The Injured Foot condition is not supposed to last that long, unless you use no shoes and keep walking over rough terrain, which reset the duration each time it happens.
Pew pew pew!
I was wearing tactical boots when it happened and I have never taken them off.
I saw someone else in the Steam forums ask about it. He uninstalled the mod because as far as he could tell, it was permanent.
like seriously I had to make a new email and now two usernames are basically dead cool stuff
Are you using other mods with this one? It's the only other thing that might cause this issue.
Nope, no other mods. I would rather not venture into that circle of hell with this game. That's what Cataclysm is for.
Unless you count a save manager. But that doesn't do anything I couldn't do manually if I hated myself enough.
The guy on the Steam forums didn't have any other mods either.
EDIT: I took the boots off and walked around for a while, then put them back on. The condition went away just now, after about two weeks.
Anybody finally find out how to make activated charcoal?
You can salvage some from a gas mask cartridge (even spent) with pliers.
Or if you have medic or botany you can make a Makeshift Still and use it with charcoal lumps, ashes, a big fire and water
Not sure if it's just for me, but I can't produce activated charcoal using this recipe. I have the still, charcoal, ashes, a big fire (lit medium campfire) and water, and yet it does not show any activated charcoal in the produce .
I don't remember the activated charcoal requiring a still. Try with a medium fire, a food can and a number of charcoal. Throw more stuff in the recipe just in case. The tin can gets destroyed in the process so have that in mind.
Edit: I think you also need a screwsriver or a multitool, anything that could be used to poke holes in the can.
That's for making basic charcoal lumps. Those are then used for activated charcoal recipe. Needs 8 lumps, 6 ashes and I think 4 units of water
Man, I can't even remember my own recipes. xD
Alright, now I guess I can ask general questions.
Anyone know how to repair a damaged stove?
What about a damaged outlet?
I have a soldering iron, solder, every tool I can think of, every type of part I can think of, copper tubing, duct tape, etc etc. I can't do it. What am I missing? I have both Electrician and Mechanic.
Clearly these places still have power. I've found some with intact lighting.
I found a shack with an outlet, a stove, and a trapdoor and it would be great if I could use it.
Also: I uh, seem to have become an alcoholic,,,by eating mushrooms.
Kitchen stove repair recipe is:
1 soldering iron (this needs charged batteries of course)
15 electronic parts
10 mechanical parts
and finally the broken stove
No idea about the mushroom alcoholism..
Sweet. I just didn't have enough electronic parts. It's done. Thank you.
What about the outlet? The same deal isn't working. I've also tried copper tubing and duct tape. Maybe I need like...35 electronic parts.
And yeah, after I ate 5 mushrooms in a row, I got the "mildly inebriated" status, and I've been "needing to drink" ever since. Which from what I understand is supposed to be exclusive to the alcoholic trait.
Ah I just remembered: fixing a power outlet needs a laptop battery as well so you can tap the power
Thanks so much. I would've never figured that out. I've been collecting recipe scraps like Pokemon cards but I'm not sure these kinds of things have been added to that pool.
Need more help! Can't craft the bicycle cart.
I have all the items listed on the front page to craft it but I'm not getting any options.
I tried throwing in the monkey wrench as well and all it gave me was an option to scrap my soldering iron for parts.
The front page has been outdated for a long time. I forgot to edit that old recipe out. You need a welder and a working power tap plus stuff I don't remember. It's a 2 step crafting too so making one requires 2 recipes.
The recipies show up on random papers right? I guess I'm just gonna look around more I guess.
I no longer have those recipes because new playthrough, but the first stage needs wrench and multitool + bicycle + extra bike wheel + basket + mechanical parts I think. Also mechanic skill maybe?
Second stage needs the welder kit + a makeshift power source made from a bunch of car batteries, and a welder mask
Thanks again man! Managed to make step one. Gonna see if I can find the rest and make a bicycle cart.
...There's a welder? How many thousands of years will it take for me to find one of those? Cause I would really love to be able to repair my bike.
I want to ride my bicycle, I want to ride my bike. I want to ride my bicycle, I want to ride it where I like.
Depends on the rng gods. :3
It can only drop from the Shabby Auto Repair Shop so look out for those
Sorry if this was asked before but I didn't have the courage to flip through this entire thread. I'm having trouble with saves. When I hit continue button, I have a black screen with 'loading creatures' frozen. I have bought the game on GOG and just installed NSE. My guess would be maybe too many items on the save since I tend to hoard a lot of stuff. Is this a known issue? Is there a fix?
There's only so many times I can start from scratch after losing everything.
Thanks in advance
I'm not entirely sure if this is your issue but people have said that having autosaves turned on has corrupted saved games. If this actually is your issue, you're gonna have to start a new game. Make sure to turn off autosaves.
@Drew Pickles Thanks for the tip brother, will try that and report.
If you got more questions feel free to join the official Discord on the top of the page. Lots of people there to help. Sometimes the devs even stop to say hi.
Alright, kids. Imma come back to this mod for a new update to deal with the reported bugs. I'll also consider working on new features suggested here and in discord:
This is the plant those with the botanist skill use to avoid confrontation with the intro dogman. I could make it an actual item that could be used to scare away animals in combat or to hide your scent in a similar fashion to scent killers. It also has medical uses so I'll allow them to be used to make medical alcohol. They are used as ornamental plants so they could be found inside office buildings but I also read it "establishes itself easily where it can become an invasive plant and can often be found on wasteland" so I guess botanists could find them in the wild. I also read this plant is toxic and really dangerous to ppl with asthma so I'll implement something accordingly.
Ppl have been asking to be able to wear slinged weapons and tools on either shoulder so I guess I can implement that. Same with containers such as dufflebags.
DMC Clinic glasses:
Being able to order a pair of glasses from the clinic at a reasonable price. These would be the best pair of glasses available since they are made for your specific miopia.
Hey Chiko, would you consider adjusting the Metal Locker that can be looted sometimes (if you have lockpicks and an RFID spoofer)? It seems to scam the player by dropping 0 items a little too often imo.
What counts as a 'working power source' for the bicycle cart recipe? I found the second part of the recipe and this power source is all I'm missing. I fixed the outlet in the cryolab but that turned it into a power tap that didn't count for this recipe.
Soo i was playin the game (modded with dis mod) and i stumbled across a building with an outlet i tried fixing it but to my surprise it didn't work... Blah blah blah now im here asking you is thare a way to fix the broken outlet?
You need some tools (it's usually screwdriver, soldering iron+solders, pliers or multitool), electrician skill, some electronic and metal parts and a laptop batterty to turn broken outlets into electricity taps.
Just started out, looks great. Is there a reason bullets don't stack though?
Yeah, it's because of the addition of makeshift weapons. I needed them to be able to be loaded with 1 bullet at a time and the stacking would prevent that. Now the only way to "stack" them is to put the bullet in their containers, which range from magazines to ammo boxes, the latter having room for tons of bullets.
hey so after finding the recipe for the activated charcoal, I can't actually refill the spent gas mask cartiges, chiko said that you need 2 Activated charcoal but it isnt working.
Also as someone said a full list of the recipies would be great since I find myself looking quite often looking for recipes. If it isnt posible is there a way to check the game files for all the recipies?
Alright kids, it's been a while but here's a new update for the mod:
-Added a new item, Pine Sap. It can be used to clean wounds, as an alternate to duct tape in some recipes, quality torches and alternate wash ingredient.
-Added a new weapon, Brass Knuckles. They are basically an upgraded punching attack. Most commonly looted from human NPCs.
-Added a revolver alternate, Snub Nose Revolver. The shortened barrel decreases range but it also decreases weight and increases damage output.
-Added a revolver alternate, Bull Revolver. The extended and heavy barrel increases weight and range but it also increases size in inventory and decreases damage.
-Added a new pistol alternate, Heavy Pistol. The heavy barrel extends weapon range at the cost of weight and a slight decrease in damage output. It allows the use of the Suppressor mod.
-Added a new creature, Squirrel. They only appear as looting accidents for now, specially if using a squirrel snare.
-Added a new combat move, charge kick. It's similar to tackle but it can only be done if the previous move was to charge at the target. It throws the target down and pushes them away.
-Added a new combat move, kick. It's similar to Headbutt but it can only be used against squirrels, dogs and melonheads.
-Added a new combat move, disarm. It attempts to force the target to drop anything with an attack mode to the ground. Some items are ignored.
-The bite attack done by dogmen and feral wendigos can be done even if they are fallen now. The only requirement now is the target must be fallen.
-The leap combat moves done by some creatures cannot be done if either leg is crippled now, not if both legs are crippled.
-Deer have the ability to use the Trample and Leap combat moves, which they might use to down predators and use the opportunity to escape.
-Edited both the takedown and throw down moves. They do more damage and failing them might cause negative outcomes for the target too.
-Edited the Leg Trip combat move. It has better chances to appear but it requires the target to be charging at you.
-Edited a number of combat moves. These have no gameplay changes but have less redundant pieces of code in them.
-Edited a number of clone recipes so they appear hidden. Clicking the main recipe will circle thru all related hidden recipes.
-Fixed a bug with the Threaten with Torch/Flare moves that would make humans immune to their beneficial conditions.
-Fixed the grappling hold conditions staying on the involved parties even after breaking the hold.
IMPORTANT: This update changes some core IDs so it will most likely break any saved game. It's adviced to start a new game.
Hello, long time no see!
I just re-installed NS yesterday, after a few years break. I installed NSE & BBC almost instantly and tried if the mods worked together (which they did). But the tailoring skill doesn't show up for me during character creation.
I've just read the OP and the last two pages, so sorry if the solution/explanation is there. Any suggestions? Cheers!
When a mosquito lands on your testicle, you realize that violence may not always be the best solution.
I don't think there's an explanation for something like this. In short, this mod is only compatible with mods that have been made to work with it, since it edits a large chunk of the vanilla content.
I just realized that NONE of the new perks/flaws show for me.. But all the items do.. Might it be my "load order"?
Also, ty for your quick response earlier!
Edit: I realized that this might be where my problems are..? Help me please, I feel so old, haven't played in ages
Edit2: Now I got the perks & flaws from NSE to work, when I shuffled my getmods around. But now my BBC doesn't show at the perks etc..
Six years or so, but you finally added pine sap. I'm literally crying.
Would cauterization of wounds be possible or even a good idea? pros -cons?
It has been discussed before. It is possible to implement. The general consensus about the pros and cons is:
-It stops bleeding.
-Moderate chances of infection.
-Causes a good amount of pain.
What would you guys think about changing the 'depth' of some of the clothes you can wear in your torso? Like making coats use the blue frog sash slot so you can wear armor and a longcoat or an animal coat over it, for instance.
This means you wouldn't be able to wear a blue sash at the same time with coats, though. So... what about to also allow the sash to be 'adjusted' to be used in the belt slot or in the face slot so it can be used as a scarf? It would work in the same fashion activating the hood in hoodies work in the mod.
Sounds like a GREAT addition if you ask me! All of it, go for it.
I was just thinking the other day that the game doesn't really have scarves and could use some.
Also only makes sense to be able to wear coats on top of vests and tunics. Kinda what they're made for.
But, think you could make it so that clothing without inventory doesn't get rid of the inventory of the clothing below?
That'd be another downside with this, lot's more fiddling around with unequipping and reequipping stuff. It's already annoying with the early dogman pelt and hoodies.
I can't really fix that. Only the developer can edit hardcoded content. :(
Also, I just made a discord server for this mod. The link is in the OP. :3
New update, kids! Here's the changelog:
-Separated some of the content of the mod into a 'submod' so it's easier for me to create new content. No gameplay chances.
-Coats now use the sash slot, which is the outermost torso layer. This means players can now wear hoodies or armor vests with coats.
-Added 2 new shirts, Fishnet Shirt and Fishnet Sleeveless Shirt. They provide nothing at all but looks. Some NPCs spawn with these.
-Added a new coat layer item, Clearweave Cloak. It's a transparent cloak that is pretty much a raincoat. Few NPCs spawn with these.
-Added a new coat layer item, Clearweave Cowl. Similar to the cloak but a lot smaller. It only covers the head and shoulders.
-Using the hidden move options now have a chance to cause the target to 'hear' the user, giving them new move options for 2 turns.
-New combat move, Investigate Noise. Available when a hidden target makes noise while hidden. It causes the user to move 1 space towards the hidden target, while also searching for them.
-New combat move, Retreat from Noise. Available when a hidden target makes noise. Not always available. It causes the user to move 1 space away from the hidden target.
-New combat move, Call Out. Available if the user cannot see the target. It causes the target to hear the user on purpose, increases the chances to get detected. Regarded as a non hostile action.
-Wendigos can also use Call Out in an attemp to lure humans into believing they are another human.
-Melonheads and DMC Guards calling for help also count as noise others can hear.
-New combat move, Call Out (Wendigo). A version of this move Wendigos can use even if they already spotted a human target.
-Wendigos and Melonheads now drop a different corpse when killed. They yield less meat than human corpses.
-Blue frog sashes are now used in the belt and face slots. Using them as belts won't affect reputation with Blue Frogs.
-DMC guards should now ignore passive animals like deer and squirrels.
-Rebalanced pistol/revolver attack modes. Pistols generally do a bit less damage but have better range and revolvers are the oposite.
-Bull Revolvers and Heavy Pistols cause more fear. Suppressed Pistols also cause more fear. Snub Nose Revolvers and makeshift weapons are less feared.
-Fixed pill bottles being able to store fried eggs inside.
-Fixed the armor values in tarp cloaks. It now covers the legs but not the arms.
-Fixed the Disarm (No Strong) combat move not appearing at all.
-Fixed the Wendigo finisher move not being used at all.
-Fixed DMC Drones being able to bite downed targets.
-Added a submod with 'cheat gear' for those interested in testing the mod without having to go thru the normal game. To get the gear, just dissasemble a rag. The recipe is an alternate of that one.
-Cheat gear, Cloak. It provides armor and makes the user hard to spot. It comes with a hood, which further increases its stats when activated.
-Cheat gear, Tactical Chest Rig. It increases encumbrance limit and melee damage. It also provides inventory space for extra gear.
-Cheat gear, Pack Boots. Similar to the vanilla ones but these can be used in either feet and will reduce the action points needed to travel.
-Cheat gear, Packbag. It works like both a backpack and a sleeping bag, the later working even if equipped on the back.
-Cheat gear, Radio. Can be 'tuned in' to different frequencies, which will spawn a creature when the radio is used.
-Cheat gear, Canteen. It offers an infinite amount of a special liquid that hydrates, helps with tiredness and works as a strong disinfectant on wounds.
-Cheat gear, Wallet. It provides the player with $250 each time it's activated.
-Cheat gear, Pistol. It fires .45 rounds and has the ability to also use the suppressed version of these attacks.
-Non-cheat gear spawned also includes NSE gear such as clothing, melee and ranged weapons and ammo.
-Cheat food, Nutritious Blob. It's s blob of nutritious goo that nourishes a small amount. Mixing the Canteen with any type of food will create them.