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ThoraldGM

Scavver Changelog v1.04

Jul 8th, 2016
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  2. SCAVVER - VERSION 1.04 CHANGELOG - 20160708 - "SHIFTED SANCTUARY FIX"
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  5. I found and fixed the shifted objects in Sanctuary!
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  7. 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.
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  9. 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.
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  11. 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.
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  13. 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.
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  15. 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.
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  17. 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.
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  19. 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.
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  23. KNOWN ISSUES
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  25. - 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.
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  27. - 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.
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  29. - 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.)
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  33. SCAVVER FAQ
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  35. The FAQ is located at http://pastebin.com/jQP0vKTX for Bethesda users, and in the ReadMe tab for Nexus users.
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  39. 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.
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  42. ThoraldGM | @ThoraldGM | ThoraldGM at GMail.com
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