[Mod] Fishing Mod (v2.02) [for NeoScavenger 1.04+]

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[Mod] Fishing Mod (v2.02) [for NeoScavenger 1.04+]

After working on this on and off since modding was made possible for NeoScavenger, I finally got this to a state that I was happy enough with to post publicly.

Basically, this mod lets you scavenge water hexes for fish (similar to how squirrel trapping works in the vanilla game). A new Fishing skill is available, and new fishing and related food items are added too. There's even a few new accidents that can happen while scavenging in water.

This is my first posted "proper" mod, so please be gentle! But I hope this is useful to other players... fishing was one of the first things I wanted added after playing this game, and remains among the most common things suggested in the forums under "game suggestions".

DOWNLOAD (LATEST VERSION):
Fishing Mod v2.0 (for NeoScavenger 1.04+)
Fishing Mod v2.01 Hotfix Patch (requires v2.0 first)
Fishing Mod v2.02 Hotfix Patch (requires v2.01 first)

GAMEPLAY CHANGES:

Any character can "fish" by scavenging a lake or river hex and using a fishing pole, hand reel, spear (spear fishing) or your bare hands (good luck!). If a character has the Fishing skill, using it will increase your chances of catching anything a LOT. In other words, anyone can throw a line in the water and cross their fingers, but a character with the Fishing skill will have a much better chance of success.

Fishing pole can be made from fishing line, a branch (or spear), weights, hook, sharp edge and Fishing skill.

Fishing hand lines can be made with just line, weights and a hook.

Fishing weights can be made from small mechanical parts if you have the Fishing skill (to know the right size/weight nuts and bolts to use), as can fishing hooks if you have the Mechanic skill and the right tools (pliers and a fire to harden the hook with).

When scavenging, fishing items (poles, reels, line, hooks and weights) can be sometimes found in storage sheds and forest shacks, as well as at the Sprawl Junk Market.

To eat a fish, you need to clean and scale it first (raw fish + sharp edge = raw fish chunks)... but if you have the Fishing skill, you'll do a better job and end up with a raw fish fillet instead. Sorry, you're not Gollum, so you can't eat a raw unscaled fish!

Fish fillets are "better" food than chunks, and can also be cut into chunks (x2) with a sharp edge, meaning a Fishing character basically gets twice the useable "meat" from a raw fish compared to an unskilled one.

Once cleaned/descaled, fish fillets and chunks can be eaten raw or cooked (fried in a pot or roasted on a stick).

Fish will "spoil" when it degrades, but can still be eaten (*vomit*).

INSTALLING:

Unpack this mod to your NeoScavenger folder (it should end up in the subfolder "Mods"). The included "getmods.php" file will activate the mod automatically.

For expert users, also included in the package are "getmods.Fishing.php" (backup in case you accidentally delete the new "getmods.php") and "getmods.FishingTest" (adds all the new items to the cryo hex); to use either of these, copy one of them to your main NeoScavenger folder and renam it to "getmods.php".

USE WITH OTHER MODS:

There are "compatibility patches" included for use with Chiko's NeoScavenger Extended (NSE) or Kaaven's MmMoD mods (you can't use both at the same time, but those two mods aren't compatible with each other anyway). Copy either "getmods.Extended+Fishing.php" or "getmods.MmMoD+Fishing.php" to your main NeoScavenger folder and rename to "getmods.php". If you have everything installed as instructed (this mod and NSE or MmMoD), everything should work.

Note that when using this mod with MmMoD, new recipes will be available to make boiled fish (fire + x2 water + pot = boiled fish and fish stock) and/or dried fish (small fire + branch + sharp edge + Trapping skill). You can make these items in "bulk", too (x3 fish fillets = x3 dried fish).

There is also a "compatibility patch" for use with Layarion's Overhaul mod. If you use that mod, copy "getmods.Overhaul+Fishing.php" to your main NeoScavenger folder and rename to "getmods.php". To use a combination of the Overhaul Mod, Fishing Mod and either NSE or MmMoD, you will need to edit your getmods.php file yourself or find a merge patch made by someone else (these are likely available on the official NeoScavenger modding forums, if nowhere else).

Finally, there is a "compatibility patch" for use with the Big Bad Cheater mod. To use both mods together, copy "getmods.Fishing+BBC.php" to your main NeoScavenger folder and rename to "getmods.php". You will now be able to spawn fishing items and seafood if you have the Cheater skill.

Most recent cross-mod compatibility (as of writing): NSE v3.9, MmMoD v0.91, Overhaul v1.6h, Big Bad Cheater v5.5.

HELP NEEDED:

I need everyone's help testing this, though. Several things:

1) Balance issues: my main aim was to get fishing "working" with the base game. NeoScavenger is designed to be "harsh" but I instinctively tend to err on the side of "forgiving" when designing, so I'd like player feedback on fishing "loot drop" rates, accidents, etc. Is catching fish too hard or too easy? How is rods/reels durability? Is 2 points okay for the Fishing skill "cost"? Please let me know your thoughts so I can find a balance that suits everyone best.

2) Fishing weights: are these an unnecessary complication (re: realism vs fun)? Should "vanilla" small mechanical parts just be used in recipes instead of this new item? I was on the fence about including them, to be honest.

3) My new graphics suck, I know. I can't do pixel art so editing existing images was my only option. Anyone who wants to donate new sprites for anything is very welcome, but my main concern was making the mod working and playable right now. Although not up to the standards of the original game or some pixel artist modders, I feel at least you can (mostly!) tell what everything here is meant to be!

4) Adding loot locations! Where do you think fishing gear should be found in-game? Right now, it's very limited (Junk Market and storage sheds) for testing purposes, but I'd like to add weights, hooks, line and even poles and hand reels to existing scavenge locations and encounters based on player feedback. How easy/hard should these things be to find?

I made this mod for my own use, but since I'm sharing it with other players, I'd really like it to be what everyone wants out of a "fishing experience" in NeoScavenger!

FUTURE PLANS:

Graphics abilities permitting, I'd love to add the ability to catch freshwater crayfish and/or shrimp in craftable plastic bottle traps. Post apocalypse gourmet eating! :)

I've already made a "compatibility"/merge patch that makes this useable with Kaaven's fantastic MmMoD mod. I did consider making the maggots from that mod required to fish (as "bait")... but that would add a whole new level of extra work that I'm not sure is worth it for the sake of realism.

THANKS:

Special thanks to Dan for making modding a reality... I told ya doing so would open up a huge new lease of life for the game, didn't I? ;)

Thanks too to Kaaven and everyone else who helped answer my occasional question, and provided great mods to learn from!

FOOTNOTE:

At the last minute before posting this, I decided to include a "commercial quality" fishing rod (uncraftable and very rare, but better than the craftable and more common home-made fishing pole) item. However, my total lack of artistic skill (and time) forced me to use a crude "placeholder" image for it. Even compared to my feeble pixel art attempts, this image IMO looks really out of place with NeoScavenger's other graphics, but it was more work to go back and remove this item until I could get a better image than to keep it in as it is for now. Sorry!

My Mods:SaveMan|Fishing|Shouldered|Bottles

Updated to v1.1.

Changelog:
Adds compatibility options if you want to use with with the Big Bad Cheater mod.

If you have both mods installed and use "getmods.Fishing+BBC.php" as your "getmods.php" file, you will be able to spawn fishing items and seafood if you have the Cheater skill.

My Mods:SaveMan|Fishing|Shouldered|Bottles

Updated to v1.2

Changelog:
Fixed skill icon to better match the original ones.

Delete any old copies of this mod before installing this one.

(given the lack of feedback so far, I do hope people are actually using/enjoying this... enough folks requested "add fishing" on these forums!)

My Mods:SaveMan|Fishing|Shouldered|Bottles

Amazing mod, cant believe no one else has posted. Im trying to use this mod with NSE though so if you could possibly post a compat patch or just post install instructions in this thread that would be REALLY helpful. Also is this working with the latest test version?

Many thanks for the support... it's good to get feedback!

If you've any suggestions regarding loot/difficulty balance, please let me know. I REALLY do want to get some user feedback on whether this mod "fits" well with the base game, or if it makes things too easy and needs tweaking.

As for using FishingMod togehter with NSE, there *is* a compatibility patch already included, but to use it:
1) Find the file named "getmods.Extended+Fishing.php" in the FishingMod folder.
2) Copy the file to your NeoScavenger main folder (where neoscavenger.exe and getmods.php normally reside).
3) Delete (or rename) your existing "getmods.php" file there.
4) Rename "getmods.Extended+Fishing.php" to "getmods.php".

Sorry that's a few steps, but this way I can include patches for multiple mods and let the user choose which they want to use (NSE, MmMoD, BBC, etc.). Until someone brilliant makes a "mod manager" for NeoScavenger (or I find the time myself!), this is the best we can do.

Hope that helps! Let me know if you need more help.

My Mods:SaveMan|Fishing|Shouldered|Bottles

Updated to v1.3.

Changelog:
Compatible with NeoScavenger v0.9960b and higher
Compatible with Kaaven's MmMoD v0.81
Compatible with Chiko's NSE v2.8

My Mods:SaveMan|Fishing|Shouldered|Bottles

Hey, Banjo, just because I know you're sometimes wondering if smaller mods have appeal too, here's some hype. ;)

IMAGE(http://i.imgur.com/4dX3p5u.png)


NEO Scavenger: FAQ
10 Ways (not) to Die - A beginner's guide

Thanks for that! I appreciate it!

And thanks to Lars here who's being quoted... glad you think my mod is "amazeballs", mate! :)

My Mods:SaveMan|Fishing|Shouldered|Bottles

All the fishing items appear in loot but i cant seem to scavenge! I am using Kaaven's MmMoD as well. Could you tell me the steps in fishing?

Sure!

1) Find a water hex that has a "scavenge" icon on it (magnifying glass). Not all water hexes can be scavenged!
2) Click "scavenge" as normal when in that hex.
3) Choose a "river" or "lake" scavenge location when scavenging (one or both will be listed if the water hex could be scavenged).
4) Use your fishing items and Fishing Skill to increase your chance to find fish and reduce your chance of an accident!

If everything is installed correctly, the above should work. I can't promise you'll always catch fish, though!

My Mods:SaveMan|Fishing|Shouldered|Bottles

Banjo,

Any chance of being able to use the new fishing items to make traps out of if one has the Trapping skill?

There are SO many different kinds of snares/traps that one could make to catch game with out of fishing line, string, and fish hooks.

A lot of the types of traps that one could make out of these would be quite vicious and efficient.

It would be sweet if the option to build such traps/snares were available with or without the Fishing skill.

Perhaps when combined with the Ranged skill, one could also craft a really wicked type of arrow out of fishing hooks.

Just tossing some ideas out to you...

Love those ideas!

After Christmas, I'll take a look. I always planned to make snares craftable with fishing line, so that's a definite so long as it's possible. Anything that needs a "tripwire" should be able to use fishing line too.

I also like the idea of barbed arrows made from hooks, and that also made me think that adding bowfishing (for Ranged characters) might be useful too.

My Mods:SaveMan|Fishing|Shouldered|Bottles

Yeah, I love the idea of bow fishing! Perhaps one of The Most Ancient forms of gathering wildlife in human history. I don't think that a fishhook-arrow is really required for that, although attaching a fishing line to the arrow would be obviously advantageous in recovering the slain fish. lol Maybe there would be a bonus for capturing more fish by using arrows attached to fishing line?

Perhaps a short range arrow attached to a fishing line with a bit of bright cloth at the line's end (from red hued shirts?) would make hunting other creatures (such as deer, or any land-based creature) easier in the sense that they could be much more easily tracked/recovered after they've been shot? I don't know how sturdy such an arrow would be - perhaps after several uses it'd be guaranteed to be broken to the point that its special properties would be ruined. I imagine the fishing line and its end-flag getting snagged on brush, causing it to stretch and then when weakened enough, snapped.

If arrows could be crafted from fishing hooks, I'd make it particularly damaging in regards to its removal - extracting such a vicious arrow would be an extremely challenging and dangerous process. I'd imagine that unless anesthesia was applied, the process would be extremely noisy due to the pain that it'd cause, and potentially draw others to the area. Recuperating from such a wound, no matter how expertly removed, would be a pretty daunting task. I get a little bit nauseous just thinking about it...

And I really appreciate your idea in regards to make booby traps from the line as well. I'd imagine that explosives would be hard to come by, but imagine rigging a building/structure/area with a trap made out of a thin pouch of flour, ground black pepper, or far worse, finely ground hot pepper powder, that would blind and totally incapacitate its victim for several rounds due to the blindness/pain that it creates? However, pepper might be very hard to come by. Most of it is grown/harvested outside of the U.S., so it might be quite hard to come by. Plus spices rapidly lose their potency when exposed to air. If all that remains is old black/red pepper, then their effects would most likely be reduced. In any case, any type of pepper-trap should do more damage than one crafted out of powdery flout. Rigging one of these contraptions up around one's nightly camp would certainly provide some active defense to one's security system while one sleeps. Creatures with an especially sensitive nose/large eyes would be at a great disadvantage when one of these traps were tripped. Targets wearing air filtration systems would have a proportional degree of protection against such traps, but if their eyes are exposed they'd still be susceptible to blinding/tearing up. Trapping would suddenly become a much more effective skill with materials such as these to work with...

forest shacks could be good places to find most of the items. it is not something that would be looted at first so they could be common to find

sorry about the two identical comments. it was not on purpose.

don't know if your still around these forums, but this mod i think is causing the glass scavenging icon on forest huts to sometimes remain seen even when there is nothing to scavenge. you you follow the initial bug report and deductive reasoning in these post

http://bluebottlegames.com/main/node/4321#comment-21365

http://bluebottlegames.com/main/node/4235?page=4#comment-21434

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

so i just took a quick look and i think i found the issue

<table name="treasuretable"> <column name="id">30</column> <column name="strName">forest shack scavenge locations</column> <column name="aTreasures">103.6x0.05x1-1,103.7x0.02x1-1,103.9x0.008x1-1,103.10x0.002x1-1,FishingMod:28x0.5x1-1,FishingMod:27x0.3x1-1</column> <column name="bNested">0</column> <column name="bSuppress">0</column> <column name="bIdentify">0</column> </table>

you don't have decimals in your 28 and 27

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

nvm i don't know why it's happening but it is

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

ok i figured it out.

1) first i want to mention your mod is alittle out dated. you need to compare your override to the vanilla files and do a once over on that.
2) the bug was that anyone scavenging firest shack tiles would forever see a scavenging glass even if there was nothing to scavenge
3) what caused the bug was that you put your items in a treasure table that was meant for actual locations like a shed, locked shed, stretach of forest, or a shack. so putting items in a locations intended treasure table it what broke it
4) cut your changes from that treasure and paste them in treasure item 46

5) since people are requesting a merge of my mod and yours ill leave a link to the updates i made to your mod so that you can download.

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

fishing v1.4 here
https://onedrive.live.com/redir?resid=3DE5997E9F3ABBCB%218442

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

Sorry, I've been offline for a couple of months due to ill health and family, but hope to return to NeoScavenger soon and to update all my mods to the newest version of the game, particularly if the "merge" bug has now been fixed.

Layarion, I really appreciate the help with bug finding and updating, but I would prefer to do the main releases myself, to keep track of things, so by all means send me your fix suggestions but please don't repost the whole thing publicly without permission or unless I am confirmed dead in the wastelands! :) if you can remove the links from my threads (I'd be happy to repost your neomods.xml fixes as a temporary "patch" if I can't fix mine this weekend), I'd appreciate it. Thanks!

Sorry to those who've been waiting for updates and who miss my mods! i'll get on it ASAP!

My Mods:SaveMan|Fishing|Shouldered|Bottles

i discovered a few more things about this mod that i think youll wanna hear but it's kinda alot to explain in one go. do you have steam or skype? just some kind of chat room

and i removed the files but your reply locked the post so i can't edit the link out

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

on the hextypes, you put fish 6 and 7 instead of the default treasure tables.

this makes it harder to merge, it is possible to through your items in the default treasure table. i did it for my merge, but haven't gone in game and tested it yet

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

ya looking forward to your update, for now i can't merge your mod with NSE and Mm because of the hextypes

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

The reason I did this is because the vanilla game doesn't assign different loot for "hills or plains" vs "hills or plains with water", understandably because there are no water-specific (i.e. fish!) treasures in the unmodded game.

As for merging, I'm a bit unsure why this is a problem; if you want to merge fishing with another mod to add more fish (for example), make a patch that modifies the above-mentioned 6 and 7 treasure tables to include the new fish items. If you want to add new loot to ground tiles (no water), than just modify the original treasure tables (they won't be found on a water hex, but that's a good thing, IMO).

Or am I missing something else here?

My Mods:SaveMan|Fishing|Shouldered|Bottles

ok now that i know alittle more about this area of modding the game it seems your right and that it's optimal as it currently is. sorry for the confusion

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

Oh no, it's useful to discuss stuff like this, and the more a mod uses its own lists or content, the harder it is to merge anything (I actually first thought it was impossible to "patch" a mod like you can vanilla files, but now I know you can!).

I'm still open to a better way of adding "water loot" over "land loot" for water hexes, but I can't think of another way right now, and I didn't want water hexes to provide "land loot".

My Mods:SaveMan|Fishing|Shouldered|Bottles

Updated to work with NeoScavenger v1.04+, as well as the latest (as of writing) NSE and MmMoD.

Also added compatibility with the cool Overhaul Mod, although there are not yet getmods.php included that merge that mod, this one AND my other ones. That will come in my other mod threads when I have time, but it's easy enough to do yourself in the meantime by looking at the included getmods.php files here already.

Finally, a note that while this is still technically compatible with the Big Bad Cheater mod, that one has not been updated for a while, so problems may arise trying to use it (and this) together with the latest game and other mod versions.

As always, PLEASE let me know of any bugs or mod compatibility issues, and please do look at my "help needed" section to give feedback on improving this mod, especially in terms of game balance (i.e. Is fishing too easy? Too much loot? Gear too hard to find? etc.)

(if you downloaded the version I uploaded by mistake that prevents NSE's new "Tailoring" skill from being available, please redownload this mod, as I noticed and fixed this a couple of hours later but didn't change the version number)

My Mods:SaveMan|Fishing|Shouldered|Bottles

Updated with v2.01 hotfix (you will need to download and install both the original v2.0 mod AND v2.01 patch).

Changelog:
* Updates NSE compatibility to NSE 3.8

Download in first post.

My Mods:SaveMan|Fishing|Shouldered|Bottles

you forgot to fix the bug associated with treasure 30 in the override, cut and paste to treasure 46

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

Thanks, I've hopefully fixed that in the latest update. Sorry, hadn't read that bug report above until now.

My Mods:SaveMan|Fishing|Shouldered|Bottles

Updated with v2.02 hotfix.

You will need to download and install both the original v2.0 mod AND v2.01 patch first, then install v2.02 over the top (sorry if that's a pain; a single download version will be posted after a week or so if no more bugs are found).

Changelog:
* Fixes forest shack scavenging bug (thanks for the heads up!)
* Updates NSE compatibility to NSE v3.9

Download in first post.

My Mods:SaveMan|Fishing|Shouldered|Bottles

you didnt correct the bug in your overrides for the other mods, also for MoD the hill scavenge locations aren't in the MoD override.

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

Sorry, which mod isn't fixed? I didn't think that I even used that (right or wrong) shack treasure table in my other mods (Shouldered, Bottle Labels or Classic Skill Selections)... and it should be fixed in this Fishing Mod for vanilla, NSE and MmMoD as of v2.02.

I'm also a bit confused by your note about the hill scavenge locations for MmMoD... MmMoD as far as I can see in the code doesn't change "hills idle loot" (table 149) or any "hextypes", so I don't need to override anything but the vanilla neogame.xml for those. You know that the getmods.php for using (for example) MmMoD and Fishing together will load both the vanilla override AND the MmMoD override (hopefully in the correct order), right? That's how my "compatibility patches" work: they're "modular".

My Mods:SaveMan|Fishing|Shouldered|Bottles

in this case it was the over_mmod xml

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

from the mmod merged override:

<table name="hextypes"> <column name="id">6</column> <column name="strName">hill</column> <column name="strDesc">hills or foothills</column> <column name="nTerrainCost">1</column> <column name="nVizLimiter">2</column> <column name="nVizIncrease">1</column> <column name="nTreasureID">149</column> <column name="bPassable">1</column> <column name="nScavengeInitialID">579</column> <column name="nScavengeItemsIDPerHour">29</column> <column name="nCampItems">5</column> <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column> <column name="nDefaultCampID">517</column> <column name="nMinRange">3</column> <column name="nMaxRange">10</column> <column name="vCondIDs">overhaulMod:1,overhaulMod:10</column> </table> <table name="treasuretable"> <column name="id">579</column> <column name="strName">field initial scavenge locations</column> <column name="aTreasures">103.8x0.08x1[color=red]|MoD:103.3x0.005x1|MoD:103.13x0.015x1[/color]</column> <column name="bNested">0</column> <column name="bSuppress">0</column> <column name="bIdentify">0</column> </table>

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

If I'm understanding right, you're saying I forgot to make "hills with water" or "plains with water" spawn MmMoD's new farmhouse and field scavenge locations?

If so, that was actually a deliberate choice ("with water" only spawn lakes and rivers, while "non-water" fiends spawn non-water locations), if that's the case. It's one of the reasons for assigning new treasure tables to these hexes (as mentioned previously when you asked me about why I did that).

However, on reflection, I *did* leave in the vanilla "field" spawn for those hextypes, so maybe I should change this to include the MmMoD locations too? I'm not sure, though, as I feel the addition of fish resources spawning in these hexes are a good tradeoff for not finding other structures like farm houses. Or maybe I should add the possibility of a (new scavenge location) "boat house" or "fishing cabin" instead?

My Mods:SaveMan|Fishing|Shouldered|Bottles

how do your over_modx work? they seem really short compared to your native over folder.

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

That's because they are loaded as WELL as the "vanilla game" overrides, just AFTER the specified mod has been loaded.

First off, I use a folder naming convention to remind me what does what, so when I make a getmods.php file, I know which files/folders are needed to be loaded (if they exist) and in what order.

"Mod" = new material for a mod (e.g. a new weapon).
"Over" = overrides for the vanilla game (e.g. adding the weapon to existing treasure tables).
"Over_xxx" = override for vanilla code that mod "xxx" already changes (e.g. adding the weapon to a treasure table NSE changes).
"Patch_xxx" = override for a mod's new code (e.g. adding the weapon to a NEW table added by NSE not in the vanilla game).
"Merge_xxx" = new material only needed if another mod is being used (e.g. a new recipe that uses the new weapon and NSE items).
"Test" = cheats or changes for testing purposes only (e.g. adding the new weapon to the starting cryo hex).

In a getmods.php, "Mod" and "Merge_xxx" will use the same ModName of the new mod (e.g. "FishingMod"), while "Over" and "Over_xxx" will use the standard override "0" ModName, and "Patch_xxx" will use the same ModName as the mod it is designed to patch (e.g. "NSE"). It makes more sense if you look at one of my getmods.php files, hopefully!

Said getmods.php will list and load the above folders as needed, depending on what mod you want to combine with. So, just playing the vanilla game with one of my mods will normally just need to load the "Mod" and "Over" folders, whereas if you were wanting to use both NSE *and* one of my mods together, you would need a getmods.php that loads (in order): NSE's "Mod" folder, NSE's "Over" folder, my mod's "Mod", folder, my mod's "Over" folder, my mod's "Merge_NSE", my mod's "Patch_NSE" and my mod's "Over_NSE". Not all the last three will be needed for every mod, of course. Again, look at a getmods.php to understand what I'm talking about.

It's a bit complicated to set up, and caused me a fair few headaches until I "perfected" the method, but I've gotten used to doing things this way now and IMO it is the best way to overwrite other people's mods and "mix" their content with your own, without having to actually change the original mod (since all the changes are made in your OWN "Over_xxx" and "Patch_xxx" folders). Also, while is is a bit tricky, all the work is done by the mod maker in creating the folder setup and getmods.php file, so it's not any more trouble for a player to deal with, really.

Hope that makes sense and answers your question!

Final note: in many cases, "Over_xxx" includes the same tables as "Over" does, except it will use the xxx mod's versions as the base instead of the vanilla table. This is so that (for example) both xxx mod's changes AND my mod's changes are reflected in the game, hence why it must be loaded after both my "Over" AND xxx mod's "Over".

My Mods:SaveMan|Fishing|Shouldered|Bottles

It does work well, but as a downside it does make the game take a lot longer to cycle through the start-up process. Every mod xml seems to take a fixed amount of time to process, even if it hardly changes anything.

I absolutely agree with it being less than ideal, since the more mods (or mod "components") you use together, the longer the game takes to load. However, given that I suspect the alternative would be maybe no mod support at all or definitely no "multiple mod" support, I'll deal with the long load times as a trade-off.

Despite the game starting life as a browser/Flash game, some of us beta folks really pushed for modding to be a possibility (especially "multiple mod loading"), and Dan really stepped up to provide it with an engine that fought against such a thing, to give us the flexibility we have now (just imagine: no NSE or MmMoD content!)

I doubt there's any way to reduce load time simply due to how mods work (a series of "overwrites" to the vanilla code loaded in turn) but I agree it can be painful if you've got a big getmods.php list, and even more so if you're dying and reloading (since this means fully "rebooting" the game due to the save system) a lot! Any loading speedup would be greatly appreciated (Dan?) but I wouldn't sacrifice stability or anything else we have now for it!

Making one single huge "megamod" *might* speed things up, but that's not practical when you're dealing with several different peoples' mods, especially ones that are frequently updated.

My Mods:SaveMan|Fishing|Shouldered|Bottles

I just wanted to revisit this. I didn't mean for it to come off as accusatory or insulting. Just that I wish the engine handled partial files better, since it rebuilds almost the entire database for every mod file, even if there was no change made to a particular part of said database.

Maybe that should be a feature request: dynamic loading of mod files into database, based upon changes made rather than full re-calculation.

Absolutely no offense taken, mate, and hope my reply didn't come off that way.

I was just trying to explain that while I agree the long startup time is a bit of a pain, the very real possibility that we'd NEVER have had modding added to the game at all means that I'm perhaps a lot more forgiving of it! :)

If Dan could make the load time faster (i.e. skipping unchanged data), that would be indeed very cool... but at the same time, I'm hesitant to suggest fixing something that right now isn't really "broken", just "could be better".

My Mods:SaveMan|Fishing|Shouldered|Bottles

In the description of the Fishing skill is a "Weight: 2.00kg" ... i guess this is a bug?

Is it? I'll have to check! All skills have a "weight" assigned; this actually determines how many "points" they cost to buy during character creation, but I don't recall ever seeing said weights appear in-game. I'll take a look when I update this and my other mods next week for NSE 4.2 compatibility though.

My Mods:SaveMan|Fishing|Shouldered|Bottles

Hi, I like the idea of the mod, and have it installed, but I am finding that I am not willing to sacrifice survivability to carry the overly large fishing items.

The fishing poles need to fit into vehicles because there is no way I am going to walk around carrying a fishing pole in my hand. I walk around with a ranged weapon in one hand and a melee weapon in the other hand. That way I am prepared for battle and do not have to worry about not having a melee weapon in my hand. There is enough of a penalty with having to switch hands during combat and a greater penalty to having to equip a melee weapon from storage.

So, all of the fishing poles need to fit into vehicles, and the hand reel is WAY too big. That item should be no bigger than a sling.

Letting you know that there is a glitch produced when combining your fishing mod with Kaaven's Sage's Pages mod where books stack with fishing gear.

If you know a simple fix I would be glad to implement it.

anyway, I hope this information is helpful.

Have a great day.

Also, I was wondering if you could either decrease the fishing skill cost by 1 or make fishing locations twice as plentiful.
I really like your mod :)

Have a great day.

When trying to scavenge a water tile, I just get a message saying 'you decide not to try scavenging for now'.

Mind you I am using several mods:

nRows=12
&strModName0=FishingMod&strModURL0=Mods/Fishing/Mod
&strModName1=0&strModURL1=Mods/Fishing/Over
&strModName2=FoD&strModURL2=FieldsofDead
&strModName3=0&strModURL3=FieldsZero
&strModName4=Mod&strModURL4=PoliceModFolder/Mod
&strModName5=0&strModURL5=PoliceModFolder/Over
&strModName6=SP&strModURL6=SagesPages
&strModName7=MoD&strModURL7=M(m)MoD
&strModName8=0&strModURL8=MoDZero
&strModURL9=Mods/AnatomyHD/Over&strModName9=ShoulderMod
&strModName10=ShoulderMod&strModURL10=Mods/Shouldered/Mod
&strModName11=0&strModURL11=Mods/Shouldered/Over

I can find fishing gear when scavenging, take the fishing skill and have a rod. What is going on?

It's an issue with encounter #42. MoD overrides fishing mod. Also you haven't read readme, that's why it causes problems. Plus you,re using really outdated mod. I'd advise you to switch to my merge, which has MoD, Fishing and all other stuff merged together, but in this case you would have to let PoliceMod go. I'll take a look into that mod and maybe include in my merge.


EXE Patchwork m(onster)od.

Thanks, my char just got mauled to death by 5 feral dogs so its time to give your monster mod a go.