[Relz] Scavenger World v0.02

Post » Fri Feb 18, 2011 7:11 pm

http://www.fallout3nexus.com/downloads/file.php?id=14368

by gigantibyte



REQUIREMENTS
------------

- Fallout Script Extender v1.2 beta 2 (or better)
- Point Lookout dlc
- ArchiveInvalidation Invalidated! (probably)


Version 0.02 release info
-------------------------

- Tweeked the chances of finding loot to include the player's current level. The maximum possible chance remains the same, but lower leveled players will find less.
- If found, weapons and armor will now have a 5 to 25% condition level
- Removed a unique armor item from random loot
- Upgraded an unseen nif file.


About
-----

With all the awesome, but resource (clutter) hungry mods, another source for materials was needed. Now you can revisit all those areas you thought you picked clean to find more old junk.

Scavenger World will make it possible for you to search rubble piles through the use of the special Scavenger Shovel. So much clutter just lying around loose, on shelves, in boxes, etc., it's not hard to imagine much more junk must have been buried when the bombs fell. You'll most likely find scrap metal, but almost anything can be found, including clutter (cans, bottles, etc.), meds, food, ammo, weapons and armor.


Gameplay
--------

To start digging in the rubble piles (the mounds with various junk sticking out of them), you will need a Scavenger Shovel.

1 - Purchase a Scavenger Shovel at Craterside Supply in Megaton, or Flak 'N Shrapnel's in Rivet City.

2 - find a rubble pile

3 - equip the Scavenger Shovel (holster it if you wish)

4 - hit your activate key (default 'E'), not the attack key

If the pile is lootable, the digging animation will start.

>> To break out of digging mode, hit your forward key (default 'w'). Note that the pile can still be looted.<<

Once digging is complete (in 4 to 5 real seconds), you will have access to the pile's contents. For a demonstration, see this video:

http://www.youtube.com/watch?v=4GZalIWsLng

Once you "close" the pile, you will not be able to loot it again for a week or two, so be sure to grab what you want once it "opens". Because of continuous heavy basting throughout the wastelands, erosion and weathering, more items will become available to find every 7 to 17 days.


Loot
----

I won't list all the possible items, but here are the odds for the different categories. These numbers may change in a future release.

scrap metal........Chance Bonus + 40%
common junk........Chance Bonus + 25%
"valuable" junk....Chance Bonus + 20%
weapons or armor...Chance Bonus + 15%
medical supplies...Chance Bonus + 10% *
5 to 15 ammo.......Chance Bonus + 5%
"great" junk.......Chance Bonus %

Chance Bonus = Player's Luck
+ (Player's level / 3)
+ (number of piles looted / 100)
- 10
+ 10 if player has the Scrounger perk.

The looted piles stop being counted after 2000.

The chance of getting an item from any category, is independent of what you get from other categories. You may get items from several categories and you may get nothing at all.

* The Medical supplies found are equivalent to whatever may be found in a random first aid kit. So, if you have a mod (like FWE) that modifies the contents a first aid kit with new chems, these chems will now also show up in the rubble piles!


Known Issues
------------

- When the player breaks out of digging mode, the digging sound continues for a few seconds.

Of course report anything else you find.


Technical details
----------------

This mod uses 100% custom game objects. No vanilla objects or cells have been modified. The rubble piles remain the same static objects they were before, however, after the player has looted a pile, Scavenger World will temporarily take ownership of it. This has no affect on normal gameplay since piles cannot be picked up and have no function. Scavenger World should only conflict with other mods using the ownership flag on rubble piles.

Extra care was taken not to eat up unnecessary processing time. When not in scavenger mode, i.e. when the scavenger shovel is not equipped, the quest script runs at default speeds.


How to Install
--------------

Warning! Install at your own risk!

1 - If you are installing Scavenger World for the first time, proceed to step 5
2 - Deactivate Scavenger World in you mod manager.
3 - Start Fallout 3, load a game, then save a new game without Scavenger World running.
4 - Exit Fallout 3
5 - Copy the contents of the archive into your Fallout 3\Data directory and overwrite any exisiting files. (Only Scavenger Worlds files will be affected if previously installed.)
6 - Activate the file 'Scavenger World.esp' with your mod manager like FOMM
7 - (Optional) Create a new merged patch with FO3Edit.
8 - Be sure to load a game where Scavenger World was not installed previously (like the save you made in step 3).


To uninstall
------------

- in \Data, delete Scavenger World.esp
- in \Data\meshes delete ScavWorld folder with contents
- in \Data\Sound\FX delete ScavWorld folder with contents


Stuff to do (in no particular order)
-----------

- Make canyon rubble searchable with the possibility of finding archeological objects.

- Add more places to buy the Scavenger shovel.

- Find someone to make me a custom shovel and animation so Point Lookout is not needed. Will also make port to New Vegas easier if the new game doesn't have shovels of its own.

- Factor the Scavenger shovel condition when determining the loot chance.

- Maybe the shovel should wear down with every dig.

- Looting rubble piles is cool. What else can be scavenged?


-----------------------------------
-> Comments and suggestions welcome.
-----------------------------------

Special thanks to HugePinball and Zumbs for helping me overcome some scripting hurdles.
User avatar
Charlotte X
 
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Post » Fri Feb 18, 2011 6:45 pm

This idea is really cool, great job. I'll test it as soon as I can and report back. Should breath a lot of life back into taking my time along a long a dusty road.
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Sierra Ritsuka
 
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Post » Sat Feb 19, 2011 12:15 am

I vote more junk stuffs rather than weapons, but that's just my personal take. At least, more small arms like cheap pistols rather than assault rifles - for the simple reason that military grade weapons weren't readily available pre-war (or, at least I've no reason to believe so).

But this mod is most epic! I've been using it quite a bit since I've downloaded it. You've done a terrific job with this one - and it targets a particular brand of mods that I'm addicted to. Great work!


:EDIT: Have you considered applying this formula to vehicles, to make them salvageable? If I'm not mistaken you don't replace the original, vanilla objects, just check for them somehow. If you were to make cars salvageable in this way, it would be pretty sweet.
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Causon-Chambers
 
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Post » Fri Feb 18, 2011 10:43 pm

I vote more junk stuffs rather than weapons, but that's just my personal take. At least, more small arms like cheap pistols rather than assault rifles - for the simple reason that military grade weapons weren't readily available pre-war (or, at least I've no reason to believe so).

But this mod is most epic! I've been using it quite a bit since I've downloaded it. You've done a terrific job with this one - and it targets a particular brand of mods that I'm addicted to. Great work!


:EDIT: Have you considered applying this formula to vehicles, to make them salvageable? If I'm not mistaken you don't replace the original, vanilla objects, just check for them somehow. If you were to make cars salvageable in this way, it would be pretty sweet.


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.
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Mark Hepworth
 
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Post » Sat Feb 19, 2011 2:05 am

The generic workbench animation (wrenching or doing something with the hands) would probably suit well. The crouch n' repair animation might work better.


What's so enticing about your mod is that it doesn't care whether or not the target is mod added - just that it's the right base object, period. So having cars from other mods being salvageable (something Scavengable Vehicles doesn't offer) is pretty awesome. The point more in being that there are treasure troves all around the wasteland that average Lone Wanderers run right by, too busy searching for raiders who need that hole inbetween their ears filled with lead.

Using your mod, I actually did some serious scavenging - and pulled more random (but usable or at least I'd think it would be usable) junk from piles of garbage than I'd have ever thought to look for. It was nice - I didn't have to dive headfirst into D.C. to get salvage, didn't need two or three mods interacting together in just the right balance so I can actually get salvage, or whatever. It felt like something that aught to have been in the game in the first place, because it fit so nicely. The animations were an excellent touch.

I just suggested cars because it seemed to be the next logical step - it's not something you have to do, by any means. There is another mod to take care of that, it's just that I like your application of scavenging much better. And it would flow better - prying open the locked trunk of an ancient car, to find some clothes, some food, and a spare tire. xD (Speaking of which, more "junk" junk loot would be a nice addition - spare tires, milk crates, etcetera.)
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Richard Thompson
 
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Post » Fri Feb 18, 2011 9:20 pm

+ 1 to everything Ashven said.

I love this idea! I didn't test this out yet, but I do think that the guns and armor should be in the 5% chance of getting as well.
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Irmacuba
 
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Post » Fri Feb 18, 2011 8:28 pm

have to say awesome mod like everybody else would love to see it applied to other objects

the only things I see that would make it better is to have the digging animation play a wee bit longer to make it feel like your really digging and maybe just add a few shovels laying around in different palces so you would not have to buy a -special- shovel from moria but thats just my thoughts and opinion

thanks for your work and for sharing great and original idea love it
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Cat
 
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Post » Sat Feb 19, 2011 3:08 am

Wow, this looks great :) Thanks!
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Reven Lord
 
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Post » Fri Feb 18, 2011 7:57 pm

It would be easy to add vehicles as something salvageable in Scavenger World. With a little more work, different sections could be included, like the engine compartment, trunk, glove compartment, under the seat...). However, there would be some drawbacks compared to Scavengable Vehicles:

- The vehicles would still be capable of exploding.
- Once a section section is closed, it could never be reopened.

But if that doesn't bother too many people, vehicles will be added next. Suggestions for what should be found on them?

Adding more "junk" junk is part of the plan, but I will have to find some resources. I know squat about creating custom models.

I also tend to agree there are too many weapons being found. The chance level will be lowered in the next release.

Making the digging animation longer may be trickier...
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Rhiannon Jones
 
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Post » Fri Feb 18, 2011 7:15 pm

Terry first of all let me say kudos for a wonderful mod ! The pack rat inside me is jumping with joy, with the chance of getting even more loot :)

I would suggest however that if you do include vehicles you do it as a separate add-on, as several people are using vehicle overhaul or some other salvageable vehicle mod already, and would still love to use your mod as well :)

Best, bendiwolf
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Alex Vincent
 
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Post » Fri Feb 18, 2011 8:20 pm

[snip]
- The vehicles would still be capable of exploding.
- Once a section section is closed, it could never be reopened.

But if that doesn't bother too many people, vehicles will be added next. Suggestions for what should be found on them?
[snip]


I have no problem with those drawbacks at all, actually, that would make me want to use this mod even more.

Suggestions:
Sports items (bat, glove, balls, pool stick, etc)
dirty clothes
wine, beer, water, etc
empty bottles
snacks (junk food)
tools
If you add medical supplies to the list...it should only be at the 5%. I say this cause how many of us actually carry medical supplies in our trunk lol?
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Mario Alcantar
 
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Post » Sat Feb 19, 2011 2:52 am

I would suggest however that if you do include vehicles you do it as a separate add-on, as several people are using vehicle overhaul or some other salvageable vehicle mod already, and would still love to use your mod as well :)


It would not conflict at all because 'vehicle overhaul' changes the base object for vehicles. Since Scavenger World would be checking for the vanilla car objects, it simply would not activate if you tried it on the 'vehicle overhaul' object, nor would it stop 'vehicle overhaul' from operating as usual.
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Mizz.Jayy
 
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Post » Fri Feb 18, 2011 5:28 pm

Well, I can't see any reason why one would want to salvage something off a vehicle that's already been salvaged for what it had.

So the drawbacks are more features, in my mind.

I'm still stoked (and many of my Fallout buddies are raving about your mod) and extremely happy with it thus far.
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Neliel Kudoh
 
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Post » Sat Feb 19, 2011 5:08 am

I second Ashven's appreciation - this is a great idea, beautifully executed, and one of those mods that should be included in New Vegas as part of the Vanilla edition if at all possible :)

Well done sir !!!
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Robert DeLarosa
 
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Post » Fri Feb 18, 2011 11:51 pm

The addition of salvageable vehicles to Scavenger Wold is almost complete. Stay tuned...

Btw, I'm thinking making the rubble piles limited to three searches too, with the possibility of only finding 1 item per search and/or nothing at all. I won't go into technical details, but this scenario will also make the mod more efficient and less resource hungry.

On another note, if anyone with knowledge of making models and textures, could make a non-DLC shovel weapon and animated shovel object for this mod, it would be greatly appreciated. Not only by me, but by everyone who wants to try Scavenger World, but don't have Point Lookout. I'm also assuming, that any custom objects will be exportable to New Vegas, allowing easy porting of this mod.

Cheers!
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Avril Louise
 
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Post » Fri Feb 18, 2011 9:54 pm

Btw, I'm thinking making the rubble piles limited to three searches too, with the possibility of only finding 1 item per search and/or nothing at all. I won't go into technical details, but this scenario will also make the mod more efficient and less resource hungry.


Oh, hey, I have a question. Does this mean I should be finding something in every pile I can dig in now? I sometimes get nothing at all. I do not have the lastest version of the mod btw, if that matters.
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Kate Norris
 
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Post » Fri Feb 18, 2011 6:38 pm

Oh, hey, I have a question. Does this mean I should be finding something in every pile I can dig in now? I sometimes get nothing at all. I do not have the lastest version of the mod btw, if that matters.


No, at present there is possibility you will find nothing, but the rubble piles can be scavenged again after 7 to 17 days. This is only possible through the use of invisible self-destructing timer objects. With the new method of 3 digs only, none of these timers would need to be placed.
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Captian Caveman
 
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Post » Fri Feb 18, 2011 5:40 pm

Sounds like a plan, to me. After a few digs through the same pile, you're highly unlikely to find something you missed the first time. Though I wouldn't make it so only one item appears, just make more garbage appears (tin cans, forks, knives, etc). If the player needs it, they get it, and if they don't it doesn't detract from the experience.

Just my thoughts there. Of course, thus far you've proven completely capable of creating awesome concepts without any help, so don't think I'm trying to run your mod for you. I'm seriously stoked you're expanding this at all.
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Charles Mckinna
 
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Post » Sat Feb 19, 2011 7:00 am

don't think I'm trying to run your mod for you.


All ideas are always welcome. Thank you.
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maddison
 
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Post » Sat Feb 19, 2011 4:56 am

Just a quit post to let everyone know vehicles are now salvageable in http://www.fallout3nexus.com/downloads/file.php?id=14368.
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Gemma Flanagan
 
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Post » Fri Feb 18, 2011 11:26 pm

Just a quit post to let everyone know vehicles are now salvageable in http://www.fallout3nexus.com/downloads/file.php?id=14368.



just saying, may-be only me, but the wrenches are not showing in the merchants list
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Jay Baby
 
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Post » Fri Feb 18, 2011 6:11 pm

Worked fine with me, but I did start a new game.

I stopped using Salvageable Vehicles to use this one, and there doesn't seem to be any chance of vehicle related goods spawning. Also, do you think you could add motorcycles to the salvage list? I need lots of motorcycle parts for my FWE-cycle.

Aside from that, the vehicle saluaging is awesome! You've done a wonderful job of implementing that. And, finally, the magick wrench from Farcry 2 makes a much belated and loved transition to Fallout. xD
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Madison Poo
 
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Post » Sat Feb 19, 2011 1:08 am

Yeah, motorcycles would be nice. Significantly fewer fission batteries to be had in this compared to Salvagable vehicles.. might not be a bad thing, though going through all 3 cycles on a car to see if it has a battery is kinda harsh :D Did harvesting a truck cause it to explode or was something firing near me at the time?
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Shae Munro
 
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Post » Sat Feb 19, 2011 7:16 am

@ kingsheart: Scavenger Wrenches will not appear on vendors if you simply overwrite the old .esp file with the new one. You must save a game without Scavenger World activated, exit the game, activate the new version of Scavenger World, then load the game save you just made. Let me know if this does not work.

This mod is very new, so expect frequent updates until everything is tweaked just right. Installing a new version will wipe out memory of anything you already scavenged already. Afraid there is nothing I can do about that.


@ Ashven: Which vehicle related goods are you looking for? I setup the engine compartment to hold all the same items that were available in Salvageable Vehicles + extras like pilot lights. If you mean custom items, that will take more work.

Motorcycles will be next, but I will need to create new routines to reflect the compartments and appropriate loot.

Not sure what you mean about "the magick wrench from Farcry 2", unless the user who made The Wrench mod took it from Farcry 2.

Thanks for the compliments!

@ pintocat: Haha. Nothing in my mod to make vehicles explode.

What if I change the compartment order so that the engine is searched first?
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SEXY QUEEN
 
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Post » Sat Feb 19, 2011 7:54 am

Not sure what you mean about "the magick wrench from Farcry 2", unless the user who made The Wrench mod took it from Farcry 2.


In Farcry 2, when your vehicle got shot to hell or you crashed it too much, it would start smoking. Then, you get out, go to the hood, and use a seemingly magick wrench to fix whatever was wrong with it by turning a single bolt. It was just funny, was all, and saluaging a vehicle reminded me of it.
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Michelle Serenity Boss
 
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