33 comments
-
LockedStickyI'm considering releasing various main file versions. These versions would only integrate enemies included in this mod to specific groups of enemy spawn areas.
Five new groups are planned for different Lost Enemies in the Mojave versions. All Roads (lost enemies only appear on or near roads), Savage Mountains (lost enemies appear near hills or mountainsides), No Tunnelers, Escape from Sierra Madre (only lost enemies from Dead Money appear), Escape from Big MT (lost enemies from Old World Blues).
A TTW version is also planned.
Edit: These various versions are still being released as well as a version without alien encounters, but are being pushed to version 2.0 so that bugs and crashes can be resolved the first. -
rally love the idea, just wanted to ask about update plans
-
It seems like not just Skyrim, but in FNV too, mods that add spawners have a really high tendency of crashing the game. That's why i look for comment posts and bugs.
For example in Skyrim most individual creatures addition didn't crash but the large ones like Roguelike encounters did.
Take your time fixing it. -
had to uninstall, caused my game to infinitely load at bison steve.
-
This mod causes an infinite loading screen issue with accessing the Bison Steve Hotel Floor 1 that could only be fixed by deleting the entire script (yes I tested deleting Return Vance Gun and Primm Restored as well as individual lines of script relating to the Bison Steve and Primm inside the gr file). Worked well in the overworld and feels very good when it does work (having to kill a spore carrier instead of geckos for Barton Thorn was epic), only posting in case people have this exact issue too
-
This mod's currently causing a crash for me just south of Goodsprings Source during the tutorial. I definitely have a spaghetti of mods but I don't think anything should affect this one intuitively. nvse.log is giving me:
Hook_DirectInput8Create_Execute
Error line 2
Could not parse this line.
(repeats this error many times)...
Could not parse this line.
NVSE DLL DoPostLoadGameHook: (null)
NVSE DLL DoPreLoadGameHook: autosave.fos
Reading mod list from co-save
Loading array variables
Loading strings
plugin has data in save file but no handler
plugin has data in save file but no handler
Then it just handles a crash save I believe. This crash always happens when approaching that area, and disabling only this mod fixes the crash. Any idea what kind of mod might conflict? Or if there might be a bugged enemy nearby? -
I'm getting a CTD when entering Primm, just after speaking to the NCR Trooper warning the player of the situation. I have Yao Guai in the Mojave, Mojave Mole Miners, The Hills Have Spore Plants, AWOP Revised, and The Living Desert mods installed which could have an impact on the area. Disabling just this mod stopped the CTD, so I'm unsure if there's an overwrite being attempted that's causing the crash due to mod incompatibilities maybe, or if it's a bug in the mod, but I wanted to report this if it helps and anyone else is having issues!
Edit: It may just be Yao Guai in the Mojave that's causing crashes, disabling this mod stopped the Primm CTD though, so that's weird. -
I really like the idea of this mod. But I was wondering if there could be an optional version that only has DLC enemies appear after the player visits a DLC area. As if the enemies are disturbed or followed the player home. If that makes sense... Just a thought...
-
Does this include a fix for Ghostscript to make Ghost People killable outside of Dead Money?
Cause normally Ghost People have an issue with being put in the Mojave where Ghostscript (Which handles their whole thing with needing to be dismembered to be killed) only runs while Dead Money's quests are active, making Ghost People totally unkillable outside of the Villa.-
A quick note also is that even if you do fix the GhostScript, the game can sometimes mess up when picking from the Levelled Creature lists and accidentally apply Ghostscript to other creatures in the same list as Ghost People, resulting in invincible enemies, since the script doesn't reference them, or sometimes humorously Ghost People with the wrong name (like being named Golden Gecko or Nightstalker).
I ran into this issue with my own mod, Ghosted, and as far as I can figure the only way to avoid it is to hand place Ghost People spawns in the GECK so they don't with the levelled lists.
-
-
Any chance they spawn once the DLC is completed or just beforehand
-
this shits awesome. doesn't even require an esp. if you mod TTW, I suggest making a mod that adds the death-claw variants in NV spawn in DC.