[Mod] Bottle Label Mod (v1.92) [for NeoScavenger v1.04+]

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[Mod] Bottle Label Mod (v1.92) [for NeoScavenger v1.04+]

TLDR:
This mod is for players who want to be able to see what the bottles in their inventories contain at a glance.

DOWNLOAD (LATEST VERSION):
Bottle Label Mod v1.9 (for NeoScavenger v1.04+)
Bottle Label Mod v1.91 Hotfix Patch (requires v1.9 first)
Bottle Label Mod v1.92 Hotfix Patch (requires v1.91 first)

IMAGE(http://i156.photobucket.com/albums/t28/banjo_oz/NeoScavenger/MyMods/bottlemod_promo_zps50b56214.png)

One of the few remaining "issues" NeoScavenger still has after reaching version 1.0 is that bottle containers (plastic water bottles, Corna Cola bottle and whiskey bottles) have only one set appearance when full (water bottles look like they're full of water, cola bottles show they are full of cola, whiskey bottles appear to be full of whiskey) no matter what their actual contents is.

While this doesn't matter for other container types, the fact that bottles are the main way players carry liquids (most importantly, water) means that it be immersion-breaking at best to see your precious last whiskey bottle of water showing brown whiskey, and potentially life-threatening at worst, when you "use" a bottle that looks like its filled with water, only to find it was actually holding cola and you just gave yourself a sugar crash by mistake!

This issue is not really fixable, though, even by the developer, since all containers have only two visual states ("empty" and "has something inside"), and cannot change this based on what the actual contents are. This is almost certainly why, despite requests, this has not been fixed; it would take a major reworking of the game engine for one small and (although annoying) non game-breaking bug fix.

Because this still annoys me, though, I came up with this workaround to allow the player to "set" a bottle to display the appearance they wish. While this not being determined by the contents is hardly idea, I could not think of another way to implement this.

Thus, with this mod, a player can use the new "pen" tool item to craft and "label" any of the three bottle types (plastic, cola, whiskey) so that their appearance matches what the player plans to store in them. Note that if you label a bottle "cola" and then put water in it, it will still have the "cola" appearance unless you re-label it again; this is unavoidable due to the way the mod - and game engine - works.

For those wondering why I added the minor annoyance of needing a "pen" to craft the various bottle re-labels, it was because if you could just craft using the bottle by itself, it would clutter up the crafting list enormously!

GAMEPLAY CHANGES:

With this mod, you can "craft" any bottle into a version that shows a different "full" appearance besides the default ones. Such a "labeled" bottle functions identically (weight, value, capacity, crafting) to the regular version, apart from its icon appearance.

To label a bottle, go to the crafting screen and craft a "pen" item with any single bottle (water, cola, whiskey; empty or full) and choose the label (appearance) you want for the bottle.

Now, when you put anything in that bottle, it will have the correct matching appearance!

If you decide you want to store something else in that bottle later, craft it (with a pen) again and choose a different "label".

Note: all label recipes show up in the crafting recipe list with the tag "label".

Pens can be found while scavenging, however, you will always find one (in 100% condition) in the first urban hex you visit. They can also be bought from the Junk Store and C-Store.

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 is "getmods.BottleMod.php", a backup in case you accidentally delete the new "getmods.php".

USE WITH OTHER MODS:

Included is a "compatibility patch" for use with Kaaven's MmMoD mod. If you use that mod, copy "getmods.MmMoD+BottleMod.php" to your main NeoScavenger folder and rename to "getmods.php". You will now be able to label bottles to match the new liquid types (brine, detergent, milk, soup, stock) added by MmMoD, as well as label (i.e. change the appearance of) the new vodka bottle that MmMoD introduces to the game.

This mod should also be compatible with Chiko's NeoScav Extended mod, though it doesn't yet include any new bottles or liquids from that mod. For those who don't wish to edit their "getmods.php" files manually, the included "getmods.Extended+BottleMod.php" can be renamed and used to play both mods together.

There is also a "compatibility patch" for use with Layarion's Overhaul mod. If you use that mod, copy "getmods.Overhaul+BottleMod.php" to your main NeoScavenger folder and rename to "getmods.php".

Alternatively, if you want to use this mod with my Fishing Mod, copy "getmods.Fishing+BottleMod.php" to your main NeoScavenger folder and rename to "getmods.php".

Most recent compatibility (as of writing): NSE v3.8, MmMoD v0.91, Overhaul Mod v1.6h, Fishing Mod v2.01.

HELP NEEDED:

Bottles can be labeled unlimited times, however pens lose 0.1% condition with every use (to simulate ink). If enough people dislike this "realism", I'll remove the "degrade on use" for pens. Let me know what you think!

My "pen" item graphic is pretty rubbish and little more than a placeholder; if anyone would like to contribute a better-looking one (say, a disposable plastic "Bic" type), please let me know and it will be gratefully included in this mod, with full credit to the artist.

Finally, I've tried to properly implement random treasure tables, but this is truly tedious and eye-destroying work, so I'd very much appreciate if folks could either check and let me know if pens now show up corrently when scavenging!

FUTURE PLANS:

I still plan to implement proper compatibility with Chiko's NSE mod, taking into account the new bottles and liquids that mod adds to the game. It's a fair bit of work, though, so it might take a while!

Also, if I ever find the time, I'd like to try and also include Kaaven's MmMoD "glass jar" in this mod, allowing the player to "label" it and thus have it show its contents (pickles, nuts, berries, etc.).

Aside from the above Help Needed and Future Plans ideas, though, I consider this mod "finished" (at least in terms of vanilla game compatibility) as it stands, unless anyone finds any bugs (please let me know!), a future NeoScavenger version renders it in need of updating, or another popular mod requires a new compatibility patch be added.

My Mods:SaveMan|Fishing|Shouldered|Bottles

DEAR GOD

THANK YOU

---
do you even scavenge

You're VERY welcome!

(though reports of my godhood have been greatly exaggerated... ;) )

My Mods:SaveMan|Fishing|Shouldered|Bottles

I love this type of mod, hope you don't mind me assimilating it into my personal not distributed pack for fun, turning it to crafting only though, heh. When my mod is ready for a release, I will send you a pack of images of my liquids in vanilla bottles for compatibility.
I am actually stealing part of this idea in a sense, but it is for my custom jars, bottle, vials, etc, nothing vanilla.

---------------------------------------------------------------------
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 say "crafting only" (your personal mod), what do you mean? No pen required?

Sure, I'm happy to make/add a "patch" for your public mod with your new liquids when you get it done!

I don't mind if you do something similar with your custom bottles, etc. in your mod too; that sounds great! To keep everything compatible, though, how about making the "labeling" part an optional plugin that requires this (my) mod, so they can both share the same "pen" item for labeling rather than duplicate it?

I'd already planned to expand this mod to work with NSE as well as MmMoD's glass jar item, but if any mod author wants their unique containers added in a future update, just let me know.

My Mods:SaveMan|Fishing|Shouldered|Bottles

I use a pen and pencil that can be crafted fairly early on. Used for my own modded containers, but I might just expand into vanilla items, I wanted my mod to be a bit more compatible, but I have to change a lot to be accurate, so it doesn't look like it will be easy.

Charcoal+rag=makeshift pencil Lasts about 10 uses
Pitch+charcoal dust+6 scrap plastic=6 pens each lasts about 50 uses
Paper scraps+jar, jug, bottle, vial, flask, etc= Labelled container
Pen+labelled container= Labelled container(liquid)

---------------------------------------------------------------------
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

Thanks for this mod. This was the first thing on my list that I wanted to do! The labeling is a very clever "workaround".

This is a great mod, but could you tweak it that we don't need to label the the containers to see different sprites? I would like it to be automatic, so I don't need to freak out about losing the pen all the times.

'Ellow Govnah!

After installing the mod, I haven't found a single pen. Are they supposed to be an extremely rare drop?

As an answer to people not being able to find pens, why not have one be purchasable at the C-store in DMC? It makes sense to have one for sale, there.

It appears that the pen wasn't added to the loot tables. Without the pen, this mod is almost entirely useless.

Also, I just tried to add the pen item to the C-Store. It causes the C-Store to become inaccessible.

I don't know what breaks the C-store (probably something set wrong), but I found what might be wrong with the mod's treasure tables.

The pen was added on top of the vanilla tables. Which would be OK, if those were standard tables, separating items with comas (","), which means "and" when generating items.

The tables that mod is modifying, however, are "choose one" type, which separates items with those vertical lines ("|"). Those signs mean "or" when generating items. Those kind of tables need for all the item's chances to drop to form a full 100, because of the way they work. So for example:

86.1x0.2x1|86.2x0.5x1|86.3x0.3x1

Would drop one of those items, with 20% on first one, 50% for the second and 30% for third. 100% total. Anything added above that 100% will be simply ignored by the game.

And it looks like Banjo added the pens above that limit in some of those tables, meaning that they are getting ignored.


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

Thanks, mate! That is a HUGE help to know what the problem was!

I will definitely add pens to the C-Store next update, too!

My Mods:SaveMan|Fishing|Shouldered|Bottles

I'm having problems getting this to work with Mighty (m) MoD. I'm using your patch, but according to Kaaven, it and your mod are out of sync, as well as behind the game version. The problem is during loading, it stops at 27% and ends with "loading images... 501". Kaaven directed me to you after asking on his mod page, so that's why I'm here. Any update, to your mod or information on my problem, would be an unbelievable amount of help. Other than that great mod.

made a working version here
https://onedrive.live.com/redir?resid=3DE5997E9F3ABBCB%218445

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

made a working version here
https://onedrive.live.com/redir?resid=3DE5997E9F3ABBCB%218445

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'll happily repost your neomods.xml 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

ya no problem, just thought you weren't around the forums because i didn't see any recent post.

for this mod i suggest you read what kaaven said.

OverHaul Mod
DevKit is an upgraded BBC mod.
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i can't remove that link because your reply locked that post. but ill remove the download

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

Thanks! As I said, I do definitely appreciate the help as it's been a while since I worked on these. I'll be in touch, if that's okay? want to make these playable again and no idea what's been changed in the vanilla game since v1.0!

This forum can be funny in not allowing editing of previous posts, unless it's your first post/thread starter. I had the same problem several times!

My Mods:SaveMan|Fishing|Shouldered|Bottles

downloads are removed but the link is still there.

anyway one other thing, on this mod you could remove the changes you made to the first city encounter and just place the pen as idle loot in the cryo. it was keeping the game from loading on my end

OverHaul Mod
DevKit is an upgraded BBC mod.
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I'll look into fixing that too... I did that to avoid conflict with mods adding to the first hex, but I've got ideas on how to work around that with an encounter instead!

My Mods:SaveMan|Fishing|Shouldered|Bottles

minor bug report, when bottle is in players hand (cola water bottle in this case) it shows up as empty

OverHaul Mod
DevKit is an upgraded BBC mod.
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suggestion: currently i have to mouse over a bottle to see which container it is before i load the liquid.

what if you changed the color of the caps to match the bottle? potentially messy visually, but you could also edit the images you've already made and actually put a taped slip of paper on each one with a letter on each bottle. like a hand writeen T for tea

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

I really like the idea of actual labels on the bottles.

I actually was planning something similar LONG ago when "fuel" was still a liquid instead of being sealed inside lighters and even did a test graphic for it.

It won't be in the next updated, but it's definitely something I'll consider for future versions.

My Mods:SaveMan|Fishing|Shouldered|Bottles

I just wanted to let folks know that this mod is still currently "broken" when used with the current NeoScavenger (1.04), NSE or MmMoD, but that it IS in next in line for me to update and "fix"!

I've done my Fishing, Shouldered and Classic Skill Selection ones today and posted the new links. Tonight or tomorrow, time-permitting, I hope to get this (Bottle Label Mod), my Teleport Mod and my "mod merge patches" all updated and posted too.

And then next... my new "Shaman" mod Who wants to banish (or even kill!) that annoying Merga Wraith without fighting it? Cheating? Not quite... :) Also, who wants to Mindblast a dogman the next time one sniffs around your camp?

Sorry it's taken so long, and thanks to everyone for the support, especially those who've sent kind wishes while I've been dealing with 'real life" stuff these past few months.

Very glad to see folks using and liking this one, too, especially since it's my most time-consuming yet least "rewarding" (in terms of new content) mod.

My Mods:SaveMan|Fishing|Shouldered|Bottles

Updated (early! I worked overtime to get this out tonight, enjoy!) to work with NeoScavenger v1.04+ as well as the latest (as of writing) versions of NSE and MmMoD. Also added compatibility with the Overhaul Mod.

Note that if you use this with Chiko's NeoScav Extended, while it will work fine for vanilla bottles and liquids, the "new" liquids and bottles from NSE are NOT yet able to be labeled (you can't label a water bottle "wine" or a beer bottle "water"). I would like to fix this and make it work properly with all the NSE liquids (and maybe bottles too, though they are dark enough that it wouldn't really be needed, IMO) but this will take more time than I have spare right now, so it may not happen until a future update. Sorry!

Right now, I just wanted to get this mod updated and working again right now since I've seen several forum posts about it and received a lot of messages about this. Further tweaks and additions can come later, right? :)

PLEASE let me know if there are any bugs I missed, especially in terms of "loot drops" for pens, since while Kaaven's info above helped me fix the previous issue of pens not being found in THEORY, I have not had time to thoroughly test that they CAN be found in all appropriate locations.

I have added pens for sale at the Junk Market and C-Store, however, so that should be a reliable source if you can't find them elsewhere.

My Mods:SaveMan|Fishing|Shouldered|Bottles

was this an error?

<table name="treasuretable"> <column name="id">561</column> <column name="strName">Tannin Tea Bottle</column> <column name="aTreasures">BottleMod:11.3x1x1-1,98.7x1.0x2-2</column> <column name="bNested">1</column> <column name="bSuppress">1</column> <column name="bIdentify">0</column> </table>

that tannin tea bottle, is actually just a 2x6 bag made by the anishinaabe. i'm just wondering if you realized that your having a water bottle spawn inside a bag?

i mean if you did know that it's fine, just seemed out of place

OverHaul Mod
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I just tested this by spawning the treasure table item and it did give me a bottle of tea (no bag). Can you tell me how to reproduce your error?

(regardless, this IS bugged, though, as it spawns tea in a "booze" labeled plastic bottle instead of a "tea" labeled one, so I'll fix that next update!)

My Mods:SaveMan|Fishing|Shouldered|Bottles

"maybe" it wasn't a bug after all, but here is what has got me spinning. in NSE's override treasure 561 is this

<table name="treasuretable"> <column name="id">561</column> <column name="strName">ATN Birch Bag</column> <column name="aTreasures">5.0x1x1,11.4x1x1,98.7x1x2,18.4x0.3x1</column> <column name="bNested">1</column> <column name="bSuppress">1</column> <column name="bIdentify">0</column> </table>

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

in the vanilla file this shows up

<table name="treasuretable"> <column name="id">561</column> <column name="strName">Tannin Tea Bottle</column> <column name="aTreasures">11.4x1x1-1,98.7x1.0x2-2</column> <column name="bNested">1</column> <column name="bSuppress">1</column> <column name="bIdentify">0</column> </table>

update: so i don't know whats going on NSE but i suppose when i'm updating NSE i could spawn the item and see what i get.

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

Ah, so it's an NSE change rather than a vanilla updated! That's why I didn't spot it (and due to mod loading order, spawning with the Bottle Mod - NSE or not - you get the tea because the Bottle Mod keeps that loot item "vanilla", overwriting NSE's overwrite!).

I'm not sure why Chiko changed that vanilla table rather than just add the bag to the trading post (re-balance idea, maybe?), but I've fixed it so that if you are using NSE and the Bottle Mod together, NSE's bag table replacement takes priority over the vanilla tea bottles. Will provide a "patch" with this and updates for NSE 3.8 later today, so long as no other bugs or changes are found.

My Mods:SaveMan|Fishing|Shouldered|Bottles

Updated with v1.91 hotfix (you will need to download and install both the original v1.9 mod AND v1.91 patch).

Changelog:
* Updates NSE compatibility to NSE 3.8
* Fixes Tannin Tea bottle bug (gave wrong bottle label)

Download in first post.

My Mods:SaveMan|Fishing|Shouldered|Bottles

Updated with v1.92 hotfix.

You will need to download and install both the original v1.9 mod AND v1.91 patch first, then the v1.92 patch. Install the patches in order and overwrite if asked.

Changelog:
* Fixes compatibility with my Fishing Mod (v2.01) so that both pens and fishing stuff appears in the Junk Market.

Download in first post.

My Mods:SaveMan|Fishing|Shouldered|Bottles

you didn't complete the NSE merge, you need to include a modified Mod folder that add's chicko's "vproperties" to your bottles among other things. i think he might have some other changes like the nformat but i don't remember

OverHaul Mod
DevKit is an upgraded BBC mod.
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I'll take a look, but do note that (as stated in the readme), NSE compatibility is "basic" at best (compared to MmMoD compatibility, at least in intent). NSE features new liquids and containers I have no time right now to add to the mod, though I certainly intend to in the next couple of weeks once NSE's version releases have settled down a little (right now, it's updating too fast to invest that kind of time on something that might change a day later).

If it's actually something being "broken" by this mod, though, I'll definitely try to fix it up.

My Mods:SaveMan|Fishing|Shouldered|Bottles

not sure what the purpose is of having hotfix files be seperate from the main mod, it just adds and extra step that could be avoided

OverHaul Mod
DevKit is an upgraded BBC mod.
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Because it's a LOT less work for ME to upload a small patch rather than replacing the new full mod upload (with new links and info both here and the Nexus) every time some tiny bug is found, especially when said bugs are found in rapid succession.

The idea is that once there's been a week or so of no bug reports, I'll post a proper full version that combines all the hotfixes into a complete package mod (in this case, I was SURE there would be enough bugs to hold of making this v2.0, you might notice!).

I enjoy modding and a lot of what I do is for the benefit of other users (for example, MmMoD is the main "expansion" *I* use personally, but I try to support the excellent NSE too because I know a lot of folks prefer it), but in the end it's still a hobby, so sadly that means if it comes down to a choice between "less work for me" and "less work for someone to download", I'm going to more likely choose the former option, such as the hotfix method.

Plus, it means I can grab a few spare minutes to try and fix something glaring (such as the forest shack bug) fast, rather than make people wait weeks for a whole new version of the mod in question. I'd rather say "sure, I can fix this tomorrow but you need to download a hotfix" than say "I'll fix that next major update with the other bugs, maybe in a week or two", and I thought most other players would prefer that approach too.

My Mods:SaveMan|Fishing|Shouldered|Bottles

considering your methods it makes sense.

however if you merge all your mods into one package youll reduce your workload considerably. the drawback, is mergers can't cherry pick what to merge but on the otherhand you could package your most populer mods into one merger and that'll cut out two indiviual mods and forum post that you wouldn't have to update anymore.

on the otherhand you could drop the other merges and just focus on the vanilla mods and the Mmod merger and let others handle the nse mergers.

as for the links, i feel ya but as a onedrive or dropbox user it's a none issue because my links are "folders" and when i update my mod i just delete teh old one and paste the new one. since it's in the same folder i don't have to change a thing other than let people know i changed the mod itself

infact i suggest you don't worry about making a overhaul option in your packs to save you time, because i already have a merged pack that uses your vanilla 'mod" and override folder instead of the merger folders because i'm peculiar like that.

OverHaul Mod
DevKit is an upgraded BBC mod.
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The ability to "cherry-pick" and choose which mods a player wants to me outweighs saving me work, in this case. I've played many games (and NeoScav is included in this) where I've come across a mod which changes a ton of things, and I really just wanted one or two of those changes. For example, Shouldered and Bottle Labels doesn't really make any difference to vanilla gameplay, while Fishing does, and Classic Skill Selections is a big character creation that some wanted but others (myself included) don't want to use. If these were all one big mod, you'd no longer be able to say "I actually prefer the vanilla game, but I wish I could carry a gun on each shoulder!" or "I'm happy with everything as it stands... except the lack of fishing!"

But yes, it's a lot more work. Here is where I decide "more work for me" is worthwhile for player enjoyment.

As for patches vs full versions, yes, I know the difference in work is due to how I upload my mods that makes it extra work (wanting to keep track of downloads, and not give access to my cloud storage folders for personal reasons), but that's something I can deal with. Also, if a new hotfix is a total mess (possible, since they're quickly made and not tested much) and wrecks the game, you can still re-download the original mod and play with it while telling me I broke stuff and waiting for me to to re-fix the fix! :)

I agree on leaving the Overhaul mods up to you for the most part, so long as eventually you move from including the entire mod code to just make making the "overrides" you need, once you get a handle on the method.

My Mods:SaveMan|Fishing|Shouldered|Bottles

just thought of something that would take your mod to the next level, see when the labeled bottle are empty you can't distinguish them anymore...well you could make it so that the empty bottles show their content but only at 1/4th of what they can hold.

as an example, water bottle labeled "stuff" is empty...but you know it's the "stuff" bottle because you can see on the bottom of the bottle some remaining "stuff". would take alot of time with the art, but you seem to be pretty good at it.

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

Hey, I don't know if you're still active, but I guess people can still benefit from this.

If anyone is looking for getmods.php that merges this mod and BBC, I made one.
Let me know if anything is wrong with it, I don't usually tamper with files.
http://www.mediafire.com/view/hviipd4xqvp3a7g/getmods.php

I downloaded the mod and wanted to use it in conjunction with NSE, but checked and recognized, the "getmods.Extended+BottleMod.php" as well as the "getmods.Overhaul+BottleMod.php" both are missing the entry for the corresponding "Over_NSE" and "Over_OHM" folder.

I guess it needs to be like this:

Spoiler: Highlight to view
nRows=5 &strModName0=NSE &strModURL0=NeoScavExtended &strModName1=0 &strModURL1=0 &strModName2=BottleMod &strModURL2=Mods/BottleLabels/Mod &strModName3=0 &strModURL3=Mods/BottleLabels/Over &strModName4=0 &strModURL4=Mods/BottleLabels/Over_NSE

rather than

Spoiler: Highlight to view
nRows=4 &strModName0=NSE &strModURL0=NeoScavExtended &strModName1=0 &strModURL1=0 &strModName2=BottleMod &strModURL2=Mods/BottleLabels/Mod &strModName3=0 &strModURL3=Mods/BottleLabels/Over

and this

Spoiler: Highlight to view
nRows=5 &strModName0=NSE &strModURL0=NeoScavExtended &strModName1=0 &strModURL1=0 &strModName2=BottleMod &strModURL2=Mods/BottleLabels/Mod &strModName3=0 &strModURL3=Mods/BottleLabels/Over &strModName4=0 &strModURL4=Mods/BottleLabels/Over_OHM

rather than

Spoiler: Highlight to view
nRows=4 &strModName0=NSE &strModURL0=NeoScavExtended &strModName1=0 &strModURL1=0 &strModName2=BottleMod &strModURL2=Mods/BottleLabels/Mod &strModName3=0 &strModURL3=Mods/BottleLabels/Over

correct me, if I'm wrong...

Also, the treasuretables in "Over_NSE" weren't up-to-date, e.g the treasuretable for toolkit got implemented. Maybe other things are different as well, but I didn't find any until now.

I know, nothing broken, but just wanted to mention it for ppl that also want to use BottleMod with NSE

hmm what happened to the download links? does anyone have a copy of the file?

OverHaul Mod
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