[MOD] Training Skill Plus v1.1

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[MOD] Training Skill Plus v1.1

Training Skill Mod Plus v1.1

This mod adds the possibility of training skills in the game.
It builds on and extends the mod by jt2, who I particularly thank also for his Neo Scavenger XML Data Editor (not using it since v0.9 though)

This mod adds the possibility of training skills in the game.
This mod adds a training camp at the ATN campsite, a repeatable miniquest at Concrete Forest Apartments, a training course (and job) at the Haggerty clinic.

At the ATN campsite you can undergo training sessions of Melee, Ranged, Hiding, Tracking, Botany and Trapping, by paying an amount of money.
After the right amount of training sessions, the player will learn the skill.
The training sessions will also tire the player and make him slightly hunger/thirsty, depending on the kind of training he undergoes. The training sessions can be re-done only after 16 hour from the last one.

An encounter with will be triggered at Concrete Forest Apartments, after choosing the option Check Out the Crowd. The player will meet a retired technician looking for help. After accepting his proposal, you will be able to bring electrical devices (laptops, islabs, phones/smartphones) or small parts (in chunks of 20 pieces) in exchange for trainings in Mechanic or Electrician. If the players already possess these skills or doesn't want any training, it is possible to just receive some money reward for the deliveries, after bringing a sufficient amount of material.

At the Haggerty Medical School there is available a training course to learn the Medic skill. It is pricey, after all is a medical school. However, it is worth the trouble: after proving their skills, the player can perform *paid* night shift at the clinic every few days. They won't be a walk in the park, though.

More details below.

If the skill enables recipes, these will be added to the list of known recipes after learning the skill.
I've tried to balance the costs: from the augmentations available at the Haggerty clinic, we can deduce that each "skill point" is worth about 1000$. So skills that take 4 skill points will cost about 4000$ total, summing all the training sessions. For Mechanics and Electrician works differently however, since the skill advancements are based on bringing objects, rather than paying cash.

Here are the skills you can train:

Spoiler: Highlight to view

ATN Campsite:


Cost: $300 per session
Number of sessions: 13
Session drawbacks: 45 Tiredness, 10 Hunger, 16 Thirst, 2 Bruises


Cost: $300 per session
Number of sessions: 13
Session drawbacks: 35 Tiredness, 5 Hunger, 10 Thirst


Cost: $400 per session
Number of sessions: 10
Session drawbacks: 10 Tiredness


Cost: $330 per session
Number of sessions: 12
Session drawbacks: 20 Tiredness, 5 Hunger, 5 Thirst


Cost: $100 per session
Number of sessions: 10
Session drawbacks: 15 Tiredness, 10 Hunger, 5 Thirst


Cost: $200 per session
Number of sessions: 10
Session drawbacks: 5 Tiredness, 5 Hunger, 10 Thirst

Concrete Forest Apartments:

Electrician, Mechanics

An encounter will be triggered after choosing Check Out the Crowd. This will unlock a miniquest about collecting electronic and mechanical material in exchange for trainings in Electrician or Mechanics, or for a money reward.

How it works:

You can deliver five items to advance the miniquest. After delivering each item you can choose the reward to receive, either a Electrician training, a Mechanic training, or just money. In any case you will have to bring several items to gain the skills or the money reward. The number of items to deliver depends on the item value.
Here is a list of the deliverable items, along with the number of items you need to bring to receive the reward, if you were to bring only that specific item.

  • Laptop - 10
  • iSlabs - 20
  • Smartphone - 40
  • Cellphone - 50
  • 20x Assorted small parts* - 100

*A full stack of 20 pieces
Bringing different items contributes proportionally, for example you can get the reward after any of this following combination of delivered items:
5 laptops, 10 iSlabs
3 laptops, 5 iSlabs, 5 Smartphones, 5 Cellphones, 20x20=400 Assorted small parts
Approximatively, the total value of the items you need to deliver amounts to $500. The money reward is $1500

Haggerty Medic School


Cost: $300 the basic lessons, 400$ the advanced lessons
Number of sessions: 10 basic + 7 advanced
Session drawbacks: 10 Tiredness, 5 Hunger, 5 Thirst

Finishing the 10 basic lessons grants some medical recipes (clear rugs (disinfectant), rough splint) and access to the advanced course.
Finishing the 7 advanced lessons will finally grant the Medic skill and the increased healing rate associated.

Paid night shifts at Haggerty Clinic

After finishing the advanced course, you will be eligible to take the final exam to get the Medic Certificate from the clinic. Once you get the certificate, you can perform paid night shifts at the clinic every 3 days. The shifts will be very tiring, so present yourself in good conditions. The clinic won't allow anybody visibly sick to work in there, obviously. Furthermore, there is a small chance that you will get a disease from one of the patients during the night shift. You will be given a hint in case this happens.

People who choose the Medic skill from the start don't need to attend the course, and can pay a lump sum of 1500$ to take the exam and get the certificate.

Paycheck: 340$
Availability: every 3 days.
Night shift drawbacks: 195 Tiredness, 35 Hunger
Small chance of contracting a contagious disease


Place the folder `TrainingMod` inside the `Mods` folder in the main directory of NEO Scavenger, and add the following lines to the `getmods.php`:

&strModName0=TRN&strModURL0=Mods/TrainingMod/MainFiles &strModName1=0&strModURL1=Mods/TrainingMod/VanillaOverrides

adjust the numbers 0,1 and the `nRows` parameter according the number of mods you have.

For example, if you had the Training mod and the DevKit mod, it would look like this:

nRows=5 &strModName0=TRN&strModURL0=Mods/TrainingMod/MainFiles &strModName1=0&strModURL1=Mods/TrainingMod/VanillaOverrides &strModName2=BBC&strModURL2=Mods/DevKit/BBC &strModName3=DevKit&strModURL3=Mods/DevKit/DevKit &strModName4=0&strModURL4=Mods/DevKit/0

In the download there is included a getmods.php which loads the Training mod only.


This mod is still in development. I plan to add more skill to train.
In particular:

  • Lockpick/Hacking at Hatter's place
  • Athletic, Tough and Strong at Zom Zom's arena

I need concept encounters/dialogs for Lockpicking/Hacking at Hatter and Strong/Athletics/etc at Zom Zom. That's the part that slows me down most, coding is actually quick. If you have some ideas, feel free to post here or send me a PM.


download here


12/10/2019 v1.1

The Haggerty clinic won't allow you to make a night shifts if visibly sick
Small chance to get a disease during a night shift.

02/10/2019 v1.0

Added paid night shifts at the Haggerty clinic
Removed unnecessary itemtypes.xml
Fixed many many typos, and rebalanced costs/rewards

10/6/2018 v0.9 (unreleased)

Split mod files from single neogame.xml to single files, for better editing
Added medic skill training

23/3/2017 v0.8

Added miniquest at Concrete forest apartments for Electrician and Mechanics training, plus cash reward repeatable miniquest if you don't want or need training
Changed icons at ATN training camp for better diversity and identifications

12/3/2017 v0.6

Added training for Melee, Ranged, Botany, Trapping, Tracking and Hiding at the ATN campsite

Nice idea and good luck with the project!

As for the training of the Athletic, Tough and Strong skills, Zom Zom's arena seems like a kinda obvious place. Maybe add a mini-quest where the player has to do something first, to gain the Muthas trust... Like bring them certain amount of human meat or a DMC guard's armor, to prove their worth. Something like that ;)

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

Thank you very much for your suggestion.

I was thinking of adding some mini-quests to gain access to the training at DMC and at Zom Zom.

Here is a sketch:

DMC clinic:
recover a lost/stolen first aid kit/Nanorobot Medical Kit outside DMC, and bring it to the medic to gain access to the training.

how do you make items/enemies spawn at special locations?

DMC apartments:
retrieve Laptop, Cellphone, Smartphone, iSlab and cracking software to gain access and progress through hacking/electronic training

Zom Zom:
Bring human Meat, along money. No meat, no training

Worth noting: you can kill Melonheads for a guilt-free source of human flesh.

Technically they're still human, but the player will do a LOT worse than ending a violent mutant's suffering over the course of the average game.

I prepared Explosive Runes this morning!

Not to sound like a total n00b, but how do I install this? And is a mod the only way to get positive traits, or can you get them some other way in the vanilla game?

I'm playing the game with Steam btw.

You could have edited your post, there's a link in the lower right of your post to do that. Just so you know :))

EDIT: Sorry, could have answered the question as well... I'm guessing you need to go to c:/programs/steam/steamapps/common/neoscavenger (or something like that) and unzip the folder "Training Mod".
Then you have to take the getmods.php file and put it in the neoscavenger root folder (again, the path I guessed above).
Start up your game and if it takes a little longer than usual, you probably have succesfully installed the mod. To be sure you have to get to DMC or the other spots where you can learn the skills.

kk thanks

Just tried it on the latest version but it doesn't work.. When can we expect the next update on this mod? :D also great work, I don't want to play anymore without your mod :3

EDIT: ok my fault mod is working fine, I messsed up a bit

Yeah it no longer seems to work in 1.15. Anyone know of a way to go back to NeoScav version 1.14?

I'm running on v1.15, with the Monster Mod and Training Mod. I can do mechanical training in Detroit but I can't train at the ATN campsite. The ATN trainer is available, but I can never select anything except exit. Anyone have any idea what's up with that?

If it helps, I've usually had Botany, Strong, and Melee when I made it to the ATN. Since Detroit is working, I'm wondering if there's a glitch in the ATN logic because I already have some of the skills.

Thank you all for your feedback,
let me know if you feel if the cost/time for training is balanced

For the next release I've already balanced some costs and added a new encounter at DMC health clinic where to train medic skill. I might even add an option for medics to gain some cash every few days by doing work shifts at the clinic, in exchange for tiredness/hunger.

Quite strange it doesn't work anymore in 1.15, I haven't tested with it but it looked like there were no changes to the files of the mod. Anybody else has some other issues with 1.15?

As soon as I have some spare time I will check and test again the ATN encounter, there might be some wrong PreConditions. BTW which is the monster mod?

Hi! Is it possible to add higher tier skills such as Melee>melee2>melee3 with increase effectiveness with each level?

Of course there is, the question one should be asking is if you can make them linear. IE, making it so you need a prerequisite form of the skill before getting later versions. The modding community has been putting skills in for a while now, and I'm sure there's a way to make it so that taking a skill will open further paths for that skill.
I only say this because 1) I find it to be an interesting idea. 2) Cholera has increasing levels in this, so maybe that could be used as a guide. Maybe how eagle-eye removes the option to take myopia, and vice versa. It's been a while since I did conditions diving, so this could be complete nonsense...
Whatever the case, it might work.

Rar! Rar rar rar! Thanks for reading :)

not working :( I got to the city and there's no event in the concrete forest :(

Hey aat, I'm seeing what mlanqsdorf is describing on v.1.15 with NeoScavExtended and TrainingMod installed.

Here's a screenshot.

EDIT: It's possible the issue lies with the fact that both TrainingMod and NeoScavExtended modify base game data? This is my getmods.php.

nRows=4 &strModName0=NSE &strModURL0=NeoScavExtended &strModName1=0 &strModURL1=NSEoverride &strModName2=TRN &strModURL2=TrainingMod/TrainingMod &strModName3=0 &strModURL3=TrainingMod/0

EDIT2: Found a solution. Moving the TrainingMod entries in my getmods.php to 0 and 1 fixed this for me, as below. As far as I can tell, NeoScavExtended still works, though if I find any issues I'll update this post.

nRows=4 &strModName0=TRN &strModURL0=TrainingMod/TrainingMod &strModName1=0 &strModURL1=TrainingMod/0 &strModName2=NSE &strModURL2=NeoScavExtended &strModName3=0 &strModURL3=NSEoverride

Yeah, I had a similar problem when running NSE with my mod. Only in my case, NSE had to be loaded first. Weird how just switching a load sequence can change everything, right? :)

Rar! Rar rar rar! Thanks for reading :)

Hey I'm not sure if this mod is still being updated or if anyone here is still answering questions but, anyway, I'm running Neo Scavenger Extended in my get mods with this one. However, when the game starts to load it arbitrarily stops at 59%. Does anyone know how to fix this problem?

Those dogmen are a pain in the ass but hot damn if they aren't adorable

Hei Trophicllama,

thank you for posting,

I'm not sure what the problem could be. Unfortunately mod conflict are tedious to sort out.

you could try to change the mod order, as in albany_ post
the important thing is that these two strings remain together in this order

&strModNameXXX =TRN &strModURLXXX=TrainingMod/TrainingMod

where XXX is the mod order number.

I'll reprise development next year, as I changed computer/country/timezone and I don't have much free time now.

The mod is fully playable, though; the only thing missing is training for the remaining skill.
The slowest thing to do is actually not the coding but the dialogues and descriptions, as I like them to fit seamlessly into the game

Hey thanks for the reply,

yeah I'll try to rework the order and try to figure out what the problem is. Anyway, it's nice to know you have plans on continuing your mod and good luck on future development

Those dogmen are a pain in the ass but hot damn if they aren't adorable

Hello! I am looking forward to trying this mod, but I can't seem to get it to work, even when it is the only mod loaded. My Neoscav version shows as 1.15. Is this mod able to function on this version?

The problem seems to have been that the supplied getmods.php does not contain "Mods/" after the "url#=". I placed this and the mod loaded!

Been playing the game with this mod installed and I notice that, the mechanic at Concrete Forest Apartments, I give him the assorted small parts and choose to train the Electrician (more than 20 times now) and still I didn't get the skill.
When I ask for money, he says that I need to wait for the profits of the selling. Days later and I don't see the money.

My questios is: Am I doing somenthing wrong?

Love the mod by the way.

Hi MrSolidOne,

there is nothing wrong here, 20x20 assorted small parts is still very little to get the increase in skill.
from the readme, if you were only to give assorted small parts, you would need to give 200 x20 = 4000!!
giving in instead a mix of goods:
5 laptops, 10 iSlabs, 10 Smartphones, 20 Cellphones, 30 x20=600 Assorted small parts

"I need to wait for the profits of the selling." means that you did not reach the amount yet.
I see it might need some rebalance here, electrician and mechanics are not that game-changing skills to be so difficult to get. I remember I actually lowered item requirements in my latest dev version.

I will take a look and upload my latest version (that also has medic skill training) in the next weeks.

thank you very much!

aat, is development still going on for this?

if so, would my DevKit mod be of any use to you?
if not, or yes, is there anything more you think it needs to make mod testing more streamlined?

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

Sure! i've just revised the files, split into individual files instead into a unique xml, and finalized the medic skill training at the Haggerty clinic. I will upload soon the new version

I'm already using the DevKit, it's very useful, without it I would have not manged to debug and test.

btw, do you know to which extent my mod is compatible with your Overhaul 2.33?

No but it's likely that some things on the vanilla xmls will need to merged.

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

Okay, so I'm new to mods and this is probably a GIGO question but if I download this and you add more skill(s), it will update me automatically?

Heya. Awesome mod.. I always felt learning new skills should have been in the base game. Glad to see a mod address this! Any news on the medic update, and other planned skills?

Update time!!

It has been a while since I didn't have time to work on this mod. It really needed some love, and finally in the past weeks I could find the time to complete and test the last features.

So here we are with version 1.0!

For those who update from previous versions

The structure of the mod changed completely since the last released version, so delete it and add the new files. Also the folder names have changed, so change the getmods.php as well.

Changes in version 1.0

  • Fixed many many typos
  • Rebalanced costs and drawbacks according to skill point costs
  • Halved items required for Mechanics/Electrician miniquest
  • Added Medic training at Haggerty clinic, plus a nice way to make cash
  • Better icons in ATN camp and aesthetics overall

More info in the open post

Update to version 1.1

I hope somebody is still playing this game and interested in this mod.. XD

they are, you should join the games official Discord group.

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

Dunno if you're still around, but the 'Completed basic medic course' and 'Received Medic certification' should probably be hidden on the inventory screen

UHm, it shows? sorry, I must have left it by mistake for the debug. Let me take a look in the next few days. For now you can fix it yourself:
Got to MainFiles/data/conditions.xml

Got to lines 919 and 997
and turn
<column name="bDisplay">1</column>
<column name="bDisplay">0</column>

Thanks, that works beautifully

This mod is still in development. I plan to add more skill to train.
In particular:

Lockpick/Hacking at Hatter's place
Athletic, Tough and Strong at Zom Zom's arena

I need concept encounters/dialogs for Lockpicking/Hacking at Hatter and Strong/Athletics/etc at Zom Zom. That's the part that slows me down most, coding is actually quick. If you have some ideas, feel free to post here or send me a PM.

Sorry if necro this post but I really enjoyed your mod, after reading that I've got some ideas..Do you still plan to update the mod?

Personally I play postapoc tabletop rpgs quite frequently, I could set some encounters and dialogs I have in mind, they aren't that great but I think it could add a bit to those parts :)

Hi, no necro at all, still here to fix things in case it needs.

Thanks for enjoing the mod! I'm not playing the game lately, so no plans for adding more skills at the moment. I still need to play more the game to understand how to make some additions fit.

Some people sometime sent me some messages on possible concepts, but eventually none actually started. Feel free to leave / discuss some dialogues and concepts here, someday I will go back on the game for sure (for example after ostranauts will be released)

One other thing that is puzzling me, is that the skill box has a limited size, which means that after a while you are not actually able to "fit" new skills.. is this correct? any workarounds?

yes, you can create new custom images for the skills that take up less space. I 100% suggest making these custom images their own mod, because some other mods could use them.

making them a separated mod would allow it to be applied to other mods without having to install skill trainer if it's unwanted.

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

For Hatter:

Eraser image (same as for taking this mod's medical exam/vanilla ATN "How do I get rid of the spirit?") appears after he gives the DMC bracelet.

Image text: Ask Hatter about competency and operatives. ("I'll take a competent operative any day," - Hatter)

Hatter appears thoughtful. "If you're looking to improve some of your 'discreet' skills, I do know of a way to make it happen. It will cost you, of course."


Exit image, hovertext says, "Not right now." Exit Hatter's mod content menu, go to main Hatter menu, with vanilla options and that eraser.
Enter image, hovertext says, "Tell me more."

Next menu offers a few choices:
Person with clicker image, hovertext says, "Hacking." I envision this to be a lot like the quests for Mechanics and Electrician in form, but with a focus on software instead of devices/parts (but devices should be included because they're relevant too). It should be possible to earn the Hacking skill by bringing an ungodly number of empty memory sticks - or you can bring Hatter's "friend" one of each sort of specific software in the game (except NaN00, as while it exists, it's inaccessible and isn't needed in vanilla, and the unique DB which is King Phil's address book). I believe that's nine sorts left? The three red hacking softwares for the laptops to use, and the lamp, GPS, and RF:ID spoofers for the tablets and smartphones. (I'm not sure how easy it is to get all 9. If on a scale of 1 to 5, with 1 being "I got it all in my first day after leaving Gyges!" and 5 being "Are we sure they're all actually implemented in the game?" I'm thinking this task is about a 3, but if it feels like a 2 to others, maybe it's more like two (or five) of each?

I wish I could code. I'd love a non-quest thing where you can turn in all those useless random files you might find, the 'worthless' random files, some of which really flesh out the lore of NeoScavenger's version of Earth. But 1) I don't want that to be a thing you 'have to' do, and 2) since the data files aren't just plain objects like most NS stuff seems to be, I'm not even sure it's possible. If it is possible, I'd like the reward for giving Hatter's friend (whose name you might get as a reward for... something, somehow? I have an idea of what it might be, but it's just a name and you might have a better idea) one of each "junk" file, a memory stick with NaN00 on. If that's not possible... well, guess it would be a nice reward for doing the quest for the nonjunk, too. Especially if you do it while already having the hacking skill.

For the "Lockpicking" skill, the image is the "advance" image. Hatter has sent you to a woman called March (There could be an option to hit on her, but 1) she's not very pretty and 2) she's not interested), and she wants some things: a strangler hood, a clown head... you know, the stuff in the vanilla game that is hard to get, and as far as I know, has no purpose in the game but to be weird (by which I mean, there's no other scenario for it, vs. something practical like the strong-melee kick-the-dogman's-tailbone security footage, which has not one but TWO possible destinations in vanilla (and no way to make a copy of it?! Sadface). In exchange for an item she wants, she will either teach you lockpicking OR pay you some money. You can also just pay her some money, but... where's the fun in that?!

Thank you for reading this.

Next, the arena stuff:

You enter Zom Zom's and the lady would ask you, "Stock or Spectator?"

Now she asks instead, "Stock, Spectator, or Seeker?"

The image for "Seeker" is the "Search" eye, and instead of a vulture or a lamb, your hand-stamp is an eye. You get in for free. After all, "Seeker" is what you say when you are definitely going to do some arena entertaining. The Stoat is your manager.

Your initial impression of ZomZom's is more or less the same... until the part where the "lucky" winning stock is called out.

Instead of being carried off in an undignified manner, you are met with four bouncer types who protect you the way bodyguards protect a celebrity. The Stoat thanks you politely for coming, addressing you as "Sir Seeker," and asks you to please follow him to your suite backstage. You comply. The crowd is scary in an aggressive-fans way. Think about cannibal wrestlers (aka Bad Muthas) as fans. Agreeing to a handshake might be hazardous for your health!

You can use the practice arenas for Strength or Athletics, but it's going to tire you, and make you need to eat and drink.

Strength training is lifting weights. Access costs human meat that's not spoiled.

Athletics training is done by letting a less-lethal version of some arena bots chase you around. You will need to pay in electricity, either by turning over full batteries of some sort (various sorts?) so that the total units of zap is enough to pay for what the bots use in chasing you, or by giving the Stoat this thing you got from Isotope Mine, the "Hot Brick."

Then you have to do something in the arena, the question is, toughness training or what would have happened in vanilla?

Toughness training is in the main arena; you can bring your own melee weapons and armor; leave the rest in the "Confiscated Goods" locker. It's ten fights, one at a time, with looters who picked "stock." The Stoat will sterilize and bandage you after your last fight. (Thanks for stocking ZomZom's buffet!)

All the rewards you would have gotten for vanilla arena survival "the hard way," might should still apply. Unless you make a way to go back for those in which you are immediately recognized as "Sir Seeker," and again rushed backstage.

Thank you for reading this.

If you need to escape ZomZom's and come back a different day, because you don't have what you need, the Stoat will oblige - once. Same conditions as vanilla, as if the Stoat were to catch you trying to rub your stamp off.

Thank you for reading this.

P.S., I think you added diseases to the game for the mod? How many did you add, and how does one deal with them? Did you put anything in for treatment by Joe at ATN for them? Can you put a list here in this forum thread, please?

Also, you might add a disease called "hypochondria." When diagnosed, the result would be, "They show you that you have a clean bill of health, but you don't believe them." You keep having random temperature fluctuations and other things that high stress would explain. The only cure is to do every single curative treatment at Haggerty - and /then/ you still have to go to ATN and do a traditional treatment with Joe in his vanilla capacity as medicine man, with the bear root and tannin tea. (Bonus points if it doesn't matter what order you do them in, so you can hit ATN first, or even in the middle. So long as you do the blood work, temperature stabilisation, etc.; every curative treatment except wound dressing at Haggerty, plus ATN Joe needs to be done or you still get symptomatic.

Thank you for reading this.

Hi tautaula,
Those are very neat ideas and concept that you posted, thank you very much!
At the moment I am extremely busy with work, but once I come back to NEO Scavenger I really would like to implement your ideas.

I like the idea of returning "junk" data files to Hatter for training in Hacking. The hacking software could also be returned and be valued more training time.
Also interesting collecting odd items for Lockpicking... on the other hand this could be a bit difficult, since the security footage with the dogman is rare and could be already used by that time. But it could indeed used as an alternative to just paying money.

Interesting also the third option at ZomZom. I think it sounds neat, and also the various payments required would be quite varied.

Just to specify: I didn't add more diseases, I simply gave the chance to get the ones already implemented in the game

Hey bro ill give you 20 dollars for you to update it with the new concepts

Yo latest neo scav extended update has its new store conflict with the training mod. Anyone know a temp fix

" 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 "

Sorry, I didn't even expect they were compatible in the first place

Yea they actually worked perfectly with your mod lower in the load order and fit well together. I think it's because NSE doesn't mod that many encounter screens till recently chiko added a new food store to the ATN main encounter screen and that isn't currently working but honestly can't complain beyond that.

Any ideas on how to fix it ?, tried merging the encounters in the file but had no luck

" 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 "

Okay, this explains why I thought I borked the mods when I went there. But I guess It is a conflict. Damnit >_<

All you have to do for a temp solution is add "90.28x1=TRN:3000x1x0x0x0," to the encounter responses for the main atn area. It's on line 2619 of the nse encounter override which should be at
NEO Scavenger\Mods\NeoScavExtended\NSEoverride\data\encounters.xml

no idea how to fix this from the trn side though