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

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Soon, hopefully. It's a modding code bug so only Dan can fix it. A fix for that issue will probably be included in the next build.

Here's more about that: http://bluebottlegames.com/main/node/3548

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Oh well poo. Oh well I guess I can practice stuff for now. See about scavenging the black lakes and things.

I remembered someone once asked me to add glasses for those with Myopia but I had no idea how to add them because they would also give the bonuses to characters without Myopia... but I just thought about it and it's actually quite easy to implement. The only thing I need to do instead of them giving bonuses, is to make them remove the Myopic condition when equipped.

I haz question regarding this... IRL, though. What happens when someone without the need to use glasses wears them anyways? I would guess their vision would actually be affected because of the magnifiers in the lenses and stuff.

Also, I could make it so there are different glasses under the same name so you can find glasses with different amounts of "eye correction" strength, just to make this more realistic.

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How do you plan to add myopia back after player removes glasses?

The effects only apply when the item is equipped, like when using night goggles. You get the effects of Myopia back as soon as you take the glasses out.

I already tried them and it all seems to work as intended. Maybe make them just a bit more rare and stuff like that.

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Won't player with no myopia also get the condition?
If you do it like aEquipConditions 17=-24 than player whit no myopia trait will get the condition. Or are you doing something else?

It only removes Myopia if you have it, otherwise it won't do anything. But it doesn't just remove the condition. It also adds a new condition that gives back some of the Myopia effects in order to simulate stuff like wrong glasses and the like. There are 3 "types" of glasses. From the ones that barely help to the ones that best fit your sight problem. Characters with no sight issues will actually get vision penalties from using them. None of them will fix your sight 100%, though.

Edit: Actually, I just remembered I was wearing a pair of binoculars when I did the test on my character with no myopia. Imma test that now.

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Damn I kind of worded that incorrectly.
What I wanted to say is that if you remove myopic condition in aEquipConditions as 17=-24 then after you remove glasses 17=24 will be called applying Myopic condition to EVERYONE no matter if you have the myopia trait or don't. Or you remove Myopic condition in some other way?

Really? That sucks. Will have to shelve it for now, then. Imma suggest a way to have conditions in aEquipConditions only as long as the item is equipped, or something similar and pray it gets considered for implementation or ask Dan if there's a way to do this with our current tools... not much else I can do about this. :P

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Yeah, this is a part of that problem I encountered when trying to add blankets as a weaker sleeping bags - the whole process of removing and re-applying conditions causes some weird situations to happen.

You could do it via encounter - it allows for more flexibility in operating conditions. But you would have to make glasses usable via right click -> Use command, which would not fit with the rest of wearables.


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Here is my take on this.
Still something has to be done with augments but I think it works.

I get the Error 404 thing. :P

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You mean link isn't working? It works for me. :/
Anyway post it here then.

Overwrite:

Spoiler: Highlight to view
<?xml version="1.0" encoding="utf-8"?> <!-- - phpMyAdmin XML Dump - version 3.4.0 - http://www.phpmyadmin.net - - Host: localhost - Generation Time: Jun 04, 2014 at 02:16 PM - Server version: 5.6.16 - PHP Version: 5.2.17 --> <pma_xml_export version="1.0"> <!-- - Database: 'neogame' --> <database name="neogame"> <table name="itemtypes"> <column name="id">57</column> <column name="nGroupID">102</column> <column name="nSubgroupID">0</column> <column name="strName">headwear</column> <column name="strDesc">night vision goggles (off)</column> <column name="strDescAlt"></column> <column name="nCondID">1</column> <column name="vImageList">ItmNVGoggles.png,ItmNVGogglesStored.png</column> <column name="vSpriteList">17=CreItmNVGoggles.png</column> <column name="vImageUsage">1,1,0,0,1,1</column> <column name="fWeight">0.74</column> <column name="fMonetaryValue">100</column> <column name="fMonetaryValueAlt">0</column> <column name="fDurability">1</column> <column name="fDegradePerHour">0</column> <column name="fEquipDegradePerHour">0.0001</column> <column name="fDegradePerUse">0</column> <column name="vDegradeTreasureIDs">3,3</column> <column name="aEquipConditions">17=test:-1,17=-24</column> <column name="aPossessConditions"></column> <column name="aUseConditions"></column> <column name="aCapacities">1x1</column> <column name="vEquipSlots">17=0=0,20,21</column> <column name="vUseSlots"></column> <column name="bSocketLocked">0</column> <column name="vProperties">9,10,16,28,33,48,50,73,75</column> <column name="aContentIDs">22</column> <column name="nFormatID">3</column> <column name="nTreasureID">393</column> <column name="nComponentID">3</column> <column name="bMirrored">0</column> <column name="nSlotDepth">1</column> <column name="strChargeProfiles"></column> <column name="aAttackModes"></column> <column name="nStackLimit">1</column> <column name="aSwitchIDs">On=102.3</column> <column name="aSounds">cuePickup,cuePutdown</column> </table> <table name="itemtypes"> <column name="id">29</column> <column name="nGroupID">96</column> <column name="nSubgroupID">0</column> <column name="strName">trait: myopia</column> <column name="strDesc">can see one hex less than normal, and detecting hidden creatures is harder</column> <column name="strDescAlt"></column> <column name="nCondID">1</column> <column name="vImageList">ItmFlawMyopia.png</column> <column name="vSpriteList"></column> <column name="vImageUsage">0,0,0,0,0,0</column> <column name="fWeight">0</column> <column name="fMonetaryValue">0</column> <column name="fMonetaryValueAlt">0</column> <column name="fDurability">1</column> <column name="fDegradePerHour">0</column> <column name="fEquipDegradePerHour">0</column> <column name="fDegradePerUse">0</column> <column name="vDegradeTreasureIDs">3,3</column> <column name="aEquipConditions"></column> <column name="aPossessConditions">213=24,214=24,215=24,216=24,217=24,218=24,219=24,220=24,221=24,222=24,223=24,224=24,225=24,226=24,227=24,228=24,229=24,230=24,231=24,232=24,213=test:2,214=test:2,215=test:2,216=test:2,217=test:2,218=test:2,219=test:2,220=test:2,221=test:2,222=test:2,223=test:2,224=test:2,225=test:2,226=test:2,227=test:2,228=test:2,229=test:2,230=test:2,231=test:2,232=test:2</column> <column name="aUseConditions"></column> <column name="aCapacities">6x2</column> <column name="vEquipSlots">213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232</column> <column name="vUseSlots"></column> <column name="bSocketLocked">0</column> <column name="vProperties">86</column> <column name="aContentIDs">5</column> <column name="nFormatID">11</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"></column> <column name="nStackLimit">1</column> <column name="aSwitchIDs"></column> <column name="aSounds">cuePickup,cuePutdown</column> </table> <table name="treasuretable"> <column name="id">164</column> <column name="strName">cryo idle loot</column> <column name="aTreasures">0.0x0x1-1,86.6x1.0x5-9,102.0x1.0x1-1</column> <column name="bNested">0</column> <column name="bSuppress">0</column> <column name="bIdentify">0</column> </table> </database> </pma_xml_export>

New:

Spoiler: Highlight to view
<?xml version="1.0" encoding="utf-8"?> <!-- - phpMyAdmin XML Dump - version 3.4.0 - http://www.phpmyadmin.net - - Host: localhost - Generation Time: Jun 04, 2014 at 02:16 PM - Server version: 5.6.16 - PHP Version: 5.2.17 --> <pma_xml_export version="1.0"> <!-- - Database: 'neogame' --> <database name="neogame"> <table name="conditions"> <column name="id">1</column> <column name="strName">No Myopia</column> <column name="strDesc"></column> <column name="aFieldNames"></column> <column name="aModifiers"></column> <column name="aEffects">SetImmunity=0:24</column> <column name="bFatal">0</column> <column name="vIDNext">0</column> <column name="fDuration">1</column> <column name="bPermanent">0</column> <column name="vChanceNext">0</column> <column name="bStackable">0</column> <column name="bDisplay">1</column> <column name="bDisplayOther">1</column> <column name="bDisplayGameOver">1</column> <column name="nColor">2</column> <column name="bResetTimer">0</column> <column name="bRemoveAll">0</column> <column name="bRemovePostCombat">0</column> <column name="nTransferRange">-1</column> </table> <table name="conditions"> <column name="id">2</column> <column name="strName">No No Myopia</column> <column name="strDesc"></column> <column name="aFieldNames"></column> <column name="aModifiers"></column> <column name="aEffects">SetImmunity=1</column> <column name="bFatal">0</column> <column name="vIDNext">0</column> <column name="fDuration">0</column> <column name="bPermanent">0</column> <column name="vChanceNext">0</column> <column name="bStackable">0</column> <column name="bDisplay">1</column> <column name="bDisplayOther">1</column> <column name="bDisplayGameOver">1</column> <column name="nColor">2</column> <column name="bResetTimer">1</column> <column name="bRemoveAll">0</column> <column name="bRemovePostCombat">0</column> <column name="nTransferRange">-1</column> </table> </database> </pma_xml_export>

Hmmm. I'll give it a try, looks like it could work. :O

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For some reason I can't make the tanning rack. I got the stuff needed for it.

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

Yeah, sorry about that. Tanning Rack is in the 1.1 version of this mod, which will be fixed soon. For now, you have to use a sauce pan, tin can or glass bottle instead.

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I got word the game just got updated so I checked it out. The mod still works with this new version but most of the combat moves won't benefit from the new sneak system, along with other issues like the mod using the old treasure tables in the overwrite part.

I'm working on an update for it right now.

The new build of the game also makes the hiding skill better with extra features and stuff so I'll take a look and see if I should keep my version of that from the mod. With that I mean the new hiding move set like the sneaker moves and the hidden attack, which will probably get removed from the mod.

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Version 1.1 is finally working properly. I also added a handful of more fixes and features:

-Fixed the main issue with the mod, which was a problem with the overwrite crafting recipes. This was fixed by the newest game build.
-Fixed an issue that allowed wrestling with DMC Drones and other moves like throwing dirt to the eyes.
-Dirty rags equipped over the face has a different color so they fit with the other rag clothes.
-Headrags now covers the entire head and provides the Crude Air Filter condition. It's still less warm than a Balaclava.
-Headrags now need 8 rags to be crafted and Footrags now 6 instead of 8 rags.
-Removed the hiding skill move set from the mod since the main game just added a better and official alternative to them.
-Changed the look of the head slot. This change had something to do with a new item I'm working on, a pair of glasses, which shape had a "display problem" with it.

Question. What would you all think about making a new skill, Tailor? This could be the skill needed for most of the leather working recipes and some new clothing crafting recipes I have in mind.

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When I try to start the game with the mod in the new test build, it gets stuck on the loading screen at 29% and has a bunch of error messages on the side. Did i not install the mod right or is this a bug?

It usually gets stuck at 29 when it's a compatibility issue. You are using the new test beta but which version of the mod did you downloaded? There are 2 download links in the main page, and only the second one should be working for the new test build.

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I downloaded the 1.1b version

Hmm... Do you have other mods installed besides this one? If not, then I have no idea what the problem could be.

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To be fair, while it would definitively a useful skill to posses, it does not have much sense that Phillip would know it. He is, after all a blogger from, more or less, our times.

All the vanilla skills can be easily explained either by being part of a hobby or profession, that he could possibly been performing before the Cryo. But tailor? Due to the corporatization of our society, this is pretty much a dead trade, similar to the stuff like being a wheelwright or a barrel-maker - there may be a person doing that, of course, but the chance that a random internet (supernatural-hunting) dude knows it well enough is quite slim.

I am on the side that Phillip should, as a kind of social commentary, not have an access to skills that are useful in survival but antiquated in his times, like blacksmithing, tailoring, shoe-making, etc. Quickly putting together a crude, primitive stuff is OK, but craftsmanship is just a bit too much for me.

---

But then, you already have some of it in your mod :D So if you want to allow Phillip to make (as opposed to buy or loot) more complicated stuff, then yeah, you should definitively go with some additional skills. And since there are a lot possibilities here, not to make the skill OP, you could even break it down into Tailoring (for tarp- and rag-related stuff, maybe even some cloth later on) and Leather-working (for tanning, working with raw-hide and leather).


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Hmm... I think I need to know more about the main character. I haven't really done any of the quests other than just visiting the DMC and the ATN. Speaking of which, how much time did Phillip spent with the ATN Enclave before the events of the game? Maybe he learned the skill from them. :P

Or maybe we could give the skill another name, something that would make more sense.

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There is not much in the matter of his back-story really. From what I understand:

Spoiler: Highlight to view
he did not spend any significant amount of time with Anishinabe folks - he wrote some Internet articles about their folklore, which brought more attention to their culture and they were grateful for that. Later, when he discovered that the Wraith is after him, he asked their mystics to make him an amulet (of design unknown to them before) and they delivered. And that is basically the extent of their connection, as far as we know. He might have spent some time with them, doing his research, but I doubt that an investigative supernatural-covering blogger would really be interested in learning how to make moccasins.

As for the skill names - the game uses very broad, easy to understand, terms - like Mechanic or Hacking - so I would keep to that.


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I followed the recipe for the arrow quiver on the main post, however after placing the materials in the crafting space, the quiver doesn't come up to be crafted.
What am I doing wrong?

Also great mod =D.

Version 1.1 makes a change in some recipes, including the quiver. To make those you need Rawhide instead of the more processed Leather. It also needs a strap or rope apart from the medium string.

I could help you more if you mention the ingredients being used or a screenshot maybe.

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Travois recipe doesnt work.

I just tried and it does work. There are 2 recipes to make them:

1-Vanilla Recipe: Mechanic skill, 2 large branches, 4 medium branches, and 12 medium thread.
2-New Recipe: Mechanic skill, 2 large branches, 4 medium branches, and 6 strong fasteners (straps or rope).

Both recipes are working. The second one won't show up in the list coz it's a hidden recipe but will appear if you have the materials and hit Travois recipe in the crafting list.

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Still having the same issue.

http://imgur.com/pGjCtlg

Just gave this a look and it's a code mistake I made with straps and rope. Imma fix that now.

Edit: Just uploaded the fixed version.

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Alright Chiko. In the latest version I discovered a very weird bug. Putting the tanning rack in your hand while you have an item held in the hand it will delete that item and duplicate the tannin rack instead.

Wut. I thought I removed any method to carry that item with you. I never have guessed it was possible to change screens while holding an item. xD
I know how to fix that, though.

The game just got a small bug fix patch so I might take a bit longer than usual to upload a fix for this one, along with adjusting stuff to the new patch.

Edit: A fix for it is ready.

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Alright Chiko. In the latest version I discovered a very weird bug. Putting the tanning rack in your hand while you have an item held in the hand it will delete that item and duplicate the tannin rack instead.

Small update for this mod:

-Fixed an issue with the Tanning Rack, which was causing some weird behavior when trying to equip it on either hand.
-Adjusted some of the vanilla features in the overwrite part of this mod to work with the latest version of the Test Build.

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Aaaand another small update:

-Adjusted some small things in the items and treasure table.
-Potatoes, Carrots, Berry Roots and Rawhide Patches are now sold by the ATN Trading Post.

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"Chunk of fat" weight: 0.04 kg. and "cracklins" weight: 0.24 kg. Hm...

Woops. Thanks for finding that one. Will adjust it in the next fix patch.

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Since you are adding glasses to help with myopia, will you add sunglasses? They could have the same affect as the clown head but the intimidating factor lower and the blindness affect when it starts to get darker.

Hmm... maybe. I have no way to make an item work differently when it starts to get darker, though.

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Hey, just asking. Thanks for replying.

Question. What about bigger Stew options now that we have different cooking ingredients? Apart from the tools needed to cook them, We have the following ingredients:

Water
Meat
Potato
Carrot
Mushroom
PShroom (Poisonous Mushroom)
Veggies (Potato, Carrot, Mushroom)
Same Ingredient (Meat/Potato/Carrot/Mushroom)
Extra Ingredient (Fat, Flour)

With these ingredient options we could make 3 different types of Stew. Plain, Simple and Fine. So, a full list of them would be:

Plain Stew (Dummy Recipe, it will be shown in the recipe list but none of the ingredients will have the "Same Ingredient" tag. It will be there just to show players they need x4 of the same ingredient type)
-Water x1
-Same Ingredient x4

Plain Stew (Hidden 1)
-Water x1
-Meat x4

Plain Stew (Hidden 2)
-Water x1
-Potato x4

Plain Stew (Hidden 3)
-Water x1
-Carrot x4

Plain Stew (Hidden 4)
-Water x1
-Mushroom x4

Plain Stew (Hidden Poison 1)
-Water x1
-Mushroom x3
-PShroom x1

Plain Stew (Hidden Poison 2)
-Water x1
-Mushroom x2
-PShroom x2

Plain Stew (Hidden Poison 3)
-Water x1
-Mushroom x1
-PShroom x3

Plain Stew (Hidden Poison 4)
-Water x1
-PShroom x4

Simple Stew (Normal Recipe)
-Water x1
-Meat x2
-Veggies x2

Simple Stew (Hidden Poison 1)
-Water x1
-Meat x2
-Veggies x1
-PShroom x1

Simple Stew (Hidden Poison 2)
-Water x1
-Meat x2
-PShroom x2

Fine Stew (Normal Recipe)
-Water x1
-Meat x1
-Potato x1
-Carrot x1
-Mushroom x1
-Extra Ingredient x1

Fine Stew (Hidden)
-Water x1
-Meat x2
-Potato x1
-Carrot x1
-Mushroom x1

Fine Stew (Hidden Poison 1)
-Water x1
-Meat x1
-Potato x1
-Carrot x1
-PShroom x1
-Extra Ingredient x1

Fine Stew (Hidden Poison 2)
-Water x1
-Meat x2
-Potato x1
-Carrot x1
-PShroom x1

That's a lot of recipes for only 3 types of Stew but only the main 3 will be shown in the recipe list, all the others will be hidden and chosen if you have those ingredients instead. Is this a good idea or should I just keep the mulligan stew as it is?

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1) Water tester is bugged! Is it your mod or the neo scav? Explanation - when I analyse water I have two options: to analyse infected water and sterilised! =)
2) Your hidden recipes are not so hidden - I found scraps of paper with stew and cooced berries that had in components poisonous ingridients.
3) Also the bug I highlited earlier - when you find binoculars with strap in bad condition you can get rid of strap then use mechanic skill and multitool and bam 100% or 99% condition binocular parts. It only works with binocular with strap.

1-Hmm... I haven't messed with water or the water tester so it's probably a vanilla game bug.

2-Yeah, I wish there was a way to make them more hidden. I only really need them to be hidden from the recipe list, though.

3-I haven't messed with the binocular recipe either so it's probably another vanilla game bug. I think this can be fixed easily, though. Imma see what I can do.

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Do you remember first encounter in crio lab? When you use botany plant to help you get rid of dogman? Maybe you can make something like bronse talisman to merga, but for dogman? Botany skill+ rare plants + some strings = necklase of this plant (degrades fast).
Or maybe make a dried version of this in stick (like ATN) to use like smoking rod.

Hmm... I kinda like the second one better. I usually just skip reading the first encounter text these days so I'll give it a read and see if something else could come up.

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Hey Chiko, I've been having some weird things with bread. When I make bread the full load shows up, but when I eat the first half of the loaf the second half shows up but it's invisible. I can still interact with it and eat it no problem, but on the ground grid it doesn't show up.

Yeah, it's one of the known issues in the main page. I think I wrote about it in another thread a while ago but I should probably mention it as a bug in the Modding Talk section or something.

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So I've been thinking about adding something new for the lockpicking skill and the only thing I can think of are lootable metal lockers. I'm making them already. They look like the one in Zom Zom's and you have to "use" them to trigger an encounter similar to the one you get when looting a locked storage shed. Only someone with a lockpicking skill can open them, though.

I'm working on the loot that could be found in them now.

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Hey. What do you think about expanding the grappling system?

I think it'd be cool if grappling had the goal of getting you & your opponent on the ground, vying for dominant position; where from deadly close combat moves and submission holds are executed.

The wiki page on grappling has a short list of grappling manuevers that would be cool to see as battle moves.

Anyway, it's fun as it is, but I had one bug where a melonhead grappled me and I kept the condition 'grappled' even when I had managed to get a good distance away from him.

Topic locked