neo scavenger моды как устанавливать

How do I install a mod?

Since NEO Scavenger became moddable, several have asked how to install the mods they find.

Short Version

Depending on the mod, there may be special instructions in the zip. If so, follow those instead.

The important part of the mod is to get the mod’s data folders into NEOScavenger’s game folder, and to update getmods.php to list the new mod content. Most mods will have a getmods.php file included, and it’s usually possible to just overwrite the vanilla game’s getmods.php with the mod’s version.

More Info

Starting in v0.988b, the mods are handled in a way that supports multiple mods. It also insulates mods against any new or edited content I add to the game (except when data formats change).

In 0.988b and later, each mod has its own folder. The game reads the getmods.php file to determine which order to load mods, and where to find them. If you want to install a mod, simply drop their mod folder into the game folder, and update getmods.php so the game knows where to find it.

Example Mod

To help illustrate this, the game comes with a sample mod called «SampleMod.» This SampleMod will add a new «fancy shopping bag» item to the starting loot in the cryo hex. The getmods.example.php shows what your getmods.php file should look like to load the mod. The readme.txt in the game folder explains in more detail.

What if I have NEO Scavenger v0.988b, but the mod I want is from an earlier version?

There’s a slight chance you can still use it, by installing it the same way 0.987b mods are installed. I.e. replace neogame.xml and other files with the mod’s files. In theory, this will work.

However, you’ll likely be missing new content from 0.988b or later if you do this. And it could cause unforseen bugs. Do so at your own risk.

How Do I Install Multiple Mods?

This is possible, but not all mods will be compatible with each other.

Generally, the process is to install each mod normally, and then edit the getmods.php file to list both mods. Some modders have kindly included special hybrid getmods.php files for other popular mods, and you can just use those. But if not, the rough idea is to tell the game:

Here’s what it would look like for a simple mod:

What the above says is:

The little «&» at the beginning of each line is just a separator, and the reason the first mod is strModName0 is because the computer starts counting at 0 instead of 1.

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NEO Scavenger: Совет (Редактирование перков, свойств)

Не так давно обнаружил для себя эту замечательную игру, и она уже сожрала не мало моего времени. Хочу поделиться собственным опытом редактирования некоторых файлов игры, укажу некоторые моменты позволяющие усложнить или упростить игру. На всякий случай, убедительно прошу делать копии изменяемых файлов, чтобы избежать переустановки игры. Так же скажу сразу, что я не досконально изучил файлы игры, и наверняка упустил много интересных возможностей.

Многое из того что я расскажу, можно сделать с помощью модов к игре (например Big Bad Cheater), или использовать для своих небольших модификаций игры.

1. Любому, кто любит почитерствовать, будет интересна возможность влияния на стоимость перков которые персонаж может выбрать вначале игры. Редактировать стоимость перков можно в файле \NEO Scavenger\data\itemtypes.xml

Если открыть файл любым редактором там можно найти текстовые блоки такого вида:

34
91
4
skill: eagle eye
can see one hex further than normal, light and line of sight permitting, and can detect hidden things easier

2. Можно менять свойства перков, за это отвечает строка 64,86, где 64 и 86 это пример id свойств. К сожалению, какой-либо список свойств с id я не нашел, поэтому заимствовал коды из других перков. В этой строке, которую я привел как пример, на самом деле было только одно свойство перка «Орлиный глаз» под номером 86, а свойство под номером 64 я взял у «Ночного зрения» (к стати, чтобы изменения в свойствах применились, необязательно начинать новую игру).

3. Есть возможность влиять на значения эффектов, таких как скорость излечения, уставания, восполнения крови и т.п. Все это интересное лежит в файле \NEO Scavenger\data\conditions.xml. Этот файл содержит информацию о состояниях ГГ и НПС, таких как жаджа, сытость, быстый метаболизм. Наличие некоторых перков у персонажа, вызывает у него постоянные состояния, например Medic. У такого персонажа время излечения ран меньше чем обычно. Помните, что некоторые состояния применяются и на НПС, и можно не только себя проапгрейдить но и врагов;).

Пример блока из этого файла:

53
Skilled in medicine
is skilled in medical procedures, which increases rate of recovery from wounds.
m_fHealPerHourMod
.08

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Здесь нас интересуют 2 строки:
m_fHealPerHourMod
0.8

Представьте, что значения этих двух строк находятся в таблице. В верхней строке наименование параметра, а в нижней значение. Если в верхней строке несколько «наименований», то и в нижней будет несколько «значений». Первое наименование соответствует первому значению, второе второму и т.д. Собственно, менять наименования ни к чему, только если вы не хотите добавить свойств из другого «состояния», а вот числа на интересны. В примере, значение 0.8 является измененным, оригинальное было 0.4. Тем самым я сделал так, что в состоянии «Умелый в медицине», которое дает перк «Медик», у меня увеличен положительнный эффект от состояния в два раза. Аналогично меняя числа в других состояниях, получаем желаеммый результат.

Вот собственно я и поделился всем, что использовал сам. На самом деле, я рекомендую не заходить в читерстве в этой игре далее «закупки» положительных перков. Так игра сохранит неплохую сложность, и при этом вы увидите большинство ее возможностей.

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You can filter your search by including or excluding tags. To add tags, simply start typing the tag you’re after. Separate new tags with spaces.

This mod adds a number of new features. I will keep expanding it with more stuff while trying to stay within the game lore and graphic style as close as possible.

This mod adds a number of new features. I will keep expanding it with more stuff while trying to stay within the game lore and graphic style as close as possible.

Allows you to sling weapons (and bags) over either shoulder.

Allows you to sling weapons (and bags) over either shoulder.

App for managing Neo Scavenger save files. This app also makes automatic backups every few minutes so you can ‘roll back’ in time.

App for managing Neo Scavenger save files. This app also makes automatic backups every few minutes so you can ‘roll back’ in time.

Restores the classic (beta) system for selecting Abilities and Flaws.

Restores the classic (beta) system for selecting Abilities and Flaws.

Allows you to scavenge water sources for food, using fishing tools and skills. Adds new items, crafting recipes, and a new Fishing skill.

Allows you to scavenge water sources for food, using fishing tools and skills. Adds new items, crafting recipes, and a new Fishing skill.

Lets you set the appearance of bottles in your inventory to see their contents at a glance.

Lets you set the appearance of bottles in your inventory to see their contents at a glance.

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Training Skill Plus

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About this mod

This mod adds the possibility of training skills in the game.
It adds a training camp at the ATN campsite, a repeatable miniquest at Concrete Forest Apartments, a training course (and part-time job) at the Haggerty clinic.
Skills that can be trained currently: Melee, Archery, Botany, Trapping, Hiding, Tracking, Medic, Electrician, Mechani

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Thanks jt2 for his original Skill Training Mod (https://bluebottlegames.com/node/4472), which initially I used as a base and inspiration for this mod. Eventually design and implementation of my mod changed radically and nothing remains from jt2’s mod.

Donation Points system

This mod is not opted-in to receive Donation Points

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.

More information available at the forum thread:
https://bluebottlegames.com/node/6126

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.

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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:

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.

Haggerty Medic School:

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 disease

Install
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:

Источник

Neo scavenger моды как устанавливать

larsiusprime: Did you know NEO Scavenger has mods? It’s true!

I’m particularly interested in the one about FISHING.

I’m particularly interested in feedback on the one about FISHING. since I made it! 🙂

Seriously, I’m wanting to know if it’s too easy/hard or how you find loot drops with it once you’ve tried it a bit. I don’t get a lot of feedback on the official forums. 🙁

And during the beta, adding fishing was something I bugged the dev about for ages, until we got modding implemented so I did it myself as my first mod! 🙂

larsiusprime: Did you know NEO Scavenger has mods? It’s true!

I’m particularly interested in the one about FISHING.

Banjo_oz: I’m particularly interested in feedback on the one about FISHING. since I made it! 🙂

Seriously, I’m wanting to know if it’s too easy/hard or how you find loot drops with it once you’ve tried it a bit. I don’t get a lot of feedback on the official forums. 🙁

And during the beta, adding fishing was something I bugged the dev about for ages, until we got modding implemented so I did it myself as my first mod! 🙂

larsiusprime: Did you know NEO Scavenger has mods? It’s true!

I’m particularly interested in the one about FISHING.

Banjo_oz: I’m particularly interested in feedback on the one about FISHING. since I made it! 🙂

Seriously, I’m wanting to know if it’s too easy/hard or how you find loot drops with it once you’ve tried it a bit. I don’t get a lot of feedback on the official forums. 🙁

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And during the beta, adding fishing was something I bugged the dev about for ages, until we got modding implemented so I did it myself as my first mod! 🙂

Hey, I have your fishing mod installed in addition to the rest of your stuff (except classic skills) and Extended Neo-Scav. Here are my pros and cons:

2) It also took me a long time to figure out that I need 6 nylon lines instead of 1 to make a fishing line, so for the longest bit I thought the mod was broken. Clearer documentation would help. As it stands, the nylon line (medium string that doesn’t degrade) is one of the best items from the mod. 😛

3) Also, while it makes sense that you can’t catch a lot of fish if you don’t actually know how to fish, it seems silly that if you don’t know how to fish you don’t know how to clean a fish, since everyone who eats fish regularly knows how to do that, even if you buy it from the shop. If everyone who catches fish gets fish fillets, it would make catching fish more fun.

4) With all the fishing stuff taking so much space, it would be cool if the product was more transportable. Add an option to make dried fish for long-term storage, like cured meat with trapping. (air dried fish or salt fish)

I love it because it gives my forest-hermit another source of food. I love role-playing this game as a self-sufficient hunter type, so fishing is a great addition to the arsenal.

Thanks for your work!

Banjo_oz: I’m particularly interested in feedback on the one about FISHING. since I made it! 🙂

Seriously, I’m wanting to know if it’s too easy/hard or how you find loot drops with it once you’ve tried it a bit. I don’t get a lot of feedback on the official forums. 🙁

And during the beta, adding fishing was something I bugged the dev about for ages, until we got modding implemented so I did it myself as my first mod! 🙂

Morbanth: Hey, I have your fishing mod installed in addition to the rest of your stuff (except classic skills) and Extended Neo-Scav. Here are my pros and cons:

2) It also took me a long time to figure out that I need 6 nylon lines instead of 1 to make a fishing line, so for the longest bit I thought the mod was broken. Clearer documentation would help. As it stands, the nylon line (medium string that doesn’t degrade) is one of the best items from the mod. 😛

3) Also, while it makes sense that you can’t catch a lot of fish if you don’t actually know how to fish, it seems silly that if you don’t know how to fish you don’t know how to clean a fish, since everyone who eats fish regularly knows how to do that, even if you buy it from the shop. If everyone who catches fish gets fish fillets, it would make catching fish more fun.

4) With all the fishing stuff taking so much space, it would be cool if the product was more transportable. Add an option to make dried fish for long-term storage, like cured meat with trapping. (air dried fish or salt fish)

I love it because it gives my forest-hermit another source of food. I love role-playing this game as a self-sufficient hunter type, so fishing is a great addition to the arsenal.

Thanks for your work!

Thanks so much for the feedback. it’s what I really wanted!

I am working on an update for when the game itself moves to version 1.1, and will take into account everything you’ve noted as an issue, especially points #2 and #4 (though a dried fish recipe is already included if you use MMoD instead of NSE).

#3 is more of a balance than a realism thing; remember you still get fish for descaling and cleaning poorly, you just get more for knowing how to do it properly.

Point #1 is a tricky one, since the rods are of a realistic size and a fishing pole would be a pain to carry about without a vehicle. I might make them «slingable» if I can, though. Reels will be a bit smaller if I can resize the art satisfactorily; that was the main reason they were bigger, to be honest, and I agree they should be smaller for what they are. If I had the artistic abilities, I would add an ultra-rare «take-down» rod that takes half the space!

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