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Wilnath-Scavenging_Scone-0.1.2 icon

Scavenging Scone

A character and framework about opening crates.

Date uploaded 2 years ago
Version 0.1.2
Download link Wilnath-Scavenging_Scone-0.1.2.zip
Downloads 147
Dependency string Wilnath-Scavenging_Scone-0.1.2

This mod requires the following mods to function

Packer-Packers_MapGenerator-1.1.1 icon
Packer-Packers_MapGenerator

An advanced map generator with Supply Raid(SR) & H3MP support

Preferred version: 1.1.1
nrgill28-Sodalite-1.5.1 icon
nrgill28-Sodalite

Modding API and tools for H3VR code plugins

Preferred version: 1.5.1
Packer-SupplyRaid-1.3.1 icon
Packer-SupplyRaid

Supply Raid(SR) Gamemode, with native H3MP integration

Preferred version: 1.3.1
sirpotatos-DrPotatosHomeRemedies-1.0.1 icon
sirpotatos-DrPotatosHomeRemedies

Custom healing items pack

Preferred version: 1.0.1

README

Scavenging Scone

Scavenging Scone is a SupplyRaid and Safehouse Progression focused character around finding what you need in the world itself, making do with what you have to progress.

Beta

Currently in beta, as balance and features may be off or broken. There's also a couple of things I consider vital to be missing

  • Using money is a little bit odd, maybe try out hideout progression?
  • Experimental branch has some toys that are really interesting for this character that I cannot implement yet.
  • The lack of a backpack other than the vanilla one, storage is a bit annoying

Features

Scavenge, Loot, Plunder

You cannot use any SupplyRaid facilities to acquire gear. Instead, different containers of items will spawn in MapGenerator generated maps. These contain weapons, ammunition, tools, magazines, gear, medicine and a whole host of other commodities of varying usefulness.

Fight the guards, Up the risk, Reap the rewards

The main place for loot containers to reside is in buildings, and the glizzies have taken note of that. Within these buildings are guards safekeeping the supplies.

Fighting against the Glizzy Guards, your SupplyRaid Capture Points consist of a wave of stronger enemies. In defeating them, the loot around the map will shift, old containers will despawn and new ones will come in. These containers now contain more valuable and useful weapons.

There are five tiers of loot, each tier changes the value of the containers, which also increases the amount and strength of the guards in the buildings.

The jackpot

Not every container is the same, requiring you to adapt your strategy to what you can procure on site.

Some containers may be of note, as they are rarer but guarantee weapons.

  • Metal Crate - 2% to spawn - Contains a guaranteed weapon of the current tier. Must be opened with an explosion.
  • Keycard Crate - 2% to spawn - Contains a guaranteed weapon of the tier above the current one. A white keycard must be scanned to open. White keycards have a 3% chance to drop from any enemy.

Adjustable loot tables

Building on top of a custom format for storing loot tables, weight and drops can be hand-tailored to fit the gameplay. Low-tier ammunition and weapons will stop dropping once you progress far enough.

Curious how it works? Peek scavenging.lttbl!

Provided profiles

A SupplyRaid profile and two MapGenerator profiles are provided.

Supply Raid

  • Suggested Scone - The suggested settings for playing as Scavenging Scone.

MapGenerator

  • Loot Village - A forest-dense, spaced out village. Buildings are more valuable. The ability to snipe provided you find a sight-line and scope is possible.
  • Loot City - A city sprawling with glizzies. Expect CQB and keep an eye on the windows. Buildings are less valuable, but with the amount of them you'll still be able to rack up some useful stuff.

Notes

Recommendations

Quickbelt

I highly recommend using the PackRat quickbelt layout, as it features most slots to store items in.

SupplyRaid

You can change SupplyRaid settings to make the character easier or harder depending on your liking. Some settings of note are:

  • Starting Level - Setting this to above 0 does affect the tier of loot and guards spawning around the buildings. I thoroughly recommend keeping this to zero however, as the Supply Points are a jump in difficulty incentivising risky behaviour
  • Max Defender Enemies - There will only be at most 11 Defenders at each Supply Point. Can reduce if you're scraping for performance.
  • Game Length - As of currently there is no reason to have this to anything but Marathon.

MapGenerator Settings

If you are using a theme outside of Snow Fields, which this pack builds around, make sure it has interior props to actually spawn containers with. Then, use the "Lootations" theme ontop of the theme you want.

I recommend playing with the Time Progresses setting on, as it adds a level of immersion. Sosig Vision is impacted by time of day and can therefore be beneficial to you should you get your hands on some thermal scopes (whenever that gets added to stable)

You can yourself change map generator settings around to see what best fits you and your PC. A major one is Interior Props, as this directly ties into the games pacing and performance. Loot containers and Enemies are both tied together, upping the risk and reward of both. If you find yourself being overwhelmed or your PC lagging you can lower the interior props

Exterior props is best kept relative to the map size, as this is used to sprinkle padlock-locked boxes around the outsides. This does not up the danger of the rest of the map, which could make the character unnecessarily easy...

Safehouse Progression

With limited ammunition and a few different calibres to ping-pong around with, it's best to play this mod with Safehouse Progression so you can keep a warehouse of supplies to use.

A few recommended ways to extract: One option is turning on the One of a Kind and Hub settings in MapGenerator and homebrewing a rule to only extract in the gray rectangle building that spawns in the middle of the map. Another is to use the Extraction Zone setting, that puts you out of the map if you remain close to the edge of it for 10 seconds. Provided profiles include both, if you turn any of them off make sure to create a new profile to load your preferred settings with.

Incompatibilities

  • H3MP - Containers and loot does not sync in multiplayer! Host would have to touch everything that drops.

  • Any and all mod weapons - The weapon drop tables are hand-tailored, and as of the moment only work with vanilla. You will not be able to purchase anything, so modded weapons are not gonna be able to drop!

Experimental Features

  • Culling - A system that disables items should you wander too far away without picking them up. Not base as I'm not entirely sure it's bug free or impactful.

Known Bugs

It's possible for containers to spawn under the terrain if that part of the building is under it. This might make loot that spawn in it irretrievable.

If any container opens with absolutely nothing inside, check your console, most errors are reported in there.

Future development

If I feel like fleshing this idea out further, some possibilities include

  • General object improvements - visuals, sounds, effects, underlying mechanics.
  • H3MP Compatibility - Have played around with, but it does not look easy.
  • Modded tables - The ability to add onto loot pools should a mod exist.
  • Far Sosig Despawning - Not implemented as I was afraid it would lead to sosigs being lead away from their spawnpoint and then despawned mid-fight.
  • Separation of the Lootations Framework and Character - In case anyone is interested in using the Lootations framework for themselves I do want to have the code library independent.

Credits

TRaK - Metal panel - Used for they keycard scanning object.

rubberduck - Metal texture - Used for the metal crate.

Luke.RUSTLTD - Crate texture - Used for a couple of crates.

CHANGELOG

0.3.0

I got my vr setup working again yeehaw half-rushed update because mod was left in a really wonky state

  • Mod should no longer break TnH
  • You can now use the grab ray to interact with containers
  • Removed metal and card crate, wasn't a big fan of how they played
  • Changed remaining containers into more nicer looking variants
  • H3MP dependency removed, still tries to sync if installed (untested because this was added years ago then kinda forgor about it)
  • no longer uses melons ammo boxes and instead uses the now existing in-game ammo boxes
  • added nvgs to loot tables
  • adjustments to loot tables that might break everything im not 100% sure yet
  • removed blurbs about beta

0.2.1

  • Corrected Lootations assembly version
  • Fixed formatting error in readme

0.2.0

Some actual stuff this time around! Compatibilities with some mods, and another early game rebalance

Balance still isn't quite where I want it to be, but I don't want to let these features sit in the dev builds for too long

  • Changed profiles to better fit the new interior prop generation system in MapGenerator v1.0.8
  • Loot spawns for some profiles are disconnected from Interior Props, allowing you to spam buildings with interior props without ruining the gameplay if desired
  • Loot spawns per round can be decided with the hidden "srLootSpawns" variable present in map generator profiles. This cannot be configured on the generator menu and must be edited manually for your custom profiles. If lootspawns is not set, old system of using interior prop% is used.
  • There is still a minimum amount of interior props needed to reach the amount of loot spawns per round desired, a warning is displayed in the console if you did not reach the limit.
  • Now H3MP compatible! Loot is synced between clients and loot behaves properly. This is new and might still have bugs. Bugs will happen if host leaves the game early and clients try to keep playing.
  • Now has modded tables! Tables can dynamically add entries depending on the availability of mods. These modded tables must be defined manually, and are balanced according to power for Scone
  • Compatibility exists for Arpys Backpacks, Lunaires Modern AKS74U, JerryARs airstrike grenades.
  • Added an extra level to the beginning of the game, meaning level zero is not fought against riflemen.
  • Loot still scales the same, so hopefully you have tools a bit more appropriate for dealing with the supplies.
  • Tier 4 weapons no longer drop from normal boxes. Instead, you must open a card-reading box after you take supply number five.
  • This means levels three to five will have the same weapon pool, my hope is that this pool is diverse enough to be fun. Tier 4 weapons are strong but end up trivializing the game a bit and therefore needs to be chase
  • These levels still aim to make loot better inbetween, with space purposefully left for the experimental branch attachments
  • Nerfed the rate good ammo appears early, going back to old values as you progress further into the game. Ammo drop rate has not changed.
  • Tons of weapon table adjustments
  • Added credits to people that have helped the development of this mod
  • Added H3MP as a hard dependency until I can figure out how to make it a soft dependency
  • Updated readme

0.1.3

Still playing around with balancing, there should be more loot and less guard enemies (to the point of maybe being too easy) Feel free to let me know your thoughts in the H3VR-Homebrew discord

  • Locked crates (the ones you have to shoot open) now roll and drop two items to give them more of an identity
  • Wandering squads now have a respawn timer, starting at 3 minutes and going down 20 seconds per supply
  • Fixed way too many squads spawning
  • Player now starts with backpack and wallet (Might not be forever, but storage is an issue right now!) Current bug: spawns two wallets, cannot figure out why
  • Player now spawns with a tactical knife instead of brass knuckles at the start.
  • Following items have been removed from the basic tools table: Backpack, Wallet, Melee Weapons, Rangefinder
  • Basic tools table stops being rolled after two supplies.
  • Loot Objects now have Nav Mesh Obstacles
  • Reduced the weighting of LootObjects as an interior prop, you should be seeing more snowfields interior props spawn.
  • Reduced chance of guards spawning from LootObjects
  • Very slightly increased the squad and guard group size
  • Increased suggested interior prop percentage for City
  • Following low level attachments have been removed from the loot table: Bayonets, Shrouds, Barrel Extenders, Bipods, Handstops
  • Muzzle brakes have been moved from medium level to low level attachments
  • Reduced the chance of a locked crate spawning outside
  • Halved enemy money droprate due to building loot buffs

0.1.2

Thanks to Packer for feedback and updating MapGenerator to fix the edge bug

  • Removed glowsticks from ground spawns due to performance issues (might add back later as a configurable option)
  • Added glowsticks into the loot table as a basic tool
  • Ground spawns remain, but are limited to weak meds.
  • Slightly increased the weight of ammo in loot crates
  • Removed cabinet as loot object due to being janky.
  • Added a small amount of randomly wandering, respawning squads to test gameplay with them
  • Changed sosig spawning so that it adheres to the navmesh, reducing invalid sosig spawns (Thanks Packer!)
  • Changed default settings for profiles to include edge extraction
  • Bumped up dependency versions
  • Updated readme

0.1.1

  • Fixed readme formatting error

0.1.0

  • Uploaded to thunderstore