[RELZ] IWS: Increased Wasteland Spawns 1.8

Post » Wed Aug 18, 2010 11:27 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. :)


you might want to turn off interior spawns with IWS or I imagine that it might get pretty crazy with World of Pain. They should be compatible regardless.
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katsomaya Sanchez
 
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Post » Thu Aug 19, 2010 2:24 am

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.


Ok I am preparing them as creature for you with a small esp and send you pm with the downloadlink when it is ready (weekend I assume). My first internal version for FO3 spawned them alongside with the molerates which was pretty fast and easy to make maybe that's an option. I don't have the time yet to look at your spawning system in detail.
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Scott
 
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Post » Wed Aug 18, 2010 10:48 pm

Ok I am preparing them as creature for you with a small esp and send you pm with the downloadlink when it is ready (weekend I assume). My first internal version for FO3 spawned them alongside with the molerates which was pretty fast and easy to make maybe that's an option. I don't have the time yet to look at your spawning system in detail.


These guys will most likely be added into my noncombat spawn list that is IWS specific. Cant touch mole rat spawn lists or it will break other peoples mods that want to make different types of mole rats. I also want to make sure that any new creatures that are added to IWS are stored in BSA on release as apposed to loose files.
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marie breen
 
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Post » Wed Aug 18, 2010 4:18 pm

I know there is many more things to add before 2.0. Just wanna say thank you for the hardwork and marking New Vegas more alive :>
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Abi Emily
 
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Post » Wed Aug 18, 2010 6:53 pm

Please make Iguanas optional, while things like that are a nice touch in MMM for FO3,
they also use up resources, so I turn of all non-essential esp options.

Also, there's a pair of dopey Chem Addicts around a campfire up towards Nellis AFB, by the RailRoad tracks
that keep getting killed by Radscorpions over and over again.
They don't offer anything, but they DO tend to sometimes lead the radscorpions towards the guy who makes a bet with you
that you can't run to the Nellis AFB Gate, which has the potential of getting him killed
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Trey Johnson
 
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Post » Wed Aug 18, 2010 5:32 pm

Also, the last game I played, was really fun, as I had the Meltdown Perk along with a Bigger Explosions mod,
and I actually went up an entire level a couple of times, just sniping a massive group of Ghouls up by the Repconn Facility,
WHich blew them all up at once in a massive Plasma Explosion, and for the next 10 minutes or so I kept
hearing that "blip" sound and seeing in the upper left hand corner "Ghoul Torso Crippled", "Ghoul Left Arm Crippled"
that went on for a VERY long time..... ;)
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BRAD MONTGOMERY
 
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Post » Thu Aug 19, 2010 12:14 am

Please make Iguanas optional, while things like that are a nice touch in MMM for FO3,
they also use up resources, so I turn of all non-essential esp options.

I designed them to use as less resources as possible. They have a low poly mesh and are made as 'no low level processing' creatures so no worry. I must admit that my standalone mod added a lot of them (Martigen was more careful here). I wouldn't recommend this for NV which has a complete different spawn system.

@TheCastle
It was only a tiny suggestion. I didn't take a look at the spawn system of NV or your mod yet. So use what you think that is best for your mod.
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Betsy Humpledink
 
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Post » Thu Aug 19, 2010 1:56 am

Please make Iguanas optional, while things like that are a nice touch in MMM for FO3,
they also use up resources, so I turn of all non-essential esp options.

Also, there's a pair of dopey Chem Addicts around a campfire up towards Nellis AFB, by the RailRoad tracks
that keep getting killed by Radscorpions over and over again.
They don't offer anything, but they DO tend to sometimes lead the radscorpions towards the guy who makes a bet with you
that you can't run to the Nellis AFB Gate, which has the potential of getting him killed


Ill have to start writing down the feedback I am getting again today.

As far as new Creature types like Iguanas will all be handled with an optional esp that points to the correct data found in BSA files. The Core esm will only point to the void null entity if loaded without this creature. Support for this system is needed and an iguana could very well prove to be a decent proof of concept. I still intend to add variations of already existing creatures that do not take additional resources like the 2 mantis variations ect.
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Alexander Lee
 
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Post » Wed Aug 18, 2010 5:58 pm

Med. vs. High seems to be working now, thank you. :)

I've been noticing that the nightstalkers (and so far only the nightstalkers) are acting very strange. They never actually attack, just dash back and forth and around in circles. I think it was occurring before this latest version, but I can't remember for sure. Anyone else getting this? I'll do some more testing, maybe something else I've been doing outside of this mod lately is causing it, although I haven't touched enemy scripts/stats etc. in any way.

Edit: brain fart/just remembered...they did attack me once after a long period of circle-running/not attacking, but most of the time it's as if they're scared/running away or something.
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Baby K(:
 
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Post » Wed Aug 18, 2010 8:39 pm

Thanks for the new version of the mod TheCastle, certainly going to try it out in my new game I'll be starting shortly. In the brief tests I ran on my last game (an almost finished game) I didn't notice any obvious problem areas, but did notice the pullback in and around Goodsprings so thanks very much for that. Not that a lvl 39 character is bothered by Mantises or much at all really, but they were annoying in the numbers that showed up under the old version of the mod.

One thing I did forget to mention the last time I posted feedback was that the Great Khan patrol routes on the far eastern edge of their territory of Red Rock Canyon can sometimes agro the Fiends that are near Violette and her dogs that are part of the Three Card Bounty base game side quest. This happened a few times on my last play thru and caused some reloads as the Khans tended to wipe out the Fiend(s) and the dogs. This is fine in and of itself, but for the quest you're supposed to keep the head intact and the Khans don't exactly worry about that distinction. Not a big issue, but you might want to tweak the patrol route limits a bit in that area as Khans vs Fiends is a gross mismatch in the numbers you've got patrolling the area.

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. :)


If you search back in some of the older IWS threads, I posted a bunch of screenshots from my then current game of NV that included older versions of both this mod and AWoP. They do work well together, and work very well if you have multiple companions and/or love massive fights full of chaos. Just take plenty of ammo with you when exploring one of the AWoP interiors with this mod active as things tend to get... messy lets say rather quickly. :wink:


EDIT -> I looked back in the old threads for you JPulowski, here's a taste: http://img515.imageshack.us/img515/6718/screenshot404.jpg

Full post with all screenshots (not all in AWoP areas mind you): http://www.gamesas.com/index.php?/topic/1151939-relz-iws-increased-wasteland-spawns-15/page__st__40__p__16910955__fromsearch__1#entry16910955
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Jimmie Allen
 
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Post » Wed Aug 18, 2010 12:38 pm

Great Khans and Fiends are supposed to be allies aren't they?
ill have to take note of this and figure out what to do.

btw I love the screen shots I should ask about placing them in the images section of IWS :)
Any time I try to take screen shots right now I forget that I have to disable Project Nevada but then playing the game without that makes me sad so I keep pushing it off lol...
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Lakyn Ellery
 
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Post » Wed Aug 18, 2010 2:12 pm

Nah they aren't really, at least, not the ones outside of vault 74 or whatever it is. Diane from the khans says as much.
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Vivien
 
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Post » Wed Aug 18, 2010 8:42 pm

Like Poopoopapa said, Diane from the Kahns inform you that wearing a Great Khan outfit outside of Vault 3 won't make the Fiends friendly to you as those that are outside of the vault are too screwed up to recognize anybody. Inside the vault, they accept the Khans as their provider of chems.
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stacy hamilton
 
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Post » Wed Aug 18, 2010 7:05 pm

btw I love the screen shots I should ask about placing them in the images section of IWS :)
Any time I try to take screen shots right now I forget that I have to disable Project Nevada but then playing the game without that makes me sad so I keep pushing it off lol...


Heh, if you want to use them on your Nexus page for IWS feel free. I love taking screenshots in games I play, sort of my own personal tour or review of my experiences. If you want or need more shots just ask, I have a lot more I didn't post due to laziness issues. :wink:
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Jesus Duran
 
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Post » Wed Aug 18, 2010 9:21 pm

Hey everyone, Just to let you know that I am still keeping tabs on all events and bug reports as of late. I thought I would share some information.

I have been in contact with the great Martigen for some time now. It seems as though he has most definitely handed me the torch for the time being. I have permission to bring back any creature variations from the FO3 MMM. He has offered to help me with a menu system but even that may not be possible. :(

I intend to begin work on version 2.0 soon however my time is very much taken with helping Porject Nevada for at least another 2 weeks. In that time I may work on a bug fix patch or two for IWS.

Until then keep reporting bugs, and giving comments I am watching. :)
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Laura Mclean
 
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Post » Wed Aug 18, 2010 2:28 pm

Good to know, I really think you should try and get in contact with the guy that's producing creature addon XIII, he is doing some amazing things in terms of variety. Check it out on the nexus.
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Lovingly
 
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Post » Thu Aug 19, 2010 3:04 am

Anyone else getting two Harlem's or whatever his name is, the comedian in the Wrangler or is it just me.

Also just a funny incident. I stayed overnight at the Primm Ncr tent then headed towards Goodsprings. I got a little way up the road then got a message that Sergeant Mcgee died so I reloaded to see what happened. I ran back quick to see Mcgee leaning on one of the barricades and a gecko sneaking up behind him. It's the first time I've ever seen an npc die from a bite on the ass.
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clelia vega
 
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Post » Wed Aug 18, 2010 12:50 pm

Anyone else getting two Harlem's or whatever his name is, the comedian in the Wrangler or is it just me.

Also just a funny incident. I stayed overnight at the Primm Ncr tent then headed towards Goodsprings. I got a little way up the road then got a message that Sergeant Mcgee died so I reloaded to see what happened. I ran back quick to see Mcgee leaning on one of the barricades and a gecko sneaking up behind him. It's the first time I've ever seen an npc die from a bite on the ass.


lol
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Steven Nicholson
 
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Post » Wed Aug 18, 2010 5:02 pm

Anyone else getting two Harlem's or whatever his name is, the comedian in the Wrangler or is it just me.


Yes, he appeared the last time I started a new game, he was in the Doc's office standing next to doc as he sat in the chair just staring at me.
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Peter P Canning
 
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Post » Thu Aug 19, 2010 2:41 am

Found a NPC texture bug on a female "Town Guard" in Novac...

http://www.bahnhof.se/wb220832/fallout/iws-bug.jpg
(This is the only one, so it can't be anything else then a bug in IWS)

EDIT: Found the problem, it was my own fault...had to do with my eyelashes merge...SORRY! :facepalm:
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darnell waddington
 
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Post » Wed Aug 18, 2010 8:25 pm

I've had a couple mercenary's that travel with the caravans naked. I can't show a screenshot of that cause I use Breeze's body, so far it's been only the men. Also, if you're going to add more creatures, especially ones from FO3, please make that optional, that is not something I want spawning. I only want the faction spawn. I don't care to have Yao Guai's in my game or even more creatures as it is, there are plenty. I want to shoot people, not animals.
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saharen beauty
 
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Post » Wed Aug 18, 2010 6:33 pm

With Electro City Installed, there's an electric plant up where the two chem addicts used to be, up by the railroad tracks, where
the guy makes a bet with you, and tells you how to get to Nellis AFB without getting killed, well, the NPC's keep training the
radscorpions that spawn there, straight to that guy.

Without Electro City installed, the chem addicts train the rad scorpions towards that guy that makes the bet with you,
as I usually find him cowering somewhere along the road, although one game I had to reload because the moron took off
running (after I had killed a radscorpion that was munching on him) right into the bombed out houses at Nellis, needless to say,
he got blown to bits, and I had to reload.

I'm wondering if it would be easier to just make the quest-givers or people like him 'essential' rather than adjusting, tweaking and
messing with scripts and spawn points. As it would've been pretty fun to watch that guy get bounced all around the houses
at Nellis with the "So and so is unconscious" as another mortar comes flying in.

This also happened with the entire Sniper team (10 of Spades, Bitter-Root etc) that travels from McCarren to Forlorn Hope.
I was wandering around and I kept hearing that super loud "Kshhh Kshh" Cazadore sound...
Well, I found the entire sniper party Dead, in a Pile en route to Forlorn Hope where a Cazadore Cave is.
The only plus was that I got the La Long Carabine, but the death of one of the sniper team makes it impossible to complete
a certain companion quest.
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Marine Arrègle
 
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Post » Wed Aug 18, 2010 4:23 pm

This also happened with the entire Sniper team (10 of Spades, Bitter-Root etc) that travels from McCarren to Forlorn Hope.
I was wandering around and I kept hearing that super loud "Kshhh Kshh" Cazadore sound...
Well, I found the entire sniper party Dead, in a Pile en route to Forlorn Hope where a Cazadore Cave is.
The only plus was that I got the La Long Carabine, but the death of one of the sniper team makes it impossible to complete
a certain companion quest.

I agree, I find myself even walking Lt Monroe from Boulder City to Camp Forlorn Hope to get him there alive. I ended up having to make Lt Hayes essential, he can't make it from Primm to CFH alive anymore McGee, I don't care about so much. Also, if you are lucky enough to find the body, you can also resurrect them. Just hit the tilde button and click on them so you see their name and form ID and type in resurrect, that will at least help you finish the quest with that certain companion we all know and love. ;)
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meghan lock
 
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Post » Wed Aug 18, 2010 5:34 pm

This week I am going to get ready asses how much of my time and energy can be aimed at IWS. There will be a host of bug fixes and tweaks to come at first. Ill try to knock out as many issues as I can for version 1.91.

I am still very much busy with PN work however so it will be a tight squeeze.
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Bryanna Vacchiano
 
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Post » Wed Aug 18, 2010 5:25 pm

This week I am going to get ready asses how much of my time and energy can be aimed at IWS. There will be a host of bug fixes and tweaks to come at first. Ill try to knock out as many issues as I can for version 1.91.

I am still very much busy with PN work however so it will be a tight squeeze.


I use the lowest setting for Ghoul Spawn, and it's still pretty insane (LOVE IT!)
with the Meltdown Perk, and WMX using a Laser Rifle with a Scope, and a mod called "Deadlier Explosives",
I can go up an entire level with one shot, as I watch ghouls fly everywhere in the resulting blast.
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daniel royle
 
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