Just wanted to post that I've got both mods running well together. It just required using console command "disable" to remove all of the old Heather merchant stuff. Disabled her, her booth, the random items, some clutter, and I'm left with all the best of both mods and a very well fleshed out Rivet City Marketplace.
The problem with this mod by itself, is that the two nearest merchant booths to the Marketplace entrance are still empty, which makes the place feel deserted, completely defeating the point of this mod. Running both mods together is definitely the way to go. You'll just have to manually clean up Heather/Crenshaw's booth, based on whichever one you want to keep. I chose Crenshaw because she has a bit more personality.
@Tyler (and anyone else interested) - an easier and better (but harder to find using search words) alternative is to just add Merged Sunglasses and Joes Junk Shop after this mod. It handily fills some of the remaining empty stall space left by Rivet City Merchants 2. They work fine together and provide a more useful range than you got. But note my comment over there - it moves a fire barrel a few feet further from Flak's and yet the guards still warm their hands at the original spot, but you can move it back with console commands.
That leaves just one empty stall. I've read (as Pippokennedy says below) it can be filled by Steiner Combat Gear mod's vendor. Also note Pippo's remark if you use Banks of the Wasteland it may use the same stall used by the aforementioned Merged Joes Junk Shop mod so you might have to choose between them - can't confirm as I just use the Rivet Merchants 2 and Merged Joes mods.
Since I've switched over to TTW (Tale of Two Wastelands) I was pleased to come across for it on FNV Nexus "TTW Rivet City Merchants Plus" today which incorporates your mod. Thank you.
is this compatible with Sunglasses Collection, Steiner Combat Gear, Joe's Junk Shop, and Banks of the Wasteland? I'm actually interested in getting all of three of those mods.
Bank of the wasteland is ok, this mod adds two stalls at the right of Quick Fix. There is a plugin that merge Sunglasses and Joe's junk shop here on the nexus but they both are incompatible with Bank of Wasteland (they uses the same spot for the stall). For what i remember Steiner uses the stall at the right of Flak and Shrapnel, so it's ok.
I'm having the same issue with the ghoul merchant as @vegaswanderer. The only mods I have that might change male ghouls is Unofficial Fallout 3 Patch, FO3 Wanderer's Edition and Project Beauty/FO3 Redesigned. The other trader works just fine.
Still not sure. I made this mod and played with the mods that you listed and never experienced this error. Not saying that it doesn't exist, but very difficult to duplicate! How many mods do you have? Would it be possible for me to get a look at your mod list?
Offhand, I'm afraid not. Are any other male ghoul merchants in the game doing the same thing? Zachary's dialogue "plugs into" the standard male ghoul dialogue system, so anything that modifies that might cause his dialogue options to change/disappear. Do you have any mods that modify any ghoul NPCs in the game?
First off, great mod! I've found a weird side effect that others might also be experiencing - when I was using "MTC Wasteland Travellers", Old Lady Crenshaw and Ben Zachary will follow the travellers out of the city and stand outside the market and stairwell doors (near the bridge), instead of standing in their shops during the day. For me, this was because of an optional extra for this mod - lMTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp I've disabled this esp and the merchants work perfectly with the base version of wasteland travellers. I do have alot of other mods on the go, but for me it was only caused by that .esp Still, great mod!
I actually ended up experiencing that bug myself once or twice, and I didn't even have MTC Wasteland Travellers installed. Zachary would occasionally get stuck at the entrance of the Rivet City Market, but he would still sell me items, and if I waited an hour, he would resume his regular pathing and go into the market. I'm afraid I won't be updating this mod anymore, but if someone wants to crack it open and post their own version where this bug is fixed, go nuts!
Yeah, I originally played Fallout 3 on the XBox 360, so when I got it for PC, FWE was one of the first mods that I downloaded. I had actually played Fallout: New Vegas on PC before I got around to Fallout 3, so I was familiar with the excellent Project Nevada mod. I didn't design this specifically for FWE, but since that was what I was playing with, it had to be compatible with it by default!
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The problem with this mod by itself, is that the two nearest merchant booths to the Marketplace entrance are still empty, which makes the place feel deserted, completely defeating the point of this mod. Running both mods together is definitely the way to go. You'll just have to manually clean up Heather/Crenshaw's booth, based on whichever one you want to keep. I chose Crenshaw because she has a bit more personality.
That leaves just one empty stall. I've read (as Pippokennedy says below) it can be filled by Steiner Combat Gear mod's vendor. Also note Pippo's remark if you use Banks of the Wasteland it may use the same stall used by the aforementioned Merged Joes Junk Shop mod so you might have to choose between them - can't confirm as I just use the Rivet Merchants 2 and Merged Joes mods.
Any idea why is this happening?
Thanks!
I've found a weird side effect that others might also be experiencing - when I was using "MTC Wasteland Travellers", Old Lady Crenshaw and Ben Zachary will follow the travellers out of the city and stand outside the market and stairwell doors (near the bridge), instead of standing in their shops during the day.
For me, this was because of an optional extra for this mod - lMTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp
I've disabled this esp and the merchants work perfectly with the base version of wasteland travellers. I do have alot of other mods on the go, but for me it was only caused by that .esp
Still, great mod!
At first I was alarmed I wouldn't be able to use this but fortunately it's tailored for FWE