I am having an issue likely with this mod. I see Crow separately and with his Caravan and when he is alone he has nothing but 30 Stimpacks to sell. Has anyone else experienced this? I'm thinking it might be something else and I can't figure which mod might do that and went through my entire list.
Thank you for this mod which allows those very important caravan traders to survive in the wasteland. Was tired of them being killed off leaving me less and less trading/repair sources!
Well, you certainly made them tough. I saw a caravan pass by the super mutant outpost just north-west of Rivet City. The 2 guards charged in, wiped out the entire camp, and then strolled back to the brahmin and continued on their way. There were roughly 12 super mutants there! Sweet.
This upgrades and replaces Tougher Traders. The system in MMMF3 protects them through a faction system that stops them being attacked in the first place, without the need to artifically mark them as Essential like some mods do (and which prevents the player from killing them in they choose).
I'm afraid that the adjustments made to the A.I. of the guards renders them useless. I am playing a new game and started to follow Doc Hoff's caravan as it left Megaton - after one engagement with raiders the guards got confused and started guarding a fixed spot on the ground rather than their caravan leader.
Following caravans is a great early game technique of exploration.
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Is this mod compatable with MMMF3 the full mod?
That is correct!
MMMF3 the full mod as a beta is finally out:
http://www.fallout3nexus.com/downloads/file.php?id=3211
This upgrades and replaces Tougher Traders. The system in MMMF3 protects them through a faction system that stops them being attacked in the first place, without the need to artifically mark them as Essential like some mods do (and which prevents the player from killing them in they choose).
Following caravans is a great early game technique of exploration.