Scavenger SV-4

Scavenger SV-4

26 ratings
Modding
By Xanderoid
Using information I've scraped together from questions asked within the community feed of this game. I'm working on putting together this handy guide to have all of the modding information right infront of you, instead of having to dig for it through the community feed.
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In the game developer's words...
The game does support some modding as it stands. The only things that are intentionally slightly obfuscated in the data files are the things that contain spoilers about the game, everything else is friendly to modification.

It is very easy to edit the list of suggestions for ship names that the game defaults to, if you want to add new ones or remove ones that already exist - that's in Resources\Data\ShipNames.txt for example.

It is very easy to change the music played by your bunk. Replace the filename Resources\Sounds\musicloop4.ogg with any music you want in ogg vorbis format and it should play on repeat when you turn on the music player in your bunk.

It is pretty easy to change any of the game textures. If you look through the screenshots, you'll see that someone did a custom ship paint job with a Canadian flag.

You could reskin Dungeon Road with the files in Resources\Terminal\Dungeon\*.png - they are a simple 32x32 tileset.

Changing the structures would be pretty easy to do if you have the ability to export Ogre meshes,
there's not much inherently special about them. Scanners would not correctly show the new outline,
the line drawing that a scanner displays onscreen is a separate hand-drawn thing not in or from the mesh file - but the meshes are in Resources\Data\DerelictP[1-75].mesh

The most elaborate mod I think is currently possible would be to start a game, save it immediately, then alter that savegame.
You could change and hand build the entire world, then distribute that savegame to people, and there's quite a bit you could do within there to change how bits of the game work.
If anyone wants to attempt this, get in touch and I'll explain how some of the data structures work and what you could and couldn't do that way.
Legal stuff + Additions:
If the developer wants me to remove this guide or change it about instead of it being a direct quote, they should direct message me or leave a comment and I will change it about.

If you have any information that is not included in this guide, please leave a comment and I'll look into getting it added if it's legitimate information!
10 Comments
Zetalasis 2 Jan @ 1:43pm 
If you compile Ogre 1.8 yourself, (source code found here [github.com]) you can actually use the SDK tools to reverse the game models and get approximate locations for models and such.

One thing I've found about making a modloader for the game is that the ship is 100% static, even during the intro cutscene, where the camera will move instead. I think you're rather expected to position the meshes in blender then export them, though moving meshes is certainly possible through one of the exported PBO functions from Engine3D.dll if you do it from a code mod.
Crystal Sharrd 30 Dec, 2024 @ 6:56pm 
So I've been experimenting, and I need to do more experimentation, but replacing existing models is definitely possible. Model needs to be an Ogre .mesh file in version 1.8 format, placed in Resources\Mesh. The .material file(s), which define the texture(s), need to go in Resources\Materials. Textures files, which need to be DDS images in the BC3 DXT5 UNORM format, go in the ZIP files in Resources\Textures. If the mesh is animated, the .skeleton file needs to go alongside the .mesh file. I'm pretty sure there's additional information from the original .mesh file that needs to be copied into the replacement .mesh, otherwise the replacement model will be present at the front of the ship, and possibly huge.
Rik 16 Apr, 2022 @ 1:13pm 
See the radiation thread in the general discussions area. I explain how to get the Autodoc to completely wipe out radiation when you use it. Cheat Engine (or some other memory editor) required.
BigBadSlayer 28 Feb, 2022 @ 3:29pm 
I dont think we should try to completely remove radiation because then the autodoc would be a completely useless piece of the ship (and also I dont think we know of a way to remove it). but maybe there is a way to edit the autodoc so it cures most (if not all) of the radiation each time we use it
Crystal Sharrd 26 Nov, 2021 @ 9:05pm 
@mpschrodinger The developer's mentioned before that the game uses a 3D graphics engine called Ogre, so I'm assuming that. There is a way to remove the filter (which I have not done), but it won't be showing you sunshine.
SpacePirateKatz666 12 Aug, 2021 @ 12:54am 
Ogre mesh ? what's that ? LOL also how do I mod so that I have a clear sunny weather down on the planet so I can see clearly not garbled.. messed up camera feed ? :D that would be nice :D
Xanderoid  [author] 25 Jun, 2021 @ 5:14am 
Well if you figure it out, be sure to comment it here! I'm sure a lot of the community feel the same way, despite the fact it does oppose what the game is meant to be
IG-JF-CF 25 Jun, 2021 @ 5:09am 
I attempted to remove it with CheatEngine and DnSpy but no luck so far. There must be a way...
Xanderoid  [author] 25 Jun, 2021 @ 4:41am 
As far as I know? There is no way to remove it. All you can do is set the game to easy mode so that the radiation takes longer to work
IG-JF-CF 24 Jun, 2021 @ 4:27pm 
How do we remove that stupid radiation timer so we can actually enjoy the game???