[RELZ] IWS: Increased Wasteland Spawns 1.0

Post » Sun Aug 08, 2010 10:17 pm

double post
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Sasha Brown
 
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Post » Mon Aug 09, 2010 2:06 am

Not to mention the fact that adding Talons to the NV wasteland would be lore-breaking. Their first appearance was in Fallout 3, and we have no reason to believe they are an advanced organization that has ties across the entire country.


Speaking of lore, is being lore-friendly a goal of this mod for future editions? I like it and would hate to have to stick with older versions if new versions add something I like but also add lore-breaking content.


I want to keep things within lore.
If anything I do breaks lore I want it reported so I can fix it. :)

edit: There may be some lore bending in some cases, Legion may not target merchants but still kill civilians ect... But I am not sure about leaving it like that forever...
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LuBiE LoU
 
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Post » Mon Aug 09, 2010 5:29 am

Testing is positive. I may be looking at an RC1 right now.
West side of New Vegas where the fiends are is a damn warzone.... You get a real feeling that the NCR are truly in conflict with the fiends. The area seems way harder now though, I was eventually taken out during a large fight in some ruined buildings. The fiends were in large number across the street. Once the fighting started the ncr moved forward and I was caught by a few stray bullets and a frag before I was able to get into cover leaving 3 limbs wounded. The NCR started going down pretty fast against the fiends and I was eventually overwhelmed... There were bodies everywhere in the place that I died lol...

Getting closer... only a little bit left to do.
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Annick Charron
 
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Post » Sun Aug 08, 2010 9:38 pm

Well, I'd actually prefer it if Legion attacked merchants and didn't attack civvies. It would make more sense lore-wise, as they tend to capture those who don't fight and put em to work as slaves. And if the unnamed traveling merchants respawn, I don't see why Legion shouldn't go after them to take their stuff.

Good to hear about the fiends! I always wondered why Colonel Hsu and Major Dhatri and pretty much everyone at McCarran were all like "omg fiends!" and I walk in there and wipe em all out single-handedly and I'm like "meh, fiends."
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aisha jamil
 
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Post » Sun Aug 08, 2010 2:31 pm

Actually it would make more sense the other way around, the legion is more likely to capture / ignore a merchant if they will trade with them as for civilians they would kill most of them they only take the women as slaves, males are killed unless they are children then they are recruited. I would go with Legion only attack merchants that are aligned with the NCR so crimson caravans, the gun runners etc, ignore neutral travelling merchants / prospectors and all civilians are targets. Also will we see more legion spawn outside Novac where boon / manny can get them?
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x a million...
 
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Post » Mon Aug 09, 2010 4:27 am

Right now the area around novac is pretty secure from legion. South of novac is a bit of a warzone if you follow the roads It seems that legion have yet to reach that far north on the main roads.
Well guess what, I managed to get a basic version of the spawn code in place as well! Yep configurable spawns in addition to all of the insanity already added. Unfortunately I only have enough time to make the spawn code work for feral ghouls but I believe that it is a pretty effective proof of concept so once I get back from vacation I will be able to allow you to configure spawns for other creatures and even NPCs like the NCR Legion and Fiends. My spawn code works differently than Martigens does but the end results are pretty much the same. You will have the ability to further increase feral ghoul spawns beyond what the standard esm offers. This also applies to all interiors with feral ghouls as well so its not just the wasteland that is more active now!

I was doing some testing on the new code as a level 5 trying to work my way through the Repcon sequence with spawns set to max. I leveled 3 times before I was able to reach the front doors. Its pretty crazy. According to the script readouts in the console There were 57 ghouls in the first area. I began training them back to the new town guards at Novac to get help to clear them out lol. The town guards work really well at keep Novac safe!

anyway I am going to start packing this up now for release.
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Peter P Canning
 
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Post » Mon Aug 09, 2010 1:26 am

Yeah, that would make the most sense - Legion attacking NCR merchants like the CCC, but I think the Gun Runners are independent? At least, they don't share NCR rep like the CCC does. Yet, the 188 uses NCR rep, and it has the NCR merchant _and_ the Gun Runner merchant, Alexander. I've heard that in the vanilla game, Legion troops sometimes attack the 188, but I have yet to see it. It's most likely that the Legion would target anyone who is friendly to or does business with the NCR in any way (look at what they did to Nipton).
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Shianne Donato
 
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Post » Mon Aug 09, 2010 1:45 am

There were 57 ghouls in the first area

Holy Hell YES cant wait to experience the New Vegas version of Arlington Cemetery with Feral Ghoul Apocalypse :mohawk:
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Haley Merkley
 
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Post » Sun Aug 08, 2010 10:14 pm

Holy Hell YES cant wait to experience the New Vegas version of Arlington Cemetery with Feral Ghoul Apocalypse :mohawk:


The code will detect all ghouls and add 2-5 additional ghouls ( with Ultra Spawns enabled ) even if they are spawned dynamically with another script so watch out you don't melt your pc or something lol...
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April
 
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