Extended NeoScav Mod

1851 posts / 0 new
Last post

This mod is kinda old so I probably missed those new properties in the vanilla update that added Camp Grayling and the game endings. Thanks for reporting that issue. It should be fixed in the next update.

Also, I made the sled inventory slightly bigger coz a rifle should fit in them. :P

Pew pew pew!

ah yes the rifle thing is annoying, well since the 102 was an error i also noticed your hex's like hills n stuff had different properties than the vanilla. and i'm not talking about the condID

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

Yeah, I made some small changes to the starting combat range of some of the hexes a while ago. I probably forgot to add those changes in the main page.

Pew pew pew!

Hey Chiko, first off I'm a big fan of your mod. There's only one issue though. Now that the sealed bandages were added in the new update, I can't seem to open them because they come stacked. Is there any way to resolve this issue?

You see, NEO Scavenger is all about Detroit's second apocalypse.

It happens the same with flares. You first need to get one out from the stack. Click the stack while holding down the Shift button to do so. Then put it down and the Open function should work with no issues.

Pew pew pew!

Hello Chiko,
First of all I would like to point out that the work you have done is phenomenal, I love your work with the mod.
But, (and there is one :D) I have a critic on the choices you have done. Now for you to understand you must know a bit of my background:

I do research for story writers and film producers, and one of the cases was a survival series (One of the main reasons why I love the genera!), also (And that is a personal craze of mine) I love to role-play when I play these kind of games. Seance we got that out of the picture :D

Exhibit A:
The Toolkit - The toolkit is a must for a Mechanic, unfortunately when I looked at mine I didn't see a sowing kit in it, it has hammers, a saw, a bunch of nails and spring and other things in it, But no sowing kit. And when the crafting system demands a toolkit to create something like Leather Gloves or a any Leather accessory, the logic behind it eludes me, now let's say (Again back to my craze of RPG'ing) I am a Skilled Hunter of the ATN, and I need to gear my self up accordingly, without using any "Modern day tech" - So I need a Bow, a Quiver, Boots, gloves e.t.c - Impossible, why toolkit (Hammer, Saw, Etc)
In some cases one of the things some tribes used long ago as a sowing kit were the bones and the fur of the same animal (They also payed their respect to the animal that way), also Sowing kits are a Must have accessory in a Medkit, not a Toolkit. My suggestion: Keep the Toolkit for the Knives, and machetes (it is logical) and add a Sowing kit instead for the Leather and Rags.
Exhibit B:
Lighter fluid - The only "problem" I have with is is the lack of containers to carry it around except said lighters. Create containers please.
Now something as a Suggestion create an Apache match.

Now again, please don't take it as rant, you did great work - please continue doing so in the future :D

The sewing kit (and the makeshift version of it) idea makes sense. Don't know if you have played the roguelike Cataclysm: Dark Days Ahead but some of the things I've implemented are inspired by that game. Funnily enough, both the sewing kit and a makeshift bone needle are in that game for clothing making and repair. Anyways, it should be easy to implement. With that addition, I guess I could also add recipes to make and repair clothes.

I could maybe allow bottles and the other waterproof containers to hold lighter liquid instead. I will need to increase its size to the same as the other liquids so it uses the whole container so players can't fit others things along with the lighter fluid like pebbles, string and the like.

Apache matches sound interesting but the only way for it to make sense in this game would be if they are only sold by the ATN. Players with the Trapping skill can easily make fire so there's no reason for them to carry fire around like that. Ppl without the skill could benefit from this but only for the first weeks of gameplay. Lighters aren't that rare and they are cheap in the DMC.

Pew pew pew!

Unfortunately I have not played the Cataclysm series (Will definitely put it on the "To play list!")

Again, just throwing Ideas:

One problem I have with the Original game is the abundance of Lighters in the game, might be a good idea to make it more rare, or the amount of lighter fluid to become rare (Make it around 5 - 10 units of fluid max or so).

The logic behind it this:
It is an end of the world after all, is it not? The first things to run out in most places is gas, electricity, food and knowledge (In that order) so how is that every tenth building has a lighter?! Are scavengers that dumb, and blind in Neo Scav's universe? (I know... I know... Video Games etc!)

Secondly basic matches might also be a good idea to implement, or a gas\alcohol fed lighters (Ala Zippos, tecnicly Fuel... But I have personally filled a Zippo lighter with strong alcohol beverage [40+ % alcohol] and it lit up like nothing changed, thou it messes up the lighter badly :)

The Apache match, I totally agree with you, especially due to the Area (It is native alright!) - Sold by the ATN, thou if possible it would be interesting to see an option to feed it so it would not run out in a day or two. Especially it is useful for the Tech-guy runs, where you don't use any nature related skill like Botany or Trapping.

And lastly (I promise :D) other ways to filter water, might be a good Idea aside from the Pills, and Tester? The old Coal and sand trick ;) which can be made by a mechanic only for example. (The skill is underrated after all) :D

Another problem is how easy is to get wood. I mean, it's action point free and everywhere. Fire is rarely an issue.

Another way to filter water couldn't hurt. I'll see what I can do about that.

Pew pew pew!

Maybe set it to be one use only :\, or make it degrade if not taken care of (5-6 hours\turns.) Again I'm just throwing Ideas, mate :)

how about needing an axe to gather large amounts of wood. or you could entirely remove the use option from forest hexes. if you do the latter you will need to remove the crafting recipe for wood from forests. then you can only get wood from scavenging

the axe is fricken genious...but fire is suppose to be easy. i mean your in a forest, wood shouldnt be hard to find
ya fire should remain the way it is, in rl a forest has dead wood just laying around

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

I remember I had a similar idea a while ago: http://bluebottlegames.com/main/node/3096?page=17#comment-17734

Wood should indeed be easy to get but not free, IMO.

Pew pew pew!

Alcohol fueled lighters would go excellently along with the idea to increase the size of lighter fluid, and therefore the size of the lighter's storage area.

Chico, you could make the zippo lighter to do this, and have it only accept lighter fluid or strong alcohol, and of course only work when filled. That would make the Zippo only able to be used 12 times if filled with alcohol, but that's not actually too bad of a thing, when you think about it.

Okay two questions how do I make or find the strong fastener? Second question how do I make the tanning material?

Strong fastener: 10 Medium strings or cut leather
Tanning Materials: "you need 6x Medium or Large Shafts and 4x Medium String or Strong Fasteners"
Read buddy :) It helps :D

Gremliin, beat me to it. :P

Also, military shoulder straps count as strong fasteners too. Rope is the easiest one to get since string is really common and 10 medium string is not that expensive, material-wise.

Pew pew pew!

chiko what do you think is a good recipe for a camouflage coat? i tried to make it accesible early game but i didn't want to make it too easy. requires forest, hiding skill, sharp edge, 4 articles of clothing, and 8 medium string. but i think i screwed up because im fairly certain that those 4 articles could be something as simple as 4 dirty rags. what should i replace that with, 1 tarp maybe or large sheet? degrades .01 per hour equiped

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

The recipe sounds ok to me. Maybe you can use the ingredient for the "rags from clothes" recipe (28). That way the required articles of clothing will be shirts and pants, hoodies, etc.

Pew pew pew!

The original can be made this way:
A Coat is colored with two\three different colors using different patterns, like twigs and leafs.

You can set it this way:
-X amount of Olive shirt or Leather Material - the coat
-X amount of twigs - the pattern
-X amount of Boiled water - instead of paint from a can
-X amount of string
-Hiding skill - Ala knowledge

not bad, ill think about it. i've never made camo but wouldn't the leaves and stuff remove the need for paint or boiled water?

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

The leafs are the pattern, the paint is what you paint with, the boiling water trick is to boil in stages.
For example you would take 10 leafs of the same kind steer the water and the then boil it again in different water+leafs pot to change the pattern.
Usually it is done due to lack of paint.

well i didn't want to make a twig ingredient, but i mostly used your recipe. i still require forest but it's got the water and all that stuff

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

What do you mean? Twigs are slready in the game.

ingredients arent defined by the item but by a property of the item. there is no such thing as a twig ingredient but there is a kindle ingredient which is what allows you to use a twig to start a fire. i would have to make a new prop and ingredient named twig and then override twifs to have the new prop. which i dont want to do

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

Ah, I see what you mean, now. I hadn't considered that aspect.

full dogman kit sounds harcore. Getting the full kit even moreso considering you'd have to somehow manage to put down that many dogmen and get the hides for every piece.

Actually it is not that hard if you go the "popular" way to play, took me around a day and a half to get it (Game time.) One you get from the Lab, the second just a random encounter near the ATN.
It's the leather full kit you would take a long time, due to the material needs (A gazillion task to do.) which are a hard to come by and on top of that the amount of tasks needed to do, with the all around survival, food, water and health worries.

ya dogmen are a joke, unless you have 0 combat skills. but then i guess you wouldn't be trying to hunt them, unless your crazy. even if you were crazy, some camouflage makes it esier to sneak attack them

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

Yes, with ranged it goes even easier. Shoot - run away - shoot - run away, and he's kind of dead.

I would actually propose to "spread the power" of the dogman coat among it's different parts, rather than simply adding more to each part (with slight modification of course). A nice balancing tool, actually.

So if the total power of the vanilla cloak is + 30% morale bonus (and the warmth of a standard fur coat), right now you could split it to +25% for head-piece and +5% to the rest (cause let's face it, fur cloak is fur cloak, most people won't even notice what it is made from, from a distance).

This way, those opting for "scariness" won't get immediate warmth bonus and those going for warmth first, won't get too much to their "macho rating". Only by killing and skinning two dogmen, will the player be able to get all of his "king-of-the-wastes" buff set :D

And if you ever decide to add more "dogman set" pieces, you will be able to spread the bonuses even further, making dogman hunting a long-term goal ;)


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

Makes sense. I'll have this in mind when I start creating the rest of the set. :O

Pew pew pew!

I was reading thru suggestions made in the old Extended Neoscav thread and I came across one I might be able to implement easily. Bindles.

I have more than one change in mind if I add them, though.

-I could allow makeshift sacks to be used as backpacks, like the old Tarp Packs, but attach a weight penalty to them which will be small but a bit more heavier if you carry them in your hands because it would be uncomfortable and stuff.
-Bindles will have less inventory space and will only be allowed to be carried in your hands but will have no weight penalty.

Another thing I could implement from the old thread could be this:
IMAGE(http://i200.photobucket.com/albums/aa145/ChikoEduardo/PlasticBagProtection_zpsd5c1b0c8.png)
Wearable plastic bags. The ultimate hobo gear. :3

Pew pew pew!

wtf are bindles?

i've been wanting a bag to sling on my back for sure, it makes no sense that the character without any skill can sew a patchwork tunic but not a patchwork duffel bag or something

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

It's the classic hobo bag on a stick sort of thing.

Ivan beat me to it. Here's x2 pic of it:
IMAGE(http://i200.photobucket.com/albums/aa145/ChikoEduardo/HoboBindle_zpsimb2rgwa.png)

Pew pew pew!

I is so happy!

Hmm... about the lighter fluid storage. If I increase it's size and allow it to be put in bottles then you will only be allowed to store the same amount that you can put in a lighter... something that doesn't sound too good. There are 2 things I could do to address this:

1-Leave the size alone and just allow lighter fluid inside bottles. This means you could store 480 charges inside a bottle, enough for 6 lighters. The problem I have with this option is you can also put other things inside with the lighter fluid, like pebbles, string and other small parts so if I implement this one, then bottles will be allowed to hold liquids only.

2-Have 2 types of lighter fluid, one that fits inside lighters and one inside bottles. To move from one to another, players will need to use a recipe, A waterproof container and 40 charges of lighter fluid = 1 unit of lighter fluid or reverse to get the charges back. The bigger units of the fluid will stack to 12 inside bottles = 480 charges if you reverse them all.

Pew pew pew!

Hmm. Only being able to store liquids in containers would not be good. They are a key to creative inventory management.

hey i was wondering, in the sum of things: what's needed to make a new battlemove?

i want to attach this battlemove to a specific arrow, can i do that without having to make a custom bow?

update: it's just i don't where in the code an arrow and bow call a battle move.

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

You mean a new battlemove or attackmode?

All ranged weapons use the same battlemove, Ranged Attack. This battlemove uses the condition 140 to execute the chosen attackmode in the game.

Making a battlemove to be used only by a specific item is not possible because all ranged weapons will be able to use that battlemove. You could attach requirements to the items to make the battlemove available only when in the hands but that won't do coz putting another ranged weapon in the other hand will allow that weapon to also use the battlemove anyways. :P

What is this new battlemove you want to add for that specific arrow? Maybe there's still a way.

Pew pew pew!

my atn arrows, though durable: still get lost often. point of these store bought only arrows was to eliminate the (what i think) hassle of crafting arrows that break in 3 uses

so i decided to try and simply make it a 1 time use arrow that when it's shot it drops a broken arrow on the ground in that hex. this broken arrow can be mended with a flint arrow head bought from the atn store and some string to make another ATN arrow. the flint head stacks up to 10 so you can carry around your broken arrows 5 per stack and have your heads so that you don't have to gather arrows from the 5 adjacent hex's anymore

problem is the n degrade treasure id doesn't work when it's a arrow being shot from a bow, so i decided to try aplying a condition to the attackmode. this condition activates a treasure that drops said broken arrow. but that has it's problem as well: it works when you use one shot, or when you use burst shot. but if you shoot two times in a row broken arrows end up missing. shooting burst 3 times in a row i get anywhere between 3-9 arrows inconsistently. no clue why but i've gone up and down the code trying to work it out, i ahve the stack set to 1 and the duration set to 0 and all that stuff. it doesn't work consistently.

so finally the last thing i can think of is battlemoves, now doing a little test just using the override it works consistently. if i really can't limit it to this one item, i might have to just repurpose the ATN arrow to an arrow kit you can buy at the store and craft at will. i hate it because it's not so lore friendly but i really don't like searching 5 adjacent hex's that don't even have a crate symbol to indicate If their is an arrow to pick up

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

Attaching a condition to the attackmode that spawns the items should have worked... that sucks. I just tried that with pebbles of 10 I fired, I only got 6 item spawns.

Maybe you could report that as a bug in the modding talk section. Dan could take a look at it and if is indeed a bug, he will fix it.

Pew pew pew!

hopefully, gues sill go do that then

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

A couple patches ago it did work(100% return when set), and was the basis for recovering round casings and spent lead from firearms, but as of now, it no longer works as intended, so I am working on battle moves now as a hopeful fix.

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

checked that out, and it turns out the vAttackerConditions is only applied if the attack hits. If it's a miss, the condition is not applied, and so, item does not get created.


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

well that explains alot. is there a work around or will i need to move on to better pastures?

i think ill just have to settle with arrows that are less complicated to craft and you just buy a 2 or 3 items from the ATN and put it together when you need them. i don't like it but i'd rather not go around collecting arrows in adjacent hex's that usually are just gone

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

Sorry mate, but I think you just have to settle on some simpler solution.


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

Did they change this as I remember always getting it to trigger? I will mess around with it, battle moves might be my option.

---------------------------------------------------------------------
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 i mean battlemoves

<table name="battlemoves"> <column name="id">1</column> <column name="strID">0:90.48</column> <column name="strName">Blast Away</column>

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