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Enemies outside of Megaton

General discussion of Tale of Two Wastelands
YoloSwaggins
Posts: 4
Joined: Fri Apr 26, 2013 3:59 pm

Enemies outside of Megaton

Post by YoloSwaggins » Mon Dec 23, 2013 5:58 pm

Every time I leave Megaton, there is some sort of high level enemy spawned there, right outside the doors.


Most of the time it is an Albino Radscorpion, but more recently I saw a deathclaw there.


The enemies aren't much of an issue to kill but it's the risk they pose to the passing traders and the deputy.


Has anyone else experienced this, is there a fix?



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Post your load order.

Post by TJ » Mon Dec 23, 2013 6:18 pm

Post your load order. Anything that could potentially add spawns will need to be checked out. For what it's worth, I don't have this issue in my game.


My project Dash is on Kickstarter!



YoloSwaggins
Posts: 4
Joined: Fri Apr 26, 2013 3:59 pm

Actually, wait.

Post by YoloSwaggins » Mon Dec 23, 2013 8:25 pm

Actually, wait.


This seems to be a bug/feature of megaton.


Enemies occasionally spawn at the enterance of megaton.


 



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

What level are you?

Post by TrickyVein » Mon Dec 23, 2013 8:28 pm

What level are you?



Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

Load order would be nice. I

Post by Thatchor » Mon Dec 23, 2013 9:11 pm

Load order would be nice. I had the problem on the console, when the game first came out, but it was patched rather quickly.


In the mean time, get bigger guns?



User avatar
Cannibal_Kon
Posts: 73
Joined: Mon Dec 09, 2013 10:53 pm

Well I know things spawn

Post by Cannibal_Kon » Mon Dec 23, 2013 11:11 pm

Well I know things spawn outside megaton all the time but I've only been attacked by raiders and maybe once a giant ant(could be wrong). Are you a high level? I believe that's what TrickyVein was trying to figure out. If so that might make the spawner level up the enemies to meet criteria with your level.


"A sword wields no strength unless the hand that holds it has courage. Remember those words..."

The Unspeakable Horror
Posts: 48
Joined: Wed Dec 25, 2013 8:46 pm

I'm at level 3, and I just

Post by The Unspeakable Horror » Mon Jan 06, 2014 10:44 am

I'm at level 3, and I just had an Enclave Soldier (in FNV's APA) spawn in the road by the farmhouse between Megaton and the Superduper mart. After killing him (blew up the car he was hiding behind- my 9mm wasn't even scratching him), I had an Outcast come over the hill, being chased by a Deathclaw. Killed the Deathclaw, then got blasted to bits by the Outcast.


My load order:


[collapsed title=]FalloutNV.esm=1


DeadMoney.esm=1


HonestHearts.esm=1


OldWorldBlues.esm=1


LonesomeRoad.esm=1


GunRunnersArsenal.esm=1


Fallout3.esm=1


Anchorage.esm=1


ThePitt.esm=1


BrokenSteel.esm=1


PointLookout.esm=1


Zeta.esm=1


TaleOfTwoWastelands.esm=1


ClassicPack.esm=1


MercenaryPack.esm=1


TribalPack.esm=1


CaravanPack.esm=1


Advanced Recon Tech.esm=1


Detect Traps.esm=1


DWCNV.esm=1


oHUD.esm=1


TTWInteriors_Core.esm=1


TTWInteriorsProject_Combo.esm=1


streetlights.esm=1


TTW_StashPackOptions.esp=1


TTW_NoKarmaDCFollowers.esp=1


TTW_Bobbleheads.esp=1


TTW_MoreCookingItems.esp=1


TTW_XPReduction.esp=1


DarNifiedUINV.esp=1


Centered 3rd Person Camera.esp=1


The Mod Configuration Menu.esp=1


The Weapon Mod Menu.esp=1


PerkEveryLevel.esp=1


CONELRAD 640-1240.esp=1


Detect Traps - Perk.esp=1


Detect Traps - Traponator 4000.esp=1


Detect Traps - DLC.esp=1


Advanced Recon Gear.esp=1


Advanced Recon Tech.esp=1


1nivVSLArmors.esp=1


Advanced Recon Armor.esp=1


Advanced Recon Armor-Easier Stealth.esp=1


Advanced Recon Range Finder.esp=1


DWCNV-CS.esp=1


1nivDWSLPatch.esp=1


FlashlightNVSE.esp=1


Delay DLC - TTW.esp=1


EVE FNV - ALL DLC.esp=1 


MojaveExpressDynamic.esp=1


All Anchorage Armors Usable.esp=1


TTW_SuperMutantRebalance.esp=1


TTW_OutcastTrading.esp=1


Radar.esp=1


Advanced Recon Riot Gear Helmet.esp=1


TTW - Fellout.esp=1


TTW_Companions_Essential.esp=1


Bashed Patch, 0.esp=1


[/collapsed]


Is this something TTW does, or is it another one of my mods? AFAIK, nothing should be changing spawns like that.


Bellum... bellum nunquam mutatur...


JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

This sounds like a bit of

Post by JaxFirehart » Mon Jan 06, 2014 4:54 pm

This sounds like a bit of wackiness caused by the random encounter system combined with Broken Steel making lone enclave spawn.


The lone Enclave was broken steel. Outcast patrols are fairly common in that area. A random encounter sometimes contains a crippled or wounded deathclaw. Sounds like some zany fun to me.



The Unspeakable Horror
Posts: 48
Joined: Wed Dec 25, 2013 8:46 pm

It was certainly a surprise.

Post by The Unspeakable Horror » Mon Jan 06, 2014 6:52 pm

It was certainly a surprise. :P


Bellum... bellum nunquam mutatur...


The Unspeakable Horror
Posts: 48
Joined: Wed Dec 25, 2013 8:46 pm

Just as a follow up to my

Post by The Unspeakable Horror » Thu Jan 09, 2014 4:30 pm

Just as a follow up to my last post, I finally got to go back and try again. Enclave guy was still hanging out at the farmhouse. After a long drawn out gunfight, I finally (and barely) managed to him off... then I promptly got trampled by a herd of Mad Brahmin.


Gods, I love this game.


Bellum... bellum nunquam mutatur...


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