work with another method... it's kinda confusing for me.

The nReverse in the recipe was left at 1.
In the item itself in Itemtypes, there's a string called nComponentID. I added the ID of the "Degraded sling" from the treasure table, which is 383.

Somehow, that makes the reversible recipes work...

Pew pew pew!

Doh! You're right. I forgot about that. The recipe will be reversible if you have nReverse set to 1 or 2, but if the item started as already crafted (as in a treasure), it needs to know what default "components" to generate if reversed. The nComponentID is the treasure ID of those component items.

Good catch!

Dan Fedor - Founder, Blue Bottle Games

I've been wanting to do this for a while now, so I've started working on it, I'll just add it on to my laser rifle mod

Spoiler: Highlight to view

Here's the code I have so far:

Spoiler: Highlight to view
<table name="attackmodes"> <column name="id">60</column> <column name="strName">Firebomb</column> <column name="nRange">10</column> <column name="fDamageCut">0.25</column> <column name="fDamageBlunt">0.25</column> <column name="strChargeProfiles"></column> <column name="nPenetration">0</column> <column name="nType">1</column> <column name="strSnd">cueThrow</column> <column name="bTransfer">0</column> <column name="vAttackerConditions"></column> <column name="strIMG">AModeWolverineBomb.png</column> <column name="fMorale">0.5</column> <column name="strWieldPhrase"></column> <column name="vAttackPhrases"></column> </table> <table name="itemtypes"> <column name="id">418</column> <column name="nGroupID">21</column> <column name="nSubgroupID">2</column> <column name="strName">Wolverine Firebomb</column> <column name="strDesc">Wolverine Firebomb</column> <column name="strDescAlt">Wolverine Firebomb</column> <column name="nCondID">1</column> <column name="vImageList">ItmWolverineBomb.png,ItmWolverineBombHeld.png</column> <column name="vSpriteList">20=CreItmBrokenBottleL.png,21=CreItmBrokenBottleR.png</column> <column name="vImageUsage">0,0,0,0,1,1</column> <column name="fWeight">1.21</column> <column name="fMonetaryValue">0</column> <column name="fMonetaryValueAlt">0</column> <column name="fDurability">1</column> <column name="fDegradePerHour">0.5</column> <column name="fEquipDegradePerHour">0.5</column> <column name="fDegradePerUse">1</column> <column name="vDegradeTreasureIDs">3,3</column> <column name="aEquipConditions">20=110,21=110</column> <column name="aPossessConditions"></column> <column name="aUseConditions"></column> <column name="aCapacities"></column> <column name="vEquipSlots">21=1=1,20=1=1</column> <column name="vUseSlots"></column> <column name="bSocketLocked">0</column> <column name="vProperties">3,10,11,16,28,48,49,50,58,77</column> <column name="aContentIDs"></column> <column name="nFormatID">3</column> <column name="nTreasureID">0</column> <column name="nComponentID">3</column> <column name="bMirrored">0</column> <column name="nSlotDepth">0</column> <column name="strChargeProfiles"></column> <column name="aAttackModes">20=60,21=60</column> <column name="nStackLimit">1</column> <column name="aSwitchIDs"></column> </table>

my question is, How do I go about making it so that a creature hit by my firebomb takes fire damage over time? or/and recieves a condition like 3rd degree burns or something


Also sorry :/ I got my browser a little mixed up and posted this in the wrong thread :(