[RELZ] IWS: Increased Wasteland Spawns 1.5

Post » Sat Feb 19, 2011 3:40 am

Thanks for that explanation, makes sense.
I have nothing against NVSE per se and I hear nothing but good things about it & its makers, but it just becomes one more thing I have to keep track of with save games and patch versions and other such things. I try not to run with very many mods & like things simple/uncluttered as possible. It's just me/my brain. :)
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Kate Schofield
 
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Post » Fri Feb 18, 2011 6:56 pm

I don't know if it's already been mentioned in another incarnation of this thread, but I noticed that Veronica will wander/stray very far away from her default location at the 188 Post to chase enemies. I mean far, far away. This increases the chances she'll get herself killed, either before recruiting her or if you fire her and don't send to the 38.
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Kate Schofield
 
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Post » Fri Feb 18, 2011 11:03 pm

Someone asked about Feral Ghouls on the Nexus with this mod installed and I figured I'd share these screenshots here as well on your forum thread:

Spoiler


http://img812.imageshack.us/img812/7491/screenshot198.jpg
http://img232.imageshack.us/img232/7033/screenshot199g.jpg
http://img407.imageshack.us/img407/7946/screenshot200p.jpg
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http://img12.imageshack.us/img12/701/screenshot202op.jpg
http://img6.imageshack.us/img6/8783/screenshot205o.jpg
http://img831.imageshack.us/img831/6504/screenshot206j.jpg
http://img441.imageshack.us/img441/6382/screenshot212o.jpg
http://img408.imageshack.us/img408/4417/screenshot213oj.jpg
http://img41.imageshack.us/img41/2471/screenshot214p.jpg
http://img3.imageshack.us/img3/3276/screenshot215ai.jpg
http://img838.imageshack.us/img838/5024/screenshot216e.jpg
http://img815.imageshack.us/img815/2429/screenshot217.jpg
http://img269.imageshack.us/img269/5875/screenshot228i.jpg
http://img521.imageshack.us/img521/4002/screenshot229g.jpg
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http://img585.imageshack.us/img585/47/screenshot331.jpg
http://img515.imageshack.us/img515/6718/screenshot404.jpg
http://img9.imageshack.us/img9/773/screenshot411s.jpg
http://img443.imageshack.us/img443/8602/screenshot412v.jpg
http://img11.imageshack.us/img11/6218/screenshot422b.jpg
http://img543.imageshack.us/img543/4425/screenshot426.jpg
http://img411.imageshack.us/img411/5179/screenshot432h.jpg
http://img690.imageshack.us/img690/2153/screenshot433k.jpg
http://img829.imageshack.us/img829/8157/screenshot434.jpg



Eagerly looking forward to the new version of your mod Castle, can't wait until what it does for Ghouls as shown above it does for all monster types. Pure chaos here we come. :)

One thing I would like to mention with all this chaos is that I really recommend an experience point mod of some sort to slow down leveling. Before I started using one I did a run in an around Repconn and I went up 2 and a half levels, from 21 to 23 and a half or so, in just that short time. I use my own mod that changes the amount of XP you need for each level, but I'm sure there are others on the Nexus that can be used. Also one that removes the level cap is a good idea as well as there is a LOT more combat going on with this mod active and you'll cap out long before you finish the game otherwise.
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marie breen
 
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Post » Fri Feb 18, 2011 8:46 pm

Update:
Progress has been steady, I just finished hooking up the core modules and have started getting the active spawn system to work with more than just ghouls. Everything seems to be working great so far.

Eagerly looking forward to the new version of your mod Castle, can't wait until what it does for Ghouls as shown above it does for all monster types. Pure chaos here we come. :)

One thing I would like to mention with all this chaos is that I really recommend an experience point mod of some sort to slow down leveling. Before I started using one I did a run in an around Repconn and I went up 2 and a half levels, from 21 to 23 and a half or so, in just that short time. I use my own mod that changes the amount of XP you need for each level, but I'm sure there are others on the Nexus that can be used. Also one that removes the level cap is a good idea as well as there is a LOT more combat going on with this mod active and you'll cap out long before you finish the game otherwise.


Yes, a XP slow down mod is really recommended with this mod. Now that I am seeing the active spawn system function on more things its clear that you might end up being level 15 before you leave good springs at the standard rate with spawns cranked all the way up.
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Emma Louise Adams
 
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Post » Fri Feb 18, 2011 5:47 pm

At a certain point in the birds of a feather quest line you are asked to bring a package to "strange man" out in the wastes north of Vault 34. He was BBQ'ed by fire geckos multiple times before I could get to him. When I finally did save him a Golden gecko bit his head off.
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Damned_Queen
 
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Post » Sat Feb 19, 2011 4:12 am

where does this go in the load order
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Danial Zachery
 
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Post » Sat Feb 19, 2011 12:23 am

At a certain point in the birds of a feather quest line you are asked to bring a package to "strange man" out in the wastes north of Vault 34. He was BBQ'ed by fire geckos multiple times before I could get to him. When I finally did save him a Golden gecko bit his head off.


Ill take a look in that area thanks
edit: If it makes you feel any better I was eaten alive by a herd of mole rats only minutes ago..

where does this go in the load order


*.esm goes first other two are optional and load in any order. Otherwise, the order compared to other mods shouldn't matter.
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Lyndsey Bird
 
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Post » Fri Feb 18, 2011 8:24 pm

Update:
The active spawn system now supports quite a few more creature types. Some observations on things thus far is that while the mod now has a greater range of options when spawning enemies in its current state this also means you have to watch out you don't end up turning the entire wasteland into a war zone all the more.

A decent amount of work remains for the next version update however I have decided to make the next release 1.8 where it includes the feature complete Core and Active spawn modules.

This means version 1.8 will come a lot sooner with the following functionality.

=Core=
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...

=Active Spawn System= (NVSE)
IWS-AS-LowSpawns.esp ( 0-2, cap 8/50 )
IWS-AS-MedSpawns.esp ( 1-3, cap 16/75 )
IWS-AS-HighSpawns.esp ( 2-5, cap 32/100 )

-=Optional=-
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 2.0 will come at a later date
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NAtIVe GOddess
 
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Post » Fri Feb 18, 2011 9:59 pm

Well this is the worst thing to have happened I think. Poor old Snuffles is dead, I found his little body lying by the railway track and I've got to leave him rotting in the sun. :sad:
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carley moss
 
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Post » Sat Feb 19, 2011 2:32 am

Best experience I've had with this mod so far...

Level 9, trying to sneak into New Vegas from the underground bunker(a mod). (I made it there at level 6, so I figured I'm a stud and would hop into Vegas).

Ran into a group of 12 of those drug crazed freaks the Fiends, and managed to trap myself behind a broken down building...no way out...or so I thought.

Out of nowhere, a party of NCR soldiers slowly walks into the area...one starts shooting...another...then more come running from somewhere else...next thing I know, Im using my rifle to snipe fiends while the NCR keeps their attention.

More freaks show up.

More NCR show up.

Next thing I know, I'm watching a 20+ vs 10+ battle (nums in favor of fiends).

I swear if this had been real life, my rifle barrel would have melted that day from all the headshot kills.

Mesa happy!
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Shianne Donato
 
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Post » Fri Feb 18, 2011 11:06 pm

Looking forward to the update!

I have been going through Vault 34 with the MoreSpawns & Ultraspawns mod from 1.5 - that was quite fun - Veronica had some fun using her power fist while i headshotted every ghoul with HP-Ammo. Looking forward to doing that in the open again :)
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Marie Maillos
 
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Post » Sat Feb 19, 2011 1:45 am

I fully hooked up the active spawn system to every creature and Faction tonight.... Just walked through the massive battlefield collecting ammo from 60 or so dead bodies spread through out the area west of New Vegas.
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Hairul Hafis
 
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Post » Fri Feb 18, 2011 11:34 pm

I finally used the NVSE and tried the 'ultraspawns' combo....that was just perfect for 4 companions. They weren't in too much actual danger but it was a good balance of chaos/lengthy battle time for them...and thus very entertaining for me! :D Good thing all the bodies means so much extra ammo/loot to sell, keeping 4 companions stocked in ammo at this battle rate can be a challenge. hehehe

The only "problem" I have is that with the big cluster groups, it's sometimes too easy to accidentally have friendly groups become hostile/lose rep because they think I'm the one that fired at them or something, when I'm not. I'm not exactly sure how that works. Maybe a companion snagged one, or shot a car that exploded and killed them or my pc can't keep up with all the extra AI 'thinking' and everyone gets confused. Oh well, no biggie. I absolutely love this mod to death, it's perfect for me, and can't wait for the update.
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Céline Rémy
 
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Post » Sat Feb 19, 2011 6:35 am

Well this is the worst thing to have happened I think. Poor old Snuffles is dead, I found his little body lying by the railway track and I've got to leave him rotting in the sun. :sad:


Snuffles should be safe from harm now. some spawns were kind of close to that spot. in addition to pulling back aggressive spawns in that camp I also added some Civilians to help protect the area.
The strange man was surrounded by a ton of geckos. Its actually pretty hard to find this guy in the Geck. I pushed back spawns from him and Raul's shack is also clear.

I am currently trying to figure out a good way to increase spawns in Primm without causing problems or forcing myself into a feature creep situation..
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Alex Vincent
 
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Post » Fri Feb 18, 2011 7:13 pm

Here's a few things that happened with my game, finally finished it at level 30. The npc's who ended up being casualties were the gunrunner merchant at the bridge, he ended up in a sort of chain aggro type of thing getting killed along with one of his guards. I found him a small distance from the bridge. The Legion greeter at Nelson, the Brotherhood Scout at Forlorn Hope. And Snuffles, thanks for the change there. There also seem to be a very large percentage of giant scorpions spawning, I came across one at the merchant bridge then three more on the way to camp mccarran. I'd almost say the game seem to like picking scorpions over other spawns.

I played through almost the whole game with Boone and Ed-e and had a blast, we saved each others necks so many times.
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jeremey wisor
 
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Post » Fri Feb 18, 2011 8:11 pm

There also seem to be a very large percentage of giant scorpions spawning, I came across one at the merchant bridge then three more on the way to camp mccarran. I'd almost say the game seem to like picking scorpions over other spawns.


What I noticed was a large increase in Legion Members between Nelson and Novac @lvl 9 - too small NCR Patrols with Service Rifles weren't enough firepower to take them out in any way. Maybe some sort of NCR Captain type with more HP or better armor would be a good idea.

Ranger Station Charlie was also prette much surrounded by Legion forces. Although they didn't kill any of the Rangers there.

Too much NCR at the Gas Station between the Mohave Outpost and Primm - the Giant Radscorpions are usually a problem, but not if there are 3 NCR Soldiers killing them right before you arrive.


---
Is there perhaps a mod to make armour and weapons to be almost destroyed or unusable when the NPC dies? Would this maybe possible as an option in the future?
You'll come across very many dead bodies with many guns/rifles in good condition. Offsetting your barter skill and the gameplay in general.
Just one battle between NCR and the Legion and you'll get look between 1000 and 5000 in items worth.
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Sophie Morrell
 
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Post » Fri Feb 18, 2011 10:33 pm

The mod is in final stages and 1.8 should be released today

Here's a few things that happened with my game, finally finished it at level 30. The npc's who ended up being casualties were the gunrunner merchant at the bridge, he ended up in a sort of chain aggro type of thing getting killed along with one of his guards. I found him a small distance from the bridge. The Legion greeter at Nelson, the Brotherhood Scout at Forlorn Hope. And Snuffles, thanks for the change there. There also seem to be a very large percentage of giant scorpions spawning, I came across one at the merchant bridge then three more on the way to camp mccarran. I'd almost say the game seem to like picking scorpions over other spawns.

I played through almost the whole game with Boone and Ed-e and had a blast, we saved each others necks so many times.


I seem to have reduced the Rad scorpions from random spawns. Ill check on the gun runner merchant at the bridge.

I took a good look at many spawns such as the ones at nelson, nipton, ect.. What I have found is that the AI in this game seems to have a bug where even if the guy is a seasoned soldier badass in top end gear, even if the monster is not mad at him but is rather mad at someone next to him, he/she will run off like a wimp and cower in a corner. Its especially comical when you walk into nipton for the first time and see a bunch of badass legion soldiers walk slowly and calmly to their nodes then suddenly a baby mole rat 8000 feet away sends them running for their lives.

What is most odd about this is that its based on a radius around someone who has aggro. The AI handles direct aggro much better, they pull out weapons and wait for line of sight. But if something is mad at someone next to them its run cower and hide time. A lot of the AI seems to fall victim to this and it causes them to run far away from the spawn location into dangerous territory. This strange radius exists around the player and other NPCs.
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Carys
 
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