[Relz] Pest Remover

Post » Sun May 29, 2011 2:10 am

DOWNLOAD: http://www.newvegasnexus.com/downloads/file.php?id=41520

Author: WCStorm11
Name: Pest Remover
Date: 4/25/2011

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Intro:
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You walk across the Mojave, sun beating your face, mouth dry. The Mojave is a brutal place, and you struggle to survive. As you overcome the crest of a nearby mountain, a massive, colorful lizard comes waddling toward you. You think "What the hell" and remember its just a game.

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Description:
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This mod will remove almost all of the following factions from the wasteland:
Radscorpions
Geckos
Cazadors
Bloatflies
Ants
Mantises

Obviously, this will make a certain quest given in "The Thorn" difficult if not impossible to complete.

I chose to release this mod because I figure there are others that could benefit from it. This mod was initially made to help with mod testing.

THIS MOD REQUIRES NVSE!!!

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Requirements:
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Fallout New Vegas
NVSE

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Install:
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Standard Install. If you don't know how, then don't attempt to download this mod. You can find help in the stickied topics in just about any New Vegas modding forum.

Load order is completely loose. Just under the primary New Vegas esm

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Un-Install:
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1. Uncheck and delete the .esp file.

OR

Place computer in oven. Bring to low simmer.

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Compatibility:
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This mod is as lightweight as they come, with just a single script running.

This mod will remove all wildlife in the aforementioned factions, thus it should work (for better or worse)with any mods as well.

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Bugs/Issues:
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No known issues so far, please let me know immediately if you find any.

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History:
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4/25/2011

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Contact:
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PM or Comments

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Credits:
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Thanks to Bethesda for creating Fallout New Vegas.
Thanks to InsanitySorrow for ReadMe Generator this readme is based on.
Thanks to TheCastle. I looked at his IWS scripts to check proper use of NVSE loops


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Tools Used:
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GECK
FO3Edit
Notepad :)

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License/Legal:
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This file is provided as is and the author holds no responsiblity for anything that may come to happen from using this file.
Users interested in using this mod and/or its contents in their own public projects must seek permission from me.
User avatar
Sophie Payne
 
Posts: 3377
Joined: Thu Dec 07, 2006 6:49 am

Post » Sat May 28, 2011 11:31 pm

" The Mojave is a brutal place, and you struggle to survive. "


No it isnt, without all the critters its a pretty boring place with no dangers ?

those legion guys are no threat in comparison with a giant rad scorpion or cazadors
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Sat May 28, 2011 4:29 pm

This mod was designed for people like me who want a more immersive experience. That, and I really never like or had fun fighting Geckos. This is also designed to be used alongside mods that fill in those spaces, like IWS. This summer I might expand this a bit, replacing the critters that get disabled with humanoid combatants. But alas, cursed finals are my sole priority
User avatar
Katie Samuel
 
Posts: 3384
Joined: Tue Oct 10, 2006 5:20 am

Post » Sat May 28, 2011 8:58 pm

So let me get this straight:

This is a mod intended for use with something like Increased Wasteland Spawns. IWS variant mods add to the critters roaming the wastes. This mod subtracts from them.

How does that work?
User avatar
Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Sat May 28, 2011 12:55 pm

IWS multiplies all spawns, including critters AND NPC's. More importantly, it contains a patrol module that populates a lot of areas with, well, patrols.

Is this really that hard to figure out lol? The mod increases immersion for those who can't buy into tons of different mutants.
User avatar
Gill Mackin
 
Posts: 3384
Joined: Sat Dec 16, 2006 9:58 pm

Post » Sat May 28, 2011 11:42 am

Can I has a version that only removes cazadors? I absolutely hate those things. Only enemy in the game I whip my Fat Man out for.
User avatar
mike
 
Posts: 3432
Joined: Fri Jul 27, 2007 6:51 pm

Post » Sat May 28, 2011 7:08 pm

Would you mind waiting? I'm pretty busy right now, but because of the requests I'll be making a modular one once Finals are over. If you have knowledge of the Geck though, you can actually find the script by filtering by 'aaa'. Then, you'll see a long ole line of code with all of the factions to be removed. Here, you can remove all the factions you want to keep, and add any you want to remove. Should be fairly self-explanatory, just be sure to save.
User avatar
SEXY QUEEN
 
Posts: 3417
Joined: Mon Aug 13, 2007 7:54 pm


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