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rePopulated Wasteland - Radscorpions, Deathclaws and Cazadors in Goodsprings


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Posted

This is the nth time this has happened to me, and I just can't explain why. Every time I install rePopulated Wasteland v2A, it's only a matter of time before these high level enemies start spawning in GS, wiping it out. It's like clockwork, the scorpions always spawn outside the school, the deathclaw in the middle outside of Doc's house, and the the cazador to the far left of the town beside the road that leads to chance's grave. They never all spawn at the same time, its always either one or the other. Usually, they start invisible, and you notice you can't move because you are hitting an invisible object. Then voila, a few seconds later, it materialises and starts attacking everything in sight. 

 

I used to think it was the mod limit, or that my data folder was too bloated, but this time round I cleaned out my entire data folder, reinstalled FNV from scratch and only have a handful of mods installed. If I uninstall it, it stops, so clearly it is rePopulated Wasteland. 

 

I had a quick gander in FNVEdit and the GECK to see if there were any wayward spawn points, but couldn't find any. I also can't seem to find anyone else that has this problem, so I'm stumped. 

Has anyone else seen this? Or preferably, those of you who know FNVEdit, would anyone mind taking a look at the plugin in FNVEdit to see if I missed something? There must be something in there that's causing this, I'm at my wits end!  :@

Posted

High level giant scorpions are ok. I often had one in my almost vanilla, it was always killing poor Easy Pete.

The other ones are strange, really.

However if you want to take a look I'd suggest to check in GECK too, it's easier to see if visually some things were added in GS and its neighbourhoods.

After that, if you can't find anything weird, you should check the AI packages - if there are modifies in that, or if the added creatures have vanilla packages.

 

If you know it's that mod, wouldn't be easier to simply remove it?

 

Posted

I've ran that mod for ages and never experienced the invisible enemies you describe, maybe your draw distance setting or something is responsible or slow PC?

Posted

Thanks for the answers!

 

High level giant scorpions are ok. I often had one in my almost vanilla, it was always killing poor Easy Pete.

The other ones are strange, really.

However if you want to take a look I'd suggest to check in GECK too, it's easier to see if visually some things were added in GS and its neighbourhoods.

After that, if you can't find anything weird, you should check the AI packages - if there are modifies in that, or if the added creatures have vanilla packages.

 

If you know it's that mod, wouldn't be easier to simply remove it?

 

Really? I've never seen big radscorpions in GS. I'm not talking the small ones by the water tower, but the big black ones that can insta kill you! They always spawn in front of the school for some reason.

 

I checked the GECK, and I couldn't find a single "thing" present in those locations that would represent a spawn location. It was empty. How do I check the AI packages?

 

I'm reluctant to uninstall the mod because its an important mod for me - I hate towns with 3-4 inhabitants, and I find it adds a lot of depth to the game. It's just this one bug that realyl irks me!

 

Maybe have a look-see at leveled list conflicts?

 

I would love to, but how? :D

 

I've ran that mod for ages and never experienced the invisible enemies you describe, maybe your draw distance setting or something is responsible or slow PC?

 

It is not a slow PC, I run the game fine at 30-40 FPS on a high end rig, and besides the occasional dip/lag, this is the only weird "bug" I experience, and always with this mod, and always in the same place(s). 

 

Not sure what you mean about draw distance? I use NVConfigator and have pretty much everything there maxed out, and grid loading set at 5. 

Posted

It is not a slow PC, I run the game fine at 30-40 FPS on a high end rig, and besides the occasional dip/lag, this is the only weird "bug" I experience, and always with this mod, and always in the same place(s). 

 

Not sure what you mean about draw distance? I use NVConfigator and have pretty much everything there maxed out, and grid loading set at 5.

Well i'm no graphics expert, but I was just assuming that it's graphic related.
Posted

 

Maybe have a look-see at leveled list conflicts?

 

I would love to, but how? :D

 

Well, there's this thing called conflicts. There's this program called FNVEdit that lets you check them out. ;)

Posted

Well, there's this thing called conflicts. There's this program called FNVEdit that lets you check them out. ;)

:dodgy:

 

I can see conflicts, with things like hair length, water, imagespace modifiers and etc. I can't see anything that screams DEATHCLAW, RADSCORPION or CAZADOR though. 

Posted

Really? I've never seen big radscorpions in GS. I'm not talking the small ones by the water tower, but the big black ones that can insta kill you! They always spawn in front of the school for some reason.

 

It was empty. How do I check the AI packages?

 

I mean those names Giant Scorpion, which are high level and insta kill you with a hit. Figure, I have a savegame just now with my 5 level character that I use to test mods (so the installation is almost clean), and the corpse of that scorpion is in front of the Saloon, along with Easy Pete's corpse...

If you remember, it's not the first time you told me that. Like one year ago you asked me the same, about giant scorpions. At those times I dug a bit and I've found more people having that "issue", but I don't believe it comes from a mod, really.

 

The AI packages thing, well... that + the lists that Doctasax said, they both require some digging.

 

Vamos arregaçar... You should first jump in game and identify exactly the source of the enemies. Click on the enemy and mark his Ref ID, then write GBO on console and you should have the Base Object ID too. Check the index (I do feel it will be vanilla FalloutNV.esm and not added by a mod...) and load that repopulated mod in GECK, put the base ID on the object window and check the base ID of the creature (it will be probably a template of scorpions, or deathclaws, or cazadores). Then check the INFO box, look where that ID is used, try to understand if the mod changed something like their packages (you will find it in the AI Package tab of the creature) or the lists where they are pick (you will find it as FLST, I think, inside the INFO box, when you question where that creature has been used).

 

These kinds of digging are pretty boring in my opinion and if repopulated wastelands is not the mod which creates the issue then they won't bring you to anywhere -_-

Posted

 

Really? I've never seen big radscorpions in GS. I'm not talking the small ones by the water tower, but the big black ones that can insta kill you! They always spawn in front of the school for some reason.

 

It was empty. How do I check the AI packages?

 

I mean those names Giant Scorpion, which are high level and insta kill you with a hit. Figure, I have a savegame just now with my 5 level character that I use to test mods (so the installation is almost clean), and the corpse of that scorpion is in front of the Saloon, along with Easy Pete's corpse...

If you remember, it's not the first time you told me that. Like one year ago you asked me the same, about giant scorpions. At those times I dug a bit and I've found more people having that "issue", but I don't believe it comes from a mod, really.

 

The AI packages thing, well... that + the lists that Doctasax said, they both require some digging.

 

Vamos arregaçar... You should first jump in game and identify exactly the source of the enemies. Click on the enemy and mark his Ref ID, then write GBO on console and you should have the Base Object ID too. Check the index (I do feel it will be vanilla FalloutNV.esm and not added by a mod...) and load that repopulated mod in GECK, put the base ID on the object window and check the base ID of the creature (it will be probably a template of scorpions, or deathclaws, or cazadores). Then check the INFO box, look where that ID is used, try to understand if the mod changed something like their packages (you will find it in the AI Package tab of the creature) or the lists where they are pick (you will find it as FLST, I think, inside the INFO box, when you question where that creature has been used).

 

These kinds of digging are pretty boring in my opinion and if repopulated wastelands is not the mod which creates the issue then they won't bring you to anywhere -_-

 

 

You, my dear, are a goddess among men! I will find the culprits, and I will bring them to justice!

Posted

Just an FYI:

 

I just cleaned populated casinos of many dirty and wild edits. I was wondering why everyone in the casinos was standing around doing nothing and as it turned out, a lot of the geometry had been changed and furniture had been turned into persistent refs, where no persistent refs where needed. I'm not sure if repopulated does the same, but I can remember having my share of problems with it when I used it last. 

Posted

Just an FYI:

 

I just cleaned populated casinos of many dirty and wild edits. I was wondering why everyone in the casinos was standing around doing nothing and as it turned out, a lot of the geometry had been changed and furniture had been turned into persistent refs, where no persistent refs where needed. I'm not sure if repopulated does the same, but I can remember having my share of problems with it when I used it last. 

 

It is fairly unstable, it also brings my FPS down by around 5-10, which is quite a bit. Would you mind sharing your pop casino cleaned version? 

Posted

With the actual new scripting functions, it wouldn't be a bad idea if someone makes a zero-conflicts version of mods like these.

Today, if you use NVSE, you really have very few chances to modify vanilla IDs.

CK you should take the chance and do it!

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