[RELZ] Wasteland Patrols

Post » Sat Feb 19, 2011 3:54 am

Download: http://www.fallout3nexus.com/downloads/file.php?id=11729

**REQUIRES FOSE**

This mod adds a configurable background quest that add random NPC patrols and creature spawns to the wasteland.

It doesn't change any NPCs or standard levelled lists so it will use the NPCs and Creatures you already have from your load order.

Its really small and I don't see me updating this anymore, so use it as a modder resource, and edit it to your hearts content.

Types of "Encouters" it can add

1. Vertibird Patrol - creates a vertibird that lands, drops off two Enclave Troops, and supports them with bombing runs and reinforcements.
2. NPC vs NPC battle - creates 1+ groups of NPCs
3. NPC vs Creature battle - creates 1+ groups of NPCs and Creatures
4. Creature vs Creature battle - creates 1+ groups of Creatures

Possible Patrol Types
(all of these groups will have a random patrol target, meaning they will travel to one of the Map Markers in the game):

Enclave
Raider
BoS
Outcast
Talon
Chinese Remnant
Super Mutant
Bandit (Point Lookout Smuggler)
Tribal
Wastelander
Wastelander Ghoul
Hunter
Slaver
Regulator


Possible Generic Spawns
(will just wander around their area, no patrol package)

All wasteland creatures
Super Mutants
Robots (Army, Talon, BoS, Outcast, Enclave)
Swampfolk
Trogs


Enclave Foot Patrols CAN show up before the Waters of Life request (treat them as pre-invasion scouts)
Enclave Vertibirds will only show up after Waters of Life quest

GLOBALS:
mbQuestSpawnInterval - default 200 - Conflict Quest rechecks spawning every THIS seconds..
mbSpawnConflictChance - default 2 - When the Quest DOES check, it checks a random number against this global value to see if it spawns one of the 4 groups.
mbSpawnGroupChance - default 50 - once option 2-4 are chosen, this Global determines how many groups. Lower it to make less groups, raise to make more
mbSpawnChance - default 50 - once a group is created, this Global controls how many are in the group. Again, lower it to make less...
mbSpawnEnclaveVertibirdChance - default 25 - THIS IS JUST FOR THE EYEBOT SCRIPT. Certain Eyebots can spawn a vertibird when attacked, this is the chance of that.

- Again, No other changes from my balance mod are included in this

NOTE: I decided to start a new thread for the much smaller spinoff from my big overwhelming Balance Mod... I think it was being buried under the thread title of a "Overhaul" which isn't what this little ESP is, and should be something wanted by alot of people looking for a quick and easy game experience changer with little impact to their playing style.
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Juan Suarez
 
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Post » Sat Feb 19, 2011 10:20 am

Alright, was hoping you'd do this. Thanks man.
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roxanna matoorah
 
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Post » Sat Feb 19, 2011 5:40 am

Nice! I'll be sure to try it out!
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Czar Kahchi
 
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Post » Sat Feb 19, 2011 3:58 am

Whilst I do like the stuff in your full tweaking mod I've already got a fully overhauled game so releasing this part as a separate mod is much appreciated.

:foodndrink:

Thanks
-kwm
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Cat Haines
 
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Post » Sat Feb 19, 2011 10:57 am

Keen to try this out.

From your testing. (or anyone else)

If i install this mod and it spawns some of the patrols and I play and save with the mod installed for a few days.

and then i want to uninstall. Will the already spawned patrols remain in the game ? or will they disappear ? hoping the latter.
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Teghan Harris
 
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Post » Sat Feb 19, 2011 7:22 am

Will this conflict with mods like MMM at all? Sorry if you addressed this and I missed it! I blame lack of sleep!
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Prue
 
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Post » Fri Feb 18, 2011 10:56 pm

Will the already spawned patrols remain in the game ? or will they disappear ? hoping the latter.


the latter. the placed NPCs are forms from my mod, but they use stats, inventory from your load order. if you remove my mod, the Forms will disappear, i.e. the NPCs.


Will this conflict with mods like MMM at all? Sorry if you addressed this and I missed it! I blame lack of sleep!


it wont conflict with MMM, because i dont touch any spawns MMM uses. I add my own. Furthermore, since i use standard levelled lists, and MMM likely updates those to add in their creatures, my spawns SHOULD produce MMM creatures as well.
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Frank Firefly
 
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Joined: Sun Aug 19, 2007 9:34 am

Post » Fri Feb 18, 2011 11:42 pm

mmmm, I'm getting a very wierd CTD.
I've got the latest update,FOMM and FOSE
for some reason it always CTDS on launch...

Mod load order report
! Warning: current load order template contains 13 duplicate entries

Fallout3.esm

Anchorage.esm

BrokenSteel.esm

PointLookout.esm
* The current load order of this mod does not match the current template

Zeta.esm

Mart's Mutant Mod.esm

CubeExperimental (EN).esm (Inactive)

HairPack.esm
* The current load order of this mod does not match the current template

ArefuExpandedByAzar.esm (Inactive)
* The current load order of this mod does not match the current template

CombatEnhanced-Package v02.esp
* This mod does not exist in the current template

Sprint Mod.esp
* This mod does not exist in the current template

ArefuExpandedByAzar-Radio.esp (Inactive)

CyberneticDawn.esm (Inactive)
* This mod does not exist in the current template

LiquifyRifle.esp (Inactive)
* This mod does not exist in the current template

MTC Wasteland Travellers.esp (Inactive)

MTC Wasteland Travellers (Optional)- Crowded Cities.esp (Inactive)

Owned!.esp

DCInteriors_ComboEdition.esp
* The current load order of this mod does not match the current template

IncreasedWaterRadiation10b.esp
* This mod does not exist in the current template

MegatonContracts.esp
* This mod does not exist in the current template

ShellRain.esp
* This mod does not exist in the current template

RRR 1.0.esp
* This mod does not exist in the current template

ShadySands.esp (Inactive)
* The current load order of this mod does not match the current template

QuickStart.esp
* This mod does not exist in the current template

Butcher Petes Meat.esp (Inactive)
* This mod does not exist in the current template

YearlingsGlasses.esp
* This mod does not exist in the current template

Mart's Mutant Mod.esp
* The current load order of this mod does not match the current template
Requires Mart's Mutant Mod.esm

Mart's Mutant Mod - Natural Selection.esp
* The current load order of this mod does not match the current template

Mart's Mutant Mod - No Ghoul Raise.esp
* The current load order of this mod does not match the current template

Mart's Mutant Mod - DLC Broken Steel.esp
* The current load order of this mod does not match the current template
Requires BrokenSteel.ESM

Mart's Mutant Mod - DLC Point Lookout.esp
* The current load order of this mod does not match the current template
Requires PointLookout.ESM

Mart's Mutant Mod - Increased Spawns.esp
* The current load order of this mod does not match the current template

Mart's Mutant Mod - No Corpse Flies.esp
* The current load order of this mod does not match the current template

Mart's Mutant Mod - No Floaters.esp
* The current load order of this mod does not match the current template

noautoaim.esp (Inactive)
* This mod does not exist in the current template

Stealth Kills Enabled.esp
* The current load order of this mod does not match the current template

FleshBurningPlasma.esp

Tchos Vault 101 Sealed Wing.esp
* This mod does not exist in the current template

FNN01.esp (Inactive)
* This mod does not exist in the current template

WASPS.esp
* This mod does not exist in the current template

AmmoMerchantShalala.esp
* This mod does not exist in the current template

T3T_MiscItemIcons.esp
* The current load order of this mod does not match the current template

Fast_but_dramatic_VATS_0.9.esp (Inactive)
* This mod does not exist in the current template

AweomePerkPack.esp (Inactive)
* This mod does not exist in the current template

Combat Style Perks.esp (Inactive)
* This mod does not exist in the current template

goat_perks.esp
* This mod does not exist in the current template

Dree Perks.esp (Inactive)
* This mod does not exist in the current template

Dree Perks Point Lookout.esp (Inactive)
* This mod does not exist in the current template

Dree Perks Mothership Zeta.esp (Inactive)
* This mod does not exist in the current template

Jucardi PowerArmor Perk.esp (Inactive)
* This mod does not exist in the current template

G3SilentGun.esp (Inactive)
* This mod does not exist in the current template

FallsChurchMetroFix.esm (Inactive)
* The current load order of this mod does not match the current template

Phalanx-MainFollowerModule.esp (Inactive)

Phalanx-BrokenSteel-Integration.esp (Inactive)
Requires BrokenSteel.esm

EVE Beta_0.9.2.esp
* This mod does not exist in the current template

Rude Awakening.esp
* This mod does not exist in the current template

Rude Awakening - MMM.esp
* This mod does not exist in the current template

SS Weapon Effects.esp (Inactive)
* The current load order of this mod does not match the current template

SS Master File.esm (Inactive)
* This mod does not exist in the current template

CloverEdited.esp
* This mod does not exist in the current template

RealPhysicsWithCarExplosions.esp
* This mod does not exist in the current template

Miniguns Non Replacer Backpack.esp (Inactive)
* This mod does not exist in the current template

DamageIncreace.esp
* This mod does not exist in the current template

MMMs-NoAutoAim.esp
* This mod does not exist in the current template

WH40KFactionUltramarines.esp (Inactive)
* This mod does not exist in the current template

Fellout-Full.esp
* The current load order of this mod does not match the current template

PWSerialKiller.esp (Inactive)
* This mod does not exist in the current template

Zeta-Abominations in the Wasteland.esp (Inactive)
* This mod does not exist in the current template

SS Creature Compendium.esp (Inactive)
* This mod does not exist in the current template

vashdeagle.esp (Inactive)
* This mod does not exist in the current template

5xlvling.esp (Inactive)
* This mod does not exist in the current template

mZETA.esp
* This mod does not exist in the current template

Advanced Combat Armor.esp (Inactive)
* This mod does not exist in the current template

m249m16m60.esp
* This mod does not exist in the current template

Responsive Kill Reactions.esp (Inactive)
* This mod does not exist in the current template

MarkB50K_Wasteland_Patrols.esp (Inactive)
* This mod does not exist in the current template

The order that the current template suggests is as follows:
fallout3.esm
pointlookout.esm
anchorage.esm
brokensteel.esm
zeta.esm
hairpack.esm
fallschurchmetrofix.esm
arefuexpandedbyazar.esm
combatenhanced-package v02.esp
sprint mod.esp
mart's mutant mod.esm
cubeexperimental (en).esm
arefuexpandedbyazar-radio.esp
cyberneticdawn.esm
liquifyrifle.esp
fellout-full.esp
shadysands.esp
quickstart.esp
butcher petes meat.esp
yearlingsglasses.esp
mtc wasteland travellers.esp
mtc wasteland travellers (optional)- crowded cities.esp
dcinteriors_comboedition.esp
increasedwaterradiation10b.esp
megatoncontracts.esp
shellrain.esp
rrr 1.0.esp
stealth kills enabled.esp
mart's mutant mod.esp
mart's mutant mod - dlc broken steel.esp
mart's mutant mod - dlc point lookout.esp
mart's mutant mod - no corpse flies.esp
mart's mutant mod - no floaters.esp
noautoaim.esp
mart's mutant mod - no ghoul raise.esp
mart's mutant mod - increased spawns.esp
mart's mutant mod - natural selection.esp
t3t_miscitemicons.esp
fast_but_dramatic_vats_0.9.esp
aweomeperkpack.esp
combat style perks.esp
goat_perks.esp
dree perks.esp
dree perks point lookout.esp
dree perks mothership zeta.esp
jucardi powerarmor perk.esp
g3silentgun.esp
owned!.esp
fleshburningplasma.esp
tchos vault 101 sealed wing.esp
fnn01.esp
wasps.esp
ammomerchantshalala.esp
ss weapon effects.esp
ss master file.esm
cloveredited.esp
realphysicswithcarexplosions.esp
miniguns non replacer backpack.esp
damageincreace.esp
mmms-noautoaim.esp
wh40kfactionultramarines.esp
phalanx-mainfollowermodule.esp
phalanx-brokensteel-integration.esp
eve beta_0.9.2.esp
rude awakening.esp
rude awakening - mmm.esp
pwserialkiller.esp
zeta-abominations in the wasteland.esp
ss creature compendium.esp
vashdeagle.esp
5xlvling.esp
mzeta.esp
advanced combat armor.esp
m249m16m60.esp
responsive kill reactions.esp
markb50k_wasteland_patrols.esp



Any ideas?
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CHANONE
 
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Post » Fri Feb 18, 2011 10:45 pm

Hey, Mark? I just ran into a very interesting occurrence. I was walking to the broken bow of Rivet City when I ran into a very odd spawn... Two protectrons, two Feral Ghoul Roamers, and a Trog, walking through the deep end of the water (I'm guessing it's a pathing issue?). In any event, the Trog tore me to shreds before I could observe further.

On that note, would it be possible to get an esp without DLC creatures? IMHO, they don't really fit outside of their DLC's... that, and I'm really worried that I'll get torn apart by a swampfolk now... :eek:

Don't get me wrong; I love this mod - and have loved it ever since a roaming Outcast patrol saved my life near the Wheaton Armory - but I was not expecting Trogs.

Then again, I should be thankful you didn't include the aliens from Zeta... I'd be in a whole new classification of dead then.
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sharon
 
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Post » Sat Feb 19, 2011 10:08 am

mmmm, I'm getting a very wierd CTD.
I've got the latest update,FOMM and FOSE
for some reason it always CTDS on launch...



Any ideas?


Just so i understand, with the Patrol mod it CTDs, and without it, it doesnt consistently?


Hey, Mark? I just ran into a very interesting occurrence. I was walking to the broken bow of Rivet City when I ran into a very odd spawn... Two protectrons, two Feral Ghoul Roamers, and a Trog, walking through the deep end of the water (I'm guessing it's a pathing issue?). In any event, the Trog tore me to shreds before I could observe further.

On that note, would it be possible to get an esp without DLC creatures? IMHO, they don't really fit outside of their DLC's... that, and I'm really worried that I'll get torn apart by a swampfolk now... :eek:

Don't get me wrong; I love this mod - and have loved it ever since a roaming Outcast patrol saved my life near the Wheaton Armory - but I was not expecting Trogs.

Then again, I should be thankful you didn't include the aliens from Zeta... I'd be in a whole new classification of dead then.


As far as the wierd spawn, yeah, it was a random placement and it just picked a spot in the middle of the water to place them...

since i dont plan on updating this, i recommend you just updating your ESP

- open the .esp in the GECK or in FO3Edit
- find the Leveled Creature record mbEncWastelandCreatureAll (XX005645)

- remove the mbLvlTrogCONFLICT (XX00562A) record

(looks like the swampfolk already arent in the list, so no worries)
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Rachel Eloise Getoutofmyface
 
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Post » Sat Feb 19, 2011 6:15 am

mmmm, I'm getting a very wierd CTD.
I've got the latest update,FOMM and FOSE
for some reason it always CTDS on launch...



Any ideas?


hey stars, just noticed you dont have the DLC Pitt in your load order, my mod needs that as a master, so that is why its crashing..
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JERMAINE VIDAURRI
 
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Post » Sat Feb 19, 2011 1:09 am

Where should it be placed in the loadorder? :)
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SHAWNNA-KAY
 
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Post » Sat Feb 19, 2011 12:36 am

Where should it be placed in the loadorder? :)


it doesnt overwrite any vanilla objects, so it really doesnt matter (i.e. anywhere you want to put it)
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Katie Samuel
 
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Post » Sat Feb 19, 2011 1:57 am

Errm... what you suggested didn't work. I'll try disabling the mod, saving, and re-enabling to try and get the change I made to take. Should I also remove the mbLvlTrog record (and while I'm at it, the Swampfolk one)?
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Nims
 
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Post » Sat Feb 19, 2011 10:57 am

Errm... what you suggested didn't work. I'll try disabling the mod, saving, and re-enabling to try and get the change I made to take. Should I also remove the mbLvlTrog record (and while I'm at it, the Swampfolk one)?


yeah you can do that, to be sure. Just make sure the leveled list doesnt still reference any deleted records before you save the ESP in the editor. you can PM me if you need more clarification. I'd be happy to help. :)
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Rachael Williams
 
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Post » Sat Feb 19, 2011 8:21 am

Does this conflict with BoS DC Ruins Patrols?
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brenden casey
 
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Post » Fri Feb 18, 2011 11:50 pm

Does this conflict with BoS DC Ruins Patrols?


I cannot see why it would conflict. I add npc patrols, it does too (i'm guessing by the name). Sure, maybe at some point you might see npcs from that mod fight with say, raiders, from my mod, but is that a mod conflict? Nope, thats just what BoS and Raiders are supposed to do ;)

So, no, in the sense of mod's overwriting other mods and not working together, nope, no conflict.
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Susan Elizabeth
 
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Post » Fri Feb 18, 2011 11:30 pm

hey stars, just noticed you dont have the DLC Pitt in your load order, my mod needs that as a master, so that is why its crashing..


Yep that was the reason, thanks.
Works great now.
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Milad Hajipour
 
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Post » Fri Feb 18, 2011 8:24 pm

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


I appreciate all who have downloaded the mod so far. Hope it adds a neat experience to your game...
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Tikarma Vodicka-McPherson
 
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Post » Sat Feb 19, 2011 4:36 am

I have been playing with this for a while, but have not seen any new or unusual patrols that I could identify. I have destroyed every eyebot I have seen since leaving the Vault, but have yet to see a vertibird (I am currently level 22). While I have finished the GNR quest I have deliberately stayed away from Dr. Li and Jefferson Memorial.
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Robert Garcia
 
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Post » Fri Feb 18, 2011 8:29 pm

Does this mod a new game to be started for it to take full effect?
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Queen
 
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Post » Sat Feb 19, 2011 2:47 am

Turkeys: Nope, it will work fine with any save.

Sieboldii: Yeah, the vertibirds wont appear until after Waters of Life. As for the other patrol types, they should fit seamlessly in with the other NPCs and creatures you see so it might be difficult to determine that they are from this mod. Although if the NPC's name is "XX Patrol" then yeah, thats from this mod.

Also you can fiddle with the globals to tweak how often you see new stuff

"set mbSpawnConflictChance to x" in the console to higher to increase chance of them being created by the quest. It defaults to 2. If you set it to be something insane like 100, make sure you set it back to 2 after you notice it spawning something.

you can also check on the quest to make sure its running...

"sqv mbRandomVertibirdPatrolQuest" and you can see the quest variables and it should say running: yes
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Rudi Carter
 
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Post » Sat Feb 19, 2011 12:34 pm

So the patrols added will travel to any mapmarker? So a bunch of Enclave footsoldiers could travel to any of the cities and wipe out all of the NPC's? Or does my character need to be present? (not that it would matter much against Enclave)
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Eric Hayes
 
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Post » Sat Feb 19, 2011 6:34 am

What is with the Key Terrain marker typo, 'Wastleland'?
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Andrea P
 
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Post » Sat Feb 19, 2011 7:11 am

What is with the Key Terrain marker typo, 'Wastleland'?


What is with it? I'm guessing its a typo, lol. what else would it be ;)

janbonde: They wont actually kill anything unless you are in the area but theyll travel there nonetheless. And, yeah they can travel to any map marker unless you go into the mod and remove the entry from the form list that contains all the possible locations

you'd have to edit mbLocationsOrderedList and mbAssaultPackageOrderedList and remove the same row in each pointing to the location you dont want them going to.
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Benji
 
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