[Relz] Scavenger World v0.02

Post » Sat Feb 19, 2011 6:40 am

Thank you Terry for this innovative and well-executed mod!!!

A quick question : does anyone know if this mod could have compatibility issues with busworld? I ask because I would love to use the two together...
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Farrah Lee
 
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Post » Fri Feb 18, 2011 10:54 pm

Thank you Terry for this innovative and well-executed mod!!!

A quick question : does anyone know if this mod could have compatibility issues with busworld? I ask because I would love to use the two together...


That's the third request I get to include vehicles. I really hadn't though of doing it because I use the http://www.fallout3nexus.com/downloads/file.php?id=13455 mod that includes http://www.fallout3nexus.com/downloads/file.php?id=2684 and Busworld.

But like you mentioned, Scavenger World does not replace any vanilla objects, it just checks for the correct base object and flags the reference. Repeating this method for cars may be more desirable to players wishing to avoid conflict errors. The first question that comes to my mind is, are there any mechanical animations I could use for scavenging the vehicles? There are wrenches in the game...

I could possibly remove some of the weapons from the random loot, but I think I've just about put in all the vanilla clutter objects I could find. Another thing I could do is raise the chance level on common junk. It's probably gonna take a lot more tweaking to get things right. Thanks for your comments.


Works fine with Busworld :D
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Rude Gurl
 
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Post » Sat Feb 19, 2011 4:55 am

beautiful ! Thank you Pinto for the feline-quick reply :)
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Fluffer
 
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Post » Sat Feb 19, 2011 3:20 am

Great mod. Some thoughts from me.

1. Maybe you can remove some rubble piles from the salvage list? Looting big concrete ruble piles (blockade rubbe piles for example) looks a bit silly. :)

2. Currently it feels a bit like cheating because you can find a lot of scrap metal. :) I use FWE and scrap metal is important for crafting ammo, etc.

3. I hope adding salvageable motorcylces will not break the rideable motorcycle (quick travel alternative) in FWE.

4. How about adding luck as an contributing factor to find something?

MfG
sk2k
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Claudz
 
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Post » Fri Feb 18, 2011 9:49 pm

Great mod. Some thoughts from me.

1. Maybe you can remove some rubble piles from the salvage list? Looting big concrete ruble piles (blockade rubbe piles for example) looks a bit silly. :)

2. Currently it feels a bit like cheating because you can find a lot of scrap metal. :) I use FWE and scrap metal is important for crafting ammo, etc.

3. I hope adding salvageable motorcylces will not break the rideable motorcycle (quick travel alternative) in FWE.

4. How about adding luck as an contributing factor to find something?

MfG
sk2k



1. When you find to a rubble pile you think should not be lootable, bring up the console, click on the rubble pile, then type "gbo" without the quotes. This will give you the base object ID of the rubble pile. Report the ID here and I'll look at it. In fact, report anything else you think should be lootable in some way!

2. Scrap metal is most plentiful because I thought it would be the most likely find in the mangled mess of the rubble piles, AND because it is in high demand. However I agree that there may be too much of it in the rubble piles. I'll lower the chance to find it in the next release unless there are too many objections.

3. I doubt my mod will break the rideable motorcycles, otherwise they won't be added. I use FWE too!

4. Luck is included in the loot chance formula for rubble piles, but not for vehicles. I'll be the first to admit my loot generation formulas need some work. It's a tricky affair to balance everything nicely, so I might post the code for it here soon to get some insight.


Thanks for everyone's comments. I always try to incorporate what I can.
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Suzy Santana
 
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Post » Sat Feb 19, 2011 12:20 am

a great little mod. for me, it seems like the small mods that add little things to the game that have been the best. :D

a few ideas:

  • you could make the ability to scavenge perk-based, so that if you were lvl 1 just out of the vault (or wherever, if your're using an alternate start), you'd have to wait for a certain level to be able to scavenge. maybe make it so that once the player reaches a certain level, the perk is automatically attained.
  • add different shovels that give extra bonuses to finding things. eg. a built-from-scrap vs. cheap $5 vs. a pro-grade stainless steel/fiberglass shovel.



if you've got some ideas for custom models, i might be able to whip something together.
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darnell waddington
 
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Post » Fri Feb 18, 2011 9:52 pm

I've been playing with it a lot since the update, and I'm glad to say that it's really well-integrated into my game, with minimal work. It just...works. Go get the wrench and the shovel, and you're set - no perks or fancy doo-dahs needed. The loot isn't overpowered and the scrap metal I get roughly compares to the original Salvageable Cars mod so it's not over the top. The three-time car search thing makes sense - why would you search a car again after you've raided the engine, the trunk, and the cab?

It's got my endorsemant (when I get home that is, my school network won't let me on the Nexus site). This salvage system is powerful, simple, and easy to use. I'm positive it could easily be applied to just about any form of saluaging one could possibly think of, if the notion was taken to do it.
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Krystal Wilson
 
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Post » Sat Feb 19, 2011 2:25 am

  • you could make the ability to scavenge perk-based, so that if you were lvl 1 just out of the vault (or wherever, if your're using an alternate start), you'd have to wait for a certain level to be able to scavenge. maybe make it so that once the player reaches a certain level, the perk is automatically attained.
  • add different shovels that give extra bonuses to finding things. eg. a built-from-scrap vs. cheap $5 vs. a pro-grade stainless steel/fiberglass shovel.



if you've got some ideas for custom models, i might be able to whip something together.


A perk you can choose after leveling? Ouch. The player can only choose so many of those, so I would hate to eliminate a slot. However, I could possibly set up a level based quest to find the first Scavenger Shovel and wrench, and the perk could be added at that point. I've never made a custom quest before, so there might be a time consuming learning curve on my side to get this done. :) (In fact every new feature is a learning curve, haha.)

Different shovels is nice idea. I was thinking they should wear out too. If you can model me a custom shovel to use for digging, that would be awesome, and helps eliminate the need for the Point lookout DLC. But perhaps you were talking about the loot? A few modelers have been suggested to me, but I just haven't had the time to look into it yet. One idea I had for loot that might be easy to implement and would be lore friendly is pre-fifties baseball cards. Collect them all for a special advantage, or just for fun.


@ the rest

Some real-life issues are slowing my progress on the next update, but keep the ideas coming. The compatibility patch for 'Vehicle Overhaul' will be the next release. The player will be able to loot the vehicle normally (with Vehicle Overhaul) AND use the wrench to get the stuff harder to get. My main reason for doing this is because 'Vehicle Overhaul' includes Busworld which I love despite it's sometimes quirky behavior.
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OTTO
 
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Post » Sat Feb 19, 2011 12:56 am

A perk you can choose after leveling? Ouch. The player can only choose so many of those, so I would hate to eliminate a slot. However, I could possibly set up a level based quest to find the first Scavenger Shovel and wrench, and the perk could be added at that point. I've never made a custom quest before, so there might be a time consuming learning curve on my side to get this done. :) (In fact every new feature is a learning curve, haha.)

yeah... perhaps the perk idea is a bit too much. i'd have to agree with Ashven as well, in that the mod just plain works. you go out and get the shovel/wrench, and that's it. anyway, it was something for you to think about. :)


Different shovels is nice idea. I was thinking they should wear out too. If you can model me a custom shovel to use for digging, that would be awesome, and helps eliminate the need for the Point lookout DLC. But perhaps you were talking about the loot? A few modelers have been suggested to me, but I just haven't had the time to look into it yet. One idea I had for loot that might be easy to implement and would be lore friendly is pre-fifties baseball cards. Collect them all for a special advantage, or just for fun.

yea i was thinking about different (unique) models for the shovels.
a http://picasaweb.google.com/Falcon8204/MiscModels#5514749597393077378 i did just now, made from corrugated scrap metal, a wooden handle (from a broom maybe), and a modified railway spike to tack the handle to the metal. this would be my version of the built-from-scrap shovel; i can make a couple more as well. i added in the point lookout shovel for http://picasaweb.google.com/Falcon8204/MiscModels#5514751626270093058.

the shovels are still dependent on the PL animations though, so the requirement for PL would still be there unless someone made custom digging anims.
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Cody Banks
 
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Post » Sat Feb 19, 2011 5:24 am

For my own use i modified the mod to make some piles not salvageable. It feels not-so-cheaty :) and a bit more "realistic" now.

removed from urban list:
RubblePile02
RubblePile03
RubblePile04
RubblePile04b
RubblePile05
RubblePileEdging01
RubblePileEdgingCorner01
RubbleWall01
RubbleWall02

removed ALL from the canyon list with the exception of:
RockCanyonRockPileBarrenWaste
RockCanyonRockPileBarrens05
RockCanyonRockPile03rad413
RockCanyonRockPile05rad287
RockCanyonRubblePile03rad413
RockCanyonRubblePile05rad287
DLC04RockCanyonRubblePile03
DLC04RockCanyonRubblePile05


Here are some rubble piles missing in your mod:

DLC04SuburbanRubblePileTrashSand01
DLC04SuburbanRubblePileRoots01
DLC04SuburbanRubblePileGravelRoad01
DLC04SuburbanRubblePileRockyMud01

MuseumDarkRubblePile01
MuseumRubblePile01

I'm unsure about organic "rubble" piles. Does it make sense to digg trough them?

MirelurkRefusePile01
MirelurkRefusePile01a
MirelurkRefusePile02
MirelurkRefusePile02a
MirelurkRefusePile03
MirelurkRefusePile03a
MirelurkRefusePile04
MirelurkRefusePile04a
MirelurkRefusePile05
MirelurkRefusePile05a

DLC04MirelurkRefusePile01a
DLC04MirelurkRefusePile02a
DLC04MirelurkRefusePile04a
DLC04MirelurkRefusePile05a

AntRefusePile01
AntRefusePile01a
AntRefusePile02
AntRefusePile02a
AntRefusePile04
AntRefusePile04a
AntRefusePile05
AntRefusePile05a

MfG
sk2k
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Laura Cartwright
 
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Post » Sat Feb 19, 2011 2:49 am

I was questioning how useful this would be at first, but I just started a new scavenger playthrough and this has really come in handy. I like that the shovel is useful as a weapon, too, and isn't just a little prop. Great work on the animation.
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Tasha Clifford
 
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Post » Sat Feb 19, 2011 5:08 am

I've got a delightful little story involving the scavenger shovel, where it literally saved my character's life.


It was getting real dark in Fairfax and I ducked into Bob's Balls and Shaft (a ruined pool hall added by Shopping Spree) without knowing what was inside. I get inside, and the first thing I can see are five raiders scattered around the room, and what happened next was bee lined from the Matrix - I whipped out my lucky Casull revolver, and dropped two raiders from double taps to the head, and fired my last round (I was already bad low, and wasn't paying attention) at one of them, hitting their shoulder.

Well, now I'm out of ammo, and the only thing I've got left is my shovel put to a quick slot. So I do what all completely sane people do. No, not run. Go postal with a gardening tool. I leapt across a pool table, slammed the raider I previously shot in the head with the shovel and snatched up his M14. I jump up on top of the pool table, and with the three shots it had took out the other two. Keep in mind all of this happened in four or five seconds, at most. I was so proud of myself for that one, because most of my firefights end up being turn-taking hidefests.

Raiders everywhere, fear me! The shovel wielding maniac from Fairfax! I share an apartment with the puppet guy.
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gandalf
 
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Post » Fri Feb 18, 2011 11:21 pm

... removed ALL from the canyon list...


Actually, that was a waist of time, because the list is not used in the script. It's just there for future implementation. I had the idea of adding archeological objects and fossils...

Here are some rubble piles missing in your mod...


"Missing", but not without reasons. The DLC04 piles are not in the list, because I hope to eliminate the need for Point Lookout altogether. Perhaps later, there will be various DLC versions. All the other piles should have different loot sets, but you're right, they are worthy of being scavenged. I'll have to add that to my list of things to do.


Speaking of the shovel, it was suggested to me that perhaps people could rake the piles instead. If a custom shovel and animation cannot be found (and I haven't really looked yet), raking may be a good alternative. Please post your opinions.

Cool to hear people like the shovel as a weapon too. Did anyone notice that if you break out of digging mode, the shovel is armed and ready? Don't forget, the scavenger wrench is also a weapon.

I'm still busy packing to move to my new apartment, so the next update is still a little while away. Haha, opening the Geck right now would be too distracting. I tend to become obsessed when I start programming.
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Big mike
 
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Post » Fri Feb 18, 2011 9:27 pm

I could deal with a rake, if you are that serious about getting away from Point Lookout - it's virtually the same thing anyways. Why not just make two versions, though? One for Point Lookout, and one for vanilla Fallout. A shovel to the face just feels so much more right than a rake.
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Jade Barnes-Mackey
 
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Post » Sat Feb 19, 2011 3:04 am

i did some searching, and you could use the shovel that is part of the caravan brahmin. a shovel is there on the side of the brahmin. looks pretty good too -- better than the PL shovel imo. the digging anims would still need to be made though.
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Jonathan Montero
 
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Post » Fri Feb 18, 2011 6:51 pm

Just throwing out another alternative to consider, the http://fallout.wikia.com/wiki/Spatula seems like it could be used and/or altered.
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Justin
 
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Post » Sat Feb 19, 2011 9:46 am

Would the rake animation played in reverse work? :P
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James Rhead
 
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