Fallout 3
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Daggoth

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Daggoth

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About this mod

Makes the investing in merchants at Canterbury Commons a bit more interesting.

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Translations
  • Italian
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Upgraded Caravan Merchants v2.0
Made by Aerumnosus (Daggoth on Fallout3Nexus)
[email protected]
==================================================

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[°1] Version history
[°2] What and why
[°3] Detailed gameplay effects
[°4] (Un)Installation
[°5] Compatibility
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[ °1 - Version history ]
--------------------------------------------------

v1.0
- Initial release. Hopefully bug-free

v1.1
- Increased merchants' base health
- Max. level for merchants is now 30
- Increased some SPECIAL stats
- Added compatibility section

v2.0 :
- Changed and added more guards
- Added an extra brahmin
- Increased brahmin health
- Increased merchant base health
- Removed all of the merchants' and guards' grenades





[ °2 - What and why ]
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This plugin should work with your savegames. If you already have invested, the merchants will be equipped and guards will be spawned accordingly.
The plugin will not revive the merchants if they already have been killed.


Like many people, I found the accidental deaths of caravan merchants quite annoying in the initial game. This was one of these things that completely destroyed my will to play my savegame any further. However, using a plug-in that made them immortal wasn't much to my liking either. Seeing a merchant getting the irradiated snot beat out of him by a Super Mutant over and over again is great slapstick comedy, but I didn't want it in my game.
After visiting Canterbury Commons and finding out I could invest in these merchants, I was disappointed to see that only their stock grew. The thought of a merchant in a free-for-all post-apocalyptic wasteland selling gear and weapons far better than their own, just doesn't seem logical to me. So, after some trial and error, I decided to have my own shot at improving the caravan merchants.


***** NEW *****
So what does this mod do?

Merchant changes:
Each time you invest in a merchant, his gear will improve, giving him an actual fighting chance out there in the wasteland. Their original outfits have also been changed, and I tried to keep their choice of weapons and armor realistic. In other words, I didn't make them all run around in power armor and missile launchers.
After the second investment (500 caps) in a merchant, an extra brahmin gets added (to carry all of the new stock thanks to your investments).
Important note maybe: After the second investment you make in Crazy Wolfgang (500 caps), his repair skill will raise to 100.

Guard changes:
All original guards have been removed. By default, each merchant has now two guards. A 200 cap investment will add an extra guard and upgrade the first guards' equipment (when possible). A 500 cap investment will again add another guard (a total of four guards) and upgrade the other guards' equipment (again, when possible).
The guards all have unique names, and I tried to give them some sort of logical background.

For more detailed information, please see below.





[ °3 - Detailed gameplay effects ]
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By default, all merchants have had their base health set to 300, and maximum calculated levels increased to 30. All guards are set to level 20 and have fixed skill stats.

I will refer to the investments as "levels".
"lvl0" - No investments
"lvl1" - 200 caps investment
"lvl2" - 500 caps investment


* Lucky Harith * Weapons and Ammo *

----- STATS & GEAR -----
[lvl0]
- Unarmed improved to 90 (Lucky Harith is referred to by Uncle Roe as quite the martial artist, but doesn't have a high unarmed skill)
- Small Guns skill increased to 60
- Weapon: Hunting Rifle
- Armor: Roving Trader Outfit

[lvl1]
- Luck increased to 7
- Small Guns increased to 80
- Weapon: Chinese Assault Rifle
- Armor: Merc Adventurer Outfit; Bandana

[lvl2]
- Luck increased to 9
- Big Guns increased to 90
- Weapon: Minigun
- Armor: Combat Armor; Combat Helmet; Biker Goggles

----- GUARDS -----
[lvl0]
1: Camille Noir (420 hp)
A young woman who left her raider gang and agreed to protect Harith and his wares, hoping she can start a better way of life. Oh, and she gets first dibs on the weapons.
(Name from Clive Barker's Tortured Souls)
- Weaponry: 10mm Pistol -> Assault Rifle -> Missile Launcher

2: Jun Fan Lee (435 hp)
A master martial artist -skilled in Unarmed and Melee weapons- and old friend Lucky Harith.
(Based on Bruce Lee)
- Weaponry: Spiked Knuckles -> Chinese Officer's Sword -> Chinese Assault Rifle

[lvl1]
3: Scope (405 hp)
An old-timer from the wasteland who snipes Bloatflies for fun. Now he can put skills to use for Harith and earn an extra few caps.
(No specific reference)
- Weaponry: Scoped .44 Magnum -> Sniper Rifle

[lvl2]
4: Sasha (440 hp)
An expert mercenary who named himself after his favourite Minigun.
(Based on the Team Fortress 2 Heavy, who calls his gun 'Sasha')
- Weaponry: Minigun



* Crow * Armor *

----- STATS & GEAR -----
[lvl0]
- Weapon: 10mm Sub-Machine Gun
- Armor: Wasteland Legend Outfit; Dark Gray Headwrap

[lvl1]
- Endurance increased to 6
- Small Guns increased to 70
- Weapon: Assault Rifle
- Armor: Recon Armor; Sunglasses

[lvl2]
- Endurance increased to 8
- Agility increased to 7
- Small Guns increased to 90
- Weapon: Sniper Rifle
- Armor: Power Armor; Sunglasses; Sheriff's Hat

----- GUARDS -----
[lvl0]
1: Cervantes (435 hp)
An old raider that had a moral disagreement with his gang. He lost his eye while 'resolving' the matter with his former (and late) fellows.
(Based on the Soul Calibur character)
- Weaponry: .32 pistol -> Hunting Rifle -> Scoped .44 Magnum

2: Dustpaw (520 hp)
Cervantes' most trusted canine companion, who he trained to hunt and survive in the wasteland.

[lvl1]
3: Lilith (415 hp)
Ironically exiled from the Brotherhood Outcasts after drastic radiation exposure and the tragic consequences.
(Named after the female demon of sickness and death)
- Weaponry: Hunting Rifle -> Sniper Rifle

[lvl2]
4: Scrap-Metal (800 hp)
A robot Lilith managed to scavenge from her old Brotherhood Outcast post. The left-arm Missile Launcher is broken though, so she named him accordingly.
(Named after the ingame Scrap Metal item, obviously)
- Weaponry: Sentrybot Gatling Laser



* Crazy Wolfgang * Junk *

----- STATS & GEAR -----
[lvl0]
- Weapon: 10mm Pistol
- Armor: Wasteland Surgeon Outfit

[lvl1]
- Agility increased to 8
- Small Guns increased to 65
- Weapon: Dart Gun
- Armor: Merc Charmer Outfit; Hockey Mask

[lvl2]
- Agility increased to 10
- Small Guns increased to 80
- Repair increased to 100
- Weapon: Railway Rifle
- Armor: Metal Armor; Eyebot Helmet

----- GUARDS -----
[lvlO]
1: Fedora Fred (440 hp)
A rather peculiar Ghoul that Wolfgang met during his caravan travels, who says he kills his enemies in their dreams. Needless to say, they became good friends.
(Based on Freddy Krueger)
- Weaponry: Combat Knife -> Deathclaw Gauntlet -> Deathclaw Gauntlet

2: Vivaldi (600 hp)
A Protectron that Wolfgang managed to scavenge, reinforce, and decorate to his liking. He named the robot Vivaldi after finding some pieces of paper with lines and funny dots on them.
(Named after the musician Vivaldi)
- Weaponry: Protectron Laser

[lvl1]
3: Beethoven (520 hp)
A rare sight in the wasteland, is a tamed Yao Guai. But Wolfgang somehow managed stumble upon a young Yao Guai that acted quite friendly, and started following him across the wasteland. Wolfgang named him after some more of the funny papers he found, but with a different name on them.
(Named after the musician (and movie series), Beethoven)

[lvl2]
4: Tiny Tim (960 hp)
The less-known intelligent Super Mutants (or Meta-Humans) are very very rare. Mostly because most would get shot on sight anyway. On his travels, Wolfgang heard the dreadful sobbing of what seemed to be a Super Mutant. Although limited in intelligence, Wolfgang managed to gain his trust by offering him food. After a while, Wolfgang came up with a befitting name.
(Name twist on Little John, from Robin Hood)
- Weaponry: Super Sledge



* Doc Hoff * Chems *

----- STATS & GEAR -----
[lvl0]
- Energy Weapons increased to 50
- Weapon: Laser Pistol
- Armor: Lab Technician Outfit; Tinted Reading Glasses

[lvl1]
- Perception increased to 7
- Energy Weapons increased to 65
- Weapon: Laser Rifle
- Armor: Merc Grunt Outfit; White Headwrap; Tinted Reading Glasses

[lvl2]
- Perception increased to 9
- Energy Weapons increased to 80
- Weapon: Plasma Rifle
- Armor: Leather Armor; Pre-War Hat; Tinted Reading Glasses

--- GUARDS ---
[lvl0]
1: Simon (410 hp)
A former hitman who refuses to shoot anything else but his own 10mm gun which he named "Garfunkel". Not much else is known about this strange character.
(Based on Simon & Garfunkel - Sound of Silence)
- Weaponry: Unique Silenced 10mm Pistol 'Garfunkel'

2: Violet (410 hp)
The former collegue of Simon, who had taken an interest in technology.
(Based on Mr. & Mrs. Smith)
- Weaponry: Laster Pistol -> Laser Rifle -> Plasma Pistol

[lvl1]
3: Hoffman 2000 (600 hp)
A Mr. Handy robot that Doc Hoff had modified with Mr. Gutsy weaponry. After some polishing and extensive testing, Hoff came up with a fancy name for the tin can.
(Based on Albert Hoffman's anniversary LSD blotters)
- Weaponry: Mr. Gutsy Plasma Rifle and Flamer

[lvl2]
4: Phobos (435 hp)
An exiled Brotherhood of Steel Scribe. Before leaving the Brotherhood, he managed to get his hands on one of his favourite pieces of tech.
(Named after the Greek God of fear and horror)
- Weaponry: Gatling Laser





[ °4 - (Un)Installation ]
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To install:
Put the
"UpgradedCaravanMerchants.esp"
in your Fallout data folder.

Example:
C:\Program Files\Bethesda Softworks\Fallout 3\Data

On the startup screen, go to "Data Files" and tick
off UpgradedCaravanMerchants.


To uninstall:
Simply delete your chosen .esp file.




[ °5 - Compatibility ]
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This mod conflicts / cannot be used with:
- Martigen's Mutant Mod (MMM) Tougher Traders