[RELZ] Wasteland Patrols

Post » Sat Feb 19, 2011 11:47 am

Think I will wait a bit until my character is a bit higher level before I add this mod. I just got rid of a bug where the enclave spawned early, meaning I died every time I encountered them. I'd rather not have the NPC's slaughered in a town when both me and a bunch of enclave arrive. Either the town is slaughtered when I flee, or I try to stop them and I'm dead ;) I assume it shouldn't be a problem to add the mod when I'm a bit further in the story/higher level?
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Kelsey Hall
 
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Post » Sat Feb 19, 2011 9:28 am

Not sure this mod is working for me. Not sure if it should it add a quest, but I'm not getting one? Tried the "sqv mbWastelandConflictQuest" thing and it returned an error. :(
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Kayla Keizer
 
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Post » Fri Feb 18, 2011 9:37 pm

Just wondering: Any feedback from the patrols? Are they showing up? Anyone fought a Vertibird patrol yet?


I had a Vertibird patrol last night at the shantytown populated by hostile non-feral ghouls. Combined with FWE, it was a fierce fight! The vertibird deployed several soldiers all who ran behind cover of the assorted structures. Just as the last one went down, the vertibird came back again and dropped off more soldiers. I managed to run around and get a few potshots in on the vertibird before it took off but couldn't take it down. Finally killed the last one of that group and the flaming vertibird came back again! This time I was able to blow up the vertibird but not before it dropped off more soldiers. It was awesome!

I've also seen a patrol consisting of some Outcasts, Raiders and a Wastelander fighting a Deathclaw Matriarch, an Enclave patrol that wiped out the Raiders at Wheaton Armory for me and a feral ghoul patrol.

Thank you for sharing this with us! :)
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Alycia Leann grace
 
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Post » Fri Feb 18, 2011 10:37 pm

I assume it shouldn't be a problem to add the mod when I'm a bit further in the story/higher level?


nope, it shouldnt be a problem at all. you can add it whenever.


Not sure this mod is working for me. Not sure if it should it add a quest, but I'm not getting one? Tried the "sqv mbWastelandConflictQuest" thing and it returned an error. :(


Oops, sorry Watto44! I'm an idiot, I gave you the wrong quest name. This is the reason i didnt want to make separate mods, lol. For the Patrol Only ESP, the quest name changed:

sqv mbRandomVertibirdPatrolQuest


It was awesome!
Thank you for sharing this with us! :)


No problem. I have as much playing it as you guys! I especially like when the vertibird doesnt have to go back and get troops and instead does a carpet bomb on you. Firing on bad guys while missiles are exploding all around you is awesome :)
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Skivs
 
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Post » Sat Feb 19, 2011 9:52 am

My character has just finished Broken Steel and is wandering around thinking, "I'm bored, what to do," so I think I'll try this out. Sounds like fun, anyway :)
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Zosia Cetnar
 
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Post » Sat Feb 19, 2011 3:46 am

Oops, sorry Watto44! I'm an idiot, I gave you the wrong quest name. This is the reason i didnt want to make separate mods, lol. For the Patrol Only ESP, the quest name changed:

sqv mbRandomVertibirdPatrolQuest

No worries. Just went and checked, all's running so I just need to wait for some vertibird goodness. I'm looking forward to getting my [censored] kicked. Cheers, Watto. :)
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Amber Ably
 
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Post » Sat Feb 19, 2011 11:03 am

I am trying to tweak this mod to my content, but I'm having difficulty. I haven't seen a patrol yet.
Ideally I'd like to, (for example) on a trip from Megaton to Tenpenny Tower, encounter at least one patrol comprised of at least 10 people. I would also like it to be a single group (like a single group of 12 raiders) 90 percent of the time.
How should I set the globals?

Thanks for your awesome contributions to the modding scene!
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Kira! :)))
 
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Post » Sat Feb 19, 2011 4:06 am

I am trying to tweak this mod to my content, but I'm having difficulty. I haven't seen a patrol yet.
Ideally I'd like to, (for example) on a trip from Megaton to Tenpenny Tower, encounter at least one patrol comprised of at least 10 people. I would also like it to be a single group (like a single group of 12 raiders) 90 percent of the time.
How should I set the globals?

Thanks for your awesome contributions to the modding scene!


what i would do to get you closest to this would be..

set mbSpawnGroupChance to 10 (since it always produces one group always, this makes it produce a SECOND group only 10 percent of the time)
set mbSpawnChance to 70 (this controls how many are in the group, since it checks a random number to spawn each additional member of the group. NEVER SET THIS really really high like 90 or 100 or else you will get groups with huge numbers!!!!)

let me know how it goes...
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Emily Jeffs
 
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Post » Fri Feb 18, 2011 9:00 pm

what i would do to get you closest to this would be..

set mbSpawnGroupChance to 10 (since it always produces one group always, this makes it produce a SECOND group only 10 percent of the time)
set mbSpawnChance to 70 (this controls how many are in the group, since it checks a random number to spawn each additional member of the group. NEVER SET THIS really really high like 90 or 100 or else you will get groups with huge numbers!!!!)

let me know how it goes...


ATM I am watching V on syfy and that just made think of the aliens from fallout, would it be possible to have them as a random very rare patrol set up like enclave with a UFO instead of a vertibird
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quinnnn
 
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Post » Sat Feb 19, 2011 12:07 pm

ATM I am watching V on syfy and that just made think of the aliens from fallout, would it be possible to have them as a random very rare patrol set up like enclave with a UFO instead of a vertibird


yeah its possible but would probably have to be a plug-in to my ESP. Unfortunately, i dont even have MZ so I wouldnt be building it.
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Dan Stevens
 
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Post » Fri Feb 18, 2011 8:53 pm

this looks interesting, i think i'll give it a try ( cool to see another spring towner in here :wink_smile: )
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Joe Alvarado
 
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Post » Sat Feb 19, 2011 7:00 am

Everything's working just fine for me. Certainly makes things interesting out there. I'll be walking along when I hear the distinct sound of a vertibird. So, I stop, look up and around, watch where it lands, what it spits out then depending on my health and ammo either make a beeline for it or run the other way :laugh:
Amazingly I managed to shoot one before it managed to take off again. That was fun. One of the bodies on the ground afterwards was a Vertibird Pilot :lmao:

Last night I saw one single Wasteland Patrol (it was his name) and he was a ghoul. It was somewhere along Pennsylvania Avenue in DC. I'd exited an obscure Metro and found him wandering. It was a good thing he didn't go any further as there was a super mutant swap meet nearby :laugh:

Sometimes the same vertibird will do repeat drops in the same spot, or just the same area. No sooner has one disappeared over the horizon than its back, or a different one arrives. Maybe they think they need the backup...against a vault dweller, an android and a former slave. We may look tough, but we're probably out of ammo :laugh:

It's fun, though. Especially with the overhauls I use. Makes the wasteland more livelier (sp?) :)
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Dewayne Quattlebaum
 
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Post » Sat Feb 19, 2011 6:32 am

Awesome, thanks a lot! This is the kind of mod that really makes the game feel fresh and re-playable!
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tegan fiamengo
 
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Post » Sat Feb 19, 2011 1:13 am

Downloaded this when I first saw the thread but didn't get to comment on it yet because I haven't really tested it.

Does everything work okay with FWE/MMM? That'd be awesome, because I've been looking for a mod like this for a while now.
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Cayal
 
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Post » Sat Feb 19, 2011 5:06 am

Downloaded this when I first saw the thread but didn't get to comment on it yet because I haven't really tested it.

Does everything work okay with FWE/MMM? That'd be awesome, because I've been looking for a mod like this for a while now.


very little vanilla records are touched by this so it should play well with other mods even big ones. You definitely should always do a merged patch with your load order, of course, but that's not specific for this mod, its just good modding behavior.
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Cody Banks
 
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Post » Sat Feb 19, 2011 7:17 am

very little vanilla records are touched by this so it should play well with other mods even big ones. You definitely should always do a merged patch with your load order, of course, but that's not specific for this mod, its just good modding behavior.


Thanks, I just started a new FWE game with this mod included, can't wait :celebration:
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Aman Bhattal
 
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Post » Sat Feb 19, 2011 5:07 am

Just ran in to a patrol of super mutants in the DC area. There were at least 10 of them. I ended up resorting to throwing grenades at nearby cars to take them out. I died and had to reload a few times. Definitely worth it.
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Nicole M
 
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Post » Sat Feb 19, 2011 4:22 am

Just ran in to a patrol of super mutants in the DC area. There were at least 10 of them. I ended up resorting to throwing grenades at nearby cars to take them out. I died and had to reload a few times. Definitely worth it.


Cool, I love to hear good battlefield reports :)
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Steph
 
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Post » Sat Feb 19, 2011 2:24 am

2 hours of playing in the capital wasteland, haven't seen a single patrol. What did I do wrong?
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Shae Munro
 
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Post » Sat Feb 19, 2011 4:58 am

2 hours of playing in the capital wasteland, haven't seen a single patrol. What did I do wrong?


Probably nothing. It is a random chance that patrols are created.

Eventually stuff WILL get created, but if you are impatient or just want to prove that your mod is working I would try to tweak some of your globals

go to console and first write down the current default settings of a couple of global variables... so you can set them back after the test

show mbQuestSpawnInterval
show mbSpawnConflictChance

then set them to something really crazy so it starts generating stuff regularly

set mbQuestSpawnInterval to 20
set mbSpawnConflictChance to 100


you should see within 10 seconds a Vertibird Patrol get spawned somewhere near you (you may have to search around a bit)

once you do see something spawned, I would recommend you setting the globals immediately back to their defaults or your PC (and your CPU) will get overwhelmed pretty quickly.

Let me know how it goes
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Cash n Class
 
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Post » Sat Feb 19, 2011 9:26 am

I can do 'show' in console, but not 'set.' It doesn't recognize 'set.'


Just curious, why have these patrols set so rare in the default settings? I thought the purpose of this mod was to eliminate treks between big spaces of the map without any encounters besides radscorpions.
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Ann Church
 
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Post » Sat Feb 19, 2011 4:54 am

I can do 'show' in console, but not 'set.' It doesn't recognize 'set.'


Just curious, why have these patrols set so rare in the default settings? I thought the purpose of this mod was to eliminate treks between big spaces of the map without any encounters besides radscorpions.


Did you read his next to last sentence above?
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STEVI INQUE
 
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Post » Sat Feb 19, 2011 5:25 am

Did you read his next to last sentence above?


I don't know what you're talking about.

set mbQuestSpawnInterval 20
set mbSpawnConflictChance 100

^ these two bits, when entered in console, return an error. Yes, I did 'show' first, but 'set' did nothing.
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Chris Cross Cabaret Man
 
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Post » Sat Feb 19, 2011 12:02 am

I don't know what you're talking about.

set mbQuestSpawnInterval 20
set mbSpawnConflictChance 100

^ these two bits, when entered in console, return an error. Yes, I did 'show' first, but 'set' did nothing.


If the values are set that high all the time, your "CPU would be overwhelmed" as he said. Thats why its kept at the variables it is. And you're typing them wrong. Or he typed them wrong. between the number and the global it has to say "to".

So it would be, for example,

set mbQuestSpawnInterval to 20
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KIng James
 
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Post » Sat Feb 19, 2011 2:50 am

Ok, did a few tests last night with those console settings :)

It could be because I have not visited Project Purity yet (intentionally) but I didn't run into vertibird patrols every 10 seconds or even immediately. Instead, what I found is that those settings are optimal for anyone looking to take the emptiness out of the wasteland. My computer isn't that great (single core 2.80 ghz but have a good gfx card and ram) but I didn't see any major slowdown due to the new patrols. They aren't THAT common.

I started along the route one person suggested, which was walking from Megaton to Andale. During that trek, I found a tribal patrol (3 NPCs), a BoS patrol (6 NPCs), a Hunter Patrol (3 NPCs) and an enclave patrol (3 NPCs). At Andale, I found a named hostile molerat called "NPC battle marker." They occurred far from one another and it wasn't a cluster**** of any kind.

On the other hand, sometimes huge open spaces will yield no encounters. Example: Andale to Tenpenny Towers (picture: http://img684.imageshack.us/img684/849/fo3range.jpg ), no patrols were encountered.

So some questions here:
1. If I kill the molerat named 'NPC battle marker,' did I mess with the spawns at all? Should I leave him alone?
2. Is it complete chance as to whether or not a patrol spawns with a group of opponents or do they mostly just spawn by themselves and fight whatever exists in the wasteland by itself? Which of the console commands you listed affects that chance?

Thanks for making the mod. :)
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Justin Hankins
 
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