Fallout: New Vegas

Fallout: New Vegas

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BatDan Dec 18, 2012 @ 9:49pm
Random Deathclaw spawning
It doesn't make any sense & screwed me TWICE. I'm heading to black mountain, past sloan to a little shack(not neils) kill bark scorpins then a random deathclaw shows up right next to me. Second time I get almost to where I'm suppose to meet neil about his plan then a deathclaw is right in front of me.Why does this happen? And how( if i can fix it) do I fix it? I lost half an hour to this ♥♥♥♥
Originally posted by Marcurios:
That happens because of some exception handling in the scripts that regulate movement in NV for NPC's. If a npc walks towards and against a obstacle it can't get through, like sometimes they're so dumb it takes them multiple tries to get around a rock so they keep walking into the rock, after 30 seconds or so the game detects the obstacle and detects the npc isn't moving from it position, it either makes the npc turn walk a few meters and then turn back in that same direction, sometimes that doesn't work cause the npc is in a corner, then it gets teleported away from that spot, and that's where it goes wrong in the code. In the case of the Sloan quarry sometimes a bunch of Deathclaws get teleported out of the quarry right into sloan, i had the alpha male pop out of the quarry in top of me multiple times, the one time i managed to kill it i went on to the quarry and it was no longer there, only the mother was still there with her young.
So the alpha male just teleported to the player.

Sadly they didn't release this routine in a regular script, but it is hardcoded AI, so there is no way for us modders to fix it. probably the only way would be to scan the cell for npc's when you first enter it and then continously scan the cell for npc's/creatures that pop up all of a sudden to close to the player, then just disable it and mark it for delete. But it would be a pretty rough fix.

There are also some spawn points, and sometimes these spawn points don't spawn when the cell loads, but rather when the player is near the spawn point, that happens way more in hard or very hard difficulty, so i'm assuming the devs did that on purpose to artificially up the difficulty.
Sometimes gamedevs can just destroy the fun in games by making these stupid decisions.

Atleast Beth fixed that for Fallout 4.
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Showing 1-13 of 13 comments
Mofuji Dec 18, 2012 @ 10:03pm 
This also happens to me, rarely, at the summit of Black Mountain. There really is no way to fix it that Im aware of; no official or unofficial patches/mods address it.

Save often when in that area is all I can say.
BatDan Dec 18, 2012 @ 10:29pm 
Deathclaws have shifted from where they normally spawn since I last played NV. Attacking sloan and not being at the locations they usually stay, but what happened at black mountain was a high level of unfair. Didn't have the issue, the third time. Thanks for the info
Mofuji Dec 18, 2012 @ 10:57pm 
Deathclaws have been acting weird for me in my current save; I cleared out Mother and Alpha Male for the miners. I went in there a few days later and every single Deathclaw had respawned in the place. Except, you know, once you clear the quarry they're supposed to not respawn in the place.

I kind of assume that the game is freaking out because I have a random encounter mod and the quarry is one of the many locations where any combination of several factions can spawn.. except that it doesn't govern Deathclaw spawns.

Unless those Enclave Vertibirds are dropping Deathclaws instead of Enclave soldiers. Which would be awesome, now that I trhink of it.
i had a problem like that but i had the wild wasteland perk or what ever it was called and i made a new character(found out it was making deathclaws spawn in random areas early on)
Mauno Dec 20, 2012 @ 11:07am 
Originally posted by {*KTG*}Kitsune MarlFox:
i had a problem like that but i had the wild wasteland perk or what ever it was called and i made a new character(found out it was making deathclaws spawn in random areas early on)

Its not Wild Wasteland, that has nothing to do with regular spawns. It only adds some weird things to the Wasteland, only one of which has anything to do with Deathclaws, and that's found in Old World Blue.
Glad someone else is talking about this...I think my favorite spawn was when I was out hunting Cazadors and two spawned next to the group that was getting ready to eat my torso. Saved me a bit of ammo. ^^
Raven May 19, 2019 @ 7:07am 
Passing Black mountain and i turn to find 9 deathclaws had spawned behind me https://imgur.com/a/e8vyEst
function9 May 19, 2019 @ 4:59pm 
I've had it happen a few times to me. It's usually just one, but once, 2 spawned. Always in roughly the same spot, where that boulder rolls down. Every time it happened to me, there were Nightkin/Super Mutants around. With what they usually are packing on Black Mountain, they'll make quick work of 1-2 deathclaws.
Last edited by function9; May 19, 2019 @ 5:00pm
The author of this thread has indicated that this post answers the original topic.
Marcurios Feb 24, 2020 @ 9:19am 
That happens because of some exception handling in the scripts that regulate movement in NV for NPC's. If a npc walks towards and against a obstacle it can't get through, like sometimes they're so dumb it takes them multiple tries to get around a rock so they keep walking into the rock, after 30 seconds or so the game detects the obstacle and detects the npc isn't moving from it position, it either makes the npc turn walk a few meters and then turn back in that same direction, sometimes that doesn't work cause the npc is in a corner, then it gets teleported away from that spot, and that's where it goes wrong in the code. In the case of the Sloan quarry sometimes a bunch of Deathclaws get teleported out of the quarry right into sloan, i had the alpha male pop out of the quarry in top of me multiple times, the one time i managed to kill it i went on to the quarry and it was no longer there, only the mother was still there with her young.
So the alpha male just teleported to the player.

Sadly they didn't release this routine in a regular script, but it is hardcoded AI, so there is no way for us modders to fix it. probably the only way would be to scan the cell for npc's when you first enter it and then continously scan the cell for npc's/creatures that pop up all of a sudden to close to the player, then just disable it and mark it for delete. But it would be a pretty rough fix.

There are also some spawn points, and sometimes these spawn points don't spawn when the cell loads, but rather when the player is near the spawn point, that happens way more in hard or very hard difficulty, so i'm assuming the devs did that on purpose to artificially up the difficulty.
Sometimes gamedevs can just destroy the fun in games by making these stupid decisions.

Atleast Beth fixed that for Fallout 4.
Last edited by Marcurios; Feb 24, 2020 @ 9:22am
Alucard † Feb 24, 2020 @ 9:22am 
Originally posted by Marcurios:
Atleast Beth fixed that for Fallout 4.

Did they?
I still sometimes get ambushed by teleporting enemies just when i thought i'm safe and can reload my weapon in peace.
Marcurios Feb 24, 2020 @ 9:24am 
i never had this in Fallout 4, and i have clocked 3000 hours in that game.
yeah i know, it's a silly amount of time, what can i say, it's a addiction, just like modding New Vegas, i probably clocked more then 10.000 hours modding.

One thing you can do incase these Deatclaws spawn on top of your ass is make sure you have a Hunting Shotgun with Beanbag ammo, it will make sure they stay down after you shot them for a few seconds, keep hitting them with beanbags and let Boone or ED-E do the killing for you.
Last edited by Marcurios; Feb 24, 2020 @ 9:28am
Alucard † Feb 24, 2020 @ 9:29am 
Originally posted by Marcurios:
i never had this in Fallout 4, and i have clocked 3000 hours in that game.
yeah i know, it's a silly amount of time, what can i say, it's a addiction, just like modding New vegas, i probably clocked more then 10.000 hours modding.

Lucky :3 I had that happen ocassionally. Not as often as in New Vegas mind you but still.
In vanilla that's not a problem cause this game is a cakewalk.

But i like to play on a modded Survival difficulty where everything is way more punishing than in vanila so i kinda scream internally when a enemy just defiles physics and logic and just teleports through wall to end me in 1 swift shot.

Also on a side note Honest Hearts in NV seems to be a great offender in this regard.
I don't know what's up but i often see random Geckos or other creatures just poof out of thin air in that DLC
Last edited by Alucard †; Feb 24, 2020 @ 9:31am
Mathius Feb 24, 2020 @ 11:59am 
I had a deathclaw spawn by Neil's Shack as well when I was stealthing up black mountain. I killed it, and then I reloaded my save because I wanted to try and see if I could kite it into the Super Mutants instead, and it wouldn't spawn after I re-loaded the save.
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Date Posted: Dec 18, 2012 @ 9:49pm
Posts: 13