[Abandoned/Not Working] Project ModMerge v0.06g2 for v0.987

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yeah that one I kinda made cheaper because the way I figure it, nobody wants to buy a bottle of booze with a dirty rag in it ;D

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Yeah but you can recraft it back into 12 drops of whiskey.
And my bad it should be 240 $

What about rest?

sure, you can reverse craft it, nobody will know there was a dirty rag in it then lol

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Huh concusions stack, I don't think they should

*Update v0.06g1 for v0.987*

Spoiler: Highlight to view
- able to freeze potatoes & fat
- can repair baseball bat, nail bat, hatchet and sawoff shotgun with Toolbox
- can use toolbox instead of toolkit
- added missing images
- fixed leather patchs are spawning instead of rubber strips
- fixed medium chunk of raw meat spawning instead of hockey mask
- fixed too many tarp cloaks spawning
- stopped "spoke to psychologist" condition from appearing on battle screen
- fixed wrong image showing for "Grapple" on battle screen
- some spellin corrections
- fixed hacksaw, aviation snips, hammer not spawning
- made electronics easier to loot
- fixed most of the glitchy encounter dialogues
- fixed the refugee encounters with Kaaven's help
- included the new fixes and updates from Chiko's NeoScav Extended 1.4b
- fixed some recipe and treasure table bugs
- fixed broken scrap metal machete recipe
- fixed belts spawning incorrectly
- makeshift lockers now can hold pistols and revolvers
- replaced starting background to include modpack's title ;D
- fireaxes are not spawning or spawn rate is just too low (fixed)
- can take go-kart apart without tools, and it gives you a free wrench (fixed)
- Cryo Flash Freezer freezes berries and mushrooms properly now
- Ate something cold message is now displayed
- some loot tweaking to make fireaxes rare but still lootable

http://www.mediafire.com/download/b2t65rjkne8d934/ModMerge_0.06g1.zip

Bugs and Issues
- Still some outstanding encounter dialogue glitchs
- Genetically Enginneered Skills can be taken multiple times, be careful when buying
- laser rifle bug w/strap crafting bug
- concussions stack

forgot about the rifle recipe bug, I'll fix that in the next update

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Splint... yeah... maybe iron leg?
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lol woops

Edit: fixed :)

*Update v0.06g2 for v0.987*

Spoiler: Highlight to view
- able to freeze potatoes & fat
- can repair baseball bat, nail bat, hatchet and sawoff shotgun with Toolbox
- can use toolbox instead of toolkit
- added missing images
- fixed leather patchs are spawning instead of rubber strips
- fixed medium chunk of raw meat spawning instead of hockey mask
- fixed too many tarp cloaks spawning
- stopped "spoke to psychologist" condition from appearing on battle screen
- fixed wrong image showing for "Grapple" on battle screen
- some spellin corrections
- fixed hacksaw, aviation snips, hammer not spawning
- made electronics easier to loot
- fixed most of the glitchy encounter dialogues
- fixed the refugee encounters with Kaaven's help
- included the new fixes and updates from Chiko's NeoScav Extended 1.4b
- fixed some recipe and treasure table bugs
- fixed broken scrap metal machete recipe
- fixed belts spawning incorrectly
- makeshift lockers now can hold pistols and revolvers
- replaced starting background to include modpack's title ;D
- fireaxes are not spawning or spawn rate is just too low (fixed)
- can take go-kart apart without tools, and it gives you a free wrench (fixed)
- Cryo Flash Freezer freezes berries and mushrooms properly now
- Ate something cold message is now displayed
- some loot tweaking to make fireaxes rare but still lootable
- laser rifle bug w/strap crafting bug (fixed)
- can make a splint out of a wrench and medium metal sheet(fixed)

http://www.mediafire.com/download/tjgs2nfixb32n02/ModMerge_0.06g2.zip

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nice update, but for some reason i can't use the shortcut for "use" and "destroy" on the keyboard, i have reinstalled and played without and with the mod, and only when i use the mod that the shortcut is not working =/, well anyway i hope that is only me.

-Fuck! where did my bronze talisman go?

weird, I don't know why its doing that for you, use and destroy shortcuts work for me. You talking about the Shift+2 or Shift+3 right?

only thing I can think of is that if you're using the keypad numbers, make sure numlock is on. Hope that helps somewhat

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Thanks for the help, in the end i figure from your reply that is was my keyboard config, it was set to ctrl+ than shift+, anyway, sry for this misunderstanding, and i hope you can go on working in the mod ^^

-Fuck! where did my bronze talisman go?

Haha it's no problem, glad I could help

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Weird thing just happened... In the morning I was on my way to the wild territory and I saw a naked man!!! 0_0 He ran away from me in the woods. Then I moved to the forest where I first saw him and it was miracle!!! I found a corpse of horror and a set of guard clothes with 100% condition. There was no shotgun only a worn pistol (86% condition) with three bullets left. Maybe just teoretically he was scared to death and after he killed horror he went mad and just ran away, or maybe he was so badly injured he couldnt move with his gear, but all his gear is in perfect condition exept from pistol. (he had a helmet by the way). Hmmm... what do you think Watson?

And horror just gave me some meat, 1 chunk of fat and no fur... bold enfield horror strange...

Okay okay I got this. The Horror and the guard got into a fight along with the looter, the horror is firstly killed and then the Guard and the Looter fought, it was intense as the Looter was fighting for his dogman children but that's a whole different explanation. Anyway, the looter fucks up the guard pretty badly and the guard probably scares the looter into surrendering. Soon after the guard dies from his wounds and you come across the fleeing looter in the woods.

Case
Closed


*Raider sneaks up*
"No, stay the fuck away from my left shoe!"

lol strange

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Nanorobot kits lying everywhere ... odd. I mean do guards have them?

well I see they spawn in urban ruins and on DMC guards but the spawn rate is pretty low, I think you got lucky lol

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The problem is - I find them (about four or three) in perfect condition around dmc... Do you understand what I mean?

Guard have slim chance that they will have it (mostly with 2 nodes inside)

so maybe they just leave them on the ground for me?

Hmm, in urban encounters only ?
Maybe something is swapped/doubled with it and do that?

Teoreticaly something whent wrong because I am playing the old save, but I am sure that guards leave items sometimes. Once I found a pistol 100% condition fully loaded and yestarday 3 nanokits 100% condition with 1 or 2 sharges in it (not sure). They were just lying on the ground and one was in plastic bag of looter (dead already - I used to kill people... now I just find them dead mostly). And the weird thing I mentioned earlier about all the gear.

Found another bug! I made a short version of a shotgun with tool kit an outcome was generous - shotgun and three bullets in it.

I really like this modpack but I am only going to install a bit more stable version. I have an idea that Dan could use. Maybe NEOScavenger.exe could read more than 1 xml file at once? I do not know if this is possible but this might make your work easier.

I typed ze wrong name :( lol. I wanted sanjrang.

Vanilla NEO Scavenger runs a-ok but I've tried versions 6g2, 6g1, 6f1 and 6f of this mod pack and the game is hanging during initial loading, stopping at 41% each time. I'm using the Steam version, v0.987b 4/18/2014, on Ubuntu 14.04 64bit if that helps.

not sure how to go about fixing that, one forum go'er said something about adobe flash player having a memory limit on linux ? Something about adobe not updating for linux frequently enough... Umm something like that. I'm on windows so, I don't quite know how to help you there :( sorry

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I had a fiddle around with flash's settings and there is an option to unlimit it's memory usage but still no go. I've been able to get the Extended, DOOM and fishing mods to work individually but the Makeshifter and this merged package don't play nice, hanging at 46% and 41% respectively. So it looks likely that the problem lies somewhere within the Makeshifter mod.

Luckily it looks like Dan is making great strides in official mod support so hopefully the game will handle merging natively pretty soon.

Yeah I'm getting the same problem, except mine stops right at 2%. I'm running win xp on a rather old system, so I assumed it was something there. I'n not nearly good enough or brave enough to fiddle with any settings so I'm relying on you :)

Having read the most recent blog post, it looks like the new version of the game will have facility to help track down problems with loading errors, which is great!

Hi i found a bug, When i eat a ash bread it should give me 2 half eaten ashbread but it give me a Trough instead (weird i know)

added to bugs/issues "to fix" list

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Sometimes I can't cure concussion (I think its happen after cured one and get another), no matter amount of rest or nanorobotic shots

There is a bug that causes crafting to flip out and not you left craft anything but the first option. I think it triggers with either the rag clothes recipes or the string stuff, but it lets you craft the first option, but if you click the arrow it says the next option but the product side is empty and clicking craft does nothing. It remains like this unless you start a whole new game.

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Official Trained Dogman

Getting the Parsing Image List Error from this mod.

Hey guys, I know I've been absent for a while but I'll be back as soon as I've sorted out my internet problems :( I've just moved into a new place so things are all messed up at the moment. Till then I won't be able to fix up any bugs in my mods :(

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I've copied everything into the NEO Scavenger folder, but when I try to start the game, it gets stuck loading at 61% at 'Parsing encounters. row: 1666"

Is the encounter at Row 1666 just a really big one, or did I do something wrong?

"Wow! This looter's soup can actually had soup in it!"

Did you upgraded your game to the newest test build? Because if you did, no mods will work for you - not until the authors port them to work with it (which might take a while, seeing how almost everything has to be re-done).


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

Yeah, I did. Well, that's unfortunate.

"Wow! This looter's soup can actually had soup in it!"

So, if we've downloaded the newest version on steam, is there a way to download an earlier version? I really would like to try out this mod, and it's looking like things will take a while to convert either the game or the mod pack to a compatible state after the newest update.

Out with the new, in with the old.

If you're using Steam, you are way past the point of usefulness for this mod.

The good news is that the changes in the modding system made creating "mod-merges" much easier. You can try this one.

Soon, when the game development is done the situation with modding will stabilize itself and both the amount of the working mods available as well as the compatible combinations will rise. For now, we just have to deal with the beta-time weirdness.


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

Hmmm, well I've tried several different combinations of loading the mods in separate orders, but I can't get the game to load. I got to 70%, but I simply cannot figure out how to load these, as there isn't a read me, or other set of specific instructions. I don't usually derp about with files, so I'm a novice at this anyway. Is there any chance you can shed some light on this? Or point me to a board with instructions on how to get that merge working?

*edit* WELP I'm stupid. It turns out that I was downloading the wrong version number, In addition as I was not upgrading to test build evry time I reinstalled from steam. Please disregard above statement and go about your lives. Thank you for pointing me to this little mod merge.

I'm STUPID.

Out with the new, in with the old.

Any plans on updating this to the current version?

It was abandoned, because he would have to do it from the start - it's not really updatable.

However, there is a mod that does some of this stuff - http://bluebottlegames.com/main/node/3471. It merges Extended NeoScav and Mighty (mini)Mod of Doom.


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

I don't have idea why game loading don't proceed at 14 percent with a message: 'Loading images.. row: 1001'?

I copied, pasted and also merged whole files in the folder to local game directory(In my case, it's D).

Ofcourse, Default game was working well with Banjo's save manager. Are thery any factors causing conflict in this?

Spoiler: Highlight to view
What are you lookin' at? Damn Scavengers!

Because, as many posts above yours state, this is an abandoned mod for an old version of the game and will not work with the current, or any future, build.


<--Mighty (mini)Mod of Doom-->
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