Fallout New Vegas

File information

Last updated

Original upload

Created by

Cirno

Uploaded by

bcirno

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Safe to use

About this mod

This mod contain few tweaks to Wasteland Defense mod.

Requirements
Permissions and credits
Translations
  • Portuguese
+++[INTRO]+++

First of all, I am not good at English.
Install Wasteland Defense before using this

I Can't call this mod, its edited original mod. And all credits going to author, i don't own this.

+++[DESC]+++

First versions of this mod was about blueprints which you have to find in original mod.  they are located in container in Fort HQ
interior now.
Sadly all RTS mods in FO/FNV/Skyrim have issues with current navmesh. Well except ones with prebuilded city. It's impossible to create dynamic navmesh ingame. Only what you can - it's disable/enable part of it with scripts, but still with editing cell. While player can abuse this and don't allow his enemy to get him. But this mod is not about "fair" play, friendly NPC get stucked too and it's can cause lags and crashes.

+++[DIFF]+++


  • So i decided to add new building meshes with transparent part which is shows where mesh don't have collision. Original market mesh i edited to remove collision near floor and other small edits. New meshes allows to not care about navmeshing around while some kind of immersion still here and buildings doesn't lost their functionality.

  • Second part of improvements - now all basic structures is removeable. Including HQ, his door and market. Warning: Do not replace or place any other object when Water Well tank removed. After placing Water Well tank, select "Finish Waterwell tank placement" in menu.

  • Third (questionable) part - i removed all exterior/interior edits from original mod, except map marker. Seems it's unavoidable :) As i said before - Some plans will be obtainable do to raids in future, exploring quests is good, but i don't like to make merge patches for interiors/worldspaces becauser 1 placed box :/

  • Fourth part - is about new raids. Hell yeah. I have planned alot, including monsters from DLC.
List of working new raids:

  • Powder gangers
  • Enclave

Other small, but still noticeable improvements:
  • Scavengers AI. Now they hunting for dead bodies and able to remove it (after replacing all loot to scavenger's tent). Dead bodies removing is disabled by default, just in case any problems with it. Well i don't have any and always turning it to ON.
  • Most plans is available on vendor
  • Plans have "[Plans]" prefix in inventory, much easier to sort and notice.
  • Navmesh in HQ interior, now it's NPC friendly.
  • Patrol guards and scavengers now have their own name.
  • Lighter now can be turned on or off regardless time. FIrst click - OFF, second - ON, third - AUTO (default behavior)
  • Patrols and Scavengers now can be assigned to do their job on border points.
  • Guards now can follow and/or guard you. In follow mode - Guard just doing one standart AI package. In guard mode - at close distance he turn to Guard package, at far distance - to Follow package. Sadly guard mode can make guard stay inside interior. Which can be fixed by switching mode or teleporting him to Water Well via his dialog menu. I am not tried to make proper follower, it's about positioning or guarding player during raid.
  • Border flags now have their own texture with letter (A, B, C, D). So you don't need to remember which flag is responsible for border point. Almost whole collision mesh on flags was deleted, i recently saw how NPC is stuck on it. Only small part of collision is exists for dialog menu. Now to remove flag you don't need to take "sneak" position. Flag mesh and texture (especially normal one) is subject for future improvements. Sadly google code is don't have anymore DDS and Normal plugins for GIMP. 

+++[INSTALLATION]+++
Wow you are still reading this? OK.

Installation steps:
  • Install original mod.
  • Overwrite it with content from "CORE" folder. It's don't change original author's meshes, only flagpoints and door.
  • Overwrite it with content from "OPTIONAL" folder if you want to use my semi transparent meshes.

I am strongly recommend to use 4GB patch(if you are playing on x64 OS)  and NVSR. For me it's gameplay without crashes.

+++[FUTURE]+++
Most plans is about raids. Adding all new. Default enemy's AI pack is not really good, need fixing.
Plans as loot from completing raids.
Fixing ugly normal texture and probably higher mesh for flags.  
Proper HQ interior which is comparable with bunker mesh. New door to Bunker exterior.

In longer perspective:
Prenavmeshed, unused ingame area for fort building. With ability to build objects by player and probably by enemy NPC :) How about enemy turret near your base?
Experimental version with extended border limits and active without player NPC. (which is probably make some additional load sadly).

+++[CREDITS]+++

Elderwind - for original mod. Sadly can't contact with him for asking any permissions.
lancemorgan - for modder's resource (weapon crates)
madmongo - for mortar model
SpeedyB64 - for bunker model