Oblivion

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Nomad Dervish

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ndervish

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About this mod

A summonable scamp to assist in your looting

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Scavenger Scamp 2.0
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This mod adds a new spell, Summon Scavenger Scamp, which reaches into the depths of Oblivion and pulls out a pint-sized scamp which will collect all the plants it can find for your alchemical pleasure. (Well, most of the plants it can find. It is a scamp, after all, and can be a bit lazy at times.)

As of version 2.0, the scamp can also collect certain other things as well. By default, casting the spell will bring up a menu for you to choose what you want it to go after, but it can also be configured to always look for the same type of item without asking each time. Whether the scamp is set to go after a default type of item or not, you can talk to it to bring up the menu and send it after something else at any time.

Don't count on the scavenger scamp to help out in a fight. Aside from being an abject coward, it will probably die to a single hit from anything more fearsome than a mudcrab.

If you want your own pet scamp, the Treatise on Scamp Training can be bought from Falanu Hlaalu at All Things Alchemical in Skingrad. If you are a Journeyman or better in Mercantile, it can be purchased from her normally. If your skills are lower, you'll have to talk to the good folk of Skingrad until you hear a rumor about her having some odd-looking papers, which you can then ask her about and, if she likes you, buy. Whichever way you get the Treatise, reading it will teach you all you need to know to get a scamp picking flowers or collecting other items for you.

Re-casting this spell will immediately terminate any active scavenger scamp in the process of summoning the new one. How you get your hands on whatever the scamp has collected is configurable using the console.


--- Upgrading from 1.x ---

If you have already learned the Summon Scavenger Scamp spell, you'll probably want to go to the console and enter the command "stopquest 1ndScavengerDialogue" after upgrading so that the new rumors and dialogue won't appear, but this is not necessary and you can use them to purchase a second copy of the Treatise if you really want to.


--- Bugs ---

If the scavenger scamp grabs items that are owned by NPCs, the items are not flagged as stolen and the theft is completely ignored, even by guards. To avoid this issue, I have set the scamp's Responsibility to 100 so that it won't steal things. One side-effect of this is that the scamp will not collect *any* owned item, even if you can legally take it (e.g., items owned by a guild of which you are a member).


--- Configuration ---

To configure what happens when the scamp expires and how you are able to loot it, set ndScavengerDeathAction to one of the following values:

0 - The body just lays there like any other corpse
Pro: Simple and consistent with the rest of the world.
Con: You have to chase the scamp across half of Cyrodiil so you can find the body to loot it.

1 (default) - The scamp's inventory pops up automatically for looting, then the body disappears
Pro: No need to chase the scamp and no chance to miss looting it. Disappearing body is consistent with other summons.
Con: The scamp's inventory will inevitably pop up and interrupt you while fighting, lining up a tricky bow-shot from stealth, or some other inconvenient time.

2 - In a puff of smoke, the scamp's body teleports to you and lands at your feet
Pro: You don't go to the corpse, the corpse comes to you. You get control over when the inventory screen opens for looting.
Con: It's easy to miss the puff of smoke and lose the body (along with its collected ingredients) if the scamp dies unexpectedly while you're running across the countryside. If either you or the scamp are on an interior map and the other is not on the same interior map, the scamp is likely to teleport into the void somewhere instead of to your feet.

3 - The scamp's inventory is silently transferred into yours, then the body disappears
Pro: Easiest way to get the items off the body. Disappearing body is consistent with other summons.
Con: Hard to tell whether your scamp is dead or just out of sight. You don't know what ingredients you're getting unless you check your inventory for changes. You could suddenly find yourself over-encumbered if the scamp wanders into a pumpkin patch.

To configure the scamp to automatically start collecting a certain type of item without displaying the menu when you cast the summoning spell, set ndScavengerAutoTarget to one of the following values:
0 - plants
1 - ingredients
2 - arrows
3 - weapons and armor (includes arrows)
4 - money
5 - random junk (includes money)

Note that these values may potentially change in future versions, as they are tied to the display order of the menu, which may be rearranged or have options added, removed, or changed. It's not something I plan to do, but it could happen.


--- Contact Information ---

Bug reports, etc. can be sent to NomadDervish at yahoo.com.


--- Compatibility ---

This mod does not alter any existing objects or characters and uses a script to add the Treatise to Falanu's shop inventory, so there should be no chance of a conflict with anything.


--- Credits ---

Thanks to Cutthroat Mods for their Oblivion version of CM_Partners. I'd been thinking about creating a summonable collector for quite a while, but didn't expect it to be reasonably possible until I saw their work.


--- Changelog ---

2.0 - Added options for the scamp to collect things other than harvesting plants. Added rumors in Skingrad and dialogue on Falanu to allow characters with low Mercantile skill to still purchase the Treatise.

1.1 - Fixed problem with automatic transfer of ingredients (ndScavengerDeathAction = 3) creating new formids.

1.0 - Initial release