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About this mod
How immersive, smart, and aware can one NPC become? Scavver is a wandering merchant who loots the region, gets himself unstuck, appraises and equips the best found gear, wears protective gear in radstorms, grows a beard, teaches perks, and builds his own settlement. He is fully voiced and has a configurable mod menu.
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You must get permission to earn Donation Points for your mods if they use my assets
- Console modding permission The author uploaded this mod to Bethesda.net and it is available for console users
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- Changelogs
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Version 1.06
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SCAVVER - VERSION 1.06 CHANGELOG - 20160711 - "Stable And Willing"
- Scavver is now ESSENTIAL. I experimented with Protected, Respawn, and custom OnDeath scripts. Resurrect and ResetHealthAndLimbs attempts were full of Bethesda bugs, so the only real solution here is obvious. Scavver's faction and the player faction are allies now, so you can hit Scavver 3x with friendly fire per weapon draw before he fights back (just like vanilla Essential companions). If you want to reset friendly fire hits, holster or sheath your weapon. This status change was prompted by Scavver dying in a nearby car explosion caused by the player, plus other requests to make him Essential.
(Please do not ask to bring Protected back. Scavver has too much going on under the hood to stay Protected, and trying to circumvent limitations was only multiplying problems.)
- Scavver's mod menu now has an option for returning stolen items. I hope this is no longer happening to anyone, but since Scavver can no longer be killed, there needed to be another way to retrieve items. The mod menu option transfers EVERYTHING from Scavver's inventory to yours, no limits and no questions asked. NPCs don't have encumbrance like we do, so take a friend to help you carry your loot home. (Then send me a bug report, because one settlement loot is too many.) The mod menu is the orange ham radio in Scavver's trailer at the edge of Vault 111 Exterior.
- Fixed glitch in list of route markers that sometimes prevented travel into Concord. If Red Rocket is unsettled, Scavver sandboxes between the Minuteman statue and the woodline for 10 minutes before moving on into Concord. This is what happens when Scavver is "visiting" but can't find furniture to interact with.
- Fixed "standing pose" glitch that occurred when Scavver changed packages while sitting on furniture. Now the timer ends by granting five-second rechecks until he stands up. Once standing, the packages change-- no more frozen Scavvers.
- Beard growth rate has been added to Scavver's mod menu by request. Choose between each stage lasting one Game Day (1.2 hours, default) or one Game Week (8.4 hours, immersive).
COMPANION MOD COMPATIBILITY HAS ARRIVED!
- The mod that users told me about, which I have been testing with Scavver, is Unlimited Companion Framework by Expired6978. The mod is located at http://www.nexusmods.com/fallout4/mods/11829/ .
- In order to make Scavver a companion, play the mod holotape. Select: Companion Module > Settings > Quick Recruit Eligible Only. Then talk to Scavver. (You will probably have to dismiss his merchant offer one time before recruiting.)
- In order to dismiss Scavver, play the mod holotape. Select: Companion Module > Settings > Dismiss Ineligible Companions. Be aware this may dismiss more than Scavver if you have multiple companions. I tried several workarounds, but this is the only option at present because Scavver's "Talk" option that companions normally have is overridden by his merchant dialogue.
- If dismissed while indoors, Scavver will immediately teleport to his route marker instead of trying to skyrocket through the roof and navbump. No more getting stuck in the rafters, or between subways and surfaces. If dismissed outdoors, he should walk back to his usual route (and may sandbox / visit before doing so, depending on the area). In general, it's better to dismiss Scavver outdoors in case you change your mind.
- You can still use the mod menu to mark Scavver on the map and compass. Or it can be toggled off at the mod menu.
- While a companion, Scavver will not attempt to navbump, "get unstuck", "emergency teleport", force favorite wield OnLocationChange, or broadcast 10-second distances (in developer mode). Basically, all of the strange behavior he exhibited as a companion should be gone until he is dismissed.
- Scavver always appraises weapons and outfits. He may change what he equips on his own, but you can override those changes in the companion trade menu.
KNOWN ISSUES
- Outfits can flicker for up to 10 seconds right after Scavver puts them on and starts walking. The behavior is random and hard to recreate. It used to happen most frequently with the drifter outfit on the corpse by the Minuteman Statue, but Scavver doesn't loot that location anymore.
- If you use a settlement boundary mod that expands the boundary beyond 10,000 units from the main workbench, the prior warning about the Venn diagram danger zone still applies. Check out the Version 1.01 changelog ( http://pastebin.com/FS0dPHcj ) for specifics.
- If you use a "build anywhere" mod that drops a workbench wherever, I CANNOT guarantee that settlement won't be looted. Because I don't know if that mod uses a vanilla or custom workbench. (If it is a custom workbench: send me the FormID and mod name, then I will add it to the FormList of checked items.)
SCAVVER FAQ
The FAQ is located at http://pastebin.com/jQP0vKTX and in the Articles tab on Nexus.
NVIDIA CONTEST RESULTS
Scavver did not place in the NVIDIA Fallout 4 mod contest. In truth, the mod needed more testing and polishing instead of rushing the deadline. Still, what a ride it's been. 2 months, 5 AI packages, 12 scripts, and almost 2,000 lines of code for ONE character. It was an experiment to see how far an NPC could be pushed, and although the playtesting was rough, I think Version 1.06 stabilization makes it a success. Scavver introduced numerous new features for NPCs, players, and developers. Plus, my grasp of Papyrus has improved with many all-nighters of practice. It would be a mistake to think we are walking away from this contest empty-handed.
Although, I understand the reaction of innovative scripters who feel like they have been sucker punched. We live in a world that often chooses whimsy over innovation, and nothing kills morale faster than being slighted. Sometimes hard work is its only reward.
MY PLANS FOR THE FUTURE
There is still a possibility of making a homeless version of Scavver, for players who can't try out the mod due to use of settlement expansion mods that annex Vault111Ext into Sanctuary. But it will be down the road. I need to take a break before I can resume quality work. Raider groups and dynamic settlers are still in the pipe dream phase.
My next personal AI project will be an overhaul of my Diamond City SWAT mod. I plan to add a female guard who goes on quests and teaches perks. Plus the guards will renovate the empty barracks and jail wings. But again, that's down the road.
Friendly Easy City Downs expansion is always a possibility... but there is no visible demand for that, strangely, from anyone. Nobody wants racing and/or betting?
I will be maintaining Scavver too, but at a less frenetic pace now that the mod is stable. Let me know if you have any pressing concerns.
ThoraldGM | @ThoraldGM | ThoraldGM at GMail.com
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Version 1.05
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SCAVVER - VERSION 1.05 CHANGELOG - 20160709 - "PLUGGING CRITICAL LOOT LEAK"
Loot Leak Located: http://www.nexusmods.com/fallout4/articles/274/?
I found it, and I decided to post the fix now before the leak gets more widespread. The code in question is the trigger volume (invisible box) that follows Scavver around. If he retraces his steps 3x in 5 minutes, he will loot WITHOUT checking any conditions. The article explains why it was originally set up that way, plus it shows the original script and the fix.
I don't know if this is the only leak (I hope so), but it is definitely the biggest. Let me know asap if you get looted in Sanctuary while using Version 1.05.
Other changes in Version 1.05:
- All of the "shifted Sanctuary objects" fixes are included, as discussed in the 1.04 changelog. Just mentioning this in case you didn't see the 1.04 update, since I'm posting multiple fixes in one weekend.
- Scavver now respawns by request of a player who accidentally blew up a car with Scavver nearby. He is still Protected, too. (I hope that combination doesn't cause any problems.)
- I reduced Scavver's loot radius from 5,000 to 3,000... plus I added the railroad tracks beyond Drumlin Campsite to the Do Not Loot list. All of this is an attempt to get him to stop taking Trashcan Carla's stock. (Which is actually buried under the road, but for some reason Scavver is taking it through the ground by the campfire.)
KNOWN ISSUES
- Outfits can flicker for up to 10 seconds right after Scavver puts them on and starts walking. The behavior is random and hard to recreate. It used to happen most frequently with the drifter outfit on the corpse by the Minuteman Statue, but Scavver doesn't loot that location anymore.
- If you use a settlement boundary mod that expands the boundary beyond 10,000 units from the main workbench, the prior warning about the Venn diagram danger zone still applies. Check out the Version 1.01 changelog ( http://pastebin.com/FS0dPHcj ) for specifics.
- If you use a "build anywhere" mod that drops a workbench wherever, I CANNOT guarantee that settlement won't be looted. Because I don't know if that mod uses a vanilla or custom workbench. (If it is a custom workbench: send me the FormID and mod name, then I will add it to the FormList of checked items.)
SCAVVER FAQ
The FAQ is located at http://pastebin.com/jQP0vKTX and in the Articles tab on Nexus.
Coming next week: Beard growth timer options in the mod menu, improved compatibility with the Unlimited Companion Framework mod. Due to Version 1.05 including fixes for BOTH shifted Sanctuary objects and unchecked looting, please update now instead of waiting for next week's post. As always, thanks for your patience, although I know I'm stretching it thin this weekend... especially my own.
ThoraldGM | @ThoraldGM | ThoraldGM at GMail.com
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Version 1.04
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SCAVVER - VERSION 1.04 CHANGELOG - 20160708 - "SHIFTED SANCTUARY FIX"
I found and fixed the shifted objects in Sanctuary!
Following a suggestion from the Bethesda forums to open the file with FO4Edit (xEdit), imagine my surprise when I encountered 60 accidental edits that moved furniture, a house foundation, a mailbox, etc anywhere from 100 to 400 units away from vanilla position. In addition, there were 50 forms that had been opened but unedited, resulting in "identical record" errors. In total, that means I was unaware of 110 errors right under my nose. And it means I should never use a trackpad to navigate to points in the render window, or click-drag anything without checking what else may be selected.
How embarrassing. I take pride in being meticulous. I indent all of my code with perfectly-spaced tabs. I align all of my code comments to the same cursor position, so they make a nice visual column down the file. I check my EditorWarnings.txt and Papyrus.0 logs for errors.
Before Fallout 4 Creation Kit was released, I used FO4Edit to create Friendly Easy City Downs, Diamond City SWAT, and Choice Chopped. Then I became obsessed with Creation Kit, and especially with Papyrus scripting.
In short, I knew better. I completely forgot about FO4Edit cleaning as I dug deeper into Papyrus. But the good news is I found the errors, they were fixable, and I have a new step in my mod posting checklist.
If you were having shifting object issues in Sanctuary, please let me know if they are completely resolved. The only one I could see on my system was the mailbox closest to the Vault 111 dirt path, along with its grass island in the roadway, which are both fixed.
I recommend this update for ALL users, even if you have not built in Sanctuary or have no plans to build there. Who doesn't want a squeaky-clean mod? If you keep using a version older than 1.04, then you run the risk of having anything you build now in Sanctuary be compromised when you do eventually upgrade. And I would hate to spoil all of the hours you spend precisely positioning your structures, furniture, housewares, decorations, and clutter. Upgrading now is the safest course of action.
My sincere thanks to all of you for being my beta-testers across platforms, and for being patient as I posted a week of constant updates.
KNOWN ISSUES
- Outfits can flicker for up to 10 seconds right after Scavver puts them on and starts walking. The behavior is random and hard to recreate. It used to happen most frequently with the drifter outfit on the corpse by the Minuteman Statue, but Scavver doesn't loot that location anymore.
- If you use a settlement boundary mod that expands the boundary beyond 10,000 units from the main workbench, the prior warning about the Venn diagram danger zone still applies. Check out the Version 1.01 changelog ( http://pastebin.com/FS0dPHcj ) for specifics.
- If you use a "build anywhere" mod that drops a workbench wherever, I CANNOT guarantee that settlement won't be looted. Because I don't know if that mod uses a vanilla or custom workbench. (If it is a custom workbench: send me the FormID and mod name, then I will add it to the FormList of checked items.)
SCAVVER FAQ
The FAQ is located in the Articles tab on Nexus.
That's all for Version 1.04. There will be another update soon (early next week?) for people interested in having Scavver as a companion. If you would like to see the Unlimited Companion Framework mod in action, my narrated video test is at https://www.youtube.com/watch?v=5uAH6OKWPT0 . (At the end of several fights, I had 5 followers: Scavver, a Diamond City SWAT guard, a Raider Scavver, Dogmeat, and a Personal Pack Brahmin.) The video is over an hour long, so skip to 30 minutes in if you want to jump right to the action.
ThoraldGM | @ThoraldGM | ThoraldGM at GMail.com
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Version 1.03
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SCAVVER - VERSION 1.03 CHANGELOG - 20160706
- Added SignSanctuaryHill (FormID 00021DD7) and MinuteManStatue01 (FormID 0002FFA7) to the list of items that Scavver scans for when arriving at a route marker and deciding whether this location is a settlement that should not be looted.
- When looting (running sweep package), Scavver will now check for items/markers every 10 seconds to see if he should stop looting and visit/travel instead. This should catch any rare, lingering issues. It should also handle experimental events like turning Scavver into a follower with a companion mod, then pulling him away from his route as you walk back to your settlement.
(Be aware that Scavver has special code that runs when you fast travel away from him, and that teleporting him to you as a companion may cause incorrect values or flags in his AI code. However, I'm willing to work with you closely to iron out any issues.)
- Changed the "Scavver is indoors" Z-axis offset from 2500 units to 10,000 units. So his emergency move will shoot him vertically 4x higher than before, then pull him to nearest navmeshed location. If you consider a cone sitting on a piece of paper, and the circle created on the paper as possible landing points, this may result in him showing up further from his route in remote locations. He should walk back to his route and continue business as usual.
If you use an underground mod (railroad, subway fast travel), let me know if Scavver still gets stuck in the rafters when trying to do his emergency move.
A NOTE ABOUT NAVBUMPING:
I move Scavver by XYZ offsets (100, 100, 60) whenever he gets stuck walking outdoors. The problem with that is I don't know ahead of time if that move will place him inside of a wall, or over the edge of a cliff, etc. That's why I use MoveToNearestNavmeshLocation() at the end of my "navbump", so I know Scavver is moving to a safe spot. The problem with MoveToNearestNavmeshLocation() is that I do not get to choose which spot is safe. In fact, I don't even know where that spot will be because Bethesda hides the inner workings of that function. That's why he sometimes winds up indoors, and why I include an emergency move to get him back outside.
A NOTE ABOUT SETTLEMENT LOOTING DRAMA:
All of this algorithm refinement stems from the lack of settlement check functions in Papyrus. There simply is no way to check ScavverLocation.IsSettlement() or ScavverLocation.IsNearSettlement(). This resulted in getting creative, and a LOT of trial and error.
With Version 1.03, there are now THREE different custom checks to see if Scavver is in a settlement. He checks for hard coded marker numbers prior to looting. He checks for vanilla workbenches, the Sanctuary Hills sign, and the Minuteman Statue before looting. And he checks for all of the above every 10 seconds while looting, just in case something went wrong and he needs to stop.
So... if you use Version 1.03 and post "He looted Sanctuary", I might crawl out of my skin. I might take a long walk and reevaluate what I'm doing with my life. Then, I'm going to come back and ask you 3 questions:
-- Are you using Version 1.03?
-- Are you using any experimental mods? (make Scavver a companion, etc)
-- Did you do anything weird at all with Scavver, the game, or console commands?
Because if you STILL have problems with looting at this point, despite ALL of these safeguards, it's going to be a very rare and strange occurrence. And it would help immensely if you have screenshots, video, your plugins.txt load order, etc ready when you submit a bug report. It's not that I don't believe you... It's that I will be shaking my head in disbelief at Scavver's need to be babysat while I hunt for microscopic bugs.
If anything, this proves that AI can do unexpected things and needs to be monitored closely before the machine uprising.
PERSISTENT KNOWN ISSUES
- Outfits can flicker for up to 10 seconds right after Scavver puts them on and starts walking. The behavior is random and hard to recreate. It used to happen most frequently with the drifter outfit on the corpse by the Minuteman Statue, but Scavver doesn't loot that location anymore.
- There is a mailbox and house in Sanctuary that have apparently been pushed forward by my invisible route marker. I'm not sure how or why this happened, or how to fix it. I've asked around about how to reset a cell in the Creation Kit, and may have to use FO4Edit to find/fix the problem. The search for a solution continues and this is a HIGH PRIORITY problem.
- If you use a settlement boundary mod that expands the boundary beyond 10,000 units from the main workbench, the prior warning about the Venn diagram danger zone still applies. Check out the Version 1.01 changelog ( http://pastebin.com/FS0dPHcj ) for specifics.
- If you use a "build anywhere" mod that drops a workbench wherever, I CANNOT guarantee that settlement won't be looted. Because I don't know if that mod uses a vanilla or custom workbench. (If it is a custom workbench: send me the FormID and mod name, then I will add it to the FormList of checked items.)
SCAVVER FAQ
The FAQ is located at: http://pastebin.com/jQP0vKTX
That's all for Version 1.03. Keep the suggestions and bug reports coming.
ThoraldGM | @ThoraldGM | ThoraldGM at GMail.com
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Version 1.02
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SCAVVER - VERSION 1.02 CHANGELOG - 20160704
This is a quick holiday edit to get the mod baseline to where I think it should be. And that baseline is that you should not be afraid to use my mod. So...
- I hard coded the values for Sanctuary, Vault 111 Exterior, Red Rocket, Drumlin Diner Campsite, and Tenpines Bluff into the "Do Not Loot" algorithm. This means NO MORE LOOTING OF THOSE SETTLEMENTS! YAYYYYY!!!! Now we can move on to witnessing Scavver's general awesomeness ;-)
- It also means Scavver will no longer loot Trashcan Carla's vendor container that is apparently buried at Drumlin Diner Campsite.
- If you weren't aware, Scavver has an emergency move function that moved him to origin if frozen for 30-40 seconds. I changed that location to the most recently visited route marker, instead of sending him all the way back to Vault 111 Exterior (which is where he was walking to at the end of the last video I posted). I already track that information as part of his AI movements, so it didn't make sense not to use it to full advantage.
- Scavver now has a donation bin if you want to "give" him items! Thanks to frogprincessQ4 at Nexus mods and Bjderochie at Bethesda XB1 mods for the requests. My version of that idea is a rocket-shaped trash can in his trailer. (Maybe it's just because I'm a huge Ray Bradbury fan.) Anyway, anything that you place in the Donation Bin immediately goes to Scavver's inventory, so make sure you want to send the listed items before closing the bin!
- There is a FAQ and a copy of the "Don't Loot Here" code bundled with this mod. For Bethesda users, you can also find these docs on my Pastebin.
FAQ: http://pastebin.com/jQP0vKTX
"Do Not Loot Here" Code: http://pastebin.com/2vFsqc1M
KNOWN ISSUES THAT ARE STILL UNSOLVED:
- Outfits can flicker for up to 10 seconds right after Scavver puts them on and starts walking. The behavior is random and hard to recreate. It used to happen most frequently with the drifter outfit on the corpse by the Minuteman Statue, but Scavver doesn't loot that location anymore.
- There is a mailbox and house in Sanctuary that have apparently been pushed forward by my invisible route marker. I'm not sure how or why this happened, or how to fix it. I've asked around about how to reset a cell in the Creation Kit, and may have to use FO4Edit to find/fix the problem. The search for a solution continues and this is a HIGH PRIORITY problem.
- If you use a settlement boundary mod that expands the boundary beyond 10,000 units from the main workbench, the prior warning about the Venn diagram danger zone still applies. Check out the Version 1.01 changelog ( http://pastebin.com/FS0dPHcj ) or the "Do Not Loot Here" code for specifics. The only exception is Sanctuary extending to include Vault 111 Exterior. (That one should be ok, but one person using that is waiting on a "No Building" version of Scavver, which is pending.)
That's all for 1.02. Keep the suggestions and bug reports coming. I appreciate your interest and feedback.
ThoraldGM | @ThoraldGM | ThoraldGM at GMail.com
(Don't forget to read the FAQ!)
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Version 1.01
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SCAVVER - VERSION 1.01 CHANGELOG - 20160703
Video: https://youtu.be/pSSwKprSs2A
- This is a huge update. Please stop using the old version immediately (I think most of you have) and upgrade to version 1.01. See the warning below for users of PLACE WORKBENCHES ANYWHERE mods.
- No more looting in vanilla settlements! As Scavver approaches a route marker, he mentally scans for the presence of any vanilla workbenches within a 10,000 unit radius. (He walks 750-800 units in 10 seconds, to give you an idea of the distance scale.) If a workbench is found, he sandboxes within a 5,000 unit radius of his invisible route marker. He should be available to buy/sell for 10 minutes, then move on to his next stop.
- Your settlements ARE NOT safe if you use a mod that extends settlement boundaries > 10,000 units beyond the workbench. In that case, Scavver will loot the edge of your settlement because he won't find a workbench within a reasonable distance. (Think of 2 overlapping circles in a Venn diagram. The shared area is the danger zone.) Since his route goes in a rough oval from Vault111Ext to Jalbert Brothers Disposal and back, the places in danger would include: Sanctuary, Red Rocket, TenPines Bluff.
- Your settlements MAY NOT BE safe if you use a mod that allows you to drop a custom workbench anywhere. My Scavver mod checks a FormList that contains "WorkshopWorkbench ID# 000C1AEB" and the 3 container variants in the vanilla game. I have not checked Conquest, Build/Place Anywhere, etc, to see if they use vanilla or custom workbenches. If you are the author of such a mod, or know specific ID numbers for me to use, then it IS possible to add another mod's workbench to my FormList and make your settlement safe from looting. Just let me know the form details and I will add your workbench form to my FormList.
- No more getting stuck in Concord! (I hope.) The previous "stuck" distance range of 1-100 is now 0-100, so Scavver can safely come down from any ledges or HVAC vents. I also removed an outdated custom location ref type from my route markers that was triggering EditorWarnings.txt, and added all of my xmarkers as reference aliases in Scavver Utility Quest (to hopefully help with persistence / make markers harder to "lose").
- My EditorWarnings.txt and Papyrus.0 logs do not list any Scavver errors. Just wanted you to know that I do check them.
- No more frozen Scavver issues! (I hope.) Because AI can have occasional hiccups, these are hard to pin down. I created an emergency failsafe to "wake up" Scavver and return him to his origin. The code is triggered by movement < 1 sustained for a 30-40 second duration, when sandbox packages Visit and Home are not running. I do not run the algorithm during sandboxing because it bumps Scavver out of his animations.
- Since my "get unstuck" code is not running when Scavver is sandboxing, I ran several tests to see if he gets stuck. He passed with flying colors since the sandbox walking seems to be more aware and robust than regular walking. I even saw a teleport / navbump through a picket fence that is similar to what I do.
- Scavver no longer returns to the same container multiple times after the script takes all contents. Instead, he restarts his sweep package with every container loot until he reaches 5 containers or 10 minutes, whichever comes first. Then he moves on to the next route marker. This has the dynamic side effect of him looting recently fallen items and corpses.
- I'm tired :-P
- I will be taking a break for a few days unless there is another major emergency in the code.
- Requests that will likely be in future updates: a donation chest for giving items to Scavver, a version of Scavver that does not build on Vault111Ext.
- To those who prefer settlement looting: I hear you. I think it could be set up as a mod menu option with a bit of work. Just be aware it's low priority for now. And yes, I do think a band of raiders would be awesome.
- Thanks to everyone for the nice words and feedback, and for being understanding about smoothing out the wrinkles. You can reach me just about anywhere: Nexus, Beth forums, Discord chat, Twitter, YouTube, etc.
Happy 4th of July weekend, Brexit, or whatever you happen to be celebrating. My wife and I met 10 years ago, and have been married for half of that. Cheers!
ThoraldGM
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How immersive, smart, and aware can one NPC become? Scavver is a wandering merchant who loots the region, gets himself unstuck, appraises and equips the best found gear, wears protective gear in radstorms, grows a beard, teaches perks, and builds his own settlement. He is fully voiced and has a configurable mod menu.
Custom Papyrus functions include navbumping over obstacles, special AI package handling in unloaded cells, teaching perks by showing skills, and a status ticker for developers.
COMPATIBILITY
Scavver lives in the blue trailer with the broken window near the top of the Vault 111 elevator. Whenever he returns from his route around the Commonwealth, he builds more furniture at his home. So any mod that alters Vault111Ext should not be used with Scavver.
Scavver has 12 main scripts and a handful of fragments, totaling 1600+ lines of Papyrus code. The scripts are robust and have been vigorously tested, plus several functions were designed to handle disruptive events (like getting stuck on a hill, or fast traveling away from Scavver while he is doing things). Like real life, AI packages can be messy and unexpected things can happen. I haven't experienced any crashes or critical errors, but it's up to you to determine how you feel about using script-heavy mods. I spent six weeks obsessing over details, but I still back up my saves just in case.
KNOWN ISSUES
Workarounds have been attempted for the broken "don't steal" flag in NPC AI packages. Please see the Version 1.06 changelog at: http://pastebin.com/zC06a2P5
Custom Papyrus functions include navbumping over obstacles, special AI package handling in unloaded cells, teaching perks by showing skills, and a status ticker for developers.
COMPATIBILITY
Scavver lives in the blue trailer with the broken window near the top of the Vault 111 elevator. Whenever he returns from his route around the Commonwealth, he builds more furniture at his home. So any mod that alters Vault111Ext should not be used with Scavver.
Scavver has 12 main scripts and a handful of fragments, totaling 1600+ lines of Papyrus code. The scripts are robust and have been vigorously tested, plus several functions were designed to handle disruptive events (like getting stuck on a hill, or fast traveling away from Scavver while he is doing things). Like real life, AI packages can be messy and unexpected things can happen. I haven't experienced any crashes or critical errors, but it's up to you to determine how you feel about using script-heavy mods. I spent six weeks obsessing over details, but I still back up my saves just in case.
KNOWN ISSUES
Workarounds have been attempted for the broken "don't steal" flag in NPC AI packages. Please see the Version 1.06 changelog at: http://pastebin.com/zC06a2P5