[WIP] Gabriel's Gangs Expanded

Post » Tue Jul 09, 2013 5:11 am

I thought I had a thread in this forum for this mod but I guess not.
This is a mod I've been on and off with for some time, my point with this mod is to add new gangs to the wasteland that use weapons that are normally not used by NPC's and only by the PC.
Like That Gun, when has an NPC ever used it?

So it's not lore-friendly but at the same time doesn't collide too much with the existing lore either, just makes the wasteland a little more dangerous at various sites. (Except for some of the weapons, like when I get Dead Money I'm gonna add Holorifle to probably Proton in the Mojave.)

Here is the mod: http://newvegasnexus.com/downloads/file.php?id=42840


Anyway, I'm just gonna copy paste my description from my mod:

Spoiler

Update December 13th:

Still busy with Skyrim and feeling like crap every day, but I updated it.
It now requires Honest Hearts, Old World Blues and Lonesome Road.

-----------------------------------------------------------


PRE-ALPHA

[Update - v0.3]

[Description]
I'm planning on making this a real mod but at the moment it's pre-alpha stage and I'm justs uploading it here to show for a friend who wants to test it out.

The intent of this mod (when it's at least Beta) is not to use any mod weapons or mod armors or any other custom created user items.

It's simply to make certain weapons and armors otherwise not used to actually be freaking used.

I always hated how only "I" get to use the Plasma Caster or how only "I" seems to be able to get the Combat Armor MKII (Excluding "one" NPC where the unique Gauss Rifle is.).
So the intent of the mod is to take the items that in the vanilla game only the player will use and add them to the enemies.

Reason for creating new ones is of course to breathe some life into it and because there are far too few mods that bring in new gangs.

And while I only use vanilla resources I'll try to make each new gang have it's own feel when you meet them.


[Requirements]
For version 0.5 it requires:
* Honest Hearts.
* Old World Blues.
* Lonesome Road.

For version 0.4 it requires:
* Old World Blues.

Anything prior to these two does not require anything but the base game.


[Locations]
Raders are in the Crescent Canyon, it's basically south of Mojave Outpost (have to go around the mountain though.)

Then we have the Sub Runners which you can find in the southern part of Primm, in the northern road of Primm and their leader is by the drive in theatre to the southsouthwest of Nipton(???).

I changed the Guardians location as the first location was just a way to show off each of their members in one collected area, I'm going to give them a couple of more locations once I've figured out where is a good place for them that don't interact with any existing spawns.

A Guardian patrol can be found in the hills to the south-east-east of Nipton just above one of those named shacks and to the west of Legion's safehouse.

Oh and there's a crazed sniper in the hills to the east of Nipton too.



[Update 5]
* Sub Runners have been edited in health and Perception, the upper tier of this gang uses 10mmSMG's while the leader (which can be found at the entrance to the OWB DLC) wields a .45autoSMG.
* I gave one of the Strange Farmers a H&H Tools Nail Gun.
* I gave one of the ReveliƩrs a Shoulder Mounted Machine Gun.
* And I gave one of the Paranoid Mercs a Red Glare.





[update 4]
I've added a new gang that uses Old World Blues items.
* Proton

They can be found at:
SPOILERSPOILERSPOILERSPOILERSPOILERSPOILERSPOILERSPOI
SPOILERSPOILERSPOILERREPCONNHQSPOILERSPOILERSPOILER
SPOILERSPOILERSPOILERSPOILERSPOILERSPOILERSPOILERSPOI

(Warning: Proton are incredibly dangerous due to their equipment, tweaked stats and high numbers.)






[update 3]
I've added 7 new enemies to various locations.
* Strange Farmers
* Paranoid Mercs
* Invaders
* ReveliƩrs
* Spies
* Charred Raiders
* Massacrist Twins

I will on the other hand not spoil their locations, what's the point in adding new enemies to make things unexpected if their locations are spoiled to you.
Though I will say that some are near major locations.




[Feedback]
I'd appreciate it if you gave feedback on how challenging gang were for your level and equipment and if the loot reward is too unbalanced.



[WIP]

Lone Survivor (X)
Bombermen (X)
Carravettes (X)
Rhoderus' Gang (X)
Vault 34 Survivors (X)
Mojave Slasher (X)
REPCONN Escapees (X)
The Lone Scribes (X)
Idiot With A Rifle (X)


The description is rather outdated.
As to the mod, I'm not planning on actually even trying to continue with it on a serious level until I have Gun Runner's Arsenal and Dead Money.
And considering my economy is a bit tight and that I have to use a friends credit card to buy the DLC's it might be a month or so before I'll be able to purchase the last DLC's and finally begin any real development on the mod.



Anyway, just thought I'd show it here.

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James Rhead
 
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Post » Mon Jul 08, 2013 11:28 pm

Updated it: http://newvegas.nexusmods.com/downloads/file.php?id=42840

Two new gangs, can be found at the railroad to the north-east-east of 188 and at Camp Guardian.
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Melis Hristina
 
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Post » Tue Jul 09, 2013 9:57 am

Updated: http://newvegas.nexusmods.com/downloads/file.php?id=42840

Changelog since last time: (At least I think this is since last time)


Changelog 29/02/12

* Added Green Gecko's to the south-east of Boulder City, up in the hills, to west of Forlorn Hope, to south of Boulder City, in the hills and a crapload scattered around Legion's lands down south-east on the map.
* Added Tunnelers south of Violet (Fiend), at Vault 11 and to north-east of 188.
* Added Robo-Scorpions to south-west of Vegas, to north of Hidden Valley.
* Added Spore Carriers to east and west of traintrack leading to Nipton, to Emergency Service Railyard and Hidden Valley
* Added Berserk Securitrons from OWB to Ivanpah Dry Lake (south)
* Added Damaged Securitrons from OWB above of Crescent Canyon
* Added Police and Military Cyberdogs from Old World Blues to the Big Empty Satellite.
* Moved the Big Empty Satellite Sub Runners to the Nipton Trailer Park
* Added Omerta Thugs and two Strippers to Novac Motel Room.
* Added Arizona Savages on the road leading from Primm towards Mojave Outpost and in the hills to the west of said gang


Changelog 11/02/12

* Removed the Protons from all areas.
* Made Nade Riders and Guardians enemies.
* Added Guardians and Nade Riders to fill the empty Protons position.
* Changed Guardian Leader's SPECIAL to all 10.
* Changed Minigun, Caster, Sledge and GMG Guardians' STR to 8.


Changelog 07/02/12

* Gave each Rader +20 more health
* Decreased Rader Perception from 7 to 5 (Considering that their headgear isn't exactly practical)
* Changed Crazed Snipers health from 360 to 640
* Tweaked the Guardian Leader's gear to be 100%
* Tweaked the Dying Hellfire Guardian to have low CND on his gear and raised his speed by 30%
* Increased all Guardians' health severely.
* Made "Idiot With A Rifle" level scaled
* Added mines around Raders
* Added a minefield around Crazed Sniper
* Added a mine cache next to the Crazed Sniper
* Added a bedroll and some objects around Crazed Sniper to form a small "nest"
* Added "Idiot With A Rifle" a little north of North Vegas Square
* Added Guardians to the Matthews Animal Husbandry Farm
* Added Guardians north of the crashed Vertibird


Changelog 06/02/12

* Changed Hoover Dam "Spies'" location from under the bridge leading to the Dam further to the east so that they don't necessarily interfer with players.
* Changed Hoover Dam "Spies'" location from first part of the tower to the second part of the tower.
* Changed "Spy" name to "Brotherhood Spy"
* Changed Brotherhood Spy health from 70 to 230
* Changed Brotherhood Spy level from 4 to 22.
* Added a Reputation system for Sub Runners (Planning to make their armor a Faction armor)


Changelog 29/01/12

* Increased health for Sub Runners
* Increased Health, Perception, Strength, Endurance and Aggresiveness for Crazed Sniper
* Added the gang Nade Riders.
* Repositioned the Proton's and decreased their numbers.


Changelog 21/01/12

* Created new titles for the Proton's: Foot Soldier, Spotter, Demo, Veteran and Enforcer
* Changed health values for Proton's: ^101, 150, 190, 220, and 330 respectively.
* Added Bowie Knifes to three of the Strange Farmers.
* Changed the amount of Proton's at REPCONN HQ
* Added new Proton Patrol at the road from Goodsprings going east then north by Quarry Junction.
* Added the gang Ionites.
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e.Double
 
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Post » Tue Jul 09, 2013 7:11 am

Updated it: http://newvegas.nexusmods.com/mods/42840?sid=wBHzHDusxDEzzuEHvzwxyCHzxAwBCvtwsyHFEDtw#

Mod now includes Vault 34 Survivors, a small group of paranoid ghouls using vault 34 security gear.

Busy with playing games I recently purchased so it will take a month or so before I update it any further.
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candice keenan
 
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Post » Tue Jul 09, 2013 10:23 am

Man I've been neglecting this mod... But here is a update: http://newvegas.nexusmods.com/mods/42840
I've added a new gang called Blood Men which are near West-side.
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Siidney
 
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Post » Tue Jul 09, 2013 8:59 am

Hm, last time I updated this was June.. Anyway, I've updated my mod again with some new stuff: http://newvegas.nexusmods.com/mods/42840

I dunno what I've added since last time I updated on this thread, but the most recent update has added some notes to some of the gangs which explains why they're there or are just humorous.

And as I don't want to create a new thread for these others mods I'm just going to promote them here.

Gabriels Perk Tweaks: http://newvegas.nexusmods.com/mods/44485 - Tweaks perks to fit a 1:3 perk ratio (some are merged, some removed, some strengthened)
Gabriels Poison Merchant: http://newvegas.nexusmods.com/mods/47374 - Adds a Legionnaire merchant who sells Survival ingredients and tribal remedies.
Gabriels Random Additions: http://newvegas.nexusmods.com/mods/47357 - Adds starter kits, a new apartment in Freeside and Cazadors in an underpass.
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Sarah Evason
 
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Post » Tue Jul 09, 2013 6:13 am

Very nice, wanna try this out. Do have a question, u think the enemies that are added will clash with overhaul mods u think?
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Franko AlVarado
 
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Post » Tue Jul 09, 2013 1:54 am

Depends on what overhaul mod you're talking about and what it affects.
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Melanie Steinberg
 
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Post » Tue Jul 09, 2013 4:03 am

Gonna try this out, I need more crap to blast.
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Leticia Hernandez
 
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Post » Tue Jul 09, 2013 2:42 pm

Wow, nice. Add more variety. Does Increase Wasteland Spawn mod affect the new gangs spawn?
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FirDaus LOVe farhana
 
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Post » Tue Jul 09, 2013 3:09 pm

I'd like to know that and if they respawn. I want to keep doing this over and over.

I'm a terrible role player.

EDIT: I think IWS might play nice with these guys because there were a damn lot of Arizona Savages at that one camp.

I mean a lot.
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Karl harris
 
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Post » Tue Jul 09, 2013 1:44 am

I don't think IWS should affect the mod, it's designed (IIRC) to increase base game spawns, not mod spawns, but I haven't tried the two together so I wouldn't know.
As to the Arizona Savages, I added a lot of them, so I don't think IWS affected their spawns, they are just lots by default. (Same with Sub Runners in Nipton and Nade Riders up north)

And yes, all of them should respawn, I don't know about the first Sub Runners, it was early in the mod and I think I didn't hit the checkbox for them to Respawn, but for everything beyond Sub Runners and Raders they should respawn after a while. Idiot With A Rifle is one that respawns, and when he does it hurts.
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Alex [AK]
 
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Post » Tue Jul 09, 2013 1:05 pm

Man those guys in spacesuits and alien blasters f'd my ass right up. I made a detour through the deathclaws in the area, and that says a lot.
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patricia kris
 
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Post » Tue Jul 09, 2013 3:58 am

I'm glad they are terrifying. /smile.png' class='bbc_emoticon' alt=':)' />

But I would really like to place them somewhere else.
Does anyone have a nice location in mind where the Invaders could be relocated? (And not the alien crash site with Wild Wasteland cause they will conflict with the aliens/raiders there)
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Quick Draw III
 
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Post » Tue Jul 09, 2013 1:12 pm

Updated the mod with the new gangs Lost Men which can be found at Calville Bay and Krazies which can be found in Coyote Mine.
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saharen beauty
 
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Post » Tue Jul 09, 2013 2:19 am

Ok gonna try this out, really looks promising. Running with fook and jsawyer, think theyd play nice with this mod by chance?
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katie TWAVA
 
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Post » Tue Jul 09, 2013 12:55 am

I played it. Its pretty nice but some constructive crtiisim. Work on your naming. Rader is a bit lame of a name. All in all its good
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Chris Jones
 
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Post » Tue Jul 09, 2013 10:56 am

I guess?
I don't use Sawyers mod so I don't know what it does and I honestly have no idea what fook is, heard of it, never looked into it.
So I dunno how they mesh with my mod. /shrug.gif' class='bbc_emoticon' alt=':shrug:' />
I only use my own tweak mods and Project Nevada.


[edit]

Rader is lame?
I thought it was mildly clever, raiders, using rad-suits, in an irradiated area, and they have rad-away, Raders.
Oh well, to each their own.
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Ria dell
 
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Post » Tue Jul 09, 2013 10:10 am

well if it works with pn, it should work for fook /smile.png' class='bbc_emoticon' alt=':)' /> downloading when I get home
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chinadoll
 
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Post » Tue Jul 09, 2013 7:25 am

Okay, report back to me if you find a gang to be unbalanced so I can tweak them. Also remember that some of the gangs, generally the leader, has notes/diaries on them explaining their reason for being there.
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yessenia hermosillo
 
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Post » Tue Jul 09, 2013 1:21 am


http://newvegas.nexusmods.com/mods/34684. A humongous overhaul of pretty much every aspect of the game. I've been running it PN lately, and as far as i can tell it doesn't effect enemy spawns. Equipment yes, but not spawn points or numbers, so it should be good.

I think i'll include this in my game too, high risk high reward enemies are what i like, and i don't have AWOP this time.

Edit: Well, the guys in front of the Repconn HQ might be messed up. They see me when i'm sneaking in the middle of the railway bridge going over the highway west of the followers outpost. Before i can even see the front yard of the HQ from the bridge.
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Jessica Stokes
 
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Post » Tue Jul 09, 2013 12:50 pm

Which one? I think there are Nade Riders 'and' Guardians there last time I checked.
One of the Guardians has a Anti-Materiel Rifle and a high PER, so that might be why you're spotted.
Then again, the Guardians are meant to be my mods most toughest gangs, so that one can't sneak up on them I would consider a bonus.
Might force people to use Stealthboys if they wanna take them on.

Check it out again and try a different direction, like west, north or south and see if they spot you the same way.


[edit]


I checked it out and they're fine with their view distance for me. Didn't notice me as I hid out by the houses to the east until I shot at them.
Uploaded some images for Lost Men and Krazies.
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John Moore
 
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Post » Tue Jul 09, 2013 4:25 am

Might've been a glitch with another mod then, as i was using at Project Nevada's stealth field armor then too. And IWS had apparently tripled their numbers. As it did for several others groups, there were propably two dozen Sub Runners at Nipton. Also the spore carriers near the emergency railyard and at Hidden Valley don't have names for me when VATS targetting or looting them.
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Amy Siebenhaar
 
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Post » Tue Jul 09, 2013 2:25 am

That has not been an issue for me so it might be your own mod-setup.
Sometimes, very rarely, names don't show up for me either.
Did so even on the xbox.
So I don't think it's necessarily my mod doing it.
But I'll check it out later.
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Matt Fletcher
 
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Post » Tue Jul 09, 2013 8:24 am

New version, 0.74, includes the new gang Tech Cultists: http://newvegas.nexusmods.com/mods/42840/?

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helen buchan
 
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