[RELz] Zombie Apocalypse

Post » Tue May 17, 2011 10:59 am

Hey, anyone have any good ideas for potential hideouts for this :D? (besides NCRCF) i like to edit places in the geck to suit me, but only place i have found so far that arent super important is the Nevada Highway Patrol building.
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Rudi Carter
 
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Post » Tue May 17, 2011 6:38 am

I,ve been walking around for an hour, can't find any

This is my Load order

FalloutNV.esm
Project13 - Populated Wasteland.esp
Zombie Apocalypse.esp
VeronicaFixEssential.esp
Companion Sandbox Mode.esp
Centered 3rd Person Camera - Unraised.esp
DarNifiedUINV.esp
VeronicaScribeRobe.esp
Lings.esm
BetterGamePerformanceV3.esp
Centered 3rd Person Camera.esp


Try loading Zombie Apocalypse after Populated Wasteland and Better Game Performance. If that doesn't work, try disabling Better Game Performance/Populated Wasteland one at a time or both at the same time. See if that fixes it.
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Dalton Greynolds
 
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Post » Tue May 17, 2011 10:28 am

I honestly don't know...there are so many places, and since many are safe there are plenty to use. Once I'm done with preparations I'll use "public" places to plan operations (salvage more, fight them, etc). I'll be with the NCR at the beginning (unless they somehow get overrun) so I'll use their bases. I'll start in rural areas, the south for example. If the position is overrun I'll move north towards the Strip and Camp McCaran. These will be the safest places for now. Things will change if zombies somehow get in on hard settings or if the mod gets more complex (hordes who attack key points).

Things will be real fun once we reach the complexity of the TES zombie mod. If I remember correctly you were even able to remove the infection by removing the main horde or enough of them so that they get "disorganized" and therefore removed by the people in the wasteland.
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Silencio
 
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Post » Tue May 17, 2011 11:32 am

Try loading Zombie Apocalypse after Populated Wasteland and Better Game Performance. If that doesn't work, try disabling Better Game Performance/Populated Wasteland one at a time or both at the same time. See if that fixes it.


Removing Better game Performance got the Zombies spawning... Awzomised mod :celebration:
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Andrew
 
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Post » Tue May 17, 2011 7:14 am

Can you make the Zombies walk than run, Your constantly running for your life....
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Yvonne
 
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Post » Tue May 17, 2011 3:17 am

You can use this mod (http://www.newvegasnexus.com/downloads/file.php?id=34933) to make the zombies walk slowly.
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JUDY FIGHTS
 
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Post » Tue May 17, 2011 1:45 pm

You can use this mod (http://www.newvegasnexus.com/downloads/file.php?id=34933) to make the zombies walk slowly.


Yar Da mAn !!! Am rather Eager to see your future mods... This mod goes best with companion sharing and caring..maybe you wanna incorporate that into your mod and also maybe add wasteland travelers between settlements..
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Naomi Ward
 
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Post » Tue May 17, 2011 11:02 am

Is there any way to make it easier to hide from zombies? like maybe giving them very low detection abilities or even making them forget about you when you're out of sight and hearing after some time (but make more zombies come looking for you if you make noise for some time by blasting away). I use ART and eventually, once Arwen gets a bit more work done, there will be a real shortage of items, including bullets. So i like having to play fort Zombie style where guns are for emergencies and escapes and discretion is the better part of valor.
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Tania Bunic
 
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Post » Tue May 17, 2011 9:12 am

Hey, (this is related to this thread btw lol) is it possible to make a creature with a regular human appearance but use the zombie animations?
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Sun of Sammy
 
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Post » Tue May 17, 2011 1:59 pm

Hey, (this is related to this thread btw lol) is it possible to make a creature with a regular human appearance but use the zombie animations?


Not with ease, no.
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Becky Palmer
 
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Post » Tue May 17, 2011 6:06 am

Not with ease, no.



lol k, thank you
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Soph
 
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Post » Tue May 17, 2011 7:56 am

Im sorry but the link to the archive invalidation has been removed. Do you know of any others that may work?
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Sara Johanna Scenariste
 
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Post » Tue May 17, 2011 12:15 am

Im sorry but the link to the archive invalidation has been removed. Do you know of any others that may work?


Download FOMM
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Lauren Dale
 
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Post » Tue May 17, 2011 5:25 am

At least I know what to do with my unused ammo now <_<

You owe me:
764 rounds of .308,
500+ rounds of .44,
and a whopping 1200+ rounds of 9mm hollow point!!!!
:swear:










Dayum, but that was one intense Sunday afternoon stroll down to Primm, and from there to the outpost :P
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louise fortin
 
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Post » Tue May 17, 2011 4:10 am

nevermind, got FOMM
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Neko Jenny
 
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Post » Tue May 17, 2011 2:14 am

HOw about makign zombie animals,like zombie coyote's and zombie dogs etc... if they r killed by a zombie they are converted..... or Zombie Deathclaw :wacko:
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Claire Jackson
 
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Post » Tue May 17, 2011 1:41 pm

I'm rather against that, or it should be optional...

Probably more difficult (technical) or impossible anyway. It would be too tricky to assign models to individual dead / dying creatures. With humans it's not really a problem, as you can imagine. But creatures...so many types. The idea may be nice, but it's a scripting nightmare. I remember that there was a similar idea regarding the TES mod "28 days and a bit". Someone suggested that the beast races (Argonians, Orcs and Kajiit or something like that) should have their own models AND, in addition to that, they should "convert" from those NPCs. That means if an Orc dies you get an Orc zombie, and so on.

The problem is that this required a complex and resource draining way of scripting, and I think the idea was not implemented due to that. Instead, you had models but it was random, so by luck you could get an Argonian zombie from a dead human. Now, beast races were only three and it was already too hard. But we have more than three creature types.

The only alternative I see is that someone re-skins some or all creatures, and that the names are changed. Zombie / Undead + [creature name] + [custom mesh / texture].

I think that would be the easiest solution for that, and it would have the same effect in the end. There would be no infection system however.

I'm no real scripter, so it might be easier today. The GECK / Engine might be more advanced, but I'm pretty sure that this is still a "script nightmare". And if it's too complex or if the coding is working but bad, then your savegame / game stability may suffer.
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Umpyre Records
 
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Post » Tue May 17, 2011 10:54 am

what combine said.

also, id settle for more variations of the human zombies so they dont all look like clones.
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SEXY QUEEN
 
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Post » Tue May 17, 2011 7:58 am

Isn't it just easier to retexture them a little bit with zombie features and change faction to zombie... thats all there is...right ?
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Davorah Katz
 
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Post » Tue May 17, 2011 10:35 am

Is it possible to link the animations used for the zombie (Feral Ghoul animations right?) to an infected individual? I was thinking along the lines of having people infected by a zombie be converted into the zombie faction and having their animations change (But still retain their 'normal' texture) when the infection timers up.
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Luis Longoria
 
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Post » Mon May 16, 2011 11:31 pm

^ Tricky...might (or rather...will) probably require NVSE and lots of scripting. In the end it might work....or it might be a total failure / not work at all. You see, ghouls count as creatures, humans as...well...humans. I don't know if you can add creature animations to humans w/o much effort. One thing for sure. You can change animations / replace them. But if it works "dynamically" I don't know.
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Micah Judaeah
 
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Post » Tue May 17, 2011 1:48 pm

Download FOMM


Oh if i install it via the mod manager it works?
Oh great then im all good :D
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Jah Allen
 
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Post » Tue May 17, 2011 12:50 am

How disruptive is this mod in regards to the main quest and side quests? Do zombies spawn inside towns or other quest locations? I read the disclaimer about npcs may be eaten, but wondering about how severe it will be.

Honestly, what I really would love to see is all the towns and camps have a strong enough force to repel hordes of zombies. Or at least give them a fighting chance.
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Rhysa Hughes
 
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Post » Mon May 16, 2011 11:41 pm

Seems to be ok.. Marched up to camp Foxtrot (the western in the mountains) and zombies were falling out of the trees :P

Aah.., good times.
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Daniel Brown
 
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Post » Tue May 17, 2011 7:44 am

Well, it's pretty disruptive. In theory you can finish the game because only exteriors (Mojave Desert) is affected. It'll be tricky at times, but apart from that no one notices anything (obviously). In other words: It's the zombie apocalypse, it will simply be odd to play the game normally in addition to all the zombies. I don't recommend a serious playthrough with the mod.

You could play it normally for a while and then activate the mod however.
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djimi
 
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