Large Scale Crafting And Survival Mod (Also need a little help)

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Large Scale Crafting And Survival Mod (Also need a little help)

This is my idea, I have been playing mods and doing some small things, but I cant seem to make my own item or a functional recipe, even using direct code from another mod as base material, this has been an issue for me for about 4 months and I am finally giving up on trying to learn and asking for help learning.
I know these are in some mods and some may have been/soon will be implemented already in game, but again, this is my idea.
If someone wants to make this, I am all for it, but if I can learn how to at least make the items, then I would gladly make this entire mod myself, as you see, it is a bit long and it spans from stone age to modern tech. This does not cover even half of my idea right now, so I will edit and add more, I just feel like uploading it now.
Most of these do not have a skill linked to them, this would change later on like botany required for all Herbal Medicines.

Also know that some of these items are strictly trade resources- like tobacco products and heart medication. Meaning that while you can use most of them, it is still better to sell them.

Updates:
12/22/14: Things are coming along smoothly leather is going to be a key item, so make sure to include hunting in your scavenging. Already Past 200 items, looking at maybe 300 easy. About 45% done for the actual code, still only about 10-20% on images.
12/23/14: Coding is about 80% complete, images are coming together, though a little slowly, the first release likely will not have 100% of pictures functional, but should at least have most of them. Balancing is poor at this stage, but should improve when this goes into beta.
12/24-25/14: Minor work.
12/26/14: Finishing up coding, eta either later today, or earlier tomorrow.

---New Conditions---

Spoiler: Highlight to view
On fire- You are on fire.
Shell Shocked- You are deafened and a shaken from an explosion.
Poisoned I
Poisoned II
Poisoned III
Poisoned IV
Poisoned Fatal

--Skills--

Spoiler: Highlight to view
Cooking
Fishing
Survival
Technology Tiers 1-10

--Weapons/Tools--

Spoiler: Highlight to view
Stone Hammer- branch+stone+string
Stone Axe- 2 stones+branch+string
Bone Club- Bone+rag
Bone Knife- Bone+stone+rag
Flint Knife- stone(tool)+Flint+rag
Iron Hammer- Iron Ingot+wood shaft
Iron Saw- 2 Iron Ingots+Charcoal+wooden shaft+Forging Set(tool)
Shovel- 3 Iron Ingots+Charcoal+wooden shaft+Forging Set(tool)
Axe- 2 Iron Ingots+Charcoal+wooden shaft+Forging Set(tool)
Chisel- Iron Ingot+Charcoal+Forging Set(tool)
Pickaxe- 3 Iron Ingots+Charcoal+wooden shaft+Forging Set(tool)
Lock Picking Set- Iron Ingot+lockpicking(tool)+Forging Set(tool)
Wood Plane- Iron Ingot+Forging Set(tool)+Charcoal+wood shaft+Leather Strip
Iron Knife- Iron Ingot+Charcoal+Leather Strip+Forging Set(tool)
Iron Sword- 5 Iron Ingots+Charcoal+2 Leather Straps+Forging Set(tool)
Mortar And Pestle- 10 Clay+2 Charcoal
Leather Working Tool- Needle+Sheers+Knife
Metal Pan- 2 Iron Ingot+Forging Set(tool)
Sheers- Iron Ingot+Forging Set(tool)
3 Needle- Iron Ingot+Forging Set(tool)
4 Hooks- Iron Ingot+Forging Set(tool)
Iron Broad Spear- Iron Ingot+Forging Set(tool)+large branch
Fishing Pole- large branch+2 medium string+Hook+Scrap Metal
Long Iron Pipe- 3 Iron Ingots+forging Set(tool)
Flintlock Rifle- Long Iron Pipe+2 Wooden Planks+Flint+4 Scrap Iron+Forging Set(tool)
Flintlock Pistol- Small Iron Tube+Wooden Plank+Flint+4 Scrap Iron+Forging Set(tool)
Pipebomb- Small Iron Tube+10gunpowder+scrap iron+string
Molotov Cocktail- glass bottle/flask+flammable liquid+rags
M67 Fragmentation Grenade
AN-M14 Thermite Grenade
Screwdriver- Iron Ingot+ Forging Set(tool)
File- Iron Ingot+ Forging Set(tool)
Hand Drill- Iron Ingot+ Forging Set(tool)
Makeshift Machine Tools- Hand Drill+File+Screwdriver+Chisel+Hammer+Saw
Beretta 92FS(9mm)
Colt M1911(.45ACP)
Glock 17(9mm)
Desert Eagle(.50AE)
Pathfinder(.22)
M4A1(5.56mm)
M16A4(5.56mm)
AR15(5.56mm)
HK416(5.56mm)
HK417(7.62mm)
Scar-L Mk16(5.56mm)
Scar-H Mk17(7.62mm)
M24 SWS(7.62mm)
M82(.50 BMG)
M107A1(.50 BMG)
M14 DMR(7.62mm)
Remington 700(7.62mm)
M500(12G)
M590A1(12G)
M1014(12G)
SPAS-12(12G)
MP5A4(9mm)
UMP 45(.45ACP)
Mac Ingram(.45ACP)
Mac-10(9mm)
Glock 18(9mm)
M79(40mm)
M32(40mm)
SMAW(83.5mm)

--Ammunition--

Spoiler: Highlight to view
Flint Broad Arrow- +Flint Arrowhead+3 fletching+sharp edge(tool)
Iron Broad Arrow- Iron Arrow Head+Refined Wooden Shaft+2 Leather Strips+ Carpenter Set(tool)
.22LR(5.6x15mmR)
9mm(9x19mm)
.45 ACP(11.43x24mm)
.50 AE(12.7x33)
5.56mm(5.56x45mm)
7.62mm(7.62x51mm)
7.62mmR(7.62x54mmR)
.50 BMG(12.7x99mm)
12G Slug
12G BuckShot
40mm Fragmentation Grenade
SMAW HEAT Rocket(83.5mm)
SMAW HEDP Rocket(83.5mm)
Crude Muzzle Load- Scrap Metal+3 Gunpowder+rags
Muzzle Load- Lead Ball+3 Gunpowder+rags
Plasma Cell

--Armor/Clothing--

Spoiler: Highlight to view
Rag Hand Wrap- 2 rags
Rag Head wrap- 4 rags
Rag Foot wrap- 3 rags
Leather Quiver- 2 Leather+ 4 Leather Strips
Leather Hood-Leather Working Tool(tool)+1 Leather+2 Leather Strips
Leather Jacket-Leather Working Tool(tool)+10 Leather+6 Leather Strips
Studded Leather Jacket- Leather Jacket+Iron Ingot+Forging Set(tool)
Leather Pants-Leather Working Tool(tool)+8 Leather+6 Leather Strips
Leather Glove-Leather Working Tool(tool)+2 Leather+2 Leather Strips
Leather Boot-Leather Working Tool(tool)+4 Leather+6 Leather Strips
Leather Shirt-Leather Working Tool(tool)+6 Leather+4 Leather Strips
Leather Backpack-Leather Working Tool(tool)+10 Leather+8 Leather Strips
Leather Belt- 2 Leather+2 Leather Strip+Leather Working Tool(tool)
Leather Pouch Belt- Leather Belt+4 Leather+4 Leather Strips
Black Leather Quiver- 2 Leather+ 4 Leather Strips+Pitch
Black Leather Hood-Leather Working Tool(tool)+1 Leather+2 Leather Strips+Pitch
Black Leather Jacket-Leather Working Tool(tool)+10 Leather+6 Leather Strips+Pitch
Black Studded Leather Jacket- Black Leather Jacket+Iron Ingot+Forging Set(tool)
Black Leather Pants-Leather Working Tool(tool)+8 Leather+6 Leather Strips+Pitch
Black Leather Glove-Leather Working Tool(tool)+2 Leather+2 Leather Strips+Pitch
Black Leather Boot-Leather Working Tool(tool)+4 Leather+6 Leather Strips+Pitch
Black Leather Shirt-Leather Working Tool(tool)+6 Leather+4 Leather Strips+Pitch
Black Leather Backpack-Leather Working Tool(tool)+10 Leather+8 Leather Strips+Pitch
Black Leather Belt- 2 Leather+2 Leather Strip+Leather Working Tool(tool)+Pitch
Black Leather Pouch Belt- Leather Belt+4 Leather+4 Leather Strips+Pitch
Iron Helmet- Leather Hood+Iron Plate+Forging Set(tool)
Iron Jacket- Leather Jacket+3 Iron Plates+Forging Set(tool)
Iron Pants- Leather Pants+2 Iron Plates+Forging Set(tool)
Iron Glove- Leather Glove+Iron Plate+Forging Set(tool)
Iron Boot- Leather Boot+Iron Plate+Forging Set(tool)

--Food/Cooking Materials--

Spoiler: Highlight to view
Blueberry Wine- Distillery(tool)+10 berries+water+heat source(tool)
Medium Grilled Meat- Medium Meat+Grill(tool)+Charcoal
Small Grilled Meat- Small Meat+Grill(tool)+Charcoal
Stew- meat+vegetable+water+fire/waterproof container(tool)+heat source(tool)
Potato
Carrot
Onion
Garlic
Fish
Fish Fillet- Fish+sharp edge
Animal fat- corpse+sharp edge
Salt
Sugar- berries+Distillery(tool)
6 Chopped Meat- Medium meat+sharp edge
2 Chopped Meat- small meat+sharp edge
Dried Meat- Chopped Meat+heat source+drying rack
Nettle Sprig
Nettle Tea- water+fire/waterproof container+2 Nettle Sprigs+heat source
Grain Alcohol- Grain+water+Distillery(tool)
Wheat
Flour- Wheat+Mill
Bread- Flour+water+heat source
Ash Bread- Flour+water+heat source+ash

--Medical/Herbal Components--

Spoiler: Highlight to view
Thyme Sprig(Antiseptic)
Chamomile Flowers(Stomach Pains)
Primrose Seeds(Tranquilizer)
Rosemary Sprig(Disinfectant)
Wintergreen Leaves(Antiseptic)
Woodruffe(Tranquilizer)
Yarrow Flowers(Healing)
Comfrey Root(Healing)
Calendula Flowers(Healing)
Black Walnut Hulls(Aniseptic)
Lavender Sprig(Pain Killer)
Bandage- 2 clean rags+Needle(tool)+string
Blood Draw Kit
Blood Bag-Using a blood draw kit will damage blood supply and make a single bag.
Rubbing Alcohol- 2 Grain Alcohol+Distillery(tool)

--Containers--

Spoiler: Highlight to view
Crate-6 Wooden Planks+Hammer
Chest-6 Wooden Planks+Iron Ingot+Hammer
Clay Bowl- 2 Clay+1 Charcoal
Clay Plate- 2 Clay+1 Charcoal
Clay Jar- 1 Clay+1 Charcoal
Clay Jug- 5 Clay+1 Charcoal
Clay Pot- 7 Clay+1 Charcoal
Beaker- Unshaped Glass+Charcoal+Furnace(tool)
Flask- Unshaped Glass+Charcoal+Furnace(tool)
3 Vials- Unshaped Glass+Charcoal+Furnace(tool)
Water Skin-2 Leather+2 Leather Strips
Makeshift Battery- 2 Charcoal+Iron Ingot+2 Lead Ingots+Copper Ingot+Sulfuric Acid
Metal Drum- 20 Iron Ingots+Forging Set(tool)+10 Charcoal

--Structure/Base Part--

Spoiler: Highlight to view
Furnace- 20 stones+ 5 Mortar
Crucible- 10 Clay+ Furnace(tool)
Anvil- 20 Iron Ingots+ Crucible(tool)
Mattress- 8 Bolts of Cloth+ 20 medium cord+ 50 rags+ 20 tinder
Pillow- 2 Bolts of Cloth+10 rags+2 medium string
Blanket- 4 Bolts of Cloth+ 4 medium string
Distillery- 2 Glass Flasks+1 Glass Tube
Portable Generator
Portable Hot Plate
Portable Heater
Portable Lamp
Lantern- 2 Iron Ingots+ 1 Unshaped Glass+ 1 medium string+ Forging Set(tool)
Forging Set- Anvil+Furnace+Hammer
Grill- 5 Iron Ingot+Forging Set(tool)
Table- 5 Wood Planks+Hammer
Basin- 6 Wood Planks+Hammer
Barrel- 8 Wood Planks+Iron Ingot+Hammer
Carpentry Set- Wood Plane+Chisel+Hammer+table
Chemistry Set- Table+Wood Plank+5 Vials+3 Flasks+ Glass Tube+2 Beakers
Battery Array- 10 Makeshift Batteries+5 Copper Wires+Forging Set(tool)
Lathe- Makeshift Machine Tools(tool)+20 Iron Ingots+5 Copper Wire
Drill Press- Makeshift Machine Tools(tool)+16 Iron Ingots+6 Copper Wire
Band Saw- Makeshift Machine Tools(tool)+15 Iron Ingots+5 Copper Wire
Grinder- Makeshift Machine Tools(tool)+18 Iron Ingots+5 Copper Wire
Machine Shop- Lathe+Drill Press+Band Saw+Grinder+Forging Set(tool)+50 Iron Ingots
Tanning Rack- 4 large branches+6 medium branches+2 medium string

--Materials--

Spoiler: Highlight to view
Leather-Cleaned Hide+Tannin Solution+Tanning Rack(tool)+Basin(tool)
Cleaned Hide- Scraped Hide+2 water+Basin(tool)
Scraped Hide-Soaked Hide+sharp edge(tool)
Soaked Hide- Lime Solution+Raw Hide+Barrel(tool)
Raw Hide- Large Game+sharp edge
Tannin Solution- 5 Branches+water+sharp edge+basin
Lime Solution- 10 ashes+water+basin
Refined Wooden Shaft- wooden shaft+sharp edge(tool)
Log- Scavenge with an axe.
Rock-Scavenge with a pickaxe.
Copper Wire- Copper Ingot+Forging Set(tool)
Small Iron Tube- Iron Ingot+Forging Set(tool)
Clay- Mortar+ Soil
3 Wood Plank- Log+ Saw(tool)
Unshaped Glass- 10 glass shards+ 3 Charcoal+ Crucible(tool)
Plastic Scrap
Unshaped Plastic- 10 plastic+ 1 Charcoal+ Crucible(tool)
Bolt of Cloth- 5 rags+1 string+Needle(tool)
Scrap Iron
Iron Ingot-16 Scrap Iron+ Crucible(tool)+ 5 Charcoal
Scrap Copper
Copper Ingot-16 Scrap Copper+ Crucible(tool)+ 5 Charcoal
Scrap Silver
Silver Ingot-16 Scrap Silver+ Crucible(tool)+ 5 Charcoal
Scrap Gold
Gold Ingot-16 Scrap Gold+ Crucible(tool)+ 5 Charcoal
Scrap Lead
Lead Ingot-16 Scrap Lead+ Crucible(tool)+ 5 Charcoal
Scrap Aluminum
Aluminum Ingot-16 Scrap Aluminum+ Crucible(tool)+ 5 Charcoal
10 Thermite- Iron Ingot+Aluminum Ingot+water
Stone Brick- Rock+Chisel+Hammer
Mortar- 5 stones+soil+water+Rock(tool)
Soil- Shovel(tool)
Flint
3 Flint Arrowheads- flint+stone(tool)
Charcoal- 5 branches+fire source(tool)+Soil
5 Charcoal Powder- Charcoal+ Mortar And Pestle(tool)
Sulfur
5 Sulfur Powder- Sulfur+Mortar And Pestle(tool)
Potassium Nitrate
5 Potassium Nitrate Powder- Potassium Nitrate+Mortar And Pestle(tool)
Bio Fuel-Grain Alcohol+Charcoal Dust+Distillery(tool)
Iron Plate- 3 Iron Ingots+Forging Set(tool)
5 Matches- tinder+Sulfur
Sulfuric Acid- water+Sulfur+heat source(tool)+Chemistry Set(tool)
Gunpowder- Crude Gunpowder+Grain Alcohol+Chemistry Set(tool)
Crude Gunpowder- Sulfur Powder+2 Potassium Nitrate Powder+7 Charcoal Powder
5 Lead Ball- Lead Ingot+ Forging Set(tool)
12 Bones- Skeleton
Skull- corpse+sharp edge
Skeleton- corpse+sharp edge
Pitch- 5 wood branches+2 water+fire/waterproof container+heat source
Tallow- Animal Fat+heat source+fire/waterproof container

---------------------------------------------------------------------
And when the world has come to an end, I shall remain.

I do mod requests, just leave a comment or PM me.
Mod requests: Here

I would love to help make this mod, as I'm a huge fan of the idea of more crafting (and trading). I'd need someone else to handle the artwork duties, though, as that's definitely not where my talents are and there are a *lot* of new items here!

Realistically, starting small and adding more and more would be the way to go, as this is a ton of content. I really like the idea of most of these items, though, and at a glance I didn't see anything that looked "hard" to add in coding terms.

Some of this stuff, though (as you said), is already featured in popular existing mods and IMO it would be best to in those cases just to add compatibility patches (for things like Kaaven's Fields of the Dead for bones, or my own Fishing mod for fish) rather than "reinventing the wheel" for those few items, as it were.

When it comes to stuff like bread or leather-working, which is already in a major/game-altering mod like Chiko's NeoScavExtended, I would probably like to ask the author if an optional/plugin "mini" version of their mod could be included with this one that just adds those few items; that way, those who play with both this mod and NeoScavExtended wouldn't end up with duplicate items.

My only major hesitation here is the specific firearms; I've always preferred the idea of NeoScav featuring "representative" versions of weapons rather than actual ones available today (one of my only complaints about Fallout 2 was how it suddenly introduced "real" guns that were hundreds of years old!). Besides, in gameplay terms, there's no real difference between a M16A1 or an M4A3 assault rifle.

My Mods:SaveMan|Fishing|Shouldered|Bottles

I have already actually started on code, using the base idea, though it doesn't work, most of the work would be done and would be run through another modder maybe to check and figure out the problem. I make most of my own images and I am working slightly on that, maybe going to use a "Default" texture as placeholders until I can make it, but things like hammers, batteries, gas cans, etc, I have already made. The specific guns are more of representations, not actually going to name them that, but it is just to get the idea of what the actual gun looks like.
The idea for this mod is to be able to use basic tech to advance through and make more modern tech, while it still require scavenging, it supplements the survival aspect, in a real survival situation, a stone hammer can be made easily, and can function until actual tools can be found, or enough metal is gathered to make it yourself. I am also thinking about making "Skill Manuals" for technical skills, allowing all crafting to be unlocked(though they degrade slowly like books do, so make copies, heh), just not from the start and physical skills are impossible to obtain outside of actually having them on creation. That cookbook you found in that attic is now worth more then just fletching.

Major Edit:
After some time, looking over some things and finding the issue that has been plaguing me, I have started building the mod from the ground up. This is now considered a WIP Project.

---------------------------------------------------------------------
And when the world has come to an end, I shall remain.

I do mod requests, just leave a comment or PM me.
Mod requests: Here

One issue I am running into and would like to see possible is to have a bullet case drop on the ground for fired rounds for later use, but for now I can skip that as the player might not care about casings.

---------------------------------------------------------------------
And when the world has come to an end, I shall remain.

I do mod requests, just leave a comment or PM me.
Mod requests: Here

Warning! Untested!
You might want to start by trying this - each attack mode can have a "vAttackerConditions" option. This applies a condition to the user. You might want to make that attack type add a condition with a "aEffects" "AddItemGround=X,0,0,0;", where X is the ID of a TreasureTable containing the correct shell-casings.

I'm not sure how that option will react in combat scenario (combat round is 1/10 of the normal "move". But if it's going to work at all, it will be that way. Possibly, might lag.


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

That is interesting and I will have to try this and get back to you on that, I am working on a reloading bench using primers, units of gunpowder, cases, and the bullet to make rounds or unmake them, as well as use reusable cases for reloading. This mod will hopefully be a more in depth and expanding option to early and mid game with late game needing more work, I already developed a "Research" idea and other options that will act as skills, while no real skill will be available and possibly a tiered tech for later on, not sure.

Also, for now, almost all items will be player dependent, meaning not found in the world and can only be crafted, that will be until I can properly implement them, but most functions should work fine, I am testing as I go and the cheating mod has really helped speed up testing.

It doesnt seem to work. I included the relevant code in my test to see if there is an issue, if you can see an issue, tell me, but from what I see, it should work from what you said. I will continue messing with it and hopefully find out what it is. sadly code doesn't properly show up...

Also, I am interested in if vAttackerConditions can be used to apply weapon injuries like poisoning, fire, concussions, etc?

Spoiler: Highlight to view
table name="attackmodes">
column name="id">1</column>
column name="strName">N4B1</column>
column name="strNotes"></column>
column name="nRange">75</column>
column name="fDamageCut">1.3</column>
column name="fDamageBlunt">0.5</column>
column name="strChargeProfiles">1</column>
column name="nPenetration">2</column>
column name="nType">1</column>
column name="strSnd">cueRifle</column>
column name="bTransfer">0</column>
column name="vAttackerConditions">3</column>
column name="strIMG">ItmM4A1.png</column>
column name="fMorale">0.4</column>
column name="strWieldPhrase">readies their N4B1</column>
column name="vAttackPhrases">pops a shot off at,fires their N4 at,takes a shot at,fires at</column>
/table>
-----------------------------------------
table name="conditions">
column name="id">3</column>
column name="strName">Spent 5.56mm</column>
column name="strDesc">&lt;us&gt; is shell shocked, causing deafness and disorientation.</column>
column name="aFieldNames"></column>
column name="aModifiers"></column>
column name="aEffects">AddItemGround=4,0,0,0</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">0</column>
column name="bDisplayOther">0</column>
column name="bDisplayGameOver">0</column>
column name="nColor">0</column>
column name="bResetTimer"></column>
column name="bRemoveAll">0</column>
column name="bRemovePostCombat">0</column>
column name="nTransferRange">-1</column>
column name="aThresholds"></column>
/table>
------------------------------------------
table name="treasuretable">
column name="id">4</column>
column name="strName">Spent556</column>
column name="aTreasures">2.1x1x1</column>
column name="bNested">0</column>
column name="bSuppress">0</column>
column name="bIdentify">0</column>
/table>

---------------------------------------------------------------------
And when the world has come to an end, I shall remain.

I do mod requests, just leave a comment or PM me.
Mod requests: Here

When you apply a condition via "vAttackerConditions" you need to use this format:

<column name="vAttackerConditions">3x1.0</column>

Where 3 is the ID of condition and 1.0 is the chance of it being applied with each use of that attack mode (1.0=100%, if it was 3x0.25, there would be 25% chance of it being applied).

On a separate note - to place the full, uninterrupted code in the posts, use [Xcode]insert code here[X/code] tags (just without those X letters).


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

By the divine, I must thank you again and again, heh, though the condition also needs to be "Stackable" even with a duration of 0, as it is occurring as an instant action, my burst fire works now. now to make 10 more guns to use the ammo. This has also given me a few ideas for other aspects and "Crafting"
Also, I did have the 1.0, but it didn't work the first time because I think I messed up linking the correct table.

---------------------------------------------------------------------
And when the world has come to an end, I shall remain.

I do mod requests, just leave a comment or PM me.
Mod requests: Here

i need to know how you got the burst fire to work. i basically have a situation identicle to yours but with a different face on it. after looking at this post i got the single fire to stack the items but burst fire drops nothing

update: i don't know why but it might be working now. ya i did and then undid a bunch of things and it's just working now. weird

update: dammit it doesn't work 100% of the time -pulls hair-

OverHaul Mod
DevKit is an upgraded BBC mod.

I sent you a break down of some of my code, that should help and if you have any more questions, ask. The main thing is that combat is all less than a turn and the condition must be stackable.
My mod uses 2 methods of burst fire, a fire mode and blast away. Fire modes like semi auto, 3 round burst, and full auto use different amounts of ammo and tends to hit harder, both methods drop correct amounts of casings, but their treasure tables are different. Full auto blast away might spend as much as 99+ Rounds in some heavier machine guns, but the usual would be 15 rounds for full auto bursts.

---------------------------------------------------------------------
And when the world has come to an end, I shall remain.

I do mod requests, just leave a comment or PM me.
Mod requests: Here

yes i have it set up execpt that i'm trying to get broken arrows to drop after blast away is used.

see burst fire drops 3 arrows, but using burst fire twice is where the problems begin. infact single fire, i used 7 times but only 6 broken arrows showed up

<table name="attackmodes"> <column name="id">3</column> <column name="strName">compound bow w/crude broadhead</column> <column name="strNotes"></column> <column name="nRange">40</column> <column name="fDamageCut">0.8</column> <column name="fDamageBlunt">0.4</column> <column name="strChargeProfiles">1</column> <column name="nPenetration">1</column> <column name="nType">1</column> <column name="strSnd">0:cueBow</column> <column name="bTransfer">1</column> <column name="vAttackerConditions">11x1</column> <column name="strIMG">0:AModeBowCompound.png</column> <column name="fMorale">0.3</column> <column name="strWieldPhrase"></column> <column name="vAttackPhrases"></column> </table> <table name="conditions"> <column name="id">11</column> <column name="strName">drops a broken arrow</column> <column name="strDesc"></column> <column name="aFieldNames"></column> <column name="aModifiers"></column> <column name="aEffects">AddItemGround=15,0,0,0</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">1</column> <column name="bDisplay">0</column> <column name="bDisplayOther">0</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> <column name="aThresholds"></column> </table> <table name="treasuretable"> <column name="id">15</column> <column name="strName">broken arrow</column> <column name="aTreasures">1.2x1x1</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.

I don't think you should use bDisplayGameOver, but I dont think that matters as much.
The thing I am looking at right now is bTransfer, if this does not work setting it to 0, than also remove the 0 from bResetTimer. That should hopefully fix it, if not tell me and I will see about testing it.

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And when the world has come to an end, I shall remain.

I do mod requests, just leave a comment or PM me.
Mod requests: Here

i tried all that you suggested and it still doesn't work "100%". make no mistake, the first click of blast away drops 3 broken arrows. however when i click blast away 3 times in a row i get anywhere between 3-9 broken arrows when i should be getting 9 everytime.

i have a work around in mind, make a "battlemove" that is identicle to blastaway but applies the condition with it. this way, instead of 3 "stacks" of a condition there is merely 1 condition that drops a new treasure table with 3 broken arrows in it. but if i can avoid it it'll save me some work, if im not mistaken i need to make a new bow for that right?

OverHaul Mod
DevKit is an upgraded BBC mod.

i think maybe you shoudl double check your mod, don't use full auto but instead use blast away 2-3 times in a row without interruption and see if you get 6-9 shells back

update: test it more than once because it occasionally works

OverHaul Mod
DevKit is an upgraded BBC mod.

Well, so far, I have tested this code and fired 100s of rounds as dogmen, DMC guards, etc, always received casings back unless I set it to be 95% return rate. I am testing it now, I will report my findings.

Note 1:Well, first finding is that I cant craft and if I ever hit "End Turn" I will skip my turn and instantly die of dehydration, so that's fun.

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ill get to work on that work around in the meantime

OverHaul Mod
DevKit is an upgraded BBC mod.

to be honest id be suprized if you foind that the 3 shot burst used 3 times in a row, returned 9 shells.

if it does great, but if it doesn't the battlemove workaround does work consistently. requires me to learn how to do battle moves and im hoping i don't have to make a new set of bows for the custom battle move but it does work.

OverHaul Mod
DevKit is an upgraded BBC mod.

Well, my first run went well 120 out of 120(Nothing but blast away), second run went 18 out of 30(Nothing Bust blast away), so it is oddly inconsistent on when it wants to return it. Battle Moves might be the key, something must have changed in the recent code because I have always 100% gotten the correct amount.
Took me 3 game days to find something to shoot, but then a pack of 6 dogmen attacked me at night, mowed them down with a pistol. I will start work on battle moves now. Thanks for pointing this out.

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when you start a new game there is a dogman there to shoot, if you jump out the window without selecting a skill. i use the samplemod to spawn my items there, start a new game jump out window. right back onto the hex, pick up items, and then shoot

OverHaul Mod
DevKit is an upgraded BBC mod.

possible problem with the battlemoves http://bluebottlegames.com/main/node/4235?page=3#comment-21369

OverHaul Mod
DevKit is an upgraded BBC mod.

I already knew about the problem and was just planning on making a whole new weapon type(If possible) just for guns to allow bolt, semi, burst, and full auto depending on the guns type. Likely doing away with "Blast away". Just messing around at this point to figure things out. I know for a fact though that a few patches ago, this method worked 100% of the time.

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let me know if it's possible

OverHaul Mod
DevKit is an upgraded BBC mod.

I am interested, is there a way to use a battle move on an unconscious npc, have them removed from the tile, and all their items drop as well as a designated item? I am only asking because I am thinking of designing a slave system, this setting reminds me of fallout, but in this post apocalyptic world, there is no slavery by the raiders? Wouldn't Zom Zom's place be a haven for it? My idea is simple, using non lethal methods(Tranquilizers, tazer, rubber bullets) one could render a person unconscious then use handcuffs or rope to immobilize and allow transport though at a slowed pace.

On a side(but similar) note, would it be possible to do the reverse, use an item to summon an npc to your tile?
I am thinking of building 2 separate other mods for this, one being to include slavery for those raider build characters, it would be a cheap way of making a little money, and maybe set up something like a gladiator system at zom zoms, training a slave to fight with payout being a gamble. The second is more for a "Magic" mod, raising the dead to fight once more, as little minions that patrol or "guard" an area without interacting with the player, I just imagine a swarm of 10 zombies/skeletons ripping a looter to shreds and using "Mana" or "Faith" to send fireballs or perform healing, make scrolls, etc.

This might just end up being my mod idea thread to help me think up more. I have already started heavily working on my mod, I have over 200 items, ranging from simple materials, to armor, weapons, ammunition, etc. Using a separate(for now) base mod for item properties and adding them to the base game items. I am building on their images, for now some look a bit basic, but I am not an artist, I will replace them as I can.

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An update, currently about 30% done on the functional modification for a base release, the idea is itself 90% done in my head, so it should just be mostly me throwing it together in code, on the downside, I only have about 10-20% of the actual images ready, but I will be using default images and temps. Also know that a balancing patch will need to be made after it is released, because I am sure it will not be 100% balanced to start, so I look forward to talking about things for balancing with the community.

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Cant wait i have been keeping an eye on this mod and am excited if you need people to test it i would love to (sorry if i came across as rude didnt mean to).

Cannibal Family Picnic

I would be glad to have testers, 60% done on coding, 26 guns, basic ammo and magazines are made, materials are mostly made, weights are not properly implemented and likely wont be done for the first few open test builds, understand that a lot of the metals will be heavy, a few metal bars are anywhere from 4-19kg each, I am hoping to implement currency to be dropped and can be "Banked" at the junk market. Anything you are interested in seeing functional?

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Yeah i would love to see it functional as this is an exceptional mod

Cannibal Family Picnic

I was more asking if there is any part of the mod you want to see functional asap?
Oh and as a side note, I made functional, buildable cars, expensive, require fuel, but allow quicker travel and have decent load capacities. Weighing a ton means it is not very functional if your fuel runs out, it has a heater, light, and some comfort, but requires power for luxuries, not really good for scavenging, but being able to lug heavy items easier makes it worth it, trucks are in the plans for scavengers, but requires more fuel and more material.

over 900 kg of iron, glass, copper, etc, makes it the third most expensive item in the mod, the most expensive is a secret... lets just say that the world shall tremble once you show it off...

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Cool cant wait to use a tank but what about generators if fuel is available it should be possible to burn it for power, and no although I am excited about the mod there are no specific just want to try it out and help and play the mod as whole as well a ferret out its secrets.

Cannibal Family Picnic

Glad to see the adventurous, spirit is still alive, I will add plenty of secrets.

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What do you think the estimated release time would be

Cannibal Family Picnic

The base version should be released some time this week if things go as planned, it with be in it's alpha phase, then come cracking down on issues, implementing intended features properly and overwhelming balance changes, likely over less than a week, then beta for fine-tuning which might take some time, adding more items and features before considering it a stable build mod with its key features ready, though it will be accessible early on I would suggest not making it your "favorite save" until it is stable, though I will try to make transitions as painless as possible.

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Well the whole multiple saves thing just didn't sound good to me so I General play 1 life 1 death. Anyway would it be possible to test before its releases? If not thats fine but it would be cool to see it under work in progress in the mod section

Cannibal Family Picnic

80% done on coding, now with more images, I was thinking of and idea to add many creatures(21 thought of so far, ranging from wile pigs, cows, to DMC tank and chopper patrols) either as a separate mod or combined with this one at a later time. Miniguns are in the works too, firing an impressive 10 rounds per firing, while applying "Shaken" which decreases accuracy, unless your wearing a powered suit or driving a mountable vehicle. 500 rounds is nothing to shake a stick at, but good luck carrying it all, the mag can however be used for a backpack, but otherwise, cannot be stored outside of a vehicle or on the ground. This however will not be implemented in the base release, It will be coming in the second wave. Hope you dont mind a little wait for new toys.

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Most of the coding is done, just finishing up some parts, about 80% of the code is fully functional and I am just adding mostly a few recipes and modifying base values, the way I have it set up, all future updates can be run on the same setup with little change. Some items in game will become useless "Default" items when their usefulness is gone, they are temps. Images might change over time, some features are disabled by default for the first release, they should be more available as the build grows. Radioactive materials are the main focus of this until a suitable radiation setup can be made, food and water are being rebalanced since so much is being added, blood transfusions and some medical supplies, as well as rats/trapping set ups are also disabled until they can be implemented properly. I will make a guide at some point to help, though the secrets will not be available in the guide, 5 secrets are in the works.

Also know that I will be making dog tags and currency for the DMC, so instead of this unknown and unobtainable money(outside of trading) bad mothas and most npc will drop assorted bills and the available money is considered "Banked". Drugs will also be available in the mod, both legal and illegal ones, but dont go selling illegal drugs in the junk yard, it's almost like selling human meat. I want to implement something with zom zoms for a "Black Market" style setting, but I am not sure how well it would work.
Another thing to know is that I will be making an npc addition as a separate mod that will have the option of vanilla or Hellforge(current name of this mod) compatibilities.

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have you considered using the original currency form but adding paper currency that could be "used" and adds money to your over all.

Cannibal Family Picnic

I have and decided I want people to want to get to the junk yard and deposit their money. Think of it as the player using that bank account he started with in the cryo lab as his main bank, using a wallet you can store "Stacks" of bills, each stack is 100, so its not too bad for only taking up a small bit of space, wallets will drop like money too or can be crafted, but that will be in time.

The main bills will be 1, 10, 20, and 100, the wallet will be 2x2 and hold 4 stacks of bills, each bill stack will be 2x1, there will also be Money chips, that can be sold for 1,000-50,000 though are a lot(I mean a lot) more rare as usually a person will have from 0-200 on them, normal looters and thieves will not have much, soldiers might have a bit, but key figures will be the assassins and "Bosses"(these will be part of the npcs)

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alright sounds good hope to see this up in a few days.

Cannibal Family Picnic

Well, I seem to have hit a little snag, my recipes were working, now none of them work, and all 250 items are rendered useless as you cant obtain them. Is there a problem with adding custom item properties and ingredients, because it only happened when doing so, but now even rolling back seems to have broken them, so I am at a loss.

Edit: On further review my ingredients lost their "& amp ;" without the space, back on track now, though I had to sleep on it and review things to figure out what happened, my editor decided it would be in my best interest to change that to commas... I did lose a day, so not happy about that, but now I am working again.

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Because of some delays with the holidays, I have been pushed back a bit, though in that time I worked on images. I have a stable test build that I am running and building on right now, weight, conditions and sounds are not fully implemented, but I have been breaking down metal, building furnaces and anvils, making charcoal and soon I will have a stable release build with moderate functionality. The code is mostly there, so the only things I need to do are finish images, and implement recipes. Other then that, I will just be adding onto it and reworking things, I have almost 100 Elements in my plans to use for building, alloys, research, etc. Tech will be progressive in a sense until I can think of a skill learning system, or something like that. I am looking into "Skill Progression" and learning, in depth crafting systems are in the works, ranking from a 6 step leather tanning method, to a nuclear reactor being built from the ground up, deadly radiation, temporary remedies, deadly viral strains, etc.
I want to make each play through easily changeable to more unique paths, opening biology, chemistry, even learning other languages to assist in survival. Another thing is that I will be re-balancing a lot of vanilla things, like water, food, and even medical supplies, thresholds will play key parts in a lot of new systems I am working on. I dont want to promise anything, but I will try to get the first alpha build up for playing by tomorrow, but I am tired, so it might be a little later in the evening...

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if you need any art for the weapons i can design them here is a link to my album of new guns for my weapon pack mod http://erok4545.deviantart.com/gallery/

Even in the end there is always a beginning IMAGE(http://fc00.deviantart.net/fs70/f/2015/012/f/4/model_1887_sawed_by_erok4545-d8dongg.png)

I could always use more art.Any good art for clay pots of a reloading bench?

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clay pots or is it some part of a gunsmiths bench?

Even in the end there is always a beginning IMAGE(http://fc00.deviantart.net/fs70/f/2015/012/f/4/model_1887_sawed_by_erok4545-d8dongg.png)

4x4 clay pots for general use, smaller ones can be used for improvised explosives. The second one was a reloading bench(If you dont know what that is, google it) it is primarily used for loading shells and rounds for use in firearms.

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Heres my sketch up of a basic pot concept what do you think, any critisizing/critique is welcome IMAGE(http://fc08.deviantart.net/fs71/f/2015/013/b/1/b1fe1bc7ad833e703844ca43a6d0bb0f-d8dt9zz.png)

Even in the end there is always a beginning IMAGE(http://fc00.deviantart.net/fs70/f/2015/012/f/4/model_1887_sawed_by_erok4545-d8dongg.png)

of course it needs to look more weathered due to the apoc unless it was cast after the collapse just specify any details you think would be nice to add.

Even in the end there is always a beginning IMAGE(http://fc00.deviantart.net/fs70/f/2015/012/f/4/model_1887_sawed_by_erok4545-d8dongg.png)

I was thinking more along the lines of this http://thumbs.dreamstime.com/z/soft-clay-pot-pitcher-27231863.jpg of this http://www.nishienterprise.com//v/vspfiles/photos/CLAY%20POT-2T.jpg, though if you thin that out it would make a decent clay jug

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Not sure if this looks close at all but very tiny clay pot: IMAGE(http://fc09.deviantart.net/fs71/f/2015/013/5/c/pot_small_by_erok4545-d8dtqww.png)
IMAGE(http://www.nishienterprise.com//v/vspfiles/photos/CLAY%20POT-2T.jpg)

Even in the end there is always a beginning IMAGE(http://fc00.deviantart.net/fs70/f/2015/012/f/4/model_1887_sawed_by_erok4545-d8dongg.png)

Looks good, might have to use that, heh again, I was looking for a 4x4 or in this case 40x40 pixels, I am really tossing ideas around and building the structure more. I recently finished making a list of ammunition types I will be using and started adding images for rounds, bullets and cases, as well as a new image for gunpowder units, using a 1x1 now instead of a 2x1 and lowered its stack limit along with primers. Next is tackling a distillation method decay works, but I dont want it constantly falling on ground when it finishes or ages, I want it to stay in a container... a lot to think about.

I do like that clay color, it feels more natural then the earthen clay color I was using, I might make a kiln as well for fun, again, it is a complex project adding 100s of new features, I over think it sometimes, but I am just testing the bounds of the game for now. I think the ability to "can" foods will help with making preservable food and it will make long trips more manageable with a lighter load, a lot of my new gear will be heavy, making you have to plan ahead. There will be no "Portable" work stations, at least not without a vehicle, making base building a minor essential need, though survivability can be sustained without it for now.

http://bluebottlegames.com/main/node/4045 as you can see, the unimplemented list is semi long, a lot needing images, and that is only about 30% of my actual Idea, and my list just keeps getting longer, from computer building, to major military secrets(secret feature being implemented) I am enjoying my time on the project, though slow, its fun.

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very good list so far, i will love to see where this goes, if i get better understanding of this games code ill type some up, otherwise i have way more experience with making improvised tools and full on gear irl to base ideas off of

Reality is my clay, Imagination my tools.

Always have an idea on hand.

Feel free to ask about/request a feature.

This isnt the full list, and I have 6 years of survivalist training, studied tech from medieval to modern and even current theoretical tech, that is where most of my ideas come from, other then that, some minor input from other games can fill in the rest, and I am even thinking of bees, trees, livestock, and other sustainable resources, why spend a week's travel to gather stone, when a quarry can be made in a nice open field next door(granted with a lot of digging and work), make that other field a vegetable or grain field(I know grain is not lore friendly, but it is logically friendly).

I am working on a base set of statuses and planning on using exhaustion systems only about 8 hours a day can be spent digging, and it increases hunger and thirst, but also build strength(Yes, I am actually making physical ways to build up strength, speed, intelligence, etc)

The idea revolves around 6 primary stats.(Yes I ripped them off of D&D...)
Strength - Physical ability, increases carrying capacity and melee damage over time.
Dexterity - Increases ranged abilities and can offer more run moves over time
Constitution - Allows a higher pain threshold and blood supply
Intelligence - Primarily helps with "Tech"
Wisdom - Increases awareness
Charisma - Makes you more friendly and terrifying, more likely to cause morale issues with enemies.

Skills(Hidden elements) will also increase, but be aware that radiation will also have a factor, just dont go around active uranium rods without a hazmat suit... or use lead lined boxes, those work too.

Also as something else, I love the S.T.A.L.K.E.R. series, so I might implement anomalies and artifacts... not sure, but thinking about it. Imagine Chemical clouds that cause toxins to build up in the body, leading to death, but can be avoided by using gas masks, air tanks, or similar breathing apparatuses. Fire anomalies would cause burns that can lead to infections, electric anomalies that can leave burns or stop your heart, this idea isnt fully built up, but it is getting there.

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