Russell "Castle" Meakim Jr
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Greatly increased the number of spawn points and dynamic events in the wasteland. Prepare to see a much more active experience with more populated towns, cities and creature infested wastes. Experience much more extreme large scale combat than ever possible in the vanilla game. The latest version of this mod is a huge update where I hand touched a considerable number of above ground locations in the game world to further enhance the spawning and faction patrols. Prepare yourselves to see not only a more active wasteland but a far more brutal one as well.
Get the latest version http://www.newvegasnexus.com/downloads/file.php?id=38623
==Instructions==
1. IWS-Core.esm
Increases spawns considerably. ( Does not need NVSE )
2. IWS-MoreSpawns.esp
Combine this with IWS-Core to further increase spawns. ( Right now this increases ghoul spawns only ) ( Needs NVSE )
This also increases spawns on interiors so watch out.
3. IWS-UltraSPawns.esp
Use all 3 modules together for max carnage! ( Right now this increases ghoul spawns only ) ( Needs NVSE )
This also increases spawns on interiors so watch out.
Updated plans and upcoming details.
==Version 2.0 (WIP) change list==
=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...
=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
=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. ) [/size]
=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 )
==Version 1.5 change list==
*NCR, Great Khans, Fiends, Legion, Vipers, Jackels all stake a claim on their territories with an iron fist.
*All Factions now guard roads and caravans while waging battles on anyone who gets in their way.
*All major cities and popular locations in the wastes have armed guards for protection against the larger number of creatures and enemy factions that threaten them.
*In addition to more armed guards you will also see more Wasteland travelers and civilians.
*Now you also have the ability to further enhance the spawns with a configurable script. Currently only works for feral ghouls for now but will be further updated to support many more creature and NPCs.
*Super Mutants are still active in the wastes but are far more rare than before. Below is the small list of the new locations where they can be found.
-Brooks Tumbleweed Ranch
To the northwest of this location is a highway blockade with water that is now guarded by super mutants.
-Boulder Beach Campground
Small group of super mutant scouts here.
-Mountain Shadows Campground
Small group of scouts here.
