More Spawns

Mod releases and conversions for Current versions of TTW
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Fleebusia
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Joined: Sun Sep 19, 2021 10:43 pm

Re: More Spawns

Post by Fleebusia » Thu Sep 23, 2021 7:56 am

Laclongquan wrote:
Thu Sep 23, 2021 7:26 am
No no. Only SOME cells in capital wasteland remember 1st visit. Thus we need to do some shenanigans to circumvent it. Mojave doesnt have that feature. Most of cw dont have that feature.

Seriously, that bug is weird and frankly not easy to tabulate. In crease level and cw cells will spawn better hostile

More spawn has nothing to do with it
Ahh, so the single shotgun deal must be inherent to TTW's level-lists. I would add that the damage scaling seems way off with that weapon. I tested it myself at lvl 2 with 40 gun skill, point-blank headshots dealing virtually no damage. That probably explains why every raider group I fought was so pitiful and weak. Out of the 30 odd raiders I encountered, only 2 of them used a pistol instead of the single shotgun, which was disappointing lol.

There's an incredibly stark contrast between spawns in TTW to say FWE, which is the main point of contention for me personally. It's just really unsatisfying to fight lvl 0 raiders with weapons that do no damage. With MMM the effect of this is compounded several magnitudes which I absolutely adore.

I'm very much looking forward to seeing what Fiftytifty comes up with in future iterations.

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Laclongquan
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Re: More Spawns

Post by Laclongquan » Thu Sep 23, 2021 9:42 am

I created a thread Seeking better, harder raiders in Mojave

You can read some for reference to your future modifying.

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FiftyTifty
Posts: 486
Joined: Tue Apr 09, 2013 7:36 pm

Re: More Spawns

Post by FiftyTifty » Thu Sep 23, 2021 5:24 pm

Fleebusia wrote:
Thu Sep 23, 2021 4:26 am

Oh that's very kind of you. Forgive me as I am quite clueless as to the technical side of this modification, but in using the level modifier version would we still need to artificially augment our level and traverse the entire wasteland to sync spawn levels?

The gentlemen that recommended your mod said that it remembers/records your level at the point you first explore each spawn location, resulting in spawns not scaling properly or something to that effect.

I am/was using your 3x file, but the spawns were very weak and nearly all of them used the same loadout of a single shotgun. I stopped playing TTW because of this issue. Not anyone else's fault but my own for wanting a more hardcore experience like that of FWE/MMM.

TTW however plays really well in terms of engine integrity. It runs buttery smooth for me. But I was saddened that I was not met with any sort of challenge. I searched for days for mods to remedy that but apparently the TTW-MMM mod only works with older versions of TTW. I have since gone back to playing FO3.

Thanks again. I will try out TTW again with your alternate version should you go ahead with it.
It's a vanilla thing, as @Laclongquan said. But if you want a properly hardcore experience, that is *fair* and not the usual RPG nonsense where you start out weak, but fight weak enemies, to then become a god? It's a self plug, but I recommend my damage overhaul: https://www.nexusmods.com/newvegas/mods/68554

I removed all the usual stuff that makes the game laughably easy. Want to know why those spawns were all weak as hell, such as the raiders and powder gangers? Early game ones only have 50hp. Yeah. So I balanced everything around static levels; all human NPCs have the same stats and scaling available to them as the player, and every human including the player is level 25. Creatures vary depending on how they're meant to play. But no damage sponges and all that lark.

I spent ages on it, and it totally changes the game. It's hardcore, everything is dangerous, everything has a use, and you'll fuck up if you try and play like a main character in vanilla. Chuck in more spawns, and, well, good luck.

Anywho, I've been working a lot on this mod. I'm very rusty as I haven't programmed Delphi in ages, but Zilav has been a great help in helping me over a few hurdles. Expect a revamp very, very soon.

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Laclongquan
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Re: More Spawns

Post by Laclongquan » Fri Sep 24, 2021 2:13 am

Your mod of enforce level 25 has a positive point of encourage finding skill books to raise skill level. Use in the context of TTW322, it is a very good stopping point because finding all books in 2 lands would have raise threshold to 100 already.

The weakness, of course, is Albino in Capital Wasteland. At 25 they would have appeared in the wild~ A huge bother.

Johnny Casey
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Joined: Thu Aug 12, 2021 11:36 am

Re: More Spawns

Post by Johnny Casey » Fri Nov 12, 2021 7:03 am

This doesn't make the mobs inside the interiors (such as those in Metro Tunnels, Super Duper Mart, Germantown Police HQ, etc.) to repsawn over time, does it?

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Laclongquan
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Re: More Spawns

Post by Laclongquan » Fri Nov 12, 2021 9:14 am

Some respawn some dont.

Like. Germantown police hq building doesnt respawn but the ones outside do.
The ones outside and inside of evergreen mills area dont respawn i think.
Its pretty hard to tell which is which

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FiftyTifty
Posts: 486
Joined: Tue Apr 09, 2013 7:36 pm

Re: More Spawns

Post by FiftyTifty » Sat Nov 13, 2021 6:10 pm

If the enemies respawn in vanilla, so will the duplicates. If they don't respawn in vanilla, neither will the duplicates.

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