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

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Well Done Chiko..
Your A Good Making Sprites BUt Me NOt D:
But I'm Good Stragety And Long Range Guns And I Also Like Surviving Games
I Was Thinking To Join The Gaming Contest But I'm So Scrared Because mybe i will be lose the contest D:
And I Like The Other User's Idea But Some Of Them Has Already on other Mods ;)

Idea Giver :3
I Like Survival Games :D

About the skills, I think Botany fits best, or Medic as blackrave pointed out. I was thinking about Trapping, as a skill related to outdoor survival, but as its implementation in-game is focused more towards hunting, I don't know if it would make much sense.

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Gariba's Extras and Miscellaneous:

I Was Thinking To Put Bear Trap,Snare Trap,Spike Trap And Pit Trap
It's Very Cool It Will Kills The Humanoids And Animals
If You Like It Tnx If You Don't It's Ok I Will Find Ways :3

Idea Giver :3
I Like Survival Games :D

Mkay, time for some more progress, lads. I just added beer to my version of the mod and it seems to be working fine. There are some changes with the drunk condition I had to make since beer shouldn't get you drunk that fast. There are 2 lvls of drunkness for the next patch, Minor Inebriation and Major Inebriation, both of them stack. 4x Beer counts as a full bottle and drinking 3 beer droplets will get you to Minor Inebriation. If you keep drinking, the effects will continue to stack until you get the Major Inebriation, which will double the effects and get you really tired, drinking more will get you unconscious. After Major Inebriation passes you will be hungover and with a chance to throw up.
Full beer bottles would probably be sold in the C-Store.

I'm also editing the Injured Foot condition a bit. Town, City, Sprawl Tents and forest shacks won't have chances to cause foot injuries coz I don't think the terrain in them would be rough enough, IMO.

Pew pew pew!

Atleast THeres New Item Progress :)

Idea Giver :3
I Like Survival Games :D

I just want to thank you for your hard work on this mod, and encourage you to keep up the great work! Extended NeoScav solves a lot of my minor annoyances with the (already excellent) base game, and in my mind Extended NeoScav is the definitive version of NEO Scavenger. I can't wait to see what you'll add next.

Do you have any plans to make your own wiki for this? Pretty new to the game, but man your mod adds so much! Loving it so far!

I dunno, I have never done a wiki before. Maybe if I had more free time. :P

Pew pew pew!

Sweet! I've been kinda holding out until the alcoholic disadvantage is added. Speaking of which will the player have to reach minor inebriation in order to satisfy their addiction? Or will they have to go up to major?

Also are you changing it so that an eighth of whiskey will no longer make the player black out drunk?

I'm not sure yet, to tell you the truth. Unlike smoking, drinking alcohol can be done by anyone so everything about it will be more complicated, code-wise. The first thing I have in mind for it is to make an invisible parallel condition drinkers will have which will remove some or most of the penalties from being inebriated but get penalties when being sober for enough time instead. Minor Inebriation will probably be like an ok state to be all the time but Major Inebriation wont be bad either. Severe Inebriation will probably be bad.

Alcohol can be just bought from the C-Store all the time but it's expensive, so making mixed drinks will probably be similar to making rolled-up cigarettes to satiate the need since I'm planning on adding "cheap" mixed drinks that won't give you useful buffs but will yield more droplets with alcohol content.

Pew pew pew!

Sorry but I ask only after checking everything else in my game directory

Is there a bug in this release of the game or in this current version of this mod with crafting Items using string having low durability ?.

Eg: sling and Bow having 0.4% durability just after construction

Again I ask only after 15 min of installation failure, so feel free to delete my reply if this is due to my own incompetence.

" The devil asked me how I knew my way around the halls of hell. I told him I need no map for I know the darkness well "

The resulting craft will be based off the condition of the items used to create it.

Also, with this mod small and medium strings degrade, so your sling / bow having low durability probably has to do with the string you used.

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Gariba's Extras and Miscellaneous:

What CrimoNx said. You should use rope instead. To make rope, you need to combine 10x string.

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My apologies for my idiocy and thanks for the help my good fellow

" The devil asked me how I knew my way around the halls of hell. I told him I need no map for I know the darkness well "

I should have searched for a solution in game longer

" The devil asked me how I knew my way around the halls of hell. I told him I need no map for I know the darkness well "

Hey, I was just wondering your thoughts about the addition of the "injured foot". I like the concept, but I find I'm always victim to the injury early in the game and it takes a long time for it to heal. Is this intended or will there be a release that reduces this occurrence?

Yeah, I actually edited it the other day so town, city and DMC sprawl hexes wont have chances to cause it. These changes will be in the next update.

Pew pew pew!

All i can think of when seeing this moonshine setup, all i can think of is the qoute Tickle did on "Moonshiners" "If you love your country your gonna have to love moonshine"

But i love the whole brewing idea, i do love way just to settle down somewhere and build a little something for yourself, prehaps for future you could build a shack that would trigger to become a Camp spot or something, with some proper concealment.


I put the mod in the Neo Scavenger directory. and updated the getmods, however whenever I start up the game it always get stuck at 76 percent, here's the last line on the loading thing.

Parsing treasure types.row: 1

Are there other mods installed?

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No, not unless you count the example mod included in the game's directory.

Oops, sorry for double post, glitch.

Should I try replacing the vanilla neogame xml thing with the one that came inside the folder of the mod?

Tried that, did NOT work at all.

Nevermind, I finally got it to work.

I am currently having this exact problem. How did you resolve it?

How long until a stable version of the brewing update is available? Also i had a few ideas but i wasn't sure if it would be a good time to suggest them, due to the current update.

Cannibal Family Picnic

Not really sure. I don't have as much free time now so it's hard to tell. I can usually do stuff only on weekends.

Pew pew pew!

Why cant i make a foil poncho i cant go to camp graylight without it

Also i died unable to build it and while waiting i was killed by dogmen

Your issue might be that the foil poncho requires 90 foil scraps in Extended NeoScav, instead of the default 60.

DBrickShaw beat me to it. Check the main page, under "GAMEPLAY CHANGES" for more info on what else is different.

Pew pew pew!

How about more character improvement options?

We have artificial eyes, why not go even further?
1.Muscle calibration- Administering of steroid and hormones in microdosage via nanobots while at the same time, providing high protein intake and moderate physical exercise. Removes Feeble
1a.Muscle extension- available after 1. Additional muscle growth therapy combined with extensive physical exercise.Grants Strong
2.Skeletal normalization-Nanobot therapy of calibration of proportion and composition of calcium phosphate and collagen in most bones. Removes Fragile
2a.Skeletal reinforcement-available after 2. Nanobot therapy of encasing major bones into layer of carbon nanotubes. Grants Tough.
3.Gas exchange optimization- Lung reconstruction and bone marrow boosting therapy. Remove Enervated&Asthmatic.
3a.Cardiac extension- available after 3. Nanobot therapy that optimizes heart and reinforces most blood vessels. Grants Athletic.
4.Insomnia therapy- Removes Insomnia.

Also how about digital/paper Encyclopedias and Manuals to replace lack of certain skills(can't be used in scavenging or combat)?
*Survival in wild- book describing poisonous and edible plants&fungi in local area and their possible usage, as well as construction of basic traps, skinning animals and crafting basic clothing. Replaces Botany and Trapping in crafting and allow identification of berries and fungi (via crafting like in demo).
*History of war- book describing historic wars and battles, as well as arsenal used. Replaces Melee and Ranged in construction. Allows identification of ammo.
*Modern appliances 101- describes basics on construction of mechanical and electric appliances. Replaces Mechanic and Electric in crafting.

Prices should reflect usefulness.

Children's backpack full of bullets? I see nothing wrong in that.

I think all of these suggestions are good, and fit the NEO setting well, with advanced medical tech. The survival book can really work with berries and mushrooms the same way water analyzers work with water. Maybe crafting with books can take more time (moves) than actually using the skills, to reflect the player taking time to read and reproduce the crafting steps.

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Gariba's Extras and Miscellaneous:

Augmentations similar to the ones for the eyes are actually among some of the stuff I want to implement one day. They have actually been suggested like on page 2 or 3 of this thread. Only reason I haven't implemented them yet is because it will probably take a lot more time to do than the usual stuff since it will also involve encounters.

Skill books have been suggested too but as a way to learn the skill, which is kinda too much, IMO. I like your idea more coz it's limited to crafting and it seems kinda easy to implement as well.

Pew pew pew!

Wait, you mean Eagle eye from start and Eagle eye from telescopic eye augmentation behave differently in encounters?

As for learning skills- I had and idea of how proper skill learning could work
1.You find skill book
2.You put in camp inventory (it removes sleep totally)
3.You "sleep"- no sleeping occurs, you spend time reading book
4.After reading it once you have 1% chance of learning skill, after one more time you have 2% chance, after 3 times you have 3%, etc.
5.You finally learn theory and get Skill-
6.You can only use it crafting, but not in combat/looting/scavenging.
7.After one encounter related to skill you have 1% chance to upgrade Skill- to Skill. After 2 encounters- 2%, etc.

A.You find book on martial arts
B.You read it until get Melee-
C.You fight until Melee- is replaced by Melee

Children's backpack full of bullets? I see nothing wrong in that.

Nah, Both eagle eyes are practically the same.

A proper skill learning like that should be possible but it would require a lot of work. I was actually working on a skill that increased in "lvl" the more you used it but I kinda shelved the idea when I started run out of free time.

Pew pew pew!

I really love the skill books ideas. It's a trade off between inventory space and increased abilities. And having the digital versions being able to be used as crafting gives computers and phones a new, very awesome, use.

In general, I would love to see more things which allow an easier time for "smart" types. As it is, Hacking is basically a non-skill. Anything which makes computers more useful in this futuristic setting would be extremely welcome.

Ah, my eyes...
Dont reply this message.

One thing I'm missing for the "hunter flavor" is someplace to store a knife. We have leather vests, caps, gloves and boots, and waterskins and quivers. Throw in a bow and I almost feel like Katniss.
However, when I do score some game I need to have my knife on me to skin it (I always carry a scrap knife because it's very durable and looks nice). And no self-respecting hunter would keep his knife tucked inside his backpack. Sure, there is the hunting vest, but it's rare enough as it is. What I really only need is a knife sheath. Similar to the handgun holster, but only with enough space to fit a single scrap knife.
I'm actually finishing coding one myself, and because I like to gear up as much as I can, the sheath is strapped around the leg over the pants! However because I'm using a crappylly edited handgun holster for the images, I can't share it. Sucks to suck at drawing =(. If Chiko wants it, I can send you the code to incorporate into NSE. Or, with your permission, I can make it a NSE addon. Either way, or neither, this stands as a suggestion =).


EDIT: Just found out that not every equip slot has slot depths (in a post from Chiko, actually), which invalidates leg-strapping. Will try to figure something else out, or just use the belt slot for now.

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Gariba's Extras and Miscellaneous:

Well, I guess I can add a knife sheath. It should be upgradeable so it can hold more knives, in case there's ppl that like to throw them at enemies in combat. I have a combat knife in mind too so knife sheaths are not a bad idea.

Pew pew pew!

I have beer, new inebriation conditions, distilling and some small changes all ready. I haven't even started working on the heavy drinker yet so I think I'll leave it for the next update and release what I have ready.

About the inebriation conditions. I'm thinking about adding sleep related bonuses to them. So the more inebriated, the easier to fall sleep but also the harder to wake up from noise. Might work as an alternate to sleeping pills. :P

Pew pew pew!

Question... what about making a handful of sugar a required ingredient to make coffee? Sugar is only needed for moonshine so far and maybe Kindred likes his coffee with sugar. :P

Pew pew pew!

Make alternate recipe for coffee with sugar. Also you wanted to make ketchup ingredient for cooking.

It wouldn't make much sense or the differences would be too minimal to have an alternate recipe for coffee. It's also why I haven't added ketchup as an ingredient too, coincidentally. :P

Pew pew pew!

But maybe he likes it black. Having to have sugar to craft coffee would make it extremely hard to make any coffee, as you would need two ingredients to make it. And coffee doesn't really do much, except a temporary boost of warmth followed by a quick crash. It would need to have much better effects, balance wise, to justify that increased difficulty in crafting it.

On a side note: Coffee Grounds cost more than the already-made Coffee, making buying Coffee Grounds at the Junk market and making them into Coffee a net loss. I don't know if that's intentional or not, but it seems strange.

Prepared coffee being cheaper than the grounds makes sense, since (IRL) coffee spoils quickly (I've had fungus growing in a 2-day old), and you can store the grounds for a long time.

Also, for someone who eats dog meat (or worse) cooked over a campfire and drinks boiled water from a swamp, being picky as to need sugar in his coffee doesn't make much sense. Maybe (optionally) adding sugar could give an extra boost to its effects or alleviate the aftereffects.

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Gariba's Extras and Miscellaneous:

Each new recipe and item I add will cause more and more lag to the game so I'll just leave coffee as it is, then.

Also, coffee grounds being more expensive than the prepared one is intentional. Gariba mentioned pretty much the reasons I had in mind when I did that.

Pew pew pew!

I Was thinking to put a new sickness
Do You Know Diabetes?
Diabetes is a long-term condition that causes high blood sugar levels.
Too Much Sugar Makes Diabetes If You Add Candies or SomeThing Sweet Foods

Idea Giver :3
I Like Survival Games :D

Wait does this mean we can make Molotov's because that would be cool XD

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