Overhaul 2.34

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I have a problem when using overhaul with other mods. An error keeps coming up saying that overhaul doesn't have all the needed .xml files. Am I supposed to load overhaul last in the getmods? <-(This is what I have to do with ESC when using Neo Extended)

Rar! Rar rar rar! Thanks for reading :)

what mods are you using? i will try them out.

Normally i just put all mods up top, put a blank line underneath the last one, and load the bottom up with the overrides. It usually works for me without any trouble.

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

I'll just give you my getmods.

nRows=6
&strModName0=Over
&strModURL0=Mods/Overhaul/Data
&strModName1=0
&strModURL1=Mods/Overhaul/0
&strModName2=NSE
&strModURL2=NeoScavExtended
&strModName3=NSEo
&strModURL3=NSEoverride
&strModName4=AM
&strModURL4=AltStartMod
&strModName5=ES
&strModURL5=Extreme_Settings_Cold

Rar! Rar rar rar! Thanks for reading :)

nRows=6 &strModName0=AltStartMod&strModURL0=Mods/AltStartMod &strModName1=Extreme_Settings_Cold&strModURL1=Mods/Extreme_Settings &strModName2=NSE&strModURL2=Mods/NSE/NeoScavExtended &strModName3=Over&strModURL3=Mods/Overhaul/Data &strModName4=0&strModURL4=Mods/NSE/NSEoverride &strModName5=0&strModURL5=Mods/Overhaul/0

just put the overrides on the bottom, worked for me. Though you gotta do more than a getmods.php merge with these mods.

or you can view it like this:

nRows=6 &strModName0=AltStartMod &strModURL0=Mods/AltStartMod &strModName1=Extreme_Settings_Cold &strModURL1=Mods/Extreme_Settings &strModName2=NSE &strModURL2=Mods/NSE/NeoScavExtended &strModName3=Over &strModURL3=Mods/Overhaul/Data &strModName4=0 &strModURL4=Mods/NSE/NSEoverride &strModName5=0 &strModURL5=Mods/Overhaul/0

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

Thanks! Yeah, I guess overhaul and NSE might have some conflicting parts.

Rar! Rar rar rar! Thanks for reading :)

Asthe, are you on Discord? NS has a discord voice chat group.

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

Yeah, but I'm mysterious. So no discord voice chat. Also, I don't have a microphone or headset, so you'd be listening to me while I use my on-board laptop recorder- not the best at its job.

Rar! Rar rar rar! Thanks for reading :)

Sorry, but how would someone go about creating a mod that just has the packrat skill in it? I'm having a lot of annoyance with the weight limit but I don't quite want to install a large gamechanging mod, or get the "strong" skill because I really just want a more lenient carrying capacity and am otherwise fine with everything else.

Or is there a way to edit the default carrying capacity in an XML file like starting skillpoints or what have you.

You can change the weight of the strength skill, but then you would def be cheating in a way. However i have it here for you: https://1drv.ms/f/s!Asu7Op9-meU9gaVWyDUYDhH2S84Teg

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

Thanks dude, that should make managing carrying stuff magnitudes less tedious. I'll let you know if there's any odd behavior I notice.

because of my very particular planning and mindfulness of the future, i managed to complete your request in 8 minutes. No modder here can boast that after having been away from their mod for months and of this size. Damn my code structure, and comment system works like a brilliant charm. I gotta brag about this lol.

if anyone is reading this, check out this whole thread: http://bluebottlegames.com/main/node/5296 including the replies.

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

Okay so there is one odd thing but I don't know the cause.

http://i.imgur.com/a25ClI8.jpg have a look at this. Notice that the pain bar is totally full, with no painkillers consumed or anything, after two spear wounds that are listed as "Severe Pain" Only skills I have are Trapping, Medic, Athletic, Ranged, PackRat, and Elusive.

I though maybe Packrat was making me immune to pain, so I started a new game with and without the packrat skill and pain seems to be working fine. Wonder why my guy suddenly became totally numb? Time to do some searching.

you mean in your normal game the pain fixed itself? i'll take a look at what i sent you and see if i missed something.

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

also is this the only mod you have installed? last, you can use "DevKit" mod to test it a bit quicker. if you know some basic merging.

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

Looking at the code, nothing suggest that this mod would screw with your pain.

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

Yeah it seems more like an engine bug, I did see results for people who experienced the reverse of what is happening to me, in that they're fully healed but still in pain, so maybe something weird's happened and my character's pain value is set so high that it'd take every limb being broken for them to have any issues.

Ah well.

do Packrat and Strength stack for carry limits if you have them both?

Have you tried using this mod with NSE at all? Do they work together?

yes, and yes.

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

I just tried merging this mod with NSE, and I am in way over my head. Has anybody made this merge available already? I'm really just trying to get the packrat mod working with NSE but can't figure out which section of the neogame file controls what appears in the initial skill selection screen.

https://1drv.ms/f/s!Asu7Op9-meU9gaVWyDUYDhH2S84Teg

that's the packrat skill by itself.

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

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:

nRows=14
&strModName0=NSE
&strModURL0=NeoScavExtended

&strModName1=Over
&strModURL1=Mods/Overhaul/AddOn

&strModName2=GEM
&strModURL2=Gariba'sExtrasnMisc

&strModName3=SP
&strModURL3=SagesPages

&strModName4=FoD
&strModURL4=FieldsofDead

&strModName5=MoD
&strModURL5=M(m)MoD

&strModName6=0
&strModURL6=MoDZero

&strModName7=ShoulderMod
&strModURL7=Mods/Shouldered/Mod

&strModName8=ShoulderMod
&strModURL8=Mods/Shouldered/Merge_NSE

&strModName9=NSE
&strModURL9=Mods/Shouldered/Patch_NSE

&strModName10=MoD
&strModURL10=Mods/Shouldered/Patch_MmMoD

&strModName11=0
&strModURL11=Mods/Overhaul/VanillaOverride

&strModName12=0
&strModURL12=NSEoverride

&strModName13=NSE
&strModURL13=NSEMoDPatch

Is it posible to merge them correctly? If yes, can you give us a good getmods.php?

Thanks!

you've left the realm of "override xml files that don't conflict" and entered "thy must go into and merge the override xml files"

you've got to learn a smidgen of how to mod to make these work and combine the zero folders into one xml to resolve these issues you speak of.

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

LOL! Is there any guide for how to do that?

I would really love to try, but having a look at the "neogames", i don't have a clue.

fine, in the next 3 hours, i'll try to get a cheaply made, but better than nothing video explaining what you need to do.

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

https://youtu.be/oMTL3D-uBZs might not be much help

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

Thanks! Ill work at it. If i get good results, ill post.

try this older one instead; https://youtu.be/_pXtItYw66w

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

Hi there was trying to check that guide video but it got removed by the user, don't know if it's you. Anyways I was trying to merge Overhaul with NSE mainly because this mods adds the sweet sweet ghillie suit and camo tarp tent... a must for those of us who play crafty-sneaky characters :D

cheers!

which video? if we are talking about how to install, there's a link for that. if we're talking about merging:

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

Thank you so much for making this so easy!!! BUT YOUR MODS MAKE THE GAME CRASH!!! GOOD TRY THOUGH! I'm going to stick with the working no mod version! ;) Maybe try to fix it my game loads to barely 27% before it stops, ok i hope this helps good luck!

hmm i'll double check.

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

I double checked. Everything is working fine. Just to re-affirm i'll upload a vid showing how it's done on my end.

this suggest that there is something wrong on your end though. Perhaps you installed it wrong, like you put the files in the wrong folder or something. maybe you touched something else you shouldn't have.

if you want, you can get on the games official Discord, and we can screenshare to see why things are going wrong. Discord Link

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

It WORKED!!! THANK YOU SO MUCH! NOT SURE WHAT WENT WRONG BUT I GOT OVERHAUL TO WORK. THANK YOU VERY MUCH!!!!!!!

if you ever figure out what went wrong, lemme know so i might help the next person with the same struggles.

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

hello layarion, sorry for the bother, but is there any chance you could help me merge overhaul and NSE ?, since ive got no experience with coding and curently dont know if just pasting both mods folders onto the install dir. and changing the getmods file untill the game runs is enough.

cheers!

https://youtu.be/_pXtItYw66w

and i can't, too many things holding me up right now to ensure it's at it's best.

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

Ok, i understand, would be cool if you ever get the chance, or if you could some time in the future release it merged if it was less of a hassle.

cheers and thanks for the reply!

hi layarion! I really like your mod! So many cool QoL additions. Just wondering tho. Is there a way to exclude the changes to arrows? I personally like to be able to create arrows wherever I go and workshop really kills the idea of exploration IMO. Is there a way to remove it? or maybe make the workshop to be a tool instead?
Also is there a chance you can add the Shouldered mod too? I really like it but it seems like it's not working anymore :(

forgive me, it's been awhile since I played. I thought that besides being able to craft hunting arrows, this mod still left the find-ability of arrows alone?

as in, even with the bench, you can still find hunting arrows right? and you can still craft the others?

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

if i'm not mistaken, the only thing my mod did to arrows as just add the ability to craft hunting arrows. it didn't remove the ability to find them, nor remove the ability to find/craft other arrows.

If i'm wrong, I might have to fix that. However, are you instead asking me to remove the temptation to craft hunting arrows?

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

Yeap dunno if I want to able to craft them.

tbh I only want the tannen tea x 3 and reusable filter recipes... is there a way to only install those 2?

Not as is, but there is if you go in the XML and I have a self imposed convention that'll make it easier. I name each "feature" my mod provides, and then I tag each block of code related to that feature.

So open the xml, both the vanilla and override, and remove everything without those two tags. it should work, but if you're new to how xml then it might take a few tries and some time. Otherwise it might take only 10 minutes.

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

yes I'm a potato when it comes to coding
is this right for the vanilla overwrite file?

<?xml version="1.0" encoding="utf-8"?>
<pma_xml_export version="1.0">
<database name="neogame">
<!--************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
*************************************************************************************************-->
<!--Condition, TrackerMovementBonus: Keeps trackers appropiatly blind in dark situations, for whatever damn reason
SetImmunity wasn't working, so i had to give it help, apparently ordor matters as well-->
<!--
<table name="conditions">
<column name="id">109</column>
<column name="strName">Blind</column>
<column name="strDesc">&lt;us&gt; is unable to see well in these conditions, making activity difficult.</column>
<column name="aFieldNames">fMovesPerTurnModifier,m_fMorale</column>
<column name="aModifiers">-5,-1.0</column>
<column name="aEffects">ChainCondition=Over:-06001,Over:-06003</column>
<column name="bFatal">0</column>
<column name="vIDNext">0</column>
<column name="fDuration">0</column>
<column name="bPermanent">0</column>
<column name="vChanceNext">0</column>
<column name="bStackable">0</column>
<column name="bDisplay">1</column>
<column name="bDisplayOther">1</column>
<column name="bDisplayGameOver">1</column>
<column name="nColor">1</column>
<column name="bResetTimer">1</column>
<column name="bRemoveAll">0</column>
<column name="bRemovePostCombat">0</column>
<column name="nTransferRange">-1</column>
<column name="aThresholds"></column>
</table>
-->
<!--Condition, CraftableAirFilter: added recipe-->
<table name="conditions">
<column name="id">819</column>
<column name="strName">Basic Recipes 1</column>
<column name="strDesc">&lt;us&gt; knows basic recipes.</column>
<column name="aFieldNames">AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe</column>
<column name="aModifiers">Over:23039<!--air filter-->,1,2,3,4,6,8,18,19,21,23</column>
<column name="aEffects"></column>
<column name="bFatal">0</column>
<column name="vIDNext">0</column>
<column name="fDuration">0</column>
<column name="bPermanent">1</column>
<column name="vChanceNext">0</column>
<column name="bStackable">0</column>
<column name="bDisplay">0</column>
<column name="bDisplayOther">0</column>
<column name="bDisplayGameOver">0</column>
<column name="nColor">0</column>
<column name="bResetTimer">1</column>
<column name="bRemoveAll">0</column>
<column name="bRemovePostCombat">0</column>
<column name="nTransferRange">-1</column>
<column name="aThresholds"></column>
</table>
<!--************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
****************************************************************************************************
*************************************************************************************************-->
<!--Item, CraftableAirFilter: made it an item prop-->
<table name="itemtypes">
<column name="id">4</column>
<column name="nGroupID">32</column>
<column name="nSubgroupID">1</column>
<column name="strName">tin can</column>
<column name="strDesc">Chef Yummy &quot;Creamy Crumb&quot; soup can</column>
<column name="strDescAlt"></column>
<column name="nCondID">1</column>
<column name="vImageList">ItmSoupCan.png,ItmSoupCanStored.png</column>
<column name="vSpriteList"></column>
<column name="vImageUsage">1,0,1,0,1,0</column>
<column name="fWeight">0.07</column>
<column name="fMonetaryValue">0</column>
<column name="fMonetaryValueAlt">0</column>
<column name="fDurability">1</column>
<column name="fDegradePerHour">0</column>
<column name="fEquipDegradePerHour">0</column>
<column name="fDegradePerUse">0</column>
<column name="vDegradeTreasureIDs">3,3</column>
<column name="aEquipConditions"></column>
<column name="aPossessConditions"></column>
<column name="aUseConditions"></column>
<column name="aCapacities">2x2</column>
<column name="vEquipSlots">21,20</column>
<column name="vUseSlots"></column>
<column name="bSocketLocked">0</column>
<column name="vProperties">Over:20029<!---->,8,9,10,16,28,48,50,87</column>
<column name="aContentIDs">2,3,8,9,13,19,20,21,22,23,30,31,33,34,36,37</column>
<column name="nFormatID">3</column>
<column name="nTreasureID">17</column>
<column name="nComponentID">3</column>
<column name="bMirrored">0</column>
<column name="nSlotDepth">0</column>
<column name="strChargeProfiles"></column>
<column name="aAttackModes"></column>
<column name="nStackLimit">1</column>
<column name="aSwitchIDs"></column>
<column name="aSounds">cueTinBits1,cueTinBits2</column>
</table>
<!--Item, CraftableAirFilter: made it an item prop-->
<table name="itemtypes">
<column name="id">204</column>
<column name="nGroupID">98</column>
<column name="nSubgroupID">8</column>
<column name="strName">liquid</column>
<column name="strDesc">&quot;Wolverine Black&quot; whiskey</column>
<column name="strDescAlt"></column>
<column name="nCondID">1</column>
<column name="vImageList">ItmWaterAmber.png</column>
<column name="vSpriteList"></column>
<column name="vImageUsage">0,0,0,0,0,0</column>
<column name="fWeight">0.04</column>
<column name="fMonetaryValue">20</column>
<column name="fMonetaryValueAlt">0</column>
<column name="fDurability">1</column>
<column name="fDegradePerHour">0</column>
<column name="fEquipDegradePerHour">0</column>
<column name="fDegradePerUse">1</column>
<column name="vDegradeTreasureIDs">3,3</column>
<column name="aEquipConditions"></column>
<column name="aPossessConditions"></column>
<column name="aUseConditions">211=167,100=164,100=165,101=164,101=165,102=164,102=165,104=164,104=165,105=164,105=165,106=164,106=165,107=164,107=165,108=164,108=165,109=164,109=165,111=164,111=165,112=164,112=165,114=164,114=165,115=164,115=165</column>
<column name="aCapacities"></column>
<column name="vEquipSlots"></column>
<column name="vUseSlots">211,100,101,102,104,105,106,107,108,109,111,112,114,115</column>
<column name="bSocketLocked">0</column>
<column name="vProperties">Over:20031,15,27,38,74,75,82</column>
<column name="aContentIDs"></column>
<column name="nFormatID">1</column>
<column name="nTreasureID">0</column>
<column name="nComponentID">3</column>
<column name="bMirrored">0</column>
<column name="nSlotDepth">0</column>
<column name="strChargeProfiles"></column>
<column name="aAttackModes"></column>
<column name="nStackLimit">12</column>
<column name="aSwitchIDs"></column>
<column name="aSounds">cueWaterdrop2,cueWaterdrop1</column>
</table>
<!--Item, CraftableAirFilter: Made it an item prop for craftable filters-->
<table name="itemtypes">
<column name="id">430</column>
<column name="nGroupID">40</column>
<column name="nSubgroupID">1</column>
<column name="strName">gas mask cartridge</column>
<column name="strDesc">XM54 Gas Mask Cartridge (spent)</column>
<column name="strDescAlt"></column>
<column name="nCondID">1</column>
<column name="vImageList">ItmGasMaskCartridge.png</column>
<column name="vSpriteList"></column>
<column name="vImageUsage">0,0,0,0,0,0</column>
<column name="fWeight">0.25</column>
<column name="fMonetaryValue">2</column>
<column name="fMonetaryValueAlt">0</column>
<column name="fDurability">1</column>
<column name="fDegradePerHour">0</column>
<column name="fEquipDegradePerHour">0</column>
<column name="fDegradePerUse">0</column>
<column name="vDegradeTreasureIDs">3,3</column>
<column name="aEquipConditions"></column>
<column name="aPossessConditions"></column>
<column name="aUseConditions"></column>
<column name="aCapacities"></column>
<column name="vEquipSlots">21,20</column>
<column name="vUseSlots"></column>
<column name="bSocketLocked">0</column>
<column name="vProperties">Over:20027,16,28,48,50</column>
<column name="aContentIDs"></column>
<column name="nFormatID">37</column>
<column name="nTreasureID">0</column>
<column name="nComponentID">3</column>
<column name="bMirrored">0</column>
<column name="nSlotDepth">0</column>
<column name="strChargeProfiles"></column>
<column name="aAttackModes"></column>
<column name="nStackLimit">1</column>
<column name="aSwitchIDs"></column>
<column name="aSounds">cueShoeDrop2,cueShoeDrop3</column>
</table>
</database>
</pma_xml_export>

that's one of them, but I don't have time to get into the details myself. also, please use a BBCode tag to put that in a code box next time.

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

Hi I've been trying to merge the overhaul and NSE mod and have watched your video on merging. I have some questions there's quite a few overlapping itemtypes that I'm not sure exactly how to merge like id 4 in NSE are rags but the overhaul has them as the soup can. Second a few of the conditions have modifiers that are "Over" when i paste the whole code over the game says Over isn't found. I've been looking through the code but can't seem what Over refers to.

merging is alot like creating a mod, so I suggest reading this: https://docs.google.com/document/d/1PkFmy9nT_8PKwskS6t-KNQvCS1STTE7ncHm2xT4-T_g/edit?usp=sharing

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

ok thanks I'll give it a try