Extended NeoScav Mod

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Hmm... It does degrade fast by seeing it in the code. Guess I can make some changes to that.

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Few suggestions
1)When gathering water or wood, keep player in encounter until "Leave" option is chosen (or until player pass out). It is really annoying when you want to fill 2 backpacks with water. A lot of unnecessary actions.
2)Change liquid sizes- liquids to 1x3, soup&tallow back to 2x2. That would eliminate any confusion of what container is for what.
3)When wearing 2 sport shoes "Light feet" condition should be granted, that would permit advanced movement. Either +1 running hex, or -10% action points consumption per movement.
4)Any chance of adding tasers and taser cartridges?
Taser cartridge- size 1.
Taser- Size 2x4. Internal space 3 (can be loaded with 1-2 cartridges+2-1 Military power cells, or with 3 military power cells only) Several attack moves.
Tase- range 0-10, consume one cartridge and 10 charges from military power cell, hit chance based on Ranged, chance to knock out target (high against Fragile, low against Tough). Can cause weak cut (where needles hit).
Stun- range 0-1, consume 10 charges from military power cell, hit chance based on Melee, chance to knock out target (high against Fragile, low against Tough)
Overcharge- available after tweaking taser with Electrician skill (screwdriver+pliers+electronic component)- range 0-1, consume 20 charges from military power cell, hit chance based on Melee, guaranteed to knock out target, chance of cardiac arrest (high against Fragile, low against Tough). High wear on taser.

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

1-I will have to test that. If passing out keeps the character locked in the encounter window forever, then things will have to remain the same. Edit: Unfortunately, it is the case here so this cannot be done unless there's some other way.

2-Having those liquids back to 2x2 will allow players to put other items in the bottles, like pills and the like, which is why I made them fill the whole bottle long ago.

3-Sport shoes aren't made for rough terrain and most of the terrain in this game is wilderness.

4-I would love to add tasers or weapons that inflict "conditions" or other types of damage but it's not possible.

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1.Too bad :(
2.No, I mean thick pastes would be the size of 2x2, while liquids would be the size of 1x3, internal storage of cans also would change to 2x2, while bottles would change to 1x3. Because putting tallow or stew into bottle and pulling it out is at least hard if not impossible. Or was your intention to allow thick pastes to be stored in bottles too?
3.I'm not so sure, from what I can see most terrain are fields and urban areas, and even in woods there solid ground among trees (so moving in sport shoes in such areas isn't a problem). Swamps on the other hand shouldn't benefit at all from such footwear (maybe even slow player down more).
4.Why not? Aren't there already moves that inflict conditions (Blast Away or Taunt for example)?

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

2-I know what you meant. It's actually possible to store them in the vanilla game too (soup) and restricting them to only one container type wouldn't be a welcomed change. Putting stew in a bottle would indeed be hard but not really impossible. Anyways, I don't think it's that confusing... bottles can store all liquid types but the small lighter fluid and cans can only store "jelly" or "thick" liquids inside.

3-I'll think about it. I actually had this conversation with some steam users and we got to the conclusion that running shoes wouldn't really fare well in a post-apocalyptic wilderness. By looking at the terrain accidents and the trip chances for each terrain, you can tell most of them are not flat or stable enough.

4-There are but tazers and similar weapons need to have these new attacks in their attack types, not as combat moves. Otherwise, the weapons would not be chooseable when circling your available attacks and will not degrade with use or use ammo either. Adding a new "melee attack" move for them would also prove tricky, since it would allow other melee weapons to inflict the condition. I tried lots of ways in the past and adding something like this is too clumsy and feels too much like some cheap hack to actually implement.

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If I may add my opinion to suggestion 3...

Running shoes are only beneficial speed-wise on flat surfaces with good visibility of the ground. While pavement and concrete in daylight might be logical, post-apocalyptic grasslands would be anything but flat and easily visible. The grass would (depending on the variety, but most likely) grow to at least knee height. This would conceal all stones, fallen logs/debris/corpses/bushes an any number of other hazardous elements which are just waiting to trip anyone trying to increase their movement speed from a careful walking pace. Then let's add poisonous plants and thorns and the survivor will truly wish they had more coverage on their ankles. If you have ever hiked off the beaten path, you'll know exactly what I mean.

I know it's month later, but I just tested something
Regarding 1
Go to water source
Use it
Gather water
Window appears informing you that water is cold and appears uncontaminated (your stamina goes down)
Go directly to inventory (Q)
Use water source
Gather water
.
.
.
Repeat as much as necessary (eventually exhausting oneself)
.
.
.
Window appears informing you that water is cold and appears uncontaminated
Leave encounter (Space)
Move one hex and pass out (if you are exhausted)

This is possible to do right now
I tested this only with water source, but most probably forest would behave the same.

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

Hmm... it seems there's something I missed there. I actually have no idea if I can fix that but passing out seems like a good enough way to deal with that.

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I'm having issues with the Welder and the recipes it's used. The tools and components are too many and the weird sorting will cause some items to simply not appear in the crafting screen. This is specially noticeable with the bicycle cart recipe.

I will have to think about another way for this to work.

Edit: I got an idea... It will make crafting a Bicycle Cart a bit annoying but possible. Make it a two step recipe. First, saw an assembled bicycle with a hacksaw and add a shopping basket plus an extra bicycle wheel to craft a disassembled bicycle cart. Then use the welder with it to finally assemble the damn thing.

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Chiko, this is off topic, and I don't know if you can work with this aspect of the game, but can the little events in cities and towns be edited? Most of them seem limited with Good/Opportunist/Bad/Evil kind of choices and have little effect on the player. Can item use be extended to this, along with more impacting choices?

It is possible but it's going to be a lot of work. I'll add this to the to-do list.

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i feel that alot of the choices and results are heart ranching but also bulls***.

for example

Spoiler: Highlight to view
the tank that is covered by a wall, no matter if i'm strong and athletic with crowbar i can never get them out. it's BS

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

I have a suggestion. I would try and make this myself, but I'm unable to do much as I can't make proper textures for these things. :(

The idea is an upgrade of the shopping cart. It would require the mechanic skill, a shopping cart, 2-4 scrap metal, (the amount is up to you) solder and a soldering iron, (loaded of course) a hacksaw & philip's head screwdriver, and some duct tape/screws/assorted parts/whatever. Basically it's a shopping cart with scrap metal welded/screwed on the inside of the cart, so that small items won't fall out. Also, since you're putting metal on it and not a tarp or something, it should degrade a bit slower. Think of it as a direct upgrade to the shopping cart.

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Cats are adorable. That's all I have to say.

I just imagined a post apocalyptic world with tricked out modified shopping carts, with people putting spikes on the front and ramming them into their enemies. Basically Mad Max with shopping carts and bicycles instead of motor vehicles.

Speaking of which: We've all pushed a shopping cart before in our lives, and hopped onto the small carriage at the bottom and slid along. Do you think doing this and slamming into someone would qualify as a special attack type? Also, maybe extra movement when coming down off hills (Two conditions, PlayerOnHill and HasShoppingCart together)?

I totally second this. Shopping cart of doom, here I come.

It kinda seems that the mechanic trait isn't as useful as some others. (At least to me)
Alongside these upgrades to shopping carts, a mechanic could easily throw some castor wheels on the bottom of a sled, or make a makeshift sled, or make a bigger travois so you can strap on more stuff. The possibilities are endless!

Mechanics are under appreciated in this game. I mean, come on! They can make damn shopping carts of doom and destruction!

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Cats are adorable. That's all I have to say.

Absolutely. Do you know how many times I have wondered why the sheet metal is not usable like a sled?

Maybe, but carrying small items in carts is already possible, just put makeshift sack in them and put the small items inside those instead. You will even end up with more inventory space, if you use canvas backpacks.

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Can we at least make shopping carts of doom then?

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Cats are adorable. That's all I have to say.

I've been having a problem similar to Englishinfidel and Headroller. Vanilla game works fine but after installing the mod when I start a new game everything seems fine but I cant see anyone one the map and whenever I encounter someone they are Unknown and I can never find them. They don't even attack me they just sit there until I have to flee. At first I just thought I was unlucky but even with eagle eye in daylight on a field tile I can't find anyone. I've tried reinstalling the game and mod and updating/rolling back flash player. I'm kinda stuck with this one but I really wanna play this mod! Any help much appreciated

That's a cleaner. You can avoid them by keeping your hex clean of items with selling prices. Otherwise they will keep getting into the hex to pick up stuff.

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Yeah I thought It could be that at first but after wandering around for a while I couldn't see anyone on the hex map at all and every encounter was the same, if I kept searching I would die of thirst before I found them. Even after hours of playing no looters, strangers or badmuthas show up. I've started the game over and over and never saw anyone. My housemate also has this mod and it doesn't happen on his, only on my computer. Definitely a glitch, don't know where to start on this one

That is actually pretty weird... I'll see what I can do but I'm not sure how to fix something that I can't replicate on my end, coz it doesn't happen to me.

Pew pew pew!

is this the only mod your using? and is this the only mod your housemate is using?

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

Yeah its the only mod I have on, Not sure why it's happening. We both have the one mod on and the same os.

Sorry for the inactivity, lads. I've been kinda bussy plus I will be moving to another city soon, ehich means I will have less free time coz I would need to find a place to stay, a job, etc.

Pew pew pew!

there is literally no problem at all, you are putting effort and time in making this great mod for us and for the game we love, you should not worry about it, keep it good and good luck

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melonhead's look inofensive but while you sleep they will try to hit you with a monkey wrench
(based on real events)

Thanks, lad. Hopefully this new city is better than the capital. I will be starting all over here so I'll need all the luck I can get. xD

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why what was going on in the capital?

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

Nothing. I'm just tired of this big city. I used to travel before and I kind of miss that. I'm not going to another country this time because it's kinda expensive and it usually involves a lot of paperwork. Good thing I'm going south, though. Another volcano just went boom to the north and all flights are being cancelled that way, sucks for my brother and his vacations. xD

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just 2 things about the OP:
1) "-Gas Mask Filters can be taken out of the masks now." um we can do this without NSE
2) i read the entire thing to be sure, and i would never know that i could repair vehicles with this mod. i just don't see where that is mentioned

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

We weren't able to do it before, Chiko fixed it in his mod. I didn't noticed Dan fixed it, haven't played vanilla in so long.

Yup, Ivan is correct about point one. I also didn't notice it got fixed n the vanilla game. Imma remove that from the main page. :P

It's actually nothing new in my mod. You can repair a shopping cart, travois and box cart by just replacing the damaged parts for ones in better condition. The same concept works for the bicycle and partially for the bicycle cart. It's why it's not really mentioned.

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Hi there. Although I'm quite new to this game (actually, I only recently made it to DMC) I'm already loving this mod and doesn't consider the game complete without it. Really impressive stuff! Still, I have a few small suggestions for a future update of the mod (I do hope there will be more updates)

Turning small branches into firewood.
It would occupy less space and have a higher stacking capacity than branches but can't be used for anything else than building fires with. Also, how about using lighter fluid as an alternative fire-starter in place of paper and bark?

Warm soup
It really feels strange that you can't heat soup. Who would want cold soup if there's a cooking fire available?

Make-shift sacks can be reversed
It bothers me a little that they can't be reversed. If that would make sleeping-bags OP, at least I would not mind having the vanilla recipe removed.

Also, I have a few more “daring suggestions” which I'm not certain is doable but it would certainly be cool if they could. How about implementing collectible rainwater?
This could work similar to how you craft a campfire using sunlight-reflection. The crafting component “rain-water” would appear only when it's raining and you would combine it with a suitable container to get one unit of sterilized water. (or at least non-sterile water) Second, would it be possible to implement some sort of fist-weapon? You could craft it out of some rags and glass-shards and then equip it in the glove slot to make the default punch-attack more powerful.

By the way, I couldn't scavenge the treetops. I could choose the treetops-icon
but doing so just kicked me out of scavenging. I should mention that I used the fishing mod together with Extended in case those mods conflict with each other.

the collectible rain water is a no-go from a lore perspective.

the issue with water from a fresh water source in-game isn't that it's salty but that it's infected.

this lore of this world is that it's been treated like crap, and plenty of toxic areas exist. meaning the air is not clean, so your rain water wouldn't be clean either. you would still have to boil it just to be safe and it's possible that the air is more toxic than some ground sources depending on where your getting the ground water from

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

I see. Still, I think it would quite a nice touch of realism if you could get just non-sterile water from rain. Water is still water to someone dying from thirst after all and besides Phillip wouldn't really know about the polluted water right from the start. But this is just me, it's not a big deal anyhow.

Hmm... Firewood sounds like a good idea but for it to make sense, making campfires would need to require a lot more materials than just 1 kindling and 1 fire fuel. It's too cheap to make a medium campfire to worry about room. Lighter fluid used to work as "kindling" before... I probably changed something by mistake at some point. It should be fixed in the next update.

The warm soup makes sense. Maybe the canned soup should be a sealed item so players would also need to open the canned soup to get an empty can plus the soup. The vanilla soup, which does not rot, is also kinda strange.

Collecting rain is also impossible since there's no way for modders to add dynamic resources like sunlight. The dev is the only one that could do that.

And yeah, this mod is not compatible with any other mod. There are merges available by other modders so if you are using one, it's best to report compatibility bugs in their threads.

Edit: Also, it could be a while till I release a new update. I will probably continue once things in real life are more stable.

Pew pew pew!

fishing mod is not updated to NSE 4.3, so you should stop using it or update it yourself

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

Anyone else having trouble creating units of lighter fluid? i've tried crafting 160 charges of lighter fluid with a metal pressure cooker, throwing Mechanic in for good measure, and haven't been able to make it. Am I missing something?

No Food? No Morals? No Problem.

Hmm... have you tried using a metal pot or a tin can? maybe the pressure cooker is missing a tag in the code.

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Wait... you can make lighter fluid?

Scraping yellow puss off some dying guy is NOT a good idea

You can combine stacks of small lighter fluid to make a big droplet version of it, which can be stored in bottles. The big ones can also be used to tan leather.

Pew pew pew!

Ok, I thought that you actually meant that there was a way of making lighter fluid its self

Scraping yellow puss off some dying guy is NOT a good idea

Love your work, amazing things. I got bored of scavenging stuff and started to make a 'skiller' based charecter, and I practically craft everything now.

Anyway, I do have a small issue though, and I want to know if it's a bug or intentional. I also want to know if anyone else has this issue. It manly deals with no matter what, I always can't seem to find a person if I'm in combat. If I have eagle eye it still doesn't matter, yet they are still there as if I do shoot blindly I hit and enough times I kill said target. This as happened more than once, and I'm confused cause I can't see wild dogs, looters, bad muthas, atn tribe members, and dmc guards.

Side note...What is ductape for exactly?

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Nither, Pain, DMC guards, Nor blue rot shall get in my way for those gelly bears.

Fixed the issue..Parently I did something wrong but it's fixed now.

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Nither, Pain, DMC guards, Nor blue rot shall get in my way for those gelly bears.

How did you fixed it? Lots of people have reported similar issues but it never happens to me.

Also, duct tape is an ingredients for a number of recipes, mostly in the creation of homemade weapons.

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I just copy pasted the extended neo scavenger folder into the 0 folder...Re coppied the .getmods and made sure extended neo scavenger was the only thing in the neoscavenger folder.

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Nither, Pain, DMC guards, Nor blue rot shall get in my way for those gelly bears.

Well I understand that...But what is ductape classified as?

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Nither, Pain, DMC guards, Nor blue rot shall get in my way for those gelly bears.

It's kinda complicated. I would say they are a 1 use tools since you can't recover them from reversing recipes.

Pew pew pew!

Still don't follow as not really the question I asked. I also assume the gun parts have to be found not made, (Understandable) Guess I just gotta survive and just do some prossess of elimination..Anyway keep up the great work this is an amazing mod.

(Edit:Crap the issue of not seeing anyone is back again.)

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Nither, Pain, DMC guards, Nor blue rot shall get in my way for those gelly bears.

also having the same issue with not seeing any enemies on the map or in combat, just unknown target, and i'm also not running any other mod besides NSE and have installed using instructions. even DMC guards, looters and deer are invisible, not sure how to workaround the bug, any help would be appreciated