[RELZ] IWS: Increased Wasteland Spawns 1.0

Post » Sun Aug 08, 2010 5:58 pm

Not only will they get beefed up but patrols from factions should help.
I also want to have more stationed guards along the way. Basically your average group of 2 or 3 guards chilling out by a burning barrel.

On top of that, I am weighting the random spawn system against spawning tier3-5 creatures nearly as much as they are right now. giant rad scorpions, advlt death claws, sentry bots and anything that I consider to be mini boss status will be fewer and farther between and hopefully away from caravans. To compliment this change however, roads will be more active with troop movement and I imagine skirmishes will be possible. Hopefully caravans will be ignored during such encounters.


Making the caravans friends with all factions should help out a lot. I haven't ran into any deathclaws yet, but i did find a lone wandering nightskin with only 1 bar of health.
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Melis Hristina
 
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Post » Sun Aug 08, 2010 11:36 am

I've run into a bit of trouble with your otherwise awesome mod. I keep coming across red diamonds with exclamation points in the middle. I've tried re-installing the mod, but no change. Please help, my wasteland is so empty without this mod.
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Ross Zombie
 
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Post » Sun Aug 08, 2010 4:24 pm

I've run into a bit of trouble with your otherwise awesome mod. I keep coming across red diamonds with exclamation points in the middle. I've tried re-installing the mod, but no change. Please help, my wasteland is so empty without this mod.


hmm
I suspect that isn't from this mod simply because I don't use new assets for any of the creatures ect...
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Charlotte Buckley
 
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Post » Sun Aug 08, 2010 7:21 pm

Not only will they get beefed up but patrols from factions should help.
I also want to have more stationed guards along the way. Basically your average group of 2 or 3 guards chilling out by a burning barrel.

On top of that, I am weighting the random spawn system against spawning tier3-5 creatures nearly as much as they are right now. giant rad scorpions, advlt death claws, sentry bots and anything that I consider to be mini boss status will be fewer and farther between and hopefully away from caravans. To compliment this change however, roads will be more active with troop movement and I imagine skirmishes will be possible. Hopefully caravans will be ignored during such encounters.


The roads being more active with troop movement and skirmishes sounds great, so do the stationed guards. The thing to consider with beefing up caravans is it could unbalance it in the other direction. Some groups of traveling merchants are respawnable, example is the one that spawns between Nipton and Novac. They could end up winning every encounter and with no effort which detracts a little from the harsh environment that they live in. I don't like to see these guys getting killed all the time but I'd hate to see other npc's have no chance of killing them at all.
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Jade Payton
 
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Post » Sun Aug 08, 2010 3:45 pm

The roads being more active with troop movement and skirmishes sounds great, so do the stationed guards. The thing to consider with beefing up caravans is it could unbalance it in the other direction. Some groups of traveling merchants are respawnable, example is the one that spawns between Nipton and Novac. They could end up winning every encounter and with no effort which detracts a little from the harsh environment that they live in. I don't like to see these guys getting killed all the time but I'd hate to see other npc's have no chance of killing them at all.


I didn't know that they were respawnable, I knew they weren't named as in FO3 so I thought they may respawn but I wasn't sure.
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Liv Brown
 
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Post » Sun Aug 08, 2010 9:15 am

The ball is rolling on the scripted configurable spawn system. This single feature will greatly enhance IWS and will even increase spawns in most interiors!
The amount of work going into this system is huge though and I will be in hardcoe crunch for a bit. I hope to have a release with most things in place before the 24rth as I am going on an 11 day vacation on that day.

Primm spawns have been reverted as those will be disabled after a certain quest is completed and will also be configurable through script.
There needs to be a bunch of new variations of npcs for each faction created, guards, patrols and troopers. The IWS script with configurable spawns will only influence the newly created spawns and leave the others alone.

I want to try and get a basic version with most of these guards, patrols and civilians in place very soon. The IWS configurable script will be in a later release.
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Brandi Norton
 
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Post » Sun Aug 08, 2010 11:50 am

How will the problem of innocuous NPC wipes be handled? I read about problems like the 188 getting wiped by the increased spawns in earlier versions.
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Kate Schofield
 
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Post » Sun Aug 08, 2010 10:29 am

Great mod, and executed very well.

I'm looking forward to the increased guards, as two quest figures have died in my current playthrough near the Mojave Outpost (but it's the wasteland, what do you expect?)

Also, I noticed a large amount of sentry bots (in relation to other spawns). I enjoy fighting them, but I felt they were more of a staple than a "random" encounter. I felt their presence was a bit excessive.

However, the Nightkin coming out of nowhere with a minigun was absolutely bad ass. I think these encounters could be upped a bit (I'm running the current version of your mod), as I've only had it happen once, maybe twice in about 10 hours of play time.


Overall, great mod. Looking forward to the next update.
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lillian luna
 
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Post » Sun Aug 08, 2010 5:10 pm

How will the problem of innocuous NPC wipes be handled? I read about problems like the 188 getting wiped by the increased spawns in earlier versions.


Reduced recurance of overly strong spawns. Giant rad scorpions, sentry bots ect...
Add faction guards to towns and patrols on roads with the corresponding factions, NCR, Fiends, Legion, Great Khans, mercenaries/civilians. ( viper, jackal, BOS will be in a later date )

The current version available has some problems with NPCs being attacked, however it has been reported that some overhauls or other mods such as Awren's will further instigate this problem. Any mods that increase the wandering/search area of a spawned creature will directly conflict with this module. The spawn placement that I am working with is very specific to vanilla wandering/search radius settings.

Wait for the next version that should be fairly soon with basic placement in place for faction guards, patrols and modified creature spawns. These changes combined with making sure you don't have any mods that increase wandering/search radius of creatures should keep your quest npcs very safe.
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Jessie Rae Brouillette
 
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Post » Sun Aug 08, 2010 6:53 pm

This mod does add a nice challenge to the game. I run from goodsprings to new vegas first thing, to break the casinos. Even after dropping close to 100k in gear, I still died a few times walking to primm. Heck, it actually makes me value my companions now. Opposed to treating them as loot carrying human shields.

edit: Oh and running to vegas at level 1, is a real treat, dodging death claws and crazadors(sp?). I go north from goodsprings. It really is a fun test of skill.
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Nikki Morse
 
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Post » Sun Aug 08, 2010 10:55 am

news update

Groundwork is now in place for new faction npcs. :) I also greatly underestimated the sheer amount of work needed to just get new npcs created, then place them in all of the correct locations and then also make large number of new patrol paths on top of that. I am also juggling the script side of this which is an entirely different can of worms at the same time lol..

Well anyway, I made a new observation about the patrol paths. It turns out that this does not work on paper the same way that it does in practice. It doesn't really seem as though much has changed for the most part with standard caravan style troop movement. What I might do is setup check points along roads coupled with smaller patrol routs. Each set of roads will have ownership assigned. Jackals and vipers will not really own any roads but the NCR, Fiends, Great Khans and Legion will.
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Pawel Platek
 
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Post » Sun Aug 08, 2010 1:36 pm

Sounds great! I can't wait to play my first Legion character and have em terrorize NCR patrols!
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Gemma Flanagan
 
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Post » Sun Aug 08, 2010 10:15 pm

Sounds great! I can't wait to play my first Legion character and have em terrorize NCR patrols!


And I can't wait to kill me some more football goons with skirts. :evil:
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sam smith
 
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Post » Sun Aug 08, 2010 10:09 pm

lol yeah, the standard Legion kit does look a little... festive, doesn't it?

@Castle - Have you decided what you're going to do about the super mutant spawns?
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Mr.Broom30
 
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Post » Sun Aug 08, 2010 1:39 pm

lol yeah, the standard Legion kit does look a little... festive, doesn't it?

@Castle - Have you decided what you're going to do about the super mutant spawns?


Super mutant spawns require special attention that I simply don't have the time or resources for right now. For now most if not all super mutant camps have been reverted. I think 2 still remain at the moment.
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Eliza Potter
 
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Post » Sun Aug 08, 2010 12:02 pm

This mod sounds like it'll be pretty awesome. I'll have to install it for my next playthrough. I was using Populated Wasteland, but it had all sorts of problems with save game corruption and CTDs but I loved how there were actually a decent number of people in some of the towns and populated areas. It made the wasteland seem more alive. I'm also all for more Super Mutant and robot spawns, as they're super rare in vanilla New Vegas (especially robots), though if I remember correctly that's pretty close to how it was in Fallout 1 and 2 (well, robots for both and SMs in 2). Will this mod (at least eventually) add more people to the various big Legion areas? I'm disappointed in how few troops there are at Cottonwood and The Fort.
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Carolyne Bolt
 
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Post » Sun Aug 08, 2010 2:18 pm

Oh, bummer. Well I'm glad to know you're still hard at work! Keep it up, this mod is "going places" for sure!
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Marlo Stanfield
 
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Post » Sun Aug 08, 2010 10:08 pm

This mod sounds like it'll be pretty awesome. I'll have to install it for my next playthrough. I was using Populated Wasteland, but it had all sorts of problems with save game corruption and CTDs but I loved how there were actually a decent number of people in some of the towns and populated areas. It made the wasteland seem more alive. I'm also all for more Super Mutant and robot spawns, as they're super rare in vanilla New Vegas (especially robots), though if I remember correctly that's pretty close to how it was in Fallout 1 and 2 (well, robots for both and SMs in 2). Will this mod (at least eventually) add more people to the various big Legion areas? I'm disappointed in how few troops there are at Cottonwood and The Fort.


You can expect to see a lot more of every faction in every location and along roads, cottonwood included. Judging from what I am seeing already right now, distant gunfire is far more common while exploring often due to larger scale gun battles. I keep catching myself just playing rather than working ><

edit: Me and about 2 NCR just literally mowed down what felt like 20+ Jackal gang members... I should be taking screen shots of this lol
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NeverStopThe
 
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Post » Sun Aug 08, 2010 8:01 pm

In the middle of that lake (forgot the name) next to Caesar's Fort, on a platform there is some Lakelurks. I kept crashing after killing the last one every time until I disabled your mod. :(
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Emmanuel Morales
 
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Post » Sun Aug 08, 2010 10:27 pm

In the middle of that lake (forgot the name) next to Caesar's Fort, on a platform there is some Lakelurks. I kept crashing after killing the last one every time until I disabled your mod. :(


ill try to look into that tonight. really strange that's happening. Were you able to kill them in any order and the last one always caused the crash? Or was it specific to one spawn?

At the moment I am working on a contested area where the NCR own one side of the highway and the legion own the other. I have a feeling this area is going to be a warzone...
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katsomaya Sanchez
 
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Post » Sun Aug 08, 2010 10:01 am

ill try to look into that tonight. really strange that's happening. Were you able to kill them in any order and the last one always caused the crash? Or was it specific to one spawn?

At the moment I am working on a contested area where the NCR own one side of the highway and the legion own the other. I have a feeling this area is going to be a warzone...


I had a strange thing happen while, walking to new Vegas for the first time, i had a night skin appeared out of thin air about 2 feet from my character with some sparkly things around him like he had been beamed down by the original star ship enterprise the then quickly whacked me on the head and killed me, :-/ it all happened so fast i wasn't sure if i should laugh or get mad.
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Elizabeth Falvey
 
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Post » Sun Aug 08, 2010 7:46 pm

I had a strange thing happen while, walking to new Vegas for the first time, i had a night skin appeared out of thin air about 2 feet from my character with some sparkly things around him like he had been beamed down by the original star ship enterprise the then quickly whacked me on the head and killed me, :-/ it all happened so fast i wasn't sure if i should laugh or get mad.


ROFLMAO
Ah I didn't intend that but that is some funny stuff there....
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Kirsty Wood
 
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Post » Sun Aug 08, 2010 1:37 pm

ill try to look into that tonight. really strange that's happening. Were you able to kill them in any order and the last one always caused the crash? Or was it specific to one spawn?

At the moment I am working on a contested area where the NCR own one side of the highway and the legion own the other. I have a feeling this area is going to be a warzone...

Tried killing 'em in different order, nothing. But then again, my New Vegas was acting weird all day, so maybe it was just unlucky.
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Craig Martin
 
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Post » Sun Aug 08, 2010 11:54 am

I just ran into something new. It seems like what happens is all of the npcs in the area start walking around with their guns stuck to their hands. When this happens if I walk out of range of that area then walk back all of the new npcs are gone as if I never placed them. If I save and load they all appear again with their guns placed on their hands.

Anyone know the nature of what limit I just hit here?
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Jonathan Windmon
 
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Post » Sun Aug 08, 2010 9:54 am

You may want to post about that in the GECK forum.
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Jarrett Willis
 
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