[Mods] Blackguard Mods (Hellforge Mod Released v7a)

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[Mods] Blackguard Mods (Hellforge Mod Released v7a)

This is a thread collection of mods by me, each using mild standards

---Constant Standards---
This mod is just the core for my mods and is required, most items will have durability and it adds resources that my mods require.

Download - (When the Hellforge Base is complete)

---Blue Rot--- (Currently Being absorbed into Hellforge Base)
This mod adjusts Blue Rot, to no longer be an instant death sentence from blue rot, it now uses 4 stages, the final stage causes major issues, immune suppression, hunger, thirst, fatigue, etc, for 100 days if not cured early, it can still kill you, but with a lot of critical care, one can now survive it.
Requested by: linibot

Download v3
http://www.nexusmods.com/neoscavenger/mods/4/?
Note: Balance changes for this mod may be needed, it is just a test build, but should be functional in theory

---The Hellforge Base---
A mod designed to build on the survival and crafting aspects, allowing stone age to modern tech levels.
This is now mainly going to be the crafting base for the addons below, containing survival aspects and materials, allowing more options for basic survival, without anything overly lore breaking.
Thanks to: Kaaven, for letting me assimilate fields of the dead into my mod. Fields of The Dead: http://bluebottlegames.com/main/node/3348

Download v7a
This is an early alpha build, most of the code is no longer functional.

---Arsenal and Caliber---
Addons to the Hellforge Base mod, this aims to add a huge list of guns and ammunition as well as varients of both, get your spec ops on with suppressed M4s, or mow down a group with an M2 Browning, maybe the FN P90 is more your style? They will be balanced and have ups and down based on their real life counterparts, adjusted to scale a bit.

Download - Coming Soon

---Getting Medieval---
An addon to the Hellforge mod that builds on an expansive line of medieval weaponry from maces to plate armor, these wont spawn in the world, but it will be fun roaming the countryside like a tank...up until someone shoots you... but hey, at least you can crack a few heads looking like a knight of old.

Download - Coming Soon

---Merga Magic + Merga Monsters---
This mod revolves around the addition of magic or a magic like system, since the wraith exists, I figure that this could be justified as an off branch of a similar origin. From fireballs, to lightning bolts, healing to buffs, and even from summoning of horrors from thy abyss, to raising of the dead, this will revolve around experimenting and using correct methods to cast spells, using the wrong animate dead spell will make hostile undead, using the wrong fireball with blow you up or set you on fire, but know that once you learn the powers of magic, you can dominate the battlefield.(Note:Wish and miracle can be used to cure permanent afflictions, add permanent benefits, etc)

Download - Coming soon

---World Full of Life---
This is considered more of an idea, but a possible mod later, adding a lot more wild life, monsters from the farthest reaches of the irradiated swamp to more common woodland creatures and even more factions of violent raiders and more civilized wanderers.

Download - Coming Soon(If I feel like it...heh)

----Contact me----
Any requests, issue, or questions can be posted below or messaged to me, I can't guarantee I will know the answer, but I will try to help as needed.

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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

Hellforge v7a is released, it has been ready for about 3 days, but I was lazy/busy, did minor balancing and testing, builds are being made in waves focusing on specific things, I am a slow coder(I actually code quickly, but I dont always have the time) I already know a few issues with this build like putting a non weapon in your hand causes a "Ghost" item to appear, this will be resolved in the next build, it was a mistake I didnt catch til later, The next build will focus hopefully on a new ammo crafting system. for now, here are a few recipes, these will only be temps for now until better systems are made.
assorted metal=scrap parts of various metals
stick+stone=stone tools
20 stones=furnace
5 branches+furnace=3charcoal
20 scrap metal+charcoal+furnace=ingot
alcohol+10 charcoal powder=10 gunpowder
iron ingot+branch=hammer
20 iron=anvil
iron ingots+hammer+anvil=weapons and mags
copper ingot+10 gunpowder=100 primers
copper ingot+hammer+anvil=bullet casing
primers+bullet casings+gunpowder+1 lead ingot=bullets

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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

Some screenshots and pictures and perhaps a list of items would be nice.


As mind to body,
so soul to spirit.
as death to the mortal,
so failure to the immortal.

-Such is the price of all ambition.

Will do when I can, screenshots might take a little, but I will try for the next build.

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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

Hmm... Pretty Good Items And Ideas
Your Maybe A Smart Guy Or Just Good On Modding :3
Well I Can Survive On Any Challenges And I've Always Want To Join Hunger Games xD
And Also I Well Copy This Recipes To My NotePad InCase If Theres A Internet Problems ;)

Idea Giver :3
I Like Survival Games :D

The idea is to make a large list of things to help you survive, complex recipes, and a a lot of things that want to kill you, I am actually thinking of breaking this up a little into 4 mod parts "Adjustments", "Base", "Arsenal", and "Tech", this would break things into kind of a build your own, the base and adjustments would be everything from stone to modern age, arsenal would add roughly 500 guns+variants might even go with a standardized "Caliber" mod, tech would obviously involve technical and advanced tech like laser weapons and power suits. The idea is kind of being tossed around and I am messing around with modding to find possible ways of implementing larger features, but one of my ideas involves melting metal, prospecting, alloys, and other aspects, not sure about new creatures yet, but also thinking about those for the future...

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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 cant get this to work with big bad cheater
nRows=5
&strModName0=BBC&strModURL0=BigBadCheater/New&strModName1=0&strModURL1=BigBadCheater/Over
&strModName0=BHF&strModURL0=Mods/BlackguardMods/Hellforge
&strModName1=FoD&strModURL1=Mods/BlackguardMods/FieldsofDead
&strModName2=0&strModURL2=Mods/BlackguardMods/Adjustments
please help

Sorry for the late reply, but the issue is you have a breaking load order. try this
&strModName0=BHF&strModURL0=Mods/BlackguardMods/Hellforge
&strModName1=FoD&strModURL1=Mods/BlackguardMods/FieldsofDead
&strModName2=0&strModURL2=Mods/BlackguardMods/Adjustments
&strModName3=BBC&strModURL3=BigBadCheater/New&strModName1=0&strModURL1=BigBadCheater/Over

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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

Modding Oddly Done...
So first off I'm quite new to adding mods to NEO Survival and your Blackgaurd Mods is one of the more fun and easy to install but i can't for the life of me combine it with Extended is there a way you could do a merge with Extended...

Thanks in Advance?

Nope, sadly most of the mods now are not compatible and thats same for my mod, its the simple, yet difficult fact of overlapping code. I think MmMoD is semi compatible, but I am unsure of it at this time as I am only working with mine and BBC for testing.

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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

When combining this with Mighty Mod of Doom Barrette mags cannot be crafted, always displaying the "Not enough room in camp/ground to craft" message instead of the craft button.

This happens in multiple places, with 0 items on the ground as well, And also could you please post a list of the amount of gunpowder needed for each type of ammo? It's REALLY annoying using tons and tons of alcohol only to discover it still wasn't enough for that type of ammo.

If I had a dollar for every time I died from dogmen I wouldn't be hanging out with the Ashinaabe.
-Portalboy

My mod is not compatible with mod of doom, it is a temp recipe but ok
50 for 9mm
80 for 45
90 for 50AE
80 for 556
120 for 762 and 762R
90 for 50BMG
and 50 for 40mm Grenades
125 for each shotgun round
This is being reworked in my new caliber and arsenal addons for Hellforge, with over 150 different ammo types and variants as well as a new reloading mechanic and over 500 gun types and variants, it will be a large rework for now.
This was primarily a proof of concept and base for building on.

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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 think it is about time to move my entire thought building plan over to this thread to work around.
v8a is coming along and in development.

Update: Things are coming along smoothly for now, and I have discovered something that may change how fighting is forever...

... I have learned how to implement flashbangs, tear/nerve gas, tactical 40mm flares, and some other things, but be warned, use protective equipment as it can get you too if you are not smart.
Next comes the implementation of AOE attacks like grenades that doesnt effect the whole battle field, only enemies... my tactic can work for this, but its literally like a nuke... fun times.

... --- ...
... --- ...

.- .-.. .-..
... .... .- .-.. .-..
- .-. . -- -... .-.. .
-... . ..-. --- .-. .
.--. .-. --- .--- . -.-. -
.- .-. - . -- .. ...

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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

Incredible.
The scope of this project is amazing.
I can offer my limited skills to the pool if you need.
I have limited coding experience, but I'm currently studying programming at university. Every little bit helps :P
I am fairly competent at visual design, particularly in pixel-esque style like in Neo-Scav.

In case you were wondering where this new guy came from to find your mod?
Liquid containers.
So tired of teeny tiny bottles. I just want a gallon milk jug lol.

Building this up isnt terribly hard, just time consuming, the main thing I need is art, I am semi terrible at making images, but they are not all bad.

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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

The scope of the project is what worries me. Having a massive project usually leads to eventual feeling of failure no matter how much you've achieved. You should split the project up into smaller parts, much like Banjo does and have the mod be capable of having additional things added onto the minimum viable product.

That is already what is happening, I am going to have the base mod, this will allow the structuring for base resources, then Addons will build onto the base, this will leave the player with options, like do they want future tech, do they want magic, do they want a large arsenal, or all 3? as it develops, more features can be added, more modular structures and distribution can be implemented, and more options can be left for the player. I am decideing if I want my Caliber and Standards section of my mod to be full open source, maybe to actually help other modders as a reference, as well as allow semi compatibility(my mod currently doesnt rely on finding the items, instead, they use current items in game to make them like combining an axe and the forest item to get a tree, then render it into logs, branches, sticks, leaves, etc, then render those further into refined shafts, blanks, sawdust, compost, etc. I had intended to make it compatible with other large mods, but realized how difficult it would be without a lot of effort, so I am using a simple method that in turn, can actually be modified slightly to be fully compatible with larger mods(this is something I might do at some point and already proved to myself it was possible, but wont be heavily implemented til a later time). Compatibility and modularity is the key focus with my mod.

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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

Are hellforge can merge with extended neo scav without any changes?

No, compatibility is not my main focus right now and will only be worked on when I have a stable large build. As usual, most large overhaul mods are incompatible with small and large mods, though BBC should be unaffected.

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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

-Quck Suggestions-

For vehicles, heres afew things which are needed on the list...

Hover "Car" (Some are seen In DMC)
Hover "Bike" Useable by DMC Snipers, or crafting one (Very difficult to craft)
DMC APC (An APC armed with an HMG/ Autocannon + a floodlight for nightime) (Carries 6-8 DMC troops)
DMC Helicopter (A helicopter similar to the blackhawk, varients can have Machineguns mounted on them.) (Carries 5-6 DMC troops)
Raider Varrients (Varrients of already suggested vehicles (In the main post) except armored and mounted with guns)
Caravan Vehicles (Vans, busses Ect, mostly just looters who wander around collecting and selling items)

As for some Extra stuff, heres some things I think would be Interesting...

RC Cars (Can be fitted with camera's, explosives, or used on its own for multiple purposes) (can only travel 2 hexes out from the player)

Trading Post (Constructable by players, If a player has an allie / helper(s?) They can run a trading post filled with whatever the player chooses, and the player can set what of in stock to sell or buy.

Shacks / Houses (Constructable by players, these are locations where friendly NPC's (Ussually your allies) stay.

Walls / Gates / towers (Also constructed by players, blocks movement of characters (Unless destroyed) good for building defences. (Can be built of numerous materials) (Towers increase visibility of people and can be used for ranged units in combat)

Radio Station (Built by players, able to transmit broadcasts to attract attention to get survivors to join you, however this may attract more attention for bandits)

Landmines / Traps (If put into the camp tile, will activate depending on who is crossing the tile, what kind of trap is being used,
and if the trap is activated by players / allies. (Ex. AT landmines going off when a car drives over, but not a person)

Hideouts (Npc / Player built locations, good for storing materials / equipment, if an NPC one is found, you may get into an encounter screen, with only the stupidest of choices resulting in death, (Most other desicions will result in injury, getting a compainion or both.

So... Yeah...
I hope you take my Ideas into consideration, im hopeful to see what you make of this.

Good luck!
-Swiftsparrow

============================
Why is your punch a shotgun?

I have already taken all of these into consideration(Long before you mentioned them) and so far, about 90% of it has been proven impossible to implement with current limitations. Movement variants are already planned, hovers will likely be part of the future pack. I am trying to work on something that attracts npcs, but have not found out how without the player being there, cant block peoples movement, cant use mines or anything that harms things without killing the player as well(besides some overly complex immunity systems) RC is impossible currently. Vehicles cannot store passengers, I have thought about drop ships that summon 4-6 units once per battle to fight, but I need to work more on npc AI.

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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

Hellforge is now getting an overhaul, the initial mod was more of an idea of how I wanted to go forward, finding bugs with the methods I was using, and experimenting, the mod will now be semi modular, broken down into the base mod which will also hold the constant standards(I will ad a separate file for people that only want this), allowing people to build their mods around it more easily, adding new properties to objects without sacrificing the old properties(A lot of the new properties cover more specific aspects of base properties)

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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

So... Was this ever going to be continued? I never got a chance to play around with this mod, and I don't feel like degrading my NS version to play it.

At first I thought the mod wasn't compatible with the current NS version, but it was just the getmods document. So yay! I can get a chance to play this.

Okay, that was a half lie. Some items have a tendency to show up as charcoal, give me a recipe, and still fire FMJ rounds. Oh, and they might destroy anything they replace when you move stuff.

Rar! Rar rar rar! Thanks for reading :)

Sadly this mod idea was shelved because of family reasons, mainly my father was diagnosed with COPD and has since passed away a few weeks ago. This mod was sadly scrapped more than 70% complete, and it would be easier to just remake it than continue on from what I had and I have not played the game in over half a year. I have been wanting to revive this mod, just haven't had the time, though I am considering it, I make no promises.

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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 wish for you to add to what you are already doing. I would like to see something like the bike vehicle in Chiko's mod in the way it makes you move faster. So here it goes. THE SKYBIKES MANN!!!!! AND MAYBE THE UNMANNED DRONES TOO!!! Ok, now that I got rid of the excitement I can talk about it in detail. The better of the two would be the drone. The skybike will be great, but not as great. The skybike and drone would be missions. Imagine that the Hatter's friends were able to be talked to, that you can go past the hatter and find who he works for. You are there to find out the hatter's employers motives, which are already crystal clear when you get to Grayling. But back to finding out more about the employer, you can become his friend or his enemy. In this way, you open up new opportunities for better things, not just the skybike, but things in the city, once the mission is done, if you become his friend you have access to the city in a new way, you can live there in the better part of the city. You will get a job, and depending on what skills you get you can get a job doing computer work as head of the cyber-security branch of the DMC police, you can become the head of the regular branch of the police or become an executive in the city. In each, you will hear new stories, all about the corruption of the city and the chaos they struggle to keep balance to maintain it as one of the last pieces of this fractured civilization. The thing about it is that there are technologies beyond the computers and stuff you see outside the DMC, they are still producing new technologies, there will be things to get you to other places of the world. Meaning that this end game version leads you to where you end up after Camp Grayling but safely, meaning this could be a different storyline for the future. You could go to Fort Wayne or even farther, to the space colonies, tying together DCFedor's new space story to this masterpiece. Back to the skybikes, you will get them by befriending the governor/ new "President" of the DMC, he will give it to you to make life in the city easier after your mission. Or the other way is to steal it with hacking and other abilities because they are a little fishy and it is a very broken system that you do not want to see become the future if you agree with Martha's Army. You will need to infiltrate the police station and reboot and hack the main city power grid system and do a lot of other computer work to keep them away from you. And when they are done and you get out, they WILL give chase, and it makes getting the drone even more extremely hard. Befriending him is hard too because he is a very smart man and only wants you if you pass his tests, and they will be dangerous tests still. Once you get access to the sky bike, it will work by electricity in a special battery, it will look like the Deltec LAR Laser Rifle but instead of 2 by 2...

with however many slots inside it has, it should have room for 20 by 20 inside for electric charges. I wish to design the bike myself and the drone as well. I want it to have the look of the other more high-tech items in the game. I also think that there should be better armour, like high tech metal armour with electric pulses to stop bullets from coming near you, you will still be able to be killed in it the person has an electronic device and the ability to hack the suit because it is automated so they can contort you to death by making the suit crush you, but I also want to make an EMP launcher that will electrocute people and destroy nearby electronics, but if you are too close, about 7 hexes away, then it can destroy your suit and other electronics too, and just when it could not get more complicated, I think that there should be another better armour that has all components shielded in Graphene, a special material that can protect against EMP's. The skybike would get .0005 damage each turn, there would be special tools involved in fixing it that would also be usable on the drone. It would act as a machine that turns materials into the machines directly from melting it back to whatever is broken, the other would make components out of materials and another would put it on. It would look very high tech, bu they would all look somewhat like a soldering iron, a screwdriver, and a clamp. The bike would move at .05 hours per hex and use 4 electric charges per turn. The drone would be acquired by finishing the job given to you when you have proved yourself to the governor and it would have a gauss rifle attacked, an emp gun and a laser gun, The Gauss would be better as part of the drone itself and it should have a special screen inside when you are using it, like the screen you get from using a device, and the EMP gun would also be attached, but the LAR Laser Rifle would be like what you have in a police car today, in police cars, instead of a center console armrest, there is a gun holder device that has the gun facing upwards to be grabbed when they get out, at least in state police cars, not all of them do, but it would be mounted on some sort of rack like holder facing it upwards on the side of you. This would have 30 by 30 slots for electricity in the battery and it would have a GPS that knows the layout of the whole map and will have a better system than the GPS on the phone, so in some way there has to be a way to know the layout of the map, unless it is generated after you see it, but I guess the loophole would be that you get 100% visibility and it would un-blacken the whole screen and maybe there is a way to know where the best items will be too, like it will know the backlogs' percentages in the scripts of each hex so it will show you what you will get using the items for making scavenging easier, giving me another bright idea that the Drone will be small enough to hold the skybike and that the skybike will be small enough to maneuver in buildings so you can use it for scavenging. The skybike could have mechanical arms, headlights, and those arms could be very strong and have the ability pry things open, pick locks and also come with software to hack open safes, locked doors and fix electric and mechanical items in the building. It will basically make you weigh nothing because you won't need any of the items you would usually have to scavenge with, and it makes sense for the skybikes to have this stuff anyway because it is a police vehicle, they need to get into places and see things in the dark. In the DMC itself, you can find better machines and even better food. You can live like a king, you can get all of the goods the city has to offer to the 1% or you can go it the hard way and make the world a better place for the future, and of course still get all the cool stuff, but it will be harder and the other end game option will be nearly impossible. I think you should be able to get a special charging station, very portable and very efficient, like a solar panel but a little more interesting, like clothing that makes energy from the friction of moving and charges energy like that, with a pack on the shoulder that holds the charge. Also, some other items lower down in the game should be a quiver made of leather, a tripod quiver for the compound bow would hold 100 arrows, another idea would be an attachment to the bow (they make this, it would hold about 50 arrows since arrows stack up to 5 in the game and there usually 10 spots to put them in) the other one, the leather quiver would hold 20 arrows . The cartridge idea for the guns in Chiko's mod could be used as well, but a little more modified, there could be cartridges for the Deltec handgun and A rifle, not the Cathcart North .308 Rifle, because the gun doesn't require a holder, it can only use one bullet at a time, but if you were to make something where you can get a magazine for a Kalashnikov ( aka AK-47 ) that would make sense, but a fully auto would also make no sense, because it is wasteful in the apocalypse, so make it semi/full auto if you are facing a dangerous enemy or just a regular one . For melee weapons, you should add real swords and an electrified sword at the end that also works as a cattle prod like device, or just an everyday taser would be nice also. I think that covers it, OH and the skybike will have a little more room than the shopping cart and the drone will be like 100 by 100 storage space, AND it both will take the weight off of you unlike any other vehicle because it is automated instead of moved by your force, it uses its own energy put into it, so that was the other positive thing about it.

Pretty hefty couple of comments. At this point you should have just made your own thread for this in the modding talk area. I think that most of this is actually doable, it's just a matter of how much time you'd like to put into it. I'm not that good at modding, so I can't really offer my own help, but you should definitely check items made by other modders (If I recall correctly, the bike in Chiko's mod makes it so you move faster, or at the very least it costs less to move into a hex).

Rar! Rar rar rar! Thanks for reading :)

Hi I'm an aspiring modder following in your footsteps in making a more fantasy game out of neo scavenger. Can you give me some pointers on how you do it? I really want to test my self and do something to get on my feet as a game designer/programmer and this is a great place to start in my opinion