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Albino Radscorpion Spawns

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Ezrah
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Joined: Thu Feb 07, 2019 9:36 pm

Albino Radscorpion Spawns

Post by Ezrah » Mon Jul 18, 2022 5:27 am

Im having an issue where Albino Radscorpions are spawning out of control. Could someone please help me with this? My character is level 36.

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Bullfrog
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Re: Albino Radscorpion Spawns

Post by Bullfrog » Mon Jul 18, 2022 10:50 am

If you mean the abundance of Albino Rad Scorpions - that's a problem with the game itself, as far as I can tell. It applies to other creatures too, like Super Mutant Overlords or Feral Ghoul Reavers that get spawned almost exclusively after the player reaches a certain level.

The creatures are part of leveled lists and these lists have a flag called "Calculate from all levels <= PC's level". In theory this means that any entry on that list, that has a level lower or equal to the player level can be selected for spawning. In reality the game tends to use the closest to player level entry most of the time, at least from my experience. My level 50 character also faces almost exclusively Albinos, Overlords and Reavers. Well, that's what me and my companions trained for! ;)

Ezrah
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Joined: Thu Feb 07, 2019 9:36 pm

Re: Albino Radscorpion Spawns

Post by Ezrah » Mon Jul 18, 2022 6:53 pm

Yes thats what is happening, but its a bit ridiculous that every other minute 2 or 3 Albinos spawn in.

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Laclongquan
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Re: Albino Radscorpion Spawns

Post by Laclongquan » Tue Jul 19, 2022 10:25 am

Thats one reason why i use to replay when my character reach certain threshold. The lack of variety is something quite annoying.

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Bullfrog
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Re: Albino Radscorpion Spawns

Post by Bullfrog » Tue Jul 19, 2022 10:53 am

It was even worse in TTW 3.2.2, where a lot of the leveled lists were missing the "Calculate from all levels <= PC's level" flag and produced the highest entry exclusively.
After I added the flag myself, it was a little better, but the game still heavily favors the highest level entry. I wonder if some day one of these fantastic plugin coders can fix this issue and make the lists work in a truly random fashion, when this flag is set.

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RoyBatty
Gary
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Re: Albino Radscorpion Spawns

Post by RoyBatty » Wed Jul 20, 2022 6:58 pm

There's a game setting that controls the behavior, its usually set to within 5 levels of the player.

Spawn markers also have "levels". White = easy, Yellow = hard, Orange = very hard, Red = boss

There's no lists missing calculate flag anymore I'm aware of, not sure what you are speaking of.

I see a variety of creatures always in the wasteland from bloatflys to albinos, but higher level creatures are favored at higher NPC levels. F3 is not Vegas and we will not balance it that way. I made a mod called "Casual Creatures" that makes things easier if you find F3 too difficult.
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Bullfrog
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Re: Albino Radscorpion Spawns

Post by Bullfrog » Wed Jul 20, 2022 7:16 pm

Can you please tell which game setting you are referring to?
I'm only aware of "fLevelScalingMult", which defines the player level that is used for the calculation. It's usually at 1.0. If it is set to a higher value, the zone will start spawning high level enemies earlier and vice versa.

TTW 3.2.2 had many lists missing the flag. TTW 3.3.x fixed that. "DLC01EncTrog" (0800A777) is the only list left in my personal fixes, that is still missing the flag in TTW.

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RoyBatty
Gary
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Re: Albino Radscorpion Spawns

Post by RoyBatty » Thu Jul 21, 2022 3:26 am

That's one of em, theres another but I forgot the name of it offhand, you can set it to like 0.75 or 0.5 too.

OK, I'll at that that ENC list.

We haven't fixed Anchorage lists yet either, they are all setup wrong. It's a lot of work, and we're all burned out.
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Bullfrog
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Re: Albino Radscorpion Spawns

Post by Bullfrog » Thu Jul 21, 2022 9:42 am

I did some digging. Maybe you mean these?

Code: Select all

fLeveledActorMultEasy -> 0.5
fLeveledActorMultMedium -> 0.75
fLeveledActorMultHard -> 1.25
fLeveledActorMultBoss -> 2.0
I think these define the level of the spawned enemy. So, if the leveled list is configured to spawn a level 20 enemy, on easy it will only be level 10, on medium level 15 and so on. It's still the type that is configured in the list, e.g. an Albino Radscorpion.

Then there are these settings, which are related:

Code: Select all

iLevCharLevelDifferenceMax -> 0
iLevCreaLevelDifferenceMax -> 0
As far as I know, they define the maximum difference between the player level and the entry level in the list. For example in below list, if the player is level 20 and the corresponding parameter above is 10, only the Rad Scorpion and Yao Guai would be eligible, as they are in the level 10 - 20 range.
  • 1 - Rat
  • 5 - Molerat
  • 8 - Dog
  • 12 - Rad Scorpion
  • 18 - Yao Guai
  • 25 - Albino Radscorpion
A parameter value of 0 should mean "no limit", so by default, all entries above, which are below player level, should be eligible for selection from the list.
There is also a similar parameter for items from item leveled lists -> "iLevItemLevelDifferenceMax".

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RoyBatty
Gary
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Re: Albino Radscorpion Spawns

Post by RoyBatty » Fri Jul 22, 2022 11:41 pm

Yeah all those, although someone would need to check if they are actually used by the code. Many settings aren't used at all and left overs from older engine iterations.

Trog list fixed for next version.
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