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

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So you must have the correct ammo type for the clip you are attempt to put the ammo in but if you do put the clip into your hands and drag the correct ammo into the clips. magazine and Rifle are the only weapons that currently use magazines (not clips!!!!!!!!!) anyways so thats about it really.

Cannibal Family Picnic

Hmm... what about flares? They would only last just a moment but it could be used in combat to scare monsters like dogmen.
They could also be used as light source to loot and remove the blind condition to travel at full speed at night for at least a turn but make you really visible.
Another use for them would be as an alternate way to light camp fires and the like.

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I remember posting something about that a while ago but it was more towards a single use way to light a fire mainly because that's what the original intention of them was back when it was first invented a quick way to light a fire kind of like matches. Hmm idea time have you considered flint and steel as a way to light fires kind of like the lighter but rarer and not requiring fuel but still taking conditional damage each time you use it.

Cannibal Family Picnic

I remember someone suggested flint and steel before here but they will be too similar to lighters. I kinda want something that can be used in other situations and for other things too.

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How about flint and steel can only be used to light fires if you have both pieces and so a separate piece of flint and a separate piece of steel. Or maybe only make it usable if you have trapping. The flare thing sounds like a good idea like a 1 turn use torch.

Cannibal Family Picnic

It still makes them similar to lighters and kinda useless if they need the trapping skill to be used. Flint and Steel will only work if there were no lighters in the game, since lighters are actually kinda common and they are even sold at the C-Store.

Also, I'm hoping flares could have more uses than torches, though. Here's an ingame pic:
IMAGE(http://i200.photobucket.com/albums/aa145/ChikoEduardo/EmergencyFlares_zps47a0fc22.png)

They are working as torches for now but I'm thinking on a new combat move for them. I'm trying to figure out how to make it so it works on more than one enemy and only on certain enemies. Maybe I can make it so humans are immune to fear from it somehow.

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Yeah these are really good i hope that this gets into game and thanks for considering the flint and steel and showing me the flaws with it.

Cannibal Family Picnic

Small update for today, lads! It only changes the behavior of Torches and introduces Emergency Flares, which are a more powerful and useful version of torches. Here is more about the new changes:

Torch
-It will also increase warmth a bit when carried.
-Will have combat move that allows it to be used to threaten targets that fear fire like melonheads, dogmen and enfield horrors.
-Using the combat move multiple times will make it really hard for you to go back into hiding for the duration of the combat.
-The combat move can be used even if you can't see the target, which have a chance to reveal them.

Flare
-Can be lit easily via right click menu, which also allows them to be lit in combat.
-It will also increase warmth a bit when carried.
-Will work in a similar way to a Torch, which means it can be used to loot or to lit campfires and the like.
-Will illuminate a hex when dropped on the ground, which means it will provide light and make you and other easier to spot.
-Will have an improved combat move that allows it to be used to threaten targets that fear fire like melonheads, dogmen and enfield horrors.
-Using the combat move multiple times will make it really hard for you to go back into hiding for the duration of the combat.
-The combat move can be used even if you can't see the target, which have a good chance to reveal them.
-Usually found inside storage sheds and forest shacks.

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I was wondering of it would be possible to line the travois with plastic bags with some string so its is able to hold smaller items kind of like the box cart.

Cannibal Family Picnic

It would be kinda redundant since we can just make tarp packs and put them there, which also increases the room a bit too.

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After playing with this mod for awhile, I feel that the toolbox is too inconvenient to lug around everywhere, Especially in the early game. It makes me wonder why exactly is the toolkit so important in crafting anyways? it's just a box, and the multitool seems like it could cover the latter of what could be found in an average toolbox. I suggest that individual tools be added to replace the need to lug around the toolkit (perhaps a 2x4 heavy duty hammer). If that's too much, perhaps just allowing the player to add a strap (keep it as shoulder bag) would suffice. Some more storage space would be nice too, given the size of the thing.

I originally had a workbench in mind instead... something like the tanning rack, which can only be put inside camps. The Tool Kit is like pretty much a portable workbench but I still wanted to make it a campsite item, which is why it's inconvenient to carry around.

Also, it's not just a box in this case, though. it's supposed to have all the necessary tools to craft all the things it's needed for, which is also why it's so heavy and has so little room inside.

I could add separated tools instead but it would probably be more than just a hammer:

A hacksaw for the sawoff shotgun and maybe for the makeshift guns.
A soldering iron and solder also for the makeshift guns and for gun crafting/repair.
A sewing kit for leather crafting/repair and it could also be used to craft stuff with rags like the shoulder sling.
Since a multitool already has pliers and a screwdriver, I guess it's not necessary to add those as separated items unless I make multitools rare.

Some of these tools are already in other mods so I feel like I would be stealing their ideas, which is why I kinda want to keep the tool kit as it is. :P

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the tool kit does make sense, as if it was a box full of different tools for many jobs. I do agree on giving it some more space tho. BTW thank you for the new updates, so awesome. bout to give this one a crack

Great job! Thanks for all the time and hard work you spent on this mod! I really dig everything you have been adding to the game, even if it has cost me lots of time sorting threw stacks of string and other craft able items. Would love to see more military items, definitely rucksacks and Alice packs with back support to reduce the stress from more weight.

Clown faced guy with 3 bags of bottled tannin tea.

Glad to hear you like the mod. :3

Alice packs have been suggested before by a friend in steam so I have them in mind already.

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so this thread reached 1000 replies, nice.

I've been testing the mod for a while today and I've noticed cleaners drop their tarp packs for some reason. I've found lots of them scattered around the map. I'll need to address this and I have 2 options in mind:

-Give them a special tarp pack that cannot be dropped. Doing this will also mean most of the things they loot cannot be recovered by killing them, because the tarp packs will disappear instead of being dropped.

-Give them a plastic bag instead. They will have less inventory space this way but I prefer players finding plastic bags instead of tarp packs.

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I've been stalking cleaners and I think they drop their packs when they despawn.

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I have seen so many tarp packs dropped all over the map. I think it does make it easy for players to haul gear early game, but after they get two back backs its just an eye sore. I know cleaners are in game but i don't think i have seen one? To be honest i don't seem to see many people unless i am hunting for dmc soldiers/drones. I also have yet to find an ammo box? I have found many clips but not one box of ammo. Are they ever carried by npcs? Or just rare loot?

Clown faced guy with 3 bags of bottled tannin tea.

Yeah, I will remove the tarp packs from their inventory and give them plastic bags instead.

Cleaners are like ninja looters. It's really hard to spot them. You can sometimes bump into one, specially if there's stuff of value on the ground where you are standing, since they are kinda attracted to easy loot.

And ammo boxes are not carried by NPCs. You can only find them in gun stores for now. I will probably make it so the Junk Store sells them from time to time.

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I see, thanks. Would be great to find one! For now ill hull the 20 ammo mags for looting ammo :)

Clown faced guy with 3 bags of bottled tannin tea.

Hello, im sorry if this has been asked a thousand times but i cannot seem to find an answer. A simple yes no is fine.
are there other mods that work with this one? I dont want to stop using the features of this mod and i wont. I am just curious if others work along side this one.

Not that I know of. Most mods need to change at least one small part of the vanilla files via overwrite and this mod edits a lot of it, which makes it really incompatible.

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Thank you for the reply.

I have read (sorry can't recall the link) that it can be done, as long as they are small mods. Ones that add onto and don't change things. With this mod i know you can add to the neogame.xml to add item mods and such. But for to big mods its not possible without combining the two together, which would take some time. With the constant updates of the game and the different mods it would be hard to keep up with mod *merges*. When the game is closer to release or at least to a stable point where updates will add more things than they change such merges will be attempted more often.

Clown faced guy with 3 bags of bottled tannin tea.

Ok cool, thank you very much for the informative reply.

Hotfix 2.2b uploaded in the main page:

-Fixed an issue with non-prescription painkillers, which were using the wrong condition.
-Removed the "Sedated" condition from morphine. The effects are now included within the morphine and analgesics conditions.
-The analgesics condition from prescription painkillers and morphine are related and can stack. The effects reduce pain, makes it easier to fall asleep, but makes it harder to wake up, makes you get tired faster and carry less weight. Morphine has 6 times the stackable effects while a painkiller has only one.
-Changed the loadout of the Cleaners so they carry a plastic bag instead of a Tarp Pack because they drop their "backpacks" when despawning for some reason.
-Flares are brighter and will allow you to see one hex more at night.

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Does this hotfix require a new save?

Clown faced guy with 3 bags of bottled tannin tea.

Nope. The changes are only edits so it shouldn't affect saved games.

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Not sure if i missed something in the topic, but what are the *tannin sources* for Bark Solution? I have been trying to get into making gear but cant make leather yet. Tried tannin tea, but no luck.

Clown faced guy with 3 bags of bottled tannin tea.

The little twigs you get from the forest tiles. You need 15 of them, water and a container im pretty sure

I guess ill have to test that, strange maybe it was just the known list that is broken and wont auto add the twigs for it. Thanks!

Clown faced guy with 3 bags of bottled tannin tea.

Updated the download link again. I forgot to remove a test recipe from it. :P

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I just noticed the game got updated and the main change is about the point system in the trait selection window. I wonder if someone else uses the asthmatic flaw. How many points this flaw should cost? Maybe 4 or 5 points.

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Won't setting it cost at 5 make it the higher cost Flaw in the game? Is it worse than Fragile or Feeble?


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

Well, it has small chances to kill you and makes you weaker. Let me be more specific about it:

-The "asthma counter" will start after 17 turns. That's just after the first night.

-There's 10% chance to get an asthma attack every 4 turns.

-Minor asthma attack makes you get tired faster (2), reduces your encumbrance limit (-15), reduces your melee damage (-0.25), Reduces your moves per turn (-1), reduces your defense (-0.25), reduces your sleep quality (-0.15) and makes you easier to spot (0.05).

-Minor asthma attack has a 25% chance to turn into severe asthma attack.

-Severe asthma attack makes you get tired faster (4), reduces your encumbrance limit (-25), reduces your melee damage (-0.5), Reduces your moves per turn (-2), reduces your defense (-0.5), reduces your sleep quality (-0.3) and makes you easier to spot (0.1).

-Severe asthma attack has a 10% chance to kill the player. Otherwise, it disappears.

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That does seem severe, but really depends on how common the medication is - I haven't played as an asthmatic character yet, so cannot say, but if it's relatively common and can be bought at any time, the Flaw should cost around 3. If it's rare, 4-5 would really be worth it.


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

Makes sense. I Missed this message for some reason so I will probably change it in a later update, since I just uploaded a new one.

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Hi, ive been playing neo scavenger for a while now, and using mods for a relatively short time just made an account to say how much I really like your mod and also to brag and say that I got a folding bike on my new character. Great work man, i check the form about 3 times a day just to read the updates.

Thanks. Glad to hear you are liking it! :3

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Version 2.3 is now available in the main page. It includes:

-Compatibility with test beta 0.995b of the game.
-Asthmatic is worth 5 points in the skill selection screen.
-Added a new flaw, Heavy Sleeper. It reduces your awareness when sleeping making it very hard to wake up by the presence of NPCs. It's worth 1 point in the skill selection screen.
-The "String from Rags" recipe has been edited. It now allows you to also get string from footwear.
-The "Viper" makeshift rifle has been renamed to Outcast because the name Viper is already being used in the game by tactical boots.

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I just updated the download link with a quickfix:

-Asthmatic is worth 3 points in the skill selection screen instead since medication can be bought from the DMC Clinic.
-The hiding skill has been edited a bit. A small part of the hiding bonus from actively hiding is now passive.

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Hmm... I dunno if I should add more traits. Here are the ones I have in mind:

Abilities
-Tailoring: It lets you repair clothes using rags and strings. If I add this ability, leather crafting will need this ability along with Trapping. It should cost 3 points, maybe?

Flaws
-Smelly: You are easily tracked by animals and creatures. It should add 1 point.
-Depressive: It gives you a a chance every 12 hours to get into a depressive mood. A 10 hours condition that reduces your action points by 1, and slightly lowers your defense and melee damage in combat. It should add 2 points.
-Cowardly: It replaces some combat moves with a special set of clumsier and weaker moves. It should add 2 or 3 points depending on how bad it is.

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I think it would be a great idea to add more abilities and flaws, the ones you have listed sound great. Keep up with these great additions!

Clown faced guy with 3 bags of bottled tannin tea.

RazorCaptain here,I've been gone for a while now,been creeping the forums for a while now,just seeing progress on the game and especially your mod and Kaveen's.I know this is waaay to far fetched and I am probably making a absurd request,but would It be possible to make a Mega Modpack like in the Old days?I saw that someone made a "Officer Mod" really sorry can't remember the name of the top of my head,your mod pretty much evolved so much from it's initial conversion and not forget Kavven's addition to his.Also Emporor started porting his mod over to so that's something.

As for an Idea I had for a very long time...And when I mean very I mean very!Back when you added bycicle's I really dislaked how they had no storage space...I was really bummed about that,I really wanted to suggest baskets as an atachment to the bycicle's...Really not sure why I didn't post about it back then.

But it wouldn't be to much of a bother,maybe you could add in a technically new vehicle that would be crafted from baskets found around the world.You would obviously need the bike as the base and the basket,maybe the mechanic skill?Although I don't know how complicated it would be to basically screw a basket onto a bike.

Adding to this you could make it so bikes have capability to hold more then 1 basket mounted on them.You would need to add a recipie for a bike with 2 baskets if you have them both in your invetory(1 in front and 1 in the back?Maybe you could squeze 2 in the back?That makes a total of 2)and some for basically upgrading the basket bike from 1-2 to 3 respectivly.

I am sorry if you already added this or some similar mode of storage to the bikes,Like I said,can't remember of the top of my head.

There's a post about that a bit back. The reason bikes had no baskets in the first place was for balance reasons. The added movement points already made the bike a very powerful vehicle, so to balance that out it has no storage space.

El Psy Congroo

As Kurisutina mentioned, I decided not to add inventory room to them because it would be too overpowered, since it increases your movement x2 around the map. But I can work on that new vehicle. It would probably need 2 bikes and parts from a shopping cart. It should look like this:

IMAGE(http://bicyclelaneindustries.weebly.com/uploads/9/8/4/7/9847493/_5793842_orig.jpg)
It will have reduced movement bonus, though. I like to keep things balanced.

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That is exactly what I had in mind,just a weaker version of the bike with some storage space...Although maybe not,I wasn't thinking of actually ataching a shopping cart to a bike's end,I was just reffering to installing little kiddie baskets on the front and back end for some small 4x4 storage.
But I actually like what you have in mind better,but let's just establish one fact,making that thing in the picture would definately require the mechanic skill.

Yeah, the mechanic skill will definitely be needed for this one. Even with the penalties I mentioned this vehicle will probably be the best one in the game for a traveling merchant. I will not add it in this update yet coz there's still things I need to figure out for bicycles. I will probably allow them to be disassembled into different parts to make repairs a bit more complicated and to use in this new vehicle.

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Just found something that is a pretty big glitch. (unless im doing something wrong). When Attempting to make a Patchwork Foil Poncho, it doesnt give me the option and instead forces me to craft Those Foil Pots.

Would love to either get this proven by others, disproven, or worked on.

Thanks!

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