[RELZ] IWS: Increased Wasteland Spawns 1.8

Post » Wed Aug 18, 2010 5:40 pm

No there are no issues. Your mod works as intended and that brings mine in a little trouble. There are no ghost NPCs. I explain it:

My mod has the goal to allow to enslave almost anything thats human or ghoul (no children). I don't use any leftovers from FO3 and have my own system. Don't worry I built in a lot of safeguards and if quests or mods need their NPCs they always win against mine.

That's how I detected that yours are only enslaveable for a short time because of this clever cleanup script. But it would be counterproductive for my mod if the player isn't allowed to enslave your increased spawns. MMM was pretty friendly in FO3 and made almost no troubles (a new MMM update produced a few unwanted extra spawns at a slave location, but this was actually a pretty funny effect like friends come to help ;) ).

I made a little compatibility esp to solve this problem. I check in IWSNullSCRIPT if the NPC is in my slave faction and if yes they aren't disabled and deleted. My question was if there are other places that I should look for to avoid other 'accidents' and if this method is ok without producing troubles for your mod.

Btw. if a slave dies or is set free in my mod he/she is brought back to it's capture location and there are absolut no leftovers from my mod or any changes at the NPC. The spawn is absolutly the same NPC as it was before.
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Assumptah George
 
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Post » Thu Aug 19, 2010 3:25 am

ok I think I understand but I might still be a little confused. I don't know why you would need to modify the IWSNullSCRIPT since it is only for NPCs with no items or equipment that are meant to be removed and not impact game play at all.

I don't think you have any other places to look for these kinds of NPCs. The only special case NPCs that I spawn have the IWSNullSCRIPT and those are the ones that are deleted. The rest are standard npcs and creatures that you should be able to do with as you wish and are meant to impact game play and do not have a self deleting script applied to them. I am not sure why the IWSNullSCRIPT npcs are a point of interest since the important npcs that I spawn should not have the null script applied to them.

Unless I made a mistake.. ill check this out asap...
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Joie Perez
 
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Post » Wed Aug 18, 2010 2:28 pm

Sorry! My mistake! No need to look further.

I ran into VOVNVFiend03REF from a special encounter which is enabled & disabled by original game scripts! And he was alongside with your added ones. It was my mistake.
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Alessandra Botham
 
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Post » Thu Aug 19, 2010 12:09 am

Has anyone else run into a strange thing, where using the Med. file actually seems to create more spawns than the High file? I make Med. active, lots o' spawns. I make High active, less spawns.

Are they accidentally mixed up or is my game just acting weird, like usual? :D
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Chenae Butler
 
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Post » Thu Aug 19, 2010 2:46 am

Has anyone else run into a strange thing, where using the Med. file actually seems to create more spawns than the High file? I make Med. active, lots o' spawns. I make High active, less spawns.

Are they accidentally mixed up or is my game just acting weird, like usual? :D


Actually this makes sense. Since I have a max cap set for all references spawning less at one time could result in a greater trickle of spawns. How it works is, the high spawn module will always spawn more overall but it also hits the cap much sooner. So the result will be a large chunk of spawns in one location then a much lighter trickle after words where as the medium spawns is very likely to not hit the cap per area resulting in a more even flow overall.
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Tammie Flint
 
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Post » Wed Aug 18, 2010 5:38 pm

Hmm. I see. I still have to play with it some more I think but so far for me I like having more creatures in more places if that makes sense.

Like near that farm/Searchlight, on Med. the hills were just dotted with gouls/reavers all over the place (spread out a little) but on High, while there are certainly a lot more than normal, it's nowhere near as many overall. Or in one spot I ran across 10 purple geckos come rushing down from a hillside on Med. but only 5 or 6 on High. It's a little random of course but you get the idea.
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Christie Mitchell
 
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Post » Wed Aug 18, 2010 5:04 pm

Hmm. I see. I still have to play with it some more I think but so far for me I like having more creatures in more places if that makes sense.

Like near that farm/Searchlight, on Med. the hills were just dotted with gouls/reavers all over the place (spread out a little) but on High, while there are certainly a lot more than normal, it's nowhere near as many overall. Or in one spot I ran across 10 purple geckos come rushing down from a hillside on Med. but only 5 or 6 on High. It's a little random of course but you get the idea.


I updated the todo list on the original post. I plan to rework the high spawn setting so that it is less abrasive to the engine and works a little more as intended.
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quinnnn
 
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Post » Wed Aug 18, 2010 8:22 pm

Started a new game to use with the mod, and here's some more idle observations:

--I keep getting credit for the "Not a drop to drink" award, even tho I haven't had any water to drink. The message just pops up out of the blue periodically and gives me the XP related to it, if any. I don't know what's triggering it.

--I killed one Powder Ganger & was instantly Vilified. I know it doesn't take many for it to happen (maybe 3-4), so I can't absolutely say it's because of the mod, but it's never taken just one before, for me, at least.

--There seems to be a 'corpse limit' in the game because I've watched corpses disappear in front of my eyes. Assumption is that patrols or myself kill something that reaches the limit and the game removes some in order to make room for new ones. Not a big deal/doesn't happen too often. Don't know if game only picks general corpses to eliminate or if there's a chance quest Npc's with items would go poof (like in a fight before you can loot) as well.

--A lot of viper/jackal bandits seem to spawn with Caucasian heads on top of dark-skinned bodies. Must be some kind of mutation... :) Don't know if it happens occasionally in vanilla game and greater spawns mean one sees it a lot more often, but I can't recall seeing it before using this mod. Kinda funny really.
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Nicole Mark
 
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Post » Wed Aug 18, 2010 2:31 pm

What is compatibility like with XFO? I ask because I've installed both XFO and IWS and it seems to me Ceasar's Legion are incredibly too strong; they easily annihilate any NCR they come across and now that I'm hostile with them I'm just finding it impossible to cope, as it takes ridiculous amounts of bullets to kill them (which it shouldn't since everything else dies in a couple of shots) and all Legion spawns seem to be Veterans and Assassins.
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katie TWAVA
 
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Post » Thu Aug 19, 2010 4:11 am


--A lot of viper/jackal bandits seem to spawn with Caucasian heads on top of dark-skinned bodies. Must be some kind of mutation... :) Don't know if it happens occasionally in vanilla game and greater spawns mean one sees it a lot more often, but I can't recall seeing it before using this mod. Kinda funny really.


Dunno about the rest, but fix this by activating Archive Invalidation, either through FOMM or look up how to do it manually.
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Rude Gurl
 
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Post » Wed Aug 18, 2010 2:58 pm

What is compatibility like with XFO? I ask because I've installed both XFO and IWS and it seems to me Ceasar's Legion are incredibly too strong; they easily annihilate any NCR they come across and now that I'm hostile with them I'm just finding it impossible to cope, as it takes ridiculous amounts of bullets to kill them (which it shouldn't since everything else dies in a couple of shots) and all Legion spawns seem to be Veterans and Assassins.


I noticed this myself. I tried just buffing the NCR but even then they still tend to die much faster vs the legion. This isn't a problem with XFO as far as I can tell because the problem exists with almost no other mods installed.

Ill make sure to look into this today.
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Adam
 
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Post » Wed Aug 18, 2010 8:14 pm

Edit: Yes, I've noticed the NCR die pretty rapidly against Legion as well. Altho for me it often seems like the NCR is out numbered in certain places when they encounter each other (particularly the road between Searchlight and Nelson)

Dunno about the rest, but fix this by activating Archive Invalidation, either through FOMM or look up how to do it manually.

Hm. I don't use FOMM (know what it is) but I'll look it up...anything to do with load order? Guess I'll need my mod-expert friend to explain Archive Invalidation. :P

Should probably mention the other main mods I use:
-the dance mod
-Companion Sandbox mod
-improved companions mod (a multiple-companion mod)
-Boone Warn Fix

None require NVSE and the few other mods I use are ones I've made myself, which only touch things like lowering XP settings, weight carry, the hotel room in Novac, and my own clothes/items I've made (no added meshes etc). Far as I can tell none have 'dirty edits' and I doubt very much that any of mine would conflict with this one, but I'm no expert.
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Ells
 
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Post » Wed Aug 18, 2010 2:15 pm

No it has nothing to do with that and is a problem with FNV itself and something to do with, obviously, archiving.

http://www.newvegasnexus.com/downloads/file.php?id=35935

That should fix it.
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Farrah Lee
 
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Post » Thu Aug 19, 2010 1:42 am

Started a new game to use with the mod, and here's some more idle observations:

--I keep getting credit for the "Not a drop to drink" award, even tho I haven't had any water to drink. The message just pops up out of the blue periodically and gives me the XP related to it, if any. I don't know what's triggering it.

--I killed one Powder Ganger & was instantly Vilified. I know it doesn't take many for it to happen (maybe 3-4), so I can't absolutely say it's because of the mod, but it's never taken just one before, for me, at least.

--There seems to be a 'corpse limit' in the game because I've watched corpses disappear in front of my eyes. Assumption is that patrols or myself kill something that reaches the limit and the game removes some in order to make room for new ones. Not a big deal/doesn't happen too often. Don't know if game only picks general corpses to eliminate or if there's a chance quest Npc's with items would go poof (like in a fight before you can loot) as well.

--A lot of viper/jackal bandits seem to spawn with Caucasian heads on top of dark-skinned bodies. Must be some kind of mutation... :) Don't know if it happens occasionally in vanilla game and greater spawns mean one sees it a lot more often, but I can't recall seeing it before using this mod. Kinda funny really.


I keep getting these things happen as well, the drink one happens in every game. The corpse limit is a concern because there are some corpses that have quest items and there is only a certain number. There are 6 settings in the geck that I can see that control the amount of corpses before they start getting removed. I'm just going to experiment to find the right one, this is one of them iRemoveExcessDeadCount

The legion are a lot tougher than ncr, generally there has to be at least half a dozen ncr to kill two legion. I think its the weapons to be honest the ncr seem to be lousy shots, they dont stand a chance against those chainsaws.
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.X chantelle .x Smith
 
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Post » Thu Aug 19, 2010 12:52 am

IWS: Increased Wasteland Spawns
==Version 1.8==


-figure out why the legion is so much stronger than any other faction and address the problem. ( Fixed )

=================================================================



I also noticed that giant radscorpions, the butterfly things n of goodsprings, and ghouls have way too much DT. It takes like 50 (yes, 50) hits with Chopper to bring down a giant radscorpion. Was that also fixed? FYI - love this mod, thanks a lot.
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Ronald
 
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Post » Wed Aug 18, 2010 11:44 pm

I keep getting these things happen as well, the drink one happens in every game. The corpse limit is a concern because there are some corpses that have quest items and there is only a certain number. There are 6 settings in the geck that I can see that control the amount of corpses before they start getting removed. I'm just going to experiment to find the right one, this is one of them iRemoveExcessDeadCount

The legion are a lot tougher than ncr, generally there has to be at least half a dozen ncr to kill two legion. I think its the weapons to be honest the ncr seem to be lousy shots, they dont stand a chance against those chainsaws.


I think I might know what is causing the drink thing. Whenever a NPC drinks water it counts as if the player drinks. Add lots more npcs to the game and hand many of them a bottle of water and viola the bug becomes much more noticeable. Not yet sure how I want to try and fix it or if I am even correct on my assessment. Its a really strange problem nonetheless...

The legion problem is something I am tracking down right now. Believe it or not but even after attempting to fix the problem legion soldiers seem to have well over 150 hp on average! GAH... Next version needs this fixed asap. Working on it.

As far as dead body counts I am raising those limits across the board to help fix the problem.

I am holding off on these two features until version 2.0
-IWSNoAttack Faction to help prevent creatures from attacking important quest npcs.
-In game menu for spawn density and interior spawns toggle.

A release should be soon but I want to try to give pre testing some breathing room ect.
Soon...
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Chloe Botham
 
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Post » Thu Aug 19, 2010 1:58 am

I also noticed that giant radscorpions, the butterfly things n of goodsprings, and ghouls have way too much DT. It takes like 50 (yes, 50) hits with Chopper to bring down a giant radscorpion. Was that also fixed? FYI - love this mod, thanks a lot.


I have not touched the DT on those creatures in IWS. Though I can easily see how it will be more noticeable when you are much more likely to run into said creatures while under equipped.
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Robert
 
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Post » Thu Aug 19, 2010 2:51 am

The legion problem is something I am tracking down right now. Believe it or not but even after attempting to fix the problem legion soldiers seem to have well over 150 hp on average! GAH... Next version needs this fixed asap. Working on it.

My current chr. is around lvl 7 and what she sees is NCR Troopers having 50hp and Legion having around 105hp. (that was a Recruit Decaenus, didn't check all Legion types around)

If I look in the vanilla GECK, it seems like this is actually the default concept...if I'm reading things correctly then most lower lvl/grunt NCR troops have quite a few less hit points (as base values) than similar Legion. This makes sense because even without this mod active, when patrols of 4 NCR meet up with a patrol of 4 Legion, most of the time the Legion group wipes out the NCR group.

There's probably a gameplay reason for it (to show Legion is a big threat or whatever) but for this mod it creates a pretty big imbalance, heh.

Edit: I have not noticed any higher DTs of either ghouls or radscorpions myself...
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loste juliana
 
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Post » Wed Aug 18, 2010 1:24 pm

Upate!

Version 1.9 is mostly cleaning up and bug fixing in preperation for the search and destroy system to be included with version 2.0. This is also the first version to include original variations of creature types using the active spawn system in the form of 2 new mantis types.

Death Scythe Mantis ( Larger faster and more deadly )
Hardened Mantis ( This Mantis has an extremely tough exoskeleton. It moves slowly but takes a beating. )

=================================================================
change list for version 1.9

-A major inefficiency with the active spawn system has been addressed....

-Issues regarding Schoolhouse in Good Springs have been addressed.
*The following changes have been made to Mantis spawns with the active spawn system:
**Larger scale mantis spawns will not begin to appear until level 5
**In addition to the above change after level 10 you may encounter 2 new deadly mantis variations

-Issue where the Active spawn system does not update fast enough allowing you to visibly see creatures spawn has been addressed

-Issue where a Brotherhood of steel patrol was active when it should be dormant has been addressed

-Issue where the legion sometimes overrun the 188 trade post has been addressed

-Removed sentry bot from the Grub n Gulp

-General spawn density found around Goodsprings has been reduced

-The following modules have been updated for efficiency and consistency. As a result High spawns always provide the highest spawn density. ( In version 1.8 this was not always the case )
IWS-AS-LowSpawns.esp ( 0-1, cap 8/50 ) was ( 0-2, cap 8/50 )
IWS-AS-MedSpawns.esp ( 0-2, cap 16/75 ) was ( 1-3, cap 16/75 )
IWS-AS-HighSpawns.esp ( 1-3, cap 32/100 ) was ( 2-4, cap 32/100 )

-Issues where dead bodies would disappear too soon should now be addressed.

-The NCR and the Legion should now be much more evenly matched against each other.

-Slightly reduced the number of Legion spawns and patrols by Cottonwood cove.

-IWS-AS-EnableDebugInfo.esp is now included in the full release as apposed to an optional download
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Rob Smith
 
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Post » Wed Aug 18, 2010 2:13 pm

Woot new release! I'm chiming in to see if there's something that can be done about all the dead ghoul bodies everywhere, and in general all the dead bodies. They never seem to go away. Even after a full respawn cycle(I think, 7 days worth of waiting) they are still littering the countryside. Is it just me? Otherwise an awesome mod.

Oh and one more thing, I'm having a little trouble figuring out which regular feral ghoul template your mod uses. I'm creating a mod that adds an ability to ghouls and I've updated all the vanilla ghoul templates with the ability, but(and this might just be me) ghouls that are spawned around (uhhh) randall and associates (is the only location I can remember,I'll update this post with a better marker in a bit) don't necessarily have the ability. I've tooled around with your leveled creature lists and they seem to derive their stats from the vanilla templates so...
EDIT: you know I bet I know what it is, prolly not importing the actor effects from the template...god bless geck.gamesas
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Mark Hepworth
 
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Post » Wed Aug 18, 2010 4:19 pm

quick question - do you all use FOMM (I used in FO3), BOSS, or some other mod manager? Was trying to add in a slower exp gain to keep balance with the med spawns and it crashes if I just put the files in the Data folder and launch normally. Thanks.
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David Chambers
 
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Post » Wed Aug 18, 2010 3:00 pm

I do not use FOMM or any other mod manager....I made my own slower-XP mod (it's easy, just change a few Global Settings xp values) and it works fine.
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KiiSsez jdgaf Benzler
 
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Post » Wed Aug 18, 2010 1:54 pm

@TheCastle
Are you interested in adding http://www.fallout3nexus.com/downloads/images/13537-2-1283120237.jpg to IWS? I don't want to make a quest mod this time to bring the little fellows to NV. But I can prepare the creature for you if you want to add it.
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Josh Sabatini
 
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Post » Thu Aug 19, 2010 1:01 am

@TheCastle
Are you interested in adding http://www.fallout3nexus.com/downloads/images/13537-2-1283120237.jpg to IWS? I don't want to make a quest mod this time to bring the little fellows to NV. But I can prepare the creature for you if you want to add it.


Awww they are so cute! I really like those little guys.
errmm At the moment I may not have the time to add them into IWS as my time is much more limited now and IWS + Project Nevada work im going to be way too busy. Search and destroy is going to be a fairly complex feature by itself.
I'm going to keep them in mind for now as I imagine the process of adding them into the game might not be as time consuming as I think. If its possible to reduce overhead on my part to getting them into IWS then I am definitely interested.
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Donald Richards
 
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Post » Wed Aug 18, 2010 6:39 pm

Maybe this question has already been asked. So if it is then I apologize. I've started using IWS today. I wish I could start to using it earlier. (:
It's very nice. Also I'm using A World of Pain mod by Dj Mystro maybe you've already heard of it. So I'd like to ask, is IWS compatible with AWP? Or is IWS effects interior cells added by AWP? Thanks. :)
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Sabrina garzotto
 
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