"Triggered Mob Spawns"

Post » Thu Apr 02, 2015 1:52 am

I just got through exploring Fort Bannister, a popular Talon hang out, it seems :)

This experience frustrated me to no end with its "triggered mob spawns."

First off, I am a Stimpack miser. So if there is a drinking fountain or beds nearby, I will use them first. I went in through the "gate in the tent" and after clearing the barracks out, I was hurting, so cleared a few rooms further than wanted to rest up. Noooo! There are enemies waiting to spawn, even though I can not see them!

Secondly, Dogmeat was going nuts! He would NOT stay nearby (even after I told him to sneak and WAIT before rushing headlong into battle) and just kept running off to targets I did not even "perceive" yet.

Thirdly, after I cleared the whole place out, I went back in to grab the loot I had left stashed. Well, waddya know! More mercs spawned because I went in a different way!

Lastly, there were a couple of spots where I went past a seemingly "empty" room and got attacked from my rear. That just pissed me off. The "mess area" near the barracks is a place like that.

I think I came out of that place with well over 20 merc armors, thanks to triggered spawns and respawning.

I hope this helps me get rid of the Talon Mercs, as this is the second "base" I have hit of theirs, the first being near the Arlington Library :)

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Michelle davies
 
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Post » Thu Apr 02, 2015 2:54 am

Someone rolled up a mod not too long ago with the Talon Mercs in mind. If you clear out their main camps and the leadership, you never see them again. Even at their other spawn points spread about the world.

Me, I like their armor, it repairs so many other things that I use, like Reilly's Armor (IIRC it does)

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Tanya Parra
 
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Post » Wed Apr 01, 2015 3:41 pm

I have so much of their armor right now, I think I am set for the rest of the game! I do not think I would miss ever seeing any more of them :lol:

Yes, I use Reilly's and Talon armor works nicely for patching it up :)

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Justin Hankins
 
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Post » Wed Apr 01, 2015 7:26 pm

That was me. I created a plugin that stops the ambushes when you fast-travel, exit a metro or exit a building where TC was set up to ambush the player but only after you kill Commander Jabsco. It was created from a request to stop the constant ambushes when using MMM as those particular encounters were set to respawn, they weren't in vanilla.

It won't stop TC from respawning at their camps or the random wasteland encounters though, that's a whole other can-of-worms especially the random encounters. Still if you're interested, or anyone else for that matter, here's the http://www.mediafire.com/download/94aywrx55l49471/GN+Stop+Talon+Company+Attacks.7z.

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Kim Bradley
 
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Post » Wed Apr 01, 2015 6:24 pm

Well, come to think about it, I think this is missing my point. I am talking about being in a place and the mobs do not "appear" until a specific place is crossed. For instance, in Fort Bannister, I went past the mess hall next to the barracks. No one was in there. As I went up the steps, all of a sudden, 2 Talon Mercs came out of the mess and attacked my rear as 2 spawned on the steps in front of me.

Also, I cleared out the first large room from the "sewer in a tent" entrance, cleared out the barracks, the mess hall, and even the first room at the top of the stairs. I had no "red blips" on my compass, but Dogmeat was growling away. I was injured and wanted to take a nap in the barracks room. I could not because "enemies are present." The enemies turned out to be a couple that spawned in a room above me after I crossed a certain point.

Basically, what I am talking about here are enemies that do not "start out" in the area, but spawn only after a certain point or line is crossed. Is that making sense? I'm not talking about the ambushes that the Talon Mercs do out in the wasteland. That was an unfortunate example where Talon Mercs also inhabited Fort Bannister :smile: Another would be the super huge mutant that "spawns" after a "certain item" is picked up. You cannot do "things", like check the time because they are there, but not, until you do whatever makes them appear.

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Bethany Watkin
 
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Post » Wed Apr 01, 2015 10:21 pm

I think you're referring to scripted encounters. They've been in most of Bethesda's games. Picking up a gem in a Daedric ruin in Morrowind caused a Daedra to appear behind you. In Oblivion Mythic Dawn cultists would suddenly materialize in spots as we went through the tutorial. In Skyrim some Draugr are scripted to pop out of crypts at certain key moments.

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Gemma Archer
 
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Post » Thu Apr 02, 2015 1:44 am

Yes. That's the ticket :)

My complaint was about how it effects your character before those events get triggered. You usually can not even check the time because "enemies are nearby" prevents you, even though you can not detect them. The game knows they are there, but the character does not :)

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jadie kell
 
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Post » Wed Apr 01, 2015 8:45 pm

This is one of my biggest gripes about Bethesda's games. I absolutely loathe this. The devs have no business telling me I can't wait if enemies are nearby. It should be my choice whether I want to take that chance. I do not want to be prevented from making mistakes in a roleplaying game. Let me make my mistakes and let me suffer the consequences. If I want to rest (or perform any other action) in a dangerous situation that should be my choice. I should not be hand-held by a developer and prevented from making an unwise decision. This asinine game mechanic has no place in a roleplaying game.

*hyperventilates* Okay, I'm finished ranting now. :D

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gandalf
 
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Post » Wed Apr 01, 2015 4:43 pm

Exactly! I think Ghandi said something like, "Freedom is the choice to make mistakes."

:D

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Your Mum
 
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