Fallout New Vegas

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Monster Wars
============

*NOTE: THIS MOD IS CURRENTLY IN BETA AS I COULD USE SOME TESTERS TO POINT OUT ANY BUGS OR INCOMPLETE FEATURES, I HAVE TESTED AS MUCH AS I COULD FOR A GOOD WHILE AND I CAN HAPPILY SAY THIS MOD IS STABLE, AND WAS LOADED ALONGSIDE WARZONES AND MONSTER MOD WITH NO CONFLICTS. I WOULD GREATLY APPRECIATE ALL FEEDBACK TO BE POSTED IN THE COMMENTS SECTION WHICH I WILL CHECK ON A REGULAR BASIS, AND WILL DO MY BEST TO DEDICATE THE TIME TO MAKE THIS PROJECT AS FUN AS POSSIBLE.

Description (Full Changelog at the bottom)
-----------

This is my New Vegas edition of Monster Wars which was originaly created for Skyrim to enhance Monster Mod. However this one is entirely standalone with better compatibility, although NVSE is required.

This mod will will dynamically change the wasteland by altering spawns and adding many new encounters to the world. This is done though adding lots of new content through levelled lists, scripts, and manual placements and will be compatible with most mods you already use. Included in this mod are...

- New creatures
- New NPCs
- New Armours
- New Weapons
- Revived FO3 content including Mothership Zeta
- New/enhanced factions
- New companions
- Wasteland battles
- New bosses

This mod has also been put together to cater for players at higher levels who are finding the game a little too easy, making many levelled spawn caps higher with tougher enemies.
All content has been added with Fallout lore in mind, meaning no themes or content from other game titles will be found in this mod but I won't say it's strictly lore-friendly.


Requirements
------------

NVSE - http://nvse.silverlock.org/. If you don't install this correctly then some stuff will not appear in-game.


Installation
------------

Unpack the 7z to your data folder (Steam\Steamapps\common\Fallout New Vegas\Data), activate Monster Wars.esm in the launcher.


Contents
--------

- Monster Wars.esm (Master file used to run the mod)
- Monster Wars.bsa (Data file containing meshes, textures, sounds)
- MonsterWarsReadme.txt (You're reading it)
- Contents List.txt (A comprehensive list of everything added by the mod)
- Monster Wars Changelog.txt (List of progessive changes through updates)


Compatibility
-------------

This mod has been carefully scripted so that every peice of data added by this has been fully integrated using scripts, touching very little vanilla data.
This means that you can use it with any mod with hardly any mod conflicts.

IF you do find that that you have any conflicts I recommend using FNVEdit to create a simple merged patch at a click of a button. The few bits of vanilla I did touch are either unused by NV or used in very few references.


Credits
-------

Massive thanks to everyone listed, without you this mod wouldn't be possible :)

- C.I.B for Creature and Weapon Modders Resources - http://newvegas.nexusmods.com/mods/39419 & http://fallout3.nexusmods.com/mods/13690
- Gopher for Fiendish Power Armour - http://newvegas.nexusmods.com/mods/39239
- Dogtown1 for his monsters which he allowed me to use
- Quetzlsacatanango for Qs Critters Resource - http://newvegas.nexusmods.com/mods/41117
- hereticus for MidWest Power Armor - http://newvegas.nexusmods.com/mods/39955
- Millenia for informing me about the integration scripts
- tumbajamba for New creatures ressource - http://fallout3.nexusmods.com/mods/7201 and tactical meat - http://fallout3.nexusmods.com/mods/14510
- DaiShiHUN for Classic HK L30 Gatling Laser - http://newvegas.nexusmods.com/mods/35959, Classic Flamer Pistol - http://newvegas.nexusmods.com/mods/35752, Classic MEC Gauss Minigun - http://newvegas.nexusmods.com/mods/36056, Classic PPK12 Gauss Pistol - http://newvegas.nexusmods.com/mods/42711, Classic M72 Gauss Rifle - http://newvegas.nexusmods.com/mods/37703, Classic Tesla Metal Armor - http://newvegas.nexusmods.com/mods/36615, Classic Yuma Flats YK42B Pulse Rifle - http://newvegas.nexusmods.com/mods/35554, Classic SuperSledge - http://newvegas.nexusmods.com/mods/35553, Classic Pulse Grenade - http://newvegas.nexusmods.com/mods/35552, Classic Plasma Grenade - http://newvegas.nexusmods.com/mods/35548, Classic Glock 86 Plasma Pistol - http://newvegas.nexusmods.com/mods/35547
- KrimeMinister for Resource Sword Models - http://newvegas.nexusmods.com/mods/38572
- lordinquisitor for Supermutant Upgrade SM Alienhead - http://newvegas.nexusmods.com/mods/42000
- nekronom12 for Ghoul Mask Modders Resource - http://newvegas.nexusmods.com/mods/46685
- quacko for fixing head clipping for the Ghoul Mask
- luthienanarion for the Ghoul Mask faction script and help
- Darkfirebird for CMF Companion Tutorial - http://fallout3.nexusmods.com/mods/5506
- Ruadhan2300 for TAR-3 Tesla Assault Rifle - http://newvegas.nexusmods.com/mods/40721, Compact Laser Pistol - http://newvegas.nexusmods.com/mods/40873, Tesla Thrower - http://newvegas.nexusmods.com/mods/43227
- Dragbody for Ten Armor Pack - http://newvegas.nexusmods.com/mods/44522 and [url=http://newvegas.nexusmods.com/mods/44215]Legion Power Armor[/url]. Also thanks to CaBaL120, daejones, lautasantenni, and Hedzots for orking on this armour
- Xaranth for help and assistance in my thread and informing me about bsa compression to optimize performance
- Shantih for advice and support in the forums
- weijiesen for guidance with effect shaders and making a really helpful wiki tutorial
- gorow333 for Monster Costumes - http://fallout3.nexusmods.com/mods/3734

Disclaimer: Any mods used that required permissions have been asked for and granted by the original authors via PM. Assets that were present in FO3 such as MZ assets are all legal, unused in NV but present in the BSA. No assets exclusive to FO3 have been used at all.


Beta Tester Credits
-------------------

I have to show recognition for those users who went through the effort of testing this mod, giving informative and prompt responses so I could iron out any errors and create full compatibility. Massive thanks to you all! :)

- llamaRCA
- Garfield007
- jim_uk
- Xaranth
- prodlimen
- FastBlackCat
- SMB92
- Nofsdad

Permissions
-----------

Do not ask to use content from this mod for your own projects, if you wish to use assets from any mods mentioned in the credits then look at those.

I am welcome to the concept of user plugins - with Monster Wars being a master ESM you can easily make plugin ESP files that can alter any part of the mod to suit your preferences or make further additions. Get in touch via PM if this interests you :)


Feedback
--------

As with all my mods I would encourage you to give feedback in the comments, showing your appreciation for my work would be just great too :) Just don't forget to endorse the other mods used too if haven't already, without those this wouldn't be possible and the authors have some real talent!
I am always happy to recieve bug reports as soon as possible so I can stamp them out, and suggestions for improvement are welcome as long as it's within reason.

In regards to feedback you should know that this mod does not have a config menu and I do not have the skills to put it together, however if someone knows how to do this let me know.

Thanks and enjoy :)



Monster Wars Changelog
======================

V2.2 - Removed the pants mesh from the feral ghoul behemoth, it wasn't meant to be left there
- Fixed the buttercup mesh so it doesn't look weird on the inside
- Fixed the back spines on the Molerat Mutant Brawler
- Fixed that annoying loud noise caused by one or two MBoS weapons
V2.1 - Fixed pipboy icons and world objects for new armours
- Sped up the Behemoths, they were just too slow and easily outrun
- Added Mutated Ghoul Scouts, even though the concept is morally on the border I decided to just go ahead and add these anyway. Will appear with feral ghouls.
- Added Feral Ghoul Patient, a bit tougher than average ghouls and will appear at lower levels
- Added the Feral Ghoul Mercenary, an FEV exposed mercenary still wearing it's armour
- Adjusted the installation message to specify the importance of waiting if installing during a current game.
- Added Recipes to craft the 2mm EC ammo, requires 25 science. Improve the ammo at 50 science. Go to the workbench to craft this, keep scrap electronics handy for improving.
- Replaced the Enclave Deathclaw, giving him armour and a blade weapon on one arm. He no longer has the cloak effect and has been made tougher, but a little slower to balance him out.
V2 - Added the Tactical Guard Dog, friendly and can be found with Cowboys and good military NPCs
- Added the Pack Dog, another friendly dog but this one is used to help transport light supplies such as food and chems
- Added the Junk Droid, Made from an unknown manufacturer construced by parts gathered from the wasteland. They may use weapons but fight best with their razor sharp claws. They will change in appearance as you level
- More world placements
- Buffed the Black Wasp Queen spit projectile, by request
- Fixed missing collision on the alien ship at Searchlight Airport
- Fixed missing Trooper Droid meshes
V1.9 - Added Skeletons, will attack with weapons and can be found alongside feral ghouls and the dead
- Added the Suited Feral Ghoul, drops better loot than the average ghoul
- Added Feral Paladin Ghoul, Brotherhood of Steel members that have succumb to radiation. They cannot operate their weapons but some still have their ammo to loot
- Added Feral Ghoul Soldier, wearing combat armour and has a chance to drop ammo and grenades still stored around the body
- Added the Eyebot Cannon, a tougher Eyebot with it's own appearance and explosive fire
- More manual placememnts suited to location
V1.8 - Added Trooper Droids, bulk up in appearance as you level not to mention getting tougher with better weapons
- Added Black Wasp Queen, can only be found with the black wasps
- Added a giant Prime Droid protector to Elder McNamara's room in Hidden Valley
- Added Alien Crash Site near Cap Counterfeiting Shack with some aliens
- Added Evolved Radroaches, walk like humanoids and use basic weapons they can scrounge
- More creature placements dotted about the map
V1.7 - Added Cowboys to the world, all levelled with their on outfits and suitable weapons. They have no allegiance to any faction and sometimes accompanied by pets or pack animals.
- Added Jim Cutter, a raider boss to Wolfhorn Ranch
- Added Captain Dirk, an enclave boss placed at the camp set up east of the Medical Centre
- Added the Combatron Droid, a Protectron android that can use weapons. There are also army types that are classed as NCR property but not only found around them.
- Made edits to more interior cells so the new monsters will spawn there
- Increased the spawn chance of the Acquisition Merchant (I would be surprised if anyone has already found this so far)
- Changed Sweety's name to Luna, turns out there is already someone with that name and could cause confusion, thanks to Garfield007 for pointing that out
V1.6 - Fixed the NCR Prime Droids not recognizing faction armour as a disguise
- Fixed Mac to use weapons
- Swapped super mutants for spiders at California Sunset Drive-in
- More manually placed creature spawns, in empty areas that suit the environment
- Added Sweety, a raider boss, to Emergency Railway Station
- Added Paladin Lord Foley, boos level, to Midwestern Outpost A
- Added the Deathclaw Behemoth, found at Gypsum Train Yard
- Minor changes here and there to build immersion
V1.5 - Fixed the missing MEC gatling gun textures and sounds
- Made the BoS Prime Droids slower to suit their scale
- Added a short quest for finding Mac and usable player home, go to Victor's Shack to find the trigger console. You will recieve a passcode in a note needed for an access terminal.
- Added several smaller creature/NPC placements, mostly the rarer ones you wouldn't have seen much of before.
V1.4 - Added the Legion Gladiators to the game, using dragbody's (awesome) Legion Power Armor and weapon from that mod. They will appear with the Legion.
- Added hidden Alien Assassins and Nightkin Sharpshooters around the map, they are cloaked and will jump you when you least expect it
- Fixed the red square by the Mysterious Visitor, it was supposed to be a crashed alien ship
- Added a few more behemoth encounters to the world, some were not put into the game until now.
- Added Raider Viscious Hounds - Tougher dogs bred for combat (in real life I hate this but it's just a game)
- Added the Legion Hound - I higher level legion dog with the sniffer script
- More wasteland patrols from both good guys and bad
- Fixed the missing jacket texture for Sharptooth
- Fixed a few missing dialogue lines for Sharptooth
- Gave the Nightkin Sharpshooters sniper rifles instead of hunting rifles, adapted so they can actually hold them
- Added a container in Victors Shack in Goodsprings giving directions to Mac's shack with a little present
- Edited the navmesh around Junk Fort for NPCs to function better
- Improved the Midwest BoS Tesla Metal Armour object effects
V1.3 - Moved Alien Invasion Site A further Eastward to allow compatibility with the Bonds Mohave Grand Hotel Casino mod, by request
- The Midwestern Brotherhood camp N of Mojave Outpost has been moved further S to avoid conflicts with llamaRCA's Willow companion mod, by request
- Added a surgeon outside the El Rey Motel
- Added a bighorner behemoth to Matthews Animal Husbandry Farm
- Feral Ghoul Ghosts have been placed around more graves around the game
- Raiders are now at East Pump Station fighting off a few spiders
- Several other small placements have been dotted about the map

V1.2 - Added an introduction text to confirm successsful installation, big thanks to Xaranth for the script :)
- Fixed the missing Fiend Overlord armours

V1.1 - Fixed Alien Disintegrator spelling mistake
- Changed the Midwestern Brotherhood reputation system making them independant to avoid ruining your chances with the vanilla faction
- Updated the bsa file to remove a few unnecessary files while adding a pipboy icon for the MBoS rep.

V1 - Initial release