More enemies roaming the Wasteland?

Post » Sun Jan 09, 2011 11:15 am

Im a little suprised nobody has made this Mod yet, the wasteland is a little void of enemies.
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Nice one
 
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Post » Sun Jan 09, 2011 7:55 pm

I've tried the Fiends mod, was a bit overkill lol.
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Destinyscharm
 
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Post » Sun Jan 09, 2011 2:37 pm

Am sure Mr Marty is working on an MMM... Nothing like a pack of Death claws or Night-kin chasing you :cookie:
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QuinDINGDONGcey
 
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Post » Sun Jan 09, 2011 1:35 pm

Am sure Mr Marty is working on an MMM... Nothing like a pack of Death claws or Night-kin chasing you :cookie:

Yeah, Mart has said several times that he's working on it - but he also has real life to contend with, so it is going to take some time.

Realistically speaking, making a decent mod to increase the number of enemies roaming around is not something "quick". It is a substantial project that takes a while to do, and to do correctly -- especially since FNV doesn't deal with random encounters the same way that FO3 did, so things can't just be ported over.

...so maybe a little bit over three weeks after the game has been released is a little bit early for things like "I'm surprised nobody has done this yet"...
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Alba Casas
 
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Post » Sun Jan 09, 2011 10:02 am

Also, large portions of the wastes do not have pre-existing spawn points that can be hooked onto. So someone is going to have to go from cell to cell, adding in spawn points.
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Erich Lendermon
 
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Post » Sun Jan 09, 2011 10:14 pm

Also, large portions of the wastes do not have pre-existing spawn points that can be hooked onto. So someone is going to have to go from cell to cell, adding in spawn points.

Yup.

I'm actually rather surprised (in a disappointed sort of way) that Obsidian used so few spawn points, and so little randomness as well. I cannot believe that they don't realize how much such things add to replayability...
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Kevin Jay
 
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Post » Sun Jan 09, 2011 10:01 am

Yup.

I'm actually rather surprised (in a disappointed sort of way) that Obsidian used so few spawn points, and so little randomness as well. I cannot believe that they don't realize how much such things add to replayability...


Actually they probably did it to make it feel like you conquered an area. It's kind of nice in a way for a change of pace, instead of the random attacks a la final fantasy.

I do however like challenge to be equal to fighting extra opponents simultaneously.
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Channing
 
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Post » Sun Jan 09, 2011 8:21 am

I am working on adding more spawns in the wasteland right now. Both for evenly placed spawns across some of the more empty locations and even new encounters to. I am getting a lot done in a fairly short time, placing and moving spawns is pretty fast, but for the most part testing all of the new placement might end up taking a long time. I want to have something this weekend if I can.

edit: I have a question on this actually. How do you guys feel about on rare occasions running into pockets of super mutants?
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marina
 
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Post » Sun Jan 09, 2011 10:28 am

Actually they probably did it to make it feel like you conquered an area. It's kind of nice in a way for a change of pace, instead of the random attacks a la final fantasy.

I do however like challenge to be equal to fighting extra opponents simultaneously.

But things still respawn...

I mean, you walk the road from Goodsprings to Primm -- encountering 4 Powder Gangers and about a dozen bloatflies on the left side of the road, and probably just under a dozen geckos off of the right side of the road (assuming you dart off to both sides to kill them all, gather plants, etc).

A week later, fast travel to Goodsprings, and then walk to Primm again. You'll find the same 4 Powder Gangers, dozen bloatflies, and 10 or so geckos, in the same spots.

...so really the difference isn't in that you get to feel that you've conquered the area any more than you got to feel that way in FO3 -- but rather in this case, when you come back several days later, you get to fight the exact same things again (instead of something random).

Of course not all locations respawn in full, but from what I have seen, most of the non-marked areas respawn at least partially if not in full. The previously mentioned Powder Gangers. One or more Legion at the camp where they take the prisoners from Nipton. The 4 Legion at the bedrolls and campfire straight north from the Broc Flower Cave. The one single Viper Ganger at their base camp just north of that. Or the 4 Viper Gangers by the path up to the Deadwind Cave. Or the two full grown Cazador just north of the NCR fort on the western shore of the lake. Or the Fiends...


Yeah. Far too much predictability.
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Trey Johnson
 
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Post » Sun Jan 09, 2011 5:53 pm

I am working on adding more spawns in the wasteland right now. Both for evenly placed spawns across some of the more empty locations and even new encounters to. I am getting a lot done in a fairly short time, placing and moving spawns is pretty fast, but for the most part testing all of the new placement might end up taking a long time. I want to have something this weekend if I can.

Looking forward to it. :)

edit: I have a question on this actually. How do you guys feel about on rare occasions running into pockets of super mutants?

Personally, I'd love it, as I have always enjoyed fighting SM's.

However it is questionable enough for the storyline and feel of FNV, that I'd suggest making that optional.
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Thomas LEON
 
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Post » Sun Jan 09, 2011 7:10 am

Of course not all locations respawn in full, but from what I have seen, most of the non-marked areas respawn at least partially if not in full. The previously mentioned Powder Gangers. One or more Legion at the camp where they take the prisoners from Nipton. The 4 Legion at the bedrolls and campfire straight north from the Broc Flower Cave. The one single Viper Ganger at their base camp just north of that. Or the 4 Viper Gangers by the path up to the Deadwind Cave. Or the two full grown Cazador just north of the NCR fort on the western shore of the lake. Or the Fiends...


What I'd like to see isn't more spawn points (in fact, that is the last thing I want to see), but more enemies per spawn. Increasing spawn points is a workaround for the dismal number of enemies per spawn and the lack of NPCs in game because the game can only render so many AI's on screen before it starts to lag and choke. So there is a contingent of NCR troopers in Primm, and I use the word "contingent" loosely because I can count their entire force on one hand. There is never a sense that Caeser has a 'legion'--more like a dozen contubernium (tent group) scattered across the Mojave desert.
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Facebook me
 
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Post » Sun Jan 09, 2011 1:13 pm

What I'd like to see isn't more spawn points (in fact, that is the last thing I want to see), but more enemies per spawn. Increasing spawn points is a workaround for the dismal number of enemies per spawn and the lack of NPCs in game because the game can only render so many AI's on screen before it starts to lag and choke. So there is a contingent of NCR troopers in Primm, and I use the word "contingent" loosely because I can count their entire force on one hand. There is never a sense that Caeser has a 'legion'--more like a dozen contubernium (tent group) scattered across the Mojave desert.

IMO what 'needs to be done' differs from location to location. Some spots you're right, more per spawn is what is really needed. At the same time though, there are some areas where there is just too large of a spanse without anything. Then on top of that is the need for randomization - obviously not in everything, but at least some...
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Mizz.Jayy
 
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Post » Sun Jan 09, 2011 12:34 pm

edit: I have a question on this actually. How do you guys feel about on rare occasions running into pockets of super mutants?

Well, if you've done Black Mountain - Neil specifically states that super mutants periodically show up at Black Mountain.

The only places with hostile SMs though are Black Mountain (which needs more spawns, especially on the NE slope downward) and the very NW corner of the map out past a ranger station. Up there could probably use a few more solo spawn points, but it would have to be mixed in with the ghouls. I'm ignoring the ones you run across in Novac, those are solo crazies and it wouldn't make sense to have more there.

Possibly along the south edge of the map you might be able to pack a few in. Maybe down towards the SE corner too.

I envision solo super mutants, maybe a trio, but keeping a low profile, so a very small footprint. Possibly a stealthed nightkin here and there. There's just not that much room for them with the various bandits. Definitely keeping to the edges of the map, or crammed into very small locations on their way to either Jacobstown or Black Mountain.

Not sure I'd put any in the hills up near Jacobstown, at least nothing within a few cells of Jacobstown proper. Maybe 1-2 solo crazies along the road up from NE Vegas.

I can't see them being too close to Vegas either. NCR would drive them out, or they would get into constant fights with the fiends on the west side.

They're just not a powerful force in New Vegas. Bit part players, stuffed into the edges of the map is their role.
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N Only WhiTe girl
 
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Post » Sun Jan 09, 2011 11:29 pm

You have to be careful though. For some reason instead of evenly placing out mob spawn points there are a large number of spawn points that happen to be right on top of fast travel locations.

If you increase spawns without adjusting it so that mobs don't just congregate close to fast travel points you can end up landing in the middle of 10+ cazadors, Giant Radscorpions, or like 20+ fiends. You will have no chance because you will get ganked, you have no cover, and they already will start shooting/attacking you before you can even retaliate.
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Emma Louise Adams
 
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Post » Sun Jan 09, 2011 10:31 pm

Since all of the new spawns are hand placed I am able to watch out for fast travel locations.

I am running into a new problem now though. The game seems to crash when you quick save near larger packs of monster spawns.
In some of the areas where I have added a considerable number of spawns the games stability nose dives it seems ...
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MARLON JOHNSON
 
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Post » Sun Jan 09, 2011 11:14 am

I think the amount of enemies is totally appropriate, I would just prefer it if new hostiles populated spawns after you cleared them out the first time. Instead of the same 2 Powder Gangers that respawn, what if some cazadors, radscorpions, or Vipers took their place later?
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Manuela Ribeiro Pereira
 
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Post » Sun Jan 09, 2011 4:11 pm

I think the amount of enemies is totally appropriate, I would just prefer it if new hostiles populated spawns after you cleared them out the first time. Instead of the same 2 Powder Gangers that respawn, what if some cazadors, radscorpions, or Vipers took their place later?

That already seems to happen in http://fallout.wikia.com/wiki/Bonnie_Springs.
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Samantha hulme
 
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Post » Sun Jan 09, 2011 10:16 pm

The current non-boss spawn points just need to respawn on a 12 hour basis, then there will be PLENTY of action no matter where you go because it would be impossible to clear any zone.

This nees to happen ESPECIALLY with all of the VAULTS, CAVES, TUNNELS, and every other indoor zone.
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Marie
 
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Post » Sun Jan 09, 2011 10:44 pm

Can anyone here share an informed understanding on spawn point limitations in the Fallout New Vegas engine?
I am going to take another stab at creating a crash free increased spawn density tonight with a pair of pliers and a redbull. So any assistance that can be shared on this topic might be the difference between success or crash and burn.
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Rebekah Rebekah Nicole
 
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Post » Sun Jan 09, 2011 7:07 pm

Can anyone here share an informed understanding on spawn point limitations in the Fallout New Vegas engine?
I am going to take another stab at creating a crash free increased spawn density tonight with a pair of pliers and a redbull. So any assistance that can be shared on this topic might be the difference between success or crash and burn.

If you want to work with me on NV IS I'd be happy for the help. The code is easy, there's just some repetitive work attaching the scripts, and I'm still snowed under in RL™.
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Agnieszka Bak
 
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Post » Sun Jan 09, 2011 9:21 pm

If you want to work with me on NV IS I'd be happy for the help. The code is easy, there's just some repetitive work attaching the scripts, and I'm still snowed under in RL™.


Yeah absolutely. Ill be glad to take the repetitive work off your hands.
I feel that getting something along these lines is one of the most important features for New Vegas right now. To help you would be ideal for the best results I am sure.
The wasteland isn't as large as FO3s in terms of actual play space so I don't think its unrealistic to hand touch each location in the game.

I am worried about the crashing I am seeing though. As soon as I get above X number of creatures in an area hitting quick save causes the game to crash.
Did this problem exist in FO3? ( As in spawning creatures through script is a workaround fix for a limited number of spawn points )
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Gemma Archer
 
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