[WIP] IWS: Increased Wasteland Spawns

Post » Tue May 17, 2011 1:07 pm

I have mixed feelings about this. But its pretty evident that the community needs this right now. A mod focused around adding more creatures and npcs to both the wastes and interiors. I have already done a heck of a lot of ground work on this front so far and the popularity of the module has already grown beyond something I can ignore. Unless someone else is already doing it this simply needs to be a separate project with the attention it deserves.

    Potential features....
  • Increased wasteland spawns module with scripts that allow you to further increase spawns above the hand placed spawns already added by the default mod.
  • Larger verity of creatures and NPC combat archetypes. ( Some old, some new, some reskins, Albino rad scorpions, Night troggs? ect... )
  • Increased faction patrols and guard stations.
  • More deadly Ambushes from NPC factions. ( If they don't like you, get ready for hell... )
  • More super mutants around the wastes. ( They have very little presence in the default game but now you will encounter pockets of them... )


    General adjustments to creatures in general
  • Geckos no longer fight each other.
  • Basic tweaks to creature AI.
  • Anything else I can find.


I want general feedback, requests, and suggestions...
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Marilú
 
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Post » Tue May 17, 2011 3:04 pm

A specific incident which I found disappointing with vanilla was an empty threat by a certain faction. I don't really want to spoil this for people who have not got on their bad side yet. Ambushes around their location would be great.

Spoiler
It was the bos, I thought wouldn't it be great if he and the others he was talking about would actually carry out their "have a chat" threat if they caught me on the surface alone.
I was hated with them at the time and thought yes sure you will. More faction related ambushes would be great, maybe increasing difficulty as time goes on.
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gary lee
 
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Post » Tue May 17, 2011 12:42 am

All of the above, particularly ambushes by members of factions that you've really ticked off as well as bounty hunters and mercenaries hired the same.
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Alexander Lee
 
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Post » Tue May 17, 2011 12:45 am


  • More super mutants around the wastes. ( They have very little presence in the default game but now you will encounter pockets of them... )



This. Please, I love super mutants which is why I did the retextures in F3 and the work for Mart on his mod, really want to see lots of them. Am so far disappointed with how few there are in vanilla and the variety in general.

Sidenote. Is anyone actually working on creature retextures for modders to incorporate into mods like this? I may have to slowly come out of retirement if not as this is a bit of a burning issue for me, the variety.
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Rowena
 
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Post » Tue May 17, 2011 4:17 am

I hate the ambush system,like the NCR "3 days".I mean,they are coming to you directly,even if you see them from long distance and hide under a rock;that's pretty stupid.

In FO3,Talon company and regulators were searching for you in the area,and if you were able to see them before,you can choose to evade or attack first.Even the encounters when you just exit from a building was believable,like if they saw you enter and waited for you,also I think this type of encounters can be very fun if used in NV.

Another thing is the town areas.I've been using HAM and have to say that I love it,but sometimes I worried that some npcs will die.In Goodsprings there is no big problem,because coyotes,mantis or rats are easy to kill by the town's people (thought I saw Victor struggling against a 5-6 coyotes behind his house and lost half life bar).Other places with stronger creatures near,like Novac,need more npcs in town,because even if the monsters are at some distance,can be easily lured by the player or another npcs (merchants) to town.As an example I saw Ada Straus (Novac doctor) running with a radscorp behind,luckily she has bodyguards.
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Ridhwan Hemsome
 
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Post » Tue May 17, 2011 8:42 am

I'm so glad that you are making this mod.

I got a few suggestions on NPCs:

Great Khan Exiles.

NCR Deserters.

Legion Deserters.

Run away slaves.

Some kind of enemy Securitron.
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Javaun Thompson
 
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Post » Tue May 17, 2011 3:04 am

I'de like to see independant scavenger group roaming around the wasteland. Some friendly other hostile.

Also it would be great if the mod would come in module or with customizable options.
Some will be happy for additional super mutant, but I'm personally happy to not see them too much in NV as I prefer humanoid.
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Nicole Mark
 
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Post » Tue May 17, 2011 1:26 am

Another vote for the Super Muties! I love their new appearances in NV, but they're far too scarce... a few more in the open wasteland (dukeing it out with Deathclaws!) would be most welcome.

Maybe increasing their numbers could be better justified with the inclusion of actual Super Mutant camps, but then again that's a whole new mod we're talking about....
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stephanie eastwood
 
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Post » Tue May 17, 2011 9:31 am

Looking forward to this man! :)
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elliot mudd
 
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Post » Tue May 17, 2011 8:05 am

Yep I look forward to this as well!
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Solène We
 
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Post » Tue May 17, 2011 2:50 am

In FO3,Talon company and regulators were searching for you in the area,and if you were able to see them before,you can choose to evade or attack first.Even the encounters when you just exit from a building was believable,like if they saw you enter and waited for you,also I think this type of encounters can be very fun if used in NV.

Exactly the example I was going to use. NV's pissed off factions should be way more proactive in showing their off-pissing. Those surprise encounters with Talon were really memorable (also the guys were tough as nails).

Also, another vote for populating the Mojave with hostile Super Mutants. The only SM's I found in my first playthtrough were the friendly ones from that town and I couldn't bring myself to attack them, they were so polite and whatnot.
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Miragel Ginza
 
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Post » Tue May 17, 2011 7:50 am

My wish for such a mod is to be very careful with the mutants.

NV is placed much closer to original lore locations so it wouldn't be logical if there are the same amount of mutants in NV as in FO3. DC has different locations and so a different lore.

It's a different game and should be treated like this.
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Michelle davies
 
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Post » Tue May 17, 2011 12:09 pm

Yep, imo mutants should be concentrated not sprinkled. Dear god, did I just make super mutants sound like cupcakes? *turns off food channel*

Edits:
Perhaps an optional offshoot esp for more wild encounters. Like Aliens in Or Enclave in bunker

Khan raiding party with tame trogs attacking a group of jackals(raider gang)!
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gary lee
 
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Post » Tue May 17, 2011 1:11 pm

Yes! This mod neeeeds to exist!

Even if it were as simple as to increase the number of spawns of creatures that respawn anyways.
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Austin England
 
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Post » Mon May 16, 2011 11:59 pm

I'm going to get a bit more work on this tonight. I have been distracted by a cataclysm and its been a pretty solid experience.
My basic feeling on this is that super mutants will simply take over very low key locations that were once empty or had nothing in them and there will only be maybe 2 or 3 of these places in Nevada. ( They may only do this after/if the player cleans out black rock mountain. )

One of the first things I want to do is make all geckos part of the same factions so they no longer fight each other.
I need to clean up some spawns in the wastes already such as the ones in scorpion gulch where things are out of hand right now. And I will have to do some research on the type of spawn systems Martigen used.
I should have a basic module out fairly soon.
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Judy Lynch
 
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Post » Tue May 17, 2011 3:18 am

And I will have to do some research on the type of spawn systems Martigen used.

Not sure how much this applies to what you're planning, but be aware that according to him, much of what Martigen did for FO3 doesn't apply in FNV.

If I recall his explanation correctly, with FO3 he had to rework things dramatically due to changes in how spawns work compared to Oblivion -- yet apparently FNV goes back to a method that is at least closer to (if not the same as) how Oblivion worked.

Disclaimer: I'm not actually familiar with the particulars here, just recall Martigen making an issue of that, and how a bunch of the core work of MMM for FO3 would not apply / carry over to FNV.
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Gemma Archer
 
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Post » Tue May 17, 2011 12:11 pm

Not sure how much this applies to what you're planning, but be aware that according to him, much of what Martigen did for FO3 doesn't apply in FNV.

If I recall his explanation correctly, with FO3 he had to rework things dramatically due to changes in how spawns work compared to Oblivion -- yet apparently FNV goes back to a method that is at least closer to (if not the same as) how Oblivion worked.

Disclaimer: I'm not actually familiar with the particulars here, just recall Martigen making an issue of that, and how a bunch of the core work of MMM for FO3 would not apply / carry over to FNV.


I really hope you find a way to make this work. It's actually hard for me to play these games without being overwhelmed with enemies.
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He got the
 
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Post » Tue May 17, 2011 7:21 am

I'm not sure if this is in the scope of what you wish to accomplish here, but I have been thinking, at least in terms of the Super mutants, that maybe expanding the Mutant's territory surrounding Black Mountain would be pretty cool. if I'm not mistaken, much of the area around it is unused at the moment. I've been somewhat disappointed in the size of Black Mountain since the first time i took the trek up there.
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Rob Davidson
 
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Post » Tue May 17, 2011 11:13 am

Yes, the spawns are organized in different manor than they were in Fallout 3. A lot of these differences are things that I have to adjust by hand myself.
It will need to be a combination of scripting and hand placed spawns to properly work in FNV so the amount of work is considerable but it also gives me a bit more headway in that I have more control over where things spawn and know how to treat different spawns from each other since I was the one to place most of them.

edit again: Interior cells could prove to be very challenging since those are not randomized at all most of the time.
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victoria johnstone
 
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Post » Tue May 17, 2011 4:30 am

edit again: Interior cells could prove to be very challenging since those are not randomized at all most of the time.

...not like the randomization of exterior spawns in the vanilla game is anything to write home about anyways...
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Adriana Lenzo
 
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Post » Tue May 17, 2011 9:36 am

...not like the randomization of exterior spawns in the vanilla game is anything to write home about anyways...


The random spawns were pretty rare. The devs seemed unwilling to conform with FO3 standards when they worked on FNV.
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Sanctum
 
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Post » Tue May 17, 2011 7:15 am

The random spawns were pretty rare. The devs seemed unwilling to conform with FO3 standards when they worked on FNV.

IMO this is the single biggest thing that, as much as I enjoy FNV, gives it by default MUCH less replayability than FO3.
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Becky Palmer
 
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Post » Tue May 17, 2011 3:10 am

Keep up the good work man, having played the FONV:A prior edition I found the spawns pretty rough and tumble and enjoyable. Like 2-3 deathclaws running up at ya at lvl 9 around the top of the map, thank god for grenade rifles.
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Chantel Hopkin
 
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Post » Tue May 17, 2011 11:25 am

Question - will this mod fix the "sometimes stuff doesn't spawn when its supposed to" bug/undocumented feature? Like at the Deathclaw Promontory or at Moe's crater, creatures won't spawn until you load a save or exit the game and come back in. That bug is a huge pain in the butt, as it totally shatters immersion (and my spinal cord when I load a quicksave, only to be greeted by a deathclaw right behind me).
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Tha King o Geekz
 
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Post » Tue May 17, 2011 4:25 am

That might have something to do with the way they tried to hack in the old oblivion spawn chance to appear spawn system. I didn't know it was causing this kind of error.
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Ashley Tamen
 
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