I think I did too a while ago. Hopefully, it gets implemented one of these days. :3
Pew pew pew!
hey chiko could you help me on this thread?
i'm trying to fix the fishing mod for a merge but i need to make a judgement on this merge...thing is i dunno what i'm starring at.
is the 29 a treasure table?
DevKit is an upgraded BBC mod.
Improve your mods.
I've never messed with those lines in hextypes. By looking at the vanilla ones, though, it seems both nScavengeInitialID and nScavengeItemsIDPerHour are treasure tables. I don't know how old the fishing is, but if it's old, my guess is the hextypes might be outdated and missing some lines. Compare them with the vanilla ones and see if all code parts look the same.
Hey Chiko,just wanted to let you know,since your mod got so big wouldn't it be a good idea to put it up on the nexus for all people to see?Banjo already posted some of his mods there but they small submods that don't change as much as yours,and putting that into account(and that Kaaven didn't put his on the nexus either)I feel like the nexus needs a large mod on it.Just a thought.
Hmm... it couldn't hurt to upload my mod there, I guess. I already have mods for other games in Nexus so I don't even have to make an account and stuff.
How does the Nexus work exactly? I never actually got to play with that, but having mods available to more people could not hurt. Unless it's a lot of work :D
well wouldnt it be best just to post your great list there so that everything stays central?
It's like a mod repository webpage. Pretty much an a mirrow download link but in which you can set up a description, images, vids, forum discussions about it and stuff like that, all in separated tabs.
You only need to make an account there to be able to upload files. It's only a bit of work at first. :P
I'm not sure if this is the that introduced the pink flip-flop to the game, but I've noticed that the tags for the shoes are reversed. A flip-flop(left) will give the "Improper Footwear" when worn on the left, and is designated for the right. I think it's the same for a flip-flop(right), as well.
Thanks for reporting it. The problem was on the left one only. I will upload a fix as soon as I'm able.
I love the mod. I just don't like how string and foil degrade now. I tried looking through the files to change it but had no luck. Anyone know how I can change it to no longer degrade?
you will find them in the xml file inside the folder called 0 in the mod. You will need to edit the DegradePerHour/Use code of both of these items.
Hotfix tiem! Version 3.5c makes the following changes:
-Reduced the chances to find Leather Utility Belts.
-Leather boots degrade slightly slower.
-Fixed the bugged left sandal giving the wrong conditions.
I also added the missing recipe to make Rawhide Longcoat in the main page.
nooooooo now i gotta merge again, were there any override changes? maybe it will be a simple merge
Lulz. This is why the old merge mods stopped being updated. xD
There were override changes regarding the utility belt. Search for "NSE:87x" in the treasure tables. I reduced the spawn chances of all of them.
The other change in that xml was for the item 533 for the sandal using the wrong conditions.
win-merge to save the day
just found out Compare on notepad++ is useless on large files. it apparently dosn't work, what a shame
ehhmmm, quote: player is craving for a drink, and is feeling agitated and nauseous. and in the conditions: needs to drink
after drinking the new wine,
i would really wanted you check again to see if you missed it in the code again (no offence for any reason),
or if it is my game (i don't have idea if it is or not so that's why i ask)
melonhead's look inofensive but while you sleep they will try to hit you with a monkey wrench
(based on real events)
Are you, by any chance, still using an old saved game? Something like this will only happen if you are still using that same character, even if you updated the mod.
I just tried it with a freshly made character and it all worked like it should.
i still use a old saved game, i think it was from the 3.3 i think, so it maybe is.
sense you did only make one of these mods you might not know but, ive been trying to install both this mod and bigbadcheater and i cant seem to get it to work, if you have a way to help id be forever in your favor.
It's really hard for this mod to be compatible with other mods. It changes way too much of the vanilla game. You would need someone to make a compatibility or merge mod, which is a lot of work.
Well thanks anyways, ive been looking into learning how to mod this game. ive already learned how to mess with stats and stuff. so if i do my first will hopefully been a merge.
well the BBC doesn't require much work. you you want ot learn it's a good start because it's one of the easier ones to merge (only has two items in the override)
So I'm trying a ranged character without the "strong" trait but I'm finding that the character gets tired quickly.
Its not really that entertaining to find that between a Bandolier, Quiver, Leather Helmet, and Workbelt my character is carrying an extra 4.00 kg without stuff in them.
4.00 Kg isn't much for a "strong" character but for some reason I get into one fight shoot some arrows and my character is flat out tired.
So I started thinking about the weight. I swapped out for a pair of running shoes .70 Kg.
total weight of 20 arrows is .60 Kg for broadheads. .40kg for piercing.
For some reason I couldn't cut the kaki pants into shorts which would be .25 KG
I stopped wearing shirt or hoodie.
I would consider ditching the dogman coat but that is armor and keeps you warm. The thing is I would need a fur coat anyway which still would weigh prob 2.00 kg.
So I'm guessing this mod is used with some sort of carry weight mod.
But what Im arriving at is that the player without "strong" is way too weak.
Basically items that should be helpful that your mod provides are actually detrimental due in large part to how much they weigh. If the quiver weighs 1.00 kg and weighs 1.45 KG just short of the weight of a dogman coat...Well I have to consider that carefully so that my character can get around.
So I'm going to try to give another example. A canvas bag weighs .50 kg and can slot 16x16 spaces of stuff. Almost all the items that I could pick weigh 1.0 kg and slot far less.
Compare the Quiver to the Duffle bag. The Quiver should be the obvious choice but the Duffle bag is clearly the winner. Duffle bag doesn't take any effort you just find it, weighs far less, and when its full of arrows weighs only slightly more than a full quiver...This doesn't make since even in game balance. I had to spend an enormous amount of time making the quiver and instead of being a big benefit. I tossed it and just put extra arrows into the canvas backpack.
I think the character cant really carry much weight. The amount of burden strongly effects the amount of tiredness, dyhydration, and hunger bars. So for a survival game its too my detriment to carry stuff that is heavy due to combat and survival effectiveness.
Only fixes I can think of are too increase the amount that a baseline character can carry or too severely change the amount of all player crafted goods weights otherwise........"Strong" pretty much is required to play.
while it would be alot of work, you do make that stuff seem heavy comparatively. and while it's not a fix, my overhaul mod has a 3 point packrat skill that increases weight capacity equal to strong, and i have a merger already setup. it also does other things but anyway
if the duffel bag beats the quiver maybe it's not a bad idea to re-evaluate teh weight on some items but again sifting through that code would be alot of work.
Actually, characters should not get tired this much... I was playing a new game and at some point the tiredness bar went from full to empty in mid combat and I wasn't even carrying much.
Question... Did you consumed alcohol in that campaign? I was tensting alcohol and I think it might be still bugged and the tiredness it causes might be stacking after the effects are gone. I'll do some tests and fix this. If not, then how burdened you are is definitely being the cause.
Also, about your points:
Guess I could add a recipe to cut the kaki pants into shorts. Never thought about that.
I thought about adding a carry weight thing to restrict how many bags players could carry. The bigger or more unconfotable the bags the weight increase as penalty but nobody liked the idea. :P
I could reduce the weight for the quiver. Also, even though it requires effort to make one, the materials can easily be created or even bought from the ATN market. The Duffle bag is not very common and it could be a long time till you find one in some games so luck plays a lot in having one. I'm also working on a sewing kit and a makeshift variant so making leathercrafts and clothes wont need a tool box and quivers will be even easier to make.
As I mentioned before, I'm adding Sewing Kits and a makeshift version of them. I'm also thinking about adding a new skill, Tailoring. A weird skill for Philip Kindred to have, I know, but yeah.
This skill and tools will allow players to repair clothes using string and rags, hides, rawhide or leather patches, depending on the piece of clothing you are repairing.
I will also add "rag clothes" that can be made using sewing tools string and rags, without the need of the skill. These clothes will degrade quickly and give less warmth, though.
Rawhide and Leather items won't require a Tool Box anymore but most of them will require the skill to be crafted. Sorry about that. :P
The difference between the Sewing Kit and the makeshift counterpart:
-Sewing Kits are small boxes with all the tools insides while the makeshift counterpart will be loose needles, which like all tiny objects, cannot be put in containers with holes, like inside shopping cart baskets.
-Sewing Kits will have room for string and will also have a "built in" cutting tool, which will be required to make garments while makeshift needles will need you have a cutting tool separately.
-Sewing Kits will last longer but there's no way to craft them while makeshift needles will be crafted using small parts and the skill.
-Both Sewing Kits and makeshift needles will be lootable and sold in markets but the later will be more common.
will you be able to repair bags and backpacks?
Some of them. Bags made of different materials will need a different repair system. Probably something similar to repairing shopping carts or bicycles in which you reverse them and replace the damaged parts with ones in better condition when you re-craft them.
i love the idea of being able to fix my bags. but it would be awsome if there was a way to get that one laser gun in the game. like maybe make a DMC sherif that has it or something.
The DMC assassins I was working on were going to be armed with laser weapons, silenced pistols or a melee weapon. I ran into some problems so I shelved the idea but I will implement them, eventually.
I even made a suit for them, an armored longcoat which can be find inside the mod files but there's no way to spawn it in the game yet. :P
meh i think your just trying to make it harder for me to merge my knitwit skill ;)
sounds cool though
My hope is to make something similar to the tailoring skill in the roguelike Cataclysm. It's going to be a lot of work so I will probably release that feature in parts so it's easier to test. I will first add the skill and tools and edit the current recipes to require them, then add the new recipes and items.
Hey, with the addition of the tailoring skill, you think you can make it so we can be albe to craft this?:
Maybe we can craft it with a yukon backpack and a makeshift sack and give it less inventory space because earlier in the game I tent to find the yukon backpacks in poor condition but can't take them because I don't want it to crumble off my back and spill all my things on the ground.
Also, you mentioned a combat knife and a sheath before, are you still going to make that?
I don't really like posting requests/suggestions, makes me feel I sound.... eh needy.
I don't think it's going to be needed. Makeshift sacks can be used as backpacks and there are other early game choices too. Also, since players will be able to repair backpacks, then it would be kinda redundant.
Also, yeah. A combat knife and sheath are still in the list of the things I have to implement. I will probably do in other update, though. :P
I'm really bummered about the laser rifle...I really hoped your next update will include the assasins and their new laser weapon,I just want to test the damn thing out(I'm kinda tired of Bad Mutha's to beat me up with a punch while I have a spear).Is there any hope We/I can see a method of obtaining the rifle next update?
Also little suggestion here for the next update,maybe you could include a new shirt,specifically the one with "Keep Calm and Carry on"?What do you think?I suggested a while back apparel for every update but like you said that was ridiculous,but I feel enough time has gone since you added the "Urban Dogeman" shirt
It'll take longer. There's stuff that is easier to implement than others and the ones that are harder get pushed to the bottom of the list, in this case, DMC Assassins and their related items. Also, The next update will include a new shirt but it's not really what you are expecting. :P
Makeshift Shirts will be craftable by players, if they have the tools and materials. They will be of low quality but the Tailoring skill will not be required to make them. A Tailor will be able to craft them earlier because they can craft Basic Sewing Needles out of small parts, though.
the OP doesn't really say anything about the repair functions in this mod.
Depends one what you need to know. Gun repair basics are in the OP. It's basically Skills, Tool Kit and two guns, along with some specific materials, depending on the gun.
Leather Vest repair has a couple of recipes, which are also mentioned in the OP.
There's no mention of the repair recipes for bicycles and bicycles carts coz they use the same method as the Shopping Cart one. Disassemble them and then reassemble using parts in better condition, which is a more limited way to repair things coz you don't repair the entire vehicle but the selected parts.
I'm adding some of the mod recipes into the starting skill knowledge thing in the next update so if you choose melee, you get to know the recipes for machete and nail bat, for instance.
I think I have the first part of the Tailoring skill ready. All seems to be working like it should, along with some bug fixes from the previous update.
Only thing that's left to do now is to add the repair recipes for those with the tailoring skill. This will be a lot of work and there will be tons of recipes added into the mod for each item. So I could:
1-Add recipes to repair each clothing item and bag, and hide most of them under similar recipes to avoid littering the recipe list with tons of similar recipes.
2-Make it so Tailors can craft one specific version of most of these repairable items. So for instance, they could make a brown shirt out of any shirt plus the materials and tools. This will greatly reduce the recipe number and will not contribute as much to the crafting screen loading lag.
Glad Progress is coming along well!
Little question:How the heck do you put a strap on the improvised guns?I swear I tried putting string on it but nothing...
2.Luckly for me,crafting loading lag doesn't matter,My PC's not the best(it's a piece of scrap actually...)so even like 5 days in I hog so much stuff that it takes a few good secs to acces the crafting screen.
Edit: Double bummer....No laser rifle and no fancy shirt for next update...
The same way you do with normal guns, unless you are trying to put a strap on a scatter gun, also known as makeshift shotgun. Both, the short and long scatter guns are not considered long guns so you can't put a strap on them.
If you are talking about the makeshift rifle, then you need a tool with a screwdriver, like the multitool, a couple of small parts for the screws and the strap... just like with the vanilla long guns.
Thx!That cleared up the string problem...freaking shotgun...And I was talkin about the proffesional DMC one,such a bummer...
Time for version 3.6 of the mod. It includes:
-Added a new skill, Tailoring. Players now need this skill to make leather crafts and the upcoming sewing repair and crafting.
-Added new tools, Sewing Kit and Basic Sewing Needles. They are required tools for tailoring so some recipes will ask for these tools instead of the vanilla "sharp edge/point" tools. Both of them are lootable and are sometimes sold in stores.
-Added a new clothing item, Makeshift Shirt. It's a poorly made shirt which is basically a sheet with a hole in the middle for the head, made of stitched rags and held in place with a strong fastener like a rope, for instance. To make one, you need Sewing Needles, 20x Rags, 15x Small String and a Strong Fastener.
-Making a Makeshift Still now requires either the Medic or Botany skills. Not both.
-Making Moonshine now requires the Botany skill and making Pure Alcohol the Medic one.
-Made it so most of the recipes added by this mod are known by the players by choosing the related skills.
-Fixed a bug that caused some problems with the alcoholic trait.
-Reduced the stackable tiredness value from Minor Inebriation.
-Changed the color of beer bottles. They are now green colored with brown and white label and cap.
The next update will include the sewing repair recipes and mostly rebalance changes I have in mind. The rebalance is generally a bit slow and hard to do for me since I'm doing things with only my point of view. I wish I could get some more feedback on that part of the mod rather than more suggestions on what to add next. :P
i would give feedback but i wanna do one playthrough before i take one of the major changing mods
Quick hotfix, lads:
-Fixed a bug with the Sewing Kit which was preventing it from showing up in the crafting screen. Woops.
-Sewing Kits now have a brand and name.
-Sandals and Gator shoes now count as Footwear Sole and can be used for crafting selfmade footwear. Their condition won't affect the final product. When they degrade, they won't turn into a sole anymore, though.
should i wait for v3.7 to merge? thinking it might be best
Probably. I will include the rest of the things you can do with the tailoring skill in v3.7 so it makes sense to wait till that feature is complete.
-Fixed the "Non Alcoholic" condition, which was not supposed to be showed in the condition list.
-Scrap Metal Knives can now stack to 2, which is very useful for knife throwers.
-Made a small rebalance with some cutting weapons. Shivs do slightly more damage than shards. Broken Bottles do slightly more damage. Scrap Metal Knives do slightly less melee damage.