Glad you posted this. I'm getting ready for another FO3 play-thru. I have no idea how this will affect the game but I'm going to disable and reenable the mod to see if it'll reset the vendor.
Iirc, this should fix the respawn issue: - Open the .esp in the GECK and set it as the active file - Open the container object "001ZetaVendorContrainer" - Check "Respawns" - Save
I havn't tested it but as far as I can tell, mothership Zeta Crew does not change the location that the Vendor spawns in meaning it should be perfectly compatable with MZC. If its not, I need to know but from what I can tell, your good.
Also just letting you people know, Luke Starr does NOT respawn. So if you kill him you aren't getting him back unless you reload a save before you killed him.
Immersion? There's characters in the base game that are set to essential, or spawn again on the next cell reset. That being said, why is there a human astronaut on an alien ship... selling alien supplies? That, in my mind, is more immersion breaking. Just sayin'.
Heck, if anything... give Luke a blaster, with lots of ammo, and set him up to be agressive. That way he doesn't go down so easily. The point of all this, is so that peeps don't have to reload their game just because Luke got beat up like a punching bag... but hey, it's your mod. If anything you should at least sticky your initial game breaking warning, or post it on the description page.
My suggestions are edits anyone familiar with FO3Edit can do themselves, i guess. Simple actually.
Alright, you seem to have a point. Ill make some more changes to his health, weapons and essentiality (if thats a word) and the model. Thank you for the support.
Alrighty, updated the mod. Made some changes which are: Set the model to an Alien for lore reasons. The vendor will now use an Alien Rifle. (Forgot the name) The vendor will now be unkillable and is essential to the game. If it IS somehow killed by mod that makes all npcs non-essential, the vendor will respawn. The stats for the vendor will now have more health, dmg and further improved skills and will be between lvl 20 to lvl 100.
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Did you have any luck resetting his inventory?
- Open the .esp in the GECK and set it as the active file
- Open the container object "001ZetaVendorContrainer"
- Check "Respawns"
- Save
:D
Heck, if anything... give Luke a blaster, with lots of ammo, and set him up to be agressive. That way he doesn't go down so easily. The point of all this, is so that peeps don't have to reload their game just because Luke got beat up like a punching bag... but hey, it's your mod. If anything you should at least sticky your initial game breaking warning, or post it on the description page.
My suggestions are edits anyone familiar with FO3Edit can do themselves, i guess. Simple actually.
Thanks for making this.
Set the model to an Alien for lore reasons.
The vendor will now use an Alien Rifle. (Forgot the name)
The vendor will now be unkillable and is essential to the game. If it IS somehow killed by mod that makes all npcs non-essential, the vendor will respawn.
The stats for the vendor will now have more health, dmg and further improved skills and will be between lvl 20 to lvl 100.
This mod should go nice with the "MZ All Access" mod I use. Think I'll employ this on my next run. Thanks !! Have a Kudos.
I mean, this isn't Oblivion after all, isn't it?