About this mod
Scavenger World release 0.08 by gigantibyte, updated by Thingamajig +++++++++++++++ Can You Dig It? Well you can in Scavenger World! a mod originally created by Gigantibyte.
- Requirements
- Permissions and credits
-
Translations
- German
- Changelogs
release 0.08
by gigantibyte, updated by Thingamajig
+++++++++++++++
Can You Dig It?
Well you can in Scavenger World! a mod originally created by Gigantibyte.
I've been using this mod for a number of years now and Ive thoroughly enjoyed it. However, it
never quite suited my needs. So after becoming familiar with the GECK, i tweaked it a bit till i was
satisfied.
After considering that the original hasn't seen an update in a year, and that Gigantibyte hadn't
disallowed revisions/updates, i figured i'd post my version here for others to enjoy.
Naturally full credit goes to Gigantibyte for his effort in creating this mod. Additionally i'd like to
say, in my defense (:P) that i did try to contact you. If you wish for me to take this mod down, just
let me know.
About
-----
Scavenger World will make it possible for you to search rubble piles, vehicles and tree's through
the use of the Shovel, Heavy-Duty Wrench, Axe and Combat Knife. 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 to help aid in your survival.
Sinse release v0.06, the player can now scavenge tree's for firewood using the Axe or Combat
Knife. firewood can either be sold on for a small profit or used to light a campfire for those dark
lonely nights.
In addition to this, the campfire can also be used to cook food on, and gives the player a
temporary Campfire Bonus when the player is near.It'll give abonus to both perception (3) and
healing (1 unit constantly while player is near). Cooking food increases the positive gains of an
ingestible (and with the hardcore patch, reduces the chance of any sickness) - but slightly lowers
any unique bonuses that food item might bring in it's raw form.
REQUIREMENTS
------------
- Fallout Script Extender v1.2 beta 2 (or better)
- Point Lookout dlc (unfortunately, stock fallout 3 doesn't have shovels. Point Lookout introduced
them, so it's required)
- ArchiveInvalidation Invalidated! (unless you fancy missing textures and icons)
GAMEPLAY
Rubble Piles
------------
To start digging in the rubble piles (the mounds with various junk sticking out of them), you will
need a Shovel.
1 - Purchase (or find) a Shovel at Craterside Supply in Megaton, or Flak 'N Shrapnel's in Rivet City.
2 - find a rubble pile
3 - equip the 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.
Rubble Pile 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%
chems..............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.
Vehicles
---------
To salvage vehicles, you will need a Scavenger Wrench, available to buy at the same vendors who
sell the scavenger Shovel.
1 - Buy (or find) a Heavy-Duty Wrench.
2 - Equip the Wrench.
3 - Find a car or truck that is not burned out
4 - Hit activate (default 'E') and the salvage animation will begin.
5 - Each vehicle has 3 compartments - trunk, glovebox, and engine. Hit activate again to salvage
the next compartment. *NOTE* NEVER put personal belongings into vehicles.
Scavenger World will not conflict with the 'Vehicle Overhaul' mod, however until the compatibility
patch is complete, the Scavenger Wrench will not work on vehicles 'Vehicle Overhaul' modifies.
'Vehicle Overhaul' still functions as normal, but any vanilla vehicles added by other mods will be
salvageable with the Scavenger Wrench.
Loot should be plausible for each compartment. Let me know if you don't find it lore friendly.
Salvaged Vehicles will still be capable of exploding.
Campfire
----------
Campfires are great for lighting up those dark lonely nights. They also offer the player a means of
cooking food, and giving them the "Campfire Bonus" temporary Perk, which gradually heals the
player over time and enhances the players perception as long as they stay near the fire.
Campfire - Building the base
----------
To make a campfire, you first need wood to set up the base. you can scavenge wood from any of
the tree's within the game, and even some fallen logs/branches too.
To collect the wood, you'll need an Axe or Combat Knife:
1. Buy (or find) an Axe/knife
2. Equip the Axe/knife
3. Find a tree and approach it.
4. Hit the activate key
5. A Container menu will appear, showing you what you've uncovered. *NOTE* NEVER put any
valuables inside tree's unless you want to lose them forever.
It's possible for the player to find other things other than wood within tree's. Among which are
dead squirrels on sticks - yum. All tree loot is dependant on the players Luck attribute, but
naturally you'll almost always find suitable Firewood regardless of luck.
It's generally a good idea to scavenge for as much firewood as possible, as (depending on your
games timescale) you will use up to a maximum of 4 per hour the campfire is lit.
Tip 1: It's possible to use other items as fuel as well (once you've used a single firewood to set up
the base) such as pre-war money, books, etc. Bare in mind though some items can be extremely
flammable/explosive, so be careful what you put on there. You deserve everything you get if you're
stupid enough to put a frag grenade in there.
Placing objects in the campfire is a sure-fire (Cwutididthar?) way to get it destroyed forever. Don't
do it unless you want to.
Tip 2: Don't put large amounts of fuel in the fire, especially of different types (eg, 10 firewoods, 10
burnt books) - like a real fire, it'll eat it up fast. Instead, feed it a single fuel type then as it's running
out, give it a small stack of other items. Usually a max of 16 is best -- thats four hours burn time!
(In-game time, of course)
Bear in mind that if you wait or sleep, the campfire will still burn fuel and can go out during that
time.
NOTE: It's good woodsman practice to properly remove a campfire and all traces of there ever
being one. Creating several campfires is just carelessness and a waste of time and effort, so
you're unable to do this.
If you somehow lose where you placed your fire, don't worry - if it was lit, it'll go out and you can
relight another later. If it wasn't lit, it'll disappear after 3 game hours (at least, in theory).
Campfire - Cooking
----------
Straightforward enough; light a campfire with enough fuel to last a good hour of game time. Then
get your foodtype (most meats if not all can be cooked) approach your lit campfire and click the
"Cook" option. (you can also just use the add/remove fuel button, but it's best not to)
Place your meat into the fire. Think of this process as using the hot embers to cook your meat -
much like how many tribespeople do so. Australian Aboriginals for example :P
After about 20 minutes of game time, your food should be cooked. You can now access your fire
menu as usual and retrieve your cooked items.
All cooked meats return a cooked varient of that type. Cooked ingestibles (normally) have
increased health gains, and less negative effects. However, raw meat counterparts have
stronger unique bonuses, such as Yao Guai 10% damage bonus is longer then compared to it's
cooked state. In the end, it's down to you if you wish to eat raw or cooked - both have their pro's
and cons, especially with my (future planned) "FWE - Hardcore" esp.
Version History
0.08
--------
- "The Dismemberer" unique Axe (Point Lookout) can now be used to scavenge wood
- lowered the value of firewood for the sake of balance.
- Increased weight of firewood (1.5)
- Decreased quanitity of firewood found in tree's
- Made a small message appear when campfire bonus is active/deactivated
- Added Nukalurk meat to cookable meats.
- altered campfire creation slightly, now if player tries to light a fire with one already lit, they're
prompted if they wish to remove the old one. This should stop the player from having to go on a
fireplace hunt to remove the old fire just to create a new one.
0.07
--------
- added individual "cooked" meats for each type of meat in the game (Very time consuming!) now if
the player cooks Brahmin Meat, they get a Cooked variant of that type, etc. (sadly, no individual
models. Thats not within my skill)
- added those new cooked meat variations to the formlists and levelled lists of the other in-game
foods. This means the cooked foods will be consumed and sold by NPC's (at least, in theory. The
latter is definitely true)
- Made all human/strange meat (Cooked and raw) temporarily increase strength. Now being a
cannibal has some appeal/temptation. This applies to all ESP versions.
- In addition to the above, if the player has the "Cannibal" perk, they gain the hitpoint benefits of
eating human flesh immediately, rather then over a time. (just like in New Vegas)
- Created a new ESP:
FWE Edition.esp, this allows the player to replenish hunger by eating cooked food types.
- Altered the tree loot generation, was a bit predictable.
- completely removed the script lines that added the axe and shovel to moira's chest, as this
(Strangely) caused a CTD when i purchased either item. She may still sell them for you, then
again, she may not.
0.06
---------
- Added audio to the Vehicle Scavenging/salvaging animation and set all salvaging audio so
they're 3D.
- Now the motorcycle can be scavenged.
-Allowed the Heavy-Duty Wrench to be repaired via commonly found objects, as well as other
wrenches.
- Increased Heavy-Duty Wrench price, damage and health.
- Altered original script so it sells the shovel, wrench and axe at all stores.
- Set vehicle scavenging so loot chance is based on players luck.
- Allowed the player to scavenge "Firewood" from tree's. The player can either sell the firewood
on for a small profit, or alternitively use the firewood to light a campfire in the wasteland. Fires can
also use other
items as fuel other than Firewood.
- Added a cooking option to the campfire. The player can now cook regular ingestible meats for
"Freshly cooked patties" which heal a fair amount over a short time.
- Added Axe to Raider and Wastelander melee levelled lists
- Added a poor condition shovel & Axe at the exit of Vault 101
0.05 - and beyond updated by Thingamajig
---------
- Removed dependency to the "Scavenger shovel" - felt it unnecessary when there were perfectly
working shovels within the game. Now a "stock" shovel can be used to scavenge. Unfortunately
this still means --
like previous versions -- this version is dependent on Point lookout.
- Not only can the player use regular shovels to scavenge, but also the rare unique shovel found in
Point Lookout called "The Fertilizer Shovel" can be used as well.
- Renamed the Scavenger Wrench to "Heavy-Duty Wrench". Just for the sake of immersion.
(Given that there exist non-playable wrenches in the game)
- Placed both the Shovel and Heavy Duty Wrench on Raider/Wastlander melee levelled lists. This
means that now the player will find NPC's using both these as weapons throughout the wasteland.
(with the
exception of "The Fertilizer Shovel" - this is a rare unique exclusive to Point Lookout)
-Added a few small messages that appear when the player first finds a Shovel or Heavy-Duty
Wrench. Nothing intrusive and just consists of a few notifications in the top left corner of screen.
- Altered vendors so that they will sell both the Wrench and Shovel in stores.
----------------------------------------
----------------------------------------
0.04
---------
- Vehicles are now salvageable through the use of a Scavenger Wrench. Scavenger Wrench is
based on the 'The Wrench' mod by Benz10wheel.
- The chance of finding weapons and armor in rubble piles has been lowered.
0.03b
---------
- Fixed a bug where the original POV was not being restored after digging.
0.03
---------
- The loot delivery system has been redesigned, to remove a factor I suspect was causing some
people's games to crash.
0.02
----------
- Tweaked 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.
Known Issues
------------
- When the player breaks out of digging mode, the digging sound continues for a few seconds.
- pressing Activate (e) to scavenge a rubble pile (using the shovel) while in 3rd Person view does
nothing. Pressing Activate while in first person works fine. As i have very little skill in scripting i've
(so far) been unable to fix this myself. (Added by Thingamajig)
- Incompatible with any mod that alters the original Shovel, Axe and Combat Knife in any way -
especially if they add scripts to it.
- The Campfire Flame can (sometimes) remain if the player chooses "Put out fire" option via the
campfire menu. May Possibly do it when the player removes all fuel manually too. This usually
rectifies itself over time, or if the player opens the pipboy or pauses the game.
Future Plans
------------
- create a new ESP. FWE - Hardcore Edition. To include FWE compatability but with adjusted raw
foods so that, depending on luck, the player can become sick from eating raw foods. Apart from
this though, I intend
to add gains from eating raw food items; such as any unique properties the meat type has
(example. Yao Guai 10% damage bonus) will be greater than it's cooked counterpart. So the
freedom of choice is always there and there's no clear "better" choice. (Just how a game like
Fallout 3 should be)
May possibly add the ability for the player to sleep next to a campfire. However, by sleeping on a
cold floor/dirt, they gain a "Poorly rested" effect, which lowers agility and experienced gained for
a few hours.
(This should give the player an incentive to carry around a portable bed)
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.
6 - Activate ONE ESP: either 'Scavenger World - updated.esp' or "Scavenger World - FWE
Edition.esp"( if you run FWE) with your mod manager like FOMM
Note: Remember the scavenger world FWE version MUST BE LOADED AFTER FWE!! no
exceptions
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
- In \Data\Textures\ Delete ScavWorld folder with contents
-----------------------------------
-> Comments and suggestions welcome.
-----------------------------------