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Forum » The Werivar Expansion Mod.
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  • The Werivar Expansion Mod.

    harwe 9 years ago
    its not that hard man, u just gotta know what to do in the beggining to keep u surviving and then continue and follow that procedure untill ur strong enough to explore everywhere
    #
    D0M0 9 years ago
    okay, there's a way. I have to go to Gorge to get my first powered accelerator annd make something out of it.

    P.S. still can't find that data file
    #
    hunter_leader 9 years ago
    Werivar Expansion Re-uploaded!

    Filefront
    Rapidshare

    Ihud link coming once I get the thing to upload.
    #
    harwe 9 years ago
    baka its always been uploaded, LOOK AT MY SIG
    #
    D0M0 9 years ago
    what do i have to edit to lower psionic's life token leveling cost
    #
    Admiral 9 years ago
    Here ya go D0M0,


    Psionic Key;//name---------------------------------------
    135;//identifier
    5;//item class
    0.000000;//weight
    This key represents the fact that you have unlocked higher brain functions and may use Psionic abilities. (U: 50 essence. Y: 500 essence);//short description
    none;//first pick up text
    0.300000;//size on map
    0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    qpkey.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    With your stockpiled essence you wash filth from your mind and experience.;//event text
    Your mind tingles...;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    151.000000;//condition parameter0
    50.000000;//condition parameter1 <From here
    0;//condition
    141.000000;//condition parameter0
    1.000000;//condition parameter1
    end_conditions;
    begin_effects;
    4;//effect number
    50.000000;//parameter1
    1.000000;//parameter2
    10.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    151.000000;//parameter1
    -50.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    With your stockpiled essence you wash filth from your mind and experience.;//event text
    Your mind tingles...;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    Y;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    151.000000;//condition parameter0
    500.000000;//condition parameter1 <From here
    0;//condition
    141.000000;//condition parameter0
    1.000000;//condition parameter1
    end_conditions;
    begin_effects;
    4;//effect number
    500.000000;//parameter1
    1.000000;//parameter2
    10.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    151.000000;//parameter1
    -500.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    1;//discard this item after combine
    150;//combines with
    1;//discard that item after combine
    1;//combine time
    1;//can be broken up
    begin_items_given;
    247;//result of combine
    1;//amount to give
    end_items_given;
    1;//discard this item after combine
    113;//combines with
    1;//discard that item after combine
    20;//combine time
    1;//can be broken up
    begin_items_given;
    248;//result of combine
    1;//amount to give
    end_items_given;
    end_combinations;


    It's in the Items.Dat; Edit the following:
    0;//condition
    151.000000;//condition parameter0
    50.000000;//condition parameter1
    ---
    this just means that it wants 50 life essences...
    ---
    to what ever number you wish, or for the Y button:
    0;//condition
    151.000000;//condition parameter0
    500.000000;//condition parameter1
    ---
    this just means that it wants 500 life essences...
    ---
    Hope this answers your question

    Yours anytime,
    Mr. Paris
    #
    D0M0 9 years ago
    thanks man
    #
    hunter_leader 9 years ago
    Can anyone explain why in human, every second a special- Lower food rate shows up? I have 5000 of these things. D:
    #
    Anonymous1157 9 years ago
    Those lower your food consumption, don't they?

    ...

    What the hell are you complaining about? XD
    #
    hunter_leader 9 years ago
    "Anonymous1157" said:
    Those lower your food consumption, don't they?

    ...

    What the hell are you complaining about? XD

    They keep spamming my inventory, even though i drop them, they come back every second. D: All i need to lower my food consumption is about 300 of them, not 10,000.
    #
    Anonymous1157 9 years ago
    Are you saying that they don't stack up in your inventory? I didn't know that.
    #
    hunter_leader 9 years ago
    "Anonymous1157" said:
    Are you saying that they don't stack up in your inventory? I didn't know that.

    They stack up, but it's very annoying to have them. I get rid of them, they come back the next second.
    #
    D0M0 9 years ago
    Whoa . That means, if you use them all, he'll generate food because food consuption will go into (-)
    #
    Anonymous1157 9 years ago
    All ten THOUSAND? Have you been paying attention?
    #
    Admiral 9 years ago
    Question: has anyone else had this problem, if not then I recommend you re-install your version of Notrium.
    #
    E_net4 9 years ago
    This problem comes from the default Werivar mod. You must find a way to fix it.
    #
    Barebones 9 years ago
    I finally managed to actually get somewhere with the Scavenger (Food is hit-or-miss, too much planning ahead involved), and I managed to keep both the nerve rush + quicksilver + volcanic spray on at the same time, for over a minute, and I attacked the marine base to get the keycards, and thats when I found out that your armor rating doesn't matter when it comes to the machinegun turrets. Is this intentional?
    #
    Tehan 9 years ago
    Use filefront for download links, it is waaaay better, and free!
    #
    harwe 9 years ago
    "Tehan" said:
    Use filefront for download links, it is waaaay better, and free!
    it is NOT way better..... file goes away after 7 days that hasnt been downloaded UNLESS you pay and/or register (im not sure which and im too lazy to check)... terrible.... plus... its so hard for a first timer to sometimes find the link to the download in filefront............. even rapidshare has 30 days but you got to wait for a minute before download files....
    #
    Grim Reaper 9 years ago
    What about iHud? I find it to be pretty good.
    #
    Bubb9 9 years ago
    "harwe" said:
    "Tehan" said:
    Use filefront for download links, it is waaaay better, and free!
    it is NOT way better..... file goes away after 7 days that hasnt been downloaded UNLESS you pay and/or register (im not sure which and im too lazy to check)... terrible.... plus... its so hard for a first timer to sometimes find the link to the download in filefront............. even rapidshare has 30 days but you got to wait for a minute before download files....

    Mod: no flaming please.
    the hell out of my post please if your upset please pm me


    look heres soemthing I uploaded 2 years ago

    <!-- m --><a class="postlink" href="http://files.filefront.com/Green+Wepszip/;4297675;;/fileinfo.html">http://files.filefront.com/Green+Wepszi ... einfo.html</a><!-- m -->

    I pay zilch for my account plus I often upload stuff when I'm not logged in.
    #
    D0M0 9 years ago
    ALL notrium mods i got i downloaded from harwe's sig
    #
    Narvius 9 years ago
    The only thing interesting me: Is some still working on this? The Scavenger is the best thing that happended to Notrium since Werivar (the mod, not the race ).
    #
    Anonymous1157 9 years ago
    "Cheater" said:
    Is some still working on this?
    No.
    #
    Nocture17 9 years ago
    Not right now I ain't. I keep meaning to get back to the grind, but between work and married life I just don't seem to be able to find the time to sit around in the dark tapping out code.

    Anyone who wants to do anything with the mod as it stands is welcome to, of course, if not, knowing me I'll probably get back to things within a year (around which point I shall be moving to the USA for two years, and shall doubtless have plenty of time to fill the social void in my life).

    Actually, I'm kind of pondering a zombie survival horror mod for my downtime, if people would be interested.
    #
    D0M0 9 years ago
    sounds ... zombiesh, but yes, it'll be good
    #
    2_Late 9 years ago
    Sense your revisiting the mod may I suggest you simply the mining/refining system?

    I've re-tasked all the chips in the code below to just use the raw materials, and seeing that the allows would no longer be of use I reset the A4 chip to make pulse beacons. Even the E5, the chip I don't think is in the game, got a over haul. I left the putrefied metals and crystal be*.

    Item.dat
    Factory Program A4;//name---------------------------------------
    379;//identifier
    2;//item class
    0.000000;//weight
    H: Pulse Beacon = 2xRaw Metal Ore + 2xRaw Crystal shards.;//short description
    You stare at the small data chip. It contains the programs to run specific production programs in a factory. With these you can create basic items from processed materials.;//first pick up text
    0.350000;//size on map
    0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    programchip.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    You run the processing program, turning the materials into Thermal-Optic Powder.;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    H;//use key
    -1;//quick key
    begin_conditions;
    0;//use condition number
    367.000000;//use condition parameter0
    2.000000;//use condition parameter1
    0;//use condition number
    369.000000;//use condition parameter0
    2.000000;//use condition parameter1
    1;//use condition number
    140.000000;//use condition parameter0
    50.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    367.000000;//parameter1
    -2.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    369.000000;//parameter1
    -2.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    118.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;
    Factory Program B2;//name---------------------------------------
    380;//identifier
    2;//item class
    0.000000;//weight
    H: Light Diode = 4xRaw Metal Ore + 4xRaw Crystal. J: Long Metal Rod = 8xRaw Metal Ore.;//short description
    You stare at the small data chip. It contains the programs to run specific production programs in a factory. With these you can create basic items from processed materials.;//first pick up text
    0.350000;//size on map
    0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    programchip.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    You run the processing program, turning the materials into a light diode.;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    H;//use key
    -1;//quick key
    begin_conditions;
    0;//use condition number
    367.000000;//use condition parameter0
    4.000000;//use condition parameter1
    0;//use condition number
    369.000000;//use condition parameter0
    4.000000;//use condition parameter1
    1;//use condition number
    140.000000;//use condition parameter0
    50.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    367.000000;//parameter1
    -4.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    369.000000;//parameter1
    -4.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    2.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    You run the processing program, turning the materials into a long metal rod.;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    H;//use key
    -1;//quick key
    begin_conditions;
    0;//use condition number
    367.000000;//use condition parameter0
    8.000000;//use condition parameter1
    1;//use condition number
    140.000000;//use condition parameter0
    50.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    367.000000;//parameter1
    -8.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    6.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;
    Factory Program C6;//name---------------------------------------
    381;//identifier
    2;//item class
    0.000000;//weight
    H: Computer Unit = 4xRaw Metal Ore + 4xRaw Precious Metals + 4xRaw Crystal. J: Fuel Cell = 8xRaw Metal Ore + 9xRaw Crystal.;//short description
    You stare at the small data chip. It contains the programs to run specific production programs in a factory. With these you can create basic items from processed materials.;//first pick up text
    0.350000;//size on map
    0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    programchip.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    You run the processing program, turning the materials into a computer unit.;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    H;//use key
    -1;//quick key
    begin_conditions;
    0;//use condition number
    367.000000;//use condition parameter0
    4.000000;//use condition parameter1
    0;//use condition number
    375.000000;//use condition parameter0
    4.000000;//use condition parameter1
    0;//use condition number
    369.000000;//use condition parameter0
    4.000000;//use condition parameter1
    1;//use condition number
    140.000000;//use condition parameter0
    50.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    367.000000;//parameter1
    -4.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    375.000000;//parameter1
    -4.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    369.000000;//parameter1
    -4.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    7.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    You run the processing program, turning the materials into a fuel cell.;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    J;//use key
    -1;//quick key
    begin_conditions;
    0;//use condition number
    367.000000;//use condition parameter0
    8.000000;//use condition parameter1
    0;//use condition number
    369.000000;//use condition parameter0
    9.000000;//use condition parameter1
    1;//use condition number
    140.000000;//use condition parameter0
    50.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    367.000000;//parameter1
    -8.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    369.000000;//parameter1
    -9.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    10.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;
    Factory Program D1;//name---------------------------------------
    382;//identifier
    2;//item class
    0.000000;//weight
    H: Fuel Converter = 4xRaw Metal Ore + 4xRaw Precious Metals. J: Specimen Container = 4xRaw Precious Metals + 9xSand.;//short description
    You stare at the small data chip. It contains the programs to run specific production programs in a factory. With these you can create basic items from processed materials.;//first pick up text
    0.350000;//size on map
    0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    programchip.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    You run the processing program, turning the materials into a fuel converter.;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    H;//use key
    -1;//quick key
    begin_conditions;
    0;//use condition number
    367.000000;//use condition parameter0
    4.000000;//use condition parameter1
    0;//use condition number
    375.000000;//use condition parameter0
    4.000000;//use condition parameter1
    1;//use condition number
    140.000000;//use condition parameter0
    50.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    367.000000;//parameter1
    -4.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    375.000000;//parameter1
    -4.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    11.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    You run the processing program, turning the materials into a specimen container.;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    J;//use key
    -1;//quick key
    begin_conditions;
    0;//use condition number
    375.000000;//use condition parameter0
    4.000000;//use condition parameter1
    0;//use condition number
    93.000000;//use condition parameter0
    9.000000;//use condition parameter1
    1;//use condition number
    140.000000;//use condition parameter0
    50.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    375.000000;//parameter1
    -4.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    93.000000;//parameter1
    -9.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    14.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;
    Factory Program E9;//name---------------------------------------
    383;//identifier
    2;//item class
    0.000000;//weight
    H: Particle Accelerator = 8xRaw Metal Ore + 5xRaw Precious Metals. J: Force Field Generator = 8xRaw Metal Ore + 9xRaw Crystal.;//short description
    You stare at the small data chip. It contains the programs to run specific production programs in a factory. With these you can create basic items from processed materials.;//first pick up text
    0.350000;//size on map
    0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    programchip.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    You run the processing program, turning the materials into a particle accelerator.;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    H;//use key
    -1;//quick key
    begin_conditions;
    0;//use condition number
    367.000000;//use condition parameter0
    8.000000;//use condition parameter1
    0;//use condition number
    375.000000;//use condition parameter0
    5.000000;//use condition parameter1
    1;//use condition number
    140.000000;//use condition parameter0
    50.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    367.000000;//parameter1
    -8.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    375.000000;//parameter1
    -5.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    18.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    You run the processing program, turning the materials into a force field generator.;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    J;//use key
    -1;//quick key
    begin_conditions;
    0;//use condition number
    367.000000;//use condition parameter0
    8.000000;//use condition parameter1
    0;//use condition number
    369.000000;//use condition parameter0
    9.000000;//use condition parameter1
    1;//use condition number
    140.000000;//use condition parameter0
    50.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    367.000000;//parameter1
    -8.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    369.000000;//parameter1
    -9.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    20.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;
    Factory Program F5;//name---------------------------------------
    384;//identifier
    2;//item class
    0.000000;//weight
    H: Motion Detector = 4xRaw Metal Ore + 5xRaw Precious Metals + 4xRaw Crystal + 9xSand. J: Pistol Chassis = 8xRaw Metal Ore + 5xRaw Precious Metals.;//short description
    You stare at the small data chip. It contains the programs to run specific production programs in a factory. With these you can create basic items from processed materials.;//first pick up text
    0.350000;//size on map
    0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    programchip.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    You run the processing program, turning the materials into a motion detector.;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    H;//use key
    -1;//quick key
    begin_conditions;
    0;//use condition number
    367.000000;//use condition parameter0
    4.000000;//use condition parameter1
    0;//use condition number
    375.000000;//use condition parameter0
    5.000000;//use condition parameter1
    0;//use condition number
    369.000000;//use condition parameter0
    4.000000;//use condition parameter1
    0;//use condition number
    93.000000;//use condition parameter0
    9.000000;//use condition parameter1
    1;//use condition number
    140.000000;//use condition parameter0
    50.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    367.000000;//parameter1
    -4.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    375.000000;//parameter1
    -5.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    369.000000;//parameter1
    -4.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    93.000000;//parameter1
    -9.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    29.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    You run the processing program, turning the materials into a pistol chassis.;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    J;//use key
    -1;//quick key
    begin_conditions;
    0;//use condition number
    367.000000;//use condition parameter0
    8.000000;//use condition parameter1
    0;//use condition number
    369.000000;//use condition parameter0
    5.000000;//use condition parameter1
    1;//use condition number
    140.000000;//use condition parameter0
    50.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    367.000000;//parameter1
    -8.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    379.000000;//parameter1
    -5.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    69.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;
    Factory Program G2;//name---------------------------------------
    385;//identifier
    2;//item class
    0.000000;//weight
    H: Small Pebble = Raw Metal Ore + Sand. J: Bullets = 8xRaw Metal Ore + 5xRaw Crystal.;//short description
    You stare at the small data chip. It contains the programs to run specific production programs in a factory. With these you can create basic items from processed materials.;//first pick up text
    0.350000;//size on map
    0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    programchip.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    You run the processing program, turning the materials into small pebbles.;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    H;//use key
    -1;//quick key
    begin_conditions;
    0;//use condition number
    367.000000;//use condition parameter0
    1.000000;//use condition parameter1
    0;//use condition number
    93.000000;//use condition parameter0
    1.000000;//use condition parameter1
    1;//use condition number
    140.000000;//use condition parameter0
    50.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    367.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    93.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    64.000000;//parameter1
    10.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    You run the processing program, turning the materials into bullets.;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    J;//use key
    -1;//quick key
    begin_conditions;
    0;//use condition number
    367.000000;//use condition parameter0
    8.000000;//use condition parameter1
    0;//use condition number
    369.000000;//use condition parameter0
    5.000000;//use condition parameter1
    1;//use condition number
    140.000000;//use condition parameter0
    50.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    367.000000;//parameter1
    -8.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    369.000000;//parameter1
    -5.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    72.000000;//parameter1
    60.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;
    Factory Program H8;//name---------------------------------------
    386;//identifier
    2;//item class
    0.000000;//weight
    H: Battery = 8xRaw Metal Ore + 9xRaw Precious Metals. J: Glass Tube = 10xSand;//short description
    You stare at the small data chip. It contains the programs to run specific production programs in a factory. With these you can create basic items from processed materials.;//first pick up text
    0.350000;//size on map
    0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    programchip.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    You run the processing program, turning the materials into a battery.;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    H;//use key
    -1;//quick key
    begin_conditions;
    0;//use condition number
    367.000000;//use condition parameter0
    8.000000;//use condition parameter1
    0;//use condition number
    369.000000;//use condition parameter0
    9.000000;//use condition parameter1
    1;//use condition number
    140.000000;//use condition parameter0
    50.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    367.000000;//parameter1
    -8.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    369.000000;//parameter1
    -9.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    74.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    You run the processing program, turning the materials into a glass tube.;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    J;//use key
    -1;//quick key
    begin_conditions;
    0;//use condition number
    93.000000;//use condition parameter0
    10.000000;//use condition parameter1
    1;//use condition number
    140.000000;//use condition parameter0
    50.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    93.000000;//parameter1
    -10.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    79.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;
    Factory Program VC;//name---------------------------------------
    387;//identifier
    2;//item class
    0.000000;//weight
    H: VC lighter = 4xRaw Metal Ore + Ether. J: VC Pistol = 28xRaw Metal Ore + 10xRaw Precious Metals + 9xRaw Crystal + Powered Accelerator.;//short description
    You stare at the small data chip. It contains the programs to run specific production programs in a factory. With these you can create basic items from processed materials.;//first pick up text
    0.350000;//size on map
    0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    programchip.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    You run the processing program, turning the materials into a vc lighter.;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    H;//use key
    -1;//quick key
    begin_conditions;
    0;//use condition number
    367.000000;//use condition parameter0
    4.000000;//use condition parameter1
    0;//use condition number
    75.000000;//use condition parameter0
    1.000000;//use condition parameter1
    1;//use condition number
    140.000000;//use condition parameter0
    50.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    367.000000;//parameter1
    -4.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    75.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    81.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    You run the processing program, turning the materials into a vc pistol.;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    J;//use key
    -1;//quick key
    begin_conditions;
    0;//use condition number
    367.000000;//use condition parameter0
    28.000000;//use condition parameter1
    0;//use condition number
    375.000000;//use condition parameter0
    10.000000;//use condition parameter1
    0;//use condition number
    369.000000;//use condition parameter0
    9.000000;//use condition parameter1
    0;//use condition number
    19.000000;//use condition parameter0
    1.000000;//use condition parameter1
    1;//use condition number
    140.000000;//use condition parameter0
    50.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    367.000000;//parameter1
    -28.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    375.000000;//parameter1
    -10.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    369.000000;//parameter1
    -9.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    19.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    86.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;


    *I thought about making them some kind of super alloys. Combining the metals to make a super Bi-Metallic plate, and the crystal quarts on steroids to end up with a stun mine. The plate responding to the pressure of something standing on it to make a current, and electrify the quarts which would then make kind of a sonic stunner. I couldn't figure out how to make it work though :\ ...That or using the the plate as a pressure sensor to ignite a ether grenade.

    Edit: May I also suggest to reassign the quick key(s) Recovery Packs and the Werivar Psi-Recall ability? (The pack and the Alpha Marker both share the 'H'.) My suggestion is to use the same key both the med-kits and the psionic's life essence use, 'N'. IIRC, the game gives no fuss about items sharing quick keys.

    The Flashlight and Omni Flashlight both share the 'F' key, but the Flashlight takes priority if it's present. Otherwise it defaults to the Omni Flashlight.

    Edit2: Nice tweak to the way the mines work. There is a glitch The Metal Ore Mine(136) gives Raw Crystal Shards(369) not Raw Metal Ore(367).
    #
    kopana 9 years ago
    The file expired Is there some other way I can get it? I had it before and the Scavenger race was immensely fun, so it really sucks butt that I can't find it now.
    #
    harwe 9 years ago
    my sig
    #
    D0M0 9 years ago
    "harwe" said:
    my sig

    If you need any mod for notrium, talk to the almighty harwe
    #
    Crazy 9 years ago
    Evidently so.
    #
    Nocture17 8 years ago
    Hi all.

    It's been more than a year - sorry about that to everyone who's been waiting patiently for an update - I was a little burned out from work, Notrium and things, but I'm pleased to announce that I've once again started work on the Werivar Expansion. Not quite up to full speed until I've finished my move to the States over the next two to three weeks, but hopefully after that, my visa enforced unemployment will give me ample time to give it my all.

    On a side note - dang I'm rusty.
    Going through the thread I've picked out the following things that currently need work:

    Nightmare Armour bug - Fixed, was missing a basic script command.
    Slow health regeneration to 10%.
    Examine and fix the mining system.


    Also Planned:
    Stowaway NPC.
    Super-Recovery Pack
    Dire Reapers inserted into the Devour system.
    Plains - Natives + Prey creatures.
    10% health enemy "fear" system.

    If anyone has any other requests/bugs to report, tell me so's I can get to work on them, hopefully I can get version 1.0 completed within the next two months.


    Update:

    I admit temporary defeat on the enemy fear system. There is no easy method for getting enemies to consume each other (kill each other, fine, consume - no). Changing the AI tactic failed to alter the behaviour of my test alien, and even changing the creature to a new creature entirely didn't alter its behaviour. I'll be looking into AI functions trying to figure out if it's possible, but if anyone has any suggestions on how this system might be successfully implemented (or where, that I might examine how it was done), I'd appreciate your insight.


    Super Recovery Pack - Completed.
    Dire Reapers Devour skill - Completed.
    New Stowaway weapon - Pheremone Spray.
    New Scavenger weapon - Electro Spray.
    Slight tweaking of Sonic Scream weapon.

    Still to do:

    1: Check the mining system for bugs.
    2: Introduce Stowaway NPC for non-Stowaway games.
    #
    Bones 8 years ago
    Why don't you make another race?
    I had to try...
    #
    MageKing17 8 years ago
    "Nocture17" said:
    There is no easy method for getting enemies to consume each other (kill each other, fine, consume - no).
    As in what, having an alien eat another to heal itself? That should be doable by making a special weapon for it and putting it into the timed block... plus some creative use of eat items to get the alien to go after another, though that might be doable through side-switching.
    #
    Nocture17 8 years ago
    "MageKing17" said:
    "Nocture17" said:
    There is no easy method for getting enemies to consume each other (kill each other, fine, consume - no).
    As in what, having an alien eat another to heal itself? That should be doable by making a special weapon for it and putting it into the timed block... plus some creative use of eat items to get the alien to go after another, though that might be doable through side-switching.

    Enemy aliens refusing to eat their eat items no matter what I tried was one of the main problems I had. The way it behaves, I'm reminded that Notrium treats a corpse-item differently from an item generated in another way (the game still treats it like a creature until it's picked up and dropped). I've also tried having the alien "pick up" a creature, then use a timed script to kill the carried creature - both instantly and through slower "digestion death". Neither script command resolved, I imagine because... the creature was being carried at the time.

    I suppose I could have them shoot a "munch" weapon when close to a smaller nearby alien, but that alien would most definitely leave a corpse, and even then, it would be the player who escapes from the alien, not the other way round like it was intended.
    #
    Forum » The Werivar Expansion Mod.
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