[RELz] Zombie Apocalypse

Post » Tue May 17, 2011 8:45 am

Zombie Apocalypse By FoxtrotZulu
? Version 1.0 // http://www.newvegasnexus.com/downloads/file.php?id=37067

Archive Invalidation
======================
In order for the zombie mesh and textures to activate, you need to fix Archive Invalidation.
There are two easy ways to fix Archive Invalidation: ArchiveInvalidation Invalidated, or NVMM's built in invalidator. Both methods are incredibly simple, and require just a quick download. Other methods are possible, but due to their complicated nature are not suggested.

Download:
http://www.newvegasnexus.com/downloads/file.php?id=35935

Merely download the file and click the activate button within the program.

Details:
=======
Everywhere in the Mojave, there are now zombies. I hope you are prepared to fight. The zombies have their own factions, and are hostile to absolutely everything aside from other zombies. They have a 20% chance to infect non-essential humans (aside from the player) when attacking. The infected will be asymptomatic until up to a minute after infection, when they will frenzy and attack everything. If they die while infected, they will become a zombie. When a human is turned into a zombie, the zombie retains the human's inventory. So if a human with 1,000 caps is infected and transformed, the zombie will be carrying 1,000 caps.

Settings:
=======
Open the console and type (without the quotes):

"Set X to Y"

Replace X with a setting and replace Y with a value.
ZombieDifficulty controls the health and attack damage of zombies. Values are 1 = medium, 2 = hard, 3 = insane, other = easy. It does not affect already spawned zombies.
ZombieAmount controls how many zombies spawn at each spawn point. So by putting 2, you double the amount of zombies. By putting 3, you triple the amount of zombies.
ZombieInfectionChance is the chance of success (as a percentage) when a zombie tries to infect a target. Type: Float, Default value = http://forums.bethsoft.com/index.php?/topic/1140480-relz-zombie-apocalypse/20.0000.
ZombieRespawnTime is the amount of time before a spawn point can spawn another zombie in seconds. Type: Float, Default value = http://forums.bethsoft.com/index.php?/topic/1140480-relz-zombie-apocalypse/90.0000.
ZombieSymptomFrenzy is whether or not infected invdividuals will frenzy and attack everyone. 1 is enabled, 0 is disabled. Type: Integer, Default value = http://forums.bethsoft.com/index.php?/topic/1140480-relz-zombie-apocalypse/0.
ZombieSymptomHealth is whether or not infected invidivuals will lose health by the second. 1 is enabled, 0 is disabled. Type: Integer, Default value = http://forums.bethsoft.com/index.php?/topic/1140480-relz-zombie-apocalypse/0.
ZombieSymptomTime is the amount of time it takes (in seconds) for infection symptoms (frenzy and health loss) to kick in on an infected individual. Type: Float, Default value = http://forums.bethsoft.com/index.php?/topic/1140480-relz-zombie-apocalypse/90.0000

If you cannot open the console, please use this mod to open it:
http://www.newvegasnexus.com/downloads/file.php?id=36758


Changelog:
==================
1.0, 2010/11/12 - Initial release.


Upgrade/Install/Uninstall:
=============================
To install, simply place the supplied ESP file in your "Fallout New Vegas/Data" folder. This mod is directly dependant on its ESP file only. Uncheck and delete the file and the Ferals will stop spawning - no further actions are required.

Known Bugs and Issues:
=======================
Please do not complain or negatively endorse the mod if you get invisible zombies - I assure you, it is an error on your behalf.

If the zombies do not spawn, try increasing your draw distances and make sure that you have followed all the instructions in the readme. If you still think that an honest anomaly relative to your game setup is occuring, send me a private message and I'll help you out.

Compatibility:
=============
This mod modifies hundreds of exterior cells in the Wasteland worldspace, so to avoid confliction with mods that will inevitably edit the same cells, place this mod early/high in your load order; preferably right after your ESM files. This way your other mods will overwrite a few zombie spawn points, but there are too many for it to really make a different.

However, you must load mods such as "Better Game Performance" and "KDS Performance Tweaks" earlier than Zombie Apocalypse.

Notes:
=====
I recommend playing this mod on a separate save file as usual, or not saving at all. It's not that your save file will get bugged or anything, but important, quest-related characters could get killed by the masses of zombies, thus rendering that quest failed or something.

By the way, before you ask for a readme - this pretty much is the readme.

Love:
====
Remember, that if you want to, you can leave a comment, start a discussion, write a detailed review, endorse, tag, vote as file of the month, upload images - whatever it is, the systems are there so you might as well use them.

Enjoy!
User avatar
SUck MYdIck
 
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Joined: Fri Nov 30, 2007 6:43 am

Post » Tue May 17, 2011 3:48 am

In a word "YAY"

p.s. thank you for this :rock:
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rebecca moody
 
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Post » Tue May 17, 2011 5:27 am

Loved it in Fallout 3, should help make the Mojave more exciting.
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Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Tue May 17, 2011 11:06 am

Did I say he was slacking off? :unsure:

Naaaaahh, that must've been someone else posing as me :D




Luv ya, buddy! :foodndrink:
:celebration:
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rolanda h
 
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Post » Tue May 17, 2011 9:49 am

Can you make a hold out style of mission.
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trisha punch
 
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Post » Mon May 16, 2011 11:00 pm

Jesus. I wouldn't recommend using this mod straight out of Doc Mitchell's house. A 9mm with like 20 bullets and a shaving razor were not enough to hold off those hordes of zombies.

Any chance you could make it so you can configure their health without changing the damage they deal?
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Kat Ives
 
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Joined: Tue Aug 28, 2007 2:11 pm

Post » Tue May 17, 2011 1:03 am

This is probably a noob question but whenever I try to change the Amount of zombies or the difficulty the consol says the command was invalid. What exactly do i have to type to change the amount and difficulty of the zombies? Right now there are like 1-2 zombies every few minutes and its not too exciting. Thanks in advanced.
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Marcin Tomkow
 
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Post » Tue May 17, 2011 1:21 pm

I recommend using this with the Populated Wasteland.
It's very, oh, VERY fun to see all those people running away from zombies in Goodsprings! ahahhahahah!
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Loane
 
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Post » Tue May 17, 2011 8:17 am

Rofl, that's awesome. Downloading and trying now, thanks! :D
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Meghan Terry
 
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Post » Mon May 16, 2011 11:57 pm

:D i downloaded it, so if you take it down again im fine with waiting lol.
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Chloe Mayo
 
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Post » Tue May 17, 2011 10:42 am

Any future plans Zulu? I played Fort Zombie and while the basic premise is really good, the execution was really flawed. and i think the geck has the capability to bring out the full potential of that game. id really like to be able to make a fort/base, get survivors, supplies, etc, and generally struggle to survive. In other words, as you recommend in the FO3 version, RTS + this mod.

I also liked fort zombie where you had to be careful to stay out of sight and not make any noise because the zombs could really overwhelm you. flight was preferable to fight because you had limited resources.

Of course, immersion would still break when you speak to NPCs who wouldnt recognize the raging zombie situation in the world :P
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lolli
 
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Post » Tue May 17, 2011 4:39 am

I have to say, I was a bit disappointed when a headshot didn't kill them.
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Heather Stewart
 
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Post » Tue May 17, 2011 4:09 am

^ Saw a few mods that increase headshot damage on all creatures / NPCs. I really can't wait to try the mod, but I have to prepare on one of my saves first.


I think this may also be a good place to share some "stories".

Let's say my char got paranoid or knows what is about to happen. Vault 22 could come into play here in addition with some accident that carried the virus away. The mission for now is to establish safe places that will help in the upcoming chaos. I think I'll set myself an ingame time limit before I activate the mod, maybe 2 - 7 days. Then I basically try to survive in HC mode...as long as possible.
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Josh Sabatini
 
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Post » Tue May 17, 2011 6:36 am

I have many, many future plans. :)
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Isaac Saetern
 
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Post » Tue May 17, 2011 1:06 am

I have many, many future plans. :)


Ah, excellent indeed! That is the best way to work. Motivation and a solid plan - key elements. I'm Hunter14, we "talked" on the comment section recently. I'll brainstorm a bit and send you some ideas via PM...if it's not too much first then I post it here, might give some ideas to other people.
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Rebecca Clare Smith
 
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Joined: Fri Aug 04, 2006 4:13 pm

Post » Tue May 17, 2011 1:40 am

Yeah, Combine, I'm just gonna use a mod that makes a headshot a one-hit-kill on most enemies. Not sure if it'll work with mod-added enemies, though.

Anyway, I've been preparing my zombie-hunting squad that will protect Freeside (particularly the Old Mormon Fort). Using Dinner Bell, fully upgraded Hunting Rifle, Sledgehammer, SMG and various explosives. I'm ready.
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Samantha Jane Adams
 
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Post » Tue May 17, 2011 2:04 pm

I think it shouldn't matter (added by mod or not) as it should be a modification to hit zones (global value), meaning that it will effect any enemy that has a "head". Now, according to some information obtained in the comment section the mod will become more complex over time. So far exterior spawns are influenced, meaning that you should have no problems areas like Westside, Freeside or the Strip unless they somehow follow you inside which...may be bad.

But you'll still feel pretty safe in areas where people live. That's simply due to the early version. Do you know the "28 days and a bit" later mod for Oblivion? Now that's the real apocalypse and this mod here will become similar or just like the TES one. That means you can expect actual invasions on population centers by special zombie hordes, changed areas (to simulate damage), and tools to barricade doors or areas. If things will go well..

But apart from that it's still scary...I mean the whole desert is not safe anymore, including smaller settlements. And imagine what one of them can do.
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Saul C
 
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Post » Tue May 17, 2011 2:20 am

What I've noticed is that they're never inside of Freeside or New Vegas, so I think it would make sense for them to spawn densely right outside of the entrance to Freeside.
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Roberta Obrien
 
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Post » Tue May 17, 2011 5:33 am

What I've noticed is that they're never inside of Freeside or New Vegas, so I think it would make sense for them to spawn densely right outside of the entrance to Freeside.



yeah, i wouldnt want them in NV lol, im assuming that while the securitrons are there it is....secure >_> lol
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Emma-Jane Merrin
 
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Post » Tue May 17, 2011 4:26 am

excellent, now all I need is a Real time settlers type mod and that mod for FO3 were i could recruit anyone and BAM correctional facility base here i come.
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Crystal Clear
 
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Post » Tue May 17, 2011 4:43 am

I really can't wait to see this in the final stages. It'll take time and it won't be easy, but I hope we get there.
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Lexy Corpsey
 
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Post » Tue May 17, 2011 3:48 am

This sounds like fun. :D
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Jonathan Montero
 
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Post » Tue May 17, 2011 7:24 am

I can't find a single Zombie, my Draw distance is maxed out
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sw1ss
 
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Post » Tue May 17, 2011 12:55 pm

Walk around for a bit, they're there. Not as many as I'd hoped or expected, but they're still around.
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CHANONE
 
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Post » Tue May 17, 2011 9:26 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
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Chantelle Walker
 
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