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alegendv1
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Urban Combat Overhaul (FO3 Mod Conversion)

Hello everyone,

After receiving permission, I have made a conversion of a hot file on the Fallout 3 Nexus site called UCO - Urban Combat Overhaul which can be found here: http://fallout3.nexusmods.com/mods/19129/ The mod was created by jrod1311 and all credits go to him. If you use this mod and like it, head on over to the FO3 nexus and ENDORSE! (You'll have to download at least one of files on that page and wait an hour though before you can endorse. So if you download here, save some time and head on over and download a file there so you can endorse later ;) )

You can find out alot about what the mod does on the Nexus site, but I'll give you some highlights.

  • Bigger bases for raiders and Talon Company Mercs
  • More walls and stuff for cover and even a few places where you can access rooftops
  • The UCO-FOB adds Foward Operating Bases, basically a mini scout base for raiders or Talon Company Mercs
  • More enemies (only raiders and Talon Company Mercs, as far as I'm aware, at their modified bases)
  • An esp. for even MORE enemies (again, only raiders and Talon Company Mercs at their modified bases)

A few things you should know:

  • Mod author designed this FO3 mod with FWE in mind, so for TTW users, I recommend Project Nevada Rebalance
  • Each UCO esp file REQUIRES the UCO-UrbanCombatOverhaul.esm
  • The esp that adds more enemies may cause game instability depending on how powerful your pc is. I tested it, and it adds quite a few enemies (at least a dozen raiders at the Super Duper Mart if not more with all esps active)
  • This mod was converted using Chucksteel's guide found here: http://www.taleoftwowastelands.com/content/official-ttw-modding-tutorials and the conversion scripts found here (first post):http://www.taleoftwowastelands.com/content/ttw-20-out
  • Since I am no pro mod converter, it is very possible there are bugs/glitches. In fact I encountered a few, but I was playing with a good bunch of mods, so keep that in mind. I'll post the bugs I experienced further down in case others can confirm them.
  • I have NOT tested every modded area for bugs/glitches. Currently, I am not testing this mod, but if you would like to post your results, go right ahead. I'll need confirmation from other people though before I'll contact jrod1311 about it.

My reason for converting this mod was because I wanted more enemies. That's it. The added bases and cover to different areas, however, are pretty damn cool AND useful. Enemies will use cover, so you better too. 

INSTALL INSTRUCTIONS: Extract the attached ESM and ESPs files into your Data folder where you installed New Vegas. Use a Mod Manager and activate the ESM (MANDATORY) and whichever esps you want. Make sure the UCO-UrbanCombatOverhaul.ESM is below the TaleofTwoWastelands.ESM in your load order. I recommend activating everything BUT the More Enemies esp to try out the mod. You do not need any resources from the original mod on its page. That being said, you should still head over to this page to get mod info and to endorse: http://fallout3.nexusmods.com/mods/19129/

Finally, ALL CREDITS GO TO jrod1311. I cannot stress this enough. He made the mod, I simply converted it to run with TTW. AGAIN, If you use this mod and like it, head on over to the FO3 nexus and ENDORSE! (You'll have to download at least one of files on that page and wait an hour though before you can endorse. So if you download here, save some time and head on over and download a file there so you can endorse later ;) ) 

Oh and please let me know if something's wrong with the file I uploaded. I put it in a rar format so I wouldn't have to upload each esp and the esm separately.

 

BUG SECTION:

  1. One of the rooftops, I could not activate the door/manhole cover to get back down.
  2. On that same rooftop there was a sniper rifle. As soon as I got close to it, it fell straight through into the building. I toggled TCL and went into the building and was able to pick it up. I did not fall through the section of the roof the rifle did, so possibly just an bug in my game.
  3. With lots of enemies, sometimes they just run into a wall, get stuck in a wall, teleport through walls, or run through walls. This happened alot at the Super Duper Mart. I believe it may be a vanilla game bug however.

 

File Attachments: 

TTW Version Compatibility: 

v2.0
v2.1
v2.2

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Edited by: ttw-admin on 08/27/2013 - 08:58
Redisopel
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HEHEHEHEHeeeeee!, Oh BOY this

HEHEHEHEHeeeeee!, Oh BOY this mod rocks, after playing fallout 3 so many times this is definitely a remix! Have way to many problems with enemies getting stuck into the walls though.... oh well better than nothing! Thanks man!  

alegendv1
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Don't forget to thank

Don't forget to thank jrod1311 (he made the mod!) by endorsing here: http://fallout3.nexusmods.com/mods/19129/ :D

GoreMaster
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This seems amazing! I just

This seems amazing! I just got myself a new 27" monitor and cant wait to blow off the heads of 12 talon punks!

I'll post my results asap.

Thanks!

taro8
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I also have problem with

I also have problem with enemies running into the walls. My guess is that edited cells are not properly navmeshed, so AI simply does not "know" there is obstacle there. The only possible fix is to go to every cell that has been edited and add a navmesh to it. A tedious work, but it WILL fix the problem.

alegendv1
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Yes, I think so too, taro8,

Yes, I think so too, taro8, as another person also mentioned this issue (me included!). I'm assuming there's either no Navmeshes in the original mod or perhaps they did not convert over? I'll message him and ask. And if its a conversion issue, I'll look up navmeshes and how they work and attempt my best at this. This is the only mod I know of right now that adds more spawns to the DC side of TTW, so I do have interest in it.

EDIT: Since jrod1311 is updating his mod within this or next week, I may hold off until then, since I'll have to convert or reconvert depending on what he does. 

taro8
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Since TTW only affected NPC's

Since TTW only affected NPC's and LL the navmesh should remain unchanged during the conversion. In short there was no navmeshes to begin with. I think you should ask the author if the update will include new navmeshes.

As for navmeshing itself: its not hard only rather tedious work. However Geck does have some navmesh generation tools that can cut some legwork.

alegendv1
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Will do then, taro8. Thanks

Will do then, taro8. Thanks for the advice.

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This mod crashes my game on

This mod crashes my game on launch :/

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No it doesn't.

No it doesn't.

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

Datedsandwich
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It does for me, clean install

It does for me, clean install of New vegas with TTW. The problem isn't just for this mod though, it's all converted mods, all of them make the game crash on start up.

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Do you have NVSE in use ?

Do you have NVSE in use ? Can you start without mods ?

Are non converted mods working for you ?

 

Regards,

Darkersun

- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

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Datedsandwich I converted a

Datedsandwich I converted a couple of mods and the only one I could just convert and have it work was AWOP for fallout 3, instant on start up uncheck all the ones you converted and start checking them on at a time to figure out which one is giving you issues, AWOP a had a lot of MISSING DATA in FNVedit window while converting assuming that was a major cause.

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There shouldn't be anything

There shouldn't be anything wrong with this conversion in terms of crashing games on startup, as I've (along with a few others) have been able to start the game fine.

The only things I can think of that could cause the problem are load order or perhaps some problem with either your FNV installation or TTW installation.

In terms of all the places this converted mod affects, I have been unable to test them all. I have tested the Raider bases at Super Duper Mart and the Metro outside of the Outcast Base with all the UCO esps active.

The main bug people have complained about is enemies running through walls which is probably due to the absence of navmeshes. Bigbobblehead has offered to make the navmeshes for the affected areas, and since I have been unable to contact jrod regarding his planned update (seems he's been away for more than 2 weeks now), I will be contacting Bigbobblehead to see if he's still interested.

 

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Datedsandwich wrote:

Datedsandwich wrote:

It does for me, clean install of New vegas with TTW. The problem isn't just for this mod though, it's all converted mods, all of them make the game crash on start up.

If people have converted FO3 mods downloaded from others and they crash on startup, view if they have any of the courier packs as required masters. If they have a courier pack as a master, and you no longer have them in your load order, crash.

Just use FNVEdit and remove the courier packs as a master and fixed.

EDIT: This UCO converted mod doesn't have this of course (courier packs not masters), but I have seen other mods that DO have them as masters.

Member of the People's Revolutionary Front of Canada and sworn enemy of their arch-rival: The Canadian People's Front. Hoping for a Fallout game around the Great Lakes... Highly unlikely ever, but why dreams exist.

Datedsandwich
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I have all of the courier

I have all of the courier packs, and FNVEdit isn't showing up any missing master files. I installed TTW on a clean install of Fallout New Vegas as well :/ I'm having issues with all of the converted mods, I made a thread about it in the Mod Troubleshooting forum.

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Just wanted to give everyone

Just wanted to give everyone an update regarding the jrod1311 and his plans for an update (this is a sticky from the comments section of the UCO page):

UPDATE (7/26/13)- Firstly, thank you for the patience and continued support. College is right around the corner for me and I've been working full time as well, so I haven't had much time to dedicate to UCO, but I haven't forgotten about it either. UCO is still alive and strong. I have ideas jotted down and I'm still trying to assemble my thoughts to see where I want to take UCO. Second, I will not tolerate rude comments/PMs regarding lack of updates on UCO. I'm a human being. Things happen. If you're not willing to be patient, you can feel free to stop reading after this sentence is over. For those of you who are still with me, have no fear. UCO is far from being over. Over the next few days. I'll have some free time to pop into the GECK and see what's what. Again, thank you to all that have downloaded, endorsed, provided feedback and bug reports, and so on. Keep checking back for news and updates.

I did contact jrod1311 about the navmeshes, he has yet to respond. It's possible he's unfamiliar with using navmeshes, as I saw an earlier post of him mentioning he's trying to figure out a way to get raiders/enemies to stay on rooftops. My understanding navmeshes help guide NPC movement, according to earlier posts by taro8. Anyways, should there be an update, and I happen to miss it, somebody should PM me or let me know. I'm not on this site as often as I used to be. 

Thanks!

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Awesome mod, been gacking

Awesome mod, been gacking talon company and raiders all over the place. Thanks for the conversion - good job! ;)

Played with all 4 files activated. Naturally had to select UCO-ExtraEnemies. Super Dupermart had a count of 19 raiders; Bethesda Ruins and Fairfax have about 25-30. Basically all got stealthily knocked off. Cleared out most areas without a shot being returned. 100 Stealth and Guns absolutely kick some goats with just a marksman carbine (with Grunt and LV 21) :D

Too many bodies - couldn't loot them all, lol ;)

No problems encountered (total mods 79). Didn't bother climbing the roof of Fairfax, but had the hotfix loaded anyway.

Absolutely looking forward to the next update by the original author ;)

Member of the People's Revolutionary Front of Canada and sworn enemy of their arch-rival: The Canadian People's Front. Hoping for a Fallout game around the Great Lakes... Highly unlikely ever, but why dreams exist.

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Any update on this?

Any update on this?

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

Runnerblank
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Runnerblank wrote:

Runnerblank wrote:

 

Any update on this?

Just checking.

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

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Going to try this out sounds

Going to try this out sounds really cool and would like to have a lot more enemies in the game. Dont want to install Marts Mutant mod though cause I think it causes problems with the creatures since it has so many scripts. Like before in DC they would just stop fighting and stand there even if I attacked them.

   So on the problem of raiders getting stuck in walls I would say it is actually from the lack of navmeshes because say I put a wall down somewhere and dont alter the navmesh that is there. The raiders would see that they can walk there because of the navmesh even though the wall is in their way. So the navmesh would have to be altered so that it is split around the wall so they wouldnt walk into it. So probably he didnt edit any of the navmeshes so they think they can walk through there even when objects are placed there.

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I installed the mod, but

I installed the mod, but deleted the more enemies .esp

Out side the SuperDuper mart I counted 21 raiders.

Inside there were 14 raiders.

Is that normal for the base mod?

"We have made and kept covenants with our Lord, God, to honor his laws. In exchange, we are promised eternal salvation after this life." ~ Joshua Graham

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I have this and Mark's Mutant

I have this and Mark's Mutant Mod with increased spawns on and didn't see that many raiders. Maybe you have MMM and turned increased spawns on higher or got unlucky rolls?

 

All I can say is that the weird fences that are actually walls and despite having a 2-3 foot gap between bars are impossible to shoot through are annoying. He seems to have used them quite a bit, but so did vanilla.

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This is a rather old and

This is a rather old and early conversion (I'm not a modder by any means). Also the author of this mod, from what I understand, didn't do navmeshing and the walls definitely have some bugs. Anyone is welcome to polish it, but again, give credit.