You covered some NPCs that its kind of part of the game that they can die. i.e Lesko deserves a bullet and the hunters in the wastes respawn anyway. Hoss and Initiate Pek don't need to be essential either. Also Casdin and a few of the named Outcasts, making them essential makes falling out with them for being rude selfish dicks impossible during Operation Anchorage where I usually kill them all when Sibley turns on you. Sometimes I shoot him before just because he talks to you like you are a piece of sh*t lol. Only place I really see this being needed is The Sheriff outside Megaton, Big Town, Arefu and Girdershade. Another thing, the only way to make Three Dog stfu and stop repeating everything over and over and over, is to shoot him so you can actualy listen to some music for once instead of his rambling, or if you are just an evil karma player for funsies.
EDIT...Nevermind just noticed you have separated the mod into differant downloads for picky people like me, kudos applie and endorsed ty.
No harm having another mod doing this sort of thing, not least because it's newer and offers extensive coverage/options. I've a couple of Broken Steel DLC (Holy Water & Protecting the Water Way side quests) questions though, as they involve the deaths of a beggar and a drover: ------------------------ SPOILER ALERT - spoilers below the next dashed line (Sorry I don't know how to actually hide spoilers - even after reading up on it I can't seem to get it working) ----------------------- 1) Holy Water side quest - you investigate beggar Micky being killed by irradiated water (I wish they had made it so we could give him a few radaways). Anyway, does making him essential mess any quest stage activation? 2) Protecting the Water Way side quest - have you checked whether making water caravans essential effects the attack scene? The holotape is found on an attacker and not any of the dead caravan, but I wonder if the quest stage still triggers/advances normally.
For whatever reason this mod is consistently failing to keep Dogmeat essential, for me. Haven't tested any other permanent followers yet. Using the "Full" version.
Just a quick question and don't mean to disrespect your mod. Couldn't this be accomplished with bat files? I do it on my game and cover a lot of NPC's I don't want to die. Just trying to help.
I have a bat file for all the DLC's, Wastelanders, Slaves, Captives, Named NPC's and from my various mods I use. My character hates killing "good" people on the game. LMAO!! I also use a mod that you can talk to people and set them "essential".
Hello Crow! Do you mind telling if that last mod is available on Nexus or somewhere else? I like the idea of having the option to choose who can be essential or not. If not, how can we achieve that?
The way I did it was kind of simple. I used FO3Editor, looked up their ID's. Opened a notepad and named it "NPC 1". TOTAL EXAMPLE ONLY: setessential XX012345 1.
Can someone test 'Essential NPCs Full' with Big Trouble in Big Town? I kept getting CTDs (to the point where the game was unplayable) in Big Town and in Germantown Police HQ with the full version active. It doesn't seem to happen with the 'companions only' and 'caravans only' versions active.
I'm trying to extract the .rar files, but my unpacker (7zip) says the files aren't packed and won't proceed. Tried with another mods and those unpacked nicely.
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EDIT...Nevermind just noticed you have separated the mod into differant downloads for picky people like me, kudos applie and endorsed ty.
------------------------
SPOILER ALERT - spoilers below the next dashed line
(Sorry I don't know how to actually hide spoilers - even after reading up on it I can't seem to get it working)
-----------------------
1) Holy Water side quest - you investigate beggar Micky being killed by irradiated water (I wish they had made it so we could give him a few radaways). Anyway, does making him essential mess any quest stage activation?
2) Protecting the Water Way side quest - have you checked whether making water caravans essential effects the attack scene? The holotape is found on an attacker and not any of the dead caravan, but I wonder if the quest stage still triggers/advances normally.
TOTAL EXAMPLE ONLY:
setessential XX012345 1.
Almost, because I think the ghoul guards in Museum Authority Building shoudn't be essential.
I'm trying to extract the .rar files, but my unpacker (7zip) says the files aren't packed and won't proceed. Tried with another mods and those unpacked nicely.