Описание
Вы когда-нибудь чувствовали, что Мохаве слишком пуста? Что знания, предоставленные игрой, не соответствуют тому, что вы на самом деле видите, и это наносит ущерб вашему погружению? Что ваш выбор в игре не влияет на мир? Что не стоит ходить пешком, так как в пустыне ничего не происходит?
Тогда этот мод для вас!
Путешественники
Этот мод добавляет на пустоши сотни НПС, поэтому вам никогда не придется чувствовать себя единственным человеком, когда-либо покидавшим город; некоторые из них патрулируют территорию своей фракции; другие путешествуют по дорогам между городами и торговыми центрами; некоторые изучают пустыню, ищут сокровища, и большинство из них в какой-то мере реагируют на ваши действия на протяжении всей игры. Мохаве теперь жужжит жизнью и активностью, и, когда вы продвигаетесь по всей игре и ее квестам, все больше и больше путешественников будут ходить по улицам, обращаясь к ярким, сияющим огням Нью-Вегаса и Дамбы Гувера!
Последствия!
Многие квесты в базовой игре не оказывали заметного влияния на мир - до сих пор! Очистка опасных тварей на дорогах, убийство лидеров чертей, разработка альянса между Ханами и подрывниками, снятие изоляции Братства, уничтожение НКР, уничтожение Королей, продвижение по главному квесту и многие другие варианты теперь имеют заметные последствия в игровом мире; путешественники на дорогах, ведущих в Вегас, появляются или исчезают; члены фракции патрулируют Пустоши и строят контрольно-пропускные пункты; некоторые группы теперь могут отправить головорезов по вашу душу, и многое другое.
И это ещё не всё...
Некоторые ранее необитаемые места больше не пустуют.
Вы обнаружите, что эффекты ваших отношений с различными фракциями (и ваших маскировок) станут более заметными в оживлённой пустыне, полной людей. Вы больше не единственный, кто делает покупки в магазинах Нью-Вегаса; вы можете столкнуться с удивительными событиями в пустыне, и часто вы встретите новых интересных людей, которые прямо попытаются убить вас.
Живая пустыня очень масштабный мод, но при этом он придерживается атмосферы и ощущений оригинальной игры.
The Living Desert теперь полностью совместим с FPGE.
ВНИМАНИЕ!
Если вы уже начали проходить игру с установленной версией 1.67 или более ранней, то обновление до версии 2.0 может привести к проблемам, т.к. большая часть скриптов мода была обновлена и переписана. Это может привести к непредсказуемым багам, таким как повторение прошедших событий или поломка определённых секций мода.
В этой связи этого автор рекомендует сделать чистый сейв либо начать новую игру для установки любых версий начиная с 2.0.
Установить мод посреди прохождения игры теперь безопаснее, чем когда-либо прежде, так как система хитсквадов была обновлена таким образом, чтобы они не могли спавниться прямо на голову игроку, если их условия появления будут выполнены задним числом.
Все опциональные файлы были интегрированы в основной .ESM и могут быть активированы через INI-файл. Единственным текущим исключением из этого правила являются все All Hitsquads Enabled / Mojave's Most Wanted, которые автор намерен вернуть и интегрировать в основной файл в будущих обновлениях, но не смог сделать этого по техническим причинам. Пожалуйста, воздержитесь от дальнейшего использования старых опциональных файлов - они теперь несовместимы и излишни.
ДЛЯ ИСПОЛЬЗОВАНИЯ С FPGE: Разместите TLD в списке загрузки после FPGE. Это необходимо для того, чтобы предотвратить баг, когда два солдата НКР одновременно занимают башни Маккаррана. Установка после окончания игры не рекомендуется и приведёт к ошибкам.
Требования:
Fallout New Vegas (Ultimate Edition)
Установка:
Как и любой другой мод.
Благодарности:
ElPascal за этот замечательный мод и за то, что не запрещает выкладывать его на другие сайты! ![]()
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Что нового в версии 2.72 Просмотр изменений
Размещено
Version 2.72
- BUGFIX: Added NCR dogtags to NCR military police officers from the deserter camp event near Horowitz Farmstead.
- BUGFIX: Added Legion ear script to a handful of Legion NPCs who were missing it.
- BUGFIX: removed Legionaries at Mountain Shadows Camp Ground from general Legion enable parent, to make doubly sure they despawn as intended + as ground work for an upcoming revision to the encounter
- BUGFIX: Removed one Khan Pusher from the Great Khan enable parent, which I could've sworn I did - but didn't - thus forgoing a script error.
- BUGFIX: commented out two leftover console prints I overlooked.
- BUGFIX: Removed enable parent from a trigger box pertaining to a scripted Fiend attack outside of Westside.
- BUGFIX: Took care of 2 typos in a note.
- BUGFIX: Took care of a script loop in TLDQuestScript.
- CHANGED: Removed TLD's Cyberdogs from the Night Stalker faction, which could cause conflicts with mods such as Monster Mod and its various forks.
- CHANGED: The Van Graff hit squad members should now behave more aggressively, as intended.
- CHANGED: Removed a feral NCR Trooper ghoul near Coyote Mines who was left over from when TLD used to edit that location.
- CHANGED: Also removed some leftover concealed frag mines from Coyote Mines.
- CHANGED: The NCR Prospector encounter near Nipton is now a reactive event occuring in scenarios where the BoS ended their lockdown but did not yet forge an alliance with NCR. It despawns again if an alliance is forged.
Version 2.71
- BUGFIX: Copied over a line of code I forgot to transfer when merging a YUP edit of the repconn launch terminal script with mine.
- BUGFIX: Set a couple of objects to be persistent that weren't but needed to be.
- BUGFIX: Linked two objects at Repconn crash site to their intended enable parent.
- BUGFIX: Corrected X-8 Cyber Dogs' names.
- CHANGED: Removed unused NPC form.
Version 2.7
- BUGFIX: Fixed Underpass not showing up if you switched off the Underpass disabler mid-playthrough.
- BUGFIX: Reverted some inventory edits that were breaking the Camp McCarran firing squad event.
- BUGFIX: Marked one object as persistent that should've been but wasn't, removed an old leftover edit from the Cap Counterfeiting shack door.
- BUGFIX: Fixed El Rey Troopers not following their intended AI routines.
- BUGFIX: Ranchers now protect their pack Brahmin as intended.
- BUGFIX: Fixed bugged facegen settings for one generic Prospector.
- BUGFIX: Fixed a wall lean marker in Primm that was too far off from the wall.
- BUGFIX: Fixed 3 NPCs/containers using wrong type of NCR money.
- BUGFIX: Gave Viper guard dogs regular sandbox packages rather than guard ones - I think this sometimes caused fights between them and their handlers.
- BUGFIX: Fixed script loop relating to Legion ambush after RS Charlie was destroyed.
- BUGFIX: Fixed an edge case where the Jacobstown mutant patrol could spawn right back in after being disabled following Marcus' death.
- CHANGED: Renamed "iLessCivilians" .ini option to "iFewerCivilians" because this agrammatical name's been bugging the hell out of me for years.
- CHANGED: Also renamed "iNoYaoGuais" to "iNoYaoGuai" for similar reasons.
- CHANGED: The "Von Graf Lazr Guns" encounter is now locked behind the Wild Wasteland perk, since it *is* a bit silly.
- CHANGED: Carried over a few YUP conflicts.
- CHANGED: Removed some NCR Deserters from northern passage
- CHANGED: Removed some NCR Troops from outer Vegas.
- CHANGED: Reduced size of some generic travelling parties.
- CHANGED: Removed additional Aerotech refugees. This location will receive some more love and attention in the future.
- CHANGED: Removed map marker from NCR Deserter camp in east Vegas.
- CHANGED: Removed some unused forms.
- CHANGED: Removed NCR Deserter boss' name.
- CHANGED: Removed Fiend boss' name.
- CHANGED: Gave the NCR Engineers at McCarran a little more to do and fixed a misaligned marker in the process.
- CHANGED: NCR Tourists are now unarmed and no longer fight, leaving the wetwork to their mercenary / robot entourage.
- CHANGED: Ranchhands now always carry firearms, since it looked silly for them to run around with drawn switchblades.
- CHANGED: Veronica and TLD-added Brotherhood members will now aid each other in combat.
- CHANGED: The Hunters in the woods near Jacobstown now also attack Giant Manti.
- CHANGED: Added a number of generics to the generalidle faction, causing them to be a little more animated.
- CHANGED: Beefed up various dog variants a little, since they were useless in combat.
- CHANGED: Massively expanded hitsquads' roaming range to cover the entire map minus settlements or separate world spaces.
- CHANGED: De-bloated hit squad control system by removing a now-redundant quest that was running in the background.
- CHANGED: Improved Novac Junk Merchant's inventory.
- CHANGED: Set a type of Veteran Legionary to not flee as often.
- CHANGED: Revised all notes in the mod once more.
- CHANGED: Further stripped back edits to El Rey gas station.
- CHANGED: Revised some things about the scripted NCR-Legion encounter north of Lake Mead.
- CHANGED: 3 more Deathclaws will show up scattered across the areas surrounding Quarry Junction after it was cleared
- CHANGED: Stripped back my edits to the overturned trailer near Searchlight to better accommodate the navmesh.
- CHANGED: TLD's Viper spawns now draw from a larger pool of appearances.
- CHANGED: Revised the quest script for greater cleanliness and efficiency. Shouldn't affect your experience, unless I accidentally introduced new bugs in doing so.
- NEW: Implemented TLD's Raiders module. *All* non-faction raider spawns and events can now be en- and disabled via an .ini option.
- NEW: Re-added the "Mojave's Most Wanted" .ini setting, setting all hit squads after you at once.
- NEW: After concluding Old World Blues and passing all X8 tests, friendly Cyber dogs will appear in various population hubs throughout the Mojave to protect the locals.
- NEW: Conversely, if you finish the DLC without passing all X8 tests, frenzied Cyber dogs may be encountered randomly throughout the desert.
- NEW: Some NCR patrols now have a day-night cycle.
- NEW: Some Legion patrols now have a day-night cycle.
- NEW: All Viper patrols now have a day-night cycle.
- NEW: Added a scripted event to the deserters' camp in the northwestern map - you'll come upon it being raided by NCR Military Police officers.
- NEW: Added a Jackal gang patrol to the north Vegas area.
- NEW: Added a scripted Fiend attack to Underpass.
- NEW: Added a scripted Fiend attack to El Rey gas station.
- NEW: Added a scripted Jackal attack to a north Vegas farm.
- NEW: Added a scripted reinforcement event to the Viper camp south of Novac.
- NEW: Upon first visiting Powder Ganger Camp East, you'll witness a Jackal Gang Raid.
- NEW: a boss-type Freeside thug ambush will occur in one of multiple possible spots in town if you have a very high reputation in Freeside (since you're messing with their business), taking the place of a hit squad that was removed a few updates ago.
Version 2.6
- BUGFIX: fixed bug some users were experiencing where the Repconn rockets would crash in the northern map even if you fixed their flight data.
- BUGFIX: regenerated facegen using MorningSpice's 'Mostly Fixed Facegen Tinsts', removing weird discolorations from a range of characters.
- BUGFIX: fixed a bug where being idolized in Freeside would stop hit squads from spawning in.
- BUGFIX: fixed NCR Heavy Troopers having combat armors from the start.
- BUGFIX: fixed Khan chem dealers having medical supplies from the start and losing them after Aba Daba Honeymoon when the opposite was intended
- BUGFIX: non-respawning dead NCR Deserters now disappear like they're supposed to.
- BUGFIX: resolved issue where one of the NCR patrols around Sharecropper farm wouldn't despawn in some ending scenarios.
- BUGFIX: NCR Sergeant in Camp McCarran should now always despawn after all non-NCR endings.
- BUGFIX: fixed Great Khan chem dealers being mute.
- BUGFIX: fixed a furniture placement bug in front of the Dino Delite that would sometimes cause one of the Novac Prospectors to spaz out and die.
- BUGFIX: resolved some oddities that would occur around Mojave Outpost after the Long 15 has been nuked.
- BUGFIX: removed a ragdoll data error from a scripted event related to 'There Stands the Grass'
- BUGFIX: removed NPC from Mojave Express office in Primm who was behaving oddly. Will do something else here in a future update
- BUGFIX: fixed blue light in Haggling Harry's Stop & Shop not being linked to enable parent.
- BUGFIX: got rid of leftover underwater fence near Fisherman's shack; reverted some wild edits on nearby Lakelurks
- CHANGED: Primm's hit squad is now only triggered if you kill the Nashs.
- CHANGED: overhauled and fixed a number of levelled lists based on Sweet6Shooter's work & proposals; more NPCs now level with you & no longer use static sets of weapon and armor
- CHANGED: Khan chem pushers now always sell you drugs rather than when you're like with them. They'll offer you a discount if you are at least accepted. Conversely, they'll attack you if you try to engage them while vilified with the Khans.
- CHANGED: combined all 6 FPGE scripts into a single one, allowing me to delete 6 redundant quests from the mod, cutting down on bloat and performance cost.
- CHANGED: edited script delay on all quests so they run faster
- CHANGED: short circuited a number of scripts with 'if eval' functions, possibly improving performance.
- CHANGED: Converted voice files to .OGGs. Apparently this can improve performance.
- CHANGED: hit squads are now despawned if the feature is disabled via .ini even if they've already spawned in the world previously.
- CHANGED: TLD's dogs will now no longer walk in a straight line behind their handler but instead move freely within a fixed radius around them, leading to a significantly more natural appearance.
- CHANGED: all non-robotic Follower-type NPCs are now set to wander about the close vicinity if their caravan/patrol leader was killed rather than standing around in a line like broken androids.
- CHANGED: set two Prospectors to use 'accompany' packages rather than 'follow' packages, making their travel groups seem less like military formations.
- CHANGED: removed offscreen speed bost from hit squads.
- CHANGED: Aurelius' corpse is now teleported to a dummy cell if Cottonwood Cove was irradiated, sidestepping some soft incompatibilities with other mods affecting his enable flag.
- CHANGED: gave Turret at NCR-occupied El Dorado gas station a slight DT boost.
- CHANGED: beds in Haggling Harry's Stop and Shop are now marked as owned
- CHANGED: removed all edits to Coyote Mines, because that stuff simply didn't belong in this mod. This encounter serves as the basis for a dedicated side quest in my upcoming quest mod "Westside Story - A New Vegas Noir".
- CHANGED: Slightly moved some NPCs out of the way to avoid a conflict with 'The North Road'
- CHANGED: removed a somewhat cringe line of dialogue from Westside's Khan chem dealer, edited another line into something more characteristic.
- CHANGED: removed two generic wandering Prospectors
- CHANGED: removed some of the NCR Snipers at McCarran whose presence always lead to unintended friction with FPGE. Removed some redundant edits to vanilla NPCs in the area while at it.
- CHANGED: Gave switching station Protection a more unique appearance.
- CHANGED: removed 3 out of 4 fire barrels at NCR's El Rey Outpost to improve performance & frame rate there
- CHANGED: removed a couple of dogs from a number of caravans and patrols to accomodate their new AI routine.
- CHANGED: removed work benches from destroyed Raider camp, added more idle markers to give NPCs something to do
- CHANGED: removed edit to star cap in El Dorado gas station
- NEW: TLD's hit squads will now despawn after their 3rd appearance, meaning you can avoid fighting them altogether if you just continually evade them.
- NEW: TLD's Brotherhood Troops will now aid you in combat out in the wasteland after you've become a Paladin.
- NEW: added broken Securitron to Hidden Valley bunker to reflect Mr. House's dialogue about his disappearing around the area.