[Mod - Story] Depths of Gyges (v 1.01)

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[Mod - Story] Depths of Gyges (v 1.01)

Depths of Gyges <--DoG-->
The Cryo Facility expanded!

IMAGE(http://i1302.photobucket.com/albums/ag130/Kaaven/EncCryoCorridor_zpseoessudu.png)

Download: Version 1.01
(Compatible with the version 1.13 of the game.)

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Change Log:
1.01
- fixed bug where the offline console still marked player as knowing the Bank info
- fixed bug where watching the security footage might lock player inside the encounter
1.0
- initial release

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Welcome to my newest mod, titled the Depths of Gyges.

The mod's main goal is to add more character and - wait for it - depth, to the initial encounter of the game - the Gyges Cryo Facility. In the vanilla game, the entire place consists of just two rooms: starting cryo lab itself and a single examination room, used only as a campsite. But what about the rest? It's hinted it's all there, but completely inaccessible for the player to explore.

Just like any other good piece of fiction, presenting a scenario where the protagonist is thrown right into an unfamiliar location (the hospital scenes from "The Walking Dead" or "28 Days Later" come to mind), I thought that NEO Scavenger could use a similar kind of initial introductory encounter, allowing player to discover a little more about his surroundings and get accustomed to the world he's off to explore soon.

The mod changes the return to the Cryo Facility encounter (but not the initial wake-up scene) a lot, adding new rooms to explore and establishing and filling up the entire floor of the Gyges Cryo Lab with locations that one would expect to find in such a place. It also adds some special items, but nothing balance affecting, just some curios.

The changes do not affect any game content other than the Facility itself - no new items/locations/NPCs are added to anywhere else in the game. WARNING! It does however change how the initial encounter works. Mainly, it puts some obstacles on a road to get the Detroit Bank login info, basically forcing player to return to the Facility later on, with a proper tool, in order to progress the main story-line. The items previously acquired via scavenging the Cryo with appropriate skills (medkit and multitool) are now to be found, using the same skills, inside the encounter instead.

The story for the expanded encounter also contains several "hooks" form which I could further expand it, if there's ever a need for more ;) That also means not all the secrets are explained and the routes unlocked in this version.

I would really love to hear what you guys think about it and whether you liked it or not.

Also, a big "Thank You!" to Linibot for all the help with this mod. Especially the squirrel.

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Compatibility with the Mighty (mini) Mod of Doom

Both mods are compatible with each other. Simply copy both into the game folder and edit the "getmods.php" with the load order given below. That would make the game standard M(m)MoD experience, but instead of simple Goodie Locker in the Cryo Lab, the whole encounter will be changed into the Depths of Gyges one.

"getmods.php" Load Order

Spoiler: Highlight to view
nRows=7&strModName0=FoD&strModURL0=FieldsofDead&strModName1=0&strModURL1=FieldsZero&strModName2=SP&strModURL2=SagesPages&strModName3=MoD&strModURL3=M(m)MoD&strModName4=0&strModURL4=MoDZero&strModName5=DoG&strModURL5=Depths of Gyges&strModName6=0&strModURL6=DoGZero

Should work without any problems, but if you encounter any, please, leave the comment so I can fix it ;)

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What to expect, a.k.a. Spoilers ahead:

Spoiler: Highlight to view
Three new items:
- security guard's shirt
- mysterious medication
- cryo facility security blueprint

One new, repairable Exam Room campsite upgrade:
- security warning light system

Six new or redone "rooms" inside the cryo lab:
- Main Hall
- Exam Room 17 (still serves as a camp)
- Security Office
- Cryo Storage 14 (player starts in 15)
- Control Room
- Front Lobby

Skills/items usable during the encounter:
- light source
- crowbar
- lockpicks

- Strong
- Botany
- Eagle Eye
- Mechanic
- Electrician

(Plus Medic and Tracking, as in vanilla version)


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

You totally ruined the joke. When I said you should thank me for the squirrel, I in fact had a song in mind, maybe one along these lines. Opportunity=wasted.

Also, really fun mod, totally recommended. And yes, I'm very proud to be biased. ;)


NEO Scavenger: FAQ
10 Ways (not) to Die - A beginner's guide

There *are* people wanting more quality story expansions! Holding my thumbs for your further work on it :)

But, is it compatible wqith your other mod, the:
http://bluebottlegames.com/main/node/3348

...? I would think "no", as both are changing initial encounter. Would it be possible to include this mod into the mighty mini mod of doom, like you did with fields of dead and sage's pages?

Cheers,
/Cat Lady

"Icicle, icicle, where are you going? I have a hiding place, when spring marches in..."

Thanks for the comment! And don't worry, while people don't seem to find the need to comment, some are downloading the mod, so it's not "dead" or anything ;)

As for the compatibility between my mods - the mods can work together and I encourage to play them both (cause they're mine!), if the DoG overwrites the changes to Cyro Lab that MoD does. It's more interesting and a bit harder, as well.

I should have included that info from the start. Sorry about that!

I've updated the original post with the info and instructions how the correct "getmods.php" file should look like.

Let me know if everything works!

EDIT: One thing that will not work is that there will not be the Preview Suitcase at the start, but it should not make anyone cry since it's just beta-testing feature anyway.


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

Thanks a lot for your swift and kind reply!

I couldn't wait to check it myself, and it turned out that my freshman's understanding of how loading mods in NeoS works was correct, as I used exactly the load order you've described and everything worked like a charm. In fact, I've just returned to report my findings, and was greatly surprised how I could miss the section about compatibility, clearly there... Until I saw your comment, which mean I wasn't blind, after all ;)

Anyway, I'm enjoying the "little" mod greatly - the writing is high quality and in style, plus the whole thing just feels like it's natural part of the game, from the beginning. Kudos for that! Yet, I have either a newbie question or bug report (yet to be seen):

Spoiler: Highlight to view
I've returned to the ghastly cryo 14 room with a torch (avoided it at first, decided that venturing into room smelling of raw meat, death and decay - with the dogman being around just few moments ago - isn't all that great idea) it wasn't able to use it at all. No matter if it is in my scavenger's hand, in campsite, or in the ground, it just doesn't appear as an option (alongside "leave the room" or "go in blindly"). Is it intended, and I'm supposed to go there without light source, or is it a bug? Or I'm missing some obvious way to use torch?

Also, my other natural reaction was to wear (crude, for now) air filter, but it doesn't seem to be making any change (not that it needs to, but description strongly suggest *very* unhealthy air, so it would be funny if wandering there without any protection would result in a chance for disease, or at least immunity drop).

Cheers,
/Cat Lady

"Icicle, icicle, where are you going? I have a hiding place, when spring marches in..."

Yeah, the whole load order isn't hard, once you know what it actually does ;) And thank you for your kind words!

Regarding the issues you reported: the first one is weird, as all the big light sources (torch, flashlight, etc.) should work fine and do work for me. Are you sure the torch was lit (just checking, just checking...)? Cause your issue allowed me to find an exactly opposite problem - small light sources (lighter and glow-sticks) do not work there, due to changes the M(m)MoD made.

So it looks like I'm going to have to make a MoD-specific version, after all... Still, the lit torches (both crude and quality ones) and turned-on flashlights should work in that situation.

The second thing you mention - that is simply me not thinking about such possibility. Similarly, if the player engages with that part later on, while wearing a gas mask, he would still get the default response. Something I need to keep in mind for the future ;)


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

Are you sure the torch was lit (just checking, just checking...)?

Arrrgh... Yes, I got same realization yesterday, just before falling asleep (IRL, not in-game) - it's 99% this. Have I mentioned already that I'm a total newbie? I really, really need to detach my mind from gaming experience of many years, where torch put in hand becomes lit "automagically". In the same spirit, I tried to scare feral dogs with unlit torch, too ;)

But, at least something good came out of this, I'm glad you've found the issue with small light sources!

Cheers,
/Cat Lady

"Icicle, icicle, where are you going? I have a hiding place, when spring marches in..."

I really want to get to know more "total newbies" that figure out the load orders of mods by themselves while being super kind, polite and constructive towards modders! I mean we have a pretty great community here, but reading this actually made me spill my coffee nonetheless. ;) Cat Lady, you should bring more "total newbies" like yourself to the forums, please and thank you! :)

Anyway, the mask is actually a really good point, if you ever get around to continuing the mod. It always feels weird when the text doesn't respond to obvious cues like that. I now wonder why your beta testing team didn't catch that. Must have been distracted by squirrels!


NEO Scavenger: FAQ
10 Ways (not) to Die - A beginner's guide

I've run into an issue while (finally) being able to mess with control room console - one that can be considered semi-serious, as it doesn't allow to continue game with that save afterwards.

Namely, when trying to watch security footage (1 hour), if having 0 moves left (not sure if it is related or not), hitting "confirm" for the first time results in no effect and make other options disappear completely:
http://s30.postimg.org/l2gvissqn/bug1.jpg

There is no way to quit the encounter, and saving+quitting game and reloading result in blank screen infinitely:
http://s30.postimg.org/p04587fjz/bug2.jpg

Hope I've described the problem clear enough, as always happy to provide if some specific test is needed,
/Cat Lady

Ps.

Cat Lady, you should bring more "total newbies" like yourself to the forums, please and thank you! :)

Why, thanks! It is exactly what I'm doing, though, as the game "rox" (even double so with high quality mods), so I'm trying to make as many friends aware of its existence as possible ;)

// Edit

Another minor thing I forgot to mention - judging by the "death logs" (that I'm seeing a lot... A "lottish" lot ;) ), game still concludes that player found informations about Detroit bank account after checking console during initial encounter, despite fact that in DoG one actually need to get into control room and investigate main terminal.

"Icicle, icicle, where are you going? I have a hiding place, when spring marches in..."

Thank you! It was a serious bug, that could lock anyone, no matter the move points left, inside the encounter! Now it should be fixed, along with that other thing.

Bloody "." instead of an "x"...


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

OK, just uploaded the new version, which fixes the potentially game-breaking bug that could lock the game in the security-footage-watching encounter.

If you already started the game but haven't watched the footage yet, simply overwriting the old mod version with the new one SHOULD be save compatible and fix the bug in an already going game.


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

Thanks for the update! OTOH, it means I'm a little late with another (minor) bug report:

Cryo facility security lights are available as item inside "Examination room 17" campsite as soon as the "camp" is discovered, without taking into account if player found what he should in security room. In fact, I've noticed it on first playthrough, but only now I realized that it means it actually can be fixed by just bringing correct parts/skills...

Unless you have coded something special that goes around this - I still need to find my way into that bloody security room, neither Strong nor crowbar seems to help me dig through it in reasonable time, so far (reasonable from in-character perspective - not out of character one, as I can perfectly imagine going through those rumble might as well take days).

/Cat Lady

"Icicle, icicle, where are you going? I have a hiding place, when spring marches in..."

No real need to over-think that cave-in. Sadly from character's perspective, he lives in a world without shovels, pickaxes or even any proper work gloves. Not even a spoon, really ;)

Spoiler: Highlight to view
It can be dug up only by hand, since the vanilla game does not have any other digging utensils (there is obviously a spot for MmoDs shovel in there, but the integration for the two is not here yet). It takes 6 tries / hours to dig through.

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

Hah, last time i gave up after...

Spoiler: Highlight to view
5 tries... =)

The shovel was, in fact, next thing I was going to try - indeed, it is great idea to do that cross integration, if you ever come to doing this. By the way, "heavy duty rubber gloves" could decrease a little the "getting tired" factor (just for flavor - not sure if worth coding, if it would require major time spent on it).

Cheers,
/Cat Lady

"Icicle, icicle, where are you going? I have a hiding place, when spring marches in..."

A little suggestion:

As we all know, if having melee and strong, we can get a security recording that can be very useful in "certain" situation later in game. Hoever, in DoG, we're getting able to access security videos at a little later stage - despite that, vanilla text and item is given as soon as dogman is gone.

For consistency and flavor, maybe it would be worthwile to change vanilla text to something along the lines of:

"...you noticed obsidian eye of camera - still working, as it seems - coldly observing the encounter. You think that it was so awesome, that it could be worthwhile to get a security footage of the fight, if you're able to locate terminal with access to recording's database"...

...and then, gaining the "kicking dogman ass" video as an option during messing with terminal in the control room.

/Cat Lady

"Icicle, icicle, where are you going? I have a hiding place, when spring marches in..."

Yeah, that makes sense and I should have done it like that from the start. Silly me...


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

Is it to possible enter the staff room? I've yet find a way if so.

No, there's no way to get there.


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

Oh, ok thanks for clearing that up.

There are actually couple of places in that facility where I left myself an option to expand, if there's ever a need for that. So sometimes in the future, that room might contain something, but for now, it's welded shut.


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

Sorry back again

I know that this is probably a idiotic question from a idiotic individual (situation) but might I ask

Spoiler: Highlight to view
Is there any purpose to the mysterious medication in the second locker atm or have I encountered a bug of some form

" The devil asked me how I knew my way around the halls of hell. I told him I need no map for I know the darkness well "

Yeah, it has it purpose - it adds to the mystery!

Really though, it has no use right now. Maybe in da future...


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

Cool, thanks man I hope that it will be either hilarious or horrifying....Is it bad that I am getting cataclysm dda pink tablet flashbacks..

" The devil asked me how I knew my way around the halls of hell. I told him I need no map for I know the darkness well "

I may have found a bug with the Mighty (mini)Mod of Doom, I can't have both of them installed at the same time or else I can't return to the cryo facility. If I try to "use" the cryo facility map to re-enter, a loot screen shows up that would usually have me choose between the console, facility, and exiting, but none of the options are there! Not even an option to leave, so I'll be stuck at the loot menu and be forced to start a new game.

Any thoughts?

Edit: I'm stupid, I accidentally put the core folder (Depths of Gygas 1.01) in the Neo Scavenger folder instead of the ACTUAL mod folder Depths of Gygas, don't I feel silly. Sorry for wasting everyones' time!

~STAHP..
HAMMA TIME.~

No problem, glad you figured it out! :D


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

Hm, I've actually been having the exact same issue as Scottvrakis while trying to use DoG with m(m)mod, though I'm fairly sure I've got all the files in the right place and the getmods file edited properly...

The console seems to have been changed correctly to fit DoG, but the m(m)mod test briefcase doesn't show, trying to scavenge the facility won't bring up any skills (medic, eagle eye, etc), and trying to enter just makes you stuck in the facility screen with no way to continue. I eventually tried to just skip looting the facility, but now I'm not sure that any of the M(m)MoD stuff is showing up, since the article about the refugee camp doesn't spawn.

there's a good chance I'm just missing something super obvious, but I'm honestly not sure what it might be ;;

Hi there and thanks for the report.

It turns out, there is an issue, but luckily its not my fault :D

Seriously though, it is caused by a weird formatting bug in this forum. When you copy the intended contents for the "getmods.php" file, it adds additional spaces between the entries, which should not be there and are confusing the mod loading order, creating those bugs.

So to get it to work, just replace the contents of the "getmods.php" with the line below:

nRows=7&strModName0=FoD&strModURL0=FieldsofDead&strModName1=0&strModURL1=FieldsZero&strModName2=SP&strModURL2=SagesPages&strModName3=MoD&strModURL3=M(m)MoD&strModName4=0&strModURL4=MoDZero&strModName5=DoG&strModURL5=Depths of Gyges&strModName6=0&strModURL6=DoGZero

One long line. It looks dirty, but should work fine.

Sorry for the trouble and once again thanks for reporting it.

EDIT:
One more thing - the scavenging with skills options for the Cryo facility are actually removed, so don't worry about that. You can still find those items, using the same skills, only now you do it while actually exploring inside.


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

Thanks so much!! Figured it would be something as simple as that lmao

That seems to have fixed it, too! Looking forward to playing~ :D

Not sure if I can "double post" (also posted on the Mod Merger page) but I can confirm DoG works with the Mod Merger EXE Patchwork with zero compat. issues. Just had to tweak the mod load order on the EXE to include DoG. Thanks for all you've done, Kaaven. You've put in a bunch of work and we all appreciate it.

This is a rare occasion where doubleposting isn't frowned upon because it actually serves an informative purpose. I'm gonna move away now, so Kaaven can enjoy the compliments. ;)


NEO Scavenger: FAQ
10 Ways (not) to Die - A beginner's guide

Yay!!! ;)

This mod was made to be as non-invasive as possible and as far as I know, no other mod changes the initial encounter. So yeah, it should work with most if not all mods out there. And thanks for posting AAoDxMortem, its nice to have it properly tested out. That will definitively by useful for others :D


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