[relz] Markb50k Balance Mod

Post » Sat May 28, 2011 11:11 am

UPDATE: Added an ALTERNATE ESP ( recommend you do not use with Full ESP) with just the Vertibird and Foot Patrols..

Adds a Quest that randomly adds spawns to the wasteland as you are travelling through the Wasteland worldspace...

Can produce one of the following every (GLOBAL VALUE: mbQuestSpawnInterval, default=200) seconds

1. Vertibird Patrol - creates a vertibird that lands, drops off two Enclave Troops, and supports them with bombing runs and reinforcements.
2. NPC vs NPC battle - creates 1+ groups of NPCs
3. NPC vs Creature battle - creates 1+ groups of NPCs and Creatures
4. Creature vs Creature battle - creates 1+ groups of Creatures


Possible NPC types (all of these groups will have a random patrol target, meaning they will travel to one of the Map Markers in the game):

Enclave
Raider
BoS
Outcast
Talon
Chinese Remnant
Super Mutant
Bandit (Point Lookout Smuggler)
Tribal
Wastelander
Wastelander Ghoul
Hunter
Slaver
Regulator


Creature types (will just wander around their area, no patrol package)

All wasteland creatures
Super Mutants
Robots (Army, Talon, BoS, Outcast, Enclave)
Swampfolk
Trogs


MOD does not change any levelled lists so you will keep your vanilla difficulty (except the fact that you may get Enclave patrols early)

Enclave Vertibirds will only show up after Waters of Life quest

GLOBALS:
mbQuestSpawnInterval - default 200 - Conflict Quest rechecks spawning every THIS seconds..
mbSpawnConflictChance - default 2 - When the Quest DOES check, it checks a random number against this global value to see if it spawns one of the 4 groups.
mbSpawnGroupChance - default 50 - once option 2-4 are chosen, this Global determines how many groups. Lower it to make less groups, raise to make more
mbSpawnChance - default 50 - once a group is created, this Global controls how many are in the group. Again, lower it to make less...
mbSpawnEnclaveVertibirdChance - default 25 - THIS IS JUST FOR THE EYEBOT SCRIPT. Certain Eyebots can spawn a vertibird when attacked, this is the chance of that.

- Again, No other changes from my balance mod are included in this
Download: http://www.fallout3nexus.com/downloads/file.php?id=11729
********************************************************8

Hey,

This is MarkB50K, a long time Oblivion modder, with my first foray into Fallout modding.

First a little background...

I had alot of fun with Oblivion and produced the Enhanced Daedric Invasion Mod (EDI) where I wanted to create a little more strategic grand scale to the Daedric invasion of Tamriel. I had new spawns of Demons and new spawns of good guys who would travel cross country to attack the bad guys, basically creating a little more urgency and scale to the game. Some liked it, some didnt.

Well, this mod, among a ton of other things, is the Fallout flavor of EDI, joy.

Now, I want to state CLEARLY upfront, that this mod is pretty much a personal play mod. I built it specifically for me, just for my tastes. I scoured the forums and the Nexus for neat mod ideas and then incorporated them into mine. I play with a very small mod list, pretty much the Unofficial Fix patches, all the DLC (except Zeta, havent gotten it yet) and my mod.

I also want to THANK all the wonderful modders and mods that I use content from. I will list all i can remember here in the features.

Anyway, not really sure how many people would even want to try this mod, but I put so many neat features into it, I figured SOMEONE might actually want to use it. Its built from hours and hours in FO3Edit and I have ALMOST posted it up several times in the months I have been using and tweaking it, but finally decided to do it. And if you like stuff in it, but dont want all of it, just go into FO3Edit and copy out the pieces you want and get rid of the rest.

WARNING: THIS MOD CHANGES PRETTY MUCH EVERYTHING IN THE GAME, DEFINITELY RECOMMEND FOR A NEW GAME, AND DEFINITELY BACK YOUR STUFF UP BEFORE INSTALLING IT. I really recommend you just starting a new game with this mod and trying it out. You will have your butt handed to you pretty consistently until you make some friends with the warring factions in the game and get some backup.

Oh and a note on Support. Like i said, i am posting the mod here because I am having so much fun with it that i figure someone would want to check out the features in it. But I can promise you that although I will gladly answer questions on how to use it or ways to get the most out of it, or spoilers, etc. I will not be making patches for specific compatabilities etc. Ill update the file on Nexus as I update it constantly, but ill be updating it for me, with changes I want. Also, I have no problems with something tearing it apart , inspecting it in FO3EDit and taking out the pieces they want, hell, thats what I would do if this was someone else's mod, haha.

Anyway, features, as many as I can remember, at least...


NEW FEATURES and COMPILATIONS from other mods

RANDOM CONFLICT QUEST
- added a new quest that randomly adds in new spawns as you go through the wasteland worldspace. things that can be added periodically
creature vs creature group battles
creature vs NPC battles
NPC vs NPC battles
Major Battles (Enclave with Vertibird support vs other major factions)
Vertibird Patrol (will explain what that is in a sec)
Added new NPC/creature groups that could spawn in these conflicts...
Enclave foot patrol
Raider Patrol
BoS patrol
Outcast patrol
Talon patrol
Reilly Ranger patrol
Chinese Remnant patrol
US Remnant patrol
Regulator patrol
plus Wastelanders, Wastelander Ghouls, Scavengers, Hunters, Escaped Slaves, Slavers, Pitt Raiders, Bandits, Smugglers, Tribals, Swampfolk, all added to Wasteland in random spawns.
(Each get spawned in a small group, so its smart enough to not just produce a bunch of random NPCS, it produces a group of 3 raiders vs 4 enclave, or 3 wastelander, vs 5 outcast, vs 3 enclave, you get the picture)

STRATEGIC WAR & TECH QUEST
- added a new quest that created an ongoing war between 9 different factions in the game.
- Enclave, BoS, Outcast, Talon, Ranger, Chinese Remnant, Raider, US Remnant, Super Mutant
- Each side has a home base where they produce Scouts and attack parties periodically
- Game tracks kills by each side and as they kill, each sides kill count goes up. Every 10 kills, the game will award the side with a new scout or very rarely a Behemoth (for Raider and SuperMutant), or a Liberty Prime prototype (weakened version of the Liberty Prime for Enclave, BoS, Talon, and Outcast).
- Each of these scouts are given random AI packages to travel to random locations of strategic importance around the wasteland (pretty much every map marker plus some handplaced locations i put in the emptier parts of the wasteland)
- These guys will ACTUALLY TRAVEL to these locations even if you aren't around them so while you are running around the wasteland you could run into these scouts on their way.
- At each of these strategic location, a trigger activator is there that will detect which side enters there, and as time goes on, new Guard NPCs will spawn here for the faction in control of it.
- Also, just added, when a location changes hands from one faction to the other, there is a small chance a war party of the factions will be produced to reinforce the location, travelling from the home base to the area of conflict.
- I play as a good character, so i also added in the ability of the player to ask members of the BoS, Outcast, Rangers, US Remnant to escort him. Or you could just follow them on their scouting missions. The point is, you NEED to have these guys fight BECAUSE....
- the main reward for this war is the advancement of technology. I went through the arduous process of tweaking every weapon levelled list to use a dynamically created and growing levelled list of available weapons. At first the only weapon available is the .32 Pistol, after 100 kills, the Law Dog (upgraded .32 pistol), then the Wild Bill , then 10mm Pistol, etc. all the way up through Submachine Guns, then Assault Rifles (including all the added in ones from the other mods), to Machine Guns, Sniper Rifles, to the biggest baddest weapons. Basically it makes the early game stupid hard with you having to kill Yao Guai or a Enclave Patrol with only a .32 Pistol.
- I deactivated the ability to add in scopes and stuff at the workbench (found it too easy to do and basically took all effort out of getting the best weapons). Instead they are added into the weapon levelled lists that get added over time

REAL VERTIBIRD PATROLS!!!
- created a new vertibird that acts as a real enclave patrol with vertibird support.
- first it lands and drops off two Enclave troops. While its hovering a turret comes out the bottom of the vertibird providing fire support, then the vertibird leaves the area.
- then the vertibird flies Patrols over the Enclave Troops, and if the troops are in combat, the Vertibird does automatic strafing runs on the enemy.
- When a Enclave trooper is killed, the Vertibird, instead of strafing, goes back to base (longer delay between next appearance) and drops off a replacement.
- this will KEEP going until you kill the vertibird, which has its strength upped to 3000 hit points.
- These patrol can be spawned randomly by the CONFLICT quest stated above or a small chance by Eyebots and Enclave foot patrol leaders.
- They are the single most awesome experience in the game as you are having this cool battles between you and your Brotherhood patrolmates vs the Enclave with a freaking vertibird doing strafing runs on you in the middle of it.
- If you destroy the vertibird, you get XP and two dead Enclave Pilots fall from the wreckage.


WEAPONS
- upped the damage of all weapons and total redo of action point amounts, spread values, into something that made more sense to me.
- integrated fully into these are pretty much every weapon from FOOK, 20th Century Weapons, Azthek's weapon mods, plus the M41 pulse rifle, FN SCAR light. PLUS made mod-kit enabled versions of ALL of these. the FOOK ones I got from the WMK-FOOK compatability file. you dont need any of these ESPs but you will need the resources (meshes, etc). For weapons that didnt have new WMK models for them, i created the weapons anyway for consistency.
- all unique weapons are now available through the tech quest mentioned above.
- all mod-added weapons use vanilla ammo or a new 50 caliber ammo i add. Thus, this doesnt use CALIBR stuff.
- all modded weapons (adding Silencers, Scopes, etc) are now only gettable through the TECH ADVANCEMENT weapon list that changes over time to add in new weapons). I deactivated the ability to add in scopes and stuff at the workbench (found it too easy to do and basically took all effort out of getting the best weapons).

ARMORS
- added in some new armors that FOOK adds in, and tweaked to my liking, and added into the armor levelled lists.

NPCs
- tweaks the strength of all NPCs specifically all the large factions, Raiders, Talons, Enclave, etc. upping their base health and modifying their classes and stats. they are all much more efficient killers and you need to respect them.
- added a new faction, US Army Remnant, basically a ghoul army of old veterans of the US Army. Figured they would be the Ghoul equivalent of the BoS.
- added spawn increases to almost all placed unnamed NPCs in the game, inspired by MMM's increased spawns. I do it a bit differently but used his scripts as a starting point.

CREATURES
- redid the strength of all creatures to be more challenging. Some, like Mole Rats werent changed much, but most upped quite a bit in health.
- added new creatures from Martigens MMM for FO3: Deathclaw Matriarch, Deathclaw Youth, Young Mole Rat, Vicious Dog Pup, Night Ghoul, and added them seamlessly into the levelled lists.
- added spawn increases to almost all placed creatures in the game, inspired by MMM's increased spawns. I do it a bit differently but used his scripts as a starting point.

STATIC WORLD
- i pretty much flattened EVERY levelled list in the game, meaning the minute you leave the vault, you could run into a Deathclaw or Super Mutant Overlord. I wanted a HARD game, without any punches pulled. I also flattened the item levelled lists so you could get the best weapons early in the game. I later limited this with my STRATEGIC WAR AND TECH quest, where only the best weapons would be gotten after the Wasteland earns the right to have those weapons.

OUTCAST TECH EXCHANGE
- tweaked the whole Casdin Outcast tech quest so that you dont have to deal with Casdin and you can trade in pretty much anything of value and get either caps or ammo. It adds a container and a perk to use the container at Fort Independence.

HUNGER MOD
- used other hunger mods as inspiration, with my own flavor. Redid all food stuffs to give you auto healing instead of instant HP. One thing i changed from the normal hunger mods, is if you are fully fed and click on more food, the game tracks the nutritional essence of the food and will grant the player Stimpaks after a while.

BULLET TIME
- used the bullet time scripting ideas from the DK bullet time mod, but i added the effect to Jet instead of having it burn Action Points.


COMPATABILITY: I would assume this mod would WORK with other mods but it sure wont be compatable. My weapon damages are probably different from others, (higher) and i overwrite so many levelled lists i cant assure you'll even see other weapons from other mods. But like i said, most popular weapon mods I have already integrated into the mod so you see them, but youll see them when the mod determines you can see them (see the TECH ADVANCEMENT quest mentioned above)

NOTE: this mod has been running on my game for months, it is STABLE as heck, its just doesnt play well with other since it changes so much.

INSTALL: pretty easy, one ESP file (recommend getting the contributing mod resources -- meshes/textures, mentioned below)
when in game, start one quest to add in some hidden perks that you need to do stuff

in console, start mbAddHiddenPerksOnStartQuest

UNINSTALL: pretty easy, one quest to start

in console, start mbUninstallModQuest

then exit game, unselect the mod, and you are good. YOull lose any mod added weapons


CONCLUSION - if you are still reading this THANKS! and if you actually have the guts to try out this thing please do and let me know if you like it. Again, I really dont know what it would do to a heavily modded game, since mine isnt, but as long as you save your game before loading it, it shouldnt be a problem. I KNOW I left some features out of the game, but until this morning, I wasnt planning on releasing this, then said what the heck, and had to scramble to remember everything i've put in the game. HAVE FUN!!!


CONTRIBUTING MODS / CREDITS (*** means you will get bad missing models if you don't DL this mod)
***FOOK (must DL, uses models, textures, sounds, etc)
***MMMFO3 by Martigen (must DL, uses textures, sounds, etc)
inspired by Arwen Tweaks
Combat Enchanced
***Weapon Mod Kits by Antistar (must DL, uses textures, sounds, etc)
***20th Century Weapons by Einherjrar (must DL, uses textures, sounds, etc)
inspired by various Auto Aim mods
***Armory by Ahztek (must DL, uses textures, sounds, etc)
***Aliens M41A Pulse Rifle v3 mod by JB (must DL, uses textures, sounds, etc)
EPR-057 plasma gatling gun by 1337Martyr (not attainable in-game but is in this mod)
***M4 Carbines mod by metallicalec (must DL, uses textures, sounds, etc)
Makes Sense Bounty Hunter mod by PsyckoSama(used idea for getting Lawbringer perk)
Enclave Commander (inspired idea for real Vertibird patrol I put in this mod)
WeightAmmo.esp by Antone (inspired my ammo weight part of my mod)
***FN SCAR Light Mod by ???


DOWNLOAD: http://www.fallout3nexus.com/downloads/file.php?id=11729
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W E I R D
 
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Post » Sat May 28, 2011 8:38 am

Wow. This mod seems really well thought out and detailed. I'll be sure to try it out on my next save game since I'm using FWE and a [censored]load of other mods that would definitely mess things up.
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Pumpkin
 
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Post » Sat May 28, 2011 7:51 pm

Oh, sorry I forgot to add a couple of things...

You need FOSE to run this. Some of the Scripts use some functions not available in vanilla.

The game adds a new Perk called 'Bigger Bang' that is essentially Bloody Mess without the gore. Just thought it was silly

any if you run the mbAddHiddenPerksOnStartQuest, it will add this perk

to remove it and keep Bloody Mess, open console, type 'player.removePerk XX002811' where XX is my mod's load number.

to keep it and remove the old Bloody Mess, open console, type 'player.removePerk 94eba'
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Brad Johnson
 
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Post » Sat May 28, 2011 6:48 am

A question or two..

You state that scouts do things.. like take control of important places, but isnt combat disabled for all but the player's cell? How is that done..

is there some combat simulation you run in your scripts.. (wouldnt that murder performance? *looks at x3tc* ) ?

Also, you mention the tech upgrades and such, but does /everyone/ have just a .32 at the start, or just the player? (also, how does armor fit into all this?)
Is there a sort of tech tree (does tech have anything to do with skills?) where I can branch out into energy weapons, skipping assault rifles or somesuch?

This certainly is something I am interested in, as random combat events and faction AI (ish) is something I am very interested in for many games..
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Valerie Marie
 
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Post » Sat May 28, 2011 6:30 am

The modder responsible for all that chaos and mayhem in oblivion has made a mod for fallout3, this is great news :)

I can't wait to start a new game to give this a try. From reading the description a lot of the things are what I wanted changed and added into the game.

Thanks for releasing this.
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Melissa De Thomasis
 
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Post » Sat May 28, 2011 2:13 pm

Would you ever consider doing a non-overhaul version of the added content?

Too many overhauls that cannot be combined with F3 like they can with Oblivion.

thanks for considering.
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Lindsay Dunn
 
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Post » Sat May 28, 2011 4:58 pm

You state that scouts do things.. like take control of important places, but isnt combat disabled for all but the player's cell? How is that done..

is there some combat simulation you run in your scripts.. (wouldnt that murder performance? *looks at x3tc* ) ?

Also, you mention the tech upgrades and such, but does /everyone/ have just a .32 at the start, or just the player? (also, how does armor fit into all this?)
Is there a sort of tech tree (does tech have anything to do with skills?) where I can branch out into energy weapons, skipping assault rifles or somesuch?



Scouts will MOVE to other places while you arent there (although sometimes the game engine is wierd on when it decides to move these guys), but No, alas, they don't do combat until you actually get in the area. I find it not a big deal, as I am used to that limitation from Oblivion as well.

As for the tech tree, all actors are limited by the tech tree (unless the actor was created prior to loading the mod, of course, then it will have whatever it had when its original levelled item list was generated, so a new game will be most effective for this).

Armor is not limited by a tech tree, I just didnt see the value for that, but it could be done in a similar way, just I havent done it.

There is no branching or choices in the tech tree, so its more of a 'tech vine' lol. And I am not a fan of energy weapons, so they arent even in my tech line, but can be added in pretty easily in the editor, you can PM me if you want more detailed help with that.

Would you ever consider doing a non-overhaul version of the added content?

Too many overhauls that cannot be combined with F3 like they can with Oblivion.

thanks for considering.


Would I consider it? I could strip out certain pieces like the vertibird patrols and make it its own mod, but so could most ppl with a modicum on modding skills. i get like 30 minutes a day to work on this mod (that includes play time), so I am not very interested in doing grand changes that I wouldnt even be able to use. If anyone would like pointers on how to do that from me, like where to look in the ESP, etc. Just PM me.
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elliot mudd
 
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Post » Sat May 28, 2011 10:03 am

**UPDATE**


Amazing timing, but on the day I release the mod, I stumble on some good discussion on the FOSE thread pertaining to the proper use of FOSE functions when dealing with FormLists. So, I went ahead and edited the Activator script that creates the random Assault Parties.

Without this change, these Assault Parties could be created in the wrong place.

The uploaded version is now at the Nexus Site

DOWNLOAD: http://www.fallout3nexus.com/downloads/file.php?id=11729
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City Swagga
 
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Post » Sat May 28, 2011 1:47 pm

Cool, cant wait to try it out, Does it have the same fps hit as EDI?
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gary lee
 
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Post » Sat May 28, 2011 6:47 am

Sounds cool. I like many of the features. Breaking it up into modules would be nice but understand your reasons. I'm running FWE/WMK/FOOK2 combo and it's a lot of work to get all the parts working together how I want them.

Will keep it on the radar and maybe try it sometime.

Thanks for sharing.

Cheers
-kwm
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brandon frier
 
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Post » Sat May 28, 2011 9:25 am

UPDATE: Added an ALTERNATE ESP ( recommend you do not use with Full ESP) with just the Vertibird Patrol..

- adds a quest that runs while you are in the Wasteland worldspace, that randomly places an Enclave Vertibird Patrol
- what it ACTUALLY adds is a Molerat with a script that adds in the Patrol and then SHOULD delete the Molerat. I use a Molerat because otherwise I would have to know the land height at the random location I add the patrol which makes it much more crazy of a quest script. By adding a creature, the creature automatically appears on the correct ground level, thus the Vertibird will come in at the right height (just a little tip I learned)
- Vertibird drops off two Enclave soldiers and behaves (strafes, patrols) like the one in the Main ESP
- Also changes the script attached to the Vanilla Wasteland Eyebot to use my Vertibird Patrol.
- No other changes from my balance mod are included in this
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Mélida Brunet
 
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Post » Sat May 28, 2011 4:57 pm

things I like
--The patrolstuff though I did not see any yet ( am at level 2 and so either am in flight or hiding, see below)
--the tech quest--everybody starts with puny caliber pistol 32's and works their way up the tree
--food fufills a Hunger need not stimpaks light , if the player fasts, they suffer various stat penalties.

Things i do not like
---the weapons readlike something out of an abbreviated Department of Defense spreadsheet p32, p10., LR7, takes some getting used to (p32 is the 32 calibur pistol, p10 is the 10 mmm pistol, presumibly done to sort it out better in the inventory once the large selction of weapons this mod has are collected).
--- the leveled list is ugh LEVELED. I'm at level 2 and spend most of my time running or in Megaton. Deathclaws, Yaos, Brutes die-reloads are all too common. What awaits at the upper levels? Perhaps an Arwen implementation might be explored...
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Jason King
 
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Post » Sat May 28, 2011 9:10 am

UPDATE: Added an ALTERNATE ESP ( recommend you do not use with Full ESP) with just the Vertibird Patrol..

- what it ACTUALLY adds is a Molerat with a script that adds in the Patrol and then SHOULD delete the Molerat.


It might be fun to randomize the mole rat's deletion and have the Enclave Patrol remove it...
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Luis Reyma
 
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Post » Sat May 28, 2011 9:17 pm

Any chance you could add the other patrol parts of your mod, or point me in the right direction to do it myself?
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Erin S
 
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Post » Sat May 28, 2011 6:25 pm

Any chance you could add the other patrol parts of your mod, or point me in the right direction to do it myself?


I was looking that over myself (interested in the same goal as you) and the thing I see right away to contend with is the level lists. Without Marks imput one would have to examine each to see if they are mixed in with the random and other encounters.

If not then the scripts and other stuff should be quite rippable in TesSnip.
For example,most of the GMST game settings can be torn as well as the indigestible stuff (unless you want the food)

If so you have to see how they are mingled and how they can be edited to be separated out.

If you suceed, we would like to know of your work because I think there will be a lot of demand for this type of mod (but I hope Mark is already working on it..)
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Manny(BAKE)
 
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Post » Sat May 28, 2011 1:50 pm

I was looking that over myself (interested in the same goal as you) and the thing I see right away to contend with is the level lists. Without Marks imput one would have to examine each to see if they are mixed in with the random and other encounters.

If not then the scripts and other stuff should be quite rippable in TesSnip.
For example,most of the GMST game settings can be torn as well as the indigestible stuff (unless you want the food)

If so you have to see how they are mingled and how they can be edited to be separated out.

If you suceed, we would like to know of your work because I think there will be a lot of demand for this type of mod (but I hope Mark is already working on it..)


With a combination of FO3Edit and the GECK I striped his mod of everything but the quest and the patrols, so now all I have is the tech quest, patrols, and the veribird patrol. Took about an hour to read through his mod and anther hour to strip it and keep it working.

patiance is the key and you can have it all striped for yourself. I do plan on releasing it but not maybe next month due to the fact I have asked for permission to release it in a my Apocalyptic - A Harsher Wasteland mod...so if you guys want it any earlier you are going to have to do it yourself or wait a month....

PS its going to be a module so you can use it all by itself.
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Andrea Pratt
 
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Post » Sat May 28, 2011 6:18 pm


patiance is the key and you can have it all striped for yourself. I do plan on releasing it but not maybe next month

PS its going to be a module so you can use it all by itself.


How did you resolve the leveled list with the NPC's?

Did you have to edit them? Or were you able to just remove the uneeded ones?
The creatures can be simply removed since MMM's mod adds its own in this area, well maybe not since for the tech quest to work the creatures have a script attached to track kills, and many are unique to this mod.

Additionally, the leveled lists are all LEVELED, so all creatures NPC's will appear no matter what level you are at, unless you resolved that somehow.

BUT, in looking over the scripts for the patrols and the placeatmes for the various markers, level 20+ guys are being added individually to the squads, so this does not look like a level list fix. The patrols are designed to be quite strong (the Mutants anyway). If one wants to play with the big boys and their feuds, GROW UP first.

Good job Mark, you're keeping us all occupied reverse engineering your work!!!
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Sarah MacLeod
 
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Post » Sat May 28, 2011 5:35 am

How did you resolve the leveled list with the NPC's?

Did you have to edit them? Or were you able to just remove the uneeded ones?
The creatures can be simply removed since MMM's mod adds its own in this area, well maybe not since for the tech quest to work the creatures have a script attached to track kills, and many are unique to this mod.

Additionally, the leveled lists are all LEVELED, so all creatures NPC's will appear no matter what level you are at, unless you resolved that somehow.


I spent an hour going through with the GECK on one monitor and FO3Edit on the other being careful to change all of the settings back.

Now that I am thinking about it, it probably would have been easier to just to open it on one monitor and then open the GECK and create a whole new esp just using the files I want. try to avoid editing as much as Mark did because my mod is supposed to be used with mods like FWE, FOOK, and MMM...

Going to try this when I get home. should help clean out some extra files I dot require.


Put simply. You need to be patient to get this to work properly.
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stephanie eastwood
 
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Post » Sat May 28, 2011 4:59 pm

I spent an hour going through with the GECK on one monitor and FO3Edit on the other being careful to change all of the settings back.

Now that I am thinking about it, it probably would have been easier to just to open it on one monitor and then open the GECK and create a whole new esp just using the files I want. try to avoid editing as much as Mark did because my mod is supposed to be used with mods like FWE, FOOK, and MMM...

Going to try this when I get home. should help clean out some extra files I dot require.


Put simply. You need to be patient to get this to work properly.


Within the hour I will have a ESP with the patrols (vertibird and foot) cut out into its own ESP. youll get the random action added by the mod but it will work with the vanilla levelled lists, so it will use whatever level scheme you are already using in the game. Should work seamlessly with other mod lists are load orders...
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NeverStopThe
 
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Joined: Tue Mar 27, 2007 11:25 pm

Post » Sat May 28, 2011 7:32 pm

UPDATE: Added an ALTERNATE ESP ( recommend you do not use with Full ESP) with just the Vertibird and Foot Patrols..

Adds a Quest that randomly adds spawns to the wasteland as you are travelling through the Wasteland worldspace...

Can produce one of the following every (GLOBAL VALUE: mbQuestSpawnInterval, default=200) seconds

1. Vertibird Patrol - creates a vertibird that lands, drops off two Enclave Troops, and supports them with bombing runs and reinforcements.
2. NPC vs NPC battle - creates 1+ groups of NPCs
3. NPC vs Creature battle - creates 1+ groups of NPCs and Creatures
4. Creature vs Creature battle - creates 1+ groups of Creatures


Possible NPC types (all of these groups will have a random patrol target, meaning they will travel to one of the Map Markers in the game):

Enclave
Raider
BoS
Outcast
Talon
Chinese Remnant
Super Mutant
Bandit (Point Lookout Smuggler)
Tribal
Wastelander
Wastelander Ghoul
Hunter
Slaver
Regulator


Creature types (will just wander around their area, no patrol package)

All wasteland creatures
Super Mutants
Robots (Army, Talon, BoS, Outcast, Enclave)
Swampfolk
Trogs


MOD does not change any levelled lists so you will keep your vanilla difficulty (except the fact that you may get Enclave patrols early)

Enclave Vertibirds will only show up after Waters of Life quest

GLOBALS:
mbQuestSpawnInterval - default 200 - Conflict Quest rechecks spawning every THIS seconds..
mbSpawnConflictChance - default 2 - When the Quest DOES check, it checks a random number against this global value to see if it spawns one of the 4 groups.
mbSpawnGroupChance - default 50 - once option 2-4 are chosen, this Global determines how many groups. Lower it to make less groups, raise to make more
mbSpawnChance - default 50 - once a group is created, this Global controls how many are in the group. Again, lower it to make less...
mbSpawnEnclaveVertibirdChance - default 25 - THIS IS JUST FOR THE EYEBOT SCRIPT. Certain Eyebots can spawn a vertibird when attacked, this is the chance of that.

- Again, No other changes from my balance mod are included in this
Download: http://www.fallout3nexus.com/downloads/file.php?id=11729
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Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Sat May 28, 2011 7:29 am

Someone on the nexus wrote the seperate esp hangs their game.

Any idea's?

I'd like to try this out but A- I don't use FOOK and wanted the main mod. But B- If it hangs the game, then I wouldn't want to use either one. =/
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sarah taylor
 
Posts: 3490
Joined: Thu Nov 16, 2006 3:36 pm

Post » Sat May 28, 2011 11:28 am

Someone on the nexus wrote the seperate esp hangs their game.

Any idea's?

I'd like to try this out but A- I don't use FOOK and wanted the main mod. But B- If it hangs the game, then I wouldn't want to use either one. =/


Yes well I can confirm the hang, theres a problem there somewhere, as my game sticks on the loading screen with this esp ?

just thought I would let you know mark so you can get it fixed up in the future

look forward to trying it out when you get everything sorted out

thanks for sharing your work
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Bethany Watkin
 
Posts: 3445
Joined: Sun Jul 23, 2006 4:13 pm

Post » Sat May 28, 2011 5:14 am

gotcha, ill take a look
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Vicky Keeler
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:03 am

Post » Sat May 28, 2011 7:30 am

Well, i cant confirm this while at work, but a FormList was referencing an invalid object

Uploaded V2 of Patrol-only ESP

Try it out and let me know.
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Jarrett Willis
 
Posts: 3409
Joined: Thu Jul 19, 2007 6:01 pm

Post » Sat May 28, 2011 6:54 pm

Thank you so much for making the alternate version of the patrols alone.

But wait ... what then is Mouse working on? I'm confused.
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Anna S
 
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Joined: Thu Apr 19, 2007 2:13 am

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