

With that said my decision was to keep playing Vanilla until I felt like I've "beaten" it and then maybe use the mod. With that said, this whole thing is a huge balance mod basically and though some of these changes can make the beginning harder (than you're used to) it also adds much more variety for survival. Tarp is now really useful and being able to use the same Tarp indefinitely with the reverse recipes seemed a bit like an abuse. Extended NeoScav-6-v5-7-1589741117.rar (Extended NeoScav) folder 3.4MB. They cannot be used as light source when looting in the dark, giving torches more importance. They cannot be used as payment in Zom Zom's.

Using Mechanic, Electrician and Hacker skills will allow players to kill the Dogman and get access to its corpse after the encounter. Added a new way to deal with the Dogman in Cryo Facility encounter. This new system adds a fatigue or tiredness cost to gathering resources. A general expansion for the vanilla game - new items, mechanics, locations, encounters and story. extended neo scavenger isnt compatible with other mods. you have to replace every conflicting item with the mods for it to work. How do i mod NS with Extended Neoscav I new at modding NeoScavenger soo.
Neo scavenger mighty mod of doom vs extended neoscav how to#
Gathering resources from Forests and Water Sources now use an encounter system. I hope someonr can explain my mistakes because i dont know how to mod this. I recently went to the mod page and read it over and I think these will be some of the most impacting changes to consider (these are mostly the negative points but they all have their purposes and you can read more about them in the forum): So I was wondering the same thing as you, I've put quite a few hours into Vanilla.
