Survivalist: Invisible Strain

Survivalist: Invisible Strain

SIS Scavenge Bodies
23 Comments
SweetCaptn  [author] 27 Oct @ 2:54pm 
Bummer, I'll upload a patch tomorrow which might fix it. The two mods that could be causing this are either this one or the Look For Weapons one, thanks for reporting this issue
Bragdras 27 Oct @ 10:08am 
Is there some kind of bug caused by this when it comes to characters doing their roles? I started a new playthrough and I have This + Auto gear up + Look for weapons and while I have a few other of your mods (leave on foot, split community, incinerator, team start, insulation) I used to not have any role problems until I installed one of these three

Now the characters almost never go cutting wood, or they head to bed when they don't even have a full bar of fatigue yet, I can't say which one it would be but it feels like something is messed up since I used one of these mods, any idea? I'd rather not uninstall Scavenge bodies / auto gear up / look for weapons because they make the AIs a lot better but now they don't even maintain spike traps and it took almost a full 2 ingame weeks for them to build one barn without player interaction
AJ 16 Oct @ 5:35pm 
yes i removed the clothing part, as soon as i installed the public branch it works fine, just the none public it does not, no worries though seems fine on the public branch
Beef Made 16 Oct @ 3:35pm 
Alright thanks
SweetCaptn  [author] 16 Oct @ 3:29pm 
So it's not that it doesn't work, it's that those bodies are from characters they either killed, or saw being killed. It'd make sense that they would check up on them if something got in the way before they could loot the body. I'll change it so that the range is general for every body, but remember to increase it back to at least 5 or 10
Beef Made 16 Oct @ 3:14pm 
I'm noticing the range for scavengable bodies is not working. I set it to 1 and people are still going very far to loot npcs leave their base and walk nearly halfway across the map to loot 5 gold.
SweetCaptn  [author] 16 Oct @ 12:06pm 
Just uploaded a patch which should fix the issue
SweetCaptn  [author] 16 Oct @ 12:03pm 
What's the issue? You don't want them to loot clothing? If that's the issue, did you remove the "<ScavengePolicy>WORN_CLOTHING</ScavengePolicy>" line from the settings xml ?
AJ 16 Oct @ 11:36am 
im having an issue with the AI's looting clothing, im not playing public beta, but would you recommend switching on there?
SweetCaptn  [author] 15 Oct @ 1:20pm 
I think you aren't forced to change the versions, the mod is compatible on both but to be sure:

1) Left click game in gallery and go to "Properties"
2) Click on "Betas" and select "publicbeta" in the drop down menu next to the "Beta Participation" text.

This will change your version to the latest v263
emonts144 15 Oct @ 1:17pm 
I was told to change the versoion of 262 to 263 or something how can i do that.
SweetCaptn  [author] 15 Oct @ 4:51am 
You just have to reload the game normally, if not try exiting the game and launching it again. If you want send me the contents of your settings file so I can check if there's something wrong
Nite^ 15 Oct @ 4:15am 
I edited the config file and removed the ability to loot clothing, however my companions are still lotting clothing items, do I need to start a new game after editing the config file?
SweetCaptn  [author] 15 Oct @ 12:25am 
Good to know :) If you get any other problems let me know
Beef Made 14 Oct @ 7:33pm 
No more crashes since you patched thank you for the quick fix.
SweetCaptn  [author] 14 Oct @ 2:18pm 
Also fixed a bug where your followers wouldn't loot nearby corpses. They now will.
SweetCaptn  [author] 14 Oct @ 2:14pm 
Just uploaded a patch, don't know if it will fix it since I can't reproduce the crash. Let me know if you are still getting them and I'll look further
Beef Made 14 Oct @ 12:14pm 
Exception (v263): IndexOutOfRangeException: Index was outside the bounds of the array. Goal.BuildDebugString (Character character, Goal parent, System.Text.StringBuilder str) (at <c9e40c0db6734ed0a5737ddc590e1fec>:0)
StateMachineGoal.BuildDebugString (Character character, Goal parent, System.Text.StringBuilder str) (at <c9e40c0db6734ed0a5737ddc590e1fec>:0)
StateMachineGoal.BuildDebugString (Character character, Goal parent, System.Text.StringBuilder str) (at <c9e40c0db6734ed0a5737ddc590e1fec>:0)
Character.GetGoalDebugString () (at <c9e40c0db6734ed0a5737ddc590e1fec>:0)
Character.SanityCheckTargetRefCounts (System.Boolean onLoadingThread, System.String prevGoalStr) (at <c9e40c0db6734ed0a5737ddc590e1fec>:0)
Character.SanityCheckTargetRefCounts () (at <c9e40c0db6734ed0a5737ddc590e1fec>:0)
SweetCaptn  [author] 11 Oct @ 1:10pm 
Oh I see, I make the mods on the beta branch since its the most recent version, but It wont give any problems. It's a standalone mod, and the other mod focuses on making sure characters have a weapon at all times, so they can be used together
Bragdras 11 Oct @ 12:01pm 
Hmm, I activated it on current branch but it recommended me to use beta branch

I have a question about the mod itself however, is this meant to be used alongside your other mod that makes characters pick up weapons, or does it essentially replace it?
SweetCaptn  [author] 11 Oct @ 9:15am 
@Camper All Npcs ! @Bragdras Made on the current branch, so it should be working ;)
Bragdras 11 Oct @ 8:20am 
Hello, does this work with current branch?
Camper 11 Oct @ 5:56am 
AII NPC?