[RELZ] IWS: Increased Wasteland Spawns 1.8

Post » Wed Aug 18, 2010 1:51 pm

That would be nice.
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Carolyne Bolt
 
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Post » Wed Aug 18, 2010 10:28 pm

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.



Your right, since the last version I tried you made huge progress. The spawnrate is feels pretty natural , but still raises the difficulty (even on the lowspawn im running), the fight over primm was awesome, had to get assistance from the stationed NCR guys :flamethrower:
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Mark Churchman
 
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Post » Wed Aug 18, 2010 3:09 pm

I just wanted to check, an update is needed isn't it to have the extra spawns plugins working?


Does anyone know if this is the case at all. Or are the plugins still working.
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steve brewin
 
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Post » Wed Aug 18, 2010 12:14 pm

you could make quest NPC essential and make them killable only if hostile towards the PC. like with companions when they turn hostile towards you
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Rowena
 
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Post » Thu Aug 19, 2010 1:42 am

The quest-giving NPC at Boulder City could use some allies to avoid dying due to the nearby Legion. Lost him in my game yesterday and though I could finish the quest to get the xp, it ended up that the Khans would never leave their hideout because you have to talk to the NCR npc first.
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Toby Green
 
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Post » Thu Aug 19, 2010 1:50 am

Does anyone know if this is the case at all. Or are the plugins still working.

Since the update of NVSE to handle the 352 patch, it appears the scripted spawns are working. I'm using Medium.
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suzan
 
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Post » Thu Aug 19, 2010 12:39 am

Dear TheCastle,

Missing you.


Sincerely,
~T3T
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Strawberry
 
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Post » Thu Aug 19, 2010 1:46 am

guessing the author of IWS is MIA also? that makes me a sad panda, i was wondering if versions for this are ever going to come out for the DM and HH DLCs. they feel so empty now...
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BaNK.RoLL
 
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Post » Thu Aug 19, 2010 12:31 am

guessing the author of IWS is MIA also? that makes me a sad panda, i was wondering if versions for this are ever going to come out for the DM and HH DLCs. they feel so empty now...

*scratches head*
IWS seemed to work in HH for me. At least, there seemed to be more creatures. Perhaps not more humans. Didn't actually run HH with it on for very long since I wanted to experience it vanilla first.
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Theodore Walling
 
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Post » Thu Aug 19, 2010 12:32 am

IWS works on HH? i figured it wouldn't since the new spawns in IWS are hand-placed, i believe. i don't have HH yet, but i know IWS does not affect DM (since the ghost people only spawn in very small groups of 1 or 2). I just assumed HH would likewise not be affected. I was watching a friend of mine play HH on his xbox and the place just seemed empty to me when compared to the Mojave with IWS (and AWOP).
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Taylor Bakos
 
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Post » Wed Aug 18, 2010 9:08 pm

I don't think all of the IWS spawns are handplaced, but I could be wrong. I thought there was a generalistic change in the number of possible spawns for an area (like the viper bandits near novac that would be there anyway, and with IWS there's just more), with certain new spawn areas also being created/handplaced. A combo.

I doubt IWS would be able to deal with new npc types of HH, that would have new ID #'s or whatever, thus people wouldn't increase, but the critters do. I know there were certainly scorpions and giant ants in spots of HH with IWS, that weren't there when I unchecked it.

However...I don't know how reliable it is. It could create more critter spawns in HH but be unpredictable or glitchy over time. I just don't know...like I said, I didn't have IWS on long in HH and I'm still building a 2nd character before I play HH a 2nd time.
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Lily
 
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Post » Wed Aug 18, 2010 5:57 pm

IWS has an active spawn script that adds more spawns based on factions in the base game AFAIK. If the factions from the main game are present in HH then IWS should affect them, things like Radscorpions or NCR and so on. There won't be hand placed spawns as IWS hasn't been updated in some time now, but the active spawn script should still add more base creatures to any place in HH (and DM and any future DLC for that matter) that would normally spawn a base creature and/or NPCs.
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Jaki Birch
 
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Post » Thu Aug 19, 2010 2:59 am

ty for the info you two! i was unaware IWS effected the DLCs in anyway.
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lolly13
 
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