Fallout 3

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Balarithon

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balarithon

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About this mod

The caravans travel the backroads of the wasteland; buying, selling, and trading their wares. Often attacked, they are not long for this world. To help protect the caravans the Lone Wanderer can hire on as an escort for pay or karma. Uncle Roe in Canterbury Commons has a proposition, invest in the caravans and reap a dividend.

Permissions and credits
The caravans travel the backroads of the wasteland; buying, selling, and trading their wares. Often attacked by raiders, wild creatures, and mutated monsters. They are not long for this world. The Lone Wanderer also travels these same backroads and every once and a while encounters a caravan. To help protect the caravans the Lone Wanderer can hire on as an escort for pay or karma. Uncle Roe in Canterbury Commons has a proposition for you. Invest in the caravans and reap a dividend. As you invest, the caravans become better equipped and guarded, and after a certain investment level you will receive a regular dividend.

Features:
Can escort the caravans for caps or karma
New weapons and armor, some from modders
Bombay Trading Company Office in Uncle Roe's house, with bed and containers that you can use
Handles death of traders or pack Brahmin
Additional caravan guards with dialogue, sorry no voice acting
Will receive a weekly dividend for investing after a certain level
If you have already started the caravan mini quest, then the traders will be reset to level 1 and Uncle Roe will have the organize trader topic to restart this quest.


Rev 1.1

I encountered an unexpected issue, if you do not buy all of the Special Items within three days the trader's container respawns and removes all the Specials. I had intended them to be available until they were all sold. I created a new container and topic, so now the items will be remain available. Note that all of the items are up for sale, so if you previously bought something, you can now have two.
It was requested to make the escort pay increase with level. Now the pay will increase at player level 10 and 20. I simply increase 2X at 10 and 3x at 20. So you will still not become wealthy, but something extra for difficulty. I left karma unchanged as some people do not want a lot of karma.
I have also made it so that the caravans and traders have their health reset whenever they are near their start locations. They already reset health every time they pass canterbury commons. So now their health is reset twice around the circuit, maybe this will increase their life span some.

Rev 1.0

There have been some requests to make this mod work for games where the lone wanderer had already talked to Uncle Roe about organizing the traders or had invested in one or more caravan.
I figured out a way to to check the investment levels of all the traders and to reset them along with Uncle Roe's topic to organize the traders. If you have played a game where you had begun this mini quest, then when you first start the game you will receive half of what you had invested, full if have Master Trader perk. Go see Uncle Roe and restart the Organize trader topic and everything should work normally. I play tested this and it worked for me.

What file to Download?

For those who have this mod, simply download the .esp rev1p1, and replace current esp.
First time users, the Main file has the updated esp, no need to download the standalone esp.


Description:

If you ever make it up to see Uncle Roe at Canterbury Commons, he will give you the opportunity to invest in the caravans. If you agree he will even set up a new business, The Bombay Trading Company. The Bombay Trading Company will organize the caravans and Uncle Roe will forward any investments you make. Now as you invest in the caravans they will upgrade their armor and weapons, add additional guards, and their available caps will increase more, giving them more caps to buy your stuff. When you first speak to Uncle Roe about investing in a particular caravan he will provide additional information about the traders background, sorry no voice acting, but it adds a little flavor. After you invest in the caravans two times, Uncle Roe will begin cleaning out one of the rooms in his house for use as a Trading Company office. He will also set up some items in the bazaar area and add a couple of posters around. After you invest in the caravans five times, Uncle Roe will finish setting up the Trading Company office, adding some containers and a bed, adding more posters and a billboard around the wasteland. You can use the office to sleep and store items, the containers do not respawn. Uncle Roe also moves the Traders containers into the Company office area, unless you have one of the Traders keys you can not open them. You will also receive a return on your investment. Every Friday forty caps will be deposited in the Trading Company safe located in the desk. Uncle Roe took out some drawers and put a safe in the desk.

This mod is set up to interact with the caravans at each level. When the game starts, the caravans are at level one, first investment they level up to two, second investment the level up to three. Level three is the highest level. If you just give Uncle Roe a lot of caps and level up all the caravans, then you will miss out on a little of the flavor of this mod, this is a role playing game after all.

After the mod loads, each trader will change clothes and weapons. One additional guard will also be added when the caravan passes by Canterbury Commons. Level One arrangement. Guard actions will occur whenever a caravan passes by Canterbury Commons. Traders and unique guards will have their health restored whenever the caravan passes by Canterbury Commons and their start locations. I did not want to make any of the NPC's essential, so there is a chance they could get killed. After each investment in a caravan, an additional unique guard will be added to the caravan, up to three unique guards for each caravan, unique guards will also change armor and weapons with level up. After the second investment in a caravan the original guard will be disabled, killed in the line of duty, if not already dead, and buried near the water tower and around the cliff edge at Canterbury Commons. Their graves each contain a hard to find item, so ignore them unless you enjoy getting gifts. (items: Hula Girl souvenir, Nuka Grenade schematic, some Quantums, and Ant Queen Pheromones.)

I tried to make the unique guards somewhat thematic. There are Lucky's Ladies, Crow's Screaming Eagles, Doc's Biohazard, and Crazy's Wild Bunch. Some of the unique guards are actually creatures instead of NPC's. Lucky's Ladies are all human. Crow has an ex-Enclave officer, Mister Gutsy, and a super mutant Behemoth. Doc has a ghoul, and two humans. Crazy has a Protectron, a ghoul, and a Master Brain. When you invest in a caravan for the second time all of the guards will have thematic armor. The armor/clothes have special effects attached. Sure a business suit will not provide any protection, but this business suit is made from advanced textiles, heh I wanted my guards to look good and have some protection, so sue me. The guards have unique dialogue, most with five or more random comments. Doctor Death and Major Payne dialogue advances based on their level, so if you care, you need to talk to them before each level up. Cravens dialogue advances based on distance to him, leave come back, more than 3000 units, he has a story to tell. The other human guards have entertaining comments. Sorry but no voice acting for the human guards. The creatures dialogue is taken from like creatures in the game, I chose the more entertaining of each. Each creature has seven or more random comments, and one recurring comment. Each creature will make one of two random comments when hit by an enemy. The in game guards dialog was not changed.

If a trader is killed, a grave appears at his location, his possessions and vendor key are placed in the grave, his corpse is disabled, his pack Brahmin will roam free and any items that the Brahmin had are placed in the trader's container back at Uncle Roe's. If you have the trader's key you can access their inventory from the pack Brahmin or their container. The grave will be labeled for the particular trader and a monument marker will be placed at the grave. You will also get a message that one of the traders passed on, there is a different message for each trader. So when you get the message you can locate where he died. When a trader gets killed any unique guards that are alive will be moved to different locations in the wasteland. They do not eat or sleep, but they do walk around and will enter conversation. If a unique guard should get killed you will get a generic message stating so, you will not know which one but you will be notified of a guards passing. Should any pack Brahmin get killed, they are replaced with another pack Brahmin when the trader passes by Canterbury Commons. This one is essential as long as the trader is alive.

Now the Lone Wanderer can hire on as a 'Caravan Escort', providing much needed protection. But don't expect any discounts at the store. No, you will either receive caps or an increase in karma for risking your neck. A message will appear whenever you are a certain distance from the trader, letting you know you are no longer getting paid. To escort a caravan you need to stay less than 1200 units from the trader. Farther than this and you are not protecting them adequately, you need to stick close. The message helps you judge the 1200 range, which is about as far as the last guard. The message is only shown between 1200 and 2400 units, and if you are actually escorting a caravan. This way if you want to run off after something and return later, you will not get a nagging message. You can quit anytime and receive a small wage or accept no wage and receive some karma. Your rate is based solely on time and does not increase very fast, about 2 caps for every 40 seconds of guard time. If you use the wait, your time will not increase, so do not try to cheat it by waiting days. The wage is not a lot because guards do not get a big fee so neither should you. You can gain extra caps by scavenging off of the dead. Each trader has a dialogue topic to hire or quit. It is quite enjoyable to just watch the caravans defend themselves, and then scavenge the loot.

There are a number of 'new' armor and weapons. These items are added to traders or guards. After you invest in the armor or weapon caravan twice, the max investment, then Lucky will have all the unique weapons for sell and Crow will have all the unique armor for sell. They will have a new topic about Special Items For Sale, some are not cheap. This way you can collect the unique items without killing any one. All of the items textures and nifs are included in the mod, no need for other mods.

Unique weapons:
UltraViolence: Blue Ion Gatling laser from UlrikS, this is a blue texture laser. I changed all the laser fire to a blue color, so now it really is a sapphire laser.
Phoenix Prototype SMG: meshes and textures by Phoynix. I gave it the same laser fire as the UltraViolence, looks pretty sweet.
The Big Man: 4 barrel shotgun by Deliverance6. The world model stuck in space when dropped so I made a new world model. This baby shoots two shells at a time for maximum damage.
The Beam Ray: A Microwave Emitter, it literally burns up enemies, repair with plasma pistol.
The Enforcer: a chrome plated 44 magnum with pearl handles and 'no scope' (the texture is not as good as some 'metal' guns I have seen, but heh I am doing quite a lot off stuff here and there is only so much time).
The Purifier: A yellow Biohazard texture flamer for purifying the diseased.
Miss America: A missile launcher with American flag motif.
The Maneater: A red texture laser rifle, for color coordinated Foxy.

Unique armor:
The Bare Midriff Leather and Metal armor from MadCat221.
Three Ed Hardy outfits from KasyVor and J13_Knightmare, repair with like pre-war outfits.
The Beware of Girl Edition Jessica outfit from BlackBlossom, repair with leather armor.
The Night Strike armor textures by Nevenbridge81. I used these to retex the Recon armor and make a US version prototype stealth armor. If you kill Doctor Death then you will have damaged the stealth control and the suit will look cool but will not have the stealth effect. If you buy the suit from Lucky, the stealth effect works when you wear the suit. Unfortunately FO3 has a bug in armor addons, which are used for gloves mainly, the stealth helmet does not remove head items when the suit is put on, although it is supposed to. Just remove any headgear when you put on the suit, before or after. A stealth suit is a pretty uber item, so you are forewarned. Also for some reason the helmet mesh sits low on the head so I had to add a headwrap to cover your bald head. I tried a lot of things to fix this, never found one that worked. The headwrap is retextured and is not to distracting. Of course it you are using the stealth suit you will not see it anyway.
The Kamikaze armor by BrotherShogo, repair with power armor.
Two radiation suit retextures, one red, Enviromaintenance suit and one lime, Biohazard suit.
Added an eagle decal to Crow's armor, tried to add to the other guards but the decal is tied to body parts which would have required Blender to fix I guess.

This mod is compatible with Caravan Tracking by Angleae.

Thanks to: (for meshes and textures)

UlrikS for the Blue Ion Gatling laser
Phoynix for the Alien SMG
Deliverence6 for the 4 barrel shotgun
Nevenbridge81 for the Night Strike textures
BrotherShogo for the Kamikaze armor
MadCat221 for the Bare Midriff Leather and Metal armor
KasyVor and J13_Knightmare for the Ed Hardy outfits
BlackBlossom for the Beware of Girl Edition Jessica outfit

If you use any part of this mod with the exception of the above modders items, then please give me credit. If you want to use the above modder content, then please download their mod.

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