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How difficult would this be to mod .... remove almost all NPCs and creatures


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Played New Vegas a few times and did some light modding.

 

I am wondering if a seasoned modder would know how hard this would be to acconplish.

 

Having played the quests I would like to set up a real post apocalyptic world that is pretty much empty except for Goodsprings.

 

How hard would it be to remove the Powder Gangers, Fiends, Legion and Vipers, and most of the NCR. And most or all of the quests and a lot of the fauna.

The City of New Vegas would probably need to be unlit and unaccessible.

 

The reason I would like to do this is because I would like to set up in Rancho Villa have a pickup from XRE Cars and just explore. NPC interaction is non-immersive as is the combat after you have played a few times.

 

New Vegas is actually a beautiful game. Driving around at night in the XRE Pickup with the lights on is a very atmosphereic expereince.

 

Has anyone every attempted this? There are passive wildlife mods and mods that remove certain creatures.

 

What would happen if you went in to the creation kit and just removed the fiends, Powder gangers .... would the game crash when you entered areas where they would be expected to be.

 

 

My perfect game (after having already played the excellent quests) would be to mod New Vegas after the clash between the NCR and Legion where the war wiped out pretty much everyone except those in Goodsprings. The world would be full of traps and mines from the war and lots of story. I could take the pickup and the tent from a tent mod and just roleplay without all the killing. An extended version of the mod that makes the flora behave more relaistically would be great too.

 

 

 

The combat and NPCs and quests in New Vegas were great for a computer game, but really combat is really poorly implemented in this game, and the NPCs dont really have much to say .... after you play both the combat and the NPCs are problematic.

 

 

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I have no idea, but I can tell you that even if it were possible, it would take an eternity to go through and delete every single NPC from their cells in the GECK. A possible workaround might be a script that automatically detects any NPCs upon entering a cell and moves them to a random inaccessible test cell, although you'd get a few seconds' lag every time you entered a cell.

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  • 3 weeks later...

It would be really, really tedious. You'd need to look up every NPC, look at "Use Info" to see which cells load them, load that cell, find each NPC and mark them as "Initially Disabled." (Note: Do not *ever* delete anything from a cell, just disable it. You'll likely cause crashes otherwise.) Then you'd have to figure out which NPCs were already initially disabled, until loaded by some script/quest and comment out the part of the script that enables them.

 

Extremely tedious, but doable if you have the time.

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Just a (wildly) unqualified suggestion here but is there not a script equivalent of the 'Null-Texture-Set' that doesn't actually delete anything, it just makes it invisible?

 

Just a thought...

 

[Edit] 'Nother thought, a simple 'Stay Dead!' mod to stop respawn (if that's actually simple, just guessing here) and then move through all the cells and [KillAll]?

 

Mountains of dead bodies everywhere post-apocalyptic enough for you?

Edited by SayinNuthin
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