[RELZ] IWS: Increased Wasteland Spawns 1.5

Post » Fri Feb 18, 2011 6:49 pm

IWS: Increased Wasteland Spawns
Russell "Castle" Meakim Jr
=============================
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==
=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. ) [/size]


=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 )


==Version 1.5 change list==
*Greatly enhanced the spawn system for creatures for better balance and an overall better experience in game. Crazed Robobrains and protections are back!
*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.

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Captian Caveman
 
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Post » Sat Feb 19, 2011 6:12 am

Is the 2 .esp files add-ons if you want even more spawns then just the ISW Core.esm gives?, or what...don't see any explanation in the readme.
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Michael Russ
 
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Post » Sat Feb 19, 2011 2:19 am

I was wondering the same as you but then!


From the fomm description on the "ultra respawns"

Description:
====>*NVSE* Needed!<====
Combine this with IWS-MoreSpawns to increase spawns even more than before.


Select all 3 for max carnage basically... I hope anyway
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Sammie LM
 
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Post » Fri Feb 18, 2011 9:14 pm

I was wondering the same as you but then!


From the fomm description on the "ultra respawns"

Description:
====>*NVSE* Needed!<====
Combine this with IWS-MoreSpawns to increase spawns even more than before.


Select all 3 for max carnage basically... I hope anyway


This is correct
I am putting up instructions shortly.
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Red Bevinz
 
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Post » Fri Feb 18, 2011 8:40 pm

So, the 2 esps only add extra ghouls?
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Add Me
 
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Post » Fri Feb 18, 2011 10:02 pm

So, the 2 esps only add extra ghouls?


Yes. At the moment the 2 extra only increase ghouls.
After I get back from vacation ill add more creature types and npcs to the list.

Though keep in mind, the core esm increases spawns for everything at a base level. The additional esps are to further increase above what the esm provides.
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Jade
 
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Post » Sat Feb 19, 2011 7:02 am

I've finally had some time to play, and I must say, this new version of IWS is freaking EPIC! If I wore hats, I'd say hats off to you!
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Anna S
 
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Post » Sat Feb 19, 2011 4:25 am

This is a lot of fun. The ncr ncp says "we're having trouble with two bands of raiders". Well that statement is true now. Great job on this, the only downside I had was the quest npc at the billboard got killed , I was nowhere near him when it happened I just got the quest failed message. Also fps has taken quite a bit of a hit with the number of new npc's.
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danni Marchant
 
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Post » Fri Feb 18, 2011 7:55 pm

This is a lot of fun. The ncr ncp says "we're having trouble with two bands of raiders". Well that statement is true now. Great job on this, the only downside I had was the quest npc at the billboard got killed , I was nowhere near him when it happened I just got the quest failed message. Also fps has taken quite a bit of a hit with the number of new npc's.


What billboard are you referring to ?
The guy with the guitar? He has literally 4 NCR troopers patrolling that area and I pushed back ant spawns from him lol... ( Ill make sure to take a good look at that spot again )
Any idea what it was that killed him?

FPS hit is significant and I do have a plan to reduce overhead once back from vacation. As I continue to update the scripted spawn system the need for a large number of hand placed spawns is reduced. This means the core module will be more friendly to lower end PCS than it is now and if you want the total chaos you can still obtain it with the scripted spawns.
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Joe Bonney
 
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Post » Fri Feb 18, 2011 7:35 pm

What billboard are you referring to ?
The guy with the guitar? He has literally 4 NCR troopers patrolling that area and I pushed back ant spawns from him lol... ( Ill make sure to take a good look at that spot again )
Any idea what it was that killed him?

FPS hit is significant and I do have a plan to reduce overhead once back from vacation. As I continue to update the scripted spawn system the need for a large number of hand placed spawns is reduced. This means the core module will be more friendly to lower end PCS than it is now and if you want the total chaos you can still obtain it with the scripted spawns.


Unfortunately I don't know what killed him, I was at the bridge with the traders when I got the quest message. I'm getting an upgrade soon so fps wont be a problem but thats good news for lower end pcs which mine is at the moment. It was cool too seeing the non hostile sentry bots, reminded me of the one that used to follow me everywhere in fo3. The farm that I had taken over had raiders in it when I got back there, it was great having to get rid of them before I could rest and fix my gear. Sorry for going on a bit, but I think you've got a winner here.
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aisha jamil
 
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Post » Sat Feb 19, 2011 9:09 am

That farm you mentioned, is that Wolfhorn point?

That general area is owned by Viper gangers now but they shouldn't prove to be much of a threat as I don't intend to give standard viper spawns more equipment. You know they say that Wolfhorn point is supposed to be the house of a DLC follower that was cut from the regular game?
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Franko AlVarado
 
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Post » Sat Feb 19, 2011 12:40 am

That farm you mentioned, is that Wolfhorn point?

That general area is owned by Viper gangers now but they shouldn't prove to be much of a threat as I don't intend to give standard viper spawns more equipment. You know they say that Wolfhorn point is supposed to be the house of a DLC follower that was cut from the regular game?


No I didn't know that :lol: Well he'll get a shock when if he ever wants to get his farm back, I put a campfire outside and an outhouse and a passing prospector decided to have a little rest on it. I needed help to get rid of the vipers and the nearby legion were quite handy.
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Sherry Speakman
 
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Post » Sat Feb 19, 2011 9:13 am

Yeah that area is pretty well contested with vipers vs legion. Its a shame that it would be hard to allow legion to push the vipers back and take over Wolfhorn point. ;)
but this is the kind of stuff I wanna talk about for possible future updates.
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GEo LIme
 
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Post » Fri Feb 18, 2011 10:51 pm

I'm sending you the bills for all my trips to merchants to stock up on doctor bags and stimpacks...

I am officially butthurt.. I went to do the 'boot' quest (free the 2 guys from a small legion camp) and was promptly attacked by no less than 15+ guys, most of whom were apparently above my level because my weapons were doing diddly to them...and I have 100 skill in guns.

It was perhaps the funnest 10 minute battle (followed by my death) I've had so far.

Kudos on a great mod. This really adds some FUN to the empty wastes :)
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Campbell
 
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Post » Sat Feb 19, 2011 8:39 am

I'm sending you the bills for all my trips to merchants to stock up on doctor bags and stimpacks...

I am officially butthurt.. I went to do the 'boot' quest (free the 2 guys from a small legion camp) and was promptly attacked by no less than 15+ guys, most of whom were apparently above my level because my weapons were doing diddly to them...and I have 100 skill in guns.

It was perhaps the funnest 10 minute battle (followed by my death) I've had so far.

Kudos on a great mod. This really adds some FUN to the empty wastes :)


woah dude I suggest bringing a fatman to take on that camp lol.. All of the veteran legionnaires, or for that matter all standard soldiers, start around level 21 as tier 3 encounters.
That or maybe I would have tried to sneak in with a disguise and do things that way... Problem with that is the chance of being seen by NCR in that area is possible....

edit: Or you can try and train a ghoul squad into the camp if you have ultra spawns on lol...
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Leah
 
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Post » Sat Feb 19, 2011 2:39 am

I think that many have been suggesting for me to hold back a bit on the crazy stuff but still make the crazy stuff optional. Essentially make a light version for those who want it.

I think that will be a main goal for this project after I get back from vacation. As I update the scripted spawn side of things I will work towards making everything more configurable.

Sorry if the mod goes too far at the moment, however I find it easier to take things out rather than add more at later stages. In that sense right now it is easy to say you are playing close to what the full blown version of IWS might be like to play. ( Baring some features like situational spawn increases ect )

Keep the feedback coming.
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Scott
 
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Post » Sat Feb 19, 2011 3:15 am

I'm interested in giving this mod a try. Does your mod also affect enemy loot at all? In the vanilla game I never had ammo shortages and I'd hope that more enemies = bullets running out faster. I'm planning on using a mix of energy weapons and guns, and if all the extra enemies are carrying normal amounts of weapons, ammunition and healing items then the game won't actually be much tougher.

Does anyone know a mod that makes ammo/healing items rarer? There are some big mods that include item rarity, but I'm not aware of any standalone ones.
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Sebrina Johnstone
 
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Post » Sat Feb 19, 2011 7:52 am

I'm interested in giving this mod a try. Does your mod also affect enemy loot at all? In the vanilla game I never had ammo shortages and I'd hope that more enemies = bullets running out faster. I'm planning on using a mix of energy weapons and guns, and if all the extra enemies are carrying normal amounts of weapons, ammunition and healing items then the game won't actually be much tougher.

Does anyone know a mod that makes ammo/healing items rarer? There are some big mods that include item rarity, but I'm not aware of any standalone ones.


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.
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Big Homie
 
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Post » Sat Feb 19, 2011 5:33 am

Will the Hv Bos patrols be affected by the faction armor script? That's one thing i'd like to find out before running into them I think, if I ever get hold of power armor that is.




I'm interested in giving this mod a try. Does your mod also affect enemy loot at all? In the vanilla game I never had ammo shortages and I'd hope that more enemies = bullets running out faster. I'm planning on using a mix of energy weapons and guns, and if all the extra enemies are carrying normal amounts of weapons, ammunition and healing items then the game won't actually be much tougher.

Does anyone know a mod that makes ammo/healing items rarer? There are some big mods that include item rarity, but I'm not aware of any standalone ones.


Xodarap has some rarity modules that affect just the items, I've used them myself they work quite well. http://www.newvegasnexus.com/downloads/file.php?id=37871
/edit I've set the respawn in my game to a week as well, so I don't get too overwhelmed. Three days go by pretty quick in hardcoe mode. That's if the respawn cell setting works the same as it did for fo3

/2nd edit fixed the link, thank you Evil Twin
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Roy Harris
 
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Post » Fri Feb 18, 2011 5:41 pm

Will the Hv Bos patrols be affected by the faction armor script? That's one thing i'd like to find out before running into them I think, if I ever get hold of power armor that is.


Yes, I think that any BOS patrols above ground should have faction based armor. ( They will shoot NCR and Legion on sight ect )
At the moment I see bad things in the future for all creature types and factions nearby hidden valley as the BOS will be absolutely nasty to encounter with full compliments of Gauss rifles, Plasma weapons, rocket launchers, gattling lasers and full powered sentry bots. o.o

If they are out I highly suggest not getting on their bad side.. This may very well cause balance issues....

edit: The above is not set in stone however.

edit2: On second thought, I may actually make the BOS much more neutral only fighting if attacked. As they are not interested in attacking other factions they just want to horde tech that they find.
*sigh*

I might just be undecided on this until I give it some more thought.
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Shirley BEltran
 
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Post » Fri Feb 18, 2011 6:41 pm

I'm going to be gone soon until around the first of next month. Feel free to give all kinds of feedback.
I am interested in what you guys would like to see.

I also want to know what you think about how the brotherhood of steel should behave as they patrol the wastes. The thought of pitting the player against the BOS for any reason when they have Gauss rifles does not sound like a good idea imo...

take care for awhile and enjoy!
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Christie Mitchell
 
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Post » Sat Feb 19, 2011 5:56 am

I want to say thank you and I am enjoying the mod. I would actually like to see an advanced harder version with many more spawns , fights , and people who randomly attack you. I like impossible mods like that and care little about lore. Great job , can't wait to see comes next. Also the disappearing of the monsters as well as the guards is because the box (no low processing) is checked in geck for that particular NPC.
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Melanie Steinberg
 
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Post » Fri Feb 18, 2011 11:50 pm

I want to say thank you and I am enjoying the mod. I would actually like to see an advanced harder version with many more spawns , fights , and people who randomly attack you. I like impossible mods like that and care little about lore. Great job , can't wait to see comes next. Also the disappearing of the monsters as well as the guards is because the box (no low processing) is checked in geck for that particular NPC.


ooohhhh
ill take note of that.

Anyway take care merry Christmas and happy new year!

Oh and if you really want to make it harder check the two global variables set in the ultra spawn module. increasing those further will make the script spawn even more ghouls ...
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Juanita Hernandez
 
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Post » Sat Feb 19, 2011 7:07 am

I don't think that the BoS should be too aggressive when patrolling. They're trying to keep a low profile and wiping out entire compliments of NCR soldiers near their bunker every night is pretty suspicious, plus they have to try and keep casualties to a minimum so being too gung-ho doesn't sound like something they'd do. Maybe make them more aggressive if Hardin becomes the elder because he seems like the "wipe out everything you feel is in your way" kind of guy. Making it so that they're more defensive than aggressive would also help the player out a bit because if you're on their bad side you can more or less try and go around the patrols but if you're their friends you can kite groups of enemies towards their patrols to get the upper hand.
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Gisela Amaya
 
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Post » Sat Feb 19, 2011 12:11 am

Definitely, the BoS should be more aggressive if Hardin assumes command than if McNamara stays, but I agree with Kieran Dineer that they wouldn't be hostile just for hostilities' sake. Also, since this whole thing is based on completion of the questline, they player should already be on good terms with them (+rep for doing the questline) and fully aware of the gear that those boys are sportin', should the player decide to take on the chapter. Also worthy of mention is Veronica's side quest - I've never done it (never cared much for companions, they always run off and get into trouble) so I'm unsure how the quest, however completed, could factor into things.

Obviously, if the player destroys the bunker as part of the endgame quests, any BoS outside should turn hostile immediately. Personally, I think Veronica should too. Its her family, after all.
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Alister Scott
 
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