download the zip archive. Unpack it with an unpacker such as 7z. Copy and paste the named sub folders (sages pages etc), directly into the main game folder.
Neo Scavenger (game folder) --add those mod folders here. -----getmods.php is the
In order to add more mods. You use Portable apps and get Notepad++ in order to read .php files
Why does one of the mods gimp the hit chance of range weapons while having range perk...it never was this bad in vanilla. Think I got 2/20 hits with a sling,1/10 hits with a Slingshot,1/7 hits with a bow never got the chance to get a gun.
Does this mod, with its added new items and weapons - doesn't it ruin certain dynamics, especially early game, removing a certain aspect of desparation? Isn't that the risk with adding in lots of new items/weapons, just making the game easier because there are more options to keep warm and to fight? (Love the sling balances, though)
and, I may be wrong about this, but weren't the marshes meant to be indistinguishable from regular plains for some kind of difficulty aspect? Make you have to search for water?
There's things that have been added which might be indicative of an only half-serious consideration for strict seamless experience. The suitcase of moddy new-Items thing, for example, doesn't affect the gameplay at all, but kinda shows that the audience you are putting consideration in for your mod include the content-hungry impatient people who, like in the fallout 3 modding community, ask for a stache of the added items put in the game. Same as making your mod comparable with Big Bad Cheater mod, which (PLEASE don't get the wrong idea) is not wrong or bad, same as the suitcase, but is sort of a telltale sign that a developer is putting in consideration for the wrong things, which I brought those two instances up to help me determine if this kind of mindset has affected the whole mod?Try and see what I mean; don't be taking it as an affront to your capabilities - it's not, honestly
Sounding like a bit of a turd here, but this is real stuff, man.
Just as an aside, can you explain to me the new 'mechanic'(right word?) of enemies threatning? I'm not worried bout this one, just wondering how it works? I've only fought feral dogs so far, and it seems that when I threaten them, they threaten me back - like a tense break in the combat :p
Im a bit confused, but that's prolly because of all the big words you're using. Im staring at the suitcase right now, and its called "suitcase OF MOD TESTING - not a part of the experience". And then it says you should delete it if you wonna play seriously. So ya know, deleting would work for those who enjoy the real stuff, man. Oh, and forgive me for sounding like a bit of a turd here, man.
I forgive you, man. I'm pretty s*** at explaining myself, so them big words aren't a sign of even remote intelligence. So I don't blame you for not getting me. It's more about what the suitcase MIGHT indicate about what the mod's author values. The suitcase to me (even though I know it impacts gameplay none) makes me worry that there'll be other concessions to the kind of player who isn't content with knowing he'll eventually find this new item along the way of a good Ol adventure, and who needs it NOW.
Like, maybe because he'll do that, and add in compatability with a mod like Big Bad Cheater, he'll do other things, like remove a seemingly obtuse and inconvenient gameplay element which actually added fun!
21 comments
download the zip archive. Unpack it with an unpacker such as 7z. Copy and paste the named sub folders (sages pages etc), directly into the main game folder.
Neo Scavenger (game folder)
--add those mod folders here.
-----getmods.php is the
In order to add more mods. You use Portable apps and get Notepad++ in order to read .php files
Think I got 2/20 hits with a sling,1/10 hits with a Slingshot,1/7 hits with a bow never got the chance to get a gun.
and, I may be wrong about this, but weren't the marshes meant to be indistinguishable from regular plains for some kind of difficulty aspect? Make you have to search for water?
There's things that have been added which might be indicative of an only half-serious consideration for strict seamless experience. The suitcase of moddy new-Items thing, for example, doesn't affect the gameplay at all, but kinda shows that the audience you are putting consideration in for your mod include the content-hungry impatient people who, like in the fallout 3 modding community, ask for a stache of the added items put in the game. Same as making your mod comparable with Big Bad Cheater mod, which (PLEASE don't get the wrong idea) is not wrong or bad, same as the suitcase, but is sort of a telltale sign that a developer is putting in consideration for the wrong things, which I brought those two instances up to help me determine if this kind of mindset has affected the whole mod?Try and see what I mean; don't be taking it as an affront to your capabilities - it's not, honestly
Sounding like a bit of a turd here, but this is real stuff, man.
Just as an aside, can you explain to me the new 'mechanic'(right word?) of enemies threatning? I'm not worried bout this one, just wondering how it works? I've only fought feral dogs so far, and it seems that when I threaten them, they threaten me back - like a tense break in the combat :p
Forgive me for being a pest, man.
Like, maybe because he'll do that, and add in compatability with a mod like Big Bad Cheater, he'll do other things, like remove a seemingly obtuse and inconvenient gameplay element which actually added fun!