[RELz] Populated Wasteland

Post » Thu Mar 04, 2010 8:50 pm

http://newvegasnexus.com/downloads/file.php?id=36432#fileanchor

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Description
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In an attempt to add more life around the New Vegas, I have populated a number of major locations throughout the Mojave such as Helios-One, Caesar's Fort, and Nellis AFB.

Several new idle markers and a sandbox AI package will give the new NPCs something to do, giving the impression of a lively environment as opposed to them simply walking around aimlessly. They will relax, do push-ups, patrol, tend to their crops, repair items, etc. However, with that said, they still lack a proper daily routine package. This means that some NPCs will continue doing their assigned tasks without having to stop for sleep or food. After I finish with my additions, I will come back and add the proper AI packages.

Please understand that this was originally meant as a personal project of mine and I had no intentions of releasing them publicly until now. I am relatively new to the GECK and its functions. The mod itself certainly is not perfect, but it has been something I've been able to accept and live with; and with this release, I hope you do so as well :)

This mod can be a strain to your computer. I play with a laptop fitted with an NVIDIA GeForce 8700M GT, 4GB of RAM, a heavily modified and tweaked Fallout.ini, and GameBooster, and I can run my mod smooth as silk with no errors or crashes. I tried to balance out performance with the right amount of NPCs to make these locations believable. Since I am usually busy with other things, I won't be able to make lite versions of my mod, I'm sorry. However, I will allow other modders to make these versions themselves and release them.

Since this is a learning experience for me, I welcome any suggestions/tips you might have in terms of modding. I might also accept requests as long as they are within reason (lore-friendly, placement should make sense, etc. etc.)

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Locations Modded
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Version 0.1
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Helios-One:
- Added several new NPCs near the front of the plant as well as a few inside the fence. There will be a few patrols who will guard the perimeter of the plant along the fences and sentries who keep a watchful eye over the outskirts to the north. The rest will simply relax by a fire, do push-ups, and even repair weapons using an anvil.
- Added two tents in front of the plant for the new NPCs with some rows of sandbags as fortifications.
- Added two watch-towers overlooking the west side of the plant. (NOTE: The NPCs I assigned to the guard towers refuse to walk up to their positions. I have yet to fix this strange behavior. For now, they would rather stand watch right below the towers.)
- Added 3 new light sources in forms of lit barrels.

Caesar's Fort:
- Populated the mess hall tent with more legionnaires.
- Added a few more blacksmiths as well as workstations.
- Added more sparring legionnaires.
- Added a small formation of veteran legionnaires complete with a centurion and standard bearer. (You would hear talk of veteran legionnaires coming over from Arizona and I wanted to reflect this somehow.)
- Centurions who oversee the camp.
- Added a handful of legionnaires scattered over empty parts of the camp.

Nellis AFB:
- Added several more artillery pieces near the front gate. I also added 3 additional pieces guarding the east flank. Each battery is also accompanied by an artillery crew.
- Added more farmers.

Camp Forlorn Hope:
- Added a number of NCR trooper refugees who roam around the base. They will hang around fire places, lean on walls/tents, and generally act melancholy. (NOTE: They are all clones of the original NCR troopers who roam the camp. They are also unarmed.)

Goodspings:
- Added more settlers who populate the buildings north of the saloon. They will either tend their crops or sit lazily under the blazing Mojave sun. (NOTE: The new settlers are clones of the originals. I also took down the barriers from the doors of those houses, but you cannot enter them.)
- Added severl new light sources in forms of lit barrels.
- Overall, I tried to make Goodsprings more lively while retaining its humble yet uneventful feel.

Version 0.1b
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Grub 'n Gulp
- Added NPCs as requested.
- Added a few minor objects and fixed NavMesh

Goodsprings:
- Replaced cloned settlers with randomized ones. They will no longer copy their originals' routines.

Helios One:
- Fixed NavMesh. NPCs will no longer walk into tent walls and sandbags.


More locations to be populated soon...

Planned locations:
- The Strip
- Mojave Outpost
- Freeside
- Westside
- Jacobstown
- Cottonwood Cove
- Primm
- Novac
- 188 Trading Post
- Fiends territory

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Installation/Uninstallation
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- To install the mod, simply drag it into your:
C:\Program Files\Steam\steamapps\common\fallout new vegas\Data

Then, simply activate it through the NV launcher or through NVMM.

- To uninstall the mod, simply delete the .esp

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Incompatibility
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- My mod might conflict with others that modifies the locations listed above. However, I've yet to experience any problems myself, you can never be too sure. Report any such conflicts to me and I will add them to this list and hopefully have time to make them compatible.

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Known Issues/Weird Stuff
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- NPCs will act strangely once in a while. They will either walk into a wall or to each other for a short while. There are some who will contend for an idle marker, as well. It's not that bad, but it certainly looks odd. I think this might have something to do with the NavMeshes. I have little knowledge in modding that so it's something I'll have to come back to once I'm finished.

- There might be several static items such as artillery pieces, sandbags, etc. that are floating a few inches from the ground. This is due to... lazy placement :P I simply copy-&-pasted these items. It's nothing too serious though... It's something I'll have to fix later.

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Legal/Credits
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A big thanks to Obsidian for bringing back the good ol' classic feel of the Fallout series.
Thanks to Bethesda and their GECK for making all of this possible.

And to you, the public, for... downloading this mod, I suppose :P

Since this has been a personal project, one of which I have spent much of my time making, I'd appreciate it if you do not re-upload or modify it in any way without my permission.

...Oh, if your computer randomly explodes to high hell... it's not my fault. Download at your own risk.



Not that your computer will explode, mind you.
User avatar
Anna Kyselova
 
Posts: 3431
Joined: Sun Apr 01, 2007 9:42 am

Post » Thu Mar 04, 2010 11:07 pm

Mods like this do a tremendous amount for my enjoyment of the game. Thanks a bunch!
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Cheville Thompson
 
Posts: 3404
Joined: Sun Mar 25, 2007 2:33 pm

Post » Fri Mar 05, 2010 2:02 am

Thank you so much! Something like this was on my "must-have mods" list of wants for NV.
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Elizabeth Davis
 
Posts: 3406
Joined: Sat Aug 18, 2007 10:30 am

Post » Fri Mar 05, 2010 7:08 am

How about a Mod for more enemy encounters while roaming the wastes? I've been waitin' for that one.
User avatar
Budgie
 
Posts: 3518
Joined: Sat Oct 14, 2006 2:26 pm

Post » Fri Mar 05, 2010 7:39 am

Well, there is that mod that adds new Fiend spawns across the waste. I could perhaps do something similar except with NCR and Legion troops; but if you want them to patrol out in the Mojave, that will take some time. My main priority right now is populating settlements and outposts. Perhaps in the future, once I have "trimmed the edges" a little, I can add working patrols.
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Steph
 
Posts: 3469
Joined: Sun Nov 19, 2006 7:44 am


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