Fallout New Vegas

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Yukichigai

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Yukichigai

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45 comments

  1. AtticusBannon
    AtticusBannon
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    Seems to work, but even when removed the merchants continue to travel.  The changes in the script should work but I am unsure of their actual effect, will have to try a fresh save with it on and one with it off.
  2. eimiyoshikawa
    eimiyoshikawa
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    I'd had this one merchant that'd been travelling alone for a while, and I'd seen a lone travelling mercenary along the I-88, too, but I didn't put them together until...just now, when I met two travelling merchants heading up the highway toward Novac, and two mercenaries within 20 feet of them travelling in the opposite direction, one going northwest, one northeast.

    I believe I just witnessed two more merchants being abandoned.
    1. eimiyoshikawa
      eimiyoshikawa
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      Aaaaand now every merchant I see is having their merc abandon them as soon as I come into sight.

      Damn it. The resupply and Boulder City merchant parts of the mod are working perfectly, too, but given that I'm playing in Jsawyer, it's just too lethal a world for the merchants not to have their guards...
    2. Yukichigai
      Yukichigai
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      I used a bit of a hack to make it work. Technically the mercs and merchants are on their own, separate patrol paths. You'd think the merchants would just follow the mercs, but no, that's not actually how it works. If the patrol paths get screwed up then this is what happens.

      I'll poke at it.
    3. eimiyoshikawa
      eimiyoshikawa
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      Much appreciated.

      EDIT: That sounded a bit flippant. Let me just say this: I've been late to NV, but in the 2+ years I've spent playing this fine game, you've been second only to JSawyer and his mod in terms of the most core and respected modders central to my experience playing the game. I have over thirty of your fixes in my FOMM load list, and I can't imagine playing the game without them.

      Thank you for all the selfless and hard work you've done for this game, this community, and for me. Your replying to my posts on a 5 year old mod is just one more example of what a treasure you are to every PC player of this game.
    4. Yukichigai
      Yukichigai
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      I... uh... wow. Thank you. Honestly I just want to make this game easier for everyone to enjoy, simply because there's so much enjoyment to be had with a little extra polish. I'm very glad you've been getting something out of my work. ^_^
  3. Ziggy7
    Ziggy7
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    Does this also fix Alexander and Mick's restock bug?
  4. thunderlord2200
    thunderlord2200
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    will this make all traving trader have there inv on-stock?.. (meaning if i kill a random trader with a Ox(s) will they all have there inv that there selling on hand or on the Ox? i like killing them if there the type to spawn anywhere.. (not the main traders) *huge sad safe* good i saved before hand. xD )

    but anyway just wantted to know if every trader has there on stock inv. (so when u kill them they have or the Ox have everything they where selling..)

    (on the side note i wish there something that tells u not to kill them because there someone that dont respawn (random account type of thing..

    (i found them going down a rood brige on the way to save the ppl from being enslaved from that town that u find a newly made cripple om a build (in which started the quest)
    1. xXLoboSolitarioXx
      xXLoboSolitarioXx
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      ox = bramin
  5. xXLoboSolitarioXx
    xXLoboSolitarioXx
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    finally!
    someone who cares about traveling merchants mods!>^<
    I need your help.
    I love the fact that there are traveling merchants around the Mojave,but I hate it when they get killed.
    ruins the game for me.TT^TT
    can you make a mod that makes traveling merchants and there mercenaries and there bramin essential?;-;
    most ppl have legion hitman squads from the vanilla game after them,but the merchants get caught in the cross fire.>_<
    the legion attacks and kills all the traveling merchants on my game and makes traffic on the road rly lonely...;-;
    can you help me?
  6. zelxi
    zelxi
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    Could you maybe add more "traffic" and maybe random thief/bandit encounters?
  7. JasonDangerously
    JasonDangerously
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    Awesome fix, I've been having an issue with all of the merchants inventories, though restocking, not being random for some reason. Would it be possible to add something where it forces all vendor inventories to randomize when they restock?
  8. brfritos
    brfritos
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    I already gave this file an endorsement in the previous v2 version, but this time I will congratulate you for this.
    When I see an Yukichigai mod, you can bet something will be fixed and I'm not telling this trying to be a bootlicker, his mods usually are pretty usefull.

    It's interesting that in previous version your mod already corrected some of the mercenaries behaviour, albeit was not specified in the description.
    This time is even better, in v2 some of the mercenaries still ended wandering alone, specially when close to Crimson Caravan.
    This time not, I didn't had one single problem, every merchant is being scorted and guarded.

    Very good update.
  9. Yukichigai
    Yukichigai
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    I have given this file my endorsement.

    Good fix to the issue of the lack of inventory re-populating.

    Also appreciate the increase in the number of travelling merchants; after all F:NV is set in a post-apocalyptic part of the US that is far more functional than FO3 with the travelling merchants reflecting the return to a (slightly) functional economy.

    Believe it or not, I haven't actually increased the number of merchants, just the number of ones who function correctly. <img class=">
  10. zombie overlord
    zombie overlord
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    By the way your v3 works like a charm with keeping the mercs with their proper caravan. (I haven't seen the buggest one that goes to Novac yet though).

    EDIT: Confirmed, all routes are fixed, even the Novac route.