Just right for Big Town, any more would be too much for what is supposed to be a modest place. And it doesn't interfere with the robots (if you've fixed them) and can confirm its compatible with any mods that just adopt the unused house in the row behind the "Town Hall" house. And it's compatible with "Big Town Outskirt Shops" https://www.nexusmods.com/fallout3/mods/21760
btw, I have this running with the FO3 unofficial update patch and haven't seen any problems. The only (very, very minor) issues: 1) As noted by aramdol's comment, if you ask them their background they'll talk as if the war was in their own lifetimes - 20yrs ago instead of 200 - but meh, do you really care much about their past? Then just imagine the "war" they refer to is a more recent BoS or Talon battle... 2) This is another mod that pointlessly moves a fire barrel but then doesn't amend npc activity, thus they still wander to the empty space where it was to warm their hands. I used getpos & setpos console commands to move it back (behind, just west of the mod's new "food" sign), then shrank that food sign with setscale to 0.6, though disabling it might be better. Anyway... Endorsed.
Bro I see you everywhere in here...lol... You're doing a fine job for the community. I've made a lot of decisions because of your comments. Keep up the good work :)
You are both far too kind, it's often not deserved... I'm an old-hand at gaming (wrote my first bit of game code in the mid 1980s using Fortran77). If you're old enough to have been into 1990s gaming you might have one or two of my mods (mostly ones I co-produced under various names). My last efforts were in MTW (the original, not M2TW) and Combat Mission back in the noughties but I gave up a decade ago due to eyestrain and because games could no longer be modded simply via bitmaps and text files...
As I'm an old grump, looking back my comments end up seeming either praiseful or too critical. But I'm glad I've helped here. The "another mod" fire-barrel comment was made with a Rivet City Merchants mod in mind, which similarly moved a fire barrel but left everyone rubbing their hands where it used to be. But I can't now pinpoint it - perhaps it got deleted. Ah!, I think it might be Merged Sunglasses Collection and Joes Junk Shop. If not it'd have to be Rivet City Merchants 2 - both mods work well together, btw.
@FollowTheReaperMods - thanks! In order to earn that kudos I'm trying to answer a query you sent. Nexus mods recognises me here for posting, but their message system isn't letting me reply to you today for some unfathomable reason, so please bear with me...
Great mod for a great game! Very detailed. Worked fine, but the tinker doesn't repairs gear to 100% as informed, only to 54% (repair skill 24). Is there something that may conflits with this value? This is my first mod installed (I have the DLCs, too).
They do actually talk a little bit - greetings like hello & morning, and a few generic npc lines like "what do you need" etc. It's just their specific vendoring lines (and family history dialogues) that are not voiced, and frankly don't need to be. It's perfectly fine as it is.
Simple and immersive, and of course - useful Makes Big Town into a real town, not just a bunch of shacks and desperate inhabitants Endorsed, of course.
It's really nice to actually have merchants in Big Town. The mod also makes it a much more lively place. It was kinda cool to see Bobby doing target practice. One thing bugs me, though. Some of the merchants talk like they just survived the nuclear war, which should have been 200 years ago in the game. Also for some reason when I go inside the new shop sometimes my companions would turn completely black. However it goes away when I talk to them or leave the building.
Thanks for the suggestion, you have a good point, unfortunately their being young wouldn't coincide well with the dialog story. At least one boy made it though Bobby =)
Very nice I'll use this when the Big Town mission is finished I also use the Crowded cities mod the Big Town population will hit 30plus if I save all of them so having a Mercantile there makes a lot of sense well in my game it will endorsed.
Oh, wonderful! I recently reinstalled FO3 and something that always bothered me in the past was the lack of merchants in Big Town. Great timing, happy to see it's a nice and simple mod. Look forward to seeing this ingame
18 comments
btw, I have this running with the FO3 unofficial update patch and haven't seen any problems. The only (very, very minor) issues:
1) As noted by aramdol's comment, if you ask them their background they'll talk as if the war was in their own lifetimes - 20yrs ago instead of 200 - but meh, do you really care much about their past? Then just imagine the "war" they refer to is a more recent BoS or Talon battle...
2) This is another mod that pointlessly moves a fire barrel but then doesn't amend npc activity, thus they still wander to the empty space where it was to warm their hands. I used getpos & setpos console commands to move it back (behind, just west of the mod's new "food" sign), then shrank that food sign with setscale to 0.6, though disabling it might be better.
Anyway... Endorsed.
Finally someone who cares that much about compatibility between mods as I am.
As I'm an old grump, looking back my comments end up seeming either praiseful or too critical. But I'm glad I've helped here. The "another mod" fire-barrel comment was made with a Rivet City Merchants mod in mind, which similarly moved a fire barrel but left everyone rubbing their hands where it used to be. But I can't now pinpoint it - perhaps it got deleted. Ah!, I think it might be Merged Sunglasses Collection and Joes Junk Shop. If not it'd have to be Rivet City Merchants 2 - both mods work well together, btw.
@FollowTheReaperMods - thanks! In order to earn that kudos I'm trying to answer a query you sent. Nexus mods recognises me here for posting, but their message system isn't letting me reply to you today for some unfathomable reason, so please bear with me...
Worked fine, but the tinker doesn't repairs gear to 100% as informed, only to 54% (repair skill 24).
Is there something that may conflits with this value?
This is my first mod installed (I have the DLCs, too).
Just a question: Ever thought of making the merchants look younger, as if they were new arrivals from Little Lamplight?
It would make your Mod even more lore-friendly!