[Relz] Fallout New Vegas Advanced Version 1.5

Post » Sat May 28, 2011 6:53 am

How difficult it is really depends on the contents of the records that are going from the esp to the esm. If the records do not include references to formids that are from the esp itself (ie, the reference formids from master files), then it really should be a walk in the park (might be a long walk in the park depending on the number of records).

If however there are a lot of references to records in the esp itself, the "most straightforward" method doesn't work, but there are other methods to work with -- certainly worth at least asking those with more FO*Edit knowledge about it before redoing a bunch of work...


Its a combination of changes to existing references from the original module and even vanilla references along with tons of new references.
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FLYBOYLEAK
 
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Post » Sat May 28, 2011 6:19 am

Alright just a small update, I am going to redo my changes and do it right this time around and avoid this problem. Its just more tedious than it is anything else. All my focus is on this right now.
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JUDY FIGHTS
 
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Post » Sat May 28, 2011 8:33 am

Alright just a small update, I am going to redo my changes and do it right this time around and avoid this problem. Its just more tedious than it is anything else. All my focus is on this right now.

Tell you the same thing I told XO... just don't kill yourself...

Looking forward to it though. :)
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REVLUTIN
 
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Post » Sat May 28, 2011 9:23 am

Tell you the same thing I told XO... just don't kill yourself...

Looking forward to it though. :)


I received help from the FWE guys actually and did not have redo the module. ( Ill go into more detail when I release the mod ) It functions now as one esm and I will be able to continue working on additional features like increased spawns on interior spaces maybe start with the vaults first ect. I was going to release last night but was too tired to test the mod out to make sure it was working correctly. But things are looking good right now. Spawns module feels a lot better now in terms of flow. You will encounter much more creatures but you don't see random strewn dead bodies and constant random battles anymore. In a way this actually results in the game being harder since you become more of the focus and monsters are more likely to be fresh when you first encounter them.

edit: But yeah working on this personal mod has been killing me a bit. zero sleep in the last 3 weeks.. :/
Things should get a little better once I am working with a team and not some lone guy fighting the whole game by himself.
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jessica robson
 
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Post » Sat May 28, 2011 11:32 am

I'd suggest doing the increased spawns similar to this mod to Fallout 3:

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

The problem with the increased spawns, in addition to radscorpions taking down guards and such and the cell limits, is that this doesn't actually improve the game unless you get specific about what spawns are increased. More radscorpions or cazadors isn't as much fun as more fiends, more jackals, legion, ncr etc patrols along with better weapons for all. Also an MMM-style increased spawns doesn't fix the problem in FNV, which is that there is too many times you just walk through the wasteland and encounter almost nothing. Entirely new spawn points need to be added, as opposed to just increasing each spawn in a '1-3 for every 1' type rule.

In any case though, I want to say good job on this anyways because I was afraid nobody would go and do this. I will be using this for my next playthrough, if there are any issues I'll be sure to update here.

Thanks again
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Sarah Edmunds
 
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