[RELZ] IWS: Increased Wasteland Spawns 1.8

Post » Wed Aug 18, 2010 7:35 pm

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.

I wouldn't mind more deathclaws in a few isolated locations (not random everywhere...) ....but generally speaking, I agree with this. I don't need more animals...I prefer more human enemies. I loved it when 25 bandits spawned at the Hi95 Viper Encampment with their upgraded weaponry. Rather have more spots like that. :D

NPC's getting killed: with no other difficulty or spawn type mods installed, the group of hobo/addicts around the campfire near Fields Shack are always wasted by giant purple geckos. No biggie to me, they're never important afaik. The bet-quest giver has been fine so far for me.

But the food shop npc's at the Grub & Gulp rest stop dash from their places to attack scorpions in the distance and (if they win the 1st time) then stand rooted to whatever spot they end up in...so next time the scorps respawn on top of them, they fight again...and then die.
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Queen of Spades
 
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Post » Wed Aug 18, 2010 7:22 pm

I wouldn't mind more deathclaws in a few isolated locations (not random everywhere...) ....but generally speaking, I agree with this. I don't need more animals...I prefer more human enemies. I loved it when 25 bandits spawned at the Hi95 Viper Encampment with their upgraded weaponry. Rather have more spots like that. :D

NPC's getting killed: with no other difficulty or spawn type mods installed, the group of hobo/addicts around the campfire near Fields Shack are always wasted by giant purple geckos. No biggie to me, they're never important afaik. The bet-quest giver has been fine so far for me.


I'd prefer more human spawns too, one big reason is, if you have millions of animal spawns and take the "Animal Friend" perk, then the wasteland just got real boring for you

@Lady Crimson, I don't care about the Chem Addicts getting killed over and over again either,
it's when the morons decide to run to the guy on the train tracks (who makes the bet with you about getting into Nellis) and the Geckos attack him.

That's my only problem, is some unessential NPC training a large group of creatures/raiders etc on to a quest giver etc...
because then I get the dreaded "Boom" sound and the big green letters "Quest Failed...." and I don't even know why. :)

So I'm wondering if it would just be easier in the long run, to find the NPC's involved in quests and turn them essential, as
tweaking and adjusting spawn points etc can be affected by other mods, such as Electro-City as I mentioned before.

Electro-City adds an entire power plant chock full of Engineers, and a Caravan pulled by 2 Brahmin up where the chem addicts are.

However, no matter when I get there, the Brahimn have been long dead, the Engineers are running around with the chem addicts training
all the mobs everywhere, which one time caused that bet making guy at the Nellis train tracks get blown up.

It's kind of depressing to be walking the wastes and find a legless, armless corpse with a Name, instead of the generic "NCR Trooper" or "Chem Addict" :)

Usually I'll watch the hilarity for a while with the Benny Hill theme playing in my head, but after all the fun, I'll have to reload
and fast travel up there and rush around killing the mobs before they kill anybody essential.
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Ezekiel Macallister
 
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Post » Wed Aug 18, 2010 8:26 pm

I would love to see more human spawns as well.
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Johanna Van Drunick
 
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Post » Wed Aug 18, 2010 6:04 pm

are the travelling merchant ai packages from IWS or vanilla? i often find them wandering away from their guards. those guards should be following the merchant instead of having their own independent travel package
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Farrah Barry
 
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Post » Wed Aug 18, 2010 3:56 pm

i often find them wandering away from their guards.

Sometimes guards (or merchants) get crippled and fall way behind so they seem separate. Sometimes a guards merchant is killed and so then they're wandering by themselves. Could that be what you're seeing?

@Lady Crimson, I don't care about the Chem Addicts getting killed over and over again either,
it's when the morons decide to run to the guy on the train tracks (who makes the bet with you about getting into Nellis) and the Geckos attack him.

Yeah, always annoying. I haven't run into that in the current version of IWS yet myself. But I fast travel a lot so it's possible that negates some possible situations of quest npc deaths because npc's don't get to 'travel' very far on their own. I don't know if making them essential would be all that great tho. Maybe important MQ & companion-quest ones, but I wouldn't make all quest npc's essential. The world should be a dangerous place for everybody. :D

It's also why I don't tend to like mixing my mods too much. That's just me tho....

Side note: I still get the white heads on dark bodies too, even tho I did the archive invalidation thing. No biggie.
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Devils Cheek
 
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Post » Thu Aug 19, 2010 2:00 am

Sometimes guards (or merchants) get crippled and fall way behind so they seem separate. Sometimes a guards merchant is killed and so then they're wandering by themselves. Could that be what you're seeing?

Nah. nothing wrong with their limbs. ive seen guards walk quite a bit ahead of the mechants. even if the merchants were crippled, those guards should just be following them. right now it doesnt seem like theyre guarding so much as travelling in the same direction.

have you tried running masterupdate for the white heads on dark bodies issue?
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Dina Boudreau
 
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Post » Wed Aug 18, 2010 6:36 pm

Also, for the white heads on Dark Bodies, if you use FOMM, turn off archive invalidation and then turn it on again.
Sometimes that fixes things.
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K J S
 
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Post » Wed Aug 18, 2010 10:21 pm

So tonight I begin bug fixing... Sorry its taking so long...
Wish my spare time luck!

Next version, 1.95, will be bug fixes mostly. Ill do my best to get as many of them out of the way as possible.
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Yama Pi
 
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Post » Thu Aug 19, 2010 12:15 am

I managed to address these tonight, going to take a break and get back to work on more things tomorrow. This went faster than I was expecting...

-Chem addicts at a campfire being attacked by a rad scorpions up towards Nellis AFB, by the RailRoad tracks

-Pull back Great Khan patrols as to not conflict with important quest related fiends.

-Vipers on the highway 95 Encampment sometimes spawn inside a rock ledge

-Hardened mantis DT 10 points too high and HP 200 too high

-Merchants will attack player if they witness you attacking the legion

-faction relations for NCR, jackals and vipers are all neutral.

-Examine Nightstalker behavior ( Player faction is neutral in the nightstalker faction )

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Mrs Pooh
 
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Post » Wed Aug 18, 2010 7:37 pm

One thing I forgot to add, some mob types seem to have a large aggro range,
especially ghouls, at least over at that Nuclear Test shack.

I was sneaking (as I usually do) to that observation area where all the "Authority Glasses are" that overlooks that
Nuclear Test Shack, and before I got anywhere near the observation area, my Status went from HIDDEN
to CAUTION with no blips on my radar, and this is with ED-E as a companion and a Perception of 7.

All of a sudden a ton of Ghouls came pouring over the hill to the right of the observation area (is this also where the Legion Bunker/Hideout thing is?)

Fortunately I had the "Meltdown" perk, but what was bothersome is I had the silent running perk, I was also wearing
the Advanced Recon Gear from another mod that gives the Stealth Boy cloaking, and I also was out of any Line of Sight with
these ghouls, to the point that I didn't even know there was a huge number of them there, but they knew I was there in spite of all that.

Vault 34 is kind of like that too, if you sneak in and snipe a ghoul it sounds like every single ghoul in the entire vault
does the "Haaaaaaaaaaaa" sound as if they all know you're they by some sort of telepathic power.

EDIT: One Other Bug

In Searchlight Village or Town, the ghouls there Destroy all of the Turret Guns no matter what,
When I finally got to Searchlight there were no Turret Guns to hack and turn on to the unsuspecting Ghouls.

So somehow the Turret Guns must always be tagged as "Hostile" to the Ghouls, because
without fail, the Ghouls will Destroy each and every turret gun when I get to the town, or even before I get to the town.
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Matt Terry
 
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Post » Wed Aug 18, 2010 12:05 pm

Is there something special about Cazadors?

I'm handling most creatures up to a dozen or more, but I get one cazador in range and my framerate drops to stop-motion.

EDIT: Update—

I have reinstalled and reordered my mods (more times than I wish to count.) This has solved almost all of the FPS problems (please don't ask why.)

The only problems left are that it has broken the Pip-Boy quest targeting for New Vegas Bounties; I am still not seeing the large number of spawns with "Medium Spawns" that I read I should be seeing; and all my implants have been rendered ineffective. (I do not believe any of this is directly related to IWS. I suspect FOOK

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Kat Lehmann
 
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Post » Wed Aug 18, 2010 1:37 pm

I put up a bug patch that has the following changes/fixes

-JacobsTown should no longer be under attack by cazadors.
-Chem addicts at a campfire up towards Nellis AFB should no longer get attacked by Rad scorpions
-Great Khan patrols pulled back a bit as to not conflict with important quest related fiends.
-Vipers on the highway 95 Encampment should no longer spawn inside a rock ledge
-Hardened mantis DT and health reduced
-Merchants will no longer attack the player if they see you fighting legion.
-Legion will once again attack merchants on sight
-faction relations for NCR, jackals and vipers are no longer neutral.
-Nightstalkers now see the player as an enemy
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danni Marchant
 
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Post » Thu Aug 19, 2010 3:54 am

-Merchants will no longer attack the player if they see you fighting legion.

lol, I was wondering about that. I just figured I or a companion had accidentally hit them or something...
-Nightstalkers now see the player as an enemy

Yay! :)
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Len swann
 
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Post » Wed Aug 18, 2010 4:52 pm

Nightstalkers seem to attack everyone else, but still aren't attacking me very often. I did not start a whole new game, tho - just loaded a very early save (that had no mods active when I made it) - maybe that's part of it.

Also, one of the powder gangers for the Booted quest spawned with a cowboy repeater. Instead of running around trying to avoid the fighting he'd get up and http://crimsonkeep.com/wallpapers/data/media/33/falloutNV-0001072b.jpg and get himself killed. I had to re-do the quest a few times in order to 'save' both him & his buddy. As always, not going to say it's 100% because of IWS (could just be a weird game glitch) but considering I don't use many mods/it's never happened to me before, it seems a high possibility...so thought I'd mention it. If I have time I'll make a quick new game to see if it happens again.
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victoria johnstone
 
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Post » Wed Aug 18, 2010 5:32 pm

I just wanted to check, an update is needed isn't it to have the extra spawns plugins working? The extra patrols with the patrols plugin is still working so me and my crew still have plenty to do.
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lucile
 
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Post » Thu Aug 19, 2010 1:12 am

Question: whenever I hit console with this active, I get a constant stream of "IWS: No Update" messages. http://i206.photobucket.com/albums/bb230/SwampLord450/ScreenShot20.jpg What's up with that?

Also, does this put Brotherhood patrols around? I've been exploring around Hidden Valley and haven't found any yet.
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mollypop
 
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Post » Thu Aug 19, 2010 2:51 am

I am not sure if anything for IWS would cause a powder ganger to spawn with a repeater.. IWS does not really influence powder gangers outside of Primm to begin with.

Question: whenever I hit console with this active, I get a constant stream of "IWS: No Update" messages. http://i206.photobucket.com/albums/bb230/SwampLord450/ScreenShot20.jpg What's up with that?

Also, does this put Brotherhood patrols around? I've been exploring around Hidden Valley and haven't found any yet.


If you want the spam to go away disable the debug text module in your loadout and it should go away.

Brotherhood patrols are not active in the current build. That will be a version 2.0 feature.. However lately I have been having a very hard time getting myself to do any mod work at all anymore. :(
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Amanda Furtado
 
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Post » Wed Aug 18, 2010 5:47 pm

Ah, well, glad to know there's plans for them! :)

Just want to say, I consider this to be a more or less essential mod for FONV, it makes the game so much better. If you need to take some time off, you should, but stick with it in the long run! :)
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Juanita Hernandez
 
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Post » Wed Aug 18, 2010 6:19 pm

Has someone tried the lowest increase spawn, without the optional files and can report a bit?

I tried an older version of this mod a while ago, and it was pretty much an immersion breaker.

How is it a few version numbers later, compared to MMM?
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Emily abigail Villarreal
 
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Post » Wed Aug 18, 2010 11:46 pm

Has someone tried the lowest increase spawn, without the optional files and can report a bit?

I tried an older version of this mod a while ago, and it was pretty much an immersion breaker.

How is it a few version numbers later, compared to MMM?

It's probably not fair to compare either mod or modder. I love both mods, but it is becoming pretty obvious that Mart is not going to be modding New Vegas. Let's just be happy that The Castle was willing to step up and give us all what we needed...and it is getting better with each update.
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Samantha hulme
 
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Post » Wed Aug 18, 2010 9:06 pm

then compare it to the vanilla settings, I dont meant to insult castle or his work, I just dont like a "serious sam" like spawn rate, so how's the low increase setting ?
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Your Mum
 
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Post » Wed Aug 18, 2010 10:19 pm

It's probably not fair to compare either mod or modder. I love both mods, but it is becoming pretty obvious that Mart is not going to be modding New Vegas. Let's just be happy that The Castle was willing to step up and give us all what we needed...and it is getting better with each update.


I started working on IWS shortly after Martigen himself explained to me that he will most likely not be working on any mods for FNV... I don't know about you guys but for me I simply can not stand to play a fallout game without at least having increased spawns. I gritted my teeth and moved forward with reworking hand placed spawns in the entire wasteland and looked into a more efficient way to make a scripted spawn system.. Ref walking with faction checks seems to work quite well.


then compare it to the vanilla settings, I dont meant to insult castle or his work, I just dont like a "serious sam" like spawn rate, so how's the low increase setting ?


The standard spawn module with no optional modules in place should not be a serious sam experience anymore. It was toned down a lot once I added the active spawn system.
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Barbequtie
 
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Post » Wed Aug 18, 2010 2:24 pm

BTW, would it be possible to use the Ghost People script from Dead Money for ghouls to make them require dismembering to kill them too? Like Martigen's ghoul raise option in MMM (and the undead equivalent in Oblivion's MMM).
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Gill Mackin
 
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Post » Thu Aug 19, 2010 1:58 am

I started working on IWS shortly after Martigen himself explained to me that he will most likely not be working on any mods for FNV... I don't know about you guys but for me I simply can not stand to play a fallout game without at least having increased spawns...


I wonder if your desire for increased spawn will hold true for skyrim? Never to soon to start thinking about that. Vampire raiders vs Orc bandits? Oh my!
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Destinyscharm
 
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Post » Thu Aug 19, 2010 3:21 am

I wonder if your desire for increased spawn will hold true for skyrim? Never to soon to start thinking about that. Vampire raiders vs Orc bandits? Oh my!


:D
It really depends on how Skyrim plays.
If we are lucky they will have integrated the concept of increased spawns into the base game allowing us to move a slider back and forth to determine how high the spawns will go.
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Matt Gammond
 
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