Mart's Mutant Mod for NV?

Post » Sun Sep 26, 2010 10:52 pm

Like I said, I am happy to help out when I can however I can. Love your mods Martigen and contributing to them is all the better,
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Manny(BAKE)
 
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Post » Sun Sep 26, 2010 10:45 pm

Flying around the wasteland doesn't seem to turn up a whole lot of evenly placed spawn points. From what I can tell the spawns are very specific to locations on the map unlike fallout 3 where the more evenly placed spawns lended for a better environment for random generation of mobs. From the looks of it if Marti was to port his mod over to Vegas right now as is we would find ourselves wandering empty wasteland then suddenly happening on giant clumped up battles in the places where we really don't want to see them happening.
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Gaelle Courant
 
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Post » Mon Sep 27, 2010 5:36 am

Flying around the wasteland doesn't seem to turn up a whole lot of evenly placed spawn points. From what I can tell the spawns are very specific to locations on the map unlike fallout 3 where the more evenly placed spawns lended for a better environment for random generation of mobs. From the looks of it if Marti was to port his mod over to Vegas right now as is we would find ourselves wandering empty wasteland then suddenly happening on giant clumped up battles in the places where we really don't want to see them happening.


Unfortunately I have to agree. There are large expanses of wasteland where no mobs spawn at all. And there are quite a large number of spots where the mobs spawn right next to fast travel points.
Some prominent examples of this are:
Bonnie Springs: Cazadors spawn right next to the fast travel point here. And while normally its only 2-4 and therefore perfectly safe, with MMM installed I don't want to think about how fast I will get mobbed if I dare to fast travel there. A pack of 10+ cazadors is DEF not something I want to fast travel into the center of.
Scorpion Gulch: Occasionally 1-3 Giant Radscorpions spawn right next to or on top of this fast travel location. Again 10+ Giant radscorpions are not something you want to fast travel on top of.
Ranger Station Charlie: For some reason Legionaries seem to spawn in this location a lot and while normally its fine because they just die to the NCR people there, with MMM installed this Ranger station will def get wiped out in a few short seconds.
El-dorado dry lake bed: Giant Fire-ants spawn right next to this fast travel point
Harpers Shack: Seems to randomly spawn Deathclaws on the hill right adjacent to the fast travel point.
Vault 11: has fiends that spawn and will attack immediately when you fast travel there.


In short if someone ports MMM to FalloutNV it will render a lot of fast travel points far too dangerous to just travel too. Im all for fighting my way out of huge masses of enemies but I would be nice not to land dead smack in the center of 10+ mobs.
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Greg Cavaliere
 
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Post » Mon Sep 27, 2010 6:28 am

Flying around the wasteland doesn't seem to turn up a whole lot of evenly placed spawn points. From what I can tell the spawns are very specific to locations on the map unlike fallout 3 where the more evenly placed spawns lended for a better environment for random generation of mobs. From the looks of it if Marti was to port his mod over to Vegas right now as is we would find ourselves wandering empty wasteland then suddenly happening on giant clumped up battles in the places where we really don't want to see them happening.

I can confirm this. Although I haven't had a chance to work on this for a week (RL is in the way at the moment) when I did start going over the NV .esm I found that the majority of spawns are hand-placed per creature type, muddled with a little leveling based system that is unique to NV. This does mean that, ultimately, without placing new spawn points or setting up scripts on the mainstay creatures to spawn a diverse range of actors (but which will need various checks and balances to ensure it doesn't interrupt any story/quests), then there won't be a lot of diversity.

I'm starting with Increased Spawns first, that much I promised (though I http://www.gamesas.com/index.php?/topic/1134607-rec-marts-mutant-mod-needs-you/ before moving to NV), we'll see where it goes from there.


In short if someone ports MMM to FalloutNV it will render a lot of fast travel points far too dangerous to just travel too. Im all for fighting my way out of huge masses of enemies but I would be nice not to land dead smack in the center of 10+ mobs.

Agreed. This is likely easily fixed though, I can check for cells in the spawn scripts and reduce the number that appear at fast travel locations, or (actually, perhaps easier) simply do a getdistance check to the player on spawn such that if the player has clearly appeared out of nowhere thanks to a fast travel to disable or reduce the increased spawns rate.

Ah, problem solving -- the mainstay of modding.
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Soku Nyorah
 
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Post » Sun Sep 26, 2010 8:37 pm

A possible approach to the antlion; have a trigger marker that detects player proximity and spawns the antlion right up close to the player as it "burrows out of the ground" to attack, with a plume of dust or something. That way players won't be able to see it on their radar or even know its there before it appears right in front of them.

Giant spiders would be cool. Tarantulas in darker/underground/interior areas, Black Widows roaming the desert (small, silent and poisonous bite). Perhaps even something based off the Camel Spider because that thing is absurdly terrifying.

I dunno why but the idea of a (teenage) mutant super (ninja) tortoise intrigues me. A big heavily armored living tank thing that plods along practically impervious to damage, easy to avoid but very difficult to bring down -- maybe make mines the only effective way to kill it, which would have the added benefit of giving mines a bit more use.

Mutant Mod get!
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Phillip Brunyee
 
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Post » Sun Sep 26, 2010 8:23 pm

Can you make ghouls walk slower but resist a ton of damage?
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[Bounty][Ben]
 
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Post » Mon Sep 27, 2010 1:02 am

Martigen, I would be glad to do some of the grunt work for you by going over the wasteland and more evenly placing spawns with whatever scripts you need ect. It would be a bit of work but I don't think it would be impossible to do. Just tedious.

PM me with what need and ill do my best to make it happen.
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Michelle davies
 
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Post » Sun Sep 26, 2010 9:33 pm

Yes, I suspect that's how most additional spawns are going to have to be handled. Hand-placed spawn points across the wastes, (keeping in mind that some areas get filled in after quests complete).
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James Potter
 
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Post » Sun Sep 26, 2010 9:55 pm

Can you make ghouls walk slower but resist a ton of damage?


Heh, exactly the opposite was done for Fallout 3 with Feral Ghoul Rampage: fast but oneshot kills. And a lot of them. And then some :cold:
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Emily Jones
 
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Post » Mon Sep 27, 2010 5:46 am

Just a note that I would be very interrested by that increased spawn mentionned in first page... I find the desert to be too empty (hey, I know, it's the desert!). Still, I was hoping for it to have more misc encounters with ennemies... Would be nice...
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Scott
 
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Post » Sun Sep 26, 2010 11:49 pm

Yes, I suspect that's how most additional spawns are going to have to be handled. Hand-placed spawn points across the wastes, (keeping in mind that some areas get filled in after quests complete).

Yeah, from what I've seen in a few playthroughs, the problem isn't just the lack of enough spawns / enough randomness in the spawns, but also just flat out lack of spawn points.

On the one hand, things don't feel horribly crowded... on the other hand, the combination of the three (spawn points / # of spawns / variety of spawns) makes for rapidly declining replayability. :(
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*Chloe*
 
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Post » Mon Sep 27, 2010 12:24 am

Yeah, from what I've seen in a few playthroughs, the problem isn't just the lack of enough spawns / enough randomness in the spawns, but also just flat out lack of spawn points.

On the one hand, things don't feel horribly crowded... on the other hand, the combination of the three (spawn points / # of spawns / variety of spawns) makes for rapidly declining replayability. :(


Exactly. Whats the point of having all these wonderful super weapons, crazy ammo, and pimped up Power armor if you there is nothing to fight? Honestly the only few times I ever really feel "in danger" is when Im in close quarters with deathclaws or getting rushed by 10+ legion guards all wielding ballistic fists. But that occurs like... 3-5 times in the entire game.
That and the fact that I have the unique version of the minigun and find it totally worthless because the few times its actually useful you only get bum-rushed by like 4-5 mobs and its easier to just shotgun them. I loved MMM because it gave me a reason to enjoy just walking outside and laying down a can of woop a**. I actually had to manage my ammo, learn to use all of my guns and companions efficiently, and honed myself into a killing machine. As the game currently stands right now I have stocked an stored and few armies worth of ammo which is totally worthless until MMM comes out because there really isn't anything to kill.
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Gemma Archer
 
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Post » Mon Sep 27, 2010 2:44 am

Can you make ghouls walk slower but resist a ton of damage?

better idea how about a seperate set of ghouls that move slower.
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Matthew Warren
 
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Post » Mon Sep 27, 2010 10:29 am

better idea how about a seperate set of ghouls that move slower.


wouldnt that be one of Mart's Ramblers ?
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kelly thomson
 
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Post » Mon Sep 27, 2010 2:18 am

better yet make them faster and harder to kill and dramatically up their numbers. that way everyone is happy. deathclaws could use a little loving as well. i would like to see deathclaws that cloak like the nightkin with double the health and attack and always spawn in pairs so that while your fighting one of them you are paranoid about where the other one is. you would have to make them rare though for obvious reasons.
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Krystina Proietti
 
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Post » Sun Sep 26, 2010 10:29 pm

Enemies need to have better perception and need to be more aggressive when they detect the player. The Cazadores are a good example. They're tough because they make a b line for you when you shoot at them. Death Claws, on the other hand, you can you dink and dunk from a distance and they merely run around in circles.
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Taylah Illies
 
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Post » Mon Sep 27, 2010 11:05 am

Well, all those ideas are fine and dandy, but the main point is to add respawning enemies to the lot! Everything after that can be added optionally!

Right?
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Veronica Flores
 
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Post » Mon Sep 27, 2010 10:22 am

Can you make ghouls walk slower but resist a ton of damage?

I'd just be happy with what I would consider to be "fixing" some of the ghouls that aren't what they should be.

Spoiler
Like the security guard ghouls in Vault34 that are obviously wearing vault security armor -- yet as I discovered last night when I fought them for the first time with a character with Living Anatomy... they have high HT, but still a DT of 0.

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Jodie Bardgett
 
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Post » Mon Sep 27, 2010 8:19 am

After playing Fallout New Vegas, reaching lvl 30, playing all the possible different ending, and having done most if not all possible quests at least once I have decided to come back to Fo3 so I can play MMM again...
And holy gawd I learned the hard way that Fallout New Vegas spoiled me. Fo3 MMM is a LOT harder than I remember. Even with the phalanx mod, and having the best equipment I got steam rolled by the Ferals. It was totally insane...I once again had to adjust to prepare for the worst situations. Remember how to strategically place mines, what weapons to use and how much to stock up on. And damn it felt so good to come back to it.

Martigen I must once again commend you for absolute genius.
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lauren cleaves
 
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Post » Mon Sep 27, 2010 8:29 am

Just a quick question: Is it possible to create ghouls that when you blow off their arms they are still alive? ( This is not the revival for the ghouls)
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Alberto Aguilera
 
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Post » Mon Sep 27, 2010 6:20 am

Like I said, I am happy to help out when I can however I can. Love your mods Martigen and contributing to them is all the better,


Martigen, I would be glad to do some of the grunt work for you by going over the wasteland and more evenly placing spawns with whatever scripts you need ect. It would be a bit of work but I don't think it would be impossible to do. Just tedious.

Sorry I didn't reply to both of you before, I find it easier to switch off modding mode and browse the forums less frequently while doing RL work otherwise I'll end modding instead of working :)

DT, would love your help again on MMM to finish up some of the request thread stuff, which I see you've replied to there so thanks.

TC, I'll PM you :)
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Kahli St Dennis
 
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Post » Mon Sep 27, 2010 5:25 am

TC, I'll PM you :)


Sure thing!
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Lily
 
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Post » Mon Sep 27, 2010 1:04 am

I dunno why but the idea of a (teenage) mutant super (ninja) tortoise intrigues me. A big heavily armored living tank thing that plods along practically impervious to damage, easy to avoid but very difficult to bring down -- maybe make mines the only effective way to kill it, which would have the added benefit of giving mines a bit more use.

Mutant Mod get!



I like the idea of a tortoise tank but my vulture idea is much better.
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victoria gillis
 
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Post » Mon Sep 27, 2010 1:38 pm

Any updates? I really really loved MMM for Fallout 3 and anything that brings even the tiniest elements of it to New Vegas would be awesome.
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NO suckers In Here
 
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Post » Mon Sep 27, 2010 5:04 am

Any updates? I really really loved MMM for Fallout 3 and anything that brings even the tiniest elements of it to New Vegas would be awesome.


Try this http://www.newvegasnexus.com/downloads/file.php?id=38623 increased spawns by TheCastle
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CxvIII
 
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