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Population and Spawn mods for TTW?

General mod discussion and requests.
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DireWulvyn
Posts: 66
Joined: Fri Nov 08, 2013 6:33 am

Population and Spawn mods for TTW?

Post by DireWulvyn » Wed May 21, 2014 5:12 am

AruFFF!


More questions.


What population mods to use for TTW?


I'd like to increase the NPC counts in both games and have used both rePOPULATED and Populated Casinos in FNV, as well as Crowded Cities for FO3.


Is there something out there already converted/merged for TTW?


I'd also like to increase Spawning point locations, and creature-'baddy' spawn numbers as well.


I was using IWS in my FNV game recently before I broke it.


[ Had to kill 20-ish Bloatflies just to visit the graveyard after talking to Victor at game start, then I ran into 6 Giant Rats and 12 Radroaches on my way to Goodsprings Cavern, where I tackled with 8 adult coyotes and 6 pups. ]


AWESOME!!! Need something like it real bad!!


Always, ALWAYS hated the lack of life in the Wastelands. I mean, it's suppose to have been 200 years since the bombs...C'MON!


[ Damn them crappy consoles that can't run numbers, causing game developers to make the wastes lifeless ]


So...anything particular in mind? Will I have to convert something?


THX


edit; Found "TTW Increased Spawns and Zones Respawn (Standalone)", for FO3 converted/uploaded by 'kronnvorgonn' here at TTW [thx for that].


Will try it out alongside "IWS 1-99" for NV


Still looking for population mods for FO3 tho.


Anybody? Please?


THX again


 


 


 


 


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Stay young! Learn something new everyday, no matter what!

Runnerblank
Posts: 208
Joined: Tue Jun 11, 2013 3:09 pm

Project Nevada and Project

Post by Runnerblank » Tue Jun 03, 2014 6:52 pm

Project Nevada and Project Nevada Extra Options are great mods. Must haves in my opinion.

They have the option to set time scale, how often merchants restock, and how soon respawn happens.

You can also set up how fast your character progresses and make changes to combat and even how much loot is found.

For the populations there are several TTW mods that increase the population.

Rivet City Merchants adds several merchants to the market place.

Several of the Fall Out New Vegas Population mods have been ported over. Check out the Tale of Two Wastelands Mod Releases and Tale of Two Wastelands - Converted Mods forums.
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!).

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

If you run one of the fallout

Post by Thatchor » Tue Jun 03, 2014 10:24 pm

If you run one of the fallout 3 spawn mods through the conversion script, it should work AFAIK. I don't see why it wouldn't. If two of the spawn mods modify the same spawn though instead of adding new ones, the one loaded later in the load order will overwrite it, and since many increased spawn mods just modify the amount of spawns vs creating new ones, using more than one is often pointless.



DireWulvyn
Posts: 66
Joined: Fri Nov 08, 2013 6:33 am

ARF!

Post by DireWulvyn » Wed Jun 04, 2014 3:48 am

ARF!


THX peoples. I know about Project Nevada and PN Extras, use[d] it with great success in my NV games.


Rivet City Merchants always gets installed in my FO3 game [so glad I found the TTW conversion here on site]


Don't know much about the population and spawn mods, or what one particular mod affects over another. Like so many others I'm trying to keep my load order small and if I can find one mod doing the work of 2-3 [or more], or that works for both Wastelands in TTW, well...say no more [repetend]


EXAMPLES [and Questions];


If IWS.99 [NV mod] is installed, will it affect the spawns in the Capital Wastes, or just Mojave?


If re-POPULATED [NV mod] is installed, does it add npcs' to the Capital Wastes as well?


I do know they affect spawn #'s, zones, and creatures/npcs' counts, pulling on available game data for types of and such. So if IWS.99 [in NV] increases say, ghoul spawn counts, will it increase those #'s in DC?


Or vice-versa? Say MMM Increased Spawns, would it increase ghoul #'s in Mojave?


Same with population mods?


OR...Are they specific to the individual Wasteland they are created for, meaning use 1 or more for each of DC and Mojave Wastelands.


 


THX


 


 


 


Stay young! Learn something new everyday, no matter what!

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

I'm unfamiliar with the spawn

Post by Thatchor » Wed Jun 04, 2014 7:49 pm

I'm unfamiliar with the spawn zones and how those mods specifically increase spawns. If they add their own spawns to the wasteland, they will not change the other wasteland. If they increase the number of enemies at a specific spawn, and the Mojave and Capital Wasteland share the same FormID for that spawn (I don't think there are a whole lot or any), then yes, both wastelands will be affected. It should be safe to load them both up and see. From the main menu, COC to Springvale and Goodsprings or something and run around and see. That way you'll avoid the respawn timer.



DireWulvyn
Posts: 66
Joined: Fri Nov 08, 2013 6:33 am

Rrowwlll!

Post by DireWulvyn » Wed Jun 04, 2014 10:28 pm

Rrowwlll!


From what I see, Project Nevada only affects loot/vendor restock spawns. Has no effect on creature/'baddy' spawn counts or how often they respawn. Am checking for that which hath been converted already.


THX


Stay young! Learn something new everyday, no matter what!

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