[RELZ] IWS: Increased Wasteland Spawns 1.5

Post » Sat Feb 19, 2011 9:44 am

The thing I'm concerned about with faction armor is if the Bos in the bunker become hostile to the player, will the player be able to disguise as bos and be recognized by the outside patrols as Bos. I'm not sure how this faction recognition all works but the patrols don't seem to have an armour faction that the Hvbos have. Whether this will affect anything to do with disguises or not I don't know. I don't actually even know if you can disguise yourself as bos successfully in the bunker I've never tried it.

I've think I've found the reason the guitar guy died, I had a look through my game settings and found fleeing was set a little higher than it should be. So he probably ran a bit further than he should and got aggro from something he wouldn't have normally. I don't have any other ai changes like that so he should be ok this time.

I've found also that deactivating the Enhanced Blood mod I was using has brought fps back up to an acceptable level with extra spawns.
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Ymani Hood
 
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Post » Sat Feb 19, 2011 8:12 am

I don't touch loot lists in this mod.
However from my own personal testing it does not even matter what NPCs are carrying, if you play this mod on very hard with ultra spawns set you will burn ammo at obscene rates. One of the main reasons I feel that HAM-Basics tunes the game to be way to hard right now is if you combine that module with IWS you simply will not have ammo for your guns. ( HAM-Basics makes ammo/food/healing items more rare )

edit: Watch for Project Nevada that will do a much better job of balancing the game in these specific areas.


Ah, interesting. I'll give it a try in Very Hard mode without any rarity mod then.

I recall in Fallout 3 that Very Hard mode turned enemies into bullet sponges; if it is the same in New Vegas and they are a bit too resistant to injury I might lower it to Hard Mode and use Xodarap777's "mild" version of his rarity module. (Thanks for the tip ladyhawke, though the link you gave didn't work, I think you meant this: http://www.newvegasnexus.com/downloads/file.php?id=37871 )
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Paula Ramos
 
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Post » Sat Feb 19, 2011 9:37 am

A bit of feedback. Hayes who is stationed at Primm is by quest in need of reinforcements which is why he's not going to do anything about the convicts in the town. The amount of troops he does have there now makes this a bit unbelievable.

And just some feedback on what happened with the Fiends at McCarren. They all equipped melee weapons and went after the sentry bot. The poor sentry bot was backing up trying to get some distance to shoot them, so he ended up kiting them backwards while the ncr were shooting at the Fiends. I was too busy watching the entertainment to join in.

/edit a little bit of strangeness at Novac, its approaching nightfall and quite a few npc's have crowded into the big tent including Victor. I thought he'd died at first when I couldn't see him in his usual place. Also at first also I thought I'd need to slow down xp, while I still think this is a good idea with the increased spawns, it's tougher than I thought to get a kill with the competition from the warring factions. You've got to be quick.
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sharon
 
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Post » Sat Feb 19, 2011 3:04 am

( Hey all, Small update while thinking about IWS on vacation )
I want to make it so the next version of IWS allows for a greater range of options so you can chose your own level of maschism. So the next release will look more like this.

IWS-Core.esm
=NVSE NOT NEEDED=
IWS-NoGuards.esp ( Disable Town guards and troops )
IWS-NoPatrols.esp ( Disable added NPC Patrols )
IWS-NoCivilians.esp ( Disable added Civilian travelers )

IWS-GuardCamps.esp ( Add sandbags/towers/campfires/burning barrels for guards on roads. Currently they look as though they are standing around in the middle of the road. This will help them look more in place. This will include updates to the navmesh )

=Situational spawns= ( Spawns activated by quests/events )
=NVSE NOT NEEDED=
IWS-NoSuperMutants.esp ( Disable super mutant camps and patrols after Black mountain. )
IWS-NoBOS.esp ( Disable Brotherhood of steel patrols and guards )
IWS-NoConvicts ( Do not increase spawns in Primm before saving it )

=Assassin Spawns= ( Increased faction search and destroy )
=NVSE NOT NEEDED=
IWS-NoAssassins.esp
IWS-NoLegionAssassins.esp
IWS-NoNCRAssassins.esp
IWS-NoKhanAssassins.esp
IWS-NoFiendAssassins.esp
IWS-NoNightKinAssassins.esp
IWS-NoViperAssassins.esp
IWS-NoJackalAssassins.esp

IWS-NoAssassinFollow.esp ( Do not allow Assasins to follow you inside of larger interior cells like vaults. By default they may suddenly try to jump you when exploring a vault or a cave. )

=NVSE NEEDED= ( Active Scripted spawns )
IWS-EnableDebugInfo.esp ( allow you to turn on debug text )
IWS-LowSpawns.esp ( 0-2 )
IWS-MediumSpawns.esp ( 1-3 )
IWS-HighSpawns.esp ( 2-5 )
IWS-NoInteriorSpawns.esp ( Do not allow active spawns to function on Interior cells )

IWS-IncreasedGhouls ( Increase Ghoul spawns beyond the low medium or high spawn settings )
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Nymph
 
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Post » Sat Feb 19, 2011 2:36 am

Sounds totally awesome! Now put the internet down and go enjoy your vacation!!!
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Javier Borjas
 
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Post » Fri Feb 18, 2011 9:17 pm

Looks awesome , it is so great seeing you are dedicated to this project. Relax and enjoy vacation you do not want to burn out.
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Ice Fire
 
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Post » Sat Feb 19, 2011 1:11 am

I just watched as the Legion mowed down a group of NCR troopers near clarke field. The NCR really had no chance against them. Also Rusty Highways goes well with Increasted Spawns, lots of old cars get used as cover and eventually blow up. Nice!
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Jade Muggeridge
 
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Post » Sat Feb 19, 2011 3:21 am

There is a bit of a problem with the merchants. The way their faction/ai is set up they're helping legion kill ncr and the player. Perhaps they could be set up to just defend themselves if attacked.
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brenden casey
 
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Post » Sat Feb 19, 2011 1:12 am

Not sure if this is related to this mod or not, but the above post got me thinkin'. As I approached Gibson Scrap Yard for the very first time with my current character, 2 or 3 of Old Lady Gibson's dogs were hostile and attacked me. Gibson herself was inside her building with more dogs, and none of them were hostile.

Probably a random thing.
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Kayla Oatney
 
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Post » Sat Feb 19, 2011 12:26 am

Not sure if this is related to this mod or not, but the above post got me thinkin'. As I approached Gibson Scrap Yard for the very first time with my current character, 2 or 3 of Old Lady Gibson's dogs were hostile and attacked me. Gibson herself was inside her building with more dogs, and none of them were hostile.

Probably a random thing.


What a coincidence, I only just had the very same thing happen to me. There was a scorpion there as well and I vaguely remember reading somewhere about a bug to do with the dogs at the scrapyard going hostile and a random scorpion spawn.
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Wayland Neace
 
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Post » Fri Feb 18, 2011 10:28 pm

Really enjoying this mod so far, it enhances the gameplay in a big way. I'm using the more spawns option atm, and when I hit Vault 34 my computer started lagging in the caves leading up to the vault (normally this section is butter-smooth for me fps wise). It took me a few seconds to realise that the extra ghouls (probably around 2-3x normal I would guess on the 'more' setting?) were impacting my performance, and it became very obvious as the extermination was in progress that the framerates were getting better and better as they died off.

This is maybe one of the real 'stress-test' areas of the current morespawns esp, but it did make me wonder if its possible to set a script to determine roughly how many extra mobs are likely to spawn in a given cell, and moderate that number if it starts to reach a particular ceiling. This might help to keep things moving in mob-heavy areas. One good thing I noticed was that it seemed quite stable, bearing in mind the load. I'm running a number of other resource heavy mods (nightvision, more complex needs), and I only crashed once and that was on a reload after dying. Otherwise, it was stable albeit slightly laggy in a couple of places.

By the by, vault 34 does not need more ghoul spawns in case anyone's wondering ;-) I burned though about 600 rounds of armor-piercing 5.56 ammo, countless 40mm incendiary rounds, about 50 odd stimpacks and god knows what else in terms of resources. It was also incredible fun, and very atmospheric with that many ghouls running around (I was playing in the dark with headphones on, and I confess to being startled more than once by mobs sneaking up behind me). I eventually got to the armory with about 2 stimpacks left, complex needs telling me that if I took another chem I'd die from overdosing, and about 5 rounds left in my gun. Easily one of the most intense gaming sessions I've had in a long time, can't recommend it enough!
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Dalton Greynolds
 
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Post » Sat Feb 19, 2011 1:02 am

This is maybe one of the real 'stress-test' areas of the current morespawns esp, but it did make me wonder if its possible to set a script to determine roughly how many extra mobs are likely to spawn in a given cell, and moderate that number if it starts to reach a particular ceiling.


Yes actually, the active spawn system is currently setup to count everything around the player. If you have more spawns turned on you can press the "`" to bring down the console and see a full readout of every npc and creature type that the mod will soon support. Which reminds me, I did not include this feature in the list when it is actually one of the main advantages over placing scripts on spawn points. I can actively cap every creature/npc type with an optional .esp.
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Reanan-Marie Olsen
 
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Post » Sat Feb 19, 2011 5:31 am

I love this mod! I started a new playthrough with it, and for the first couple hours I didn't notice anything. Then I got to Mojave Outpost.... I've never seen so many raiders. It was crazy! I love how I no longer feel like the only person that fights. Now factions that are supposed to be at war, are actually at war! Great stuff, I can't wait till next release.
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noa zarfati
 
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Post » Sat Feb 19, 2011 12:59 am

Using 1.5 I ran into a cloaked Deathclaw and Cazador over by Cass's Burned out Caravan.

Also, I didn't even have to do the Nelson Town Quest because the NCR and Legion were already battling it out when I got there.

Another quest that got messed up was the one to free some NCR hostages in Technicupp? Mine.
The quest giver had been killed by some Geckos that had somehow wandered into the area.
So I received the "Quest Failed" notification for that one.
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Nick Jase Mason
 
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Post » Sat Feb 19, 2011 1:30 am

I had problems with nelson area as well. The legion greeter was always killed by spawns. His reaction to your character depends on your faction standing. A bit of a weird thing too, in one of the camp forlorn hope quests. An ncr spawned out of thin air and walked off, I'm guessing from one of the dead ncr's corpses.
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Alexx Peace
 
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Post » Fri Feb 18, 2011 8:07 pm

I am back from vacation and will begin working on version 2.0.

If possible, can anyone here give me a name for every quest they have seen broken by the increased spawns.

An ncr spawned out of thin air and walked off, I'm guessing from one of the dead ncr's corpses.


That is strange because NCR are not yet effected by active spawns so a standard spawn behaved in this manor. :/
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Charlotte Henderson
 
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Post » Fri Feb 18, 2011 10:54 pm

Silly question....would the basic version of this mod (the one that doesn't need NVSE) have any potential conflict with multiple companion mods? Any idea? From reading posts I have the feeling this might be a little too much chaos for my tastes for a 'normal' run through the game, but the idea of 5 human companions + a lot more spawns is making me drool.
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Hayley Bristow
 
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Post » Fri Feb 18, 2011 10:55 pm

Silly question....would the basic version of this mod (the one that doesn't need NVSE) have any potential conflict with multiple companion mods? Any idea? From reading posts I have the feeling this might be a little too much chaos for my tastes for a 'normal' run through the game, but the idea of 5 human companions + a lot more spawns is making me drool.


The standard non-NVSE core module is probably not enough for 5 companions unless you choose to side against both the legion and NCR. At that point expect war..
In the next version the non-NVSE core is going to be toned back quite a bit to provide a better environment for the scalable active spawns system to do what it does. The goal is going to be to make it so that running with just the IWS-Core.esm will be as light as possible in both spawns and requirements. So keep that in mind as the 5 companion style of play will most likely need the NVSE active spawns system to work properly in future versions.
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Justin Bywater
 
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Post » Fri Feb 18, 2011 5:34 pm

Lighter core version for those of us who might like a little less chaos sounds good to me. I can always keep both old and new versions of the file for my various desires. heh

I loaded it up and works with my multi-companion mod fine, at least so far. Near the roads there's so many extra troops/guards hard to kill anything "myself" unless I modified my run speed so I could get to all the battles in time, lol. And yeah, core doesn't feel enough spawns for 5...but might be good for 3. In the vanilla even just 2 human companions completely overpowers the game on Very Hard...at least this should be better.
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Taylor Thompson
 
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Post » Sat Feb 19, 2011 5:15 am

Updated plans and upcoming details.

=Core Module=
=NVSE NOT NEEDED=

Increased hand placed spawns in the wastes.

IWS-Core.esm ( Loading just this module will result in nothing more than a marginal increase in creatures in the world )

-=Optional=-
IWS-Core-Guards.esp ( Enable Faction Guards )
IWS-Core-Patrols.esp ( Enable Faction Patrols )
IWS-Core-Civilians.esp ( Enable Faction-less Town guards and Civilian travelers ) Note: These civilians are often well armed enough to supplement guards in some cases...


=Situational spawns= ( Spawns activated by quests/events )
=NVSE NOT NEEDED=

You have the option to increase spawns depending on completed quests and world events.

IWS-SS-SuperMutants.esp ( Enable super mutant camps and patrols after certain events at Black Mountain have transpired )
IWS-SS-BOS.esp ( Enable Brotherhood of steel patrols and guards after certain events have transpired )
IWS-SS-Convicts ( Increased spawns in Primm before certain events have transpired ) Note: Without this module it will be hard to understand why the NCR aren't able to steam roll through Primm if IWS-Guards.esp active


=Search and Destroy= ( Increased faction search and destroy )
=NVSE NOT NEEDED=

This is a simple script that keeps track of factions that do not like you and will periodically send faction search parties to track you down. The basic premise is that I will have script that updates very slowly, maybe once every 5-10 minutes, that places an x marker at the players feet. This X marker will be what each of these faction patrols will seek. If you keep moving you will be be able to stay ahead of these search parties. Since it is possible that any faction listed below can randomly send groups it will sometimes result in random battles over who gets your head first.

Supported factions: Legion, NCR, Khans, Fiend, Super Mutants, NightKin, Viper, Jackal

IWS-SND-Enable.esp ( Enable Faction Assassin Search and destroy )
IWS-SND-NoInteriorFollow.esp ( Do not allow Assassins to follow you inside of larger interior cells like vaults. By default they may suddenly try to jump you when exploring a vault or a cave. )


=Active Spawn= ( Active Scripted spawns )
=NVSE NEEDED=

Active scripted spawns is a customizable system that further increases the number of spawns beyond what is provided by the IWS-Core modules.

IWS-AS-LowSpawns.esp ( 0-2, cap 8/30 )
IWS-AS-MedSpawns.esp ( 1-3, cap 16/50 )
IWS-AS-HighSpawns.esp ( 2-5, cap 32/75 )

*Explanation*
( 1-3, cap 16/50 )
Random chance to spawn 1-3 additional creatures/npcs
Active Spawns will stop adding additional mole rats once the system counts as many as 16 are already present
Active Spawns will stop adding additional Spawns once the system counts as many as 50 total references are already present

-=Optional=-
IWS-AS-DisableCaps.esp ( Disable the caps that limit the amount of spawns that the active spawn system will contribute )
IWS-AS-IncreasedGhouls.esp ( Increase Ghoul spawns beyond the low medium or high spawn settings )
IWS-AS-NoInteriorSpawns.esp ( Do not allow active spawns to function on Interior cells )
IWS-AS-EnableDebugInfo.esp ( allow you to turn on debug text )

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jadie kell
 
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Post » Fri Feb 18, 2011 10:01 pm

Using 1.5 I ran into a cloaked Deathclaw and Cazador over by Cass's Burned out Caravan.


I am having the damnedest time trying to find these invisible monsters everyone is reporting. I have not been able to pinpoint what is causing this.

Also, I didn't even have to do the Nelson Town Quest because the NCR and Legion were already battling it out when I got there.


This is really strange. I haven't added more Legion or NCR to the Nelson town.

Another quest that got messed up was the one to free some NCR hostages in Technicupp? Mine.
The quest giver had been killed by some Geckos that had somehow wandered into the area.
So I received the "Quest Failed" notification for that one.


There was a large number of fire geckos near this location. I removed them so this should go away
Camp Forlorn Hope and ranger station delta should be safe from creature spawns
Cato Hostilius should now be safe from increased spawns for the quest Arizona Killer
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Brad Johnson
 
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Post » Fri Feb 18, 2011 6:16 pm

Updated plans and upcoming details.


How about a 1 in 100 chance of a Behemoth spawning either in a camp or Supermutant search party.
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Heather Kush
 
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Post » Sat Feb 19, 2011 8:03 am

How about a 1 in 100 chance of a Behemoth spawning either in a camp or Supermutant search party.


I need an artist to provide unique skins for them but it would otherwise be easy to allow the active spawn system to do this.
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laila hassan
 
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Post » Fri Feb 18, 2011 7:07 pm

I know you said you didn't touch the 'loot lists' in this mod, but I've been noticing that the jackal bandits (the ones in the early areas of the game, like near Camp Searchlight) seem to carry/use & drop on death a lot of frag grenades, where they didn't before. They used to occasionally have them upon death, and would occasionally but very rarely toss one. Now they toss one quite frequently and every single bandit seems to drop 1-3 grenades in their death loot. I'm not actually complaining, I kind of like this, but it feels odd. I know increased enemy numbers could just be increasing the odds of them having them, but it does feel like something has changed.

Beyond that, so far my early testing saves with the 'core' mod enabled have been awesome...both for my action/combat tastes and my love of watching npc/companion encounters, this is the best mod evah. This mod might even make me finally download/use NVSE, especially if/when more of the interiors become more populous. So thank you very much for your work and effort. The wastes did indeed feel rather empty a lot of the time, and it's now so much better...even if it's chaotic. (my companions now go beserk even more often, causing even more hilarity!)I think I'm learning to love the chaos. :D
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Jade
 
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Post » Sat Feb 19, 2011 2:51 am

I know you said you didn't touch the 'loot lists' in this mod, but I've been noticing that the jackal bandits (the ones in the early areas of the game, like near Camp Searchlight) seem to carry/use & drop on death a lot of frag grenades, where they didn't before. They used to occasionally have them upon death, and would occasionally but very rarely toss one. Now they toss one quite frequently and every single bandit seems to drop 1-3 grenades in their death loot. I'm not actually complaining, I kind of like this, but it feels odd. I know increased enemy numbers could just be increasing the odds of them having them, but it does feel like something has changed.

Beyond that, so far my early testing saves with the 'core' mod enabled have been awesome...both for my action/combat tastes and my love of watching npc/companion encounters, this is the best mod evah. This mod might even make me finally download/use NVSE, especially if/when more of the interiors become more populous. So thank you very much for your work and effort. The wastes did indeed feel rather empty a lot of the time, and it's now so much better...even if it's chaotic. (my companions now go beserk even more often, causing even more hilarity!)I think I'm learning to love the chaos. :D


Since the npcs for each faction are new they will tend to have different gear builds. Frag grenades are more common among soldiers and raiders alike. :)
By the way, NVSE is by no means a bad thing to have. Strange that so many seem to avoid it.
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Gwen
 
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