Thank you for this mod! I was able to invest in all 4 merchants. 2 Items to note: Doc Hoff spawns with Wolfgangs' animal. (they both have the same number) Wolfgang had only a schematic, which I assume he will refill his inventory 3 days later.
This mod solves one of the fundamental problems with Fallout 3, loss of merchants. It works well and does exactly what you need so you can focus on the quests and not have to spend time running the entire Merchant Empire map every day or two just to keep it clear and the merchants alive.
Dude, thanks a lot for this one, you really saved me! I already got my lists setted up, you know, to resurrect/re-enable/setEssential everyone, but there was still the problem with Uncle Roe, and I didn't know the quest ID for Merchant Empire (I looked around a bit in the GECK but everything was kind of unfriendly >, so I couldn't reset it. Now with this mod I have everything fine again, thanks!
After a couple in-game days I found that Doc Hoff's Brahmin is now following Doc Hoff. So after resurrecting Doc Hoff and resetting the GetDeadCount with my previous post everything is now good. If you're a little more tech savvy then this mod may not be necessary.
In my game Doc Hoff was dead so I revived him. Doc's guard (HoffCaravanGuard1) runs back to Uncle Joe's place and the Brahmin (CaravanHoffBrahmin) walks back to Paradise Falls whenever they were "movedto player".
The guard was fixed by setting GetDeadCount to 0. There isn't a SetDeadCount so memory patching was the quickest way to accomplish the task. Searched around online and found CE (Cheat Engine) from http://www.cheatengine.org/ that does memory pattern searching and patching.
The strategy of finding the memory address to Doc Hoff's GetDeadCount is to search for the current value of "GetDeadCount 63bf7", get Doc Hoff killed, resurrect him, and then repeat the previous steps until CE zeros in on the specific memory address pointing to the GetDeadCount. The GetDeadCount is a 16-bit unsigned integer to save you the trouble of guessing its data type.
So after setting the dead count to 0 the guard now follows Doc Hoff. This is verified by waiting for 1 hour a few times and seeing him next to the doc.
The problem remaining is the Brahmin staying in Paradise Falls. GetCurrentAIPackage on the Brahmin (prid 2d59a) shows the animal is in TRAVEL state. The guard (prid 52bbf) is in FOLLOW state. Tried ResetAI on the Brahmin but it still remains in TRAVEL. This is not good because in TRAVEL the DefaultStayAtEditorLocation script package makes the Brahmin walk back to Paradise Falls. So now I'm guessing maybe there's some non-obvious internal variable that gets set when Doc Hoff dies, which is stored at the class 63bf7 level to cause creatures to not FOLLOW. The guard is following just fine so a speculative guess is maybe placing a condition on following causes the engine to reevaluate and ignore the dead status? Maybe someone can help do some experimentation.
Oh woops, looks like I got my comment a bit off with who I was referring to. Anyway, Evil Lord is the one my first half was referring to, tux_mark_5, the reccent changes should hopefully stop the crashing. It was caused by I believe Hoff's caravan guard having a bugged package. Hopefully this change stopped it.
Once I get the chance, I'll make a way to force the skills to be where they should be.
tux_mark_5, the mod is used to keep Uncle Roe from preventing investments after the merchants die. After reaching the maximum amounts of investment theres no longer any need to invest much longer.
Apple_nerd, I will look into that in my mod to see if I can prevent that from happening to other future characters, but for now what you can do is open up the console, click on Crazy Wolfgang, and type setav repair 85
First of all, I invested in crazy wolfgang once, the 200 caps one. Then, he died and I resurrected him to no avail, then used your mod and now everything is working fine, and after I your mod, I made the 500 cap investment. For some reason, his repair skill is stuck at 40, rather than 85. I don't think the game thinks I made to investments. Help!
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It freezes my game on startup everytime.
2 Items to note: Doc Hoff spawns with Wolfgangs' animal. (they both have the same number) Wolfgang had only a schematic, which I assume he will refill his inventory 3 days later.
The guard was fixed by setting GetDeadCount to 0. There isn't a SetDeadCount so memory patching was the quickest way to accomplish the task. Searched around online and found CE (Cheat Engine) from http://www.cheatengine.org/ that does memory pattern searching and patching.
The strategy of finding the memory address to Doc Hoff's GetDeadCount is to search for the current value of "GetDeadCount 63bf7", get Doc Hoff killed, resurrect him, and then repeat the previous steps until CE zeros in on the specific memory address pointing to the GetDeadCount. The GetDeadCount is a 16-bit unsigned integer to save you the trouble of guessing its data type.
So after setting the dead count to 0 the guard now follows Doc Hoff. This is verified by waiting for 1 hour a few times and seeing him next to the doc.
The problem remaining is the Brahmin staying in Paradise Falls. GetCurrentAIPackage on the Brahmin (prid 2d59a) shows the animal is in TRAVEL state. The guard (prid 52bbf) is in FOLLOW state. Tried ResetAI on the Brahmin but it still remains in TRAVEL. This is not good because in TRAVEL the DefaultStayAtEditorLocation script package makes the Brahmin walk back to Paradise Falls. So now I'm guessing maybe there's some non-obvious internal variable that gets set when Doc Hoff dies, which is stored at the class 63bf7 level to cause creatures to not FOLLOW. The guard is following just fine so a speculative guess is maybe placing a condition on following causes the engine to reevaluate and ignore the dead status? Maybe someone can help do some experimentation.
Once I get the chance, I'll make a way to force the skills to be where they should be.
Apple_nerd, I will look into that in my mod to see if I can prevent that from happening to other future characters, but for now what you can do is open up the console, click on Crazy Wolfgang, and type setav repair 85
First of all, I invested in crazy wolfgang once, the 200 caps one. Then, he died and I resurrected him to no avail, then used your mod and now everything is working fine, and after I your mod, I made the 500 cap investment. For some reason, his repair skill is stuck at 40, rather than 85. I don't think the game thinks I made to investments. Help!