[RELZ] IWS: Increased Wasteland Spawns 1.0

Post » Sun Aug 08, 2010 4:48 pm

IWS: Increased Wasteland Spawns
=============================
Greatly increased the number of spawn points in the wasteland by hand. All spawns are appropriate for the location and behave exactly like the ones in the game normally. There are just a lot more of them and locations that were once empty are now populated and much more dynamic.

==Version 1.1 change list==
*Pulled back the warzone feel a good bit. ( I want more spawns but it was a bit too much before. )
*Nightkin random encounters are less likely to only spawn the absolutely strongest version every single time after level 16.

Get the mod http://www.newvegasnexus.com/downloads/file.php?id=38623
Do not combine this module with HAM2Spawns as it will cause problems. ( HAM will no longer include an increased spawns module )

==Version 1.0 change list==
*First release: Wasteland spawns increased.
*Gecko factions cleaned up so they no longer fight each other.
*Increased number of allowed dead bodies per cell
*Various bits of cleanup work with spawns in some locations.
*Scorpion gulch has been brought back to sanity. ( Previous version made the area too hard )
*It is now possible to encounter crazed robots and random nightkins on random spawns.
*Modified A few Fast travel spawn locations to prevent instant death on spawn situations.
*More Super Mutant base camps added in the following locations:

Warning: Do not attempt to fight super mutants until you are ready to do so. They are much stronger in FNV than they were in FO3.
==Spoiler Warning====Spoiler Warning====Spoiler Warning==
-Bitter Springs Recreation Area
Super mutants have taken this area over.

-Brooks Tumbleweed Ranch
To the northwest of this location is a highway blockade with water that is now guarded by super mutants.

-Searchlight Airport
Super mutants have dealt with the rad scorpion infestation and built up defenses a bit more.

-Canyon Wreckage
Super mutants moved in here as a scout group. They cleaned out the coyotes who lived here.

-Cottonwood Overlook
This once empty location is now a fairly big super mutant camp.

-Boulder Beach Campground
Small group of scouts here.

-Emergency Service Railyard
This is a decent sized super mutant base camp now

-Raided Farmstead
They killed the people who lived here and took over.

-Mountain Shadows Campground
Small group of scouts here.
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Lucky Boy
 
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Post » Sun Aug 08, 2010 10:18 pm

Hmmm, not bad. Given that I have visited all of those places, adding super mutants there gives me good reason to revisit.


So you mentioned random spawns for Nightkin/Robots. Would it be possible, in the future, to randomize all spawns in the game? The Powder Gangers who fight bloatflies on your way to Primm, perhaps once they're gone, 3 days later, some Jackals take over? Would make the game more dynamic so you wouldn't fight the same creature/humans every time you return to a location.
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Amysaurusrex
 
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Post » Sun Aug 08, 2010 10:37 am

I have been tracking your progress. Great to see the upload. Going to try now. Hope this makes my wandering more adventurous. Thanks again.
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Elea Rossi
 
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Post » Sun Aug 08, 2010 8:22 pm

I may have a new version up shortly that pulls back on the over the top spawns.

My testing also brought up some interesting things. I have been getting reports of stealth rad scorpions now and I have no idea how that is possible. I was on the receiving end of a lone ambush from a nightkin and that was shockingly nasty. He rolled up on me unstealthed momentarily and opened up with a minigun giving me roughly 3 seconds to find cover or die. This module seems to be making the game way harder than intended....
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Marine x
 
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Post » Sun Aug 08, 2010 10:08 pm

Awesome job man! Been waiting for this! :)
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Adam Baumgartner
 
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Post » Sun Aug 08, 2010 5:06 pm

I think the nightkin ambushes need to be removed or toned way the heck down right now. For now keep your eyes peeled for stealth foes until I get the next patch out. I might just make it so they don't happen until you are above level 20 or something.... A nightkin master catching you off guard is worse than stepping on a land mine.
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John N
 
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Post » Sun Aug 08, 2010 7:43 pm

==Version 1.1 change list==
*Pulled back the warzone feel a good bit. ( I want more spawns but it was a bit too much before. )
*Nightkin random encounters are less likely to only spawn the absolutely strongest version every single time after level 16.
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Paula Rose
 
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Post » Sun Aug 08, 2010 10:35 am

-Cottonwood Overlook
This once empty location is now a fairly big super mutant camp.

Dang... looks like I've got a mod for a "conflict list" for one of the new mods I'm releasing in a couple of weeks.
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michael danso
 
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Post » Sun Aug 08, 2010 10:01 am

Dang... looks like I've got a mod for a "conflict list" for one of the new mods I'm releasing in a couple of weeks.


What sorts of things are you doing there? PM me if the info is not public yet.
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Justin Bywater
 
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Post » Sun Aug 08, 2010 1:19 pm

What sorts of things are you doing there? PM me if the info is not public yet.

Not exactly trade secret or anything, but the full explanation includes some details that aren't public yet... so PM sent.

Note: I'm not actually asking you to make a change to avoid the conflict - if you want to, groovy, but I certainly don't expect it and have no problems with you leaving it as is (not going to be insulted or anything). I could change my mod plans, but as explained in my PM, my options are limited.
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Cody Banks
 
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Post » Sun Aug 08, 2010 10:12 pm

Not exactly trade secret or anything, but the full explanation includes some details that aren't public yet... so PM sent.

Note: I'm not actually asking you to make a change to avoid the conflict - if you want to, groovy, but I certainly don't expect it and have no problems with you leaving it as is (not going to be insulted or anything). I could change my mod plans, but as explained in my PM, my options are limited.


Its all good, one of my next goals is to focus on human population vs creatures and I might simply pull back on some changes. For example the nightkins will be removed from random spawns in the next update. Nothing is really set in stone right now not even the new super mutant camps.

==snip==snip==snip==
I think this needs to be one of my next goals. figuring out how to protect innocents in towns using guards, mercenaries and even just fairly well armed wanderers passing through town.

If possible, I would like suggestions on places to look into beefing up. This will also include beefing up fiends, ncr, vipers legion and any other such faction. This might mean that if you are against certain factions that you will have a much harder time actually accessing that particular location without a good disguise.

Id like to get suggestions on this front and what places should be most important and what faction should guard each location ect.
==snip==snip==snip==


I want to start seeing a much more dense human presence in most towns. to a point where the disguise mechanic will start making more sense in more places. locations owned by X faction will have a greatly increased corresponding presence. Places that are more neutral will have more mercenary's and random wasteland wanderers passing through or spending the night. I would like to get general suggestions in not only just populating towns with guards but bringing these places to life with more activity in general.
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Miragel Ginza
 
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Post » Sun Aug 08, 2010 9:07 pm

While I'm all for more stuff to shoot at and more stuff to help me shoot at stuff, I'm worried about having too much stuff. I've tried the popular Populated Wasteland mod, and it kept corrupting my saves, even though the author said he fixed that. As long as that doesn't happen with this mod, I'll be happy! :)
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chirsty aggas
 
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Post » Sun Aug 08, 2010 10:05 pm

While I'm all for more stuff to shoot at and more stuff to help me shoot at stuff, I'm worried about having too much stuff. I've tried the popular Populated Wasteland mod, and it kept corrupting my saves, even though the author said he fixed that. As long as that doesn't happen with this mod, I'll be happy! :)


CASM may help with this; I've been using that and the increased spawn module since pretty much day 1 of it being a FONVA module, and so far (touchwood) I've not had any save game corruption. I even tend to run my game with the increased fiends mod on top of the IWS mod (and increased legion mod too), and that doesn't cause me any issues.

From what I've read, its critical to not use autosave / quicksave if you want to avoid corrupted saves, and this is a long standing problem with the game engine. I've been using CASM since I first experienced corrupt saves in FO3, and I can't recall a single corrupted save once I did that.
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Mario Alcantar
 
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Post » Sun Aug 08, 2010 1:11 pm

One thing I have found to be true is that if you have any kind of mod that increases spawns by hand it must also be esm or it will cause stability to drop dramatically when saving the game or entering/exiting cells.
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Lexy Dick
 
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Post » Sun Aug 08, 2010 10:12 pm

I really do like this mod but I've stopped using it for a couple of reasons. I would have liked the supermutants to be an option, or at least much rarer. One of the places they are at has already got a triggered encounter and the supermutants overshadow the atmosphere created here. I remember the first time I visited that area and I thought the way the default game had it set up was pretty cool. A quest npc was killed in Mojave Outpost by a giant radscorpion, I had no hope of killing the radscorpion before it got into aggro range of the npc.
The other thing is deletion of default spawns, would it not be better to disable these or move them elsewhere or just let them fight it out with the new spawns. It's a great mod though, obviously you've put a lot of work into this and it gives the player another way to level up rather than having to get involved in the major faction quests if they don't want to.
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Charlotte Henderson
 
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Post » Sun Aug 08, 2010 6:39 pm

I really do like this mod but I've stopped using it for a couple of reasons. I would have liked the supermutants to be an option, or at least much rarer. One of the places they are at has already got a triggered encounter and the supermutants overshadow the atmosphere created here. I remember the first time I visited that area and I thought the way the default game had it set up was pretty cool.


Can you be more specific on the location of the area with the triggered encounter?
My plans lately have been to step back on the super mutant spawns in most locations, if not only for the fact that they tend to be so nasty as it is right now. I was clearly hasty in how I went about adding these guys back into the game.

A quest npc was killed in Mojave Outpost by a giant radscorpion, I had no hope of killing the radscorpion before it got into aggro range of the npc.


Yeah, this is definitely a problem at the moment.

The other thing is deletion of default spawns, would it not be better to disable these or move them elsewhere or just let them fight it out with the new spawns. It's a great mod though, obviously you've put a lot of work into this and it gives the player another way to level up rather than having to get involved in the major faction quests if they don't want to.


Can you tell me what spawns you are talking about?
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Isabel Ruiz
 
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Post » Sun Aug 08, 2010 5:49 pm

Can you be more specific on the location of the area with the triggered encounter?
My plans lately have been to step back on the super mutant spawns in most locations, if not only for the fact that they tend to be so nasty as it is right now. I was clearly hasty in how I went about adding these guys back into the game.


SLRaidedFarmstead is the one with the encounter. Cell 000E1A32 has some deleted barkscorpion spawns and Canyon wreckage is the one I noticed with deleted coyote spawns, plus that place has its own special atmosphere for other reasons so perhaps the muties are a bit out of place there.
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Nikki Lawrence
 
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Post » Sun Aug 08, 2010 4:41 pm

I am slowly making progress thus far. I am pulling back on super mutant spawns for now. They are really awesome but they are also ultra problematic in most locations.

The mod is going to get a little easier before I can make it OPTIONALLY harder in the proper manor. although, to appease those of you who want chaos, I will make sure the next version releases with a way to optionally increase spawns further than the standard version.

Keep the feedback coming though. I want to know your complaints and thoughts.
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Sara Johanna Scenariste
 
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Post » Sun Aug 08, 2010 6:55 pm

I am slowly making progress thus far. I am pulling back on super mutant spawns for now. They are really awesome but they are also ultra problematic in most locations.

The mod is going to get a little easier before I can make it OPTIONALLY harder in the proper manor. although, to appease those of you who want chaos, I will make sure the next version releases with a way to optionally increase spawns further than the standard version.

Keep the feedback coming though. I want to know your complaints and thoughts.


Easy Pete usually dies from a coyote attack in my game. Also the powder gangers that attack goodspring, got mauled before they got there by a pack of 10 coyotes, but i liked that so if you can leave that part in it would be great :D
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Claire Jackson
 
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Post » Sun Aug 08, 2010 7:48 pm

noted and lol

edit: Good springs will have a large number of rad roaches and giant rats around its immediate perimeter. Coyotes and other such creature types will be further out in general. Good springs unfortunately, cannot be updated to have guards and things of that nature because it will conflict with story elements.

Primm is also going to receive updates to its increased spawns. Any of the new spawns added to Primm will be instructed to find a new home outside of Primm if the town has already been saved.

Brotherhood of steel will also have increased above ground presence if you finish that part of the story.

New super mutant camps are being reverted, unless you have visited and completed Blackrock mountain. At this point you can expect to find very small groups ( 3 at the most ) of muties searching the wastes for a new home taking refuge in very small out of the way empty places.
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JR Cash
 
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Post » Sun Aug 08, 2010 10:11 pm

I love the idea behind this mod but I too have remove it for the time being as too many civilian NPCs were getting slaughtered by your new spawns. The 188 got almost completely wiped out by a series of attacks in short order. First a Sentry Bot noticed me from the hills just north of it and moseyed on into the outpost and greatly weakened/killed a large number of NPCs. Then a giant radscorpion showed up (no idea where it came from) and really put the hurt on, leaving only Veronica who was cleaning house nicely all by herself btw (I hadn't hired her yet) and one of the arms merchants alive. Then after I was exploring the carnage, a traveling trader caravan came from the Novac direction and somehow managed to attract the attention of 2 wandering young deathclaws in the area. Needless to say, pain was felt by all around.

Don't get me wrong, this was great fun chaos wise and I loved the randomness of what would happen next. Just from a gameplay and story standpoint, 188 was kinda wiped out completely and I can only imagine the same will happen in other areas such as Mojave Outpost as was mentioned. Really need some beefy NPC guards/wanders that can take on the new spawns in supposedly civilized areas. Great mod otherwise, looking forward to updates.
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louise tagg
 
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Post » Sun Aug 08, 2010 10:10 pm

noted and lol

edit: Good springs will have a large number of rad roaches and giant rats around its immediate perimeter. Coyotes and other such creature types will be further out in general. Good springs unfortunately, cannot be updated to have guards and things of that nature because it will conflict with story elements.


Actually Victor was going around killing all the mantis and coyotes, doing a pretty good job too. What about putting a retired enclave there? Or someone could do a quest story and could add one, as a guard.
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Holli Dillon
 
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Post » Sun Aug 08, 2010 9:16 am

I keep forgetting about the Great Khans!

NCR, Fiends, legion, Great Khans, viper, jackal, BOS, mercenaries/travelers/civilians/prospectors.

That should be the full list. First iteration of this will most likely be fairly simple. The BOS for example will only patrol around hidden valley.

I am putting a lot of energy right now into getting a basic scripting system. It currently works with a quasi dynamic difficulty concept. With this system I will be able to setup things like the legion following you into a vault for an ambush after you have been in there for awhile. (Optional of course)

I am also doing my best to try and make it so quest giving npcs are safe from harm. This one is a very tough task. If you are running a mod that could potentially make creatures wander even further from their homes then your quest npcs will always be in danger :(... In fact, consider that a conflict with this mod.

anyway progress is being made.
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Brιonα Renae
 
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Post » Sun Aug 08, 2010 7:57 am

I am also doing my best to try and make it so quest giving npcs are safe from harm. This one is a very tough task. If you are running a mod that could potentially make creatures wander even further from their homes then your quest npcs will always be in danger :(... In fact, consider that a conflict with this mod.

anyway progress is being made.


Also you may want to do something similar to what MMM did and add some extra protection to the traveling merchants. Most of mine got killed by giant rad scorpions while heading to the Mojave Outpost.
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George PUluse
 
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Post » Sun Aug 08, 2010 10:08 pm

Also you may want to do something similar to what MMM did and add some extra protection to the traveling merchants. Most of mine got killed by giant rad scorpions while heading to the Mojave Outpost.


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.
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Makenna Nomad
 
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