[WIP] IWS: Increased Wasteland Spawns

Post » Tue May 17, 2011 12:52 pm

The random spawns were pretty rare. The devs seemed unwilling to conform with FO3 standards when they worked on FNV.


Fallout 3's vanilla random spawns weren't great either. An 'encounter' with a raider might be like 3 guys, one armed with a pool cue.

Wasteland spawns became good in Fallout 3 because of mods, too. It's just that in Fallout NV more care needs to be taken because so much of the map is used for quests.
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Rhysa Hughes
 
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Post » Tue May 17, 2011 9:11 am

Got some basic work done today.
===============================================
Various bits of cleanup work with spawns in some locations.
Scorpion gulch has been brought back to sanity.
Preliminary research into making sure that Gecko factions are working correctly. ( It seems like its bugged )

Adding super mutants to the wastes is easier said than done not just because of lore but also because of player progression/pacing. After your first encounter with a group of super mutants can very easily have you using a shiny new Hunting rifle, mini gun, light machine gun and super sledge way before you should ever even see that kind of stuff.

The first release of IWS will most likely be pretty close to exactly what it is in the already available HAM module. I do want to try and bring something new to the table before release.
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Jani Eayon
 
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Post » Tue May 17, 2011 7:25 am

This kind of mod needs more interiors so that things can spawn isolated from the rest of the game. I have added more place to the game and added enemies to those places and I got some great results. Now I can fight Super Mutants and Raider whenever I please without it interrupting much.
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Thema
 
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Post » Tue May 17, 2011 1:18 pm


Adding super mutants to the wastes is easier said than done not just because of lore but also because of player progression/pacing. After your first encounter with a group of super mutants can very easily have you using a shiny new Hunting rifle, mini gun, light machine gun and super sledge way before you should ever even see that kind of stuff.


Just my opinion, but getting advanced loot from the creatures doesnt seem like to much of a negative. Idea being if your ballsy enough to take on a pack of super mutants at a low level, you deserve a reward. That being said, I am game for either system.
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Neko Jenny
 
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Post » Tue May 17, 2011 7:33 am

Just my opinion, but getting advanced loot from the creatures doesnt seem like to much of a negative. Idea being if your ballsy enough to take on a pack of super mutants at a low level, you deserve a reward. That being said, I am game for either system.

I can see it going both ways, personally.

If the item isn't in good repair however, that helps to nullify the "go sell it and have way more money than you should at that level" aspect.

Also remember that having a powerful weapon before you otherwise should, only does so much to help you really - considering the ammunition is still difficult to come by. (Example: the hunting revolver in the REPCON test site... just because you pick up the thing, certainly doesn't mean you have access to any real source of .45-70 ammo for it)
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Sweet Blighty
 
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Post » Tue May 17, 2011 12:35 pm

I fully agree with the above two posts. Ammo and skill level play a huge role in what weapons can be effective. Like if you pump lockpicking and get the free sniper rifle up north near the molerat farm, big deal because since you pumped LP, your Guns skill will make the thing wobble more than a drunken... well, it'll wobble a lot! :)

In all honesty though, I just want more stuff to shoot at!
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Mike Plumley
 
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Post » Tue May 17, 2011 9:08 am

At the moment I am still doing research on what the game has. I am getting a bit closer to the very basic initial release but the really intricate changes are starting to come together.

I noticed that some fairly interesting creatures types are missing from FNV. Super mutant overlords, super mutant behemoths and standard Mirelurks to name a few. the meshes for these creature types are in the game but it seems like they no longer have proper materials on them. I really liked all of these creature types but from what I can tell they are not in playable world space even though its possible the meshes and animations are still present. I liked the overlords a lot personally and miss the old mire lurks. The behemoths were fantastic creatures to fight.

I am still not sure if they intended Geckos to hate each other because the faction information seems as though it was put together very hastily.
Progress is being made.
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Britney Lopez
 
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Post » Tue May 17, 2011 2:54 am

Alright I have outlined locations where I believe super mutants can move in. The list is not done yet and I may not even include these changes in the first release. This is merely pre planning/brainstorming

Using http://fallout.wikia.com/wiki/Fallout:_New_Vegas_Map as my reference point I have made a list. I want to get your opinions on the current list and suggestions for other locations.
If possible I can make it look as though the super mutants have just moved in to setup camp, are there just as a scout group, or simply killed the vanilla inhabitants. The list of potential places is bigger than I was expecting.


http://fallout.wikia.com/wiki/Bitter_Springs_Recreation_Area
This area is oddly empty in the vanilla game right now and its entirely possible that it could be made into a super mutant base camp of sorts.

http://fallout.wikia.com/wiki/Scavenger_Platform
This area strikes me as a petty cool place to make it seem like a super mutant base camp of sorts.

http://fallout.wikia.com/wiki/Brooks_Tumbleweed_Ranch
To the northwest of this location is a highway blockade with water that could be a potential location for a super mutant camp complete with a behemoth.

http://fallout.wikia.com/wiki/Searchlight_Airport
Super mutants have dealt with the rad scorpion infestation and built up defenses a bit more.

http://fallout.wikia.com/wiki/Canyon_Wreckage
Super mutants moved in here as a scout group. They cleaned out the coyotes who lived here.

http://fallout.wikia.com/wiki/Cottonwood_Overlook
This once empty location is now a pretty fairly big super mutant camp with a potential for a Behemoth.

http://fallout.wikia.com/wiki/Matthews_Animal_Husbandry_Farm
Not sure about this one but its possible I can make a small group of scouts here.

http://fallout.wikia.com/wiki/Boulder_Beach_Campground
Not sure about this one but its possible I can make a small group of scouts here.

http://fallout.wikia.com/wiki/Abandoned_Brotherhood_of_Steel_bunker
They moved in because nobody else is there.

http://fallout.wikia.com/wiki/Emergency_Service_Railyard
This could be a decent sized base camp now

http://fallout.wikia.com/wiki/The_Devil%27s_Throat
I believe this area already has a super mutant camp nearby, I may just further enhance it and maybe add a behemoth spawn?

http://fallout.wikia.com/wiki/Raided_Farmstead
They killed the people who lived here and took over but once you get closer you learn your not the only one not ok with that.

http://fallout.wikia.com/wiki/Mountain_Shadows_Campground
Not sure about this one but its possible I can make a small group of scouts here.

Other notes:
I am also considering crazed robots and nightkins for random spawn lists so watch out.
I want to begin updating interior spawns starting with Vaults first.
I may ask for help for people to create new original FNV friendly skins for mirelurks, super mutant overlords, and behemoths.
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Chris Guerin
 
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Post » Tue May 17, 2011 7:58 am

I'm looking forward to this release. With the game as it is now there's not really a whole lot of options to level up if you want to avoid siding with any of the major factions. More interesting things to kill is going to fill this void very well I think. I've taken over one of the places in fonv it's going to be interesting to see if I find any unexpected visitors when I make the long trek back to home across the Mojave.
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Brooke Turner
 
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Post » Tue May 17, 2011 1:24 pm

Looking fwd to this .. have been using another mod to increase spawn rate plus MMM to add to it for varity but that is sorta catch as catch can ... as to the areas I think (would have to go into the game to check) that there are a couple ranger stations near 1 or 2 of them that could lead to difficulty if they wipe them out as need these stations for quests. Also how about the road to J'town, pretty empty and when get there guess what Mutants. Don't know if have walked it but is real bare.
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!beef
 
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Post » Mon May 16, 2011 11:54 pm

http://fallout.wikia.com/wiki/Bitter_Springs_Recreation_Area
This area is oddly empty in the vanilla game right now and its entirely possible that it could be made into a super mutant base camp of sorts.


YES!

http://fallout.wikia.com/wiki/Scavenger_Platform
This area strikes me as a petty cool place to make it seem like a super mutant base camp of sorts.


Eh, I kinda like the lurks there, I think it suits them better than muties. With the water and all. Especially if you add the classic mirelurks back into the game, you could mix those in with the Mirelurk kings that are there in vanilla! :)

http://fallout.wikia.com/wiki/Brooks_Tumbleweed_Ranch
To the northwest of this location is a highway blockade with water that could be a potential location for a super mutant camp complete with a behemoth.


Sweet!

http://fallout.wikia.com/wiki/Searchlight_Airport
Super mutants have dealt with the rad scorpion infestation and built up defenses a bit more.


WIth as many radscorps around in the rest of the game, I could see this as a good spice-up! Just make sure most/all of the muties have guns or some ranged attack, as it would be too easy to just stand on the outer side of the fence and take potshots at 'em. Or, if possible, you could make some holes and gaps and broken sections of the fencing for the melee muties to reach the player or whatever may be on the other side of the fence (radscorps, ghouls).

http://fallout.wikia.com/wiki/Canyon_Wreckage
Super mutants moved in here as a scout group. They cleaned out the coyotes who lived here.

http://fallout.wikia.com/wiki/Cottonwood_Overlook
This once empty location is now a pretty fairly big super mutant camp with a potential for a Behemoth.

http://fallout.wikia.com/wiki/Matthews_Animal_Husbandry_Farm
Not sure about this one but its possible I can make a small group of scouts here.

http://fallout.wikia.com/wiki/Boulder_Beach_Campground
Not sure about this one but its possible I can make a small group of scouts here.

http://fallout.wikia.com/wiki/Abandoned_Brotherhood_of_Steel_bunker
They moved in because nobody else is there.


All good! But for the Abandoned BoS bunker - as far as I know, the newest patch broke access to this bunker, as Obsidian put a "requires key" lock on the hatch but there is no key. I use a mod that changes it to an Average lock, as one of the Deans Electronics skill book is in there. If there was an update and the bunker is accessible again, then go for it. Otherwise, you'd have to either mod it too or direct folks to download the mod I use (http://www.newvegasnexus.com/downloads/file.php?id=36270) and it may be part of the community bug fix patch, I'm not sure. Also of note is the large amount of speculation that this will be part of the first DLC, which we PC people won't be seeing anytime soon, so you may have to change it or make a comp patch when the DLC comes out for us, if it is related to the abandoned bunker.

http://fallout.wikia.com/wiki/Emergency_Service_Railyard
This could be a decent sized base camp now

http://fallout.wikia.com/wiki/The_Devil%27s_Throat
I believe this area already has a super mutant camp nearby, I may just further enhance it and maybe add a behemoth spawn?

http://fallout.wikia.com/wiki/Raided_Farmstead
They killed the people who lived here and took over but once you get closer you learn your not the only one not ok with that.

http://fallout.wikia.com/wiki/Mountain_Shadows_Campground
Not sure about this one but its possible I can make a small group of scouts here.



Other notes:
I am also considering crazed robots and nightkins for random spawn lists so watch out.
I want to begin updating interior spawns starting with Vaults first.
I may ask for help for people to create new original FNV friendly skins for mirelurks, super mutant overlords, and behemoths.


All good!
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jess hughes
 
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Post » Tue May 17, 2011 6:34 am

I have gone through and made changes to bring back crazed robot spawns and I want to do a pass to make some of the larger highways less active than they are now.
The highway that leads north of Novac has been toned down considerably.

Troggs are also a possible creature to bring back. Once again they have meshes and functional AI in game but no material/textures applied....
Ill take a look at the road south of J'town
edit: Roads around J town were already addressed in the older version. IMO they might be a little over the top right now.
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laila hassan
 
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Post » Tue May 17, 2011 2:07 pm

I am not sure what they did but man, super mutants are juggernauts in FNV. I made it so the weakest variations of these guys spawn far more often but it does not matter. let me put it this way, I was worried that a fresh character would be able to take these guys down and get really good weapons far too soon. I was dead wrong, there is no way in hell you can even think about taking on super mutants until you have the weapons gear and levels. Even after I made the spawns more tame these guys make FO3 super mutants look like a joke to a point of being laughable.

This was after attempting to take on one of the camps with a varmint rifle and a suit of merc charmer gear at level 2. I took a pot shot at one of them at the Emergency Service Railyard camp and they destroyed me mercilessly while closing on me faster than I was able to react. It was pure [censored], I feel violated lol.... Its been taking a lot longer to prepare these new spawns simply because of how nasty these guys are. Having no more than 4 spawns per camp they still feel like ultimate death squads and not the fancy free lolgreen guys I grew so fond of in FO3.... Now they eat nails and [censored] bullets and ask for seconds while placing a super sledge down my throat even with my level 20+ character in full power armor.

To think I am considering Behemoths and Overlords good god.. I am afraid to release this right now because of the kind of hell an average size group of these guys can dish out. I suspected they would be bad because of Black mountain but I guess my perspective was skewed because I never had a chance to gauge their relative strength against other enemies in the wastes. They are death claws with high powered rifles, incinerators, super sledges, and mini guns. Word of warning, DO NOT ENGAGE UNLESS YOU ARE READY!!
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Naazhe Perezz
 
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Post » Tue May 17, 2011 11:36 am

I am not sure what they did but man, super mutants are juggernauts in FNV.


One word... "perks"(Couldn't resist saying that). You have to look closely but under actor effects they buffed some of the mutants for example CrSuperMutant2Nightkin has Ninja and a unique 15% damage resistance (not damage thresh-hold).

Anyhow point being, if you add in lots of mutants you may want to make sure you maintain the intended difficulty level. Some of the unused mutant templates don't have perks. To further mix things up some use 15% damage threshold(CrSuperMutant3MinigunB).

I am unsure if the wild differences in perks were intended or not. Or if at a certain point they said it.
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Wayne Cole
 
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Post » Tue May 17, 2011 1:05 pm

One word... "perks"(Couldn't resist saying that). You have to look closely but under actor effects they buffed some of the mutants for example CrSuperMutant2Nightkin has Ninja and a unique 15% damage resistance (not damage thresh-hold).

Anyhow point being, if you add in lots of mutants you may want to make sure you maintain the intended difficulty level. Some of the unused mutant templates don't have perks. To further mix things up some use 15% damage threshold(CrSuperMutant3MinigunB).

I am unsure if the wild differences in perks were intended or not. Or if at a certain point they said it.


Ill have to take a good look at the perks they have and see for myself.
Right now they feel pretty good to fight when fairly well geared but as a fresh character they rain hell.

http://www.gamesas.com/index.php?/topic/1148225-relz-iws-increased-wasteland-spawns-10/
I want to try and move this discussion to this thread if possible. ( Ah crap, sorry I made a mistake and put the wrong link there )
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Calum Campbell
 
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