Yeah, I changed the painkillers when I introduced morphine. Deleting those 4 entries should be ok if they are in the override and don't call anything from the mod xml... so yeah. About the m_fPainLeft parameter. To be honest, I'm not completely sure what they do exactly. I just compare with other conditions and input my own values with that in mind.
I'll have to take a look at morphine. I came back to after a year or more so I don't really remember the values. Also, it makes sense to make them stronger, I didn't know they were strong enough to switch pain off and I'll add that change in the next update.
the ability to OD from meds and alcohol are in my notes but I haven't got into it because it would be a bit complicated to implement. I will implement it, eventually.
"bug which breaks pain subsystem" I didn't get this part. you mean like add something that makes the player immune to pain?
About sleds and bicycle pumps. Sure I can reduce the spawn rates for those items. I've got reports for these in steam too.
Pew pew pew!
I ended up with restoring painkillers values to vanilla ones, bcz they were making more sense and changed morphine to be the beast it does. It works just 3 hours now but kills pain completely (0.95) and increases coretemp as well. This is very realistic setup from biochemistry perspective. To compensate for this I think I should double my morphine price now and maybe add some undesired post-effects. Think about these changes if you are aiming for realism.
Also I reduced coretemp increase from caffeine as it seems too high and added small pain to hung over state. I Reduced resource gathering penalty for branches and water, but I see you went in this direction as well.
Another suggestion for your mod from me is a some prescription stimulant, like adderall for an example. Its a potent mix of four amphetamine salts. Should work similar to caffeine, but with more powerfull and prolongated effects + maybe tiny painkilling effect as well. Should be rare and costly of course. If you have high tier painkiller, why not add high tier stimulant?
About that bug.. Yep, something happened to my game and my character ended up to be immune to any pain. I started again from older backup save and everything works fine there. I have no clue what happened was it vanilla, your mod or something else, Ill try to monitor it closer this time.
Thx for the answer and your great job! ))
First off, I am really bad at installing mods and such, and I tried but I could not find out what went wrong, I dunno if its on my part or whatever but nonetheless, here's the error(s)
Now I did what I'm pretty sure you're supposed to do where you download the mod then decompress/extract it with "7Z Opener" then I moved the contents of the "NeoScavExtended" with the folders: "NSEoverride" and "NSExtended" and replace the getmods.php of the vanilla folder with the mod one, but I still can't get it to work the error when Neo Scavenger stops loading is: "Error: Unable to retrieve image: ItmSWLaptopGPS.png row: 283"
I tried reinstalling the mod twice but Neo Scavenger keeps on stopping loading whenever I try to start it.
*sleeps for 4 hours at DMC*
*gets encountered by DMC guard*
*DMC guard repeatedly tries to escape from unknown target*
*guard calls for drone support*
I'll post some instructions in the main page so there's less confusion about the installation method.
To install the mod, just copy the folder inside the .rar and paste it in the game directory. Then copy the getmods.php file inside that folder and replace the current one in the game directory with it. That should do it.
Yea, so I did that but it's still stuck on the same error "Error: Unable to retrieve image: ItmSWLaptopGPS.png row: 283"
I've done all I could, but the contents of the mod don't seem to be appearing in-game. I installed NSExtended, NSEoverride, and the getmods file all into my directory, but the mod still doesn't work.
To install the mod, just copy the folder inside the .rar and paste it in the game directory. Then copy the getmods.php file inside that folder and replace the current one in the game directory with it.
I have the same problem as maxmanbigone13. I pasted the folders into the NeoScavenger install directory but the mod doesn't show up in game. For instance I don't see Tailoring or Alcoholism among the skills.
EDIT: Oups! I linked the getmods to a wrong folder. Sorry about that! Thanks for the great mod!!
Hey Chiko excellent mod.
Everything works well so far except making the bicycle cart.
I have step 1 down - I have an "unfinished bicycle cart" but cannot progress from there. I have both a welder and a soldering iron. I have the mechanics skill and soldering wire as well as small mechanical parts and all the tools (screwdriver, saw, pliers, etc). I've read all past posts and haven't found the solution yet.. What exactly is the recipe for step 2?
One thing with welder is that I can't put any battery or electricity in it and I can't "use" it. Is it supposed to be like this? I found it in an auto-repair shop and it is a little over 8 kgs. Thanks!
where i get shotgun parts? can i disassemble a makeshift shotgun?
Hey. I've been playing with your mod lately, though when i replaced it with an old mod and then reinstalled the game, yours just stopped working every time i try to play with it. There weren't any errors (i don't think?), it just doesn't load the mod at all it seems, so i just end up with the vanilla game. Is this common?
Bueno saber que se sigue actualizando el mod :)
Pd: Saludos desde Punta Arenas también
Hey guys I'm a little confused about the new Strained Back condition. It always leaves me burdened but never seems to go away, is there any cure for it?
Those dogmen are a pain in the ass but hot damn if they aren't adorable
yeah it works with 1.15 im running extended neoscav, depth of gygas, fields of dead, sages pages
Started playing new mod version and found a bug. In the crafting menu I can craft Makeshift Air Gun with Strap by combining Sawed-off Shotgun, strap, multitool, 10 spare parts and Mechanic skill. Without Fire Extinguisher. Screenshot under the spoiler:
Chiko, i just want to pitch a suggestion to you?
change modURL paths from
it's not a big change, but i think it'll help people who:
1) have multiple mods keep things organized.
2) easily mistake the sub folders for the main folder. it's throwing people off when they install the mod.
now before you shrug it off, i know that this is easy for anyone who knows more than the bare minimal to do themselves, but most of the people asking for help on installing this know less than that.
i think it's just one of those "little things" to put a pretty bow on top of it.
DevKit is an upgraded BBC mod.
Improve your mods.
1) have multiple mods to keep organized.
2) easily mistake the sub folders for the main folder. it's throwing people off when they install the mod.
now before you shrug it off, i know that this is easy for [/i]anyone[i] who knows more than the bare minimal to do themselves, but most of the people asking for help on installing this know less than that.
holy shit i found a feral wendigo and have no idea how it appeared. DID YOU ADD IT INTO THE FREAKING MOD?!?
on serious notes, i found this "feral wendigo" creature which felt way too close to the bogeyman i found in M(m)MoD though it appeared without dialogue, this is going nuts how much weird stuff i find. first a bogeyman, next a dogman, now... a wendigo?!
why i comment here is because there is no evidence on the wiki that this thing exsists, let alone have i seen anyone encounter such a weird thing.
can someone explain?
Can someone please explain how I install this mod for version 1.15? I am entirely new to modding Neo Scavenger and the process is... irritating at best for new Scavengers.
The mod is GREAT. I am loving it. It has certainly added so much more playability to the game. There's only one thing, the documentation is not so great. Thankfully I figured out most things about the mod, but there's one thing that still boggles my mind.
Where can I find the quality sewing kit?
At your service
well, shit, you added it in without documentation. WHY DO I ALWAYS FIND THE FUCKING SECRETS
i just searched through the images and found it. hmm, now how could i remove it...? i don't know. maybe i'll attempt.
feral wendigos are added by this mod. warning, they come with claws.
Thanks for a great mod.
I can't find recipes to repair or disassemble bicycle cart.
Is there any way to do it?
This mod is AWESOME. But i met a strange bug - Flare Light status without flare. IDK in that moment i got it, but it's looks like after first lit flare. It's cheat, cuz i didn't have blind affect at night at map and in battles.
And the 2nd moment - to cook meat i nead a medium campfire, but also i can fried it on torch/flare.
The makeshift still won't show up again. Here is what I have:
i don't know if its just me but this mod just seems to make the game a more enjoyable experience and just seems to fix what i thought i didn't like about the game. and ive had a lot of fun with this mod it just adds so many things that are useful to me but still adds challenge but at the same time more depth to the game. i think that if you play the game you need this mod because it add more immersion to the whole experience like tactical batons for dmc guards it seems small but it makes more sense then them just caring around crowbars, and closing your multi tool, or opening plastic or chip bags, it just improves the experience.
List of mods
extended neo scav
The DMC Assasin hasn't be implemented yet. It's only in the game files.
Part-Time moderator of the Blue Bottle Games Discord
oh is there a possible way to get the armor
Hey, I'm having trouble getting this mod working for 1.15. Has it not been updated yet?
It should be working, although you might want to try the NexusMods version if you're having issues.
Just tried the Nexusmods version as well - no luck. Have you tried installing it on the latest version?
E: Never mind, I'm a huge dummy, it took me two days and learning how to dig up the old game version 1.14 using the steam console to figure out what I did wrong - I was extracting NSEoverride and NSExtended into the game directory instead of the higher-level NeoScavExtended folder.
Don't be me, don't be a dummy. Read the instructions.
Well honestly, Chiko should add a "Mods" folder to the hierarchy and URL.
does lockpicking work in this mod? i have lockpicking skill and made myself lockpicks but noticed theres no difference when i go to loot stuff, i also dont get any options to use lockpicking or the items, just the usual stuff like strong
Helps if it's locked! :)
When a mosquito lands on your testicle, you realize that violence may not always be the best solution.
So how the hell am I supposed to kill Jersey Devils?
(Or escape from them)
Dog be gone is better than shotgun
Hey, this mod is pretty good, tho I'd like it more if you could get the dog be gone in other ways, like buying it. It is such a good tool for making money, it's a shame u can only get it from the strange forest, if you are lucky (and it degrades)
Maybe you could craft the device with Hacking + Electrician + a phone or something? Or perhaps you could crate a app for a smartphone using a laptop + Hacking + something else?
EDIT: We have the soldering iron and such, for crafting a device from scratch using a phone or likewise!
Hi Chiko, what does the dermal lattice do that offer enviromental resistance? Does it help with the defoliant exposure or something like that? Does it substitute the gas mask even during story encounters?
It only offers minimal enviromental resistance. It's more of a perma-armor.
Hey, I've been playing with your mod for a while, and it's a great mod! except for one thing... If you eat Zom Zom's barbecue, how does suddenly every ATN warrior and DMC guard know that you've become a cannibal? It really isn't a big deal, but could you at least add an option to not eat the barbecue? Or remove hive mind that the ATN warriors and the DMC Guards seem to be sharing?
Thanks for reading.
The barbecue won't make you a cannibal unless you have been eating a lot of ppl already. This sounds familiar... were you using one of those red hoodies Bad Muthas use? If so then they thought you were a Bad Mutha.
Hi, im trying ro merge NSE and Overhaul (and many more), but, whatever the order of mod loading i use, i can never mix them properly i think.
The first thing i notice is at character creation, depending of the mod loading order i can choose only Knitwit and Packrat OR Tailoring (they never show at the same ttime in the game).
Other thing ive noticed is that there are builfings that Philipp never decides to scavenge (I.E. Ransacked Minimart), i deduce it must be because a conflict between them.
More things: when drinking tanning tea, it doesnt show in the conditions.
This is my getmods.php:
Is it posible to merge them correctly? If yes, can you give us a good getmods.php?
I'm pretty sure that some of these mods override the same tables in the game files, so the load order is going to determine which one is allowed to work. As far as I know there's no way to get them to 'play nice' with each other using the getmods.php file, you would need to go through the trouble of actually combining the mods into one large mod.
As for the Tannin Tea buff display, i'm pretty sure that Chiko disabled it more than a year ago now in NSE. It's a change I've struggled with personally. I often take breaks from the game, days or weeks away from it, then come back and try to pick up where I left off and I never know if I've had any tea to drink recently or not. I think he explained why he disabled it, but I don't remember. If you really want to know I'm sure you could search the mod thread and find out :)
And Chiko, if you're reading...please turn it back on if you can *begging*
Is there anyone still here? I'm trying to get a quality sewing kit to be able to repair the backpacks and all that but I can't for the life of me find one, right when I checked the recipes in the txt I remembered it being a thing and being able to find those a while back in my last play but I can't find them now...
I'm pretty late game, got enough money for the van, got my backpacks and all but no sewing kit.
Please could you paste a recipe to craft it? I'm lost when it comes to all the 1x30+1 blahblah recipe formate
It seems that there isn't one, also item "Ball Bearing" have the same nGroupID and nSubgroupID than the Shop-Mart "thread-easy" sewing kit and both are from NSE, so, I'm not 100% sure but since the "Ball Bearing" have a bigger item id it will override the quality sewing kit on treasure table, effectively making that it will not appear while scavenging ever.
I will fix this on my merge mod by changing them to 41.2 so it belongs to the same group as the other sewing kit and replace the bad one in the "Random carried tool" treasuretable to this, also will add it to the "ATN Trading Post" treasuretable since there's no recipe at least it will have a change to be bought.
That would explain why there are no sewing kits anywhere :/ is Chiko still around? is the mod oficially dead? can anyone fix this?
I have absolutely no idea how to add recipes, been touching stacksizes and such but that's it...
I just edit my post above, although, I will fix this in a patch (without touching the original files), you can now edit the original files themselves. Do this:
- On "NSExtended/neogame.xml" edit and go to itemtypes with id 207, change nGroupID to 41 and nSubgroupID to 2 and save the file.
- On "NSEoverride/data/treasuretable.xml" edit and go to treasuretable id 415 and on aTreasures replace the one that is NSE:10.10x0.02x1 to NSE:41.2x0.02x1
- On "NSEoverride/data/treasuretable.xml" edit and go to treasuretable id 558 and on aTreasures this time add a new entry NSE:41.2x1x1 also add a ',' before or after it depends if you add it on the begin or end of the list.
This should be the places where the author originally wanted it to appear it seems.
That fixed it, finally got it to spawn at the market. I'm assuming it'll be fixed everywhere else, thanks!.
Woah... so it was a bug, then. I'll see what I can do. My laptop died a while ago and lost all of my files so I will need to reinstall both the game and the mod to check.