[RELZ] Very Voracious Vermin 1.99

Post » Tue Feb 01, 2011 9:15 pm

Download here
http://www.megaupload.com/?d=RNDHHXL0

Hotfix 1 is up(resolves any possible issues between IWS and VVV, and prevents any possibility of invisible creatures)
http://www.megaupload.com/?d=SKA2E1G4

Hotfix 2 is up(wide variety of issues fixed, see http://www.fookunity.com/forum/showpost.php?p=53078&postcount=42 for details)
http://www.megaupload.com/?d=E4MSKKD3

Streamlined, fully menu configurable, dynamic spawn system integrated. Configurable, detailed, fully functional hardened support. Added sever and loot scripts, pickaxe meshes fix included, minimal esps. Fully compatible with the latest version of nVamp or for use as a standalone. Thousands of creature variations. Fully integrated blood, sweat, tears, maybe an eyelash from the crying.

Installation:
1. Get the VVV 1.54 data files from http://www.newvegasnexus.com/downloads/file.php?id=40130
2. If you have previous esps of VVV installed, remove them
3. Install the contents of the archive into your data directory(a FOMOD installation is recommended)
4. If using nVamp, make sure the nVamp - Effects Override file is loaded after nVamp - Effects, if not using nVamp, delete nVamp - Effects Override
5. Enjoy

If you decide to remain using IWS' spawn system, you can set our Max Reference count to 0 in the VVV menu, and disable all extra VVV spawns.

Readmes are included in the archive. Full hardened documentation changelog included as well.

Big thanks to TheCastle for his work on Increased Wasteland Spawns, from which I drew a large amount of information and eventual understanding of how to integrate dynamic spawning into the wastes. Vaernus for bringing the VVV team together, Marz13 for making thousands of variations that I had to update by hand(yay), Chad for his boss implementations, Cipscis for his amazing work on the geck tutorials and general knowledge contribution, Drakenguard of http://www.fallout3nexus.com/downloads/file.php?id=15573 for his feral ghouls use guns contribution, jesus for allowing me to take his name in vain all these years, and Martigen for inspiration.

VVV Team
Marz13
Vaernus
ApocalypticGirl
Poopoopapa
Esipode
User avatar
Daddy Cool!
 
Posts: 3381
Joined: Tue Aug 21, 2007 5:34 pm

Post » Tue Feb 01, 2011 2:44 pm

Would the affects be adverse if I used IWS with this mod...?
User avatar
Davorah Katz
 
Posts: 3468
Joined: Fri Dec 22, 2006 12:57 pm

Post » Tue Feb 01, 2011 7:16 pm

Why megaupload and not nexus?
User avatar
Nuno Castro
 
Posts: 3414
Joined: Sat Oct 13, 2007 1:40 am

Post » Tue Feb 01, 2011 7:44 pm

Would the affects be adverse if I used IWS with this mod...?


If you set our Max Reference count to 0 in the VVV configuration menu, then no additional spawns will occur besides the hand placed ones. It should thus be fully compatible with IWS.

Why megaupload and not nexus?


I am banned on the nexus because of a chat dispute I had with a moderator :\

Vaernus should be updating the VVV site on the nexus shortly afaik.
User avatar
George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Wed Feb 02, 2011 2:01 am

Hmm, interesting. I will definitely check it out then.
User avatar
Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Tue Feb 01, 2011 11:02 pm

Hardened (default) mode is unplayable. Radscorpion Queen can't be damaged even by Holorifle or YCS with max power cells. Avenger with AP ammo also doesn't work.

Also, DT are displayed incorrectly.
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Tue Feb 01, 2011 8:40 pm

I'm afraid you're doing it wrong. Try aiming for the stinger next time, get that crippled and then see what happens. DR is not displayed, so that's what you're missing. Full (regular) hardened changelog is available here http://www.gamesas.com/index.php?/topic/1163276-relz-hardened/. If you don't like the difficulty changes you are free to change them in the menu options.

Watch this video for a good tutorial on how to kill radscorpions http://www.youtube.com/watch?v=fpLo_o9YcPM&hd=1
User avatar
Epul Kedah
 
Posts: 3545
Joined: Tue Oct 09, 2007 3:35 am

Post » Tue Feb 01, 2011 8:28 pm

Hi guys, glad to see a new release, quick question not addressed in the readme,

Do users also need to delete other VVV files like
  • Glowy Bits,
  • (LowSpawn, MediumSpawn, HighSpawn),
  • nVamp VVV -- Bosses.


I ask since I need to know, and other users may ask if it does need to be deleted.

Also some new resources for creatures have appeared if you want to include them in later updates.

Spoilers used to save space since this is just to help the nVamp team, not really apart of the question.

Spoiler

---------------------Creature Resources---------------------

New Vegas Resources

http://www.newvegasnexus.com/downloads/file.php?id=39419 -- I'm sure you already use this but it seems he updated it somewhat recently if the pictures are anything to judge by...

[img]http://www.newvegasnexus.com/downloads/images/39419-1-1294848845.jpg[/img]
[img]http://www.newvegasnexus.com/downloads/images/39419-1-1296242659.jpg[/img]

http://www.newvegasnexus.com/downloads/file.php?id=39177
http://www.newvegasnexus.com/downloads/file.php?id=40044
http://www.newvegasnexus.com/downloads/file.php?id=40350

Here is the newest resource with new rigging for unique variants of vanilla wasteland critters.
http://www.newvegasnexus.com/downloads/file.php?id=41117


Anyways, There are many, many more resources for nVamp to use on the "http://www.gamesas.com/index.php?/topic/1175495-modders-resources-and-new-models-here/" Thread,

Keep up the great work, I wouldn't be playing New Vegas again if this mod hadn't come along.
User avatar
Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm

Post » Tue Feb 01, 2011 3:42 pm

Poopoo, it's Chad. My username is Esipode. There ya go.
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Wed Feb 02, 2011 12:33 am

Hi guys, glad to see a new release, quick question not addressed in the readme,

Do users also need to delete other VVV files like
  • Glowy Bits,
  • (LowSpawn, MediumSpawn, HighSpawn),
  • nVamp VVV -- Bosses.


I ask since I need to know, and other users may ask if it does need to be deleted.

Keep up the great work, I wouldn't be playing New Vegas again if this mod hadn't come along.


from the read me
Those files along with the contents of this archive are all you need to run VVV! Please uninstall all other files concerning VVV besides the ones I have just instructed you to install.


So ya, go ahead and uninstall all the old VVV files except for the data files and install these esps, then you should be good to go.
User avatar
JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am

Post » Tue Feb 01, 2011 11:37 pm

I uploaded a hotfix for those using IWS and experiencing the invisible creatures bug.
User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Tue Feb 01, 2011 2:27 pm

A new hotfix is available that addresses a variety of issues.

VVV 1.99 Hotfix 2

http://www.megaupload.com/?d=E4MSKKD3
User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Tue Feb 01, 2011 11:36 pm

nVamp - Very Voracious Vermin.esp from version 1.99 has issues with player.setlevel command. when i player.setlevel 51 it works then if i player.setlevel 22 it will freeze shortly there after. also on another game i am level 112 and if i player.setlevel to anything it will then freeze. i have done the testing to see if it is something else and if i have all my mods on except that one esp every thing is fine if i turn it on it all gets fracked up. i tested it with just the base nVamp installed and it fracked up i tested it with everything and it fracked up. I don't know what the problem is i just know that something in that file messes it up.
User avatar
Lillian Cawfield
 
Posts: 3387
Joined: Thu Nov 30, 2006 6:22 pm

Post » Tue Feb 01, 2011 7:18 pm

Ya, that would probably be the loop I created to adjust the tier levels of creatures that spawn. It basically adjusts what kinds of creatures spawn based on the player's level, and does so by running a loop each time the player's level changes from either the initial level(1) or the level of the player after the loop has run. I will look into adjusting the code next time I review the changes to be made. But you can forgive me for not anticipating this kind of an issue.
User avatar
Tikarma Vodicka-McPherson
 
Posts: 3426
Joined: Fri Feb 02, 2007 9:15 am


Return to Fallout: New Vegas