more static spawns? ala OB's OOO

Post » Sat May 28, 2011 5:17 pm

wouldnt really mind overpowered enemies spawning at lower levels. as said earlier, its a harsh world and would reinforce the run for your life feel FO should have. even with higher level items spawning, i feel if you manage to kill that high level enemy ( a difficult task with mods like FWE), you deserve that loot. anyway mart said itd be customisable to fit different tastes so YAY. :)
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Fam Mughal
 
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Post » Sat May 28, 2011 9:04 pm

I would also love to have Overlords in my game below Level 10. :woot: The key to Overlords is to remove the weapon. No weapon; no problems. I think we might be in the minority here, though, harmy.


I don't, however, feel a great need to see Reavers any earlier. I can wait on those. :laugh:


I certainly hope that we are not in the minority :D
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Roisan Sweeney
 
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Post » Sat May 28, 2011 5:57 pm

Ok, taking a look there's actually a way I can do this so that Albinro Radscorps, Ghoul Reavers, and Super Mutant Overlords don't spawn with the unleveler -- basically, keeping the uneleveling to the vanilla creature base, unaffected by DLCs.

Would that be the preferred way? Very easy to set it up either way.


Personally, I'd love the challenge of encountering the Broken Steel enemies at low levels. I don't care much for the Albinos but I'd happily deal with them to have Overlords popping up at low levels.
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Silencio
 
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Post » Sat May 28, 2011 5:28 pm

Personally, I'd love the challenge of encountering the Broken Steel enemies at low levels. I don't care much for the Albinos but I'd happily deal with them to have Overlords popping up at low levels.


Yeah, the reavers and albino radscorpions are ones I tend to avoid rather than engage. I love a challenge, but a lot of the time fighting them seems more like work than fun (and a waste of good explosives).

Still, I also wouldn't mind encountering them earlier in the game every once in awhile. Seriously, though, it's pretty ridiculous in vanilla to one-shot ten Tesla troopers in a row with sneak criticals (way too easy for soldiers wearing elite power armor), and then be completely owned eight minutes later by an unarmored mutated human who eats grenades like they're tasty cornflakes.
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CHARLODDE
 
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Post » Sat May 28, 2011 7:28 pm

Ok, taking a look there's actually a way I can do this so that Albinro Radscorps, Ghoul Reavers, and Super Mutant Overlords don't spawn with the unleveler -- basically, keeping the uneleveling to the vanilla creature base, unaffected by DLCs.

Would that be the preferred way? Very easy to set it up either way.


Yes that sounds great. Is it possible for it to be configurable though, for those that want the all the higher level creatures?
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sally coker
 
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Post » Sat May 28, 2011 11:55 pm

Yes that sounds great. Is it possible for it to be configurable though, for those that want the all the higher level creatures?

Kinda. You'll just want to alter the encounter zone which determines the maximum level to pull from (and hence, de-levels on a list that otherwise would have defaulted to a lower level).

Just been playing around with it in-game, and it works remarkably well. Just for the fun of it I set the percentage chance to 100% and at level 2 wasteland spawns were like a battle of the titans. I think a default chance of 8-10% might work out really well and add a bit of spice to the game. A hardcoe mode of 30% would be for crazy crazy people (you know who you are).

The un-leveling has been applied to most, but not all, spawns -- areas where it shouldn't apply or it wouldn't make sense to apply (for eg quest-related). I have quite a long to-do list but I might release a beta this weekend for people to play with that includes all the updates for RC6 so far. This include this unleveling feature and a fix for the health-regenerating tripping Deathclaws (itself a fix for a vanilla bug).

It seems I am getting back into modding *shakes fist at Fallout 3*.
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Chloe Mayo
 
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Post » Sat May 28, 2011 3:07 pm

It seems I am getting back into modding *shakes fist at Fallout 3*.


I don't mind :D

Anyways, can't wait to try out that hardcoe mode. I would like to say that dying is fun, but people would start to think I'm an emo :P
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Jose ordaz
 
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Post » Sat May 28, 2011 10:01 am

Just been playing around with it in-game, and it works remarkably well. Just for the fun of it I set the percentage chance to 100% and at level 2 wasteland spawns were like a battle of the titans. I think a default chance of 8-10% might work out really well and add a bit of spice to the game. A hardcoe mode of 30% would be for crazy crazy people (you know who you are).


:clap:

Thanks for coming back to modding FO3.




I would like to say that dying is fun, but people would start to think I'm an emo :P



I won't think that. If my character hasn't died I'm having a lot less fun because things are much too easy or I'm not taking enough risks; or both. :D
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Katie Samuel
 
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Post » Sat May 28, 2011 6:30 pm


It seems I am getting back into modding *shakes fist at Fallout 3*.

Well now! I can finally boast i had a hand in Martigen's return to modding! Or at least i was here when it happened...
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Katharine Newton
 
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