Fallout New Vegas
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Zortyx

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Zortyx

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  1. GratuitousLurking
    GratuitousLurking
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    I seem to be having trouble finding these lads, which is odd because I remember running into them before, but as for my current setup the NPCs seem to have gone out of their way to elude me. Is the spoiler messages still accurate?
    1. Zortyx
      Zortyx
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      The spoiler should still be accurate, the mercenary might have gotten killed by the other hostile NPCs in the area since he's just hostile to everyone. I'm not sure what could have happened to the tribal NPC.
  2. savagegreywolf
    savagegreywolf
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    Just like to say that this one is superior to alternatives that remove the scripts because the script that adds the items for the Classic pack also is responsible for the functionality of the Canteen. If you remove that script the canteen just stops working entirely.
  3. Brosephus
    Brosephus
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    Has something changed with the latest yukichigai patch? I disabled all other mods but its still giving me a message that the packs have been added when I boot up a new game.
    1. Zortyx
      Zortyx
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      if i remember correctly my mod doesn't actually get rid of the message it just removes all the items from your inventory as soon as they're added, the only part of yukichigai that gets used in the mod is the fixed version of the weathered 10mm it adds
  4. Nedward Dufflin
    Nedward Dufflin
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    The Mercenary Pack items are given to an NPC who is invariably killed as soon as the player sees him. Unfortunately, what kills the NPC is almost equally certain to kill the player if the NPC's death is witnessed very early on in a play through of the game, but the area where the NPC dies is very aggressively cleaned of dead bodies once the player moves on to where the area is no longer in view. As a result, the possibility of looting the Mercenary Pack items can be permanently lost.

    There is a workaround -- consider using it where you see the NPC fall once you have dealt with the danger in the area:

    1. Open the console by hitting the backtick key (i.e. '`').
    2. Type:

    player.placeatme 390024A7

    3. Exit the console by hitting backtick again. The NPC will appear near you. However, he will be "alive." You could kill him again, but the console is probably a better approach rather that having the player kill him a second time. To kill him using the console, open the console, click on the NPC, and type:

    kill

    4. Now exit the console and loot the body as originally intended...
    1. Nedward Dufflin
      Nedward Dufflin
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      Moving "tribal and mercenary items to less problematic places" has resolved the potential problem I described above. Thanks and endorsed.

      Still, funny thing...

      I ran into the now living tribal only to discover they are quite the accomplished spear chucker. Not really a problem. Put them down without any real trouble, but received quite a few less spears for my trouble thanks to the incredible vanishing thrown weapons "feature" implemented by Bethesda/Obsidian -- not sure which to blame. (Well, in fact, no spears since I took my own sweet time trying to deal with the crazed tribal rather than putting them down with extreme prejudice at the first sign of hostility.)

      But it was the mercenary who presented the most trouble when I finally ran across him. While he was no real match for deathclaws, he was more than a match for the other NPCs in his new area. Again, no problem, but since I first thought he was just a more effective wandering prospector in an area where I have frequently run across them in the past, I didn't exercise the care I should have exercised. Well, he is pretty well armored and well armed -- making him an attractive target and a conveniently hostile one at that since I do not intentionally play serial or mass murderers... Trouble is, I let ED-E charge in with his sporadic "ranged" weapon fire and did not order him to "retreat" soon enough -- told him to go "guard" at a distance using JIP Companions Command & Control. While my own fire had taken the mercenary down quite a bit, the end result -- in hardcore mode -- was M.A.D. (Mutually Assured Destruction): ED-E took the Mercenary down with his last shot and set his corpse on fire while the mercenary's last fired explosive scrapped ED-E before I could even get him to Novac...
    2. Zortyx
      Zortyx
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      honestly I thought sticking the mercenary with a bunch of raiders would lower his health enough for the player to kill him without too much trouble, guess i overestimated the raiders. I could lock them to a lower level or reduce their health so it'll be less trouble since i only tested them in vanilla with a level 1 character so the mercenary was at 1/2 health by the time i reached him.

      I could set them both to level with the player at 0.8x player level up to level 15 instead of being and 1x which they currently are and reduced their base health from 50 to 35 along with doubling the amount of spears the tribal has. If that sounds good to you i could do that try and fix the difficulty issues
    3. Nedward Dufflin
      Nedward Dufflin
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      I don't know that the tribal needs more spears, but that would enable the player to more likely recover the approximate number of spears simply handed over at the beginning of this game without this mod. As for the mercenary, I'm not sure he needs to change either, but a bit more vulnerability wouldn't be unwelcome -- especially on the part of the raiders... However, does he have stimpaks in his original load-out? The last time I started a new game and took him on, I'd swear I saw his health bar recover in mid-fight.

      And, an update...

      On yet another play-through, the mercenary did fall to one of the raiders. While he easily blew two of them to kingdom come, the third must have gotten too close to the mercenary for his own comfort with using explosives. And instead of retreating to a range where he could begin shelling his opponent, he charged in for a bare knuckle contest. Except, the raider brought a 9mm to the fight. Now, it seemed to take a full two magazines or more to take down the mercenary, but down he went. Though, not surprisingly, a fourth raider one-shot the victor shortly thereafter...

      So, no real change needed. Or, maybe only a slight nerf. Though, there is still a question as to whether the mercenary is actually healing himself during combat or if I misread the H.U.D. in my previous game...
    4. Zortyx
      Zortyx
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      ok so i figured out a way to deal with the spear problem by basically giving the tribal a separate set of spears to use and a separate set to drop so you might end up with a few more spears than originally intended, and yeah i reduced the health of the mercenary by a bit and changed his stimpacks to drop on death items instead of being in his inventory along with giving him a 10mm pistol so he won't always be using his grenade launcher or running in for punches. I'll post the update now.

      For the raiders they're part of the vanilla game so i'll leave them as is.

      thank you for all the feedback
    5. Nedward Dufflin
      Nedward Dufflin
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      You're more than welcome. The adjustments you made sound good. I look forward to seeing how they play out when my dead-is-dead playstyle provides the next opportunity.
  5. Gominho
    Gominho
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    you bet I'm still using this mod haha. Thanks for the update :)
  6. jeffreym1
    jeffreym1
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    this is pretty creative
    1. AngryBananaStudios
      AngryBananaStudios
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      Yeah it's pretty creative. I made one just like it a couple months before this was released.
    2. Zortyx
      Zortyx
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      AngryBananaStudios yeah this idea has been done a bunch of times by a bunch of people i mostly decided to upload mine because i felt like it at the time and i tend to lose files
    3. AngryBananaStudios
      AngryBananaStudios
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      Well you could remove the scripts that adds it to your inventory. Just got to scripts and search 'Pre-Order"
    4. AngryBananaStudios
      AngryBananaStudios
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      *preorder
    5. Zortyx
      Zortyx
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      I know but i decided against doing that since something else might use or alter those scripts like how the Yukichigai Unofficial Patch changes the classic pack script to give a different weathered 10mm pistol so when i start a new playthrough i can see what items being given are changed and go to change the items in the containers and the item removal script to work with it.
  7. camycamera
    camycamera
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    The Jsawyer mod (the original and the Ultimate Edition) does this as well, if you were unaware. Did you move them to the same places as the Jsawyer mod, or different? Because I do know that the jsawyer mod moved the vault 13 stuff to the trunk of the crashed highwayman, but that's the only one that I can remember being moved there and makes sense.

    Regardless, this would be a good mod for those who want this, but don't want to use Jsawyer.
    1. Zortyx
      Zortyx
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      I actually didn't know the JSawyer mod did this since i haven't tried it out, if you want to know the locations i put the stuff you can download the location guide to see for yourself.