[WIP] Extended NeoScav v3.2 (Archived Comments)

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If the search was successful, there's 100% to find a potato or two if you have Botany Skill. Carrots work a bit different, You can find up to two but there's 90% chances to find any at all, the Botany Skill doubles this so if you are lucky, you can find up to 4 Carrots. So it's probably just bad luck. :P

Berry Roots are rarer, actually. The chances to find them are small and the max you can find is one each time you try.

Edit: I made some tests and there's something that's making Carrots extremely rare. It's going to be fixed in the next patch.

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I noticed the game just got updated so I the next patch of this mod will update the all recipes. I don't have anything new too add to that, though. :P

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Does that mean the mod doesn't work if I left the auto update on? >.<

Probably. xD

I didn't actually tried, so I'm not really sure. I updated the mod in my game first. I'm just making some testing before uploading it.

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Thx for taking my suggestion on the carrots!The French Fries are excellent to!

Update patch to take the mod up to date with the newest test build of the game along with other fixes:

-Fixed the issue that was making carrots really rare.
-All the recipes in the mod have been updated to be able to work in the game.
-Leather crafts, weapon repair, prepared food and some other similar recipes will spawn items at 100% condition with no side effects from the old hacks.

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Yay! Well now I have to start a new save. Shame that.

Also I've still yet to see a bad mutha with a leather vest. Did you add that in and it's just really rare or have you opted not to as of yet?

It's in but I made it like, really rare indeed.

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Hey, so I've been testing out the mod and things are looking quite good! The only changes I would recommend include really expanding the size of the water skin and maybe adding a leather satchel bag or something of the sort. Right now you can buy a birch bag and it will carry as much as the water skin and only costs 25 dollars or something like that. That means you should never really ever craft a water skin as it is a waste. I would also suggest that you make leather be sold at the stores and you can come across it while scavenging. Other than that, the mod's looking really good!

Thanks for the feedback. I'll see what I can do with the water skin. My problem with bigger inventory size is how it overlaps over other things when used over the shoulder. I'll see how bad it is to increase it a bit more.

A leather bag is among the things I want to implement. The one I have in mind could be used both in the backpack and shoulder slots. I also want to add a new craftable sleeping bag out of animal hides.

I don't really want to make leather lootable or available in stores. What I had in mind a while ago was to split turning hides into leather into two processes. Turning hides into rawhide and then turning rawhide into leather. I could change some of the leather items to be made of rawhide instead, making them less costly to make. I made a list and post it somewhere in the old pages of this mod. Here:

Tanning Rack + Cutting Tool + 2 Animal Hide + 2 Water = Rawhide Patch (1 moves)
Cutting Tool + Rawhide Patch = 4 Rawhide Strap (1.4 moves)
Cutting Tool + Rawhide Patch + 6 Medium Thread + Any Strap = Rawhide Waterskin (1 moves)
Cutting Tool + 4 Rawhide Patch + 8 Medium Thread + Any Strap = Rawhide Quiver (1.2 moves)
Cutting Tool + 10 Rawhide Patch + 15 Medium Thread = Rawhide Longcoat (2 moves)

Tanning Rack + Cutting Tool + Rawhide Patch + Tanning Material + 2 Ash + 2 Water = Leather Patch (1 moves)
Tool Kit + Leather Patch + 3 Medium Thread = Leather Cap (1 moves)
Tool Kit + 5 Leather Patch + 15 Medium Thread = Leather Vest (2.5 moves)
Tool Kit + Leather Patch + 8 Medium Thread = 2 Leather Gloves (1.8 moves)
Tool Kit + 2 Leather Patch + 10 Medium Thread = 2 Leather Boots (1.4 moves)
Tool Kit + 2 Leather Patch + 4 Medium Thread + Any Strap = Handgun Holster (1.4 moves)
Tool Kit + 3 Leather Patch + 6 Medium Thread + 2 Any Strap = SawOff Holster (1.6 moves)

Tanning Rack would replace the use of a waterproof/fireproof container and I'm also thinking about removing the "Medium String" property from Straps and make them be their own ingredient in crafting recipes. Kaaven suggested a new tanning mechanic I like more than the one I'm using but I will experiment with that later.

Also, since the Longcoat is made of rawhide, patches of it will be sold by the ATN.

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Found a bug that made Zom Zom's not return my sawed off shotgun. They even took all the buckshot I had in it. Now I just have an empty holster D=

Wat. That's a strange one. I'll check the code to see if I forgot something. Could be related to the holster, maybe.

Edit: It was that, apparently. I made it so they also take your holsters and it didn't happen. There are other mod items that are not being taken... I'll fix that too. I'll do some more tests and upload a fix soon. Sorry about that. :3

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Bug fixes patch just uploaded, lads:

-Fixed the bug causing Zom Zom's guards to stole your holstered guns. They now confiscate your holsters, which somehow prevents them from stealing the guns inside.
-A lot of mod items were not being confiscated by Zom Zom's like tarp packs, Spears w/straps leather armor, etc. This is now fixed.

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I am having trouble loading the game with this mod installed. When it is loading up if gets stuck on "Parsing recipe hints.row:63" and ideas how to fix this?

Are you using the latest version of the Test Build? It's currently version 0.9934b.

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I am not, how do i update?

nevermind i got it :) thanks for the help!

If it's the Steam version, you have to right click the game in your library and hit Properties.Then, go to BETAS and select the Public Test Version. If not, then I have no idea. Instructions for the other options will probably be written somewhere in the Forums.

Edit: Oh ok. :3

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I just uploaded a quick fix. There was an issue that caused flour and coffee powder to be used as a tool kit, for some reason.

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Speaking of which...I really want to play your mod and Kaven's mod.I think I'm just very bad at editing files,But I cannot get it to work for the life of me.DnaJur Mini mod isn't updated,any tips on it Chiko?

I think it's best to wait for DnaJur to update it. Both mods not only add new stuff but also mess with vanilla content and some of the same code are edited by both mods, which I imagine will definitely create some conflicts, hence a mod merge mod is needed to run them both.

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Another fix patch for this mod:

-Fixed an issue with the advanced version of Fall Back Under Cover move, which made it available for characters without the Hiding Skill.
-Tool Kits will contain a random amount of assorted small parts.
-Mushrooms, handful of small twigs and bark, bear root and berry root are now tiny objects and cannot be put directly in vehicles like the Travois and Shopping Cart.
-Fixed some small issues with the treasure tables, one of them preventing the Urban Dogeman T-shirt to spawn at all. (Thanks DnaJur!)
-Properly fixed the code mistake with flour and and coffee powder that allowed them to be used as a Tool Kit. (Thanks Dan!)

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New update, lads. This one includes:

-Fixed more issues with containers in which you couldn't store handguns or a sawoff.
-Added the new sounds of the latests game build to both the edited vanilla items and mod items.
-Straps and Rope do not count as Medium String anymore, they are called Strong Fasteners in recipes. Some recipes will need one or the other but there are some that will allow any of them to be used.
-Added new leather working items, Tanning Rack a Rawhide patches. Tanning Racks will replace the use of a fire/water proof container in the recipe and you will need to craft Rawhide first and then turn that into Leather.
-Changed some Leather items to be made of Rawhide instead, decreasing the time and item costs to produce them.
-Hide Longcoat is now called Rawhide Longcoat and can be crafted now.

Check the main page for more info on the items and their recipes.

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is it possible to change the Repairable Guns recipe to not to consume the tarp in the process? it is only used to store the gunparts in it so it doesn't make sence that it is consumed after repairing the gun. also will there be a leather recipe for a bag that is bigger than the tarp one?

I remember the old repair recipe would give back at least 1 tarp so I'll see what I can do about that.

and yes, a leather bag is among the things to implement, eventually.

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Uh oh... version 1.1 of this mod is corrupting saves. I'll work in a fix right now. In the meantime, I'll make available the previous version of this mod in the main page.

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Wow, looks like I'm going to have to figure out how to get even MORE water for the purpose of tanning >.<

Setting up next to a river or the like is the best think for those who like to mass produce rawhides and leather. :3

Also, do not get the version 1.1 of this mod, lad. It's corrupting saves. I found what is causing the issue but I don't see anything wrong with it. It might be bug so I'll ask for more professional help with it. :P

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Eh my last save wasn't that great anywho. I hadn't done much. Also I've taken to wearing the blue frog sash as a badge of honor to prove that I don't give a shit about blue rot. Upping the challenge every day.

I've read a lot of ppl talking about blue rot in the forums but I've never got the disease. I've been lucky, I guess. :P

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Cannot make tanning rack. Put 6 medium-sized branch from a tree and 4 medium length of string, but no tanning rack appears. Change string to string rope, still nothing. I'm using version 1.0g.

Tannin Rack is only available in version 1.1, which is bugged at the moment. It seems fixing it is out of our control so I think I'll have to make some changes to version 1.1 in order to make it work again.

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So what's the problem with version 1.1? It just won't allow you to save or is it just that the saves are incompatible with the previous versions.

It allows you to save but it would sometimes get stuck in a black screen and you have to force close the game. When loading the game, two things can happen. It will either load the game with no problems or nothing will happen upon hitting the load game button, meaning that saved game is lost foreverssss.

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Oh damn. Looks like I'm taking a break till that's all fixed =/

Well, v1.0g is still available in the main page for download. It seems it's a modding bug so I'm also taking a break till it's fixed. :P

I got word Rimworld got updated, rendering my mod there unplayable so I'll go back there to update it and stuff.

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I love the idea of this mod, it seems like it would make things simpler in some places, but more complicated in others. However I got no idea how to add this mod, as the help given by the maker of the game, doesn't seem to help much as I have no idea still, on how to add mods.

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Nither, Pain, DMC guards, Nor blue rot shall get in my way for those gelly bears.

You have to copy the 3 files inside the .rar file and paste them in the game directory. If you have the Steam version, then the game directory is in: Steam/steamapps/common/NEO Scavenger

It will ask you if you want to overwrite the folder called 0. Hit yes to all and then the mod should be ready to use. Also, get Extended NeoScav v1.0g coz version 1.1 is bugged at the moment.

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Do you have skype or something cause I'm still confused..Cause it's not a .rar it says its a .php And text tends to not help much. Correction it is. However it doesn't make sense of what I put in were.

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Nither, Pain, DMC guards, Nor blue rot shall get in my way for those gelly bears.

I don't have Skype and my spoken broken english wont help, probably. :P
It's not that complicated, really.

1-There are 3 files inside NeoScavExtended10g.rar. These are NeoScavExtended, 0 and getmods.php.

2-Copy those 3 files and paste them in the game directory, which is where NEOScevenger.exe is.

3-Run the game.

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Sounds easy enough. However it dosn't show as a folder. Instead it shows as a notepad.

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Nither, Pain, DMC guards, Nor blue rot shall get in my way for those gelly bears.

Hmm... which program do you use to open the .rar file? UnRar, WinRar or even Winzip should be able to open .rar files with no problems.

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Well I have winzip so it's showing the items. However all it shows for everything are the immages for the stuff. two getimage.php two neogame and a getmod.php.

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Nither, Pain, DMC guards, Nor blue rot shall get in my way for those gelly bears.

Ok I believe I got it correct. However when I run the game, it loads up to 37% then says error #2302 line:12 Do you know what that error is for?

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Nither, Pain, DMC guards, Nor blue rot shall get in my way for those gelly bears.

This mod is for the Test Build version of the game so you need to update it. If you have the Steam version of the game, go to the game library, right click the game and hit properties. Then choose BETAS and choose the Public Test Version. After doing that, you might need to copy the mod files again in case the game update overwrote some of the files..

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I've done that but the same thing still happens. However I'm using the getmods only. I assume that can be an issue. However if it is, I don't know what to do as the .rar dosn't have a file labled 0. Just pictures, and two get immages, and two neogames.

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Nither, Pain, DMC guards, Nor blue rot shall get in my way for those gelly bears.

Let me just double check to make sure I'm setting things up. I open the .rar for the mod, and replace the getmods.php, getimages.php and the neogame with the modded ones in the main NEO Scavenger folder with the application, or the 0 folder?

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Nither, Pain, DMC guards, Nor blue rot shall get in my way for those gelly bears.

Never mind. Ignore all these posts as it turns out winrar is a better solution to this as it shows the folders.

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Nither, Pain, DMC guards, Nor blue rot shall get in my way for those gelly bears.

So the problem was your old program was showing all files but no folders? That was definitely an issue. xD

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Chiko when will version 1.1 be fixed? I want to play it so bad D=

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