Interesting mod and I really like the concept. Some of the more well known of these mods MMM - Tougher Traders has a unique glitch with the mod Brahmin Variants Redux - 21308 where it doubles the Brahmin on one and the other doubles the guards. If I knew how to make a proper patch I would but I might also try this out too.
Thank you for your work, I look forward to endorsing this.
i just added the mod, started the game and loaded my current save from megaton. went outside and crow was there with 1 brahmin, 2 new guards, and 1 default guard. the default guard i can have a convo with, but the only choice i have is 'see you later', a bye phrase.
im assuming i have to wait a day for the default guard to disappear? and also what do you mean by investing in the trader? is it an option im supposed to see after i wait a day, or do i have to spend caps and buy stuff from him?
Daggoth, I love this mod but why oh why did you have to change the *initial* appearance of the traders and also why go mess with their facial hair & hairstyles? Crow's machiavellian beard looks so frikkin awful I had to go change all their initial styles back to the vanilla ones in FO3edit :p I can see them maybe "getting a makeover" after you've invested some $$ into them, but not at game start! Gave upgraded Wolfgang the raider commando armor & roving trader's hat, fully upgraded Wolfgang's metal armor makes sense but Crow's Eyebot Helmet I gave back to (fully upgraded) Crow (Wolfgang gets a Rivet City armor helmet or a Stormchaser Hat). Again, I love this kick-ass mod and it's in my "Essential-To-FO3-Must-Be-Installed" list, so thanks
So I don't know if anyone else has had this problem, but Harith, Hoff, and Wolfgang don't have any guards with them when this mod is loaded. MMM isn't installed, so would this be something I need to dive in and edit out?
When you load the mod in the middle of a game, the initial script sometimes doesn't kick in (like many other mods). Therefore, the placeatme commands don't get run and the guards have to walk from their initial positions to wherever the caravan is at the time. If you head towards Super Duper, for example, you may see the guards headed towards Megaton (assuming that's where the caravan was). If you give them a day, they should all have gotten to their respective caravans.
I like this mod; the selection and variety of caravan guards is funny and original. I have installed and caravans are harder now and very funny to see them pass by. Endorsed.
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Thank you for your work, I look forward to endorsing this.
im assuming i have to wait a day for the default guard to disappear? and also what do you mean by investing in the trader? is it an option im supposed to see after i wait a day, or do i have to spend caps and buy stuff from him?
I can see them maybe "getting a makeover" after you've invested some $$ into them, but not at game start!
Gave upgraded Wolfgang the raider commando armor & roving trader's hat, fully upgraded Wolfgang's metal armor makes sense but Crow's Eyebot Helmet I gave back to (fully upgraded) Crow (Wolfgang gets a Rivet City armor helmet or a Stormchaser Hat).
Again, I love this kick-ass mod and it's in my "Essential-To-FO3-Must-Be-Installed" list, so thanks