Updated to v 2.0. Highly recommended to update if you're using the older version. It should be fine to just replace the old file with the new, but make a clean save from an interior location if you're updating mid-game, just to be safe.
Version 2 does exactly the same thing as version 1, but in a much cleaner way. I had basically no idea what I was doing when I first created this mod and I made a mess of it. I think it even disabled other random encounters that should have been occurring, which doesn't seem to be happening now. V2 just comments out a couple of lines of script and stops the quest that handles the ambush.
While I won't be using the mod, it helped me find out wich scripts I have to look at to find out, why the mercs won't show up for me despite having a high good karma. thanks :-)
Hey, would it be possible to have a version that stops Talon merc encounters only if you wipe out Fort Bannister? (I don't know where the Regulators hang out but ostensibly it'd be neat to have the same for them.)
This made the game SO much better for me! Here I am @ level nothing, can't hit the broad side of a raider with a laser pistol, and three @#$%ing !#$holes straight up MUG me walking out a door in B.F. Egypt, nowhere to even run! This game's idea of 'Very Hard' lacks an algorithm for survivable encounters, srsly.
Say, maybe you could try your hand at another stupid game-breaker: why is it that at level 6, Dogmeat can run through a raider camp as fast as your eyes can follow and one-shot every raider there without taking more than a bar of damage, and by contrast your own toon takes (quite literally, I assure you) 30 shots from a laser pistol, five stimpaks, and quite a lot of backpedaling to take down ONE of them! Is there NO balancing in the game between toons and NPCs? AT ALL?? o.O
Anyway, thanks again for a great mod that doesn't enforce dubious, neutral moral behavior on a person to succeed in game. Thank you. ?
It works in a weird way, where it still spawns the NPCs and they start the dialogue, but instead of talking to you about killing you, they just say "hello" and you can only end the dialogue with "I have to go" and they remain friendly. It kinda ruins immersion, definitely better than nothing, but I thought it's gonna totally remove the spawning of the Talon/Regulator ambush NPCs.
I tried to convert this mod to TTW 3.3 and it seems to work.
Would it be okay, if I published it on the TTW forums in the same way as brfritos has done before for TTW 3.2?: https://taleoftwowastelands.com/viewtopic.php?t=6898
As an example of the sort of thing you *shouldn't* do, I just realized I was for some reason running version 1 and version 2 at the same time. So yeah, don't do that.
Thanks! Can't imagine why this mod isn't more popular. they just get ridiculous, I'm like, 'COME ON! No mercenary company would want to kill a goody two-shoes this badly!" i've literally had three encounters in a journey in/out of 5ish locations, and that's after seeing 2 coming and ditching them. I literally started using the console to kill them and not even bothering to loot.
Ok. I ask because, well it's been 7 years since fallout 3 came out but no one has made a mod I was hoping would exist. In Fallout 3, random zone encounters are always the same even on cell reset and they are the same level too. Every game after it doesn't have that. Can I request for a mod that makes zone encounters always something different + scale to the player's level on cell reset? Aka, Firelance UFO and then a random caravan after a cell reset, and then probably ben canning after another cell reset if you have not encountered him yet as an example.
If that mod existed then I wouldn''t mind Talon Ambushes since they can be replaced by another encounter on cell reset.
You're talking about just the random encounters, right, not the regular creature/npc spawns? The regular spawns already level with the player.
This should be doable, but I'd have to either create my own encounters or let some of the existing ones recycle (or both). There's only a limited number of random encounter types. That's probably why it only happens once per zone. If the same area can trigger a different encounter after each cell reset, it would exhaust the possible encounters and the rest of the wasteland would seem emptier (the way New Vegas is).
No promises, but I'll poke the GECK with a stick and see.
25 comments
Version 2 does exactly the same thing as version 1, but in a much cleaner way. I had basically no idea what I was doing when I first created this mod and I made a mess of it. I think it even disabled other random encounters that should have been occurring, which doesn't seem to be happening now. V2 just comments out a couple of lines of script and stops the quest that handles the ambush.
This made the game SO much better for me! Here I am @ level nothing, can't hit the broad side of a raider with a laser pistol, and three @#$%ing !#$holes straight up MUG me walking out a door in B.F. Egypt, nowhere to even run! This game's idea of 'Very Hard' lacks an algorithm for survivable encounters, srsly.
Say, maybe you could try your hand at another stupid game-breaker: why is it that at level 6, Dogmeat can run through a raider camp as fast as your eyes can follow and one-shot every raider there without taking more than a bar of damage, and by contrast your own toon takes (quite literally, I assure you) 30 shots from a laser pistol, five stimpaks, and quite a lot of backpedaling to take down ONE of them! Is there NO balancing in the game between toons and NPCs? AT ALL?? o.O
Anyway, thanks again for a great mod that doesn't enforce dubious, neutral moral behavior on a person to succeed in game. Thank you. ?
It kinda ruins immersion, definitely better than nothing, but I thought it's gonna totally remove the spawning of the Talon/Regulator ambush NPCs.
Move it further down the load order. There might be another mod conflicting with it.
I tried to convert this mod to TTW 3.3 and it seems to work.
Would it be okay, if I published it on the TTW forums in the same way as brfritos has done before for TTW 3.2?:
https://taleoftwowastelands.com/viewtopic.php?t=6898
Thanks! Can't imagine why this mod isn't more popular. they just get ridiculous, I'm like, 'COME ON! No mercenary company would want to kill a goody two-shoes this badly!" i've literally had three encounters in a journey in/out of 5ish locations, and that's after seeing 2 coming and ditching them. I literally started using the console to kill them and not even bothering to loot.
In Fallout 3, random zone encounters are always the same even on cell reset and they are the same level too.
Every game after it doesn't have that.
Can I request for a mod that makes zone encounters always something different + scale to the player's level on cell reset?
Aka, Firelance UFO and then a random caravan after a cell reset, and then probably ben canning after another cell reset if you have not encountered him yet as an example.
If that mod existed then I wouldn''t mind Talon Ambushes since they can be replaced by another encounter on cell reset.
This should be doable, but I'd have to either create my own encounters or let some of the existing ones recycle (or both). There's only a limited number of random encounter types. That's probably why it only happens once per zone. If the same area can trigger a different encounter after each cell reset, it would exhaust the possible encounters and the rest of the wasteland would seem emptier (the way New Vegas is).
No promises, but I'll poke the GECK with a stick and see.